#ue4-general

1 messages · Page 278 of 1

plush yew
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Will someone dm on how to exactly make a car in unreal?

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is it still 200mb

plush yew
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How do you make a wheel rotate on one direction?

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be more specific what you need "car" what kind of "car"

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how do you want to rotate that wheel?
i believe SetComponentRotation

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I already tried googling. But I still can't get the vehicle to move properly

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Have you tried those tutorials?

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on youtube?

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theres a lot of information about it

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Yep

pine parcel
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Things seem to be taking longer for me in 4.20 so far. Generating a blank empty plugin took wicked long and it felt like the editor froze. Just restarted my comp too. Maybe it's a lack of caching?

plush yew
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No luck

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Well im sure theres some content about it

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to make it work

pine parcel
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VS just launched and it is indeed reparsing the solution files so I guess that's a good sign.

plush yew
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Theres 2 demo projects in ue4 that works fine for "wheeld vehicles"

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@pine parcel VS Assist!

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Yes I know

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But I it still won't work

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I love how long it takes to parse the project for the first time

pine parcel
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@plush yew what about it?

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Oh haha

plush yew
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If you reload your project it will reparese all of it

turbid plover
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@plush yew dont give up! it took me about a year before i felt like i could fluidly work in unreal without regularly referencing guides. even still, i spend time doing tutorials and reading forum posts. if i had xp with a car, id help you. 😦 did you look at the racing game example? maybe it helps

plush yew
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How do you set center of mass in blue print?

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Well, theres a very important skill that many people don't learn in school 😄 and that is self learning

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@turbid plover Yeah the basic and advance

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I got the vehicle to move but it's leaning back.

grim juniper
plush yew
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Also wheels aren't moving of course...

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is the car moving?

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Yes but the wheels aren't spining. And the kart is leaning back.

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@grim juniper it bothers me that i've made a similar tool 2 years ago but its under NDA 😄

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Well I don't know what I'm gonna do. Will someone take a look at my project file?

grim juniper
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4.20 added the opensubdiv mesh editor stuff (although sort of hidden and not complete at all)

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I'm guessing this Unreal Studio feature uses that, so maybe that's why they included it hidden in 4.20

plush yew
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If anyone wants to help me. Just DM me and I'll send the project file

fallen schooner
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Crap, 4.20 breaks the ShooterGame sample was using as a base.

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Good thing I didn't really develop much, though it was nice to have a dummy AI to play with

plush yew
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I'm wondering when Dynamic Resolution Scaling on Windows is gonna be implemented.

dim arch
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welp, managed to crash 4.20 3 times so far

tawdry quail
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does anyone know if amongst the paragon assets released, there are also the sound effects? I can't find any sound effect

plush yew
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what the hell's this mean

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Fast CreateWidget Warning! This class can not be created using the fast path, because the property SourceObject on PropertyBinding references PeacegateButton. Please add the 'Instanced' flag to this property.

mighty kettle
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Anyone else having trouble accessing documention?

manic pawn
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means you used widget bindings somewhere and it doesn't like it

mighty kettle
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It won’t load for me, and before it was giving license errors

plush yew
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@manic pawn yeah but like I've used this widget in other places and it was fine

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and I haven't added any bindings

opaque salmon
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ezpz question: where is DefaultEngine.ini located in packaged builds and should it be this hard to find?

manic pawn
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in the pak file

mighty kettle
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I think documentation is down

plush yew
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I'm taking a break from the controls.

fallen schooner
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Can someone like a copy of the patch notes? Unreal's main site is being hammered

mighty kettle
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There’s some on the gamedev reddit. There’s a post to the link, and text copy in the comments

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It’s probably related to the documentation going down

fallen schooner
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I don't see the text copy.

mighty kettle
mighty kettle
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Has anyone else been able to see the documentation?

manic pawn
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yes

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but it takes a long time to load

fallen schooner
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Thanks

plush yew
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Ugh. It's no matter how much I try. I still can't get the damn vehicle to be driven correctly. I'm giving up. I can't do it. I have no idea how the other people can do it. But I really wished I could make my vehicle move correctly. It shouldn't be hard.

opaque salmon
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is there an easy way to check a packaged defaultengine.ini? I think I'm running into a bug where something in it is pointing to the wrong location but I can't confirm cause it's in its protective pak shell

cursive dirge
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@fallen schooner just download and create shootergame for 4.20, compare the code changes, apply

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you always have to maintain your code based project bit more on engine upgrades

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sometimes blueprints break too but c++ api changes are even more common

fallen schooner
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@cursive dirge Was Shootergame updated for 4.20?

cursive dirge
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yes

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most of the examples from learn tab get new version each major engine update

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only some outdated assets will not get those

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but those don't have 4.19 version either

plush yew
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I'm sorry. I'm giving up now. The project I'm making is cancelled. I simply can't make a car move properly.

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I just think the program is broken at this point.

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Like Seriously is this even possible on what I'm trying to do? I'm trying to make a simple vehicle but apparently that's impossible. I don't know why but that's just...just unbelievable.

opaque salmon
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hmm, so my standalone always fails gameinstance casts, I checked project settings to make sure custom gameinstance class is set as the ginstance and it is, also checked gameengine.ini to make sure it's pointing to the correct path, still not working, any suggestions?

ionic oxide
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@plush yew Your vehicle will never move if you give up

plush yew
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if you never google that doesn't help either

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I did Google like 30 times....

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i did only once

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found some answers

ionic oxide
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Download the vehicle template

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learn from it

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debug

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change values

plush yew
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i also told you that same thing.

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I did do that. And it still leans back and the vehicle wheels won't spin.

vast pine
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hows 4.20 being received so far?

plush yew
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Sometimes it moves and other times it doesn't

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I just want it to move like a car. That's all I want...

ionic oxide
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I'm doing a custom movement for my character in my project, and watched the Data-Driven Character Movement stream like 5 times

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didn't get nothing at first

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but after debugging and doing changes

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now I can make the character move using curves

plush yew
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Sigh Fine... I'll try again. But don't be surprised if I quit.

ionic oxide
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at first I thought it was going to be super hard

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so I started to understand the code

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Download the vehicle template and read the code

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debug

plush yew
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@plush yew no one really cares.

ionic oxide
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see the methods they are using

plush yew
ionic oxide
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how they are using

plush yew
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if this doesn't work then you're doin something wrong

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@plush yew hey. there's a really good vehicle marketplace asset a friend of mine made. whatever you do, don't give up!

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I'm not. But I just don't understand what I'm doing wrong. I followed the tutorials on YouTube. The unreal engine channel is outdated. And some channels have different versions.

grim ore
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I just set up a new project in 4.19 with the standard vehicle, pulled the camera to the side, and played it. I saw a vehicle move in a realistic fashion and I saw tires look like they are spinning. Is that not what you are getting?

ionic oxide
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Don't try to understand every thing at once

grim ore
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when the vehicle starts accellerating the back does drop down but that is expected using physics

ionic oxide
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go piece by piece

plush yew
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Or maybe start with some other tutorials first

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to understand the basics

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Well there's this 4 hour ago video that does a unreal engine setup. I'll give that a shot again. Also no I'm not getting that. It doesn't move

ionic oxide
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Unreal wiki has some pretty good and explanatory tutorials, maybe there is a vehicle tutorial there

grim ore
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you press W on the keyboard and the vehicle doesnt move?

plush yew
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I'm using 4.19.2 if that helps

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@grim ore Correct

grim ore
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yep using 4.19.2, new project with just the vehicle template, hit play and it works fine out of the box here

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if it's not working for you like that then it's something else, maybe reinstall the engine or try another machine?

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If you imported the feature pack it's possible your input is not set up.

plush yew
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and you can also migrate to the latest release 😃 4.20 just came out too. excited. was just source compiling

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@plush yew sent me a link to his friends asset. I'll try that out first.

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4>Deploying UE4Editor Win64 Development...
4>Total build time: 3529.11 seconds (Parallel executor: 3467.75 seconds)
========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========```
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wow it took me an hour to build 4.20 lol

grim ore
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need more cores!

plush yew
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i have a 5960x :x

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i need to get an AMD cpu

grim ore
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quick to the core store

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was that the full build or just the engine?

plush yew
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i spent $1000 on my cpu like an idiot lol

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UE4 build

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just engine

grim ore
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well I have a 5820k and it does it in about 15 but I just build the engine

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soo.... thats weird on your side

plush yew
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i opened the sln and right clicked UE4 and clicked build, deveelopment editor

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maybe it built some depencies or something

grim ore
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oh yeah thats the entire thing

plush yew
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yeah

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is that what i am sujpposed to do to engine build? lol

grim ore
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well that builds other stuff you probably don't need, should be able to just right click and build the engine itself from the solution list

plush yew
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here's my pipeline thus far

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i build UE4, then lightmass because there's some lightmass swarm issues if i dont build it

grim ore
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yeah are you right clicking the UE4 and building just that?

plush yew
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yeah

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just one item selected

grim ore
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huh.. shouldnt be an hour then

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have not built in a while, off to the git hub

plush yew
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try 4.20 lol maybve it will take you an hour too? 😛

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4.20 just came out

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a few hrs ago

grim ore
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yeah I might be talking out of my ass but I could swear it was ~15 minutes the last time I did it for 4.19

plush yew
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its like usually ~30m for me or so i think (with past builds)

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usually around that

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anyways glad i got it running. gonna migrate my game to it now

grim ore
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4.20 branch?

plush yew
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and get the topmost zip file

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thats what i built

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10 hours ago    
4.20.0-release  …
 f509bb2   zip   tar.gz   Notes```
grim ore
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yeah im cloning it now

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then have to download the required files and build

plush yew
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Oh wait you gotta buy the kit...Oof.

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Oh, Yes, You know we gotta eat too 😄

sonic pagoda
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you guys just gave me an idea, to build from source, ive been running all my versions from the marketplace and there are a bunch of features i need that i haven't been able to fix/edit the c++ files, and now i can

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thanks guys for the insight

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a bunch is like 1 or 2 features

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mostly multiplayer splitscreen post process

grim ore
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@plush yew yeah its not 15 minutes but its less than half of yours, 5820k at 4.3ghz so yours should be comparable. Just building out the Engine with right click build. 4>Deploying UE4Editor Win64 Development... 4>Total build time: 1702.89 seconds (Parallel executor: 1635.10 seconds) ========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

plush yew
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ah, still migrating my game over as we speak. almost done. excited to try out 4.20

honest rune
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Boom! ActionRPG sample game is live!

sonic pagoda
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so you download the source, and you run setup.bat? or did i just make a noobie mistake

grim ore
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from github? thats the right steps so far. download/clone, setup, wait

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then run generate project files and compile the engine

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and wait

livid haven
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Setup.bat is just going to download a bunch of non-github stuff.

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Mat's got the right of it.

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Expect to spend an hour or more waiting for that first build.

grim ore
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the fun part is if you want to compile the other build targets like android or linux

livid haven
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Make sure you pick the appropriate build configuration and platform.

plush yew
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@sonic pagoda run setup and then generate project files batch files

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easy pz

livid haven
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It will suck if you mistakenly waste hours building the wrong configuration and/or for the wrong platform.

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So, y'know, don't.

plush yew
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then you just go through and build out your engine by rlight clicking the UE4 item in vs and click build. make sure you're in development editor

sonic pagoda
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cant i just build for all platforms like the epic launcher version?

sullen wraith
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how do i add another one of these

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i need it for osmething thats not health bar :3

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but it wont let me edit it

honest rune
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20 mins first build run over here 😄

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entirely the only reason I built this PC lol

sonic pagoda
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awesome

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im prboably going to sleep, and finish tommorow though

honest rune
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i7 7700k and a crapload of RAM

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and I build on my m.2

grim ore
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@sullen wraith we don't really know what that is. It looks like a reference to a variable maybe? if so uh your gonna need another variable I would guess

livid haven
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@sonic pagoda You can use UnrealVS to batch build all platforms, that will of course take even longer.

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Engine/Extras/

sullen wraith
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yeah i have a widget thingy, and that is getting the health bar

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i want to grab the armour bar to which is something im adding

grim ore
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I bought the wrong m.2 when I built this machine so I have to use a PCIE adapter lol =/

sullen wraith
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but i cant find out how to get it :#

livid haven
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After installing and enabling the UnrealVS toolbar, it's this button

honest rune
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@livid haven Send that sln on over 😉 lol

livid haven
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I'd troll and literally send just the SLN, but I don't know what data that might contain that would be NDA breaching too... :X

honest rune
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lol

grim ore
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@sullen wraith well if you have a widget you want to be a variable you check the is variable button on the top right and then it will show up in your variable list and you can drag it into your graph then

sonic pagoda
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so, generally.. 1 does not build a source verison of the engine with all platforms in mind?

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the current project i am working on is intended for pc/mac and consoles primarily ps4/xbox and then later switch and then mobiles , and then i wake up from my dream, i mean , could i just have a pc/mac platform engine version and then later add in support for the rest?

sullen wraith
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still confused as to how i get it :3

grim ore
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opening up a learn resource from the launcher, trying to open up an included C++ file, and being greeted with "there is no .sln file" is suuuuuper annoying

honest rune
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lol

weary basalt
sonic pagoda
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so icejaff, where is the armour bar located?

honest rune
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alright I'm out. I wanna play with this ARPG sample

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night everyone

sullen wraith
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ui widget W_PlayerInfo

livid haven
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I'm also out. Going to let a debug editor config of the editor run trying to cook Fortnite overnight, so I can debug why the hell it crashes for me. :/ Peace, peeps.

sonic pagoda
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have fun

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so icejaff

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you are trying to drag from the wrong place

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you see where target is pulling from

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pull from there to get the armour

sullen wraith
sonic pagoda
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also, try show some larger screenshots, with more surrounding

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yea

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that

sullen wraith
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slightly confused, im trying to change the bottom one to armour bar

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not health bar

sonic pagoda
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from as w player info, drag off that and type in armour

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or armor depending on your nationality

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its w_player info a struct ?

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or save file

true ledge
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question: I was going to start a new project tonight, and finally installed 4.19 while I was eating dinner, somehow missing that 4.20 is out. should I hold off on starting my project until 4.20 is downloaded, or use 4.19 until 4.20 has been out for awhile?

sonic pagoda
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start now cthomlan, never wait... 4.20 is probably still going to see many updates... so you can always hold off, and upgrading a project is not that difficult, USUALLY ... but im not an expert, and thats just my opinion , but the sooner you get started with the engine the better, how fast is your internet?

sullen wraith
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very confused :\

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still cant change health bar to armour bar :3

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i dont know where to find it

sonic pagoda
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icejaff, dude

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okay

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go to your content browser

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search w_PlayerInfo

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find that darned blueprint or whatever it is

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and then open it

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add another variable

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called armourbar

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does armourbar already exist?

sullen wraith
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yes I made it before :3

grim ore
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man tearing apart this new Action RPG sample game is going to be good for a ton of people. Finally a clear and usable example of the Gameplay systems

sonic pagoda
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what is this action rpg i keep hearing off from like 2 people

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i received no such official notice via email from epic

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so apparently you have to press enter at generateproject files, i was just waiting all this time for something magical

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and voila a solution appears

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@sullen wraith okay

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now

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delete that 2nd health bar

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you dont need that

sullen wraith
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one is for armour, the other is health?

sonic pagoda
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drag from where it used to be on the w_playerinfo and then type in armour

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and it should appear

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i know but right now you just have 2 healths

grim ore
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you shouldnt have to hit enter but yay if it worked lol. Action RPG is on the learn tab in the launcher, on the bottom its a new game example project.

sullen wraith
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are you talking about this window?

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delete the health?

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or on my widget

sonic pagoda
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holy moly, that thing looks cool @grim ore

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yes delete the 2nd health bar

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just click it and delete it

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and where target is connect to player info (which should no longer be there) you drag out and type in armour

true ledge
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if you cant see the learn tab, for whatever reason (I cant), action RPG is something like Dark Souls

sonic pagoda
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i see it

sullen wraith
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ooh got it

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you legend

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thank you!

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still learning engine, sorry about being so slow

sonic pagoda
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dude you need to watch more tutorials

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theres a guy i heard of

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called mathewWadstein i hear his tutorials on youtube are good

true ledge
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tomatoes?

sonic pagoda
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😂

grim ore
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man this is an honest to goodness really decent example project, I am proud of Epic lol

true ledge
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are ablities exposed to blueprints or is it still c++?

grim ore
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like a ton of questions that pop up on workflow or how to do things are in here. Master sound classes including volume control, settings menus, fading in and out levels, using game mode appropriately, etc.

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last I used abilities you still need to use some C++ but this is set up so you can do a good chunk of the design work in BP

sonic pagoda
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i have a tb m2 and another extra 1tb ssd and still not enough space to fit my life projects... all these unreal engine versions do not help disk space

grim ore
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I just love the fact there is a BP library with a function that does nothing but shortcut getting things like the player character and casting it for you

sonic pagoda
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what, really?

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thats in the new arpg?

grim ore
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yeah its a helper function so it makes sense. no use in redoing the same stupid stuff over and over.

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It's nice to see it in an official example

sonic pagoda
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tahts really cool

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and i told myself i would relax tonight and play video games, that just never happens when you decide to make video games

true ledge
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looks like I'll be grabbing 4.20 tonight after all, if only to see this new example

sonic pagoda
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alright guys im out, take care, have fun with 420 tonight ... ill see myself out

sullen wraith
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take care man

eternal orchid
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uhm i have a problem

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and im talking here because I can find no help chat

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anyway whenever i launch my game to the desktop, all the buttons work except for the start game button, which in the output log "fails" yet when i test it in the engine it loads the next level the game starts in and works fine. what did i do wrong?

sonic pagoda
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what do you mean by launch to the desktop

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did you move your project folder to the desktop

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thats a big mistake

sullen wraith
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whenver any player respawns, the entire server sees this

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how can i make it so only the correct player gets it

eternal orchid
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no i mean when in engine i click Launch

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and select my desktop

sonic pagoda
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ice id this local multi or online?

sullen wraith
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online

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actually ignoe that for now, it's not important right now

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better question

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i need to do a if variable > variable then

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how do i do that logic in blueprint

sonic pagoda
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ice i highly recommend you watch epics official twin stick shooter tutorial series, it goes over all this stuff

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casting getting references to actors

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comparing variable values

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but to answer your question

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literally just right click and type >

eternal orchid
sonic pagoda
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launch is for launching

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its mostly for nasa simulations

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😂

eternal orchid
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pfff

sonic pagoda
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jk...

torpid sierra
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ha

sonic pagoda
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launch is for mobile or other devices why do you want to launch to desktop?

eternal orchid
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oh i thought launching was supposed to simulate launching the game executable

sonic pagoda
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no that would be play in standalone

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i usually just play in new editor window

plush yew
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@sonic pagoda you get the engine to build yet?

sonic pagoda
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no im on my cellphone now, but it is doing something

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ill figure it out tommorow

plush yew
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hope you migrate to 4.20

eternal orchid
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well im not the only one whos gonna play this lol

plush yew
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i just switched over. all good. 😃 all code plugins now working.

sonic pagoda
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yea sorr6 i meant i usually play in new editor window for testing

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awesome gothic

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and then compile for actual testing

eternal orchid
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so this error wont affect the final product? its just a weird quirk?

sullen wraith
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so i get the true value from => now how do i make that into exec

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so

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if a1 >= a0 then a1 - damage

sonic pagoda
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cyber75 try compiling it thats when you really make that exe or .app file..
thays the true test

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branch

eternal orchid
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okay thanks

sonic pagoda
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b + left click

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branches are true false statements

sullen wraith
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legend thank you

sonic pagoda
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with a boolean like >= for ex as the condition

sullen wraith
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my maths is wrong i don't know how, whenever you take damage you insta die instead of losing shield :3

errant lintel
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I don't remember how can I show FPS on editor viewport :c

grim sinew
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ctrl+shift+h

errant lintel
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@grim sinew thanks !

vernal tapir
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Hey guys, maybe someone can help me out?

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Precompute visibility just stppped working.

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Despite allsettings being correct, it just won't do anything anymore, no cells built with lighting.

rigid pasture
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~Obligatory Unreal Studio 420 joke~

hexed yoke
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Hey guys, I was trying to implement manual save system .Any idea how to implement or look for references to achieve the same? Thank you.

whole quarry
#

the same as?

sudden agate
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Unreal's save System is garbage in Blueprint

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you need to work around it a lot if you want to save actors dynamically

plush yew
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Unity to UE4

hexed yoke
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@sudden agate - you may be right. But i'm bit confused as my work in progress game involves level streaming. I'm looking for the solution or an approach to handle the various data in those levels.

sullen wraith
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Would anyone take a quick $20 to fix a skeleton mesh for me 😂 I need it to work with the gun kit I'm using but it gets all skewed up :3

mortal cedar
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anyone elses .vs folder massive? this is a pretty new game. is this something I can cull? Couldnt find much via google

cloud cobalt
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Not really surprising

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You can remove it periodically and regenerate your project

mortal cedar
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I cant really tell what it is. are they error logs from visual studio?

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I should tell my version control to ignore it right?

sullen wraith
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Would anyone take a quick $20 to fix a skeleton mesh for me 😂 I need it to work with the gun kit I'm using but it gets all skewed up :3

dim arch
#

hey guys I have a question, the touchcontrol ring (for mobile) is added as a widget to the viewport

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is there any way to access that canvas to add buttons etc

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and where is the code which implements the touch interface? can you access it in BP or is it cpp

austere hinge
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When I try to open c++ project in unreal 4.20

It is saying universal CRT to be installed.. How to fix this

dim arch
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if I make touch controls via UMG they seem to override eachother (if I have the move ring pressed, I cant press a button at the same time)

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what version of VS do you have @austere hinge

austere hinge
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@dim arch 2017

dim arch
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hmm

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I know it requires 2017, possibly missing some dependencies, try updating it? I could open 4.20 code version last night

austere hinge
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I updated. Vs 2017 to latest version.. Still same error 😐

dim arch
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hmm

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did it work with 4.19?

austere hinge
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@dim archyes

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No problem with 4.19

dim arch
#

not sure then sorry , try asking in the cpp channel

austere hinge
#

Ok

fiery harbor
#

@austere hinge which windows do you use?

austere hinge
#

@fiery harborwin 10

fiery harbor
#

ok, should work

open isle
#

Happy 4.20 folks!

dire zealot
#

Is there a way to have something glass like without recking my performance?

tacit silo
#

not a single joke in the 4.20 about weed

#

uninstalling

paper kernel
#

now now, let's be professional here

strange jacinth
#

hey guys here's a question for you. if i have a material with POM setup ,is it possible to rotate the texture properly? i tried it in a few ways now but everytime it gives some issues and the POM doesn't work perfectly anymore after rotation

rocky wadi
#

How do you co - op in UE4?

digital anchor
next badger
#

Hmm. Can't login to Epic through launcher. Anyone else?

plush yew
#

Well someone told me it could be the blueprint for the wheels. I'll see what I can do

whole quarry
#

someone did scroll down before replying? 😄

dense galleon
#

installing the UE 4.20 prerequisites seems to force the PC to restart for some reason

wary wave
#

probably a Windows prerequsite >.<

#

something like the VS2017 distro

cursive dirge
#

I had that too

#

it's so stupid

#

they literally just rebooted the whole PC without warning

#

good thing I didn't have anything important unsaved

heavy relic
#

Nice

#

Epic pulling a Microsoft there

cursive dirge
#

worse

#

MS at least warns you and / or lets you postpone

#

I haven't seen this level crap in ages

viscid quail
#

Looking to instance meshes along a spline anyone know if it is currently possible

#

If so where can I start looking 😃

cursive dirge
#

you can't bend the instanced meshes along spline if that's what you want to do

#

you can instance say, trees along spline just fine

manic pawn
#

sure hope the prereq installer isn't going to pull that shit on users pcs for packaged games

#

that'd be a disaster if it does

teal tulip
#

@viscid quail yeah its possible on the marketplace you have samples I think, I made a pack aswell

#

basically you get the distancealogn spline and add the meshes that is all

#

a different thing is if you need curves etc

plush yew
#

Does anyone have any good tutorials on the substance plugin?

languid shard
#

@plush yew what do you need to know ?

#

the substance plugin is pretty straight forward 😃

viscid quail
#

@teal tulip by default spline mesh component does not make instanced meshes got it setup to curve ect.

#

I see it’s possible to spawn prefabs along a spine interesting 😃

soft pawn
#

hello

whole quarry
#

hi

latent moth
#

is there anyway to change the physical material of a landscape layer DYNAMiCALLY

whole quarry
latent moth
austere hinge
#

Any tutorials to building lighting for mobile

plush yew
#

On what amount should you keep the draw calls?

austere hinge
#

Iam trying Archviz for mobile.. I need best quality..

whole quarry
austere hinge
#

I saw everything bro.. Iam not able yo get shadows on static light

cerulean nova
#

"Crouced Eye height" is 32 and Base Eye Height is 64 but even if i adjust crouced eye height it still always go to the standard height any idea? maybe a bug?

#

(4.20)

carmine lodge
#

Question for anybody using the Action RPG demo - do you know where the inputs MoveForward and MoveRight are being bound/used? There's no SetupPlayerInputComponent method in RPGCharacter which is where I normally declare input bindings, and they're not in the player controller either. I've checked Blueprints and can't find them.

grim ore
#

@austere hinge if your still confused about that error on the CRT console I am 99% sure its due to needing to install the Windows 10 SDK to allow VS 2017 to work.

austere hinge
#

@grim ore I uninstalled vs 2017 and installed it through unreal.. (when I open c++ project without vs 2017 it will ask to install )... But still iam getting same error

cerulean nova
#

why through unreal

#

u just have to go into propertys from the install and check the urneal engine stuff and then it downloads the files for it...

#

@austere hinge

delicate needle
#

I was going to hold off on asking for help, yet again, but I'm still newb to figure this out in short time.

I am trying to list all my pawn actors into an array, but I want them to be at set locations in said array. Example - BP_P_Dest-Entrance [0], BP_P_Dest-Kitchen [1].

I made a empty simple actor BP in my scene, but I cant directly drag and drop another actor into it, which would likely get the job done...

grim ore
#

@austere hinge did you install the Windows 10 SDK thru the VS installer tho?

#

@delicate needle if you make the variable public (the little eye icon next to it in the variables list in your actor BP) it will show up in the details panel when you click on that actor in your scene. You can then add items to the array that way from the scene.

#

in the details panel on that actor where you have your variable there is an eye dropper next to each variable that you can use to let you pick an item in the scene. Alternately you can just click on the drop down and select an item from the scene that matches the correct variable type.

#

This all assumes you actually created slots in the array for your items tho using the + button to add atleast one slot in the array

cerulean nova
marble spire
#

Hi guys, i want to ask a question
Im using a sword with a OverLapAll to apply damage
But it was casting too many times, u know? So i was thinking about apply a do once, but is casting even on ME, since is overlapping my hand to my character hold

#

so if i put the do once, it wont do any dmg on the enemy, but do on me

#

is there a way to ignore the collision with my own character?

cerulean nova
#

make an exception to yourself?

marble spire
#

it can be, or if u guys know a solution to this

#

because u know, on my attack it was casting the apply damage many times on the enemy

plush yew
#

Has anyone here used World Creator?

marble spire
#

with the Do once it wont do dmg, since is applying in me

cerulean nova
#

just give yourself another health variable?

#

then the enemys

marble spire
#

Is not just dont do dmg on me

#

is because is casting to much

#

since the sword pass through the boddy, it cast the damage like, 3x times

grim ore
#

The overlapp all has an actor return that it hits, just make sure its an enemy type and not you, or make sure its not you and apply it to everything else

carmine lodge
#

So you're damaging the same actor multiple times in one swing? Maybe you need to apply damage to the first actor hit and then stop whatever function is applying damage/casting etc

grim ore
#

or change its collision channel to ignore you

#

or move your sword out of your body so it doesnt hit you

cerulean nova
#

so many solutions 😄

marble spire
#

Will try that guys

#

Thx

#

Also found it yesterday u had a channel MathewW, great work

cerulean nova
#

also keep in mind sometimes less is more

whole quarry
#

@grim ore has a channel? are there any videos on it? 😛

marble spire
#

i was using his AI videos

#

great work

cerulean nova
#

he also has a super nice documentation of his videos wich many might not know 😃

austere hinge
whole quarry
#

makes sense that shadows are lacking then

austere hinge
grim ore
#

@marble spire awesome, hopefully some of them help 😃

cerulean nova
#

imagine having the sun in your room 😄

whole quarry
#

@austere hinge to quote Blender Guuruu: Screw glass. Its only for fancy reflection that doesnt add much 😛

austere hinge
#

How to fix that bright area in gles 3.1 preview 😞

cerulean nova
#

MathewW it also helps maybe discover new nodes and get inspired to use them in some ways 😃

#

last note i discovered from your videos was "Snap to Grid" wich was exactly what i needed 😃

marble spire
#

The AI videos was awesome, since is almost 0 the good quality of videos about this ive found in my language

#

The good ones dont use behavior, but only On see pawn, things like that, i was searching for behavior tree for studys

whole quarry
#

@austere hinge Also also also... Don't trust any kind of preview on PC for mobile

marble spire
#

Try to use launch on mobile

#

just let the usb depure and try to run

#

maybe is better, and since is launching and not building the APK, is fast

whole quarry
#

PC is very poor in emulating mobile platform

cerulean nova
#

am i right that Epic on 3k+ gets 5% and steam will stake 30% and tax may take ~19% so im on 54% of the income is already gone wich is quiet alot and that makes defining a price quiet hard 🤔

delicate needle
#

@grim ore Sorry, I am lost for what you are saying about making an actor into an exposed variable. The idea of exposed variables I have messed with before, but not in this context.

#

I don't see what you are describing in the pawn's BP

carmine lodge
#

Click the eye icon next to the variable in blueprints to expose it to other blueprints

#

I think that's what he means

delicate needle
#

Where is the eye in this context?

grim ore
#

should be next to the variable in the variable list on the left. where is the variable you want to expose?

#

this should be in the actor you have your array in

carmine lodge
#

Create a new variable of whatever type you need and you should see a closed eyelid icon next to it. click it to open the icon and expose it.

austere hinge
#

@whole quarry I also thought that and launched the apk and checked in mobile.. Still getting that bright areas

delicate needle
#

Ah

marble spire
#

anyone know a tutorial about making a dodge system like nioh or bloodborne?

delicate needle
#

Thanks guys, what a way of doing things.

grim ore
#

the eye is a shortcut to making it public, it's a checkbox in the details panel for the variable as well but the eyeball is easier to click and remember lol

#

I want to say its something stupid like Instance Editable for the name in the panel

austere hinge
#

@cerulean nova tq bro... Solved the visual studio error

delicate needle
#

Yeah, that sort of concept I understand, public vars, etc. Its the fact that you can only input the contents of the var in "the world" that confused me

#

I was expecting it to be able to find the actors in the details panel inside the BP, after I made it public.

plush yew
#

Can someone explain to me

grim ore
#

you can if you are editing the blueprint in the world

plush yew
#

how the frick to get these to go away?

grim ore
#

if you are trying to edit the blueprint in the browser than it has no knowledge of what is in the world

delicate needle
#

What is the browser

grim ore
#

the thingy at the bottom, the content browser. Where it stores all the base files

plush yew
#

I'm trying to create my first C++ Slate widget and it's...really hard to learn the language, API, etc when Visual Studio keeps kicking out these errors.

grim ore
#

once you put the blueprint in your level its created and then it knows about all the other stuff in the level, you could then open it up (that instance) and select the items in the world directly

worn granite
#

Only trust compile errors

marble spire
#

Sorry to ask it again guys, but did someone know about it how to make a dodge system? like nioh or bloodborne

worn granite
#

go in either #slate or #cpp and post source + output.

#

if you post error list you'll be asked for the other.

plush yew
#

The thing is... Not only are those intellisense errors showing up in the error list but I'm getting red squigglies in the code which is distracting

#

and I'd like to keep intellisense on so I know if I'm on the right track.

worn granite
#

Ok, well you can turn that off, too. Its just not as easy to point to.

#

The intellisense errors, I mean.

#

If you're not ok with turning off intellisense errors (not the whole thing), then I'm afraid you better get comfortable with false errors when you change things to do with reflection macros and/or haven't compiled yet.

plush yew
#

well, I have compiled. Multiple times. At least, I've gone to "Build -> Build Solution."

worn granite
#

Well then maybe you do have errors.

plush yew
#

Unlikely, this is engine-generated code

#

the code you get from going "New C++ Class", "Slate Widget", and filling out the form

#

and it is saying "Build successful"

worn granite
#

¯_(ツ)_/¯

grim ore
#

Intellisense is basically useless with the UE4 code base is what I hear all the time 😦 Your gonna have to deal with the false positives or invest in a better solution like VAX

worn granite
#

I wouldn't know how to fix it - first thing I did was turn it off outright.

grim ore
#

it sucks to have to deal with it but I have never seen a real solution other than don't use it heh

worn granite
#

Intellisense might be alright outside of the errors.

plush yew
#

I also noticed that my new Slate widget isn't showing in Content Browser at all.

#

even though I've got my editor running from within visual studio so the project is building.

worn granite
#

well its not a reflected class

plush yew
#

Can I make it one? And can I expose it to UMG?

#

This widget is going to be a terminal emulator.

worn granite
#

You have to make a UUserWidget wrapper for your slate widget.

#

Check out UButton and the like.

wispy plume
#

hello, could anyone help me. Im having troubles finding the animnotify events i set up on a animation montage, when i go to call for them on the animation blueprint they just arent there

#

a picture to my problem

#

ive tried saving and compilling all things and closing and opening the program

opal hornet
marble spire
#

the version i think

#

are u using the 4.19 or already updated to 4.20?

#

idk

wispy plume
#

😦 ok, ill try asking latter

opal hornet
#

i have 4.20 installed

marble spire
#

sorry Gamaran, im having the same problem as you haha

#

problems with my melee atk

opal hornet
#

I got it working, just simply had to restart Epic launcher

marble spire
#

Ive found it why i was doing dmg to my self

#

my sword is hitting my sphere colission in the atk animation

#

now i just dk how to fix that

opal hornet
#

collision channels

marble spire
#

in my character BP

#

Anyway

plush yew
#

does expiring a set of steam curator keys only give you a percentage of your keys back? lol

marble spire
#

anyone know how to make my enemy turn around to me

#

He's following me, and atacking me, but if i stay behind him, he just stays stucked attacking the to the other side

worn granite
#

Out of curiosity, have you sought out resources which might cover these gameplay mechanics?

marble spire
gleaming lotus
#

Is there any documentation on the 4.20 update regarding the steam authenticator?

#

Cant find too much for it

#
New: Steam Authentication
Steam Authentication has been added! Games can now add a packet handler component that interfaces with Steam’s authentication APIs, enabling them to advertise their servers properly, handle VAC/publisher bans, and provide better validation of clients. If enabled, clients joining a server now have to be authenticated by Steam before being allowed into gameplay. By default, clients who fail authentication are kicked from the server.

This is all I've found.

delicate needle
#

Okay, I need to jump off Unreal for a little bit (sad), but before I jet off, I could use some help understanding what is going on here, and why there is a disparity.

gleaming lotus
#

Press compile.

#

Hold on, are you adding these indexs to an actor already in the level editor?

delicate needle
#

Yeah

gleaming lotus
#

If so, this becomes a child of the blueprint class, and does not affect the class that you've got up on the smaller window.

#

If you want to make changes to the class that'll affect every instance of this class, you want to do it on the blueprint editor and not an actor that is in the level.

delicate needle
#

Just an empty BP Actor with a bilboard and Actor Array Variable

#

It is compiled, right, and also in the world.

#

There is only one instance of this class, this pawns job is to hold an array that list all of my Pawn_Destinations - "BP_P_Dest-*" pawns.

#

Of which I will be adding more as I work on it (bedroom 1, bathroom 1, etc)

gleaming lotus
#

Yes, but you're adding these variables into a child of this actor's class

#

When you want to be adding it to the class

delicate needle
#

Is that what I did in the default section?

austere hinge
#

Download the Action rpg example.. Iam trying to launch it on my mobile(one plus 3 ).. While shaders are compiling.. My engine is crashing

gloomy helm
#

Is there a way to make the rotator not have decimals

austere hinge
#

And one more dout is..
In action rpg they build the lighting in default shader mode 5.. But mobiles don't support shader mode 5 right..

plush yew
#

anyone know a way (through blueprint or engine interface) to hide the mouse cursor if it is not moved for x seconds?

gleaming lotus
#

@delicate needle That is the wrong section. That section is for the actor you have selected in the world. The correct section is the one on the left

#

@plush yew You could use a tick event to check on the delta if there has been a mouse input?

wispy plume
#

could anyone help me. Im having troubles finding the animnotify events i set up on a animation montage, when i go to call for them on the animation blueprint they just arent there

ive tried saving and compilling all things and closing and opening the program

dim arch
#

nice setup

#

I cant assign events from dispatchers in 4.20

#

well, I can but the assign function used to create a new custom event wired into the bind node, now it doesnt, idk if its a bug or

grim ore
#

so serious question, where is the cinematic DOF option in 4.20 lol?

hot ledge
#

can someone help me am trying to make an automatic weapon

#

in c++

grim ore
#

@wispy plume what you are doing seems like it should work, I just tested it in a new project with the TPP template. Are you using the correct animation on the correct anim bp? is that a custom notify event?

wispy plume
#

im using a animation montage, inside i created the custom notification

#

if i have to screenshot anything that will help you help me, tell me. Im lost atm

#

it just doesnt show

grim ore
#

well it should work, I just tried that as well. made a new montage and chose my mannequin skeleton, then added a custom notify, and it showed up on the right click in the event graph.

#

maybe your skeleton is wrong for your montage?

#

considering your preview in both windows is different it seems like it might be something like that

wispy plume
grim ore
#

well you can see your using the test male model skeleton

#

which means when you click on the blueprint in the top right and it goes to your anim graph I would assume it would show him as well for the preview

wispy plume
#

hmmmm i hadnt noticed that

#

ohhhh when i retargeted i kept using the old animations, so my montages are using the wrong skeleton. @grim ore I totally understood my mistake now

grim ore
#

hopefully that helps 😃

wispy plume
#

jesus, im so dumb

#

thanks a bunch for the help and im sorry to bother

grim ore
#

man don't even think that

#

there is so much shit going on the screen among so many windows getting lost is easy

#

UE4 is not pick up and play, you make a mistake and it's easy to get lost

wispy plume
#

yeah im very new, so i really get lost but i love what you can do with the program. It was always my dream to make video games since i was a children but i kinda gave up on it since in my small country you cant really live off of that. But a friend showed me how blueprints work and how far the engine goes to help you get something done and i've been putting long hours after work trying to learn. Its amazing so far

#

even if i can only make small games at the start its fine, ill keep learning more the more i make

grim ore
tiny arch
#

hello new guy here, just started with UE4 and have a weird problem:
when i start UE4Editor the crash reporter shows up, that it noticed, there were some crashes in the past, and do i wanna report it, but there weren't any crashes afaik lately
i built UE4 from github source 4.20 branch
did i fuck up anything? i'm on windows unfortunately

hoary charm
#

Can believable cracks in concrete floors be achieved through decals? Or is that better off to design in the texture?

tribal pebble
#

Anyone that uses Sequencer , can tell me how to Keyframe Visibility of an object

for the purpose of different scenes in the Animation

#

?

#

like in blender i can right click and insert keyframes on the Visibility of an object but in Ue4 i don't know how

#

i found "Level Visibility Track" but its not just object visibility

pallid compass
#

Do you ever look at your project and think

#

how did i end up with over a 100 classes

grim ore
#

if you right click the item in your sequence there should be an actor hidden in game option at the bottom of the list of items you can use

#

sorry not right click lol

tribal pebble
#

will this keyframe itself for the Sequencer that i use for Rendering my animations made in blender?

grim ore
#

click the + for the tracks

tribal pebble
#

one sec i'm re opening cuz of a crash

#

in the + tracks there is an actor hidden right?

grim ore
#

should be, it is here. It adds a visibility track you can keyframe for the object

tribal pebble
#

thanks 😄 gotta test out!

#

i don't see it

#

i see that

grim ore
#

the track list for your actor

#

like I have a cube mesh track, to the right of it is a + which is your tracks for that actor

tribal pebble
#

the object list?

#

i don't quite get it sorry >_>

grim ore
tribal pebble
#

allright i see

#

O my god its like magic THANK YOU @grim ore its working 😄 !!!

grim ore
#

lol

#

yeah I don't know why its not keyframeable by default

#

I mean the stupid thing has a visible checkbox under render, they could atleast add a shortcut to that toggle there even if it doesnt do the same thing lol

tribal pebble
#

indeed! 😛

#

by any chance do you know anything about Uv-Animations ?of character Eyes or Mouths for example?

#

as the Uv-Warp from blender can't be exported

grim ore
#

I do not art sorry 😦

tribal pebble
#

aw np , i'm using for now a method where i have many planes for each expression , and i have all planes keyframed inside the head and the visible expression on the face

grim ore
#

I know there was a cool little gif I saw once that explained how to do it in Unity that should be transferable but thats it

tribal pebble
#

eh hope they'll add something like that 😛 because uv warps are very great for games expecially

grim ore
#

It's probably doable now as you have access to the UV's in the material editor but that is voodoo to me

tribal pebble
#

yea i seen some tutorials and it seems finneky , expecially for when you wanna keyframe all the expressions to the Sequencer xD

robust shadow
#

Is one 2k 27” monitor good for ue4 editor or would you guys recommend 2 monitors

#

I’ve been using this 21” 1080p for too damn long. Trying to decide weather a single or dual monitor setup would be better for ue4 development 🤔

grim ore
#

3 or more monitors is always good, 2 I guess if you have to sacrifice

#

but yes 2 monitors or more is always good for any development unless you have 1 large monitor that you can split into multiple windows. Being able to watch execution and debug while things work on another screen is great.

plush yew
#

anyone know of a way in blueprints to drag off multiple exec lines at once? as you might ctrl click on folders/icons etc

#

also does anyone have the most recent inside info on acquiring a switch dev console on discount? I heard nintendo recently made or is making changes for their indie department or something?

rigid anchor
#

I can't RAVE enough about this wonderful relevancy system in 4.20!!! So much potential has been opened up.

plush yew
#

What do I put in for "Size" to fill up the entire widget area with the box?

bitter iris
#

does anyone elses 4.19 just keep crashing randomly?

surreal viper
#

randomly? nope
doing pretty much anything in UMG? yes

plush yew
#

mine only crashed once

#

because I forgot to call the base function in an override in a UUserWidget

#

so it was my fault

#

Anyway, how does one measure a string of text while in a UMG widget?

#

trying to paint a string of text onto a widget one character at a time and I need to know the size of each character (in pixels)

bitter iris
#

anyone wanna help me with a crash? i have no idea

vernal tapir
#

Can anyone help? Lightmass out of memory even on a map with a single plane!

spare steeple
#

are there any settings for mouse input? there is definitely something that feels off about it

#

seems like theres some acceleration

#

nevermind i just noticed mouse smoothing is on by default

steady owl
#

Anyone know how to get the same effect as the photoshop multiply blend mode in ue4?

#

Whenever I literally multiply the base color texture by an ao texture it brightens the base color, but in PS using the multiply blend node, only the dark colors stay which is what I want

true ledge
#

if I had to guess, thats a color space issue, since (afaik) ue4 and PS use the same math for multiply (base * blend). are you using linear colors?

steady owl
#

I have SRGB off on my AO, not sure

#

Blend_Darken seems to work similarly

robust shadow
#

does anyone know if i'll run into any issues use different monitors in ue4 editor?

#

specifically these

latent terrace
#

2560x1440 has issues for me

robust shadow
latent terrace
#

however it might've been fixed in 4.20 so I'll tell you tomorrow 😛

robust shadow
#

@latent terrace what issues do you have using a 2k monitor?

polar hawk
#

I'm really curious as to why you'd need higher refresh rates on your non 4k

latent terrace
#

all umg buttons have a weird offset

#

like my mouse is away from the button but UE thinks its on the button

#

annoying as hell

robust shadow
#

I don’t @polar hawk

#

Right now I just have a 1080p 60hz so my idea was to buy those 2 cheap 1080p Asus monitors to use for now

grim ore
#

I've got a 1440p for main and 1080p for secondary at home and no real issues here with UE4

latent terrace
#

what ver are you using?

grim ore
#

well I don't use scaling so that is probably why

latent terrace
#

4.17 worked fine for me, problem appeared in 4.19, only in editor : P

robust shadow
#

Then a few months down the line hopefully upgrade to the 2k monitors and keep the 1080s off to the side. Then hopefully a few years down the line out a 4K in the middle

grim ore
#

weird no issues here in editor for any version but i use 100% scaling

robust shadow
#

I’m not planning on buying them all outright. Was more of adding them as I go haha

polar hawk
#

I would not make suck long term monitor plans

#

Such

short dagger
#

what are the pre-req's for 4.20? worked on my PC but not my laptop and not sure which SDK's and toolchains i should be including to get it to properly build

polar hawk
#

Shit changes fast

grim ore
#

VS 2017 and Windows 10 SDK

short dagger
#

have both and doesn't seem to work, hrm

robust shadow
#

True

polar hawk
#

Just go cheap until you want to go ridiculous

robust shadow
#

It’s not THAT long term though. I’d be buying them all this year except the 4K that one would be down the road more

true ledge
#

this is probably a dumb question, but: I'm looking at the new ActionRPG project and I'm seeing 3 maps: _P, _Dungeon02_Asset, _Dungeon02_Lights. I've never seen this kind of setup before, so what's Epic doing here?

worn granite
#

I mean, I've still only got 3 monitors

polar hawk
#

Either way $700 is ridiculous imo for a 2k

worn granite
#

I've run out of desk

#

I need more desk.

polar hawk
#

I bought a massive desk and need more desk

robust shadow
#

@worn granite VESA mounts m8

worn granite
#

Yup

#

Still need more desk

robust shadow
#

You can never have too much desk

#

😂

worn granite
#

I actually have this big ass slab of wood I could use as a desk, but its seated pretty damn high

#

And I'm too lazy to fuck with it anyway

polar hawk
#

I wish I could find a sane way to mount my 8 inch monitor speakers

#

That'd free up a lot of desk space

grim ore
worn granite
#

I've got a 4:3 monitor I wish I had the space to set up

polar hawk
#

The docs are being temporarily confuckizzled with

worn granite
#

Really I just need a new stand.

#

or arm array (whatever)

grim ore
#

@true ledge that is pretty standard to alleviate large map issues and to allow multiple people to work on the same setup. They are using multiple levels or level streaming to do it

robust shadow
#

I got this 1:1 monitor lying around I should throw up just for the lulz

crude totem
#

@grim ore Do you know of any tutorials online that teach that kind of workflow?

short dagger
#

1:1 monitor? never realized that was a thing h aha

true ledge
#

huh! TIL

grim ore
#

the Kite Demo is a good example of this due to its size

worn granite
#

Why you gotta tease me with your perfectly square wall of pixels?

glacial arch
#

Anybody know of any free stylized texture packs? I need a bunch for testing

#

realistic textures make my stuff look like garbage but painterly textures are prettyyyyyyyyyy

robust shadow
#

maybe i'm tripping. i coulda sworn it was a square display. iirc it was a 75hz acer or asus display. i'll check the model number when i get home to confirm 😂 @worn granite

worn granite
#

.... wut

robust shadow
#

wait what?

#

wait..... it was a 5:4 actually, I stand corrected

plush yew
#

Okay. I'm still having this kart problem. I don't know what to do.

winged crypt
#

anyone use perforce?

silver crown
high stone
#

Discovered dynamic lighting on my TN panel. O:

plush yew
#

Will someone please DM me to teach me how to make a proper vehicle? I've tried all the tutorials and none worked

high stone
#

Rover the key is to start with a side view, then work in from the front and back view. I helps to have screen shots in the background. Sec.

bitter iris
#

it just crashed again wtf is going on

plush yew
#

@high stone uuh what do you mean?

high stone
#

Start with a side view. Then work on front and rear. You will need photographs of a real car.

plush yew
#

you doing a racing game redstar?

#

Umm...What I'm trying to do is make my kart move.

#

It won't. Well move properly

high stone
#

Hm... It's been a while since I was asked that question. I think 2002?

worn granite
plush yew
#

😃 i was gonna do a racing game. got a cool mp asset. but had to focus on my 6dof

#

doing lighting now lol. so much work

#

tedious

high stone
#

If it's in C++ you probably want vector location and vector speed.

#

Don't forget float and sin.

plush yew
#

anyone have any tips on how i can get surface snapping working properly for my lights? dang things wont rotate to surface normals

#

i have to rotate them each time lol

#

@plush yew May I ask have you got your vehicle to move properly yet?

#

yes

#

in the thing balint did

worn granite
#

What you mean properly?

plush yew
#

moves with physics

#

and bounces on road bumps

#

Yeah like it turns like a car would

high stone
#

Getting vehicles moving initially can be very difficult.

plush yew
#

Not just move straight and lean to left

worn granite
#

Are you using add movement input?

plush yew
#

I want my game to have simple physics. But A. The kart won't move. B. The tires don't move. or C. the kart moves but it doesn't move like a real car.

worn granite
#

Are you using AddMovementInput?

high stone
#

What I did was get movement on the vehicle then give the node it's own set of properties for sway, collision.

plush yew
#

@worn granite Yeah. The option in Plugin settings

worn granite
#

I'd use SetSteeringInput

#

And also SetThrottleInput

plush yew
#

Oh that. I used that to.

high stone
#

You have the vehicle separated into nodes for tires, vehicle sway, overall vehicle? Group, parent.

worn granite
#

No better result?

plush yew
#

@high stone So basically if I click my kart. Its suppose to select the body only and not the wheels?

#

@worn granite Correct

high stone
#

You want the wheels to respond to their own code. If car moves wheels, spin froward, if backwards wheel rotation reverses.

#

From there you can add in shock absorbent. If car hits a bump, car goes down a little on impact, wheels go further down then bounce back to normal on Y coordinates. Most of it is code responding to the core node in X, Y, Z movement, rotation.

bitter iris
#

anyone know why im getting these errors

#

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
[2018.07.19-21.16.30:728][479]LogUObjectGlobals: Warning: Failed to find object 'Object /Script/Engine.DestructibleMesh'
[2018.07.19-22.05.32:296][498]LogOutputDevice: Error: Ensure condition failed: GIsTransacting [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1038]

frosty bloom
high stone
#

@bitter iris Looks like you're either missing files, or they are incompatible with your current version.

#

I would locate these files on your HDD and see if they are there.

bitter iris
#

should i verify files?

plush yew
#

@plush yew hey im gonna DM you a great vid of the racing game i updated to 4.20. get rdy 😃

#

Okay

high stone
#

If the files are there. I recommend running a fix on them, patch, reinstall option.

bitter iris
#

i dont know where to look for the .dlls

plush yew
#

@bitter iris i've seen that error before - from waht i remember you might try disabling media plugins in unreal plugins section - or possibly reinstalling engine / updating to new engine version. also i notice your error log said something about landscape too large - might try lowering navmesh

high stone
#

I dmed you a link that should help. It's on Unreal's answer section.

bitter iris
#

thx

high stone
#

Hope it helps. Often it's something missing or damaged in those cases.

plush yew
#

so you made a racing game way back in 02? 😮

high stone
#

No. That was the last time I did coding for cars.

#

I made a truck that went in one direction.

plush yew
#

ooh

#

coo

worn granite
#

Well you can't have done worse than big rigs

high stone
#

Actually the game was pretty good. A horror, mystery game. Unfortunately it never got fully funded and was scrapped.

#

If I net myself a few million dollars in, investing I'll probably remake it. Emphasis on the word, 'if'.

cursive dirge
#

@plush yew I didn't see if others replied this but if you model real car, just get blueprints to guide on the modeling process + get plenty of reference images

plush yew
#

No I'm fine with modeling. Its the thing about moving my kart. It won't move at all.

#

Or it'll act stupid or etc.

cursive dirge
#

ah

#

I misunderstood then

plush yew
#

Okay. I'm gonna try using a mesh. No Custom. I want to see if it's my model that's causing this issue

vast pine
#

Wonder when vaRest will get updated to 4.20

cursive dirge
#

can't you just update it yourself manually?

#

I usually do that for plugins I need and don't have updated versions

vast pine
#

i'm part time coder specializing in google.

#

right now my visual studio is taking forever to update to current version to work haha

plush yew
#

Okay my kart is moving. But the wheels won't move at all

#

And the front wheels are rotating either

#

@vast pine lol. still workin on ur game thingy? it on steam y et? i use vs2017 latest. works ok

vast pine
#

For sure - Its a long lime coming but getting there 😃

plush yew
#

cool

vast pine
plush yew
#

i host a ded server rn

#

you usualily just gotta go with one in each main zone if you are actualy going global

#

i only have one t2.micro lol . its strictly testing only. los angeles based

#

zero cost 😃

#

so happy about that

vast pine
#

i'm gathering my own regional data and looks like mostly eastern NA and Wester EU

#

weird

#

haha

plush yew
#

lol

#

east na? would think cali. odd

#

no idea on EU front

#

interesting idea though, global servers

vast pine
#

well i need some in each regions for testing, sport type games seem to attract sports likers of all kinds

plush yew
#

oh, yeah

#

i would imagine especially from europe

#

they have like an entire la liga thing over there.it's crazy

vast pine
#

in total close to the NA ppl small size pool of ppl actually took the poll though

plush yew
#

was watching brizn krzanich from intel rail on about it in one of his tech demos in all things digital

vast pine
#

for shame

plush yew
#

lol

vast pine
plush yew
#

wow south america down

#

dont they have brazil

#

crazy

vast pine
#

yeah, but only like a few thousand probably know about this game haha

plush yew
#

lol

marble spire
#

Hi Guys

#

sorry to ask again but

#

someone know how to make my enemy turn to me?

#

I mean, ive made it he come to me and atack

#

but if im behind him, he still atacking to the other side

#

since im at his range

grim ore
#

use the find look at rotation node and use that every tick or every whatever to rotate it to face you

storm glen
#

Hey everybody!

#

Where do we go for questions regarding UI?

analog bay
#

4.20 from git does not generate project files...

silver crown
storm glen
#

Thanks, Phyronnaz

analog bay
#

had to delete environment variable now working

plush yew
#

Nice my kart goes through the world...Sigh I just don't get why it's so hard to make simple vehicle movement.

grim ore
#

It's not.

plush yew
#

Okay so how come it's taking me 4 days just to try to fix the controls?

#

I just want to make simple kart movement. That's all I want to do for now but apparently that's too much. Man...I'm gonna try to use a normal mesh and see if that works...

high stone
#

@plush yew It's one of the trickier things to code.

plush yew
#

I'm not coding. I'm just using blueprints.

high stone
#

Even in engine it can require a lot of small tweaks just to function.

plush yew
#

Ugh...What makes me mad is I'm still stuck on controls. I don't mind if it took me a day but jeez. Its been 4 days.

grim ore
#

There are 2 working vehicle templates in the engine. If those are not working for you then it's something else that's causing a problem and not the engine.

plush yew
#

Well. I don't know how I'm gonna try to fix my model. Like, is it gonna require bones? Does it need smoother wheels?

#

when copying a project to 4.20, was a post process attached to an object NOT supposed to come with it? seems as though it was deleted straight off

grim ore
#

It might if you are using parts of it for physics and attaching physics components. The default vehicle in the vehicle template is a skeletal mesh and uses bones for the wheel mounts

plush yew
#

i only had one object with a post process attached, so it's not an issue you know

#

I'm going to bed. I seriously hope I can fix this tomorrow.

grim ore
#

Unity had atleast 1 if not more Vehicle projects as well you can try out for free, maybe it's just Unreal not being suitable for what you need. It's free to check it out atleast.

high stone
#

GL. A nights rest may bring in a fresh outlook.

plush yew
#

Nah I don't wanna use unity. I wanna get into unreal.

high stone
#

I think Unreal needs a better archive system of videos, tutorials, example files. A lot of the site is still running on forums. 2004 help support.

#

It's understandable. Since the recent update to UE4, a lot of the old stuff needs to be updated. New tutorials, resources.

worn granite
#

Actually sometimes stuff from as old as 4.5 can be perfectly applicable to the newest UE

#

Especially in Blueprint

#

Context search helps a lot

high stone
#

Aye. The sheer volume of content. I think a overhaul into a new archive would be great. At the minimum YT videos attached to every area like cars, explosions, planes... probably got thrown into a NSA watch list for that lol.

worn granite
#

I don't think everything needs to be covered, not in that interpretation

#

No need for both an explosion reference and a muzzle flash reference

#

At least, from Epic.

#

Luos would do that kind of specificity better.

high stone
#

Cover all the basics.

obtuse mesa
plush yew
#

copied my project to 4.20 and my text renders are all stuck black? anyone know what's up with that?

cursive dirge
#

did all shader compile already?

plush yew
#

as far as i know

#

i mean yeah i saw it compiling shaders as soon as the level loaded

#

my text material become un-emissive in the transfer

#

nonemissive

#

whatever

sage grail
#

anyone know if you can spawn another particle on particle death?

plush yew
#

I have a question.

#

about UE4 licensing.

#

I want my game to be free, but... it's getting an original soundtrack

#

if the composer wants to sell it as an album (or allow me to), would money made from that album count as revenue that would require Epic's 5% royalty?

cursive dirge
#

it's a difficult question, consider that soundtrack could be used to bypass the original royalty share

silver crown
#

True

maiden swift
#

Editor scripts are the bee's knees.

silver crown
#

🤔

maiden swift
#

4.20 lets you use Blueprint utility classes to script the editor.

cursive dirge
maiden swift
#

You can add custom actions to the right-click menu in the content browser or for selected actors in a level. Just getting the hang of it and it's super handy.

cursive dirge
#

6. Revenue from ancillary products which are not software and which do not contain embedded information (such as QR codes) which affects the operation of the Product (e.g., comic books, soundtracks, apparel); ```
silver crown
#

@maiden swift Seems super dangerous to me 😛

worn granite
#

I'd lean that you don't have to pay epic royalty, but that you ought to check with epic directly

cursive dirge
#

I dunno, I've said a long time that they'd need to allow UMG to be used for editor scripting

#

if that ever happens, we'll get lots of editor tools

worn granite
#

ang on

#

ang

cursive dirge
#

blutility is too limiting

worn granite
#

ang on

#

BLUTILITY

#

?

silver crown
#

ang off ang off

cursive dirge
#

blutility is not a new thing

#

it's been around for ages

worn granite
#

editor scripting

#

god help us all

cursive dirge
#

it's a way to run blueprint code in the editor

worn granite
#

i know

silver crown
#

Aka as a way to crash the editor

#

jk, it's ofc really useful

worn granite
#

I've never gotten blutilities to be useful

silver crown
#

That's cuz you know the real power

cursive dirge
#

you could use them to serialize content I guess

worn granite
#

even for shit that should be useful to run in BP

#

I've never had them work out

silver crown
#

Ah

cursive dirge
#

couldn't you still run c++ functions in blutility

worn granite
#

Aye

cursive dirge
#

writing editor menus and maintaining it on c++ and slate is pain

worn granite
#

Theoretically its a better abstraction layer than slate.

silver crown
#

I like slate

worn granite
#

Never had it be useful

#

I've found slate to be more reliable

silver crown
#

^

#

And it's quite easy

#

With all the syntaxic sugar

worn granite
#

slate == easy blasphemy

silver crown
#

What?

worn granite
#

shhhhhhhhhhhhh its k

silver crown
worn granite
#

Once you get slate, its easy

#

until then its a pain

silver crown
#

Hehe

#

Fine

worn granite
#

also isn't it like 6 am?

silver crown
#

Shhhh

worn granite
#

damn, /r/me_irl

silver crown
#

Shhhh

worn granite
#

goddammit I've given myself hiccups

silver crown
#

Shhhh

worn granite
#

phy help me

#

pl0x

silver crown
#

Hiccups

worn granite
#

0/10 did not help

silver crown
#

Rho

worn granite
#

7/10 w/ rice th o

silver crown
#

🤔

worn granite
#

I saw that first reaction

silver crown
#

No you didn't

#

💤

maiden swift
#

@cursive dirge While blutilities have technically been around for a long time, their functionality has changed for the better.