#ue4-general

1 messages · Page 288 of 1

astral marsh
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i only want to do it

crude jasper
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sets relative location

astral marsh
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when space bar

crude jasper
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ye

astral marsh
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is pressed

crude jasper
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you need to communicate between blueprints thats the problem

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more or less

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wait a sec

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this works more or less ?

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i guess its more of the Core idea

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but if you work with that

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maybe it could work

astral marsh
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yea

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but i need to create

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like

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duplicate

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each and every single

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window

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for setting the location

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and even for coming back

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to

crude jasper
#

that you gotta figure out XD

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but it shouldnt be too hard

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its just

astral marsh
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Gate node should help

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tho

crude jasper
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if you wanna do it simple

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just create for each direction

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and that is

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4 directions

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depending on the window direction

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so 4 Box collisions

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but that is

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if you do it the simple way

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i bet if you think about it

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you can do it to work with just one

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good luck 😃

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Guys

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anyone know

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why this is failing ?

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not that

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this

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This

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For some reason

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it works when im near to the AII

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but i dint do anything to limit do to distance

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any tips ?

astral marsh
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use on see pawn

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are you trying to make him chase you?

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no wait

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As Third person character

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attach it to target actor

crude jasper
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I did that

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Its the same reference

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Cast to third person

astral marsh
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are you trying to make him chase?

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like

crude jasper
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ye

astral marsh
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chase u

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use on see pawn!

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not on hear noise

crude jasper
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Basically when it HEARS me :p

astral marsh
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oo

crude jasper
#

it's supposed to go to my location

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my last location

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since it only updates once

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But

astral marsh
crude jasper
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it only works at some distance

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but i know he is hearing me

astral marsh
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okay i found out

crude jasper
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its just failing for some reason

astral marsh
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can you show me further nodes?"

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showing me through screenshare

crude jasper
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they dont rly matter but sure

astral marsh
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can help

crude jasper
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kay

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so private call ?

astral marsh
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yes

plush yew
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hello guys I want to make register page it will be widget (UI)

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maked it but now I must to setting it the bp what to type

dire storm
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Hiya team. I have a few questions about collections of assets. I've been playing around with content examples and some tutorials getting my feet wet. What process do you use (for assets such as static meshes and materials) to quickly try out and build levels with all of the content. Do you migrate all of the assets from the content examples to your new project one at a time or do you have a master asset folder? It seems kinda silly to open every example and dig through to migrate everything one at a time to a new practice project every time.

crude jasper
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so you wanna migrate several things ?

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If you wanna migrate several things

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Create a folder where you have them

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In the project you have the thigns you wanna migrate

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Copy them and put it in the folder

plush yew
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I created two variables one for password an one for username- they are string-right/ an now ow to do to the user enters his username and password in bp?

crude jasper
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Migrate the folder

plush yew
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for now is this

crude jasper
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idk Ilian

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havent done that

plush yew
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okay I will wait for other answers

dire storm
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@crude jasper so can I use that folder as like a master folder and shove all the content I want into it from every example I want to collect content from. Basically I'm looking to make easy to access collections of everything I wanna play with. So I open a new project and say "I wanna play with hand painted assets today" and I can include a folder with all the assets that have that kinda stuff

obtuse dust
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Hey guys, I have a problem with skeleton mesh collision, in Pawn class blueprint. Whatever I do, I'm not succeding to activate the collision

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does anyone now how can I fix it?

plush yew
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you can add custom collusion

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can you send here screenshot?

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are you went here?

obtuse dust
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I'm dealing with skeleton mesh

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and, I'm using animations, with all it's blendspaces, blueprints, state machines

plush yew
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a

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sorry

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I can't help with the aniumations and animations bp-and this ust you write in #animation because of the animations-ok?

obtuse dust
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o no, it's not animation problem

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animation work all well

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It's collision

plush yew
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a okay

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so stay here

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lol

obtuse dust
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ok

digital anchor
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do you have a physics asset

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eighter that or a simple collision on your blueprint like a sphere collision

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depends on what you want to collide

obtuse dust
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yeah, I add collision component, and set it to BlockAll

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but is still failing to collide

digital anchor
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and whatever its trying to collide with, is it set to block the pawn?

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if the pawn blocks all, and the other thing ignores, it will go through

obtuse dust
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it is set to BlockAll

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everything is BlockAll and it still isn't working

ancient tulip
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hey, I'm having a problem with C++ programming a stamina system if anyone here can help?

digital anchor
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just ask here or better on #cpp

plush yew
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not here @ancient tulip in #cpp

ancient tulip
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okay thank you

obtuse dust
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so? maybe I can share a screen so you can take a closer look?

plush yew
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yes

digital anchor
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screenshot the pawn on the world

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and send here

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the pawn's collision settings*

obtuse dust
digital anchor
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click on it and show the settings

obtuse dust
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maybe, I open the blueprint?

digital anchor
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no, they are different

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blueprint is the default, on the world they can be modified, send the one in the world

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to make sure

obtuse dust
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ummm, wrong one

digital anchor
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xd

obtuse dust
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there it is:)

wispy raven
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guys

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i need some help

digital anchor
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gotta click the collision component to show up on the tabs, sorry

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though they would show up there

obtuse dust
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maybe, I just do screen sharing?

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it's way faster

digital anchor
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try making the collision the root

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and the mesh a child

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(just drag drop the collision onto the mesh component)

obtuse dust
digital anchor
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huuuuuuuuummm

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maybe its how are you moving him? if you are just force setting its position it will ignore collisions

obtuse dust
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I'll just show the printscreen

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this method is really like the Flying template character blueprint

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I'm just changing the current speed var, and it is always moving by current speed

ornate forge
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after I updated my FPS project from 4.18 to 4.20, the mouse doesn't get automatically captured when I click Play anymore. does anyone know how to fix this?

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I didn't change anything related to input when I was upgrading the engine

digital anchor
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its sweeping, so it would account for collisions, well im out of ideas, with both blocking all it should be working...

dense patio
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Anybody else notice that the preview items are all bugged in 4.20?

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you cant clear them without clearing all? and when you rename a socket the preview items fall to the bottom of the hierarchy list? Is this just me seeing this? or is it a wider problem?

peak laurel
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i need help - i'm setting up my landscape mat and i have a "fire grass" layer how do i make only THAT layer emmisive?

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if i'm using layer blends

unreal shore
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Hey please if someone can.. i need help

digital anchor
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just ask

vale halo
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When you figure out what a part of the Engine does by reading a fortnite blog 🤦

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(Something called EpicGames.MCP.Analyticsprovider // AnalyticsProviderET; Pretty much one of Epic's databases)

dire storm
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Soooo if you delete crap assets that no longer are usable from your vault cache folder does it just repopulate every time from the launcher. So many out of date assets and whatnot I don't wanna comb through 😦

grim sinew
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No, only when you want to use them again does it redownload

dire storm
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You can still redownload ones you've paid for though correct? @grim sinew Thanks for the help

grim sinew
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Yes, any time you want

vale halo
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Assuming you still have access to the account you should indeed be able to 👍

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(Same applies for the free ones you've purchased 😉 )

dire storm
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when I first downloaded UE4 I put everything in the world that was free in my vault not realizing the pain in the butt it is to get rid of it for out of date stuff (I didn't even know stuff could go out of date back then lol)

grim sinew
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Nah you're good, I clean out my vault cache all the time

vale halo
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Most assets (other than plugins) tend to update reasonably well, but bummer some don't update

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And the joys of when you're new to a tool 😂

dire storm
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also it appears you can add out of date stuff to newer versions of the engine... like the starter animation pack works with 4.20 even though it says not compatible

grim sinew
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Yeah, you can, just it's not updated so no promises it'll work

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For art, usually it does

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I've never seen a situation where art won't work on a newer version, only heard one person tell me it happened to him once a while ago

dire storm
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I finally finished my summer semester and also got a new computer so I'm dedicating the next 2 weeks to living inside UE4 and getting very comfortable working in the editor. First step for me is getting really good at navigating in and out and around everything

vale halo
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Nice 👍

dire storm
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apparently I populated my vault from a hidden file from my last HD... so I gotta find where its getting all this outdated crap because there is NOTHING in my new install folder lol

vale halo
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You may want to consider joining in on the summer jam if you have the time - game jams are generally great experiences to learn new things and to apply what you've learnt in a small(-ish)/quick(-ish) project

dire storm
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Nothing super fancy on the new computer. Ryzen 5 2600x and a budget EVGA 1080 SC

vale halo
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< Nothing too fancy
< budget 1080
😂

dire storm
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you know I would do that but I really don't feel comfortable yet. I do need some UE4 friends though after I finish my 700 hours of tutorials 😃

vale halo
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And a 2600x is pretty nice - though I guess you're less of a programmer, right?

dire storm
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the 1080 I got was 400 bucks

vale halo
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Nice

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Hm, even retail's come down to notquiteMSRPbutstillprettynice™

dire storm
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I'm focusing on programming but I want to understand ue4 on a general level first

vale halo
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Hm, I guess a 2600x does have 6 cores 🤔 I somehow had 4 in my head 🤦

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And nice 👍 If you're doing c++ UE4 programming I'd say knowing how to do (basic) stuff in BP + knowing non-UE4 c++ is probably benifitial too

dire storm
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I wanted too get the 2700x but it was sold out when my computer died... and I asked myself if I really needed it or I could get the Ryzen 5 for 200 bucks on door buster sale

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I like the BP system and it mostly makes sense. Obviously lots of practice needed. I've followed along quite a bit on tutorials. There's so many freaking options learning what everything does is a big chore. I wanna focus on C++ mostly however. Its what I'm gearing for in school.

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what the hell. Just searched all my drives and I cannot find where the hell my vault is populating from. I guess its getting some from the interwebs

topaz pebble
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where is UE4 editor supposed to be installed? i moved it, and now i get an error when i try to launch. it's LS-0014 if you're wondering, but i'm fairly certain it's because i changed the path of UE4editor

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🙏

plush yew
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@topaz pebble you usually dont wana change the UE4 engine path unless you are doing a source build

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if you installed from the launcher the default path on mac is /Users/Shared/UnrealEngine/version/Engine/Binaries but if you cant access the binary you should just reinstall the engine from launcher

topaz pebble
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ah, okay. i will just reinstall

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thank you

plush yew
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ok cool

hot ledge
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theres this funtion of jumping called wasjumping in character.h but i want to customize it like i want to check some stuff before it fires but i dont want to edit the original file can someone help me

short onyx
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What's best way to save Int and Float in a file? (for save option value in a widget)

cloud cobalt
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Json serializer

short onyx
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In BP *

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xD

cloud cobalt
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Full BLueprint only gets you so far

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Look into the save system

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You can do some stuff in BP only

pallid compass
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the pain of weighting low poly models

digital anchor
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was using a UObject with some TArray<TSubclassOf> properties, then i changed to a DataAsset with TSoftClassPtr, everything working fine but when i close the PIE i get an Object from PIE level still referenced. error

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if it rings a bell to anyone

high stone
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Do the newer versions of Autodesk Maya still crash out when you push beyond 8 million polygons?

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File size around 1gb.

plush yew
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have you tried importing to max? 😃

steady hinge
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Enumerators are fun.

dire storm
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man the assets in the kite demo chokin the crap out of my new computer even. Feelsbadman

warm bluff
#

Heyho! So I've been working on this project for welp just a few hours over a week I guess, I would like to ask you guys, what Post Process effects would YOU use for this kind of game to give it a nicer feeling/look? 😄 also critics are much appreacated or suggestions for anything else to improve, still planning to add more stuff (and of course change the obstacles coming at ya lol) I wanna add next a speed up button so u move faster and maybe some turn animations? eh will see.. but I'd say for a week of work only, it turned out pretty well! 😄 So again, would love some post process suggestions for this! Thaaanks! (oh ps: Main idea of the game is that you have to deliver something to destiantion in middle of a hurricane/tornado lelelelel ;D cuz why tf not! Cheers!
https://www.youtube.com/watch?v=sPWMNIy1VcQ 😄 :3

Ey guys! So It's been a week since I started working on this project :) just wanted to share it with ya and see if you guys got any suggestions! basic idea i...

▶ Play video
shell kettle
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Why are there no alignment options for nodes in the material editor?

wispy raven
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So, no fix for the ue4.20 visual glitch?

high stone
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@plush yew I only have Maya 2008, Maya 6.

plush yew
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ah yeah i remember now

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@high stone you heard about the datasmith plugin for autodesk right, might help if u are doing imports

high stone
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I shall look that up. (:

plush yew
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it preserves materials and lighting and stuff

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from a maya scene or 3ds max scene

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and you dont have to re do the connections in unreal

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really high level image of concept

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thats the 3ds max pipeline, but i believe they have it for maya too

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ah nevermind it looks like it's in a planned update maybe few months 😦

balmy cypress
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Just posting this here so you all know there are fates worse than death, and it looks like this.

plush yew
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lol that's like a cat or hairball or something @balmy cypress

high stone
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Looks like 6+ million is still the limit. Not going to have a fun time working with 100 billion faces.

dire storm
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anyone else have issues with the kite demo assets freezing out UE4 editor? I'm not maxing out the pc. Checked profiler and everything not even going above 25% usage on memory, cpu, gpu. When I try to use the meshes it just locks up.

lean bloom
#

!ghelp

short night
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Can someone help me with a Save glitch this is really bugging me

hidden berry
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@dire storm yeah, its meant too run on high end PCs, ive read from people that even have high end PCs that it still takes about 15 minutes too load up

dire storm
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@hidden berry ty 😃

hidden berry
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np, i tried opening it, and it took 35 minutes lol

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it was very underwhelming anyways

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dont waste the time

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can anyone assist me on linking my hotbar and inventory together? or point me too a resource that shows me how?

dim arch
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hey just noticed a bug in 4.20

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if you use 'remove unused variables' from a parent class, but if the child uses them, then it will remove them and break the child class

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idk if anyone else has that issue

sinful umbra
dire storm
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Just got finished ripping assets and tinkering around in Zen Garden. Def going back to get a closer look at the blueprints. I really love that map

shell kettle
#

Hey guys. Not sure if this is a problem, but it's a potential issue I wanted to run by others with more experience. So I'm using post processing to highlight players behind walls and other objects. I also wanted to add a material that outlines specific players as red or blue (depending on team). The problem is that I'm not sure how I would apply only one of the two effects to an actor

delicate needle
#

My cube will not Vinterp correctly. My feeling is there is something wrong with delta time, or whatever... What happens, I press 1, and the cube only moves a little bit, if I keep pressing it, it moves again, and again, until it reaches its destination.

livid haven
#

Mate...

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... your ticket event isn't even hooked up.

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You are in fact only running those blue nodes when 1 is pressed.

delicate needle
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i get the same result when I do

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I thought get world delta seconds acted the same

livid haven
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You need to understand the difference between data pins and execution pins/nodes.

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It's not something that comes naturally with blueprints for graph-based programming.

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Stuff is happening, step by step, node by node, following the execution pins.

delicate needle
polar hawk
#

ohno.jpg

livid haven
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Connecting data pin outputs from executable nodes that aren't in the same flow of execution doesn't make any sense.

delicate needle
#

okay

livid haven
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You don't just start taking executable nodes and grabbing their data pins when they're not even executing.

polar hawk
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You gotsta drag the white thingy from the red thingy to the other white thingy cuz your first white thingy is whack

delicate needle
#

I'm not as retarded as this question makes me look.

livid haven
#

Not retarded, just lacking some critical fundamental knowledge.

polar hawk
#

white lines do things

delicate needle
#

I would have assumed I was dealing with some recursive functiong stuff

polar hawk
#

like cocaine

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colored lines carry things

livid haven
#

Not at all

polar hawk
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like [metaphor]

livid haven
#

The problem is you're just dropping nodes in that maybe sound like what you want, but you don't actually understand how things work/happen.

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The data pins on a node get set when that node executes.

delicate needle
#

Thank you for the help, but bull shit, enter voice chat and you can better understand how stupid I am and am not

weary basalt
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Allar is knowledge

livid haven
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Ugh... fine...

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But I'm not hanging out long, I need to run.

polar hawk
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im telling you

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white lines do things

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colored lines carry things

plush yew
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exec vs variables

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i didnt understand exec flow until i made a custom node with exec pins lol. jk

weary basalt
#

Maybe get him to turn on the Line Arrows will help?

plush yew
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i figured that out. i am just glad its node based

polar hawk
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line arrows are so ugly

weary basalt
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Maybe they think your ugly

polar hawk
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I hope they do

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I hope they are disgusted with me and repel away from me

dim arch
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hey all

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I have a BPActor with a camera component

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it

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its mobillity is set to static for some reason

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but there is no way to change its mobility in the component settings

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if I make a new camera component its going to break all the references in my graph

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any way I can set its mobility?

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ok, well now it's crashing the engine. any way I can recover a blueprint graph?

plush yew
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@dim arch did you use source control for your uasset for the blueprint

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or try to open a project with different unreal version and try to drag in the .uasset into the other version project and open there

dim arch
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ok

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Ill try opening it in another version, but as it's a BP Graph I am not sure if it will load

plush yew
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work?

dim arch
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4.18 cant recognize 4.20 blueprint files

plush yew
#

ahh

dim arch
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and if I open them in 4.20 it crashes the engine

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even in a new project

plush yew
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i thoguth maybe you were using 4.19 and could try in 4.20

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you might have to redo graph

dim arch
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my camera component randomly set its mobility to static

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and now my project wont load

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gg

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if I load any graph with the actor referenced it crashes the engine

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well, looks like I need to setup a svn for this local project

plush yew
#

yeah

dim arch
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so I can roll back changes like this

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is there a guide somewhere?

plush yew
#

yes

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i made one

dim arch
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I literally just lost 3 days of work and cant even open the BP graphs to reference them

plush yew
dim arch
#

because some component randomly corrupted itself

plush yew
#

i use sourcetree

dim arch
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I am using github desktop

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that can make local repos right

plush yew
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oh that ref is on the bottom

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i used to use that

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but switched

dim arch
#

yeah I used sourcetree for a unity project, its pretty good

plush yew
#

if you set the .gitignore properly then you will lower the footprint

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as you know

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well yeah so u know then lol

dim arch
#

so will it branch every time I save?

plush yew
#

i am still confused as to why you can't like remove the offending .uasset from the project?

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like why does it crash the engine when you open it

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is it tied to the main map? then go into the ini file and change defaults

dim arch
#

it doesnt crash the engine on load, but when I load a map which references the actor or any BP class

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it crashes

plush yew
#

ah

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ok

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and yes it just does commits it doesnt auto branch

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you have to specify that in the ui to branch out

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added splash damage to my explosive items

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i just write in each change in the commit line as i do them

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then once i have like say 5 changes i commit

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i dont commit everyday haha, some people do though

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i actually had to roll back once

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and it worked in sourcetree

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i tried to do a rollback in github desktop and something didnt work right when i tried it as a test

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but maybe i had the setup wrong

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sourcetree rollback worked though

dim arch
#

hmm ok

plush yew
#

you should try to write down everything you remember doing as quick as you can so you can re-input it haha

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or something

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now that it's coded you know generally where the stuff was i am assuming

dim arch
#

yeah

plush yew
#

thats never happened to me. i have been lucky so far. i would hate data loss like that

dim arch
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first time for me too

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to have it fuck up so badly

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I am gonna try github desktop

plush yew
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ah its okay happens

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k

dim arch
#

but

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you cant branch from the engine?

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it has to be done manually in the client

plush yew
#

oh you mean from within unreal UI?

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let me check holdon

dim arch
#

I know there is a connect to source control option

plush yew
#

yes you can

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source control -> submit to source control -> label commit there

dim arch
#

but I have to setup a local perforce/git server right

plush yew
dim arch
#

thanks

plush yew
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at that time there it describes it

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so you just gotta get the git binary

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from the scm site

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connect it in unreal

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but honestly i dont connect it there

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i just get the git binary, use sourcetree and enter into sourcetree what i need to

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i have 3 screens so i can do that

dim arch
#

yeah

plush yew
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i like seeing what files changed

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on my right screen

dim arch
#

emm

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probably best as this project may be distributed later

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to just set up a git repo now

plush yew
#

you can do a local git repo to save cost

dim arch
#

yeah

plush yew
#

once you do collab then you can pay for cloud storage or host your own server

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my friend Miscni hosts his own

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you can ask him when you get there

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i do two tier backups

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one with git

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and one with physical backups every month

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so i completely save on cloud costs

dim arch
#

alright,t hanks

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Ill try that now

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pretty crazy that I lost all that data because one component bugged out tho

plush yew
#

yeah

dim arch
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deleted intermediate folder etc but yeah

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unless I can modify the .uasset and fix it its gg

plush yew
#

are you using 4.20?

dim arch
#

yep

plush yew
#

maybe try opening it in 4.20.1? 😃

dim arch
#

its buggy af

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nah in 4.20.1

plush yew
#

ah ok

dim arch
#

I am using the @productviewer template

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but apparently they updated it to 4.20 and removed it from 4.19 😒

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its a template with some functionality used for unreal studio

plush yew
#

i never used that unreal studio thing before

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i want to try datasmith though it has some good transition stuff for getting materials from 3ds max to unreal

dim arch
#

I am just using it for the BP template it ships with, not sure what additional functionality it has

leaden dust
#

Why does unreal f up so often

plush yew
#

the reference of the GameHUD << what does that mean? what is a reference of a class?

leaden dust
grim sinew
#

Invalid pointer, the object it's trying to reference doesn't exist

leaden dust
#

@grim sinew here is the node

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its referring to

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its a coin blueprint

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I have a bunch of em put up in the level

#

the error pops up randomly

grim sinew
#

It's not randomly.

leaden dust
#

sometimes after collecting 1 or 4 or 3 coins

#

not a specific no. of coins

grim sinew
#

As I just told you, that error only pops up when the actor it's pointing to does not exist.

leaden dust
#

Should I try removing the destroy actor node

grim sinew
#

Go right ahead, it'll probably fix the error

leaden dust
#

it doesnt

#

fix it

#

anything else?

grim sinew
#

Did you read the message?

#

Like, actually read it, not just clicking on stuff

#

It's telling you, in plain english, what's wrong.

#

It can't find the player sphere.

#

When it's trying to set the actor location

leaden dust
#

Yeah

#

I did

grim sinew
#

Oh I see what you might have done wrong. Alright, so try and debug this, look at your execution of your nodes

leaden dust
#

but the player sphere is not getting destrpyed or anything

grim sinew
#

Think about how it's actually executing things.

leaden dust
#

I am not very good but I'll try

grim sinew
#

Follow the order things are being executed in your head, look at it

#

Here you go, see anything that might be not working right in the logic?

#

You're making a closed loop between set actor location and the lerp, and follow the pins. It's reliant on a cast outside of the loop that you didn't save as a variable.

#

That might be the problem, try promoting the player sphere reference to a variable, that's why it's getting lost in the loop. It only has a temporary reference.

whole quarry
#

grabs some popcorn

leaden dust
#

I tried making it

languid shard
#

🍿

leaden dust
#

A reference

#

when you told me to check

#

I am going to test it

#

I accidentlaly plced another copy

#

Of the blueprint

whole quarry
#

oh i see the problem

#

lol

grim sinew
#

On paper, that makes the most sense to me as to what might be going wrong

#

Let's see if it is, test it

whole quarry
#

somewhere there should be a check if something ==

leaden dust
#

yeah fixed it

#

It fixed it

#

I forgot to make the reference

#

I got it as soon as I got to checking it

#

It seemed to me there were too many player casts as there were too many coins

#

But whatever

#

I shouldn't blab

#

Thank you very much

grim sinew
#

Also in general, try not to tick casts, I'm told they're pretty expensive to do a lot like that

#

Doing it once and saving it is preferable if you're going to do it a lot

leaden dust
#

I am not ticking casts

grim sinew
#

Your original logic was trying to, that lerp runs on tick

leaden dust
#

the cast is always outside the loop

grim sinew
#

Not what I... nevermind

whole quarry
#

still no == check though

grim sinew
#

===================

whole quarry
#

======================

grim sinew
#

=-=

whole quarry
#

want some popcorn too?

grim sinew
#

🍿

#

Usually I save the popcorn for things even I won't touch

leaden dust
#

@grim sinew what were you trying to say?

#

Am sorry if I interrupted

grim sinew
#

Your internal logic was trying to pull the result of a cast every tick. Even if what you did worked, it would have only worked if you were ticking that cast. Thought that might have been what you were going for.

whole quarry
#

beside the tick, you don't know if the actor that performs the overlap is always the player

leaden dust
#

It was connected to overlap node how would it tick every frame then?

#

I mean every tick'

whole quarry
#

timeline update = tick

leaden dust
#

Where did you guys see the cast inside the loop?

#

it was never there

#

Check out my ifrst image

#

its inside the loop

#

I mean outside lol

whole quarry
#

here, spoiler alert

leaden dust
#

ohk

#

thx

whole quarry
#

that will be €30,- for troubleshooting trivial

leaden dust
#

I don't have icon for euro lol

#

send me dolla bills

#

💶 💶 💶 💶 💶 💶 💶 💶 💶 💶
💶 💶 💶 💶 💶 💶 💶 💶 💶 💶
💶 💶 💶 💶 💶 💶 💶 💶 💶 💶

#

here you go

#

30 euros

whole quarry
#

grocery store dont accept that 😦

leaden dust
#

uhhh

#

💵 💵 💵 💵 💵 💵 💵 💵 💵 💵
💵 💵 💵 💵 💵 💵 💵 💵 💵 💵
💵 💵 💵 💵 💵 💵 💵 💵 💵 💵

#

What bout this?

#

Do you accept 💳

languid shard
#

how about :paypal:

leaden dust
#

lol emoji not found

#

Well I already gave him 30 euro and 30$

#

that should be nuff

whole quarry
#

emoji != money

leaden dust
#

Actually

#

How is it working every tick'

languid shard
#

ah man if everyone lived with water and emojis

leaden dust
#

I dont understand lol

languid shard
#

tick by default is every frame

leaden dust
#

Look at remco's above image

#

with red boxes

#

He's saying its working every tick

whole quarry
#

no, i said: timeline update = tick

#

when the timeline is active, the Update runs every tick

leaden dust
#

The cast isn't in the timeline update is it?

whole quarry
#

no, but its reference is

leaden dust
#

How else am I supposed to do it then

#

Any alternatives/

#

??

#

its a blueprint for coin

whole quarry
#

OnComponentOverlapBegin -> Other Actor == Get PlayerPawn -> Set PlayerReference

leaden dust
#

then how do I check if the player is the thing which overlapped

whole quarry
#

🤦

leaden dust
#

@whole quarry did I miss something?

#

Why the 🤦

whole quarry
#

I dont like hardcoding stuff, GetPlayerPawn is better

leaden dust
#

ohkk

#

@whole quarry uhhh

#

there is problem

#

I am supposed to get position for a component of my player sphere

#

I can't do that with a pawn reference

whole quarry
#

GetPlayerPawn -> CastToPlayerSphere ?

leaden dust
#

ok

whole quarry
#

oh btw, when the actor is being overlapped during that timeline, it will start that Overlap event again

leaden dust
#

@whole quarry wut?

plush yew
#

🍾

plush yew
#

Blueprint Runtime Error: "Accessed None trying to read property GameHUD". Blueprint: Statue Function: Execute Ubergraph Statue Graph: EventGraph Node: Branch

#

what is the problem?

grim sinew
#

It's like I didn't just get through explaining this

#

"Accessed none trying to..." is an invalid pointer error. The object it's looking for doesn't exist at the time the code runs.

plush yew
#

o.o

#

this heat tis killing my brain cells

#

i am in germany 😭

dim arch
#

you are probably referencing an empy object not the instance in the game

grim sinew
#

pff

#

A mystery I may never solve

#

This is why I stopped bothering with the forums and answerhub. It's the same 10 questions over and over since the engine came out

#

And now it's happening here too, because searching for answers here is even harder

whole quarry
#

Its always a blurry line of how far you can go or say fck it

#

Some say they want help, but they actually want a step-by-step mentoring guide for free

grim sinew
#

You can usually tell when that switch ticks in my mind from "I'll help" to "fuck it". It's usually when I just start messing with people.

#

If it looks like someone just wants free mentoring, that's usually when it happens. That or the rare time I get someone that deliberately does the opposite of everything I suggest and continues to complain.

whole quarry
#

uff yea, those are the worst

#

or when you awnser something with full explanation on how it works, and a hour later they drop the exact same question

#

.>

grim sinew
#

I've seen someone do that for a month

#

Like, a whole month. The same question, answered multiple times, without any attempt at doing what they were told would work.

whole quarry
#

A rule should be introduced "Answer a question before you ask one" 😛

grim sinew
#

lmao

#

Nah, I do see the validity of letting new users ask questions, just... check google before you ask or something, for the love of god. We aren't here to be your personal google secretaries.

#

So many questions can just be answered by googling the problem, word for word

whole quarry
#

'they' think people here are all knowning and shake the knowledge out of their sleeves

tall pendant
#

they're just too lazy to search for answers by themselves.

vale halo
#

Wait.....you guys aren't all knowing? And you guys really don't shake the knowledge out of your sleeves? 😮

#

My life is a lie kappa

grim sinew
#

I mean, I'm all knowing, I don't know about the rest of you.

#

broken shadow
#

reads the text and eats some jelly... wait.

grim sinew
#

Jelly stop being a cannibal

whole quarry
#

I just slap my wife at the back of her head and a ticket prints out of her mouth with the answer 😃

broken shadow
#

LOL WTF

whole quarry
#

my wife knows all and is always right, works perfectly ¯_(ツ)_/¯

grim sinew
#

The worst is when people say "But I DID google it" and I just take a screenshot of the first page of google with 8 results saying the answer

broken shadow
#

lol

dim arch
#

@grim sinew it would be nice if you could link your epic account to discord

broken shadow
#

I'm researching animal/quadruped collision and my repeat google result(s) have been creating my own C++ code for movement and collision.

Although in my case it's pretty niche topic with no other answers, realistically

grim sinew
#

Oh god no, I wouldn't want that

dim arch
#

dont you need a certain amount of karma to even post on the answerhub

broken shadow
#

10,000 lines of code for movement component apparently.

The more I read into animal/quadruped collision, the more I appreciate why basically any game featuring creatures, even those featuring them prominently, just accept the nature of capsule & movement components as is and work around it

#

Or I'm being overly generous to janky games.

#

One or the other.

dawn linden
#

No doubt that it's difficult, but I think it's lame that there's been so little advancement in that respect. Even triple A studios are apparently happy to have stuff head and tail blatantly clip through geometry.

broken shadow
#

It's appreciable why it would be let alone - I'm staring down potentially a lot of code for relatively little gain.

The only time it would represent a serious benefit is when you are dealing with animals in tight quarters. Like caves, or inside buildings.

#

For now, I'll call it a dream for when I'm more experienced. With both C++ and general software development.

vale halo
#

You'd need to keep performance in mind too

#

Since you'll have to do a lot more processing every physics tick, so lets say 15-30 or so time sper second. If you have something like 15 animals near you that you want to simulate accurately, I'd say it probably starts adding up

dawn linden
#

For indie's trying to solve it themselves, yeah most likely not worth it. I just find it bizarre that the industry as a whole (including players) are so obsessed with ever higher fidelity visuals, but don't mind totally immersion breaking stuff like creatures heads stuck inside walls.

broken shadow
#

Yeah. The lead developer of Ghost of a Tale also pointed out that vegetation interaction is also neglected (and got his own custom solution working for it too, in Unity)

grim sinew
#

Vegetation interaction peaked with crysis 3 and hasn't budged since

#

It's just not a focus really

broken shadow
#

In my case, the only thing I really want is just simply to stop the character from clipping half its body through a wall until it runs into the capsule component

#

Anything else like more involved IK & so on isn't the primary goal

#

It's strictly collision

plush yew
#

@dim arch referencing an empty object, not the instance inthe game

#

hohw do i find the empty object?

#

o.o

grim sinew
#

It's telling you, in the error message.

plush yew
#

there is nothing emptty

#

o.o

#

and how can google help me with that?

grim sinew
#

.....nope, I'm out before I'm gonna say something mean. Wish you luck! XD

dim arch
#

you are referencing the HUD object which the class creates by default, not the instanced version in the level

broken shadow
#

Seems like a lot of questions related to horizontal/animal character collision also mix the waters with "quadruped"

#

Quadruped is a different beast from just simply having collision that works to prevent a horizontal character from going through level geometry & objects.

#

The stars are pointing me towards nosediving into it, throwing stuff at the wall, and seeing what sticks.

#

If anything crashes, that means something's happening

plush yew
#

eh.. toku

#

so what shouldd i do ? o.o

cloud cobalt
#

Do you understand the problem ?

plush yew
#

no

cloud cobalt
#

So the error messages tells you the property you're trying to use isn't set to anything

#

Sounds like you never put anything in that GameHUD thing

cloud cobalt
#

There isn't - that's what the log says. This is the fact you need to work from.

#

I just see a variable here.

#

Where do you create your Game HUD instance and set this variable to it ?

#

Components / actors / blueprint etc are not created just because a variable exists

#

The variable is actually just a pointer to one

plush yew
#

the object type is GameHhud

cloud cobalt
#

Sure

#

So how do you create the instance ?

plush yew
#

and there is bp for it

cloud cobalt
#

A Blueprint is a class - it's not an instance

#

It's just a schematic for an object

#

a blueprint

#

You need to actually create that object at some point

#

Put one in the level, spawn it from code, etc

plush yew
#

the tutorial didn't tell me that...

cloud cobalt
#

I don't write the tutorials

plush yew
#

so i just need to put the gamehud Bp in the level?

#

but why does it need a instance?

#

i set it as HUD

#

and placaing gamehud in world doesn#t work oO

#

oh it is native parent HUB

leaden dust
#

@plush yew may I know your problem?

plush yew
#

problem: game doesn't work. kappaross

cloud cobalt
#

@plush yew objects don't exist out of thin air

leaden dust
#

new name

#

should work

cloud cobalt
#

Creating a GameHUD variable just creates a pointer to an instance of a GameHUD

#

You need yo A) create a GameHUD somehow and B) set your GameHUD variable to it

plush yew
#

its my own gamehud, not just any

cloud cobalt
#

You need to create an INSTANCE of a gameHUD

#

and set your variable to it

cloud cobalt
#

That's not an instance

#

That's a variable pointing to an instance of it

#

You still need to create the instance in question

grim sinew
#

@cloud cobalt You have so much more patience than me, I am glad you're here

plush yew
#

how can i create a instance of a hud class?

#

O_O

cloud cobalt
#

Spawn method if it's an actor

#

If it's a component, you can create it from the actor Blueprint

#

It looks like you have a hard time understanding the difference between a variable, a class, and an instance - you should really look into that

#

Blueprint is programming, if only visual programming

dim arch
#

when you start simulating a level the engine creates an instance of those classess

#

which are specified in project settings

plush yew
#

a variable is something which contains numbers, text. a class is.. eh.. a blueprint.. (how confusing) a instance is a thing you created via a class

vivid girder
#

So I know that BSP isn't supposed to be great

#

But...

dim arch
#

those are created as instances when you start a game

grim sinew
#

I'm going to guess your BSP construction history might be out of order for that

vivid girder
#

Yea, how is that still how it's implemented?

dim arch
#

this specifies which classes are spawned

cloud cobalt
#

@plush yew In this case, the HUD instance is automatically created from the Blueprint class you set in the project settings, like @dim arch said

#

You just need to get that instance and set it to your variable

vivid girder
#

BSP is still pretty commonly used

cloud cobalt
#

BSP sucks big time, haven't used it in a decade

#

It's been out of favor even since UE3

vivid girder
#

Still, for level designers, that's a necessity

cloud cobalt
#

It's not

dim arch
#

@cloud cobalt what is the best method to get that instance?

cloud cobalt
#

You can use regular meshes

grim sinew
#

BSP has construction history, that's just how it works. That's how it always works.

dim arch
#

I would usually use getallactorsofclass on beginplay

#

and set it as a var

grim sinew
#

And seriously, yeah just use regular meshes.

cloud cobalt
#

@dim arch To get the HUD instance, you might do player controller -> get HUD

#

And cast it to your specific class

vivid girder
#

The materials will be terrible for everything

dim arch
#

hmm ok

vivid girder
#

Stretched LMs and color uvs

dim arch
#

ye that is another way I guess

cloud cobalt
#

Materials will be terrible with BSP too

vivid girder
#

At least not stretched

plush yew
#

ok. my brain is... steaming.. i prefer to fly a helicopter now ....

vivid girder
#

And i'm willing to sacrifice vertex painting. Don't use tessellation at all, so no loss there

#

But without BSP I don't see a good way to create a highly realistic house prototype in a short amount of time

#

Unless I have a ton of modular pieces

cloud cobalt
#

Static meshes + auto-scaling materials

plush yew
#

@cloud cobalt thank you for your endurance

vivid girder
#

World position based uvs?

cloud cobalt
#

Yup, for example

#

Or like you said, a set of modular assets

vivid girder
#

I've used them, but thought it'd be better to not have that calculation in all the game materials

grim sinew
#

It's better than BSP

#

BSP can't cull

#

At all

vivid girder
#

What about LMs?

grim sinew
#

It's one massive mesh

vivid girder
#

BSPs can cull the whole mesh if it's a workable size

cloud cobalt
#

The key thing here is whether you're prototyping (doesn't need realism, great lightmaps, or even real materials) or doing production

#

BSP sucks at both

vivid girder
#

The prototype is for graphics not gameplay

#

walking sim

grim sinew
#

Why would you ever want BSPs for graphics when they can't even have smooth normals

plush yew
#

World position based UVs is just a few multiplys so you should be safe to use them in whatever

vivid girder
#

walls can hide the seams with modular trim/cornice

#

@plush yew ah, cool

#

Main reason for bsp is walls that allow us to change door openings and window locations on the fly

#

And LMs that don't look like shit

#

Is there a hack for decent LMs without using BSP? But scaling

grim sinew
#

BSP doesn't even fully support lightmaps, you realize

#

The stationary distance field shadows, those really nice and sharp ones, don't work with it

#

At least, last I checked

vivid girder
#

That just for stationary lights?

grim sinew
#

Yes. Like your sun probably is.

#

BSP is antiquated and hasn't had an update in over 10 years. All these new features don't work on it

dim arch
#

I am testing some ui stuff on different mobile devices

#

the html width is different on both

vivid girder
#

BSP hasn't had an update in over 10 years no way

#

that can't be true

grim sinew
#

It is

#

BSP today is exactly as it was even before the UE3

#

Nothing changed

vivid girder
#

Because it was so perfect the first time 👌

grim sinew
#

In fact it's actively worse, less stable than it was

plush yew
#

@vivid girder if you want in game prototyping, there's a mp plugin called meshtool but you have to pay, it's a little pricey. you can extrude static meshes in UE with that

grim sinew
#

Or you can use the mesh tools built into 4.20

vivid girder
#

yea, bout to say

plush yew
#

i never use BSPs personally

vivid girder
#

Didn't .20 have a big update for that?

grim sinew
#

But... this isn't going anywhere, I'm arguing with someone that's delusional. Have fun with your BSPs

plush yew
#

oh are there tools Zero? What are they? i havent seen them yet

#

waiitt

#

lol

grim sinew
#

You need a console command to turn them on

#

But they are built in

plush yew
#

command? pls

grim sinew
#

The ones they showed off at GDC 2017. Works in both desktop and VR mode.

vivid girder
#

+1

plush yew
#

all right i ll try to look for the vid

grim sinew
#

Let me open 4.20 and find it

plush yew
#

ok

grim sinew
#

MeshEditor.Enable

#

That's the command

plush yew
#

cool ill check it out

#

thanks!

vivid girder
#

any idea how to use it?

#

oh shit

grim sinew
#

It's not complicated

vivid girder
#

Immediate crash lol

grim sinew
#

lmao, did 4.20.1 break it?

#

It worked in 4.20 and it's crashing for me now too

#

How did that even happen

#

The hotfix update added a bug!

vivid girder
#

20.1 was worth it for the animation fix tho

#

20.0 completely broke animation fbx's

grim sinew
#

99 engine bugs on the wall, 99 engine bugs... take one down, fix it and commit, 103 engine bugs on the wall...

vivid girder
#

That'll be a great drinking game

grim sinew
#

But yeah, try in 4.20.2 or something, that's the command.

vivid girder
#

But this is awesome either way

#

Supports subtractive meshes?

#

Or you just scale to fit

grim sinew
#

It's a standard modeling toolkit.

vivid girder
#

boolean operations then?

grim sinew
#

Not sure if it supports booleans yet, I didn't use it much. My thoughts on the matter were simple. "Oh, cool. I'd rather use Maya still."

vivid girder
#

My audio guy does level design

#

Maya will never replace bsp lol

sudden agate
#

use the meshtool plugin from marketplace

#

much better than the crap from epic

grim sinew
#

"My audio guy does level design" Wait, wtf? XD

vivid girder
#

@plush yew

#

@sudden agate Is it really worth it for simple stuff?

sudden agate
#

definitively

grim sinew
#

Also Maya already did replace BSP, you're late to the party on that one. There's a reason it's not used anymore in any modern engine and it's getting killed soon in Unreal too.

vivid girder
#

Any specifics?

plush yew
#

i tried using meshtool and it's good for rapid prototyping but you're better off using an external modelling toolset like 3ds max or blender or maya and importing fbx levels or environment base plates @vivid girder

sudden agate
#

as I always say: BSP is perfectly fine for prototyping, but its too buggy even for prototyping

#

subtractive mesh composing (reversible) is the main argument for me to use BSP

plush yew
#

that's one of my levels, it would be hard to do the curve spline halls in meshtool or a native toolset. so you need to use blender or an autodesk product of some sort, maybe houdini

vivid girder
#

@plush yew Modular assets take a few months to get enough different meshes to do everything for us. So BSP is great for walls and simple stuff. That's all we're really looking for. I'm just wondering if that's possible with the unreal meshtool implementation

plush yew
#

you mean with the meshtool i mentioned?

#

or zeroknights one

vivid girder
#

The .20 one

#

built in

plush yew
#

i havent used zeroknights tool he referenced that is native to ue because its new

#

only uised meshtool

vivid girder
#

$50 is super cheap

plush yew
#

also, are you looking for modular assets to random level gen?

#

because there's another tool for that that i tried

#

that is not bad, but still didnt end up using because it took too long to refine

vivid girder
plush yew
#

and pricey as well

vivid girder
#

gonna need to benchmark that with meshtool now it seems

plush yew
#

@vivid girder do u have any autodesk tools or blender?

vivid girder
#

Maya and Blender, Max expired a few months ago and we no longer use it

plush yew
#

if you set the scaling properly in those toolsets it might be most cost effective to use them instead of meshtool actually because i tried mesh tool for about a week and it seemed to be only for basic stuff, but it was helpful and caused no errors

#

so the plus side is its fairly well coded and has no errors

vivid girder
#

So everything you import can be extruded?

plush yew
#

yup it allows face extrude

#

and edge extrude

vivid girder
plush yew
#

you can select muitple faces and it extrudes along normals i believe

grim sinew
#

Normally I don't care about topology in games... but that's impressive even by my standards

plush yew
#

and creates adjoining faces at the sides

vivid girder
#

Any angle-based selection?

plush yew
#

you can also flip normals etc., and yep i believe it has angle select

#

like in max

vivid girder
#

niccceeee

plush yew
#

yeah still though it doesnt have spline extrusion which is why i couldnt use it in the end i needed curved hallways

vivid girder
#

Guessing it's all saved to the instance?

plush yew
#

yep its saved to level

#

umap

vivid girder
#

Sounds like way more than we need

#

Just need to make doorways and window openings

plush yew
#

well if you want to buy it to support the dev maybe its a good idea? lol

#

ah

vivid girder
#

Thanks a ton for the info tho!

#

you too @grim sinew

grim sinew
#

dim arch
#

anyone know why I cant see event triggers in bpp

#

even when they are firing

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the orange line down the event wire that is

viral herald
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hello

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im having some trouble creting a destructable mesh for my fern i made

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here is the static mesh of it

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and here is waht happens

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any ideas of what is going on?

earnest cape
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Is there a way to move everything from one blueprint to another?

plush yew
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yes

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with ctrl "C" and ctrl "V" copy and paste 😉

earnest cape
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but there's so many functions

plush yew
cloud cobalt
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Yeah

broken shadow
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Day 1, took 20 minutes to find CharacterMovementComponent.cpp browsing through Visual Studio

I am 1000% qualified for this

dim arch
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yep

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actually, I am doing something similar

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if you reference your gamehud variable which you set in another graph, make sure to use a delay node because you may not get a reference to it if its on beginplay in another graph

manic pawn
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@broken shadow get visual assist

earnest cape
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I guess I'm just copy pasting all this for the next two days

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lol

plush yew
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@earnest cape you can also make a child blueprint if you want it to inherit from the parent and change only a few properties, i did that for my child AI pawns from one parent with the main movement code. it will take less time if you make a child blueprint since you wont have to re-write everything

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@cloud cobalt i have this get hud since beginniing of earth

cloud cobalt
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Do you still have the problem ?

plush yew
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why still?XD i didnt change anything

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get hud was the whole time there

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but i dont have the error message anymore...

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dunno why

whole quarry
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liar. ue4 didnt even exist at that time.

plush yew
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you or someone else said that you use ue4 since a decade

whole quarry
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doubt it was me

plush yew
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oh no

broken shadow
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CapsuleComponent's code definition is pleasantly small compared to CharacterMovement.cpp

plush yew
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that you dont use bsp since a decade

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jelly what

whole quarry
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been using ue4 for nearly 3 years, no idea how you translate that to a decade ¯_(ツ)_/¯

plush yew
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i didnt say decade 😄

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that was someone else

whole quarry
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perhaps they worked with UDK before

broken shadow
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@plush yew I'm looking at the code involved for making characters move & interact with the world.

I pretty much don't know what I'm doing other than some basic concepts, but I'm looking under the hood anyway just to see what's in there.

plush yew
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eeeh

broken shadow
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@manic pawn Go to implementation is truly a blessing

manic pawn
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yeah

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can't navigate code without visual assist

pallid compass
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u can try 😄

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but it aint gonna be fun

broken shadow
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Once upon a time I did

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Multiple times actually

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Can confirm

iron wadi
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Hi. Can I ask what's the proper way to handle detecting input device changes?
I need to change mouse cursor and binding button prompts when user switches from controller to mouse and vice versa.
Thanks

digital anchor
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for some reason when using a UDataAsset* property inside another UDataAsset, i cant seen to select in the drop down, but works if i Copy paste from another one thats already selected

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looks like a bug

pallid compass
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That sounds like a bug

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what ver u on?

digital anchor
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4.20.1

pallid compass
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Yeah prob bug then

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not getting that in 4.19.0

digital anchor
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ok - i had a DefaultToInstanced on the property's class which wasnt letting me choose

astral marsh
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hello i actually have a ai where it can open a single door i want it to open double door but it is not working can anyone guide me how to do it i'll show you my double door bp through screenshare please?

earnest cape
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@plush yew Ok I'll have to try that, but what I'm doing is converting this 2D character into a 3D character. I guess I could just add a new mesh and drive the animations in the anim bp

wary ferry
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If we use git for version controll of a project and its files, but the users are sharing different systems (mac windows) can there be a problem with the project files?

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i heard there was a problem in earlier version with mac/windows compatibility

astral marsh
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hello i actually have a ai where it can open a single door i want it to open double door but it is not working can anyone guide me how to do it i'll show you my double door bp through screenshare please? [bump}

wary ferry
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@frank escarp

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regarding my question 😃 ty

frank escarp
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1: dont use git, its busted

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2: tell the mac user to get windows

pallid compass
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lmao

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10/10

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so true tho

wary ferry
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ok so what do i use for version controll then? 😄

frank escarp
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perforce

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there is no real other choice

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git is just broken with unreal

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it works, but it explodes in memory extremelly hard

wary ferry
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ok good to know

frank escarp
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unless you have a project that is very very code heavy (lots of code) and has very few assets, its going to explode

wary ferry
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thank you so much for letting me know

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no we will have a lot of asstes

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assets xD

frank escarp
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git stores every version ever of each file

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without compression

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if you have a 5 gb project, and on average commit each file, lets say, 4 times

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then you will have a 20 gb git server

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perforce looks at the changes and only stores what actually changed

manic pawn
frank escarp
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i think thats the default method it talks about

manic pawn
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well yeah

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the one mentioning diffs is only for text

pallid compass
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wth my mesh is not getting generated simple col by default 😮 wut did they change

plush yew
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where can i post for support?

pallid compass
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read the channel names

austere hinge
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Iam completely new to particles in unreal..

Which one i should learn..
Naigara or cascade?

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I know Niagara is new system but it doesn't have many tutorials to get started with it

plush yew
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is it ok if i post a crash report in here?

astral marsh
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@pallid compass just open the static mesh go into the details panel the collision will "project default" do it use complex as simple

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then it should be good i guess

pallid compass
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It wasent that, but thanks anyway, turns out i didnt auto gen for some reason

cursive dirge
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20GB is nothing tho

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and since you don't have to transfer all that when you make a fresh clone, it's even less of a problem

cloud cobalt
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It's more that files don't usually do 5GB

frank escarp
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@cursive dirge until someone inevitably puts a 200 mb texture with whatever format that wasnt being tracked by LFS

cloud cobalt
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Even if you iterate 10 times on a PSD for a texture, you're unlikely to have more than a few GB overall

plush yew
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does anyone know if this is a problem with the game or my pc?

cursive dirge
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@frank escarp then have a nice talk with that someone who can't use VCS 😃

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if it's a solo project, this would mean looking into mirror

frank escarp
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literally every time i tried to use lfs its been a disaster... except with unity

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i used git on an unity project and it worked well

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text assets + not really big source files

verbal schooner
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Guys can anybody help me? I cannot understand what these nodes are

frank escarp
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they are a getter

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you get them by dragging from an object/actor pin (blue) and looking at the "get <whatever>" properties

verbal schooner
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Yeah but in this case they should get if I'm pressing a certain button

trim tapir
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Good meme

verbal schooner
dire storm
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Goooooood morning UE4

earnest pawn
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hey is it possible to have global pointers to class objects in a header somewhere?

cloud cobalt
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Don't do that

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If you're going to have global objects because you don't want to bother with more flexible code, at least use singletons

earnest pawn
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no i dont mean it like that, I have like 10 different FClassFinders and FObjectFinders in my constructors

dire storm
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sometimes I feel like I'm a toddler again, surrounded by other toddlers and there's a few brave souls in here that run around saying "NOOO don't do that" to prevent us from sticking paperclips in the wall outlets 😃

worn granite
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Make a settings object

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Either UDeveloperSettings, or manually register a uobject with the settings module in your game startup.

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At that point, you even get a class picker.

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And it saves to ini

cloud cobalt
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If you have 50 identical assets that are shared across 50 different objects, then yeah, you can do one singleton UObject that holds them all

earnest pawn
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thank you

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also in my character class I have a pointer to a default weapon class which is a pistol so when the player spawns in, he will have a weapon

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but sometimes it doesn't spawn anything cause in my character blueprint the default weapon gets reset to nothing

pallid compass
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Is there a simple method of moving your pawn from A to B?

upper heart
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There is AIMoveTo and MoveToLocation

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if you are talking about AI

astral marsh
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guys i have a ai where it can perform tasks so i created 2 tasks sleeping and fixing car but when i create a task for sitting it doesnt do it idk why

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i use ai move to btw