#ue4-general
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What's the root component of the actor
A static mesh. It used to be a blank SceneRoot. Same result in both cases.
Any editor-only comps in the attach hierarchy ?
Just a static mesh and rotating movement.
Nothing experimental, either.
Perhaps most interesting: it was originally a really outdated Blueprint we made years ago, so I got fed up with trying to fix it and remade it from scratch. And it still does this.
So I started investigating other causes outside of the blueprint itself. Level blueprint, etc.
No leads yet.
Tried using ref viewer to track anything touching it u might have forgotten boug
Bout
@worn granite No, never used it. Our project has no C++.
I only use VS for building.
I never even open it.
Check ref viewer on it
See if something touches it u have forgotten about
Just to rule it out
I think I already did that, but I'll do it anyway because I'm losing track of the things I've tried.
It's only being referenced once by the sub-level it's in.
I'm sure it will.
Print if any collison is triggered
Abd what with
Incase its spawning issues
Maybe
hmm if it was originally from an older version maybe just re-create the asset in 4.20 or whatever version you have?
Just an idea
@plush yew As I mentioned earlier, I already re-created it from scratch. It even uses different code and components. Still does the same thing.
Currently in 4.18, btw. Was holding off on upgrading to 4.20 until I fixed this. (Don't really need to, I just don't like upgrading with broken stuff).
hmm maybe migrate your project to 4.20 in a copied folder, and try to make it in there? maybe its some engine related thing
@maiden swift Ok, so my suggestion would be to build the game client from VS directly, and cook content separately. Then, you can attach the debugger in VS to your game (either directly or after you open it), and you can set a breakpoint on SetActorLocation. It'll be annoying to sort through to your actor (the first time) but you can then make the breakpoint conditional based on the address of the this pointer so it'll only break for the one object. Won't work over loads or w/e though.
That's only really going to catch if something keeps updating your actor to the wrong lco
Another place to look would be the components
might just be that your components are sitting at the origin for... some reason
OK, I'll look into both of those.
The real mystery to me is why this only happens in packaged builds.
Iunno your project, could be a great many things.
Definitely the most bizarre bug I've ever run into.
Appreciation the insight, everyone. This has been a rough couple of days.
what exactly is the asset? like a mesh of some sort that is rotating?
It's a blueprint class that represents a big, ominous sphere that just sits there and hovers and rotates in place.
oh.... wait
The sun?
this is in a sublevel?
Yes.
Try moving it to the persistent level?
Why?
I mean I'll do it just for kicks, but I'm curious about the rationale.
We don't like to keep gameplay objects in the persistent level.
I'd thought it might be loading the level up in a weird offset
I thought about that, but it looks fine. And nothing else in the sublevel is affected.
But there's obviously something weird going on that I just haven't tracked down yet.
any AWS users?
yes sinn
Especially considering this is a new, from-scratch actor and it's still doing this.
i'm one of the leading t2 micro guys here ๐
@plush yew you using steam subsystem with gamelift?
no gamelift, raw ded server calls
damn
I'm going to take a break and make brownies, then come back to this later.
Thanks for all the suggestions, folks.
reasonable idea, that
pfist this is how i do a rotating powerup
Cya nick
i ddont use rotating movement component, just that call
and i manually place it in the level
in each level it neeeds, or use spawn actor
never tried persistent level before haha not sure what it is
That's how we did it in the old actor.
Adding actor rotation on tick.
Still moved to world origin.
I prefer the RotatingMovement component unless I need to do easing.
And in this case I don't.
ah
Appreciate the suggestion, though. ๐
yw
OK, brownies time! I need a break. lol
lol
Guys
any good video about how to use anim notifies to make my dmg system better?
what should i use in the object reference when im casting to a animation blueprint
in the default third person level, I have a projectile that has a capsule collision, I fire it, the walls block, but no even get's fired, any help?
@amber sedge What event are you expecting to be triggered by the collision? Event Hit?
Begin Overlap
A blocking hit is not an overlap.
If you want to trigger On Begin Overlap, you need to make sure both actors are set to generate overlap events and have the proper collision preset.
Just switched, not it does the right thing when hitting a player, but the walls are still the same thing
now*
Basically I am just trying to make a plasma launcher that applies radial damage xd
Check the collision settings for both the wall and the projectile. Make sure Generate Overlap Events is checked and the collision preset allows for overlap responses with their respective object types.
the walls are just static meshes
I didn't see any generate overlap events on the wall, just collision is set to block all
Can you give me an example of the effect you want this plasma launcher to have when it hits the wall?
just a simple particle effect the radial damage ๐
Just want to make sure overlapping is actually what you need here. ๐
all of that is properly done when it hits a player
nvm xd
but yea, the walls don't block it
So the projectile goes right through the wall?
and damage is not applied when it hits a player directly
no
I have a capsule collision that blocks all
so it actually just sticks on the wall when it hits ๐
but doesn't generate an event ๐ค
Oh interesting. So it continues to apply force to the projectile but doesn't go anywhere nor destroy itself?
yup
Strange... either way, you said it works when it hits the player. And that's based on an On Overlap event, not a Hit event?
I just changed it to hit, for a player it works for either a Hit or Overlap
On Hit should work for the wall, too. Since it's blocking it never overlaps with the wall.
Overlap means the two collision bodies actually cross boundaries.
It just sticks to the wall when it hits lol, doesn't move at all after that, kinda funny.
but for a player it hits, destroys, plays a particle effect, but radial damage is not working
Try using Event Hit instead of On Begin Overlap for the projectile behavior.
ok So
here's what's happening now
I removed the capsule collision, and changed it to sphere collision
and everything is working fine, the walls and player block it
but radial damage does not work
How are you applying the damage?
Apply Radial Damage With Falloff
Yea I really don't get how to do radial damage, there is no Damaged Actor, but then again it doesn't do anything
What's the most plausible shiny black stone material that medieval-era architecture? Marvel, Granite, Obsidian, ??
Marble?
Can somebody clerify for me please, if I edit the reference of a Female skeleton thats the same as thos smaller build, to use the mannequin skeleton will that resize her to be the same build as the mannequin?
are you trying to use an Animation that was made for the Mannequin for the Female skeleton? @chilly gale
No I'd like to use the ones that came with it, I brought Quang Phan's Furry S1 and wanted to use ALS as the controler
came with what?
yea, and exactly what are you trying do with resizing to the mannequin?
if you want to resize your female character, all you have to do is set the scale for the mesh
and all the animations will work fine
No my worry is that if a do as the tutorial say's it'll rezie my char and make it the same build as the Mannequin
what does the tutorial say?
at about 1:30 1:40 on a litle https://www.youtube.com/watch?v=4pnN5OnXaSc&index=2&list=PLAR8Kc1ZLLKZjnKI_idX7Ik7mN0VORSm_
This video demonstrates how to work with a character that has a similar skeleton to the mannequin (mostly same bones, similar proportions, same hierarchy, et...
he changes the reference to the to refference the Mannequin skeleton
so you want animations that work for Mannequin to work for your Char?
No I jus want to make my char the player char using ALS
ALS?
shes much smaller build wize
she looks about the same tbh
as long as the characters have the same bones that the animation uses, everything should be fine
size doesn't matter in animations
Ok I was jus trying to replace the Mannequin with Furry
if you want to replace\
just click on the mannequin, go to where it says "Skeletal Mesh"
change it to your char
then you will need an animation class for your Char, or she'll just T-Pose
That i under stand, I got it working in one level and forund when I wnt to another level she loaded but not animation even tho I changed the gamemode and char
I don't think you need to change the character
when I loaded different levels, I just kept everything the same and my characters were fine
the gamemode only change if you actually have something different
Ok will have a second look and see what I missed and maybe ask in Advanced locomotion Systen Discord case I missed somit, thanks for trying to help
NP, sorry if I didn't really help :/ I am fairly new myself
Would anyone here want to take $60 USD to convert a skeletal mesh, to work with my current system, from what I can tell it's missing bones. Using a mesh from scifi pack, trying to get it to work with my UN4 Manequin,
@sullen wraith Try making a job listing with the @plush yew you can check the #more-resources channel for instructions on how to use it.
It will appear in the #looking-for-talent channel
No its not we are not official.
Its community run. However Epic Staff do sometimes make an appearance when they have time.
How's it going everyone. Quick question, is unreal better for building large cities in vr than unity?
I have a blocking volume here
But as you can see It doesn't work
I set the collision to block all
What are you using for the player pawn? What is the collision type on your pawn?
@plush yew with the optimizations in rendering and various instancing plugins you can find on the unreal marketplace, IMO it's better than unity for city building. whatever you do though, make sure you pick up 4.20.1 ๐ 4.20 has some unforseen issues with CPP. in the process of updating myself. it's a good idea to stay up to date by looking at the unreal github tags section and checking like every week.
im still on 4.19, is upgrading pretty much required?
@thick ridge He's a pawn class
@sullen wraith yes if you want niagara / new network features and some other optimizations. in the process of making my game, i've always found keeping up to date with the latest release (not preview, but release) is always really important. and it feels good to know the stuff is optimized and running good.
I converted my pawn to character and now it works
But now it jitters when I run into it
just updated to 4.20.1. nice
fixed an issue i had with compiling from an outdated VS lol
Does UE somehow allow having a shared (Marketplace) Content for all projects without adding each single Marketplace content to all projects?
i always just import the stuff from launcher to the game, or add code plugins to the code plugins folder from the launcher engine plugins folder. unless you use a batch script or watch the folders i dont think its possible to auto share
Just curious...are you hitting the light fixture on the ceiling?
have you tried to turn on allow translucent selecion before trying to click on it?
@digital anchor I just restarted ue4 and its gone.. was some kind of glitch for sure
I have a really dumb question: Is it better to use even units when modeling something to scale or would you round up to the nearest whole number?
H e l p p l z
It's best to use power of 2 when modeling things modularly, to make it easier to snap. 32cm, 64cm, etc
That way you can always cut the snapping distance in half and it'll always line up perfectly
How are u ment to pm people in lft when they dont give there discord name
weird bugs from 4.19 to 4.20
everything works except 2 deprecated stuff i fixed
but now, I have some camera interpolations, which make the camera shake lol
@limpid sandal im on 4.20.1 ๐
Hi guys
I need some help plz
How can I make a character
And how make it holiding a weapen
broad questions, break it down, create a character class, make animations for it holding a weapon, attach a weapon to his hand.... quite a few days of work
wat xd
sup
got like a thousand keys in a sequencer
on rotation.x
now I need them all rotated by 180 degrees
I can not possibly do this by hand ๐
anyone got a clue on how to 'offset' 'em all?
Is UE4 4.20 stable enough to move to yet or ive seen some people struggling on it
found it! on the location I had to press "+ Section" -> "additive"
gl with your projects boys
is there a way to blend between sphere reflection captures? it looks as if only the nearest capture is selected, which results in a popping effect
if i visualize the reflections it looks like it does not even pick the nearest
i find it hard to make sense of what's happening
When converting box brushes, I've made a building out of it, the collision doesnt export after "Create Static Mesh"
How can I get the collision from it
Whats the best way to import models from blender
Hi guys, Im looking for a capture the flag tutorial. but can't find any :'/ Do you guys have some?
how would someone implement Sequences like Summons etc. in a Turn based environment?
the older Final Fantasy Games for example use have different battle maps, but when summoning or using a special technique, a movie-like sequence is shown
How would someone create a sequence that is dynamically ?
Take for example the floor of the Brothers (FF8) Summon:
https://www.youtube.com/watch?v=rC4rqm3UyMo
Decided to redo these in HD since they're ones I found were very low quality. Also my favorite summon.
Does the engine also keep backups of blueprints over time?
turns out orthogonal camera is bugged for 4 years ๐ฆ https://answers.unrealengine.com/questions/31268/orthographic-camera-render-broken-402.html
Power went down and now a bp doesn't open
im not sure why they dont fix it, some devs want to make isometric games and arcvhiz would have a good usage for this type of view, for presentations
i wrote comment and voted, if you could vote too, I would appreciate it ๐
why can't i create a destructible Mesh out of the "SM_RocK"? im in 4.20 and when i right click it doesn't say "Create Destructible Mesh"...... :S
@tropic pilot When you select it in content browser like this. Does it not show that?
@bitter iris no :/ it's weird
that is weird im in 4.20 too
@bitter iris found it out
@tropic pilot What was it
probably disabled APEX plugin
yes ๐
lol
@bitter iris are you good at DM's?
Nope, its annoying to me lol
xD
WHATS THE BEST WAY TO IMPORT A RIGGED CHARACTER from cinema c4d files into unreal
sorry for caps
these files say they are rigged with animation
@tropic pilot i once showcased ue4 for a newbie and i was like, now watch this im going to create this awesome destructible mesh and it will explode, and i went to click on the button and wtf its not there... the guy just stood there looking at me like i had no idea wtf i was doing
and yea apex was disabled by default on 4.19 so that was it
that sucks :p
but yea DM's are annoying -.-
i want them to only break when they touch the spike... but when i enable gravity it breaks just by touching the floor and everything! now i have set the "Damage Threshold" to a huge number :S
got it to work
isn't it possible to set the MassInKg for a SM_Rock_DM inside an actor BP?
Anyone know the general ratio of BP to C++ used in Epic's games?
you can do a couple of things, @tropic pilot you can use a static mesh and then replace it with a DM upon touching or interacting with the object that yyou wish (a switcharoo)... or you can also set it not have impact damage and then activate impact damage on overlap with desired object ...
i still dont get DM's 100% because there are so many settings to play with so generally i just do the switcharoo because its guaranteed to break when i want (which it will only break when i do the ' switcharoo' pratically spawning the DM in yhe place of the static mesh make sure the static mesh doesnt collide with DM's, and vice versa and then destroy the static mesh and apply damage to the DM making it fracture
in that order
also add a impulse component to give some explosion effect if desired
i dont want an explosion effect ๐ im trying to make a "Crusher Machine" that is crushing ore (SM_Rock)
but the "SM_Rock" is way to light... when they hit the spikes sometimes they flight away -.- they get's kicked high up in the air...
i need to set the MassInKg way up so they dont do that
whats probably most likely happening is the spike is passing thru the rock and then physics is doing some crazy multiplication of force as the objects go inside each other
its probably not related to mass or weight
hmmm :/
cause it's not fun to watch the "Crusher" to intantly crush any ore :S as i will have different "Tiers"
if its an actor you can set in the construction script to override mass
off the spawn rock in the first picture ypu can pull kff that blue node and override mass right there
but i still think its not related to that, but still worth trying
look at the 3rd picture
ahh
uhm... it's asking for a bone name?
oh wow xD hahaha
now it's so freaking heavy that when touching the floor or wall it instantly breaks :p
so it looks like the KG actualy works
but now i would face another problem tho
they break on impact not by touch
you can always deactivate impact damage
and then Apply Damage to the DM from an event overlap or event hit (if its simulating physics)
i think you might need to re-enable impact damage as well
but as im away from my pc i cant look at my own examples of this
make sure you are also using thr right apply damage (the dm one) and not the one for actual damage (i know its confusing) but there is a specific apply damage for destructible meshes, it will say on the node header
i'll try but as you mentioned i need to re-enable impact damage?
well try with both its like 1 node anyways
i meant disable impact damage on the dm itself, and then renable by blueprint npde
on the event you are using to apply damage, and be4 applying damahe
I'm so excited for the next marketplace sale!... that is all
Does anyone here use UE4 on a laptop? I really wanna get another desktop since mine is getting up there in age but I'm going to school and probably should invest in a laptop for ease of access.
when is th3 n3xt sale
Does anyone have an idea of how to use Apply Radial Damage With Falloff, doesn't seem to work not matter what I do?
i sw3ar im not trying to be cool the 3 is just right next to the E
and im too lazy for backspace
@dire storm i started off with a 2014 macbook pro for ue4
i eventually switched to windows, and desktop because of landscapes
The next sale if its like last year will be end of Aug timeframe
but you can also have an external gpu if you want portability
I called it the back to school sale but I think it was just called a summer sale or something like that
yeah I would honestly much rather just buy a beast desktop but...I'll be spending so much time at school
theres a lot of super powe4ful lappies with nvidia 1080M
just be prepared for shaders compiling wait times
i have those on my 980ti windforce and it still.makes me cringe, but then again those are my.official potty breaks
I'm pretty sure any laptop I get now will be significantly more powerful then this old desktop.. Just won't have the hard drive space.
external hdd for steam games, running on usb 3.0 you wont feel a hitch
I'm still trying to find the legendary money tree I can shake to get both :). That and the bacon tree... cuz bacon
I'm trying not to play any games. Don't really have the time if I'm gonna do classes and also UE4
yes, you wont have the time
i always tell myself im going to relax and play a game today and its 1 am and im still working
although I am addicted to HOTS and darkest dungeon
there's always something that brings me back to darkest dungeon after I rage quit after losing like 5/6 teams of lvl 6s and all their trinkets... I'm a sucker for pain
whats HOTS
Heroes of the Storm. Blizz moba
I love the art style.... HL has become a chore and I've lost a lot of interest in the game lately... but if I accidently open it I'm prone to losing track of where I am and discovering I just did an 18 hour binge session which makes me sads
im still playing starcraft 2 that sums uo my blizzard games
SC2 is always fun. I still go back and load up the campaign and do a playthrough like once a year
I can't play that game competitively. Its too fast paced and all these damn kids got the build orders memorized for everything. I get stressed out the first time I see a zergling in multiplayer lol
lmao, i like the multiplayer , sometimes i own and sometimes i get owned its tough because everyone has a different playstyle and its hard to account for ppl who build for late game or for those who rush... you cant defend or attack against everything so its a hit or miss thing, and with teams you get lucky have good teams or the entire team sucks its very dynamic
but thats what online gaming is about, the dynamics of different playstyles right
i also learned to not get stressed its just a game, just hit that quit button and try again theres no shame in keeping yourself free of stress
just dont disconnect
๐
@dire storm what kind of game do you plan to make in unreal or is your goal to learn first and then decide?
@sonic pagoda still here?
https://youtu.be/5IZIlrvqBIo about 14 seconds in. I'm hoping to see how I might get a function call to do a similar hey look here target when it comes on screen
if a SceneComponent (that's not necessarily the root component) generates an overlap event, does it still get relayed to the owning actor (the OnBeginOverlap method on AActor)?
isn't it possible to overlap with debri from a Destructible Mesh? :/
Wonder if even just a umg using screen space on actuaor could just be used like an animation. Not sure if it animated it'll replay the animation each time entering screen
Newb question, is it possible to render out lower resolution from the camera than viewport has?
it is possible for render targets, but i'm talking about main camera
hello guys Iwant to ask you how to delete the thing when you make it with brush??on the level
uhm.... is there a limit on debri from a destructible mesh? cause i can see that they get removed
i'm trying to do a map but that's dosen't work someone know how to do that? http://prntscr.com/kchnj9
@soft pawn a map?
@soft pawn make a new level?
a first level
@soft pawn you need to make a project first
okay
@soft pawn i recommend 3rd person or first person as a template
okie
@soft pawn if you want to try to get some pre made stuff, dont forget unreal marketplace too. some really useful stuff on there. just got done talking with one of the devs of a marketplace asset and he got back to me in a day with a fix for his code plugin. really good people on there ๐
Full Blog Post w/Notes: http://www.worldofleveldesign.com/categories/ue4/ue4-create-new-project.php Unreal Engine 4 Tutorials List: http://www.worldoflevelde...
@sonic pagoda I'm just learning right now. Everyone here I'm sure has a million game ideas. I'm just trying to learn how to implement stuff atm
you dont have a genre picked out yet?
@dire storm good idea to learn first and then pick out a genre later
eh I'm aiming for general gameplay programming so I'll be marketable to different genres. I would rather learn how to implement everything first.
maybe when you are going thru tutorials you will find a cool idea ๐
cool ideas are a dime a dozen
thats what happened to me. i was looking at a 6dof tutorial and now i am almost done with my first game lol
I have 2-3 books and tons of microsoft word documents full of "cool game ideas".
ideas are nothing if you can't implement them.
very nice
still fixing my net code
thank you
but i had to work at it every day with no friends for a year lol
so its a lot of work
I'm spamming tutorials in between classes and whatnot. Just finished my summer semester so now I have a few weeks to actually learn what I want to learn and not mindless dribble.
cool
i removed that stuff i wrote about my ex lol
maybe she is on here watching ๐
I feel ya. It takes alot of sacrifice to follow your dreams
honestly i am quite lucky because i have some capital saved up from my trust fund and dont have to work - but yeah it is hard to realize a vision but once you do it it's really nice
still though i am working on my singleplayer campaign lol taking forever
i only like coding multi. single takes me so long, all the lights and everything
@soft pawn did u find a good tutorial yet? keep in mind plural sight and some other places like udemy have tuts too
still searching
ok cool
is there a quick way to make these files be able to import in unreal editor? Or do I need to export them to fbx one by one???
@dire storm my favorite and first tutorial was the official twin stick shooter tutorial
it goes over every tool in ue4
and it just so happens that ive been working on a twin stick shooter for about a year and a half
mere coincidence
๐
@tawdry raptor you can look online for a batch converter for c4d to fbz
fbz
fbx dammit
i know there is a autodesk converter but i dont know if it supports c4d
@sonic pagoda FBX converter only supports 3DS, OBJ, DAE, DXF
it's only for meshes
I mean i remember someonr doing it but
It was like
Super unoptimised and some normal and face issues
Cant remember who was doing it
see no reasons doing that, in most cases converting to fbx is not enough
for SK meshes you have to have proper skeleton, with root bone, for LODs you need a proper grouping, etc
ive always made my own characters so inwouldnt know @tawdry raptor why dont youbjust usr something like make human or fuse
where did you source these files?
I got it working
but I have another issue
when I download the animation starter pack the files are UASSET
the tutorial im watching imports this pack as fbx
when imported in fbx it lets you choose a skeleton
but when I download the pack it installs it in my project as uasset
random basic programming question. Everyone uses double because if you use int it just gets converted to double at compile time anyways or am I way off here?
Does anyone know how to get Radial damage to work? Doesn't seem to work no matter what I try
@dire storm ...you're way off, lol.
wouldn't be the first time
Integers and doubles are fundamentally different data types.
๐
Integers represent whole numbers, whereas doubles are floating point numbers containing a decimal component (mantissa) and an exponent.
how can I make ussaet files into FXB files so I can pick my skeleton??
I'm trying to remember one of my lectures from a few months ago from an online class (maybe UE4 related) and it had something to do with "Just use double"... but seemed wrong which is why I'm asking
@glossy flame yup I agree with the whole numbers and floating point thingy... ๐
@plush yew โค the rock. Its a nice rock
@dire storm thanks, i have about 20 variations of it, just need to fix the back being stupidly dark
did you try lighting it ๐
it would appear as if the light source is rotating with the rock as you rotate it around
if you painted it that way its just like.. you know.. the texture and not taking external lighting soooo maybe your textures are too dark
@dire storm guessing you've never used substance?
oh then nvm lol
thanks
took about 5 mins to sculpt and 10 minutes to retopo
then 10 minutes to texture
and 45 minutes to figure out why its lighting is off?
its not the lighting -_-
@plush yew Best of luck figuring it out! I even tried googling it for you because it looked interesting and found myself falling into the webs of youtube
wait so I can only use the animtion starter pack on their skeleton? I cant use it for a character I bought online??
ehh you can map the bones and whatnot
I think there's a standard mapping
Check the tutorials on UE4 animation on youtube. I recall watching one that goes over how to fix mapping issues and auto mapping and whatnot
Anyone know how to make splinemeshes have more rounded connections?
How do you set up the character normally for first person? Change the arms, make an actual body?
Set the tangents appropriately
The mesh itself also needs to have enough verticies
Then that's the issue
Yup
The verticies are what get moved around to make it bend, so the more verts you have along the length of the mesh, the smoother it'll be.
Is there any way to implement quick-save that doesn't require tons of manual work?
The game needs to know what you want to save
The save feature is actually very intuitive imo
@inner perch There's a few plugins centered around the idea of automatic tagging for serialization.
You might start looking there.
Ideally I'd like to save EVERYTHING in my level and then restore it - AI, physics, etc
Checkpoints aren't an option
Oh.
Yeah, you can do that with one of these plugins, but it may/not require additional tweaking.
I don't really want to tag every single variable or smth ๐
idk what to tell you.
There isn't really a solid way to just take the entire game state and shove it into a save file.
That'd be a big save file
Well, some games do that somehow
doesn't require tons of manual work?
You're sorta SOL
Tagging/flagging stuff to be saved out is probably the least amount of work you can do.
I don't know where to start...
Have you used the basic save system in-game yet?
yes
Then just build upon that as much as you want
These plugins, IIRC, would be a better starting point. Given that you wanna do the least amount of work possible.
There's also this one
(there are others as well, but they tend to be more basic wrappers of SaveGame)
Has anyone used any of those plugins?
SaveGame accepts just one object
I mean, I can't really shove the whole level in that one object
You could theoretically do your system with SaveGame.
But it'd be tons of manual work
I use SaveGame to save the player's loadout, but that's very simple
2 arrays and an enum ๐
I've used SaveGame for more complex cases.
In my case - it's either the whole level or nothing
That Savior plugin seems to be what I need, but has anyone used it?
this is my imported animattion
You donโt need to save the whole level, just the key values of various components. For example, a block that can be moved around the world just needs to know which block it is and itโs transform. Something else might want transform and heath remaining.
Iโm still relativity new to UE4 but in other engines Iโve written a simple interface ISaveData (or whatever) and give it methods for SerializeSaveData and DeserializeSaveData. Have a SaveManager system deal with collecting this information and saving it, as well as allowing it to spawn / modify objects as needed.
You might be able to use reflection to make it easier to grab some information rather than the above.
Itโs not a quick job, but youโll get complete control.
this is what I want to drag and drop into my project
but I get this message, why? is it broken?
Cute how radial damage with falloff does not work ONE bit lmao
Open up the skeletal mesh and the animation in your animation studio
Make sure the bone names are all the same
love this engine
Also, the skeleton you're targeting needs to be the same
I'm stuck on a very simple process. I have come close to solving it with casting, but not quite. I have an actor whose only purpose to hold an public variable array of actors in my scene (these actors are basically pawns with cameras), I would like to access that array from my main hud widget. What is the best way to do this. I know it is simple, but for some reason I'm grinding my gears.
You can access it through the player controller if you want
I would store the reference to the actor with the array at beginplay
@delicate needle Could you setup a GameInstance instead? Easy to access this from anywhere.
time to try another method of getting radial damage bc have this doesn't work properly lmao
@amber sedge From the docs on radial damage: โHurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.โ
Does this match your setup?
@vivid girder what do you mean the need to be the same? They all came as seperate animations c4d files I exported each one to fbx file and i get that error when I drag and drop
the fbx file into unreal
Animations have to be targeted to a skeleton
What does it mean to be visible? I can see the characters body, and I can shoot him properly. @gritty matrix
So, there's a different skeleton that you're trying to target
forget about fbx and files
I should get this soon
XddekeieoeoeeoOoo
The problem is with the skeleton you're telling the animation to play on
That's why i was saying you should open up the skeletal mesh/skeleton fbx in c4d and then one of your animations
jonAsket
<@&213101288538374145> ^ troll
@gusty trout Can you keep it constructive please mate.
I opened the fbx file in c4d now I can see the animation works
This is #ue4-general channel. Keep it on topic please.
but how will this help me?
It's not that the animation doesn't work, it's that it's targeting a different skeleton than the one in unreal
I'd check your bone names first
I opened biped fire 1 first and imported this
could the problem be that im putting them in the same folder?>
and its trying to target the first one?
because the next file is called biped fire 2
can you send your skeletal mesh and a single animation here
i'll open them up and look
should I send the c4d file or fbx file?>
this is the first fbx file which is also an animation, thjere are 20 other files like this with different animations
yes my character was rigged to c4d and thats how the files came
its an alien
You'll definitely want to research your export settings
in c4d?
yea
why is something wrong with my fbx file?
You're including the full mesh in your animations
so dont include the mesh?
when I export in c4d?
or just dont import the mesh in unreal
Do I really have to create w sphere collision, apply regular damage, and calculate radial damage myself just because engine doodoo? xd
a*
that's not even efficient doe
Engine, pls work
These are some of my team's animations
The 2 highlighted were some of the first ones before we researched export settings in maya
They all have around 100 frames
actually it is pretty efficient to make a sphere collision
notice the size difference
@amber sedge Visible in this case means that if you performed a trace with the Visibility channel, this actor would block the trace (doesnโt matter if you can see it or not, itโs all about collision settings).
Take a look at your actor and project collision settings. Make sure your actor is set to block the visibility channel.
@tawdry raptor Can you send your skeletal mesh fbx now?
I thought I did
nah, just the animation
does unreal engine cost?
@gritty matrix There is nothing listed for Collision Traces
oh i see this one stands with his arms out this might be the one I should import first?
most likely
@gritty matrix you're talking about the collision in Project Settings right? Like where you do Action Mappings and stuff
pls tell me
@vivid girder ok so im going to try to import that one and then the rest and see what happens
Yea, no keyframes
Does unreal engine cost?
You should start with udemy tutorials then
@gusty trout All info for that is available on the UE4 site. If your revenue is more than $3000 per quarter youโll need to pay 5% of revenue above that.
To learn, start small and look@at the same projects & tutorials.
@vivid girder ?
For umg widgets and DrawLines I need to add 2 vector2d points to the array per line, is that right?
thanks
@amber sedge Yes, look at what your actor has as its collision settings and cross reference this with the info in the project settings. Basically, make sure your actor is blocking the visibility channel (can prob set to โBlockAllโ to test the radial damage).
wish me luck im going to try to drag and drop the other fbx files
damn it gave me same message
@gritty matrix I have my Mesh Collision set to block all, that was I can detect headshots, and my Capsule Collision is set to Pawn. But I don't really understand the Project Settings Collision things that I need to do, could you like send a screenshot
@amber sedge Sorry, canโt send a screenshot now as Iโm on my phone in bed (itโs 1.15am here in the UK). It sounds like youโre probably setup correctly though (at least in terms of visibility) so the issue with the radial damage is likely to be elsewhere. Might be worth creating a new project and create the most simple test case you can think of as itโs probably a setup issue rather than an engine issue (although it wouldnโt be unheard of ๐ )
@gritty matrix ok, thanks. Also goodnight
@gritty matrix if you're still here, I just create a new project. Just made it a first person. I made it so that when the ball hits the squares, and makes the impulse, it applies damage. I made it print a string on AnyDamage. (The amount of damage). I have the collisions set like I have in my project. Didn't work D:
so the issue is you cant get apply radial damage to work or it wont falloff?
it doesn't work at all
It's working here. do you get true or false from the output of the node?
didn't try that, give me one sec, I did however print messages on Event AnyDamage
on the item getting hit right?
When the item hits, it applies radial damage and does other things like explosions
I just tested with a new FPP project. Made a new actor with a static mesh in it. Hooked up Event Any Damage and Event Radial Damage and both trigger
just tested the output, didn't print :/
yea, I made a new project too, and I guess it did work there, printed strings, but actually printed 2
in the projectile on the FPP Project I removed the apply impulse as it wont fire properly on a static mesh that is not movable and had it apply radial damage. I set it up to 500 radius, 100 damage, and Damge Type for the Damage Type
so it did work on the new project? if so its a collision channel or collision setup issue I would guess on the first project
For the mesh, on both projects I have the same thing set for both Capsule, and the Mesh
Mesh is blockall, capsule is pawn
Is that on the projectile or the item receiving the hit? If your test project worked then we atleast know it's a working idea
for my first project, no one is receiving the hit. for my FPP I think it's the projectile and the First Person Character that receive the hit
well the FPP shouldnt really be an issue unless you trying to hit yourself with it after you fire?
for FPP the output prints true
and your projectile shouldnt be receiving a hit as well, just your item you set up to receive damage
I was trying to apply damage to myself just to see if it even works
oh well that's weird
uh how are you trying to do that? with just the node and nothing else?
works here
uhm
ok your trying to do it with the projectile or just with pushing the button and the node?
for FPP I do just the node, and in the FP class, I make it print a message, prints 2. for my main project, nothing happens
this off my InputAction Fire in the FirstPersonCharacter in a new FPP project prints true and 500 (damage amount)
ok just found out the projectile does NOT take damage
This is inside my FirstPersonProjectile, I changed the event hit to this and it prints out true https://i.imgur.com/s2yIPGj.png
this in my BP_Damagable Wall which is just a new BP Actor with a static mesh in it, https://i.imgur.com/y9zpgDN.png prints out my damage amount
Even putting 2 of them side by side and firing near them they both print out the damage amount (need the item hit to be the damage causer on the apply radial damage or else it blocks the actual radial part and only hits that one item)
I am using radial damage with falloff btw
the red is the damage amounts to the grey items (the bp damagable wall actors) and the blue is the return from the apply radial damage with falloff
how do we take screenshots of code? I want to show you mine for both projects
of the screen? I use ALT-PrintScreen to take a screenshot of my current window then paint to cut out what I want and imgur to upload it
im trying to Animation Retargeting (Different Skeletons) is there a way to click to see what part of a finger is what because they are not matching up would like to see it on the prop
i matched up the base body but im having problems with the finers and such
go to advanced
to see the skeleton bones?
and set fingers there
yes but they arent named the same i need a visual representation
you can go to Character at the top and Bones -> Bone Names. then change the option below that to be what you want to see for the bones
just quick Q: is anyone having trouble connecting to the Launcher? (its giving me WR-0001)
No.
@grim ore I dont see it
I did auto map and it filled it out but im trying to see where the parts are
to make sure they match
Are you in the screen with the double windows showing both characters or in the retarget manager in the skeleton itself?
this is all i see
i would like to make sure each finer goes in the right place as this game will be VR also
oh ok this helps greatly!
yea I think Imma just do the sphere method for radial damage
this engine is amazing lmao
Does anyone know where the crash log for a launched game is stored at?
not play in editor, when you "launch" from the editor and it opens a new instance
Check the saved folder in yoyr project
Usually > Documents > MyUnrealGame > Saved >
So
This broke
Neither the picker, nor selecting stuff from the dropdown actually puts the other actors in the array
4.19.2, BTW
I'll be upgrading to 4.20 soon, so if the solution is reinstall or upgrade, I'll simply do that ยฏ_(ใ)_/ยฏ
It's so frustrating that most of this stuff isn't documented properly.
what are you trying to pick? and is this from the instance in the world or in the designer?
@leaden garnet found it, it was in appdata/roaming/unreal/automation tool
@grim ore are you the Mat with all the youtube video tutorials?
Yep thats him alright
I have a few videos up on YouTube yep
a few as in a billion WTF is this vidoes?
And HTF series
uhmm It's a bit over 900 right now, can't get the time to push to 1k ๐ฆ
K I just exposed myself as his fan boi :P
well I don't make it hard to know, It's the same picture and name ๐
Thanks man. Great content. I am learning alot from you. I really appreciate the time and effort you put into your videos. I have learned alot and I have a long way to go. I'm changing careers from Nuclear Power technician to general programming and your videos really help me
I have 'WTF Is? Projectile Path in Unreal Engine 4' opened up in by browser right now. But then I though that I should get back to focusing on my widget and not building a catapult...
man if I had a nickle for every time someone wanted to change from nuclear tech to a game dev I would have like 2 nickles
Meh its boring
yeah the secret to life is most stuff is boring
Everything is less boring when there is a hungry tiger in the room.
dude I have 3 cats sleeping on my desk right now, it's so not boring
My heart wasn't in it. I did 8.5 years in the Navy and then worked for the Gov working on reactor maintenance. Its never where I wanted to end up and I was pretty unhappy so I'm jumping ship at the ripe young age of 33 and chasing my dreams ๐
so im putting together an animation and im stuck because the text over lap can anyone tell me how to see the text better so I can put the parts in the right place?
anyways I just wanted to say thanks and keep up the good work @grim ore
Are you literally jumping ship? Like from a Navy ship?
@dire storm glad to hear they are useful ๐
I jumped off a carrier a few times for swim call if that counts @steady hinge
I made a data table after watching one of your videos.
I found myself asking WTF is all of this stuff in UE4!!! There's so much!!!! then I found the videos and I was like "Jackpot!"
Well, today I am going to try to animate my widget... see how this goes...
@grim ore If you are the real one, i wanted to thank you. I learned variety things on your youtube videos.
well it was an easy concept and I stole it from someone else so the hard work was just in learning the stuff ๐
Alright here's a million dollar question
4
anybody here got experience with compute shaders?
Are you 3d modeling a computer? Because I can make a shader for that.
@tawdry raptor maybe turn on the option for only showing the names on the ones you select?
nah im trying to figure out how to do GPU computation in UE4 for which the standard method is compute shaders
https://www.unrealengine.com/en-US/blog/how-to-add-global-shaders-to-ue4
as mentioned here
although no mention of what an actual workflow for that would be
like how to dispatch a compute shader and receive the values it produces after the fact.
literally your best answer would be to find that authors email address and email him or hope he is on here and harass him =/
It's unfortunately very common for us to get a high level concept without any actual low level follow thru. It's getting a lot better but only recently
big oof
yeah it's getting a ton better with 4.20 but I'm still waiting on how rich text decorators work for near 2 weeks now for example. we were told a blog was coming out last week and now we wait heh
yeah its a painful situation especially since im like a big ol noob
like when i need to do something in my game i just hammer my head against documentaiton until it works and its been going fine until now
yep yep
but like with this GPU stuff it's getting tough because despite everything mentioning the particular flavor of shaders I need being supported they don't really say how to do it
๐ค big sad very cry
I am not an artist and I can't math so I don't even try to understand that stuff
neither am I
i failed like every class in school
its not rocket surgery but it's like a lot of shit to learn
AHHA gotcha bitch
found a marching cubes implementation on github that uses a compute shader
hell yea
heh
I was reconnecting my guy for animation and noticed that im missing some connections , do I need these IK connections?
I am making a dialogue interface with 6 different dialogue options.
Would it be ok if I were to close the widget after each dialogue choice and then open a new one after the dialogue plays?
The reason for opening a new one is so that separate blueprint that is handling the dialogue tree can feed the values to the widget again when the new one opens up.
I also want to be able to open different widgets depending on a variable set in the dialogue tree blueprint.
Does this all sound like a reasonable approach to pursue?
Hello guys, i have a simple question
is a good idea to have 2 animatrions blue print, one for a "normal state" and another for a battle state?
like a mode after draw a sword
you should have 1 Anim Blueprint, and have states set up, so that you could switch between battle or normal state
so is better to have all in one anim blue print ?
yea
sure
to make my atack animations
is better to play anim montages
or set up then in the animation BP
NP good luck ๐
thanks :))
Do I use the unreal bug submission form for launcher bugs?
I think so, Unreal Bug Submission sounds like a general bug section, so I think so.
the form makes it seem very engine related, not launcher... but I'm not finding anything in the forums for launcher issues.. so..
yea I think that section is fine
what's your bug btw?
I never really had any other than it being slow
makes a huge pathname logging every keypress
when I'm cloning a project, which is how I do my backups
that's funny ๐
funny the first time, really annoying :p
truee
well hopefully that bug report gets to the right people
Is it possible to re-use the UE4 skeleton in another meshes?
using a external 3D editor
im about to buy some animation package, so i want to know i can do that xd
yup
if you're using Maya I think its pretty easy. anything else, you'll have to google. I dont know the specifics ๐
or that, sorry I don't use any 3D editors
but the skeleton have to be the same, doesnt?
yea, the bones
i mean, at least have the same bones name, idk
so that's where retargetting comes in to play
yeah
gonna have a hard work to put the UE4 skeleton in another meshes
but gonna be nice
just annoying I guess
For Animations Slots, does anyone know how they work, and how to create slots?
dont you just hate it when your following a tutoral and the instructor picks an animation that you dont have even though you downloaded the same thing he did
Thx m8 @opal ocean
idle aiming doesnt come with the standard animation pack
so where did this instructor get it from
The free one on the marketplace?
im a little sad
both animations pack uses the Ue4 skeleton
but they said the skeleton is not compatibl
and after retarget, it get all bugged wtf
xd
i made it wrong, it wont even open the menu, it was a automatic i think
but let me show u something
this is the skeleton of the movement pack
and this is the skeleton of the sword animation
is literally the same
just different files
you're gonna have to retarget no matter what
make sure all your bones are correct, since they have the same names, it should be really e z brb
gonna delet all the bugged ones and re-import
and then gonna try again
thanks for the attention
back
That looks painful...
IKR haha you could see the sockets for the fingers
yea
I was gonna tell you about that
they have to to be in the same pose
or at least approx the same pose
but since they're the same
you can make them the exact same pose
i can just make it looks the same
or maybe i should ctrl c ctrl v the rotation of the things
because thats gonna be boring
yeah, they are the same
;))
Does anyone know for an FPS game, how you make and then integrate, weapon recoil animations for individual guns? Im talking about how the characters arms interact with the gun animations, and how those animations flow in with already existing animations you have for that character
but the hand still not good
way better
i dont believe i will need to make the fingers bones to be exact the same
You would need to make functions for separate weapons, each containing their own things. Animations you could do with Animation Montages. To know which function to execute, you need have classes for your guns, and then check what gun they're holding, and execute the appropriate function. @reef jackal
@marble spire Ok, for this you will need to go to Advanced in your retarget manager, and set all the fingers individually.
it's kinda of annoying stuff to do, but worth it in the end
@amber sedge So the montage alows those different recoil animations to be played on top of a walking animations you already have?
yea, but you would have to use a Layered Blend Per Bone if you want for it to be on top of your walking animations. @reef jackal
my head gonna explode
haha what's up now
i cant change just one value of the rotation
and theres no lock
i mean, i change the Z and then all changes together
Im asking this cause im basically trying to get as close to COD mechanics as I can with this game. And in COD obviously different guns have different recoil anims for Hip-Fire AND ADS (and ADS zooming/anims for that matter). And those are all integrated into 1 character whose hands/arms adjust to the guns and their recoil accordingly. Im just trying to figure out how to start implementing that in UE
I've already started that' it's really not hard, in fact it's easy. It's these stupid bugs that I run into that hold me back. Just do as I said for the different gun and you're be fine @reef jackal
@amber sedge ok ill look into. Thanks for the reply ๐
Np, Good luck
@marble spire Once you have retargetted successfully, and the base poses are the same, there's no need for rotating ๐
does someone know how can i show this in a widget?
Probably a good idea
You can email Epic directly and get in touch with their legal team if you have questions.
so if i sell my game i need to credit ue?
idk if thats a must, but u can see the majority of the games have the UE logo
Its a requirement yes
Guys
my play anim montage is not working
maybe is because im calling it outside my anim bp?
@reef jackal inverse kinematics. Aside than that, just use your mini homebrew recoil framework
@limpid sandal Ok yes. This might be what I was looking for. So would this mean I animate the gun recoil by itself with its own skele, then import to UE and attach to a socket?
Yes
anyone know why my root motion doesnt work
it continue to blink backwards after finished
Keep in mind that aesthetic recoil is different to where you trace bullets/shoot. This doesn't mean they cant be kept in sync
@limpid sandal Ok thanks!
@carmine wind @marble spire @weary basalt https://www.unrealengine.com/en-US/eula from 12. Proprietary Notices and Attribution:
โ[Product name] uses the Unrealยฎ Engine. Unrealยฎ is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhereโ
โUnrealยฎ Engine, Copyright 1998 โ xxxx, Epic Games, Inc. All rights reserved.โ
No other license or right in the Epic Trademarks is granted under this Agreement. All use of the Epic Trademarks will inure to the sole benefit of Epic. You agree not to engage in any activity that could tarnish, dilute, or affect the validity or enforceability of the Epic Trademarks or cause consumer confusion or diminish any goodwill relating to any Epic Trademarks. If you wish to make further use of the Epic Trademarks, please go to https://www.unrealengine.com/branding-guidelines-and-trademark-usage```
basically what that means is that you are required to put that mentioned credit in your game, but to use ANY of UE4 trademarked things, including the fancy logo on startup, you need to contact Epic first and ask permission for it
you can't just slap the logo on your product without asking
Fair enough. I dont speak legal very well ๐
(so, logo is not requirement and it doesn't cover the credit part on the EULA)
basically all that is required is that text
@weary basalt your response wasn't actually wrong, original question was if you need to credit ue ๐
I just expanded the answer ๐
๐
I just wanted to mention the thing about the logo as people commonly thing they can use it to promote whatever they make with UE4
you are likely to get approval for the logo use but Epic wants to stay in control on where and how their logo is presented, for example they wanted the logo gone from that mass murdering game
Yeah, Epic seems pretty liberal on their logo usage. Unless something, that is using it, looks atrociously bad, it is fine.
You need the EULA however
UE4 legal reqs include the text @cursive dirge linked, plus an EULA that includes the Epic-provided boilerplate, plus notification to them that you're shipping
Logo isn't required, but can be used if you feel like it, provided you follow their guidelines on that
Hello someone can tell me how to make slender game in UE4 ?
@unreal shore start with FPS template, follow tutorials and read engine documentation. Google is a powerfull tool to find more specific information.
My mouse cursor turns to a simple crosshair when I hover over the preivew window in the editor. The problem is its really hard to see. Is there a way to change the cursor? Maybe I switched it somehow by mistake.
restarted the engine?
yeah
it turrns into a crosshair only over the preview window, it uses normal system cursor everywhere else
Sorry i'm new to unreal, I mean the main window in the editor where you place stuff in the level
So I have an UE4 (4.20.1 Preview 5) editor running in HiDPI mode (which was default), and the Cascade Curve Editor Fits to selected / horizontally / vertically incorrectly because of that (it fits to 1/4 of the space it's supposed to fit). And zooming pivot is also broken. Is it a version specific bug or do I have to switch to the "pixelated" non-hidpi mode and forget about hidpi when editing particle systems? :C
I need to add ik_root_foot ik_root_ hand, is it possible to do this with virtual bones or must I edit the mesh's entirely
I use Virtual Bones for IK
how do you do that?
Is there a way I can call the fog towards me and away from me in a settings slider ? Just to make like a viewing distance so the fog blocks the culled objects ahead
anyone used a material billboard component before?
I have one on my character class, and it's fine in the blueprint viewport, but in the actual game it never seems to render
aha, it didn't like the material
how odd
Guys, i will ask again, sorry about that
my root motion seens to not work
he continues to blink backwards after the end of animation
any idea about that?
@wary wave what about the material was conflicting?
ahh
whato ise the A ine AGameStato? Dus ith stend fo ACTOROOO??
okai thankooo youo
If I download free fan made unreal maps can they be edited in unreal editor?
Generally speaking you need the editor + the game project
Maps (and the thousands of linked assets) are just part of a project with code, Blueprints, etc
Cooked maps are not editable
Source maps are editable with a new project as long as they don't have anything related to the game, and as long as all source content is provided too
Guys
anyone here know howto make my attack does only 1 time dmg?
by anim notifys, idk how
just dont wanna let my attack cast so many times over the overlapp
nvm, done
hm
there are some files in Engine/Config/PLATFORM_NAME
I imagine Game/Config/PLATFORM_NAME overrides those engine-level ones?
Hey, how would I go abouts changing the default First person arms to my own?
You could try 3d printing them
Maybe look into moving to Japan and see how their android program is going
As a last resort, I suppose going to any number of elective surgery centers and asking them to do it for a high cost
is this right?
cause is not playing my montage when i click(when i click, it check attacking to true)
this is my anim blueprint
dont you want to play the animation and set "Attacking" to true afterwards?
no
i want to play the animation when attacking is true
let me explain whats happening
the animation is a step foward + slash with a sword
my character is moving foward(a little buggy, he slides foward), but it dont play the animation itself
I'm not going to say that you're doing this the wrong way...but if you're not doing this in an Animation BP, you are
Good
#animation folks will be able to help you out more than here
They don't venture into random channels as much
How to get anim notifiers in c++
I'm making a fallout-shelter styled game, sideview and all that. I dont think I"m going to be able to use things like navmesh, and therefore any of the ai moveto commands....
so, I guess I should just go with a "Pawn" instead of a "character" ?
and then make my own movement stuff?
@opal ocean That's kind of a vague question. Using Pawn vs Character is primarily a function of whether you actually have animated humanoid characters - the answer to that is probably a good start to "should I use Character"
If you have MP, then it's even more relevant because custom movement for characters in MP is nothing near easy