#ue4-general

1 messages ยท Page 283 of 1

maiden swift
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When I log the actor's location while running a packaged build, it reports the correct location, not world origin. ๐Ÿ˜

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It's maddening.

worn granite
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What's the root component of the actor

maiden swift
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A static mesh. It used to be a blank SceneRoot. Same result in both cases.

worn granite
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Any editor-only comps in the attach hierarchy ?

maiden swift
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Just a static mesh and rotating movement.

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Nothing experimental, either.

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Perhaps most interesting: it was originally a really outdated Blueprint we made years ago, so I got fed up with trying to fix it and remade it from scratch.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.

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So I started investigating other causes outside of the blueprint itself. Level blueprint, etc.

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No leads yet.

worn granite
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That's pretty odd

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Comfy with the VS debugger?

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it'd sure help you here

pallid compass
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Tried using ref viewer to track anything touching it u might have forgotten boug

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Bout

maiden swift
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@worn granite No, never used it. Our project has no C++.

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I only use VS for building.

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I never even open it.

pallid compass
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Check ref viewer on it

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See if something touches it u have forgotten about

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Just to rule it out

maiden swift
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I think I already did that, but I'll do it anyway because I'm losing track of the things I've tried.

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It's only being referenced once by the sub-level it's in.

pallid compass
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Bet u it ends up being something stupid af

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Hmm

maiden swift
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I'm sure it will.

pallid compass
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Print if any collison is triggered

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Abd what with

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Incase its spawning issues

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Maybe

plush yew
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hmm if it was originally from an older version maybe just re-create the asset in 4.20 or whatever version you have?

pallid compass
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Just an idea

maiden swift
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@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.

plush yew
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ah lol

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weird

maiden swift
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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).

plush yew
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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

worn granite
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@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.

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That's only really going to catch if something keeps updating your actor to the wrong lco

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Another place to look would be the components

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might just be that your components are sitting at the origin for... some reason

maiden swift
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OK, I'll look into both of those.

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The real mystery to me is why this only happens in packaged builds.

worn granite
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Iunno your project, could be a great many things.

maiden swift
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Definitely the most bizarre bug I've ever run into.

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Appreciation the insight, everyone. This has been a rough couple of days.

plush yew
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what exactly is the asset? like a mesh of some sort that is rotating?

maiden swift
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It's a blueprint class that represents a big, ominous sphere that just sits there and hovers and rotates in place.

worn granite
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oh.... wait

steady hinge
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The sun?

worn granite
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this is in a sublevel?

maiden swift
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Yes.

worn granite
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Try moving it to the persistent level?

maiden swift
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Why?

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I mean I'll do it just for kicks, but I'm curious about the rationale.

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We don't like to keep gameplay objects in the persistent level.

worn granite
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I'd thought it might be loading the level up in a weird offset

maiden swift
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I thought about that, but it looks fine. And nothing else in the sublevel is affected.

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But there's obviously something weird going on that I just haven't tracked down yet.

winged crypt
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any AWS users?

plush yew
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yes sinn

maiden swift
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Especially considering this is a new, from-scratch actor and it's still doing this.

plush yew
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i'm one of the leading t2 micro guys here ๐Ÿ˜ƒ

winged crypt
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@plush yew you using steam subsystem with gamelift?

plush yew
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no gamelift, raw ded server calls

winged crypt
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damn

maiden swift
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I'm going to take a break and make brownies, then come back to this later.

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Thanks for all the suggestions, folks.

plush yew
worn granite
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reasonable idea, that

plush yew
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pfist this is how i do a rotating powerup

worn granite
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Cya nick

plush yew
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i ddont use rotating movement component, just that call

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and i manually place it in the level

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in each level it neeeds, or use spawn actor

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never tried persistent level before haha not sure what it is

maiden swift
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That's how we did it in the old actor.

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Adding actor rotation on tick.

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Still moved to world origin.

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I prefer the RotatingMovement component unless I need to do easing.

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And in this case I don't.

plush yew
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ah

maiden swift
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Appreciate the suggestion, though. ๐Ÿ™‚

plush yew
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yw

maiden swift
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OK, brownies time! I need a break. lol

plush yew
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lol

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get carrot cakes from costco, the best. low sugar

maiden swift
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I love baking from scratch, though. ๐Ÿ˜„

plush yew
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lol

marble spire
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Guys

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any good video about how to use anim notifies to make my dmg system better?

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what should i use in the object reference when im casting to a animation blueprint

amber sedge
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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?

maiden swift
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@amber sedge What event are you expecting to be triggered by the collision? Event Hit?

amber sedge
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Begin Overlap

maiden swift
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A blocking hit is not an overlap.

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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.

amber sedge
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Just switched, not it does the right thing when hitting a player, but the walls are still the same thing

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now*

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Basically I am just trying to make a plasma launcher that applies radial damage xd

maiden swift
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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.

amber sedge
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the walls are just static meshes

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I didn't see any generate overlap events on the wall, just collision is set to block all

maiden swift
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Can you give me an example of the effect you want this plasma launcher to have when it hits the wall?

amber sedge
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just a simple particle effect the radial damage ๐Ÿ˜ƒ

maiden swift
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Just want to make sure overlapping is actually what you need here. ๐Ÿ™‚

amber sedge
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all of that is properly done when it hits a player

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nvm xd

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but yea, the walls don't block it

maiden swift
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So the projectile goes right through the wall?

amber sedge
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and damage is not applied when it hits a player directly

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no

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I have a capsule collision that blocks all

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so it actually just sticks on the wall when it hits ๐Ÿ˜†

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but doesn't generate an event ๐Ÿค”

maiden swift
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Oh interesting. So it continues to apply force to the projectile but doesn't go anywhere nor destroy itself?

amber sedge
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yup

maiden swift
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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?

amber sedge
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I just changed it to hit, for a player it works for either a Hit or Overlap

maiden swift
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On Hit should work for the wall, too. Since it's blocking it never overlaps with the wall.

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Overlap means the two collision bodies actually cross boundaries.

amber sedge
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It just sticks to the wall when it hits lol, doesn't move at all after that, kinda funny.

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but for a player it hits, destroys, plays a particle effect, but radial damage is not working

maiden swift
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Try using Event Hit instead of On Begin Overlap for the projectile behavior.

amber sedge
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ok So

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here's what's happening now

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I removed the capsule collision, and changed it to sphere collision

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and everything is working fine, the walls and player block it

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but radial damage does not work

maiden swift
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How are you applying the damage?

amber sedge
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Apply Radial Damage With Falloff

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Yea I really don't get how to do radial damage, there is no Damaged Actor, but then again it doesn't do anything

next ivy
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What's the most plausible shiny black stone material that medieval-era architecture? Marvel, Granite, Obsidian, ??

chilly gale
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Marble?

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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?

amber sedge
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are you trying to use an Animation that was made for the Mannequin for the Female skeleton? @chilly gale

chilly gale
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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

amber sedge
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came with what?

chilly gale
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Furry S1 is a Female char that has some animation with it

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It's on the assets store

amber sedge
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yea, and exactly what are you trying do with resizing to the mannequin?

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if you want to resize your female character, all you have to do is set the scale for the mesh

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and all the animations will work fine

chilly gale
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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

amber sedge
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what does the tutorial say?

chilly gale
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he changes the reference to the to refference the Mannequin skeleton

amber sedge
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so you want animations that work for Mannequin to work for your Char?

chilly gale
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No I jus want to make my char the player char using ALS

amber sedge
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ALS?

chilly gale
amber sedge
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she looks about the same tbh

chilly gale
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Advanced locomotion System

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sorry said have said WWOC?

amber sedge
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as long as the characters have the same bones that the animation uses, everything should be fine

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size doesn't matter in animations

chilly gale
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Ok I was jus trying to replace the Mannequin with Furry

amber sedge
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if you want to replace\

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just click on the mannequin, go to where it says "Skeletal Mesh"

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change it to your char

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then you will need an animation class for your Char, or she'll just T-Pose

chilly gale
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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

amber sedge
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I don't think you need to change the character

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when I loaded different levels, I just kept everything the same and my characters were fine

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the gamemode only change if you actually have something different

chilly gale
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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

amber sedge
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NP, sorry if I didn't really help :/ I am fairly new myself

sullen wraith
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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,

weary basalt
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@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.

sullen wraith
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done, thanks devils ๐Ÿ˜ƒ

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Devils is this discord actually run by epic?

weary basalt
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No its not we are not official.

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Its community run. However Epic Staff do sometimes make an appearance when they have time.

plush yew
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How's it going everyone. Quick question, is unreal better for building large cities in vr than unity?

hot drum
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But as you can see It doesn't work

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I set the collision to block all

thick ridge
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What are you using for the player pawn? What is the collision type on your pawn?

plush yew
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@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 ๐Ÿ˜› 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.

sullen wraith
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im still on 4.19, is upgrading pretty much required?

hot drum
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@thick ridge He's a pawn class

plush yew
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@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.

hot drum
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I converted my pawn to character and now it works

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But now it jitters when I run into it

plush yew
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just updated to 4.20.1. nice

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fixed an issue i had with compiling from an outdated VS lol

sudden agate
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Does UE somehow allow having a shared (Marketplace) Content for all projects without adding each single Marketplace content to all projects?

plush yew
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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

hot drum
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ok so the volume works now, but how do I fix the jittering

thick ridge
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Just curious...are you hitting the light fixture on the ceiling?

digital anchor
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have you tried to turn on allow translucent selecion before trying to click on it?

hot drum
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@thick ridge Nope, I'm not

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It's just the volume

tight sun
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@digital anchor I just restarted ue4 and its gone.. was some kind of glitch for sure

tepid bronze
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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?

hot drum
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H e l p p l z

grim sinew
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It's best to use power of 2 when modeling things modularly, to make it easier to snap. 32cm, 64cm, etc

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That way you can always cut the snapping distance in half and it'll always line up perfectly

pallid compass
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How are u ment to pm people in lft when they dont give there discord name

limpid sandal
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weird bugs from 4.19 to 4.20

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everything works except 2 deprecated stuff i fixed

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but now, I have some camera interpolations, which make the camera shake lol

plush yew
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@limpid sandal im on 4.20.1 ๐Ÿ˜ƒ

copper tundra
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Hi guys

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I need some help plz

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How can I make a character

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And how make it holiding a weapen

digital anchor
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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

copper tundra
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Ok thx ....but in need the character to play by the weapen

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How can I do it??

digital anchor
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wat xd

misty falcon
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sup

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got like a thousand keys in a sequencer

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on rotation.x

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now I need them all rotated by 180 degrees

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I can not possibly do this by hand ๐Ÿ˜…

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anyone got a clue on how to 'offset' 'em all?

bitter iris
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Is UE4 4.20 stable enough to move to yet or ive seen some people struggling on it

limpid sandal
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Seems fine

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But careful with migration from 19

misty falcon
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found it! on the location I had to press "+ Section" -> "additive"
gl with your projects boys

limpid sandal
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Im bored

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I might start contributing

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Again

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Heh

obsidian ore
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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

obsidian ore
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if i visualize the reflections it looks like it does not even pick the nearest

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i find it hard to make sense of what's happening

bitter iris
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When converting box brushes, I've made a building out of it, the collision doesnt export after "Create Static Mesh"

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How can I get the collision from it

plush yew
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Whats the best way to import models from blender

bleak peak
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Hi guys, Im looking for a capture the flag tutorial. but can't find any :'/ Do you guys have some?

limpid sandal
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Pretty straightforward mechanics if you ask me

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Where is the problem with ctf?

sudden agate
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how would someone implement Sequences like Summons etc. in a Turn based environment?

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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

limpid sandal
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Does the engine also keep backups of blueprints over time?

trim trail
limpid sandal
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Power went down and now a bp doesn't open

trim trail
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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

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i wrote comment and voted, if you could vote too, I would appreciate it ๐Ÿ˜ƒ

limpid sandal
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Diy?

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Power goes down, one particular bluepejnt doesn't open

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Recoverable?4.19

tropic pilot
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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

bitter iris
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@tropic pilot When you select it in content browser like this. Does it not show that?

tropic pilot
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@bitter iris no :/ it's weird

bitter iris
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that is weird im in 4.20 too

winged crypt
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what's this? engine crashes every time I try to play with 2 players in PIE

tropic pilot
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@bitter iris found it out

bitter iris
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@tropic pilot What was it

sudden agate
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probably disabled APEX plugin

tropic pilot
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yes ๐Ÿ˜ƒ

bitter iris
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lol

tropic pilot
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@bitter iris are you good at DM's?

bitter iris
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Nope, its annoying to me lol

tropic pilot
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xD

tawdry raptor
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WHATS THE BEST WAY TO IMPORT A RIGGED CHARACTER from cinema c4d files into unreal

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sorry for caps

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these files say they are rigged with animation

sonic pagoda
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@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

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and yea apex was disabled by default on 4.19 so that was it

tropic pilot
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that sucks :p

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but yea DM's are annoying -.-

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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

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got it to work

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isn't it possible to set the MassInKg for a SM_Rock_DM inside an actor BP?

tulip helm
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Anyone know the general ratio of BP to C++ used in Epic's games?

sonic pagoda
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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 ...

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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

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in that order

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also add a impulse component to give some explosion effect if desired

tropic pilot
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i dont want an explosion effect ๐Ÿ˜ƒ im trying to make a "Crusher Machine" that is crushing ore (SM_Rock)

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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...

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i need to set the MassInKg way up so they dont do that

sonic pagoda
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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

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its probably not related to mass or weight

tropic pilot
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hmmm :/

sonic pagoda
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but you can override the mass as well

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how are you spawning the DM

tropic pilot
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cause it's not fun to watch the "Crusher" to intantly crush any ore :S as i will have different "Tiers"

sonic pagoda
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if its an actor you can set in the construction script to override mass

tropic pilot
sonic pagoda
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off the spawn rock in the first picture ypu can pull kff that blue node and override mass right there

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but i still think its not related to that, but still worth trying

tropic pilot
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look at the 3rd picture

sonic pagoda
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ahh

tropic pilot
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uhm... it's asking for a bone name?

sonic pagoda
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none works

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set it to something crazy like 1 million just to see

tropic pilot
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oh wow xD hahaha

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now it's so freaking heavy that when touching the floor or wall it instantly breaks :p

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so it looks like the KG actualy works

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but now i would face another problem tho

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they break on impact not by touch

sonic pagoda
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you can always deactivate impact damage

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and then Apply Damage to the DM from an event overlap or event hit (if its simulating physics)

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i think you might need to re-enable impact damage as well

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but as im away from my pc i cant look at my own examples of this

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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

tropic pilot
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i'll try but as you mentioned i need to re-enable impact damage?

sonic pagoda
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well try with both its like 1 node anyways

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i meant disable impact damage on the dm itself, and then renable by blueprint npde

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on the event you are using to apply damage, and be4 applying damahe

dire storm
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I'm so excited for the next marketplace sale!... that is all

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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.

sonic pagoda
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when is th3 n3xt sale

amber sedge
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Does anyone have an idea of how to use Apply Radial Damage With Falloff, doesn't seem to work not matter what I do?

sonic pagoda
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i sw3ar im not trying to be cool the 3 is just right next to the E

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and im too lazy for backspace

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@dire storm i started off with a 2014 macbook pro for ue4

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i eventually switched to windows, and desktop because of landscapes

dire storm
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The next sale if its like last year will be end of Aug timeframe

sonic pagoda
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but you can also have an external gpu if you want portability

dire storm
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I called it the back to school sale but I think it was just called a summer sale or something like that

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yeah I would honestly much rather just buy a beast desktop but...I'll be spending so much time at school

sonic pagoda
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theres a lot of super powe4ful lappies with nvidia 1080M

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just be prepared for shaders compiling wait times

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i have those on my 980ti windforce and it still.makes me cringe, but then again those are my.official potty breaks

dire storm
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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.

sonic pagoda
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external hdd for steam games, running on usb 3.0 you wont feel a hitch

dire storm
#

I'm still trying to find the legendary money tree I can shake to get both :). That and the bacon tree... cuz bacon

sonic pagoda
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turkey bacon, you have to eat lean fat

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๐Ÿท

dire storm
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I'm trying not to play any games. Don't really have the time if I'm gonna do classes and also UE4

sonic pagoda
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yes, you wont have the time

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i always tell myself im going to relax and play a game today and its 1 am and im still working

dire storm
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although I am addicted to HOTS and darkest dungeon

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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

sonic pagoda
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whats HOTS

dire storm
#

Heroes of the Storm. Blizz moba

sonic pagoda
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ahh ok i know

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just didnt know it by hots

dire storm
#

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

sonic pagoda
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im still playing starcraft 2 that sums uo my blizzard games

dire storm
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SC2 is always fun. I still go back and load up the campaign and do a playthrough like once a year

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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

sonic pagoda
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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

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but thats what online gaming is about, the dynamics of different playstyles right

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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

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just dont disconnect

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๐Ÿ˜‚

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@dire storm what kind of game do you plan to make in unreal or is your goal to learn first and then decide?

tropic pilot
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@sonic pagoda still here?

vast pine
cedar snow
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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)?

tropic pilot
#

isn't it possible to overlap with debri from a Destructible Mesh? :/

vast pine
#

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

next badger
#

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

plush yew
#

hello guys Iwant to ask you how to delete the thing when you make it with brush??on the level

tropic pilot
#

uhm.... is there a limit on debri from a destructible mesh? cause i can see that they get removed

soft pawn
next badger
#

@soft pawn a map?

soft pawn
#

yes

#

i try do one

#

but i need help

next badger
#

@soft pawn make a new level?

soft pawn
#

a first level

next badger
#

@soft pawn you need to make a project first

soft pawn
#

okay

next badger
#

@soft pawn i recommend 3rd person or first person as a template

soft pawn
#

but how i can?

#

i don't how to test

soft pawn
#

okie

plush yew
#

@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 ๐Ÿ˜ƒ

dire storm
#

@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

plush yew
#

you dont have a genre picked out yet?

#

@dire storm good idea to learn first and then pick out a genre later

dire storm
#

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.

plush yew
#

maybe when you are going thru tutorials you will find a cool idea ๐Ÿ˜ƒ

dire storm
#

cool ideas are a dime a dozen

plush yew
#

thats what happened to me. i was looking at a 6dof tutorial and now i am almost done with my first game lol

dire storm
#

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.

plush yew
#

and i did ๐Ÿ˜ƒ

#

sans the netlag lol

dire storm
#

very nice

plush yew
#

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

dire storm
#

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.

plush yew
#

cool

#

i removed that stuff i wrote about my ex lol

#

maybe she is on here watching ๐Ÿ˜›

dire storm
#

I feel ya. It takes alot of sacrifice to follow your dreams

plush yew
#

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

soft pawn
#

still searching

plush yew
#

ok cool

tawdry raptor
#

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???

sonic pagoda
#

@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

#

๐Ÿ‘€

#

@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

next badger
#

@sonic pagoda FBX converter only supports 3DS, OBJ, DAE, DXF

pallid compass
#

Messy af

#

Also converting cad to fbx is umm

next badger
#

it's only for meshes

pallid compass
#

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

next badger
#

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

sonic pagoda
#

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?

tawdry raptor
#

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

dire storm
#

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?

amber sedge
#

Does anyone know how to get Radial damage to work? Doesn't seem to work no matter what I try

glossy flame
#

@dire storm ...you're way off, lol.

dire storm
#

wouldn't be the first time

glossy flame
#

Integers and doubles are fundamentally different data types.

dire storm
#

๐Ÿ˜ƒ

glossy flame
#

Integers represent whole numbers, whereas doubles are floating point numbers containing a decimal component (mantissa) and an exponent.

tawdry raptor
#

how can I make ussaet files into FXB files so I can pick my skeleton??

dire storm
#

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

plush yew
#

anybody know why SP does this, its the same in ue4 aswell

dire storm
#

@glossy flame yup I agree with the whole numbers and floating point thingy... ๐Ÿ˜ƒ

#

@plush yew โค the rock. Its a nice rock

plush yew
#

@dire storm thanks, i have about 20 variations of it, just need to fix the back being stupidly dark

dire storm
#

did you try lighting it ๐Ÿ˜‰

plush yew
#

-_- no not at all

#

lol of course i did

dire storm
#

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

plush yew
#

@dire storm guessing you've never used substance?

dire storm
#

bro I can barely use microsoft paint

#

๐Ÿ˜ƒ

#

its a nice rock though!

plush yew
#

oh then nvm lol

#

thanks

#

took about 5 mins to sculpt and 10 minutes to retopo

#

then 10 minutes to texture

dire storm
#

and 45 minutes to figure out why its lighting is off?

plush yew
#

its not the lighting -_-

dire storm
#

@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

tawdry raptor
#

wait so I can only use the animtion starter pack on their skeleton? I cant use it for a character I bought online??

dire storm
#

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

vivid girder
#

Anyone know how to make splinemeshes have more rounded connections?

amber sedge
#

How do you set up the character normally for first person? Change the arms, make an actual body?

vivid girder
grim juniper
#

Set the tangents appropriately

vivid girder
grim juniper
#

The mesh itself also needs to have enough verticies

vivid girder
#

Yea, i think that might be the issue

#

There are only vertices on the caps

grim juniper
#

Then that's the issue

vivid girder
grim juniper
#

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.

vivid girder
#

I'm adding a bunch of edge loops

inner perch
#

Is there any way to implement quick-save that doesn't require tons of manual work?

vivid girder
#

The game needs to know what you want to save

#

The save feature is actually very intuitive imo

worn granite
#

@inner perch There's a few plugins centered around the idea of automatic tagging for serialization.

#

You might start looking there.

inner perch
#

Ideally I'd like to save EVERYTHING in my level and then restore it - AI, physics, etc

#

Checkpoints aren't an option

worn granite
#

Oh.

#

Yeah, you can do that with one of these plugins, but it may/not require additional tweaking.

inner perch
#

I don't really want to tag every single variable or smth ๐Ÿ˜„

worn granite
#

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.

vivid girder
#

That'd be a big save file

inner perch
#

Well, some games do that somehow

worn granite
#

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.

inner perch
#

I don't know where to start...

vivid girder
#

Have you used the basic save system in-game yet?

inner perch
#

yes

vivid girder
#

Then just build upon that as much as you want

worn granite
#

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)

inner perch
#

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

worn granite
#

You could theoretically do your system with SaveGame.

#

But it'd be tons of manual work

inner perch
#

I use SaveGame to save the player's loadout, but that's very simple

#

2 arrays and an enum ๐Ÿ˜›

worn granite
#

I've used SaveGame for more complex cases.

inner perch
#

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?

tawdry raptor
gritty matrix
#

You donโ€™t 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 itโ€™s transform. Something else might want transform and heath remaining.

Iโ€™m still relativity new to UE4 but in other engines Iโ€™ve 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.

Itโ€™s not a quick job, but youโ€™ll get complete control.

tawdry raptor
amber sedge
#

Cute how radial damage with falloff does not work ONE bit lmao

vivid girder
#

Open up the skeletal mesh and the animation in your animation studio

#

Make sure the bone names are all the same

amber sedge
#

love this engine

vivid girder
#

Also, the skeleton you're targeting needs to be the same

delicate needle
#

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.

vivid girder
#

You can access it through the player controller if you want

#

I would store the reference to the actor with the array at beginplay

gritty matrix
#

@delicate needle Could you setup a GameInstance instead? Easy to access this from anywhere.

amber sedge
#

time to try another method of getting radial damage bc have this doesn't work properly lmao

gritty matrix
#

@amber sedge From the docs on radial damage: โ€œHurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.โ€

Does this match your setup?

tawdry raptor
#

@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

vivid girder
#

Animations have to be targeted to a skeleton

amber sedge
#

What does it mean to be visible? I can see the characters body, and I can shoot him properly. @gritty matrix

vivid girder
#

So, there's a different skeleton that you're trying to target

tawdry raptor
#

yes animation had it own fbx file

#

do I need to make a folder for each one?

vivid girder
#

forget about fbx and files

gusty trout
#

I should get this soon

tawdry raptor
#

should I regenerate the skeleton?

#

like its asking?

gusty trout
#

XddekeieoeoeeoOoo

vivid girder
#

The problem is with the skeleton you're telling the animation to play on

gusty trout
#

pls notice this depressed man

#

rip chat

#

ooooo somebody is tipubaha

vivid girder
#

That's why i was saying you should open up the skeletal mesh/skeleton fbx in c4d and then one of your animations

gusty trout
#

jonAsket

vivid girder
#

<@&213101288538374145> ^ troll

weary basalt
#

@gusty trout Can you keep it constructive please mate.

tawdry raptor
#

I opened the fbx file in c4d now I can see the animation works

weary basalt
tawdry raptor
#

but how will this help me?

vivid girder
#

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

tawdry raptor
#

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

vivid girder
#

can you send your skeletal mesh and a single animation here

#

i'll open them up and look

tawdry raptor
#

ok

#

where do I send

vivid girder
#

here

#

i only need 1 anim

tawdry raptor
#

should I send the c4d file or fbx file?>

vivid girder
#

fbx

#

not many people have c4d around here

tawdry raptor
#

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

vivid girder
#

You'll definitely want to research your export settings

tawdry raptor
#

in c4d?

vivid girder
#

yea

tawdry raptor
#

why is something wrong with my fbx file?

vivid girder
tawdry raptor
#

so dont include the mesh?

#

when I export in c4d?

#

or just dont import the mesh in unreal

amber sedge
#

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

vivid girder
#

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

amber sedge
#

actually it is pretty efficient to make a sphere collision

vivid girder
#

notice the size difference

gritty matrix
#

@amber sedge Visible in this case means that if you performed a trace with the Visibility channel, this actor would block the trace (doesnโ€™t matter if you can see it or not, itโ€™s 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
#

so what should I look for ?

#

in c4d?

vivid girder
#

@tawdry raptor Can you send your skeletal mesh fbx now?

tawdry raptor
#

I thought I did

vivid girder
#

nah, just the animation

gusty trout
#

does unreal engine cost?

amber sedge
#

@gritty matrix There is nothing listed for Collision Traces

tawdry raptor
vivid girder
#

most likely

amber sedge
#

@gritty matrix you're talking about the collision in Project Settings right? Like where you do Action Mappings and stuff

gusty trout
#

pls tell me

tawdry raptor
#

@vivid girder ok so im going to try to import that one and then the rest and see what happens

vivid girder
gusty trout
#

Does unreal engine cost?

vivid girder
#

you'll want to create the skeleton in unreal with this on import

#

@gusty trout no

gusty trout
#

ok thanks

#

I will get It

#

but I donโ€™t know how to code much ๐Ÿ˜•

vivid girder
#

You should start with udemy tutorials then

gritty matrix
#

@gusty trout All info for that is available on the UE4 site. If your revenue is more than $3000 per quarter youโ€™ll need to pay 5% of revenue above that.

To learn, start small and look@at the same projects & tutorials.

gusty trout
#

@vivid girder ?

frail sun
#

For umg widgets and DrawLines I need to add 2 vector2d points to the array per line, is that right?

vivid girder
gusty trout
#

thanks

gritty matrix
#

@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 โ€˜BlockAllโ€™ to test the radial damage).

tawdry raptor
#

wish me luck im going to try to drag and drop the other fbx files

#

damn it gave me same message

amber sedge
#

@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

vivid girder
wild glacier
vivid girder
#

They're not using the same skeleton

gritty matrix
#

@amber sedge Sorry, canโ€™t send a screenshot now as Iโ€™m on my phone in bed (itโ€™s 1.15am here in the UK). It sounds like youโ€™re 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 itโ€™s probably a setup issue rather than an engine issue (although it wouldnโ€™t be unheard of ๐Ÿ˜‰ )

amber sedge
#

@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:

grim ore
#

so the issue is you cant get apply radial damage to work or it wont falloff?

amber sedge
#

it doesn't work at all

grim ore
#

It's working here. do you get true or false from the output of the node?

amber sedge
#

didn't try that, give me one sec, I did however print messages on Event AnyDamage

grim ore
#

on the item getting hit right?

amber sedge
#

When the item hits, it applies radial damage and does other things like explosions

grim ore
#

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

amber sedge
#

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

grim ore
#

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

amber sedge
#

For the mesh, on both projects I have the same thing set for both Capsule, and the Mesh

#

Mesh is blockall, capsule is pawn

grim ore
#

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

amber sedge
#

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

grim ore
#

well the FPP shouldnt really be an issue unless you trying to hit yourself with it after you fire?

amber sedge
#

for FPP the output prints true

grim ore
#

and your projectile shouldnt be receiving a hit as well, just your item you set up to receive damage

amber sedge
#

I was trying to apply damage to myself just to see if it even works

grim ore
#

oh well that's weird

#

uh how are you trying to do that? with just the node and nothing else?

amber sedge
#

yea

#

the node, and I set damage causer to the Projectile

grim ore
#

works here

#

uhm

#

ok your trying to do it with the projectile or just with pushing the button and the node?

amber sedge
#

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

grim ore
#

this off my InputAction Fire in the FirstPersonCharacter in a new FPP project prints true and 500 (damage amount)

amber sedge
#

ok just found out the projectile does NOT take damage

grim ore
#

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)

amber sedge
#

I am using radial damage with falloff btw

grim ore
#

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

amber sedge
#

how do we take screenshots of code? I want to show you mine for both projects

grim ore
#

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

tawdry raptor
#

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

amber sedge
#

go to advanced

grim ore
#

to see the skeleton bones?

amber sedge
#

and set fingers there

tawdry raptor
#

yes but they arent named the same i need a visual representation

grim ore
#

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

amber sedge
#

I swear my code is literally the same for both projects

#

same is collision

frigid kernel
#

just quick Q: is anyone having trouble connecting to the Launcher? (its giving me WR-0001)

oblique trench
#

No.

tawdry raptor
#

@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

grim ore
#

Are you in the screen with the double windows showing both characters or in the retarget manager in the skeleton itself?

tawdry raptor
#

i would like to make sure each finer goes in the right place as this game will be VR also

grim ore
#

yes at the top in the viewport is a button called character

tawdry raptor
#

oh ok this helps greatly!

amber sedge
#

yea I think Imma just do the sphere method for radial damage

#

this engine is amazing lmao

plush yew
#

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

leaden garnet
#

Check the saved folder in yoyr project

#

Usually > Documents > MyUnrealGame > Saved >

oblique sorrel
#

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_(ใƒ„)_/ยฏ

frail sun
#

It's so frustrating that most of this stuff isn't documented properly.

grim ore
#

what are you trying to pick? and is this from the instance in the world or in the designer?

plush yew
#

@leaden garnet found it, it was in appdata/roaming/unreal/automation tool

dire storm
#

@grim ore are you the Mat with all the youtube video tutorials?

leaden garnet
#

Yep thats him alright

grim ore
#

I have a few videos up on YouTube yep

dire storm
#

a few as in a billion WTF is this vidoes?

leaden garnet
#

And HTF series

grim ore
#

uhmm It's a bit over 900 right now, can't get the time to push to 1k ๐Ÿ˜ฆ

leaden garnet
#

K I just exposed myself as his fan boi :P

grim ore
#

well I don't make it hard to know, It's the same picture and name ๐Ÿ˜‰

dire storm
#

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

leaden garnet
#

๐Ÿค”

#

Nuclear power tech? Holy

steady hinge
#

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...

grim ore
#

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

dire storm
#

Meh its boring

grim ore
#

yeah the secret to life is most stuff is boring

steady hinge
#

Everything is less boring when there is a hungry tiger in the room.

grim ore
#

dude I have 3 cats sleeping on my desk right now, it's so not boring

dire storm
#

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 ๐Ÿ˜ƒ

tawdry raptor
#

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?

dire storm
#

anyways I just wanted to say thanks and keep up the good work @grim ore

steady hinge
#

Are you literally jumping ship? Like from a Navy ship?

grim ore
#

@dire storm glad to hear they are useful ๐Ÿ˜ƒ

dire storm
#

I jumped off a carrier a few times for swim call if that counts @steady hinge

steady hinge
#

I made a data table after watching one of your videos.

grim ore
#

๐Ÿ˜ƒ

#

I made one before making the video so that sounds about right

dire storm
#

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!"

steady hinge
#

Well, today I am going to try to animate my widget... see how this goes...

oblique trench
#

@grim ore If you are the real one, i wanted to thank you. I learned variety things on your youtube videos.

grim ore
#

well it was an easy concept and I stole it from someone else so the hard work was just in learning the stuff ๐Ÿ˜ƒ

glacial arch
#

Alright here's a million dollar question

steady hinge
#

4

glacial arch
#

anybody here got experience with compute shaders?

steady hinge
#

Are you 3d modeling a computer? Because I can make a shader for that.

grim ore
#

@tawdry raptor maybe turn on the option for only showing the names on the ones you select?

glacial arch
#

nah im trying to figure out how to do GPU computation in UE4 for which the standard method is compute shaders

#

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.

grim ore
#

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

glacial arch
#

big oof

grim ore
#

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

glacial arch
#

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

grim ore
#

yep yep

glacial arch
#

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

#

๐Ÿค” big sad very cry

grim ore
#

I am not an artist and I can't math so I don't even try to understand that stuff

glacial arch
#

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

grim ore
#

heh

tawdry raptor
#

I was reconnecting my guy for animation and noticed that im missing some connections , do I need these IK connections?

steady hinge
#

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?

marble spire
#

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

amber sedge
#

you should have 1 Anim Blueprint, and have states set up, so that you could switch between battle or normal state

marble spire
#

so is better to have all in one anim blue print ?

amber sedge
#

yea

marble spire
#

i was thinking about change the anim blue print

#

another question pls

amber sedge
#

sure

marble spire
#

to make my atack animations

#

is better to play anim montages

#

or set up then in the animation BP

amber sedge
#

I think that having an anim montage might be easier

#

and probably more efficient

marble spire
#

K then

#

thanks sir

amber sedge
#

NP good luck ๐Ÿ˜ƒ

marble spire
#

Thanks ๐Ÿ˜„

#

same for u

amber sedge
#

thanks :))

opal ocean
#

Do I use the unreal bug submission form for launcher bugs?

amber sedge
#

I think so, Unreal Bug Submission sounds like a general bug section, so I think so.

opal ocean
#

the form makes it seem very engine related, not launcher... but I'm not finding anything in the forums for launcher issues.. so..

amber sedge
#

yea I think that section is fine

#

what's your bug btw?

#

I never really had any other than it being slow

opal ocean
#

when I'm cloning a project, which is how I do my backups

amber sedge
#

that's funny ๐Ÿ˜†

opal ocean
#

funny the first time, really annoying :p

amber sedge
#

truee

opal ocean
#

well hopefully that bug report gets to the right people

marble spire
#

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

opal ocean
#

yup

amber sedge
#

You can re-target animatinos

#

animations

opal ocean
#

if you're using Maya I think its pretty easy. anything else, you'll have to google. I dont know the specifics ๐Ÿ˜„

amber sedge
#

or that, sorry I don't use any 3D editors

marble spire
#

but the skeleton have to be the same, doesnt?

amber sedge
#

yea, the bones

marble spire
#

i mean, at least have the same bones name, idk

amber sedge
#

so that's where retargetting comes in to play

marble spire
#

yeah

#

gonna have a hard work to put the UE4 skeleton in another meshes

#

but gonna be nice

amber sedge
#

it's actually not that hard at all

#

take like 2-10 mins

amber sedge
#

just annoying I guess

#

For Animations Slots, does anyone know how they work, and how to create slots?

tawdry raptor
#

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

marble spire
#

Thx m8 @opal ocean

tawdry raptor
#

idle aiming doesnt come with the standard animation pack

#

so where did this instructor get it from

steady hinge
#

The free one on the marketplace?

marble spire
#

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

amber sedge
#

what happened?

#

did you retarget properly?

marble spire
amber sedge
#

hahaha

#

can I see your retarget menu? I want to see the bone names

marble spire
#

i made it wrong, it wont even open the menu, it was a automatic i think

#

but let me show u something

#

is literally the same

#

just different files

amber sedge
#

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

marble spire
#

gonna delet all the bugged ones and re-import

#

and then gonna try again

#

thanks for the attention

amber sedge
#

back

steady hinge
#

That looks painful...

amber sedge
#

IKR haha you could see the sockets for the fingers

marble spire
#

the poses

#

its the only thing i think it can be

amber sedge
#

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

marble spire
#

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

amber sedge
#

yea, but when you retarget, make sure those skeletons are the same

#

or else you know

marble spire
#

yeah, they are the same

amber sedge
#

;))

marble spire
#

so it only can be the pose

#

ive checked it

amber sedge
#

yea I mean the pose, has to be the same

#

or else

#

;))

marble spire
#

k

#

gonna try ctrl c ctrl v

long lantern
#

can we use AI in here ?

#

create animation

#

time saver

reef jackal
#

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

marble spire
#

but the hand still not good

#

i dont believe i will need to make the fingers bones to be exact the same

amber sedge
#

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.

marble spire
#

yeah

#

thats sad

amber sedge
#

it's kinda of annoying stuff to do, but worth it in the end

reef jackal
#

@amber sedge So the montage alows those different recoil animations to be played on top of a walking animations you already have?

amber sedge
#

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

marble spire
#

my head gonna explode

amber sedge
#

haha what's up now

marble spire
#

i cant change just one value of the rotation

#

and theres no lock

#

i mean, i change the Z and then all changes together

reef jackal
#

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

amber sedge
#

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

reef jackal
#

@amber sedge ok ill look into. Thanks for the reply ๐Ÿ‘

amber sedge
#

Np, Good luck

#

@marble spire Once you have retargetted successfully, and the base poses are the same, there's no need for rotating ๐Ÿ˜ƒ

marble spire
#

done

#

is beautiful now

carmine wind
weary basalt
#

Probably a good idea

#

You can email Epic directly and get in touch with their legal team if you have questions.

carmine wind
#

so if i sell my game i need to credit ue?

marble spire
#

idk if thats a must, but u can see the majority of the games have the UE logo

weary basalt
#

Its a requirement yes

marble spire
#

Guys

#

my play anim montage is not working

#

maybe is because im calling it outside my anim bp?

limpid sandal
#

@reef jackal inverse kinematics. Aside than that, just use your mini homebrew recoil framework

reef jackal
#

@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?

limpid sandal
#

Yes

marble spire
#

anyone know why my root motion doesnt work

#

it continue to blink backwards after finished

limpid sandal
#

Keep in mind that aesthetic recoil is different to where you trace bullets/shoot. This doesn't mean they cant be kept in sync

reef jackal
#

@limpid sandal Ok thanks!

cursive dirge
#

@carmine wind @marble spire @weary basalt https://www.unrealengine.com/en-US/eula from 12. Proprietary Notices and Attribution:


โ€œ[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€

โ€œUnrealยฎ 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

weary basalt
#

Fair enough. I dont speak legal very well ๐Ÿ˜ƒ

cursive dirge
#

(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 ๐Ÿ˜ƒ

#

I just expanded the answer ๐Ÿ˜„

weary basalt
#

๐Ÿ˜ƒ

cursive dirge
#

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

grave nebula
#

Yeah, Epic seems pretty liberal on their logo usage. Unless something, that is using it, looks atrociously bad, it is fine.

cloud cobalt
#

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

unreal shore
#

Hello someone can tell me how to make slender game in UE4 ?

limpid sandal
#

Uuuh

#

Start by making everything without death mechanica

#

Then add ai

whole quarry
#

@unreal shore start with FPS template, follow tutorials and read engine documentation. Google is a powerfull tool to find more specific information.

flat scroll
#

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.

whole quarry
#

restarted the engine?

flat scroll
#

yeah

#

it turrns into a crosshair only over the preview window, it uses normal system cursor everywhere else

whole quarry
#

what preview window?

#

material preview window? i never have a mouse there ๐Ÿค”

flat scroll
#

Sorry i'm new to unreal, I mean the main window in the editor where you place stuff in the level

distant steeple
#

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

sullen wraith
#

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

sudden agate
#

I use Virtual Bones for IK

sullen wraith
#

how do you do that?

bitter iris
#

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

wary wave
#

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

marble spire
#

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?

kindred viper
#

@wary wave what about the material was conflicting?

wary wave
#

I think it was the material domain

#

wanted to be 'surface'

kindred viper
#

ahh

plush yew
#

whato ise the A ine AGameStato? Dus ith stend fo ACTOROOO??

wary wave
#

wtf

#

also yes, A prefixed classes are actors

plush yew
#

okai thankooo youo

tawdry raptor
#

If I download free fan made unreal maps can they be edited in unreal editor?

cloud cobalt
#

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

marble spire
#

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

faint cedar
#

hm

#

there are some files in Engine/Config/PLATFORM_NAME

#

I imagine Game/Config/PLATFORM_NAME overrides those engine-level ones?

marble spire
#

ffs i want to die

#

after fixing my root motion i cant walk anymore

bitter iris
#

Hey, how would I go abouts changing the default First person arms to my own?

safe rose
#

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

marble spire
#

cause is not playing my montage when i click(when i click, it check attacking to true)

#

this is my anim blueprint

sudden agate
#

dont you want to play the animation and set "Attacking" to true afterwards?

marble spire
#

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

safe rose
#

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

marble spire
#

is the animatiion BP

#

is in*

safe rose
#

Good

#

#animation folks will be able to help you out more than here

#

They don't venture into random channels as much

marble spire
#

gonna ask there

#

thanks

austere hinge
#

How to get anim notifiers in c++

opal ocean
#

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?

cloud cobalt
#

@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