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Select
Random Integer in Range
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http://api.unrealengine.com/INT/BlueprintAPI/Utilities/Select/
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http://api.unrealengine.com/INT/BlueprintAPI/Math/Random/RandomIntegerinRange/
Select
Random Integer in Range
I have a question about Structure??
In the structure you must to store your items as wood water, meat and these or??
why are some of my weapons rotated to the side? all using same bones on skeleton
@plush yew no?
they're just structures
you can do whataver you want with them
they just hold variables in them
okay
and this sctructure is use for??
I want to make my items for now for my game but what type to be they?? widgets?? or?? IU need advice
what have you tried so far?
I want to make for my game items for my inventory to collect them and then to make crafting system
What can I do??
do you know how to program? ๐
you could just make a generic item blueprint class
then make subclasses for that for each item type
sub class of actor
I created t-then?
because actor is the parent
okay
do you want to write me in DM to don't annoy the rest people?
I'm not gonna walk you through this
okay but the actor the parent how to name it Inventory Items or??
I suggest you learn some basic programming skills
or watch a tutorial
there must be dozens of UE 4 specific ones out there
okay I watch everyday many tutorials but I have ideas for my project but I can't do them-lol
for creating child??
I want to make something like this
but not completely same
cool
I really wouldn't worry about the actual inventory yet, just make the UI for it and then hardcode some drag and drop elements into it
but I need advices and help for thiese classes that you say me
I haven't done any inventory system
okay I make this now
ever
here will be the controll bar where you can keep your items for first use the rest will be in inventory
need to know asap, anyone know how to make someone change to a random skin on spawn?
@plush yew the boolean for ShowMouse is enabled..
Does anyone know any good tutorial playlists someone new to unreal engine and game development could follow? I found out a few weeks ago my laptop isn't able to run UE4 without crashing the GPU, causing some errors/glitches whenever I try to do anything, so I decided I'll read/watch them and write notes on a word document
Thanks! I tried it earlier but wasn't sure because of how old the playlist is, and it might be outdated due to UE4 updates
But I might try it again
so, umm, what kind of weird case could make APlayerController Tick before BeginPlay ?
LogTemp: Warning: ATestPlayerControllerBase::ATestPlayerControllerBase -- name TestPlayerController_0, id 44054
LogTemp: Warning: ATestPlayerController::Tick -- mSystems == nullptr -- name TestPlayerController_0, id 44054
LogTemp: Warning: ATestPlayerControllerBase::BeginPlay -- name TestPlayerController_0, id 44054
LogTemp: Warning: ATestPlayerControllerBase::InitializeContext -- name TestPlayerController_0, id 44054
LogTemp: Warning: ATestPlayerController::InitializeContext -- name TestPlayerController_0, id 44054
it only happens when running as listen server
yep, this was it
it is true be default and seems like i've hit that case when starting multiple pie instances at the same time - thus changing "the usual" timing ยฏ_(ใ)_/ยฏ
We dont do dev kit support now
Hi there
I have a question
I can see that UE4 v4.20.0 is out but there anyway that I can update it directly from v4.19.2
Thanks
Guys why on youtube i find only " how to make TRUE FPS CAMERA"
I don't need that
I really would love to find a tutorial about how to have a First person camera , with floating hands , on a third person shooter character (with multiplayer)
@tribal pebble look at the FPS template..
yes but how is that going to work with "press a button to go from Third person to First person camera"
i'm a noob mind u
Combine tutorials. You will rarely find very specific tutorials for your needs
@whole quarry
i just don't get it
the only thing coming to mind ,is having when you press G (to switch from TPS to FPS) , you make the TPS model invisible ,and visible the FPS one
@tribal pebble thats the right way
yay ๐ so i'm on the right track
@whole quarry tho , if i make the invisibility method , won't that make the character invisible server side as well? or there are ways to force it to be Local only
@plush yew sorry mate i don't really know ,i'm a noob as well
๐
yea
making your blueprints more readable and organized
@plush yew that's why I am trying to tell you to learn the engine first by making a simple game and not trying to go for a multiplayer survival type game :P
There will be a million things that are needed for a big project that will just slow you down in learning the basics
No, basic is "pong" or "asteroids"
basics are the pawn, gamemode, player controller, player state, game state and game inputs
@tribal pebble Don't do multiplayer if you don't know how to make a game, it will safe you lots of pains and headaches
Is it true global variables do not exist in ue4?
they do if you make them in C++. Alternately you can put them in the Game Instance and have the same basic concept.
Okay gotcha
the message says whats wrong
you are accessing an index of an array, although the array doesn't contain that many items
use "Is Valid Index" before accessing the Array
@sudden agate How did you get the node lines to be straight ?
ahh sweet thanks
i am not sure where to ask my question so i am asking it in here
i have this material function that i would like to somehow integrate into the Editor itself so that i can use it in my other projects as well without going through the hassle of migrating
would be really glad if someone helps me with it ๐
Whats the requirements to post in #looking-for-talent ?
@wicked kettle there are instructions in the pinned messages in #looking-for-talent
^
Hi. My name is Joe. I am a Creative Idealist currently working on the game, Logic Blade. If you wish to learn more bout the details of this game you are more than welcome to visit my Facebook page titled "This is Logic Blade". I am currently in desperate need of a business partner who has experience in development. I am willing to work over the internet if need be but not willing to work outside of the U.S.A. I would require that Logic Blade be developed and released as envisioned because this game has become a passion of mine. If anyone can offer any advice, guidance, and/or wishes to get involved I am soo ready to hear from you.
#looking-for-talent or #looking-for-work or uh the forums or reddit?
there is a pinned post on the top of the channel for how to post
and I should be the real me unless I was replaced and no one told me.
@ancient zodiac people on the internet are lazy, you should post actual links to your page and not make people work harder by having to type in stuff
k
its also a product design lesson: make your product more accessible by having the least amount of work required for someone to get into it... so the least amount of effort in this case is a link
it does sound cool though
Logic Blade
@sudden agate all im doing was reimporting my character and then retargetting the anim bp
@plush yew go on make multiplayer but if you want it to look and work at least average then you need more time than week lol
here ive spent weeks just learning blueprints and blender
and im still bad at it ha ha
save games should go where again? game mode? is a single player game...
hm, player state... ? yeah...
What?
Doing a single player game, cant remember where to store/manage save games
In a Savegame BP?
I'm now thinking gamestate, to store info in between saves/loads/ new games
To store global info for current game use Game Instance
ok. For my current state, I just need it to load a default "new game" save, so I can set that in the game instance, and use "event init" to load the game?
Game Instance (can be found in Project Settings) starts when you launch the game and stops when you quit the game. Unlike the the others, it suvives level transition etc
You can make your Savegame system anywhere but that needs to be stored in a SaveGame bp (its under All Classes when you make a new BP)
yeah, that part I remember. I just forget where to actually handle the saving/loading as described in here https://docs.unrealengine.com/en-US/Gameplay/SaveGame/Blueprints
Can be in the player pawn or game mode
I would do it in a Game Instance or a BP library.. depending on the game type
And the needs
But it can be done in every bp afaik
Hey epic to fix your dumb export glitch
I am sick
Of trying
To get my game on ps4
@slow python this isnt the place for feedback to Epic ๐
Ok
I think I'll try it out in game mode for the time being
@opal ocean This is How I do it, inside my gameinstance, when I have a savegame I get all the variables inside the save game, and then set my other variables to those values
@opaque nexus ahh, nice, thanks
And whenever I change a value that I want to save, I do this.
I figured out, my "new game" default can just be the default variables set in the save game BP
Does anyone here have any experience using the snap to grid BP node?
I have this grid functionality which works most of the time, but some times it will just fail to spawn blocks.
Here is an example of my attempting to spawn blocks on the side of an existing block. If anyone has any suggestions, I would appreciate them.
I think it has to do with the snap to grid node not finding a suitable spawn location, but I don't know how to resolve this
What are the chances that it is spawning the block, but it's spawning it inside of your current block?
Assuming those impact points are directly imbetween two grid cells, is there any logic dictating which side it should spawn on?
@storm venture Yeah it definitely is spawning inside of previous blocks, can you point me in the right direction of preventing this?
I'm not sure what your logic is for spawning the blocks, but I have two ideas they might help.
You could try playing with the impact normal of your line trace. I believe it would give you a vector pointing away from the surface you hit, which would mean its pointing toward the grid cell you want the block in
Sorry for not including this, Its also blurry for some reason.
And then you could also try using the player's location. With the surface you were clicking in your image, it would only be possible to click it if you were on the left side of the block, which could potentially be used
Right, it should be a node from the line trace
I believe it will give you the normal unit vector on the surface you hit
Which is essentially the line pointing perpindicular off of the surface you hit
I would try getting the impact point, and then adding the impact normal * a small value
so maybe ( ImpactPoint + ( ImpactNormal * 5 ) )
Thanks for the help, it seems like my problem is a lack of knowledge on vectors
Theyre a little tricky, but its a quick learn
That seems to have fixed it
One last question, how do you prevent the block from spawning in space currently taken up by the player?
I'm not too sure how your grid system works, and that would rely heavily on that, so I'm not too sure.
You could try spawning an invisible block whereever the player stands and then use that in a check when you try to spawn other blocks
got to love all these requests to share assets i get now
Thanks for all your help tyler, I'm gonna send you a friend request if you don't mind.
reminds me from the early days when i would get emails from the prince of some strange country offering me wealth blah blah
I assume later down the road with your project, you will need to check block types, right? Like, check if a certain cell is a wooden surface, or check if its a liquid, etc.
You could use an enumeration on each cell to "label" them and then just label the player's cells as "blocked" or something
Also, no problem, glad I could help ๐
Does anyone know why I Cant accept the SDK License in Project Settings/Android? The button will not Accept
Its suppose to grey out but does not
I get a error on start package Did not Accept SDK License
Off the top of my head do you have Android as a valid Target Platform when you installed it?
I created the project for windows then i changed it to mobile any way to fix it
that shouldn't be an issue. When you installed your engine version did you have android as an option checked?
I cant remember seeing the option but i probally chose windows
you can always click the drop down arrow next to your engine install in the library to change the options to make sure it's installed. Other than that maybe the button itself just doesnt work anymore, does it stop you from building?
I see that it is in installed. It Stops me from packaging the game to etc1 because did not Accept the sdk license
but im inable to do so
could it be i started with the third person template
im trying to make each one be a sperate colour but they just stay grey, the grey is supposed to be the color and the white will be lowered in opacity. Like conan exiles style any ideas on how to get the result
@bitter iris How goes your project?
its smoother than before mate, no crashes, just bugs which are being fixed
just making ui changes atm
whats that
It's chopping out words into multi layered plane.
ahhhh
I make everything from scratch. It gives it a nice touch. Also the Boolean tool suxor.
im just tryna make this health thing work
I want it to start off fully red, then as you get damaged itll move down but the image will be faint with the red further down
just its not workin
So you want the #33333 to change to #00ffcc something.
ill get you an example
Float 1 color 1 float 2 color 2
Ah. That's a little tricky.
ive done it before i just cant remember how to do it
If you can find Diablo II or III code lying around, that should have the answer.
They had such features in the HP/MP bar.
its nothing to do with code can make it with just that panel
1 layer of white pushes down -y over the red based on % of health lost?
yh
Many users have requested the ability to re-enable certain PP effects such as TAA, Bloom, Motion Blur, etc which are disabled in splitscreen. Currently this is only possible by modifying source code.
vote, because you CAN
feel the power of democracy surging thru the veins of your overly sweaty mouse bearing hands
hey so I was wondering if I can legally publish my game Skyward even though there's a tech company called Skyward and a video game called The Legend of Zelda: Skyward Sword
Is Skyward off limits at this point?
You most likely wouldn't have an issue
hey guys can someone help with c++
i want to see how i can find out if my pawn is locally controlled
Trademark law pertains to a type of something, so things can be namef the same if they are different things.
this is the error am getting
ErrorC3867 'APawn::IsLocallyControlled': non-standard syntax; use '&' to create a pointer to member
@topaz stratus But The Legend of Zelda: Skyward Sword is a video game as well
It's a totally different type of video game though, but still a video game
Skyward as in the ball with spikes/cubes rolling game?
Saw it in the ue4jam video recently. Looked pretty good.
@deft sparrow Yup, that's the one, thanks ๐ I'm one of the developers for it, but we might need a name change, I'm hoping not
That's why I said shouldn't be an issue instead of def. Won't be an issue
If they want to be dicks they could sue, but it'd be bad pr
Right, and I also heard nintendo isn't particularly kind when it comes to legal stuff, so i dont want to g et on their bad side
What could be the worst that would happen?
Like when candy crush sued banner Lord for having saga in the name
Did they win?
I don't remember
Worst that'd happen is make you change the name, or pay them money if you refuse
That doesnt seem too bad if thats the worst
I'll gladly change the name if a company asks me to, I just wont want a dick company to take advantage of it because I'm a nobody, lol
candy crush did much worse
they actually stole the game idea from another developer with a similar game name and then forced him to stop developing the game
thats terrible
why dont you do a trademark check, how important is your game name, can you go with another 1
go to the u.s. patent office website and run a trademark search
by name
and see how owns the trademark you are trying to use
if no one does then its fair game
I'm in Canada, do I still use the u.s. patent office?
yeah
you should
the u.s. is the major market you will be aiming for most likely
so the trademark in the u.s. is most important
china and japan are as well, but i have no clue on those processess
I honestly have no clue what i'm looking at here
you actually have to go thru all the live ones and see if there are anyt that apply for video games trademarks
or software,... i once had a trademark opposition fight for Imagine-Games, but the opposing side dropped it because i told them i would not make software besides video games, while they were making industry software...
ic042 software
Oh wow, interesting
of course, if no-one owns skyward with the software category (if the link says dead it means it either expired or they failed to renew so its no longer valid and you dont have to worry)
so if no-one owns you dont actually need to trademark it, which costs around $500 for the total process, usually like 150 or so for each step... but if you do want to be 100% on the safe side
im not an expert on this subject though, this guy is: https://www.gamasutra.com/blogs/JeffGurian/20180430/317311/Trademarking_A_Marketing_Perspective.php
Ouch, I'm just a poor nobody, I wouldnt be paying for anything like that any time soon
another read
you dont need to , i didnt hire anyone, i trademarked my own mark
but yea, its expensive
i wanted to make sure no one would steal it because i felt it actually wasn'
wasnt unique
so anyone could just come along and boom rip off my games name
or company name
Im not too concerned with anyone stealing my idea or anything, I just want to make sure I wont lose money from a lawsuit or something
It's my first release so I'm very new to it all
I've got a test project I'd like to share online to help wayward souls trying to do the same thing I am.
What's the best format to do so?
Anyone else getting intellisense errors about members not being being accessible in 4.20 ?
@fallen schooner are you talking about how to share the code or where to post it details about it to share with the community ?
Code - > Github , Share on reddit and the official forums
@spiral monolith Few people use Intellisense now. VAX is what you want.
I have that as well
for some reason its seeing the members as inaccessible but builds fine .. not sure how to fix it
Turn off Intellisense?
edit nvm
@fallen schooner I'm also seeing this large list of errors, but once again - it compiles without issue https://imgur.com/a/ZtY1phB
this is a brand new project, to test the ability system.
did you follow the IWYU include what u use reference guide for headers you access functions of?
Yeah ,required headers are there.
also it compiles and runs with no issues. Only got this with 4.20
If i boot up one of my 4.19 projects i dont get any of these errors listed.
i should say "errors" - they are listed but have zero effect on ability to build or run the a compiled game
I've tried searching the forums and I have not been able to find anyone else with this issue.
Hmm. Two things I can think of.
First, double check your Build.CS values.
Second, try rebuilding project files from the .Uproject icon
`If it compiles correctly, even when IntelliSense is complaining, do this:
Change to DevelopmentEditor configuration, compile; Change to DevelopmentGame configuration, compile. This gets IntelliSense to recompile and rescan headers and everything works fine again.
This often happens when you alter the lines in your .h code, above the declaration of UCLASS but it can affect other types too.` can try that too
Here's what I have:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "AIModule", "GameplayTasks", "GameplayTags" });
Looks right.
ight im gonna try what @plush yew said real quick
@plush yew .. no effect. it looked right until I did a build . then back to where we are. I've also deleted the intellisense "database" ( in .vs folder ) , had VAX rebuild it's "intellisense", and deleted everything except for core files and regenerated project files
This is still confusing
Can someone help me?
can try to project-> rescan solution or rebuild the solution and remove the binaries / intermediate folder. other than that not sure.
I've got a local project I'd like to put onto github. I'm using sourcetree at the moment.
How can I make it push to the github once?
i love sourcetree ๐
github desktop crapped out when i did a backversion lol
hi
hey
i took a pictures of tings around me
how can i make textures
make a new material and place them into textures and connect the textures to the main channel of the material
you will probably want to use a photo editing software first to touch them up
Gimp, Photoshop, Paint.net, etc
still no luck @plush yew FeelsBadMan
tnx
basic layout
@plush yew
i dont have normal map
dont include it if you dont have one
Hey this is the first time using Unreal. I am using the 4.20 version but I am getting intellisense errors. Any idea why?
ok
I have just got the new Unreal Engine which supports Visual Studio 2017 and created a top down C++ project example project with it. When I hit the compile
@plush yew @fallen schooner soo..... I found this but the suggested solution here didn't work for me... guessing im going to have to wait for a patch
Hi @fallen schooner
So switching to 4.19 works fine. I don't get the intellisense errors
surprised if a bug was introduced, they were in 4.20P for quite a while.
will likely be fixed in next release if it is a real bug ๐
@topaz stratus Hey Vlad.
@livid lantern You dodged a bullet. The company I'm at sucks to work at.
that sucks,
I'm finishing up my android game (mainly menudev which is super boring) should be ready to release next month, and I got a job as a computer tech at a place that refurbishes laptops
Cool. Send me screenshots
I started on it a year ago and worked on it for a few weeks and dropped it, picked it back up 2-3 months ago and have just about finished it.
Unreal or Unity?
UE4
I just noticed an issue with the texture tiling in that SS,
only a handful of more things to implement, then getting ads and the leaderboard working and it's done
Done benchmarking?
not yet
What's that do?
what is this?
@amber shuttle Look at your Uproject file in a text editor
like rebuild everything?
i mean what is rebuild project files
?
i just transfered my project to a new pc
anyone have any idea how to get emissive materials to show color in the content browser they are all white now after moving to 4.20
This is what I am seeing right now for emissive materials they look fine once you open them but it is annoying to have to read each one.
@plush yew you need to take a screen shot of the BluePrint and post it in that section to get help people need to see it to help you.
๐ LOLS
you can come to stream and I can show you
let me get my mic setup
yeah I know but i am just telling you here
nobody cares
so you can get live support
watch the stream and I will do it for you
yes UNPAID
LOLS
your question about materials
and cube
tell me if you can hear me
Why is being in school and being a 3D modeller/game dev so hard? ๐
how do i combine all the pieces of this m16? also, the material loses texture when i try to use it, how to fix?
not sure how to do that
?
oh
lol you're talking to him
ok anyone else?
how do i combine all the pieces of this m16? also, the material loses texture when i try to use it, how to fix?
@gray zenith I think I can help you
GREAT
also do you know anything about substance painter?
not too much
ok
I can't find thirdperson character self
Please help me
Yeah
I'm sending more pics
Why do u take screenshots outside PC?
check the taskbar, discord isnt running on his pc
get self
its yep ๐
Guys
I really need help
Or else I might be kicked from a studio ๐ญ
How to you make an object follow the player? ( Third person char )
uh ooh
Can you help?
you want widget to follow the 3rd person char?
well you need to cast to the third person char
you might wunna watch some youtube tut or something
there is plenty of following on youtube ๐
Anyone got any good games dev programming talks i can listen too while i am labouring my living room
1 Hour video of Monkey Sounds ! Take the challenge and watch the full video ! 'Nick Judy'(Chimpanzee Sound Effects) 23 sep. 2015.Youtube. https://www.youtube...
Nearly but not quiet
Or else I might be kicked from a studio ?
Allar did factorio ruin u yet

Also got any good dev talks about engineering i can listen too while i strip wallpaper
Pm me it
i dont own any dallar :/
do you want some?
that, or join discord
ok, im in ๐
does the dallar have a themesong allready, i made a themesong for a jamgame, but its multi purpose
We actually have multiple professional voice actors
as well as various musically inclined people
working on a Dallar album
But we don't have an official theme song
upload the .wav to our channel
yea i seen the info mercial its guud
i have to be a member for 10 min
than its all good i guess
This is episode 49 of my unreal engine 4 beginner tutorial series, in today's episode we show you can move your UI widgets into 3D space taking advantage of ...
mayB something like this
Hey guys, here's a quick tutorial about Scripted Editor Extensions in UE4.20, hope someone will find it useful: http://www.lucianoiurino.it/scripted-extensions-in-unreal-engine-4-20/
Uhm why are those there now (4.20)? It does not look like you can do anything usefull with those options right now. Changing it to a Array puts it alongside the variables. Im rather confused now xD I can See a use case in the Future but for the common BP user isnยดt that just confusing?
yeah I don't think you are meant to change any of that
Well at least for now I guess ^^
Wait
hold the fuck up
are event delegates able to be passed around as variables
(I haven't had time to look into 420 yet)
Guess I'll install 4.20 this very second
because if I see thats a thing
I'm about to lose my shit
Guys
I am trying to make that 3D GUI again
And its working
When I press Middle mouse it shows the map, but when I press enter it goes back
( intentionally )
But I set it to go to followcamera (The third person camera) and it just turns to 1st person at the crotch
Heres the BP
( I added a get followcamera at the cast to
Its just not in that pic
Here
Can anyone help?
No.
does anyone know when we'll be allowed to edit the wiki again?
All, I keep on getting "lighting needs to be rebuilt" even when I've just finished rebuilding lights
googling gives this error but from years ago
i'm on 4.19.2
any ideas?
This is what I see:
[2018.07.22-17.02.08:492][796]DumpUnbuiltLightIteractions
[2018.07.22-17.02.08:492][796]Lights with unbuilt interactions: 7
[2018.07.22-17.02.08:492][796] Light SpotLight2_5
[2018.07.22-17.02.08:492][796] Light SpotLight3
[2018.07.22-17.02.08:492][796] Light SpotLight4
[2018.07.22-17.02.08:492][796] Light SpotLight5
[2018.07.22-17.02.08:492][796] Light SpotLight6
[2018.07.22-17.02.08:492][796] Light SpotLight7_12
[2018.07.22-17.02.08:492][796] Light SpotLight_15
[2018.07.22-17.02.08:492][796]
[2018.07.22-17.02.08:492][796]Primitives with unbuilt interactions: 206
[2018.07.22-17.02.08:492][796] Primitive FoliageInstancedStaticMeshComponent /Game/Maps/Levels/UEDPIE_0_OSA_Level_1.OSA_Level_1:PersistentLevel.InstancedFoliageActor_1.FoliageInstancedStaticMeshComponent_9
[2018.07.22-17.02.08:492][796] Primitive FoliageInstancedStaticMeshComponent /Game/Maps/Levels/UEDPIE_0_OSA_Level_1.OSA_Level_1:PersistentLevel.InstancedFoliageActor_1.FoliageInstancedStaticMeshComponent_8
[2018.07.22-17.02.08:492][796] Primitive FoliageInstancedStaticMeshComponent /Game/Maps/Levels/UEDPIE_0_OSA_Level_1.OSA_Level_1:PersistentLevel.InstancedFoliageActor_1.FoliageInstancedStaticMeshComponent_6
Can anyone help me with something related to advanced sessions?
Mixamo has some mediocre sword animations
yeah thats the problem
It doesnt even look 1/10
i cant make a combo system out of that
thats sad
i would be happy to get marketplace stuff, if i at least have a job, and 1 dolar dont be 4 from my money
How its called the "icon" that the editor shows on an element placed in the scene, for example directional lights have a sun. Its something only shown in editor
Hello guys, did anyone know how to make my character actually move with the animation?
for example, a jump foward attack, in the end of the animation, my character blinks back
that may be because your animation is not locked to root
do that and add the movement of the character by blueprint.
for all those who struggeled with changeing wheel data before and are mainly blueprint users-- enjoy https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1505237-change-tire-on-runtime-bp-with-a-tiny-bit-of-c
Hey everyone,
So today i figured out how to change wheels on runtime. So you dont have to go trough the same annoyance i went trough heres how to set it up.
If i use the Maya tool Plugin in ue can you also make landscape and get the real time update?
Otaco#3425 So its possible?
Where does unreal save its AssetRegistry? I deleted some old unused assets and now every time i package, i get 3000 warnings about " Can't find file for asset ". I deleted the Intermediate/Saved and DerivedDataCache but this doesnt solve my problem. I also checked the "fullrebuild" option in the packaging settings.
@polar hawk yeah my thoughts exactly but you canยดt do anything with it if you use it as Variable. In C++ we can happly pass Delegates around since ages ^^
@south abyss late response but that is the Editor Billboard Icon. You can adjust them in the details panel under rendering for the built in one. You can add your own Billboard Component in a BP to add your own. You can disable them in the editor view by hitting the Show menu at the top, then Advanced, then Billboard Sprites or you can hit G to toggle Game Mode to disable them and other crap easily.
Sorry to ask direct to u Mathew, but do u know?
I am not an animator but what someone said earlier is correct, root motion is the issue
it sounds like you want the character to move with the animation and not just have the animation play out?
The problem is : im using a slahs animation, that make my character spin foward
but after the animation, it blinks backwards again
yep that means your character is not moving during that, the animation does not drive the movement. https://docs.unrealengine.com/en-us/Engine/Animation/RootMotion
@grim ore hahahaha thankyou, i didnt found the name and my best approach was a widget that only renders in editor xDD
I can't be of more help other than Root Motion is the fix or cause of the problem. I don't art but I do know that's the problem.
i think is a problem with mixamo animations
well with mixamo animations you have the option to lock the motion to place which is probably the better idea anyways
yeah, but the attack ones dont have that option
the walk and run do
but dont the attack ones
well that's a bummer
yeah then your going to have to try and get some real help or read that page. You have to take into account it's using the motion on the animation and tell UE4 to allow that to happen.
Yeah, the page makes sense, the problem is root motion breaks the mixamo animations, idk why
Are BP enums 1-based? ๐ค
@grim ore I knew i knew your name from somewhere!, your yt channel its awesome ๐
@south abyss ๐
apparently you dont want to reset your audio drivers while unreal in open
does anybody know how to rotate the character and line trace im trying to do a freeclimbing system like breath of the wild
I have a collision problem. Here is my mesh with collision that I exported.
This is how the collision looks in Unreal. I used the Game Exporter settings.
The Game Exporter settings.
The Unreal import settings.
anyone know a video about a attack system combo?
hey guys i have a question when i spawn my character mesh is in the 0,0,0 of the world but my capsule component is in the right place which is the player start
are you moving the mesh at all?
no i have to click the mesh and reset the translation so it goes in the capsule
and i cant spawn using player start
i have to do poses player 0
in the blueprint everything looks fine
things usually spawn at world origin when there's an attachment issue
ok i have it in visula studio as setup attachment but in blueprint it looks attached as expected
Did you save them before you logged out?
@silver compass
(๏ธถ๏ธน๏ธบ)(๏ฝก-_-๏ฝก)
launch character can be used for a dash system?
i figured it out i just had to make sure my character was attached to capsule component in c++
Anyone open to help me with a slight issue?
Yeah; its kinda annoying when that happens
Like in PUBG each weapon have an information it self
Ohhh
which Blueprint should i use with ?
Im actulaly not sure
Because i have never thought about it๐
@silver compass
Check here
Heh
Spotlight 5 i think
@silver compass
Should map build data be added to version control?
@pure mesa no, add these to your .gitignore file # Ignore lightmaps *_BuiltData.uasset
Gotcha. Thanks. @plush yew
Question, does the mods check the submitted projects on the forums to see if they have a virus or something?
all files downloaded from the forums are at your own risk (we do try to remove dodgy links, but we don't go about downloading everything people put up there)
Ok. I ask because my anti virus software popped up when I tried to download someone's project that was on the forums .ol
To be fair, anti-virus software is mostly shit
what can be the cause of this?
hmm , i just recently transfered the project to a new pc
might want to ask in #packaging too
i did yesterday
aight
hey by any chance
do you have any skeletal meshes in your project @amber shuttle ?
With a name like this I can bet it has some >_> models in here
argh
can you send us a screenshot/codequote of the uproject file ?
maybe something got garbled in here
last resort would be to migrate the assets to a new project
yea i better try that first
hey guys
I'm trying to make dynamic facial animation using morp targets
sorta like lip syncing
I want the character to be able to move their mouth to dynamic/real-time audio, but I'm not sure to go about it
good luck
Ye
is BeginPlay the earliest point where a UWorld is available?
Probably not, since BeginPlay is called for each actor when it's spawned, and spawning requires a world
i'am having a bit of timing issues and am now trying to access the GameInstance during my PlayerControllers CTOR
are u using CPP?
running some initialization during BeginPlay of the PlayerController didn't work for me, since a random actor depending on it ran BeginPlay before that
@whole quarry yes
asking in this chat, as the order should be the same between CPP/BP
Well, like Stranger said, BeginPlay fires when the actor is spawned
begin play is called for all when the map is loaded
but remember that on seamless travel it is NOTcalled
wich is a massive pain in the ass
1. APlayerController
- CTOR
2. ATestActor
- CTOR
3. ATestActor
- BeginPlay
4. APlayerController
- BeginPlay
- Important Init that needs GameInstance
3 and 4 would need to run in reverse order
seems like I can use PostInitializeComponents for running "important init" before the TestActor's BeginPlay
why dont you set a timer, or call from the game instance to the controller?
there is a "post load map" delegate you can use in your gameinstance
the timer would be my least favourite option; even though PostInitializeComponents works for now, i will definitely check out PostLoadMap later on
what is a CTOR ?
Constructor
instance initializing constructor
Hey there, just wondering something. I'll be showing my game really soon during an event and I might print some flyers to promote my project. Can I put the UE4 logo on it? I'm pretty sure I won't sell my game, might end up being a freebie. Thanks!
You can, if you follow the guidelines provided by Epic
Oh, will check this out. Thanks!
detail panel
where's that ?
oh
but where is the
well what do i change there
to set the location
anyone know if this is still the case:
https://forums.unrealengine.com/development-discussion/rendering/106351-dfao-with-characters?p=918623#post918623
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
or whether it has been fixed?
why are the docs about pawn sensing so.... thin? ๐ฌ
probably cause it hasnt been fixed or anyone done anything about it ._.
been searching
and what i found is
to create a child actor with sensing and attach it to the head of my actor
or to change it in c++
and last
to use AI sensing or something
but i dont know how to use it
rip
i think its kinda stupid that it isnt a scene component but what ever
There was something Eye Height that you could change
where ?
details panel
@cedar snow a fail safe i use for things dependant on having actor references on begin play, like player character player controller player pawn etc... is to cast and then if the cast fails run a delay and run it right back into the cast
that way it will eventually run, and then have the rest of the initialization only run with the cast is successful
there isnt
when* the cast is successful
i think eye height is in the capsule
capsule component
its in the top most class settings
base eye height and crouched eye height
top most class settings may be the wrong word for it lol... its the name that is over the capsule component, the actual blueprint name
so if i change that the pawn sensing does too ?
woah thx !
it worked .D
hey i have another problem
i've asked around before
but i need someone so i can scree nshare
screen*
can anyone help ?
ok guys i need some help
me and a friend have decided to challenge eachother in a game making contest i have 7 days to come up with an idea for a game
i have not actually made a game before so i needs to be simble but fun and addictive and i have 90 days to make it
any ideas? lol
fps quest fetching can be fun
a first person shooter with quests ? so like destiny?
maybe a bit to big of a game for 90 days
I would look at old school arcade games
stuff like Missile Command, Centipede etc
look at the kind of mechanics they have, then work from there
thats the sort of thig i was thinking of
you can prototype a few different things over 1-2 weeks, then pick something that worked, polish it to heck, and add content ๐
like a wave based game
I'd do something like cheater's Pong.
yeah, that's an option
Pong with powerups that you can use to mess with your opponent.
the real trick is to keep it really small and simple, so you have time to focus on the small details
and it also gives you time to solve problems if and when they happen
I'd go singleplayer, since multiplayer just adds complications
Tempest might be a good style of game to try and modernise, maybe?
googling
it's pretty old, used vector graphics
but because it was vector based it looked amazing in 1980-ish when it came out
these days you can of course do it all in 3d, with fancy shading etc
looks pretty cool
Hi all
Does anyone know how to warp the terrain downwards or upwards in unreal?
like this
@atomic rose - heh, well what do you know?
https://en.wikipedia.org/wiki/Tempest_4000
@abstract marsh - it's a basic terrain tool, just look at the documentation or find a youtube tutorial
what
wrong tag
haha man I was so confused
haha
thanks - terrain tool, I'll find that.
I never post here
@abstract marsh That water looks really good dude! You're doing great! Better than any material shader I've ever made
haha already being made
Huh? That's fro a youtube video.
been made, apparently it came out 6 days ago
I'd love to see the tutorial
I didn't make it: check here
Hey all, this is a long overdue tutorial/overview on how to setup the river tool in your unreal project. I go over all the settings and also how to set it up...
and yeah, that water is on the marketplace
That is going straight to my "watch alter" list
later*
I picked it up to disassemble it, it's a reasonable implementation
Hey jfaw
you're the other 'love' around here
I'm trying to build a stage concept that is similar to the original mario bros
It rewards players for making noob mistakes, and helps/tries to teach them not to make mistakes step by step
If you fail and get swept up by the river, there will be nice items where it deposits you
Tempest 4000โข is a visually stunning, action-packed tube shooter based on the classic hit arcade game Tempestโข. Developed by legendary game designer, Jeff Mi...
if you fail jumping the next gap there will be a small cave with nice things for you too
heh
lol scratch that then
oh one of those flashy bright shooting games
well, you can still do a similar game, hehe
Tempest 4000 seems to just be the same old thing again
geometry wars
Hello everyone, i'm new to unreal engine. How do I access the regular program? Not the modding stuff.
Like just use Unreal, no modding stuff
I got the Epic launcher
Go to library and add an engine
4.20
Does that make sense?
Under the Unreal Engine Tab
oh I see, thank you
@thorn pecan https://www.unrealengine.com/en-US/video-tutorials and https://vimeo.com/album/5016071 might help
thanks @sonic pagoda but timers are really only the last resort for me
Ok thanks @grim ore
Hey, anyone here have a nice method for making lightmaps?
I usually just use flatten map in 3ds but it sometimes gives very bad results
You've got to unwrap the map. Just flattening will make the UVs overlap giving bad results
Look up tutorials on UV mapping in max :)
And when laying them out make sure you don't overlap them.
Alternatively you can let Unreal generate the UVs but they're not very optimized
Hey, I have this issue with Unreal Engine 4, where AttachToComponent and DetachFromComponent actually kills the actor? I am trying to get a weapon swapping system where your main item is attached to your Hand (Made a socket for that) and your secondary item is attached to your back. When I switch between those it doesn't work because it kills the actor. Any help? Version 4.19.2
If any of you are planning on importing animations in 4.20 you should vote here https://issues.unrealengine.com/issue/UE-62067
๐๐ฝ
@ImBetterNow#2305 Yeah I'm happy with the overall result, just the damn trees that are bothering me.
How did everyone else learn blueprints?
By opening Unreal and forcing ourselves to through trial and error, or by watching tutorials online.
Hi all. Is there a specific channel to talk about version 4.20 problems, or more specific to hear about the state of the fixes for that version? I am following the forum thread about this and I am very conderned about future upgrades
Zero - be glad there are tutorials now.
@subtle ibex nothing on here really. Since this is an unofficial server nothing really official goes on here.
I learned Kismet with UT3 and there were no tutorials [old man yells at clouds]
Thanks @grim sinew
yep I was more thinking alone the line of second hand gossip etc. I understand that Epic just doesn't reapond publicly to all the problems, it's probably their policy, but I feel VERY concerned about the future. This version seems to be a failure right and left. I'm glad I did not update before I read all these bugs
https://gyazo.com/cae3676b3ccb43492843a1237d75c197 mhm and its not worth the hour long download
Does anyone have any idea why ADSOn is only getting called the first time? after the first call only ads off gets called when I press the button :/
it occasionally decides to work and call ADSOn but it's tempramental at best
@safe solstice I ran into this with the latest version too ๐ฆ https://answers.unrealengine.com/questions/809801/ue420-is-missing-the-intellisense-includepath-for.html
My god I have never seen a new version that was so buggy
That unrealbuildtool bug is DIRE
how epic missed it I have no clue
Decided to give UE$ another chance after I switched to unity a couple years ago and I'm not getting a good welcome, it's so jank
I have not updated to 4.19 because of the stuttering I read about, but this here is way worse
they probably missed it because noone at epic uses intellisense
it works completely fine with visual assist
I mean all I really need in 4.19 is the asset encryption. If it weren't for that i would stick with 4.18
the stuttering is supposedly fixed in 4.20
yea lol but nothing else works, no plugins no nothing
Well it's still about a year until our game is suppoed to be ready for testing or release even, so I'm not panicking just yet, all I'm saying is, this is ridiculous
Somebody owes me some shaders
LOL
I got "Timed out" from a UE4 facebook group because I agreed that posting a video of a VR Expansion Demo map with some premade assets from the marketplace wasn't exactly an impressive feat.
The UE4 facebook groups are terrible
Why do they all have to be terrible?
It's facebook
If I wanted to see baby pictures from all my acquaintances growing up, i never would have left my hometown
why are you even in an unreal facebook group
and that's the only other comment that was posted by me
Blue is me, I should add.
Not sure why I'm in this group
I like seeing some random stuff posted
some people are genuinely posting cool stuff
90% of it is someone posts a mediocre asset flip or simple shader and 400 people ask for a tutorial
sad
not aware of any
am very glad to have found this one though
so many experienced and helpful people here
I think it's moreso that this is the main UE4 hub because whenever i search online
you see this link
this seems to be where everyone went when they broke the forum
haha yeah
I assume there's probably a decent UE4 Slack
since this is UE4 slackers
idk
Make sure you don't have the project open twice
So If I am making a widget blueprint, and I have a button that changes colors when hovered over and pressed.
Then I also have a text box that is a child of said button.
How would I go about making the child inherit the color of the parent button when the player hovers over or presses the button?
I know I need to set a binding on the text color, but where do I pull that variable from?
you can drag the widget from the variable list to your BP graph and then pull a get color node
Rich Text Block... Worst.. Widget... Ever!
Good question. I don't think too bad as it doesnt seem to remake the text unless it has to (which caused half the problems figuring it out). You are using multiple fonts in some cases tho
The button is outputting a 'Linear Color Struct' but the text box binding wants a 'Slate Color Struct'...
Actually, I just found a 'Make Slate Color' node.
I decided to just set a color variable to call for all of them and forget about the inheriting part.
@grim ore that skeletal mesh dissolve is the ultimate way to desintegrate a downed enemy
in niagara, that thing is awesome, i havent really had time to dive into it but it seems so potent
i want to make a nebula with it, some1 will probably make one be4 me though
yep there is someone who was using Niagara for posting ideas on reddit for the last month, there is some neato stuff you can do
Soooo can anyone else confirm for me that this new feature in the 4.20 release notes "New: Media Track for Sequencer" was actually in 4.19?
Can I output an rgb value from my widget blueprint and reference that in a material instance?
you could output that value into a material parameter collection and reference those values in the material
Glad I mark all my art by date. Couldn't find my office image otherwise.
Is there anything like vuforia for unreal?
what would cause me to not be able to click on meshes in the editor?
very annoying bug
probably because they're transparent?
Yup, seems to have fixed it.
I ran into a bizarre bug with the Epic launcher tonight. Normally when you clone a project, modifying the project name updates the path of the clone in real-time.
Now, instead of simply updating the path to match the name, it appends the current state of the name to the path.
Resulting in some hilariously long paths.
Nothing surprises me with UE anymore
Shit. It got cut in the upload for some reason. Oh well, you can still see the effect.
They fix a lot of bugs in every release.
It just depends on whether your priorities line up with Epic's. ๐
yea and introduce more ๐
So goes the process of developing incredibly complex software.
I have been holding back on updating since 4.18 and now this new version is even worse than 4.19
I'm in the process of updating to 4.20 (if there are no gamebreakers).
Really promising release.
Hopefully it likes our project.
better make a copy lol
Always.
did you read the post in the forum about the release, it seems there are bugs over bugs. They cant even compile most plugins it seems
I always tell people they should never, ever update projects in place. Especially for preview releases.
I facepalm every time someone breaks their project doing that.
I didn't. I don't keep up on the forums much.
yea better go there and read it
saves you some disappointmnt later
I was anxiously waiting for 4.20 because I need the pak encrytpion, but 4.19 has this stutter sbug
and now 4.20 is basically unusable for many people
I'm going to watch a movie and then probably go to bed
have a good night and good luck with your update
OK, thanks for the heads up. Checking out the forum thread.
Thanks. ๐
G'night! ๐
๐ค
Copied to 4.20 and launching now. Let's see if anything broke. ๐
guys my lighting build just sitting at 0%.. do you think its still doing stuff?
ok it finally started building. its so weird, it used to build so fast. The only thing I can think is I upped the resolution of the textures for two of my meshes..
A hitch like that could be due to a variety of things.
What lighting quality are you building with?
I actually onlyjust learned that was even a thing when I was trying to find why it was stuck at zero. I haven't even found where to set that yet
Oh, then it's probably still set to Preview.
But just in case: click the little down arrow next to the Build button, then hover on Lighting Quality and tell me what's selected.
its set to high actually
That would definitely increase build times.
Although if you haven't changed it recently, that may not be the cause. Maybe you're already used to High build times.
it used to build in about a minute at most, not its chugging away been about 15 minutes and its only done 10%
once the lighting is build, in theory could you move a mesh through the environment using the sequencer, and it would all be dynamic light right?
Only if the mesh is set to Movable.
If that's working then it's probably already set to Movable.
And if the light interacting with the mesh is dynamic, of course.
it seems to be but yeah its just weird how the build times jumped, it has to be the higher res textures I made in substance painter
What resolution did you increase them to?
i didnt build this map, i bought it
Ah, OK.
for the drone, I made it from 1024 to 4k
and its maybe 6 diff meshes
Anyway I'm just glad its building thanks for ur help I'll mess with the lighting quality too
Of course. Sorry I couldn't shed more light on the situation.
Im using a slower CPU too at home compared to at work so that probably slows it somewhat but still not such a huge difference. Anyway I'm sure its something I did lol
If I remember correctly, texture resolution does affect lighting builds, so increasing from 1024 to 4K would have a pretty significant effect. That's a 4x increase in resolution.
yeah it was probably that. its probably overkill for what I'm doing, I might try change it back to 2k and see if it improves
4.20 update is looking good so far. Automation tests passed with zero fails, maps loading with no warnings/errors, lighting builds with no errors.
Pretty stoked. ๐
With that, I'm off. Goodnight folks!
๐ด
Lightmass can only multithread multiple objects. Having something over 512x512 resolution on a lightmap is going to make lightmass start to cry.
So if you have a 4k lightmap, you're throwing a load at it that's 32x greater than it ever expected for a single object, and it's only effectively being processed on one core.
Heh. I noticed that yeah
We have to have 2k lightmaps on a small set of objects to keep the resolution
uh oh
someone seems to be raiding answerhub and posting random links to pirated movies there
obviously fake but still
has this happened before ๐
yeah
he's made like 10 questions already
yea
I wanna make a ww2 fortnitey type game. but then i remembered there was kinda something like that. battlefield heroes :S. think I can still make something like that?
in terms of would ppl wanna play it , or will get backlash. obv try and make it , its own thing
Anyone who claims they can give you a definitive answer on whether or not people would play a particular game idea is lying. Any game could do well if they're made well.
And if they find a market
"fortnitey" implies 100 player multiplayer, which for an indie game is a death sentence unless you get a huge publisher behind you. That's just not a very likely thing to have happen without a huge community.
Indie games should never be reliant on multiplayer to function, since for all you know you might get 50 sales and that's it.
I could imagine people playing a Fortnite styled WW2 game for sure, but your biggest problem as always is going to be execution and getting people to actually play it
to be able to support a battle royale player count, you need thousands of concurrent players, which usually translates to needing hundreds of thousands of sales
which isn't very realistic for most indie games
mmm , how would i be able to accomplish this on a smaller scale. I like the art style. but it doesn't have to be battle royale i guess. though multiplayer would be nice. I'm thinking something that would translate well on a switch.
how far can one make a game in blueprints, before you switch gameplay elements over to work for multiplayer? If in start im just working on making the character move and shoot and do things
if it must be multiplayer, think small
like a 4 player FFA, or at most, 3v3 team play
if it can be played locally with friends, that's also beneficial
OKay then it would have to be my other game idea, which is more arena style
Does the amount of players affect how the game is coded on the foundation?
Sometimes does. If you have super complex expensive replicating objects, that's gonna bog down 100 players. For 3-8 players though... you're probably fine no matter what really.
okay awesome, but I rate a ww2 themed game wouldnt work well for such small numbers
id more like a vs type game than a story driven co-op game
minimal story, just work on gameplay and fun
but yea, starting small sounds great really. if its actually worth smething. i can think big in v2. with investment and staff
thanks for the advise
@raven kayak Competitive multiplayer is overall not a good idea as an indie
Reasons include : can't have many online players, can't fight piracy, can't afford plenty of hosting, etc
Hello im trying to create my own Pc for Game design and can somebody help me with the right specs for it because my pc is getting old and its to slow for some stuff
@rose quartz the best you can afford with lots of Ram, 32MB minimum
oke well i did see a xeon e5 with startubg 8gb but it can be max to 512 gb
I get this strange error when I try to save my level
and with a Quattro card in it