#ue4-general
1 messages ยท Page 287 of 1
On the pawn: On any damage, take away health. If <=0, cast to controller and controller destroys pawn and runs the respawn event that it has.
Or you just include destroying the pawn in the respawn event itself
The pawn is not destroying itself.
The controller is doing that.
If the pawn destroys itself, you're now at a dead end in your code where you can't do a new event
can i just go
if player dead > cast to controller
im almost there i think, thanks for all your help ๐
What's the best practice for serializing references to textures in a SaveGame Object?
Iโve noticed the Content Browser doesnโt scroll smoothly (swipe/glide) on 4.19. Anyone know how to enable this again? Thanks!
i need a serious help in something .. i am making a character overview in unreal like we can move camera around character and little bit of zoom i have textured my character but somehow i am unable to achieve desired quality specially for haircards i am kinda new in unreal plz if anyone can help that will be great help .
anyone know how to disable lens flares on specific effects?
Lens flare is either on for everything or off for everything
that sucks big time :3 it's messing up my blaster effects :#
as they look shitt :3
That's why nobody uses lens flares
LogScriptCore: Warning: Script Msg: CreateSession - Invalid or uninitialized OnlineSubsystem
LogScriptCore: Warning: Script Msg: CreateSession - Cannot map local player to unique net ID
LogScriptCore: Warning: Script Msg: DestroySession - Invalid or uninitialized OnlineSubsystem
LogScriptCore: Warning: Script Msg: DestroySession - Cannot map local player to unique net ID
works in one project, copy paste across and i get this shit.
I have started a new channel. Link is in #share-your-stream . Can someone give some constructive criticism?
Hello guys I want to make my inventory and crafting to like in the game Conan Exciles but will I success if I make it with vertical and horizontal box and in them to add overlays??
Your level blueprint has errors
where can I see them?
oh fck, I forgot to retarget some arrows
2 hours working without pause, I need a break ๐
ty @cloud cobalt
wheres to best place to get help with packaging errors?
If I check don't render in game/ not visible for a static mesh does that effectively reduce or eliminate the draw call performance hit of that static mesh?
nope
really? So is there no way to optimize a static mesh that you want to exist for referencing reasons but not for seeing reasons? @tall pendant
Like force cull it?
Isn't that what culling does?
yeah really. hiding an actor/mesh only makes it invisible. it doesn't remove the mesh from the scene so its still a drawcall.
so is there a difference between collision and mesh?
Does a collision still cost draw calls as well? I essentially just want the collisions from the static mesh
i'd say a collision mesh also is a drawcall yeah. can't you just use blocking volumes for the collision? might depends on your usecase tho
Whats the name of the pre calibrated lighting room they use for paragon i forgot
ok it does lower draw calls but doesn't really help with performance
@cloud cobalt jesus christ as if i didnt see that
?
Well, there's a lot of channel here
still i must be going prematurely blind
How can I set a widget images position based on where a character is looking using a trace?
Like what object it is pointing at
you know the really old sort of games like these, there unlit non pbr right?
Trying to wrap my head around old stuff thats non pbr, since iv only ever worked with pbr lmao
also i doubt old games were unlit ๐
ah okay
im trying to get my char skin to look similar and im having a hard time
because i only know pbr lmao
Im working on some 3d mobile stuff, that needs to run well so
trying to ground my self too that sort of
old school old graphics
sort of thing
just trying to reach this sort of point
so looking for info everywhere on non pbr stuff
oh really?
its called emissive input ๐
nah thats unlit no-lighting
yeah
unlit shaders are super low cost
specially in forward renderer (mobile)
most of those old games did lighting through very simple tint
yea, u need capsule shaddows for unlit
WOW did that
and i tihnk it still does
it just changes the ambient light with a blue tint for the light
the shader is essentially
texture * ambient color
ohhh
So we talking very simple diffuse map
to unlit material
and thats it right
diffuse plugged straight into the "emmisive" output
oh yeah emmisve ops
switching to unlit doesnt show that much improvement when u look at shader complexity
turning off shaddow on the other hand does save a lot
well having it lit seams like the lighting is just gonna become a pain in the ass
wich is what mobile runs
it gets a bit greener, but not that much on allready complex material
??? from something like 750 instructions to 40?
on desktop forward
on mobile forward i think its 200-300 into 20-30
its a factor of magnitude
you are mistaking it on the deferred renderer
becouse the deferred render does not calculate light
nah think i tested on forward aswell
than again shader complexity doesnt show everything ๐
from the article iwas writing
710 to 180
this is due to the removal of forward lighting
unlit is even less
well send me the link when its done ๐
Unlit shader essentially ends up as "return materialgraph.unlit + fog"
incoming stupid question
you can get it to 20 instructions
images in the browser im using for color pallets are coming out looking a different colour in unlit? is this due to color space
im doing chrome to substance painter
i was usin normal maps in unlit to boost my fresnel ๐
omg
can give some pretty cool gradients
god dam
i also have a great example
one sec i take pic
what ICC are web browsers?
Okay i call bullshit
Sampling a colour in substance
and its giving me a different colour
what
I'm going nuts here, does anyone know where the ZOrder variable is in UMG?
there's one on canvas panel slots
where is the generate unique UV option in unreal the guy on youtube use it to fix a lightmap probelm
a new day, a new gamebreaking crash ๐
i cant create a Master Sequence
googled answer tells me to delete important folders :\
why are all the answers "lol reinstall"
I have a video
that shows you how to do it
I can send it to you
if you tell me
where
the damn generate unique UV option is
this is just barbaric
@mint trail What's the stack for the crash ?
Don't delete folders, unless it's intermediate / binaries
@tawdry raptor
Right there
It'll just repack it, it won't generate it from scratch however
so the Intermediate folder can be deleted when stuff like this happen?
Intermediate folder is filled with stuff that can be deleted at any time if things break
https://gyazo.com/ddc34b35051541aa292f54cea60ae698 this is the crash report anyway
Sounds like bug reporting time
so im stuck witht his..?
i guess not..
because after trying for the 7th time, its working ๐ฉ
guys when you render in UE4 an AVI video from the sequencer , does that need more GPU , or CPU , or RAM ?
i'm trying to see in what to invest for real time rendering in ue4
this is following my mouse
how do i get rid of it
i clicked something and it appeared
@tender bluff this might help https://forums.unrealengine.com/community/general-discussion/98727-does-rendering-to-image-sequence-or-movie-from-sequencer-use-cpu-or-gpu
General discussion about the game industry and the Unreal Engine community.
hello guy a can game
?
sorry i meant @tribal pebble
je vien appeine de telechargรฉ le jeux et j arrive pas joue
can someone help me, i cant edit my game
oh its shift+\
wtf
looked through shortcuts
Make a lightmap uv channel manually.
Cool sphere
anybody know why my orb doesnt move along the spline?
apparently splines changed recently
je vien appeine de telechargรฉ le jeux et j arrive pas joue
and thanks @grim sinew when you control it, theres a material which gives it more of a spirit looking blue and leaves patterns behind
No idea, never used splines that extensively. They hardly work for me
@grim sinew oh dont i know it, im trying to make a the witness style puzzle system but using WASD
hey could someone help with a physicX question
how do i get the the shapecomponents from the physics assets of a skeletalmesh?
Is there any chat for asking to be taught in UE4
@coarse hedge you can try #looking-for-talent but what do you wana know?
For 1 on 1 tutoring, you should try #looking-for-talent
Since that's pretty much just hiring someone
True
you're better of self teaching if you have the time man, what's your question?
what kinda game u doing
I'm just gonna need help getting taught how to code stuff in Unreal and some coding/model design since Unity isn't really my interest but Unreal is
u using BP?
Define That?
Not sure what that is since in am relatively new to the coding world XD
cpp is cool too but it takes more time to implement, but is more optimized and you can do more code in it
lol
well
do u have unreal yet
like the latest version
I think it is
4.20.1?
Use 4.19 when starting out. 4.20 is pretty unstable.
once u have unreal installed just dive in and look at the examples
and here are some links to get started https://www.unrealengine.com/en-US/video-tutorials , https://docs.unrealengine.com/en-US/GettingStarted , https://www.youtube.com/user/UnrealDevelopmentKit/playlists?sort=dd&shelf_id=17&view=50
@coarse hedge
Back when I started with the UE4 in the beta, we had no docs or tutorials. The content examples sample project is plenty to learn from if you're good at deconstructing stuff.
yep examples good, also the launcher has a learn tab with some additional content projects, you can check out the new niagara stuff in there as well if you decide to go with 4.20
ok cool man
unreal is fun i am devving a game
keep at it! ๐
Question how long should it take to get ok with the engine
dont give up lol a lot of peopel give up too soon, just keep working and believe in yourself
well
it takes a few weeks to get familiar for me
and then once you understand that, you can actualy create
its really fun
the process is simple you just make your code, use the PIE editor, and test it quickly
Cause I'm a young person who is determined in getting into being a game developer when I'm older or having a company of my own like TinyBuild cause I'm just passionate for games and making them
and then once you are actually devving professionaly or want to release for steam, you begin to use the other packaging options and make binaries
So it may take longer for me
To get familiar, if you're using it every day, I'd say 3 months until you're competent enough to make your own first small simple game
I moved some files and now unreal cant find them but they are still there how do I reconnect them?
the enitre map i weas working on is gone!
without googling
But thanks for your help @plush yew
I have spent 30 hours on it please help!
you are welcome i hope you make your game
@tawdry raptor put them back where they were without saving the map
I moved all the files into the corridors folder
Well that's your fault, move the files back.
Will do! Planning on making a small game that involves bots and using the first person template
Always move files via Unreal's UI, not outside of it
You can move them, but you gotta do it with Unreal
If you did it inside Unreal, it should be fine.
Also question @plush yew does it make you model the textures and stuff separately in Blender like Unity or can you do it from the program?
Did you not save the map when you moved it?
I saved multiple maps they are all gone
@coarse hedge you can model in unreal using some tools like MeshTool from the marketplace, but its only for proxy / environments stuff.
you want to model in blender / 3ds max and import as FBX, or animated in those tools and import anim data @coarse hedge because that way you have control over texture UV layouts and other data you can more efficiently and fully develop externally
The maps are gone?
Well, hope you use source control
my corridors
Describe in detail how you moved the assets
I had them in the folders like you see I just moved them all to a CORRIDORS1 folder because I was going to import some other corridors
before all the corridors folders where just in the root directory with everything else
Alright
but my meshes show up
And did you save everything that you were prompted to?
hey
could someone help me, I posted this on the forum before but i'm really stuck on something
I want to get all the Ushapecomponents from my physics asset during run time, does anyone know how to do this?
I just deleted the empty folders
From the OS?
You probably deleted the redirectors
close UE4, then get them back from the recycling bin, and re-open UE4
no from the game
ok.
@plush yew would i be able to dm you or tag you if i ever need help since you seem quite helpful and kind
Any file ops you did, we're gonna ask you if you did it in UE4 or in the operating system.
they arent in the bin
So may as well include that.
I moved these using the CB, then I deleted the old folders via the CB
all the meshes are gone from all my other levels
why
they are still in my project!
why cant unreal find them>
Seems likely that the redirectors, they're like directions to where you moved the asset, have been lost
so how to fix?
So it looks where the asset WAS, and doesn't find the asset or the redirector.
It gives up at that point.
@coarse hedge ah thanks lol yes i am around here everyday devving my own game and there are other ppl that can help too everyone here is tryin to help
So you can put everything back where it was and reload it, IF YOU HAVEN'T SAVED ANY MAPS which had no objects in them.
If you've saved the maps that were empty, I'm not entirely sure whether doing that will help.
I don't tend to move stuff
I put the folders back the way they are and its still gone... this is so sad im scared to work in unreal now
Yeah, so, I hope you fix this man. In either case, you really should head over to #source-control
You most likely did something slightly wrong
oh....
Iunno if that would result in EVERYTHING being gone.
its not gonwe
all my files are still there
i put them back
how would you have moved your files
Well, did you save the maps that were empty?
Oh dear.
Well
Close the editor after things are where they used to be, and open it again. If you've already restarted, check your other maps.
Might have some bad news, but don't enter a full state of panic - there might be a way to save it that I don't know about.
#level-design might have some people who know a trick
#source-control guys can help you have this never be this devastating again
yea i love sourcecontrol
i actually had to roll back once
and it worked
some corruption or something. here's a general guide on how to do that: @tawdry raptor
and BTW if your map is a UASSET.. and still has all links correct for the map uasset file, you can simply move the map uasset back to the original directory. i did that for an old level i had and it worked..
it was in a different content folder too. i just moved the uasset manually in explorer cuz i wanted people to be able to play the first level i ever did in unreal as "extra content" in my game
so there could be some kinda extra content section in the menu. and it all works. so yea.
does anybody know much about UI / which channel i should post this in? how do i make button padding not affect everything else?
thanks ๐
It also happens to be the UI system the editor itself is using
ah nice
@heavy falcon O MY GOD THANK YOU
Im importing some meshes and each mesh has 3 or 4 pictures, the one with the N is the normal I know what Floor_D and Floor_H? Where would you connect these textures to the materials???
Diffuse, height. And you don't use height for most things, it's mostly just for material blending and stuff.
Okay, wow, you're really new.
Diffuse = base color
Height, as I just said, ignore it
if I wanted to put it somewhere to run testswhere would i go
Just... drop your mesh into a scene and look at it?
Height. Not high. You are not giving your materials drugs.
Do you know what a heightmap is?
its mountains and stuff like that right
Not.... quite. Kind of.
Just don't worry about it. If you don't know what you want to use it for, it's worthless
Emissive. It's right there. You must be doing this on purpose
no im just learning, but say I have a satic mess its a corridor im trying to take away a part of the corridor to add a vent
can I use the box brush tool in subtractive mode to remove the vent because im trying and its not working
You cannot mix BSP and static meshes, no.
so how can I take away the vent in the static mesh?
can this be done in unreal or do I need another app?
alright this has happened twice now at exactly 80% the download start taking like 5/10 mins just to do 1% whats going on?
anyone got any ideas
alright nvmnd ithas started to speed up now
goog god why cant I delete my directional light and atmosphere fog from my map?
im trying to make a dark map and everytime i go play it turns it to day time
never mind
it was in another menu
what a feeling I just created a map and I can see it VR!!!
its an incredible feeling!
Hey everyone ::) So I was thinking about trying out Unreal but I don't have a very good PC ๐ฆ I only have a laptop that is below the recommended requirements, namely this one https://support.hp.com/ca-en/document/c05987723, would I at least be able to open the editor with this laptop or am I just SOL?
With a Celeron...you're SOL.
For comparison, it's worse than an Intel 5y10, which I've found can have trouble simply playing 1080p video. =x
Great ๐ฆ So it wouldn't work at all then?
You might be able to open the editor, but you would probably be dealing with unusable framerates and extremely long compile/build/etc. times.
I mean...the worst you can do is try, but I wouldn't expect much.
I wasn't expecting much to begin with myself lol, I know already it's not very good but it's all I had the money for and had the opportunity to buy at the time
I am used to dealing with subpar tech experiences though so I probably wouldn't be too bothered even if it doesn't run well
That 4GB RAM is going to be absolutely brutal as well.
Anything under 16 is going to be a bit of a struggle, especially if you plan on working with VS and UE4 in parallel.
I assume VS is needed for the C++ stuff? Can you not use another compiler setup like MinGW + GCC?
VS+MSVC works out of the box.
The same can't be said about GCC (at least on Windows), and I'm not sure how easy/feasible it is to set up; I haven't attempted to do that.
Is there a webservice that offers some sort of virtual desktop straeming that can be used to host an unreal exe product. My goal is to have a webpage imbedded access to a unreal architecture walk-through. Basically act like the playstation game streaking service, but they host my unreal project exe.
maybe amazon app stream 2
@glossy flame I see... well I'll download it and give it a shot at least, the laptop itself is pretty new so I guess it will be running at it's best, I uninstalled some crappy HP bloatware the other day which did help make the performance a little better and free up some much needed space so maybe that will help out some
Does anyone know how to make stacked textures
Can you be more specific?
Phyronnaz I think did that for his voxel system
Like this. Where all the channels are different textures
It's not a native engine feature.
Are you using Photoshop, Riot?
The only thing I do is go into Photoshop and put a greyscale image into the Red channel, then the Green channel, then the Blue channel.
I don't know what the term for that is.
Packed
Channel packing
I hate using @ on people out of the blue, but he really might be able to help. @silver crown get over here, you're the only one I know of to code this in! ๐
how do I force my pawn to look at something, phone, tree, etc. What node would that be?
find look at rotation?
but then if you want more than just rotating it you need to actually adjust the animation bp to adjust the bone for the neck
Thats more complicated then what I have. Its just an pawn with a camera. I was trying to rotate the pawn, but that dosn't seem to effect what I am looking at, those seem to be separate values
Force the camera component to look at something I guess. I was messing with look at rotation
yep then look at rotation is what you want, you rotate the character to face that rotation from the node
I was actually just watching your one video on that before I asked, ill fiddle then get back
wait, "WTF Is? Set Actor Location & Rotation in Unreal Engine 4 ( UE4" is what i was watching, nm
Here is my shit blue print that dosn't do all that I want it to. I want to force my pawn to have the same XYZ and rotation/"look at" as the actor target its being forced to move to.
@grim sinew sorry yes I meant packed.
Okay. For packing textures, you just do that in photoshop or whatever. That's not something you do in Unreal itself.
No, it's not, think it's $10 per month. There are free alternatives however, and since you're so young you can get a bunch of software for free. Substance designer and painter are free for students, maya is free for students, etc.
You'll be fine
Have fun
When you're on the buy page, it's the right most tab, "Education license"
Set control rotation worked for me, now I need to learn why. ha
@short dirge - https://www.gimp.org/ is free. Pretty much can be just as useful as photoshop
@delicate needle @grim sinew thanks
Question - when I am in possesion of a pawn, but I modify my player controller (rotation for instance), am I also rotating the pawn, or just the viewport?
@grim ore - Your video here is what I needed- https://www.youtube.com/watch?v=vszgkMwahDA
What are the Get and Set Control Rotation Nodes in Unreal Engine 4 Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples Note: Yo...
Thanks!!
Matthew, do you take donations or have a pateron thingy
@glossy flame So I tried to install the engine and I am having some issues :/ The launcher installed fine but it tried to update and after installing the update it exits and refuses to start again, it doesn't even give a crash message, it just silently exits, wtf
Uninstalling and reinstalling didn't help, changing install directory didn't help
I did find a log in appdata which shows that it is failing to load some dlls which might be the cause of the issue but I'm not sure
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VSPerf140.dll' (GetLastError=126)
LogWindows: File 'VSPerf140.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist```
need some help
this is a pawn
and I have the inputs set up
but however
when I press the key
The input does not send out a signal
Its like it doesn't register the keystroke
@leaden dust is that a pawn actor?
does anyone know at what point bones are faster than blendshapes?
@whole quarry I fixed it by restarting the project
k
Gone
thx
How do import my packed texture from gimp to unreal
The import button in Unreal.
It doesn't do it
@grim sinew wut
Welcome to 5 hours ago. Someone was asking about stacked textures. Itโs all good now though.
Just a miscommunication. He meant packed textures instead.
Ok ๐
Where do I go from here. Because everytime I save it and try to import it it won't let me
Is there a specific way to save it?
as what do you save it?
I save it as rgb-compose
what format..?
save as .tga -> import into ue4 via the import button
How do I save it as a .tga
by choosing the format? ...
How do I choose a format
Did i annoy you guys ๐๐
Because I annoyed myself with all the questions I asked
I apologize
๐ ๐
63,000 commits ๐
need tips for speeding up shader compiling
its happening slower than it did on my old laptop
and now my processor is more than 2x faster then my old laptop
I think the shader compiling is GPU reliant
so the CPU doesn't matter as much
after all the shading processors are on a GPU
its not
its 100% cpu
the GPU executes the shaders
but the CPU is the one wich compiles it
in fact, the GPU as an architecture fucking sucks for compiling
@peak laurel lol my gpu like 8 times more powerful than my old one
@frank escarp do you know anything which might be slowing my compile down?
ryzen 5 1600x
shit memory then
there are really not many moving parts
compiling depends mostly on RAM, disc, and cpu
ah @frank escarp ty for the clarification
compiling, in general, is one of the tasks that just dont fit a gpu architecture
compiling is highly linear, and cant be parallelized well. Even if you parallelize it, you mostly compile different files at the same time
gpus cant do that
gpus just do math on bunch of values at once
so they have like 1000 slow threads, but they need to do the exact same math operation on every one of those
do you know if threadripper is doing good with compiling and building lighting?
out of curiosity
yes
shader compiling uses 1 thread per shader
so a threaderipper does 16 shaders at once
maybe more with the hyperthread
same thing with lighting
my ryzen 8 core compiles faster than the i7 i had before (4 cores)
I am AMD fanboy anyways
I get it
yea prolly HT does the same because my laptop has a similar CPU as my desktop (as in speed and cores) but it's an i5 and i have a desktop i7 -7700k
does clock speed affect anything?
of course
is it much tho?
yes
literally the most important thing
more clocks = faster
allways
no exceptions
i mean because i was changin water cooling i stock clocked the 7700k but was at 4.9k before
in some cases where its very parallel, more cores but weaker would be better
so i guess ill oc again
4.9 is very good on that cpu
I am waiting for ryzen 3rd gen and I am gonna buy 16 core ryzen
yeah but the shitty kraken broke down ๐ฆ
and thats a waaaaay off
Naaaaa
next month amd releases the new threadrippers
this month?
you will have a 32 core at 3 ghz version (1800 dollars tho)
that one should compile lighting real good
and if it can boost to 4.2 means that if you cool it better you can boost it on more cores for more time
thats a chip to get a killer liquid cooling setup for
What are some alternatives to world creator 2 and world machine
ูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดูดI
this is so weird
can anyone recommened me a simple free video editor that can do simple stuff like snipping and cutting
Blender, its free
have a BP which damages AI, would anyone be able to assist me make it damage players to
@frank escarp the incredibuild gpu compiler is enabled in 4.20 by default?
yeah that is cpu right
I did a fresh OS install, installed the VS2017 UE4 packages (which installed incredibuild)
4.20 runs with it enabled by default, and i have one shader compile thread
not sure if its running on the cpu or gpu but yeah
the other bs thing is that when you install the VS packages, the incredibuild doesnt have a license but installs it with the service enabled
well I am p sure it is compiling the shaders using incredibuild XGE
maybe because of the license it is limiting it to one thread
or using the cuda compiler to build them
Ill check tmr
im already saying that shader compiler is 100% CPU
not a single compiler runs on GPU nor ever will
its not
even if you "could" force a compiler to run on the GPU
it would be 20 times slower than a cpu
easy
hmm ok
you can try terragen, but world machine is the best imo
@short dirge
check out the geoglyph plugin, also you could build your HM in substance
i think Houdini is the best for terrains
you can drag and drop and everything gets set up automatically in unreal
no need to fiddle with layer settings, it just works
and being super procedural you can do tons of cool shit
i created a moon terrain in 10 minutes
by just doing a wave-y noisy terrain, and then spawning spheres on top of the terrain and using them to carve craters
yeah houdini is also good
Ive only used it for about 10hrs but it seems like it has a lot of good procedural stuff
you can then use it to procedurally place rocks or trees very easily
I need to learn houdini and modo
esp modo as it has really good subd stuff
Ive been waiting for max to have a meshfusion tool for like 4 years now -_-
So I've migrated a lot of assets from one project to another and now they are merged, I did a "Fix redirectors" every time i renamed/removed/moved but there are some broken assets, for example materials with broken textures.
Since the assets are mixed idk how to fix this problem
What can i do? I still have the migrated project so if i could replace all the broken assets...
PLease help (Level_1_BuiltData.uasset) failed to save.
Please somebody help whenever I built and save the level the .uasset file doesnot safe
punches monitor Next time I shop for equipment I'm getting a 1080p monitor exclusively because of the editor's awful high dpi support :\
Is it possible to have a curve wrap? Like if the max key was at 1.0 and I provide 1.5 it wraps it to 0.5?
Ooh guys quick question can the Alienware Aurora R5 run unreal?
If not what could I get for a little more or less $1000 that can at least run unreal for school
By the looks of the specs it should be perfectly fine running UE4
is alienware still expensive for the hardware u get or did it even out a lil?
nah u dont need to self build, sometimes ur off cheaper gettin a full package even
if u need keyboard mouse stuff like that
Really though do self build
some ppl rather dont do that cuz break stuff
It's really easy and risk free
i have no problems puttin something together, other might, gettin an asemble usually cost like 10 to 50$
Still better than alienware
i dunno, didnt check specs
Check them
Self building sounds risky
there usually is some warranty/ service that comes with high brand stuff tho
like u call em up send ur pc and they replace it while they fix it
Same goes for individual parts tho
point being? You are saying that couldn't happen if they built it for you? ^^
no, im saying ppl might want the extra service
https://www.amazon.com/Dell-Alienware-Aurora-R5-Ready/dp/B079HJVZTT this is the specific one Im interested in
And okay so self building.. From what I hear its putting a bunch of parts together so would I just try to copy the specs of the alienware?
and i believe msi desktops give quite a decent price for the full package
Having a pre made computer is fine if you do not know how to build a computer, I fully agree on that.
However, if you can build your own computer you get more value for your buck
How much can you save?
depends on brand of pc u buy
all depends on what you are going for.
that falcon NW that sponsors the epic gamejam is super expensive
but they got some we drive to ur house to fix it stuff with it
Whatabout the alienware im going for around $1300
but u could buy same spec pc , for half the price and just get a lil better spec when it breaks ๐
Look up all the individual parts, compare
mayB check toms hardware or something
desktop best buy guide
something like that
Usually when you are building your own computer you research compatible parts within the range of quality and price of your budget
True
But heres what im wondering... How are all the parts connected together? How can you make the electricity run through them? Would I have to do wiring?
Yeah, and for those who don't know how to do that.. Buying a premade computer is fine
most of it is plug and play, but somethings u dont wunna do
Welp
havin it put together by the online store u buy it for 30$ isnt a bad deal
Not at all actually huh
if u never did it before and its not something that interests u / wunna spend time on its a great deal
wil take u like 30 min just to unbox
I might go for that $30 is not bad if the total price is around $800-$900 or so
Lol yeah just the stress of seeing all those parts
is there a schedule for when hotfixes come out?
like a publicly known one?
I noticed that between 4.20 and 4.20.1 hotfix that there was a 10 day gap, so for other issues plaguing the engine is it likely that 4.20.2 will release on the 7th?
There is no schedule
I'm wanting to make a BP where if sun rotation is over a certain amount, lights will turn on, what's the best way to go about this?
look at the sky sphere BP that comes with the engine. it has some functions you can use that determine where the sun is at in the sky
What is an object class relation to its blue print. Lets say we have a class of Static Mesh, cube from the MODES > Basic. We drag that into the viewport, and it becomes a child class of its prefab parent cube. At this point it has no blueprint associated with it, but once you "add" one to it, it becomes of the blueprint class. So, is this blueprint that is "added" some sort of "#include" of the static mesh, or does the static mesh become a "#include" of a whole new class?
Why can't compose this
Riot, I cant really answer your question, but if you use the "snipping" tool in windows, it will make your life easier.
For sharing images on your desktop
IF you notice when you drag in a cube it's a static mesh actor, its technically a built in premade blueprint with a static mesh component on it preset to that particular static mesh
when you tell it to become a blueprint it basically becomes a child of the static mesh actor blueprint that you can then work with
So in the c++ code, what is the relation? Is it part of the class construction. or something that is appended? I'm still too new to C++ to be asking this, but I in general understand. Kind of like a German person hearing Dutch..
well you can click on the parent class at the top right of a blueprint and it will open the parent class in visual studio if you want to look at how it is set up
Ah, good point.
the static mesh actor is pretty much just an actor with a static mesh component
just like a point light is an actor with a point light component on it, etc. The stuff in Modes that you can drag and drop in are just pre made blueprint actors with "stuff" done for you already so you don't have to do it from scratch. The base code is just an actor parent with extra crap attached and set up for you.
there are exceptions of course, volumes are their own special class with exposed values to the editor for example
but the nice thing is you can always right click them and navigate to the source ๐
I find it interesting there isn't a prefab staticmesh in All Classes with a null mesh componet
Yeah, I guess you could call "basic shape" something like that...
is it normal that you have to set user and keyboard focus on a widget?
Is there a way to spawn an actor with the blueprints default scale and not use the Spawn Transform's scale?
can anybody tell me how to do pickup and drop system
any way to differentiate between play in editor and simulate in editor? I want to turn off some unnecessary HUD elements while simulating..
@short night Do you have your project open twice? AKA two instances of it running?
im looking too create an app that will make something easier for someone, and im looking for ideas. Anyone come across somethng lately that they wished was easier too do?
Also, would unreal be the best option for mobile development? Interms of resources and what not
https://i.imgur.com/5cETvj6.png im trying to make a while loop that goes on while a key is down, can someone tell why this is stuck in an infinite loop?
im just taking a long shot here, but you can try destroying actor on release, im not sure if thatll work though
@mint raptor no I made sure that I didnt
the loop runs and never stops because you never set the condition to false during the loop
a loop is not asynchronous, it will start -> run -> end in the same frame or...... infinite loop detection kicks in and kills it
does anyone know what is the right push down key on the htc vive called in unreal?
@grim ore thanks, i didnt know it only runs in one frame.
im gonna use the game tick to do my actions then
so it works the way i want it now, however the other half of my blueprint isn't doing what it's supposed to https://i.imgur.com/Kf5JV7P.png
i want it to trace the object the camera is looking at (which works, judging by the traces appearing in-game) but none of the objects are being destroyed
oh wait i forgot to connect it to the program flow
ahh yeah now it works nvm
i5-7400, but compilation (c++) so long..
4 cores, no HT. yep it's gonna be a bit
@grim ore you gonna upgrade your cpu soon? ๐
i am gona wait a year or two and do a AMD maybe
was replying to the other guy with the 7400 but personally I plan on it when AMD makes a good 8/16 for ~200 lol
lol
as long as It can clock 4.3/4.4 on each core as well
other wise it's a waste im running 6 core 4.4 right now so side grading to a slower 8 core seems silly
but man do I want to ๐ this machine is over 2 years old I want to play with new parts
get something like an 1180 with a new AMD and give the old stuff to the kids. I am seriously hoping DDR4 is still compatible tho so I can just re use that
i still have hard drives from years and years ago i parted out, mine is several years old as well
you have kids? lol
lol yeah my middle kid has my old 3570k with the 760 lol
I've got 4 kids with another on the way next month
haha nice
Anyone here that's created a radial fill material for umg and wouldn't mind sharing?
Or at least point in the right direction ๐
um like a clock wipe ?
Yes sir
there is a radial gradient node
or you can use a radial gradient texture and rotate it
or here is a video with a few different ways of making radial progress bars with different methods that might be a start? https://www.youtube.com/watch?v=9NtSfPq95fQ
We will be showing a concept of Dynamic Circular Progress Bars where we can make a circular progress bar without using a texture. We will also be allowing th...
Thanks!
Congrats on the new kid! @grim ore
Thanks
Do any of your older kids show an interest in computer stuff?
nothing serious, normal kid stuff with playing games mainly
I have this vision of my daughter as she grows up looking over my shoulder as I make audino microcontroller projects.
I grew up watching "Contact" so I've imagined having a science tech loving daughter!
so far all mine are pretty ordinary. Wide range of stuff, like doing new stuff but hate doing work stuff. Minecraft is about as close to computer stuff as they get beyond just playing games. Making stuff inside it using rudimentary programming.
Yeah, a friend of mine has 3 kids, 11, 8ish and 6ish, and they were all about minecraft, and the oldest loves fortnight. They took a vacation to the beach and he wanted to know if he could bring his computer. I hope the kid dosn't know about the Nintendo switch and how well it plays on that.
And they like to watch youtube videos of others playing games.
lol
I'm sad and glad all of this stuff wasn't out when I was a kid... I learned basic, self taught on an 1980's tandy (this was the mid-late 90's, when I was... 13ish? The platform I eventually went nuts on was the TI-83, loved that damn thing.
yeah the 11yr old does almost nothing but watch youtube if he isnt playing games, super annoying but it cant be worse than TV
yeah, well at least you are one click away from learning something on youtube, unlike TV/
I don't want much or any TV, lots of educational youtube, history, computer science, programming, unreal training, etc, architecture stuff. What an amazing and and distracting tool.
yep he watches educationalish stuff. Walkthrus of games or how to do stuff in games, speed runs things like that so its better than half the crap I watch atleast.
Yeah, I can imagine it snowballing into something good, who knows! Maybe a speed run video will make a kid wonder what a fraction of a second means in a game, and what a frame is, and ticks, and processing , etc...
the middle kid tried his hand at programming and he did fine but he just doesn't have the focus to concentrate on it enough to do it on his own and take the next step. Maybe in high school it might become more.
Thats now I am at least, youtube education creep, and wikipedia creep, one second I'm watching a video about the history of England, next one on Alan Turing, then history of C, then back to this or that
Having a mission is the most important, for that stuff. A desire to problem solve I guess. Comes and goes.
soo i have a question ...how would i do the game soo that the player IS the camera and only controlls click based stuff
Like Riven?
like for a simulation
and myst
like for watching stuff and interacting with it
just don't use a model or movement and win?
then give the camera movement and no model and win?
....?
I'm doing something like that right now, but its for architecture, apartment walk throughs
well yeah BUT i dont know what that means @grim ore
well I mean a camera is a camera. the only reason we associate it with a player is due to the model we see in first person or third person
are they supposed to move or just look around in a fixed spot?
Correct me if I am wrong, but no matter what, your eyes are a camera, even if you dont make one, the engine will assign you one
Describe your project, maybe I can help, or just learn.
move
cuz i am making a life simulation game for evolution
but they start out as blobs
not cells
How do I evaluate a value on an InterpCurveFloat?
sounds like that EA game from years ago
I never played it.
if you want it to move start a new project with the first person template, delete the mesh assigned to the first person character. Remove the HUD they are using (since it shows a crosshair). Edit the player controller to enable show mouse and mouse click events. then uh... make the other stuff?
You need to learn what a pawn is (the blob you controll) and what a playercontroller is, etc etc
I guess you might want to also edit the fire event on the first person controller/character or else it's gonna try and fire stuff lol
describe the situation as you see it
except the camera basicly
are you a microscope?
no
ok
let me think fo a way
ok your basicly god looking down on this planet you jsut made and are watching and sometimes toying with the beings that developed on it
the beings are the blobs
Do you know how to do all those other things in unreal btw?
which then you watch them evolve or die ouit
lol i am just the art guy / animator but i do have some one waiting to help witjh prigramming
o am gonna do as much as i can woth that
they do the stuff i cant figure out
Because, there are many ways to do stuff, and the better you know those ways, the better it will be in the long run, so you dont paint your self in the corner.
I'm not good at specifics, but I'm good at concepts etc, I am learning this engine as well. I can help you think through some of the stuff at best.
i know how to at least find out what i need the only 1 i cant is how to program the actual beings so thats what my programmer is doing
Like, if you are god, but dose that mean you can fly around like a spectator, or does your focus stay to the ground?
So @grim ore are you a programmer by trade?
Is there are guide to convert UE4 scenes or meshes into something that can be used by DAZ Studio?
My UE4 crashed, and when I re-opened it, I had to reset the game state and it had to recompile all of the shaders, and now everything is a lot brighter than it should be and everything is flashing
when I google it I find DAZ to UE4 but not the otherway around.
Hey team. I got a new PC up and running. Last one bit the dust. So reinstalled UE4 and I was curious how/if its possible to have some versions of the engine on one hard drive (say NVME) and older projects and assets on a standard SSD. Basically looking for the option for the launcher to see all locations.
side note: New pc so quiet. Last one sounded like a blackhawk taking on enemy 50 cal shots in a dust storm. Immersive for Call of Duty but not for anything else
I'm stuck with a Vinterp issue. I am trying to move my player pawn to a new location but do it with the Vinterp. The best I can get so far is when I press the button (which activates the movement) it just steps once, repeated presses of the buttons completes (tap tap tap) eventually gets it to the destination. From all the videos and tutorials ive seen, I am stuck.
Yeah, you can. Unreal doesn't care what drive projects are on relative to the engine. I would recommend the opposite however, so you load assets faster
hmm okay just not seeing them show up in the launcher
do I have to manually run them in their folders then the launcher picks them up?
I was just wondering, is adding in IK's like an art side thing or can you do that in code/blueprints?
Yeah
Just open the project and it'll pop up
The launcher knows to scan any folders where it sees 1 project
Thanks so much. I'll give it a try shortly
I've got a variable in player gamemode, i'm trying to access that variable in a weapon how do i do so
keep getting told must have connection
its in player character now :3
I just realized that I can use Enumerators to make my blueprint much less overboard.
anyone know, need help asap :3
I'm not good with blueprint communication.
Get player character then cast to your character blueprint then get your variable should work. You should read about basic bp communication however.
holy hell. Did a fresh install of UE4 on the new PC. Runs beautifully however I fired the gun in FPS example and my damn head almost exploded. Gotta find in editor volume control lol
I'm watching tutorial in other window and its like..... standard voice level. Fire the gun and almost fell out of my chair!!
Can I get the names from an enumerator and make an array from that inside a blueprint?
Basically, I have an enumerator in my data table that I set up.
I want my widget blueprint to check which name in the enumerator I chose in the data table, and then add the appropriate integer to the value connected to it.
Is this normal? https://gyazo.com/ccdab3e3707576b6be9aa1f0c6064826
Struct has enum and actor array, table wont' let me access actor array
I don't understand the question.
Are you saying that you want to select the actor inside of the data table?
I don't know if that is possible.
@steady hinge Well it was my understanding that I'd be able to populate that table with actors from my scene, I suppose this isn't possible?
In which case I guess I have to resort to making a blueprint actor that acts as a container doing essentially what I wanted the table to do
Well trying to do an array of my struct and assign manually the world references to the array but it won't let me even though it shows a green dashed box around it
ah says editing this value in a class default is not allowed
I'm not sure.
Yea I guess I have to make a BPActor just as a container
I personally have never got it to work.
never got what to work?
The first question you asked.
oh I guess tables are limited to primitive data types
but I couldn't find docs saying that
But I'm no expert, I am still experimenting my way around blueprints.
I use sound files in my data table.
But that's about it. Colors, sound files, text, enumerators, bools...
actors off limits it seems
Perhaps its only things you can reference statically that doesn't need to be created? I thought world scenes would count
I still really enjoy the workflow of using data tables.
What is a Data Table in Unreal Engine 4 Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples Note: You will need to be logged in...
He talks about not being able to use actors.
I was about to watch that lol, so a bit was like doesn't seem like he is going to cover my issue
He never fails though!
I think my new question is, if I can't edit class defaults for it, can I edit the game mode instance in editor?
Or I guess that is a silly question since it isn't an instance until the game starts?
Perhaps I made a mistake putting this logic insdie the game mode...
@glossy flame so I did some digging and came across a thread on the forum where someone pointed out that Apollo Lake chips are apparently incompatible with the Epic Games launcher at the moment and a developer of the launcher replied and confirmed it but said they would be "working on it" so I guess I am indeed SOL for the time being since i'm pretty sure you need to install the editor through said launcher
unlessthere's a different way to do it that I don't know about yet
@mint raptor Hard references to actors can only be set on things that exist in the same level. So a blueprint instance is okay, but a blueprint itself or a data table, you can't.
But I think you should be able to use the soft object pointer. Have you tried that?
anyoen here use huion tablets? I'd like to get into drawing for game assets. would like to buy a legit tablet
guys
i created a door system
and ai
i want the ai to open double door
seemingly it isnt opening
idk
when he walks in the box
i want it to open
how can i make an object non-unique? i want to make something interact with certain objects only if they belong to some type of objects
i tried name checking but names are always unique
use the class name?
other objects are part of the same class
its just a regular object, not with any special properties, just has a different mesh
i thought tags but for some reason the tags i give in the editor aren't recognized in my blueprint
but nothing is printed out
well you could just add a boolean variable "interactable" and set that to true on instances you want to interact with
and filter them based on that
that's just one way
or make a subclass that is "interactable"
any of u had this bug before ?
https://answers.unrealengine.com/storage/temp/247519-ue4navmeshbug.jpg
@manic pawn I have VS 2017 15.5
I fully recompiled engine two times and got rid of that error. yesterday I accidently clicked on rebuild and as of that time that damn bug has back ๐
indeed, the bug was added in 15.5, you should update to 15.7
lol :))
Anyone experiencing any issues where the UE4 forums are causing your browser to hang/crash? ๐ค
best way to interpolate a vector over a period of time in blueprints?
Is it possible for UE4 to call or reference variable groups? Like the ones seen in this video. I'm really bad at this bps.
so say i create a group/class of variables
and i want the game to check if the variables belong to the group
before executing a task
the groups have no purpose other than displaying in the editor
there's no way to access them
alright
in that case i'll prob make a Bol to check each to make sure each variable is inactive
before executing
If you're trying to do something like check to make sure a variable can only be of one type then you might want to look into an enumeration. consider you were paying for something and enumeration would let you for example say it was paid with cash or card or check and you selected one of those options instead of is check or is card or is cash
Does anyone know how to remove a photo attachment from a forum response? When I press the bin on it, it won't let me continue ๐คฆ
All I wanted to do was add an image to my response, for which I ended up using the wrong button.....and now have it stuck
(I want to remove the thing circled here: https://imgur.com/a/eQR2tY2; Using imgur so I don't spam the chat with a really tall image)
@grim ore gotcha i'll take a look
I think that could be very viable!
The general idea is i would like to check that all variables are false and inactive hence the player is able to execute an action
say player presses 2 to swap weapon
it needs to check that the player is neither ,stunned, knockedown or dazed before it allows the player to carry on. If any are found to be true it would print string a text warning the player they are unable to perform this action
i'm having some (rendering) problems with unreal engline 4.20
i'll send a picture
video*
hey all - I've got a question - with the virtual studio setup, is the ONLY way to have an input currently is to use an AJA card?
can anybody tell me how to make my player climb through window instantly once spacebar is pressed
or can you use say the elgato HD60 pro?
Iโll try
how strange. I recently reinstalled UE4 on the new PC and I'm going over some basic tutorials to get my bearrings again. For some reason I cannot for the life of me figure out how to get pilot mode on cameras to work. Its always greyed out and I recall having to do something to enable it
oh nevermind its a bug. You gotta close and re-open the project and it works just fine.
@bleak galleon based on the documentation and the plugin its an AJA only card for that
that's super unfortunate
Anyone knows how I could make "Dandelions" fly as shown in here: https://youtu.be/6ja1GdtZy40?t=5m43s
Conifer Foliage used in the video can be found here https://www.unrealengine.com/marketplace/conifer-forest-collection. You can visit their website here www....
I mean these flowers: http://prntscr.com/kfdp9y
They are flying. I don't know how they are called in english. Also, can I make them in speedtree or something ?
particle system I'm guessing
And you think the flowers are modelled by hand ? @opal ocean
Btw how the heck are those called ?
I'm not a native english speaker
For a brief moment I thought about changing my boolean return nomenclature from "success" to "WeGucci" but then the brain aneurysm passed.
guys can anybody tell me how to make player climb window instantly when spacebar is pressed
very carefully
can i make a question ?
Hi everyone, I have a problem with skeleton mesh collision, in Pawn class blueprint. Whatever I do, I'm not succeding to activate the collision
@obtuse dust is it a object?
or character?
guys can anybody tell me how to make player climb window instantly when spacebar is pressed
?? please
it's a character,
more specefic, a helicopter
instantly @crude jasper
Yes, I have an animation on it
hmmm
maybe add a box collision next to the window
when you're in it
a boolean is set true
but thing is
when you jump and if the boolean is true
