#ue4-general

1 messages · Page 305 of 1

frank escarp
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you can have a physics handle as the hingle of the door, it locks movement but allows rotation in 1 axis

plush yew
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i have this

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as you can imagine, when touching the door, the player doesn't immediately go trough, we have a delay of 0.xx ms before the door opens

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this normal?

frank escarp
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you could just math it

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have the doors do a distance check, and if the player is close enough, it starts to open

plush yew
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that sounds just like a bigger collision?

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but you mean this still with physics?

frank escarp
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im saying you could have the doors with no physics

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and just have some code to open/close as you get near

plush yew
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hm ok.. :/

pure jacinth
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vsts is surprisingly good for unreal teams

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full tasking, vcs and automated builds with snapshots and monitoring

sudden flax
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I keep getting this

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i've just started using source control with perforce

deep yoke
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Anyone there? I need some c++ help

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I cant make this function work because I cant get access to this variable

grim sinew
deep yoke
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thanks

pallid compass
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@deep yoke cpp and it means you are missing an include

sudden flax
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Does anyone know why when im building my PC shuts off without warning?

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PC spec
Ryzen 5 1500X
8gb ram
980 Strix

heavy falcon
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Checked the temp?

sudden flax
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wheres that?

fierce tulip
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lol

heavy falcon
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Temperature

fierce tulip
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temperature

sudden flax
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ah

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thought you meant temporary

fierce tulip
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i thought temp folder for a second as well hehe

sudden flax
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my thermals are just fine

heavy falcon
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Try CoreTemp (program)

sudden flax
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WC

heavy falcon
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Yeah I thought that of my WC too and it wasnt

fierce tulip
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for all you know its just win10 being a whiney little baby

sudden flax
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Okay so im currently at 45*

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57*

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60*

heavy falcon
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at idle?!

sudden flax
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no

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compiling

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building*

heavy falcon
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what the heck

sudden flax
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i have volumetrics

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and particles 😦

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i havent surpassed 60

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im peaking at 59

heavy falcon
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I'm assuming load is 100%?

sudden flax
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90% 96% 93% and 92$

fierce tulip
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not too hot, but still quite hot.
loadis really high too, ram would help with that a bit

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aaand im afk

sudden flax
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jfc ue4 is weird

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i dont understand why my sky is blue when i have it set to black

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I cant make it dark

austere hinge
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How to fix
Moviescene. Pdb not loaded error

Iam trying to play a sequence through c++ and I added a public dependency module "Moviescene "
Which is required to play sequence..

Then I got that error.. I removed the module and compiled again.. But still getting the same error 😶 😶

ancient sandal
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I have two static mesh components, same UCLASS properties, one is missing location + rotation under transform (scale), the other have all 3, any idea why is that?

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I just deleted and added the same component and now its there.. weird..

lament lotus
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Morning everyone. Extreme beginner here (1 week in). Is there a specific channel I should go to for help?

pallid compass
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most of them are help channels

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just look at there names

safe ivy
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hey there, im following a tutorial on painting ladscapes, now i have made my blended materials and saved, added the material to the landscape so the map gose black but on the left i cant add any layers. iv followed the UE tutorial and it says click on the + symbol next to the spyglass symbol. problem is those symbols are not there. can anyone help please?

plush yew
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I tried in the editor, packaging in 32-bit, 64-bit for shipping. I'm still getting the same result.

grim sinew
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Do you have mouse smoothing on in the project settings?

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Might be messing with it

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It's on by default

plush yew
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Mouse smoothing and FOV scaling were turned off, but Im messing with fov scaling at the moment

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Seems like this could be why the mouse had less precision.... Investigating

wary wave
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Unreal just plain has mouse issues 😦

pallid compass
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THat normally hapenns

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when ur dpi is high af

split stirrup
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hi guys, anyone know a good way to share Blueprints/Assets between projects and keep them updated, something like a plugin or a shared package?

cloud cobalt
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Not easily

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In UE4, it's very easy to change stuff in a file and have the change affect other stuff

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Like, setting a material to a skeletal mesh will set the "skeletal mesh" flag

split stirrup
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What options are there?

grim ore
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Look into creating a feature package that you can keep updated and just import into your project as needed. It';s not going to keep it 1:1 as if you move/delete/rename stuff it won't know to just replace. all the other others are pretty much the same such as migrating from one project to another. Your issue will be if you update something in the new project then bring in a replacement from another project the existing items in the new project might not be set up correctly when you replace it.

split stirrup
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got it, need to be a controlled environment

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probably just keep the code/bp/assets versioned in a separate git project will be enough

soft trench
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Hey I need help for starting

tiny pier
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If I have a static mesh occluding with a collision volume, is there any way to tell how much space is being taken up by the collision? Like units cubed.

lofty nest
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how should I go about marketing my game before and during kickstarter?

fresh epoch
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Is anyone good with ue4 ok with me adding them, in case i have any questions? Cause i need help tomorrow for a problem i encountered, and in general would enjoy having people that are willing to help me improve

fierce tulip
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better to just ask the question 😃

fresh epoch
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I know, but sometimes i prefer to dm because if i forget to check right away, the answer might be lost in a couple hundred other messages

heavy falcon
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Theres a funny invention, it's called a forum 😁

fresh epoch
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Lmao, those take longer to get answers

heavy falcon
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depends on the question and the board, I almost always get answers. But why would it matter you're said you'd probably not be available anyways

fresh epoch
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When i ask the question, I’m usually working on a program, so sometimes i forget about it and continue with my work instead of checking the answer

fierce tulip
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i know you dont mean it that way, but that comes across as if your time is more precious than ours.
you could have had answers by now :p

fresh epoch
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Sorry, i didn’t mean it that way, i just meant like i don’t always check in here, so if i dm someone if they are able to respond, i have an answer I’ll see and have saved within DMs, if they can’t answer or aren’t online, then i ask gc, that’s kinda the way i prefer it

plush yew
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any info to nintendo look in ue?

heavy falcon
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What?

plush yew
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i don't want photorealisticc visuals

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i want nintendo look

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like smg

heavy falcon
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Ohhh

plush yew
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new mario + rabbids game e.g.

fierce tulip
heavy falcon
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I don't

fierce tulip
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to nintendo look in ue4?
as in nintendo visuals? thats all up to your art style and optimizations. not just a random button you enable.

plush yew
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I have no clue how to make that.

fierce tulip
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practice :p

plush yew
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I don#t have a big visual team

heavy falcon
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Soft plastic shader with low-detail textures or something

plush yew
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Ehm no... Not everything is soft plastic in a typical nintendo game

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Probably very little stuff is it

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I'm sure it's the shader. Textures etc. not important. Just the Shader.

heavy falcon
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Most in mario+rabbids looks like plastic to me

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Of course it's the shader

plush yew
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ground, characters, = not plastic

fierce tulip
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its more about limiting drawcalls, texture resolutions, and other performance related stuff over its style

heavy falcon
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Especially the characters look like plastic to me

plush yew
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okey.. you need better eyes sir

heavy falcon
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Nay

fierce tulip
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if anything its more fresnel than plastic

plush yew
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obviously clothing

dull viper
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look like foam

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marios pants lol

heavy falcon
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Looks like soft plastic to me. Like the joycons

dull viper
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that rubbery foam stuff

plush yew
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0.0

dull viper
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i bet you can squeeze marios leg and it will puff back out like memory foam

plush yew
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@fierce tulip what fresnel value would you guess they use?

dull viper
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his shoe looks like plastic

plush yew
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mario's shoes look like leather...

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rofl

heavy falcon
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Are you mixing reality with looks in your head maybe?

fierce tulip
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no clue. its good roughness values, simple color values, good normal maps, and some fresnel

plush yew
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😄

heavy falcon
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definitly very scattered specular(?)

fierce tulip
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depending on spec/roughness pbr, either/or

plush yew
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nods

heavy falcon
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I replaced one of mario's legs with the a colored side of a razer sabertooth xD it has a little more reflection/spec

plush yew
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how did you doo that

heavy falcon
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Changed to color in photoshop

plush yew
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oh. 2d pro o.

heavy falcon
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Lol not really, I'm also just a developer

plush yew
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but wait.. doing it post... is probably totally wrong result

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you can't change reflecctin/spec in photoshop 😄

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only in ue

heavy falcon
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I just colored it, the lighting is exactly the same

plush yew
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öh

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ya but when changing spec, the white color gets bigger or s maller

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not just the color?

heavy falcon
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Not sure what you mean

plush yew
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the reflection will change

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you didnt change the reflection

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you just colored it oO

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you cant create real spec

heavy falcon
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Yeah I just shifted the colors

plush yew
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shifted??

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did you shift it like UE would?

heavy falcon
plush yew
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its just the color .. yes...

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not the spec

fierce tulip
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ue4's hueshift does that too

plush yew
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but you said spec/ref

heavy falcon
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Yes, I did not change the spec, that's why I said it looks like soft plastic to me, because it has the simmilar lighting properties

plush yew
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im still riding on spec ref

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yes. same.. eh

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but youre right.. the right leg looks like a different material

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can you do this with the shoe too?

obsidian nimbus
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doesnt look like a verry complex material to me

heavy falcon
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@plush yew Overview of how different settings affect the material, this is from blender but it should help none the less (I'm afk for a couple of minutes)

heavy falcon
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(re)

brittle furnace
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Why is there one with a question mark 🤔

heavy falcon
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Because I added a question mark

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@brittle furnace I thought it looked the most like the material(s) in mario+rabbids

brittle furnace
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Ok 🙂

sage bough
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Somebody has a good tutorial to know how translate a game in UE4? Thanks

analog blaze
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@sage bough Localization dashboard

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Select a main language

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add more

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translate

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save

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done

hot drum
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I want him to have flat shading

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not smooth

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how do I do that In Unreal

smoky stream
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when you export the fbx you have to turn off the smoothing options

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they're clearly labeled from what i remember so it shouldnt be too difficult to know what to uncheck

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@hot drum

hot drum
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Ah, Ok!

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Ayy It worked

smoky stream
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nice

spiral anvil
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Any good Unreal C++ tutorials out there? I have been doing tank vs zombie and battery collector so far.. couldn't find anymore tutorials about c++

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Thanks in advance as always

plucky reef
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anyone here know a tutorial of basic quest map and navigation?

sour pine
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hi

plucky reef
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it just display the location of somewhere you need to go and the METERS etc etc cause i'm not gonna use a mini map

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hi

hard willow
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Does it ever work out in Unreal, that the entire world is in one level? Or do you have to split them up and illusion-ify it somehow?

plucky reef
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something like this, I just want to display the goal and location

hard willow
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(Non-experienecd) It looks like the minimap could just be taking position coordinates from objects that you want to track, within a radius. The marker-through-the-walls.. hmm, I assume there should be a way to take something far away, and have it drawn as a layer "on top" of everything else.

plucky reef
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I don't need minimap

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yes the it's a widget I think that display the distance and location of the quest marker

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do you know any tutorials somethink like that?

forest steppe
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@plucky reef you can use AHUD and project world coordinate to screen coordinate and use the many HUD draw functions to draw image or text or anything

plucky reef
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AHUD? please educate me more, I don't know that

forest steppe
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if you want to use UMG, then you can do the same thing, but you need to project the world into viewport location instead

plucky reef
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how can I do that? can you please help me? i'm new into this

plucky reef
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do you have project example or anything that I can look at?

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yes I got that HUD

forest steppe
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yes there is, unreal already have an example project on how to use HUD, you should check that out

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Quoted from the HUD content example documentation :

In the HUD Blueprint, if the Current Objective is not null:

    The objective marker uses a Project function to convert a 3D location vector (representing the objective's location) into 2D screen coordinates, so that the objective label and icon drawn at those coordinates will always be hovering over the objective Actor when it is on the screen.
    The text is centered over the objective by using the Get Text Size node. This node measures the height and width a string will be when drawn on the HUD, taking into account the font used and the scale of the text. Because text is aligned left by default, and its coordinates will be at the top left, this node is useful for adding an offset to those coordinates to center the text.
static viper
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that would be a 3dwidget wouldnt it

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and it would get player controller as second actor

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send that distance to widget

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and done :3

plucky reef
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I'll take a look

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so I just need to redraw that?
imean remove that big + and just display the distance and location right?

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and how about the quest one? I do need to drop multiple of this one and toggle the visibility?

ancient sandal
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Everytime I recompile a static mesh is resetting, any idea why? (A custom StaticMeshComponent, but I don't even touch the code there.. I touch something else, recompile, and it resets)

tribal totem
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is there no off-topic chat

ancient sandal
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I actually have 2 customs StaticMeshComponent's and only one of them does that, previously the other one did, as soon as I added a new one (different one) it switched

forest steppe
latent moth
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all, is there a way to smoothen aimoffsets? they are a little stiff when moving

sonic notch
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I'm not sure where to ask this, but is Arch-viz production still 100% royalty free?

midnight mantle
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any recommendations for eye tracking devices to use with UE4?

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I was looking at tobii, but it seems they're not up-to-date

slate fable
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looking for a group to started making games with?

static viper
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yes

slate fable
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@static viper you Interested

static viper
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in what

fierce tulip
static viper
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:c

slate fable
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ok sorry

fierce tulip
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no worries

slate fable
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how do i post on that message board

fierce tulip
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read the pinned message :p

slate fable
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lol ok

soft trench
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Where I can get desginer?

fierce tulip
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from their website?

plush yew
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Hi! I'm considering adding Gameworks into my title, however I wouldn't like to annoy AMD players, is there a way( like a console command) to disable/enable gameworks at runtime? Thanks a ton!

grim sinew
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Yes. They all have console commands or post process volume controls. Have an options menu setting that toggles them.

plush yew
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@grim sinew I had a look at the documentation however it doesn't include a list of console commands. Any luck of where I could find a list of them?

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Or is it mostly trial and error

grim sinew
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The console commands autocomplete, and the engine can generate an html help doc for you in the help menu of the engine

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so you can figure them out

plush yew
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Ah alright, thanks!

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Hello! I'm new here. I have advanced RLua knowledge (Pretty much simplified Lua) and I want to learn C#.

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Where should I start?

pallid compass
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Sorry to burst your bubble, no c# here

fierce tulip
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c++

plush yew
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Ouch

pallid compass
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Welcome to the real world.

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Dont worry though

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We have blueprints

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Basically safe visual scripting

plush yew
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Do I look like I am gonna learn C++ and spend 5000 hours learning how to define mouse and keyboard as input

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because sure as hell I am

fierce tulip
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¯_(ツ)_/¯

manic pawn
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5000 hours to learn cpp seems about right

pallid compass
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or you can start with BP's and learn how the engine works first.

plush yew
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No. Not all of cpp

pallid compass
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Then see where you want to go from there

plush yew
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Sure 😃

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I just want to start with a small text based game

pallid compass
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Oh there is ton's of supportive framework

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Try PONG first

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You dont have to go that low

fierce tulip
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not sure ue4 is the best for that, but good practice it is

plush yew
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Then move onto 3D

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take things I've learned so far, make it even bigger

pallid compass
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Honestly your better off starting with 3d

plush yew
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Sure

pallid compass
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Your gonna have a rough time making a text based game in UMG

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honestly

fierce tulip
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if he wants to learn how to code for a game engine, not sure he'd need 3d

silver crown
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It's more fun?

fierce tulip
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thats pers. pref. (ffs typos)

silver crown
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🙃

chrome cedar
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Hey 😃 I´m a real beginner with unreal 😛 I´m currently trying to light my scene but I´m not quite sure how to do that. Do I always need to build the lighting again after placing a new light or changing values from the different lights?

fierce tulip
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at first it helps understanding how light works, though once you get better at it you only need to do it once occasionally.

sonic pagoda
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do you guys have this issue where play in new window never opens at the correct screen resolution

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i always need to click on the maximize window to get it right

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no matter what resolution i put it at, its never correct, so 1920x1080 is like 1920 x 1120 or something

plush yew
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@sonic pagoda You could do perform an easy workaround for that

sonic pagoda
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how so

plush yew
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Simply run r.setRes HORIZxVERT[f] on BeginPlay.

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E.g r.setRes 1920x1080f

sonic pagoda
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i actaully tried that

plush yew
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Oh?

sonic pagoda
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via a console command on the game instance init

astral pond
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do you start in Pie or Standalone game?

sonic pagoda
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the only thing that fixes it is applying a graphics settings like a scalability setting

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neither

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play in new window

plush yew
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That's PiE

sonic pagoda
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well yea

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pie

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pie window

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lol

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i assumed PIE like in the viewport

plush yew
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You know the f in r.setRes?

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Try changing it to a w for windowed mode, that could be a potentional issue.

sonic pagoda
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ah, yea since its a window, that makes sense

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nope

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didnt work

plush yew
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Alright, that is very odd.

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Then I'm not sure what the issue could be.

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:/

astral pond
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well dont have much tested with Pie... because its scales sometimes weird... i always use viewport or standalone game

plush yew
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Have you tried to enter console commands yourself?

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@astral pond PiE is really good when I need to test a small difference. Standalone for bigger test cases.

sonic pagoda
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yea i use standalone for performance

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but for testing out level design i just use pie

plush yew
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Since, on my rig, it takes a bit to load standalone.

sonic pagoda
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i know the code works

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yup me 2

plush yew
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Wait,

sonic pagoda
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its clipping my hud at the bottom if you see it, and then i click on another program so i can get out the window, and then back in

plush yew
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The reason why it's not going to 1920x1080 in windowed mode, is because the window's title bar needs some space.

sonic pagoda
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oh?

plush yew
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You're looking for borderless mode

sonic pagoda
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but you see when i double clicked the title it did scale to the window size?

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so my fix is borderless mode?

plush yew
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Think so, lemme find the command for it

sonic pagoda
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i have it here somewhere in my graphics menu

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no i dont

plush yew
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fullscreen 1

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Should be the command

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Or fullscreen 2

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Hmmm, windows 10 is being annoying.

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:/

sonic pagoda
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lol

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windowed fullscreen

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thanks

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whats still funny is

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i need to put a delay

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or else if i try to change the window to fullscreen on game instance initialize it wont do it... so i need like .2 delay for it to work

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whatever, its just a quality of life improvement so i dont have to keep manually doing everytime

sudden flax
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Would making a terror radius like dead by daylight did be hard?

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I wouldnt even know where to start with it

sonic pagoda
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terror radius?

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ive played the game but im not sure what you mean by that

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like the heartbeat increasing as killer gets closer?

sudden flax
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yes

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and it plays music

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and the music gets for terror-fying

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xd

sonic pagoda
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pretty simple, you could have a sphere collision , and then on overlap with players you start checkijg for distance to players, and increasing sound and music based on the distance

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sphere collision on thr killer

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get distance to is a blueprint node

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use that value as a multiplier

sudden flax
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Alright I'll look into it

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Would it be best linking it to the AI directly.

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?*

sonic pagoda
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AI ? theres no ai in dead by daylight

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its PvP

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youd have to get an introduction to networking, because the checks would happen on the killer, but the sounds play on the other victim clients

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epic has some great intro tutorials to networking

plucky reef
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how to open content example?

sudden flax
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@sonic pagoda I'm not making a multiplayer game

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I just like the idea of a terror radius

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For my AI

sonic pagoda
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ah

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ok

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so

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single player?

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in that case then run it on your own player, you dont need a "radius"

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you just need to get distance to (evil ai pawn)

plucky reef
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how can I open this one?

sonic pagoda
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a radius is something spherical, which would be used for multiple players

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a line in this case, from 1 actor to the other is what you want @sudden flax

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@plucky reef thats in the content examples project

sudden flax
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Ah okai

sonic pagoda
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have you downloaded it

plucky reef
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where can I download this?

sonic pagoda
#

when you open your epic games launcher

plush yew
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hello guys I have a problem with my widget-when i type "Create widget" I must to choose MainWidget and when I choose it to show me the inventory and slots per row as in the video but it doens't show me-how to fix this problem?

sonic pagoda
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you can go to learn

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@plucky reef

plucky reef
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and then?

sonic pagoda
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if you scroll down you will a lot of learning projects

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one of them is content examples

plucky reef
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this content example?

sonic pagoda
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click on it

plucky reef
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ohh! I see!

sonic pagoda
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install it

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it has all of the content examples in 1 project

plucky reef
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I thought it's in the default one! I've been searching for content browser for so long!

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they should rename that haha sorry, my bad

sonic pagoda
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lol

plush yew
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hello guys I have a problem with my widget-when i type "Create widget" I must to choose MainWidget and when I choose it to show me the inventory and slots per row as in the video but it doens't show me-how to fix this problem?

pallid compass
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Might wann give some ref because i doubt anyone has any idea what video you are talking about, or even how your stuff could possibly be setup

plucky reef
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@sonic pagoda thanks sir

sonic pagoda
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your welcome

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you then need to open the specific map for the content example you want, in that case for the hud one

plush yew
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this is the video:

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16:03

sonic pagoda
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you can always ask unrealgaimedev on his youtube comment section, this is more for unreal general problems, in this case you would want us to watch the video to understand everything it would be a lot to ask from people... this isn't an official thing, its a tutorial from youtube so you should get support from him (unreal gaime dev)

plush yew
#

okay

plucky reef
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there's a discord for his channel and I'm a member there

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join his discord for faster communication

iron cobalt
#

is there another place to post unreal questions besides answershub, the forum, and reddit? I've tried all three but i'm hardly getting any views or responses

grim ore
#

Might not be a question that can get traction then

iron cobalt
#

maybe. mmh.

#

was just hoping for someone to tell me if it's an issue with my installation or my hardware.

grim ore
#

That's a tough one unless it's a known issue

iron cobalt
#

it's not... I've not found anyone with a remotely similar issue

fierce tulip
#

no, ue4 does not run on a toaster

iron cobalt
#

hehe

#

it's just that whenever i enter vr mode since the official 4.20 release, this pattern appears

#

kinda looks like the us flag. but it looks like it's the distortion pattern UE applies to VR games.

fierce tulip
#

O_O

iron cobalt
#

clean reinstalls didn't help. the preview builds worked flawlessly

#

and 4.20 didn't introduce any new VR features.

#

(as far as I can tell)

fierce tulip
#

made an answerhub post and embedded the dxdiag to it?

iron cobalt
#

made an answershub post, haven't heard the dxdiag suggestion yet.

#

the pattern only appears in directx. vulkan and opengl work fine, actually!

#

i'll try dxdiag, thank you so much.

fierce tulip
#

just add it to your original ah post, that way it gets bumped.

grim ore
#

an easy check would be to make sure you have the latest drivers, then if it still fails roll back like a year on the drivers and try again. should help eliminate that part

hoary silo
#

hey, i'm creating a new game right now, and i'd like to get some feedback on it

fierce tulip
#

oh yea, there was some odd (nvidia?) driver issue in 4.20

iron cobalt
#

have an amd card, i'll try rolling back though.

#

post your game!

#

@hoary silo

fierce tulip
#

@hoary silo generally you can put that in #work-in-progress

static viper
#

r.TemporalAACurrentFrameWeight = .2
r.PostProcessAAQuality=5
r.TemporalAASamples=16
r.TemporalAASharpness=.9
r.Tonemapper.Sharpen=1

fierce tulip
#

you okay there Owl

static viper
#

just snipping values XD

#

doing 300 things at a frame

#

<.<

proper quiver
static viper
#

in the animation graph

proper quiver
#

how were they defined in the first place?

iron cobalt
#

@grim ore rolling driver back a year might have been a bit much, unreal just crashes now. lol

#

I'll try with something more recent.

astral pond
#

@proper quiver you add anim notify/events in the animation... you can select on which frame/time the event should get called

#

new notify = is like a custom event for that frame

proper quiver
#

Thanks, yeah, I understand that, except these three are somehow made without doing that?

#

from the epic animation starter kit

#

no notifies at all

#

am I going crazy or not understanding something?

astral pond
#

did you checked all animations?

#

but yeah hm

proper quiver
#

I didn't check all of them, but this is the one used in the graph

astral pond
#

its weird.. i only know notify that way

proper quiver
#

ok, thanks for confirming anyway 😃

#

I'm still new to anim blueprints so that was REAL confusing

primal geyser
#

is there a way in unreal engine to create something like prefabs? Or is there no performance efficient way in ue4 yet?

grim sinew
#

Shove them into a blueprint actor.

vagrant tapir
#

I've just started unreal and I've got it all working, but whenever I save any code in Visual Studio it says:
"The following modules are missing or built with a different engine version:

UE4Editor-FirstThing.dll

Would you like to rebuild them now?"

I know it's not built in a different engine version, so what could I do to prevent them from going missing?
Thanks in advance

iron cobalt
vagrant tapir
#

Yes I have, and none of the solutions seem to work

#

I've made exceptions for all folders related to it in my anti-virus, I've changed engine version, etc.

iron cobalt
#

anything in the log that's out of place?

#

i don't have any experience with that problem, but i'm happy to guess 😃

inland seal
#

Heres a fun question....

Anyone ever made a geodesic sphere with meshcomponents/proceduralmesh?

iron cobalt
vagrant tapir
#

@iron cobalt It just says that it can't find the .dll file at the directory it's supposed to be at

iron cobalt
#

seems like there are several things that could cause that. I'd suggest reading though more threads on the answershub, one of those is likely to be your answer. also make sure everything is up to date, etc. etc.

#

since you're new to unreal it's probably safe to assume that visual studio is up to date though.

#

but yeah... i've had issues with that error before, and some other peole still do

#

maybe someone else can chime in - at this point i'd just link to different threads. hope you can solve your issue though.

vagrant tapir
#

Thank you for the help

iron cobalt
#

you're welcome 😃

whole aspen
#

Has anyone figured out a way to make an event handler listen for a particle death in niagara. I would love to be able to kill a particle then immediately spawn another different emmiter at the same location

fierce tulip
graceful grove
#

@whole aspen You can use the GenerateDeathEvent module to get an event on particles from an Emitter being destroyed. In a given Niagara System you can have two Emitters, one generating death events and the other receiving the death events and spawning in response.

#

yoink 🤠

whole aspen
#

Beautiful.. thank you

inland seal
#

@iron cobalt thanks for the link. I was thinking about this the other day, when I was modeling a geodesic in Maya. Was curious if it someone had taken advantage of the meshruntime component and had UE do most the work

plush yew
#

I am new to Unreal Engine.

iron cobalt
#

@plush yew welcome!

plush yew
#

@plush yew need any pointers?

#

yes

#

definetly

storm venture
#

looking for a quick confirmation, by using a blueprint interface for my events, I can have one actor call an event and have all other actors that use that interface automatically listen for that event and execute their side of it?

manic pawn
#

no

#

that would need a multicast delegate of some sort where all the actors subscribe to

storm venture
#

oh, well then why use an interface over just normal Custom Events?

#

or even just calling a function off of an actor's reference

weary basalt
#

Interfaces and Delegates are 2 completely different things

grim ore
#

too many tylers to tag lol but basically an interface lets you add common functionality to stuff easily, like hey anything that is going to get shot can implement a get shot interface so I can make sure they all can use the same signatures for events and all handle being shot. Another good use is being able to see if something implements an interface if you want to do something with it, for example all of my walls that I want to run on might implement an interface for being run on and I can easily check to see if whatever I hit with my linetrace implements that interface without having to know exactly what it is as I might have blue walls actors and purple wall actors and ceiling actors and actors that fade away over time etc.

#

a more realistic option might be handling something being interacted with using an interface and then calling an interface event on it to interact with it. If it's a custom event or function on a blueprint you would have to make sure that custom even or function is in every actor, is the same signature, and then when you try to interact with it you would have to cast to the exact actor you hit (unless using a parent to control this event) or that event would not exist on the generic "actor" you are trying to interact with off a line trace

dire fjord
#

Hey guys.. I have an odd bug here. My AI pathfinding isn't triggering until I ram into the AI unit. I recall it was working before, but I've been doing a bunch of non-movement related stuff and just noticed that the two AI units I have which have a movetoactor called on the, just aren't doing anything when I start it. If I take my unit over and run into them (hard, a soft touch doesn't do it) it seems to wake them up and then they'll start trying to follow me. Any idea what could possibly cause that to start happening?

dire fjord
#

After some testing.. I need to position the AI quite high above the ground, and then start the game, the AI unit hits the ground, bounces a little, and then can move freely..must be some kind of collider issue..

upper quartz
#

hi guys

#

idk what i did

polar hawk
#

restart

tropic pilot
#

has anyone worked with Mixamo characters befor? i need some help with the Rasta dude (Material)

leaden dust
#

My UE4 is stuck compiling shaders at 2000 something value

#

and to make a matters worse

#

i deleted the material it was compiling

weary basalt
#

...

leaden dust
#

So the compiling shaders thingy is there for like forever

weary basalt
#

That was smart

#

Close the editor?

#

Reopen?

leaden dust
#

I was doing some blueprinting so didn't try

#

I'll try in 2 mins

#

@weary basalt ummm

#

I got some other problem

#

I tried to save a material

#

to close the editor

#

and UE4 froze

weary basalt
#

Open Task Manager and force it to close?

leaden dust
#

I would lose my work

#

Well I don't have any other way

polar hawk
leaden dust
#

that was liike 4 hours work right there

#

I hope it was autosaved

#

ok

#

I opened it again

#

and voila 3 hours work erased

weary basalt
#

Well that will learn you lol

#

2 words

#

Source Control

polar hawk
#

Did you never save?

#

jesus

#

crashing sucks but

#

not saving in 3 hours

#

man

leaden dust
#

I am saving every 30 seconds now

#

just in case

bitter iris
#

Any ideas on what HZB is? Its currently at 4ms/5ms

leaden dust
#

Unreal is still not compiling shaders

#

wtf is wrong with this engine

weary basalt
#

Its probably finished compiling them mate.

leaden dust
#

nope

#

its stuck

weary basalt
#

It doesnt need to recompile shaders everytime you open the editor.

leaden dust
#

at 222

#

I just changed one

weary basalt
#

Your system specs will impact how quick you can compile them.

#

Give it itme.

#

Its not instant

leaden dust
#

Its not even gone down a single no,

#

from 222

#

what about that

#

it usually works at like 10-12 per second

bitter iris
polar hawk
#

try

#

r.HZBOcclusion 0

#

in console

bitter iris
#

didnt really make a difference on hzb, its sticking around 1.5/2 ms

polar hawk
#

okay uh

#

close all editor windows except the viewport

#

does that make it go down

leaden dust
#

UE4 so shit

#

After the comiling stuck

polar hawk
#

im talking like content browser tabs, the Modes window, etc

bitter iris
#

you want me to close them?

polar hawk
#

yes

#

everything but the viewport

leaden dust
#

I can't even run my game on mobile mode

#

I mean mobile preview

bitter iris
#

Still around the same

leaden dust
#

It remains stuck at the loading

polar hawk
#

then iunno /shrug

bitter iris
#

Should I try package and see if thats it?

#

i dunno what hzb is lol

polar hawk
#

its occlusion shit

#

but

#

theres a bug where editor ui drawing performance leaks into that stat

bitter iris
#

ahh

polar hawk
#

so packaging should make it go down

#

if its the bug you're seeing

#

or just running as standalone

#

if you right click your .uproject file

#

i think you can simply launch it

#

as opposed to editing it

#

alternatively -game cmd line

leaden dust
#

For some reason when I use touch controls on my client

#

the server character moves

#

could someone explain why this happens

bitter iris
#

@polar hawk Okay Ill give that a go

#

This is when I launch the game

#

I'm going to see if the buildings are rendered in, maybe thats the cause

leaden dust
#

could I get some help

#

When I use the virtual joystick ( default touch) on my server, the server recieves the input and the server moves, but when I use it on my client, still the server moves and not the client.

whole quarry
leaden dust
#

@whole quarry It wasn't that big of a question so I thought I would ask it here, sorry

#

ok

#

I found out something

#

normal axis inputs work for the client

#

but not the virtual joystick

#

any idea how to dix this

#

fix*

whole quarry
#

replication is a very specific thing

#

also, stop spamming it >.>

bitter iris
wary wave
#

Morning folks, I'm looking for an algorithm or similar to create a graph from a series of points with the following general rules;

  1. No connections (edges) should overlap
  2. All points should be connected; no islands

Anyone know any good references or examples? Seems tricky to find

green lake
#

Wonder do i make a health & armor system and pickups right now in a almost empty project, or first must set up the animations and hands and everything else?

whole quarry
#

I would first work on the functionalities

languid shard
#

code comes first, visuals after

#

a debug.log for your actions is more than enough :p

#

I mean a text print

green lake
#

Okay so guess i should start the huds.. and health before everything else

languid shard
#

well a barebone HUD and UI then

fierce tulip
#

I wonder what game dev jobs are least represented in this discord.
my best guess is story writers, perhaps second to sound/music designers

void cipher
#

eyy, everyone

wary wave
#

I hardly ever hear from animators in there, so I guess they're pretty few and far between (no surprises there I guess)

#

audio folks exists but tend to be fairly quiet

fierce tulip
#

hehe, quite understandable for people working with sounds to be quiet, listening to them beeps and beats

wary wave
#

that and the animators tend to hide in their channel, haha

fierce tulip
#

I was in a more gamedev focussed discord, but all they did was argue about whatever the trend was on twitter that day

wary wave
#

I steer clear of the general ones for similar reasons

#

all hot-topics and a lack of general knowledge

#

actually, I wonder if there are any QA folks in here

#

or producers

polar hawk
#

animators by fucking far

wary wave
#

neither are strictly devs, but they're poorly represented in here

polar hawk
#

producers if you omit people who aren't producers who call themselves producers

fierce tulip
#

lol

grave nebula
#

@wary wave I've did a bruteforce thing once, where I ran through all possible combinations, checking total length of the line. The one with minimum length is a solution that has no intersects. It is only viable for low point count though.

fierce tulip
#

yea, besides the few animators I know trough clients or talked with because marketplace content.. they are hard to find as well

wary wave
#

thanks for that - I think I'm looking at 45 - 135 points, so something might be viable

fierce tulip
#

idea-peeps are perhaps overrepresented :p

wary wave
#

I think what I'm going to go for (oddly enough) is just iterate through each point, connect it to the nearest point that it isn't yet connected to

#

and do a line-line intersection test against all current connections

#

hopefully those intersection tests won't be too costly

dawn linden
#

@wary wave You should try to constrain your definition a bit. As written, the following would satisfy it, but I'm guessing you probably have some extra requirements on the topology:

  1. Pick a random point.
  2. Create an edge from it to every other point (splicing in unlikely event that you have points lying on exactly the same radial).
wary wave
#

well, there's a semi-solid 'rule 3' that connections should ideally be nearby

#

but that's allowed some flexibility

#

I'm nearly there actually, just need to write the connection intersection tests, got distracted xD

dawn linden
#

Okay, yeah I figured that probably wasn't what you were after 😉

wary wave
frank escarp
#

@wary wave cuadtree that thing to make it fast, if you need to

#

its similar to what i needed to do in my space battle, get the closest points to a point

#

i did it on 6 miliseconds on 60.000 units

wary wave
#

tbh it's already pretty damned fast, I was worried it was going to be really slow

frank escarp
#

too few points

#

its Nsquared but its ok with that amount of points

#

how many points are you going to have?

wary wave
#

unlikely to be more than 150

frank escarp
#

at 150 might want to accelerate it i think

wary wave
#

above is 100, and it does it almost instantly

frank escarp
#

you can go with what i did for the ue4 version of the space batlte, wich is SUPER trivial to implement

#

you can grab the code if you want, its less than 20 lines total

wary wave
#

it also only happens at the beginning of the game, so it's not a time critical task

frank escarp
#

divide the space in a grid, and use a hashmap

#

where the key is the grid location, and the value is an array of objects in that grid location

wary wave
#

I'm deliberately dodging grids, hehe

frank escarp
#

that grid is sparse

#

if you have no object on a grid location, it wont be there

wary wave
#

I think I'm fine for now, but I'll bring it up again if I run into trouble ^^

#

as long as generation remains in the milliseconds range, I'm pretty happy

frank escarp
#

yeah in my case i was just insane

#

i had 600 "writes" into the grid, to write the spaceship locations

#

and i had 4000 "reads" from the homing bullets

#

per frame

wary wave
#

0_o

#

yeah, no, I won't have anything like that, haha

frank escarp
#

the non-unreal version has 60.000 writes and 60.000 reads

wary wave
#

I'll have 'fleets' that will either be on a system, or at a semi-fixed interval between two systems, so it's pretty easy to manage

#

especially as fleets won't be numerous, and their contents are purely statistical

frank escarp
#

yeah its best to just do the simple,stupid thing first

#

you can just replace the algo if it runs slow later

dire fjord
#

So still battling this weird bug. If I set my AI unit to a Z height of 115, the AI unit falls to the ground on level begin and moves normally. If I set it to 114 or less, it falls to the ground and then refuses to move until I slam in to it. Anyone ever run in to this before?

crimson trout
#

i need some reference to show to client

plush yew
#

climbing = piece of shit

#

lol

silent drum
#

People i need help with something super easy tho i can't fix it myself couse i suck haha, nah but how do i do it so i can open a widget in a widget? like a Friendslist in a menu, pls anyone message if u have time to help

whole quarry
#

just create another widget @silent drum ?

silent drum
#

i have

whole quarry
#

then add it to viewport

silent drum
#

i tried that to

whole quarry
#

supposed to work ¯_(ツ)_/¯

languid shard
#

in your primary widget you can add other widgets (check the "User Created" category in the palette section)

silent drum
#

Yea i know that one to, but i dont want the widget to always be open

#

imagine PUBG

#

when u press invite friends

#

thats what i want, a small widget but still the main widget in the backround

#

but i will try around

languid shard
#

well you can either spawn and destroy the widget dynamically

#

or hide/unhide it

silent drum
#

do u think i could call u for like 5 mins?

#

if u got some time over

languid shard
#

cannot do calls sorry :/

#

I'm at work in an open space

silent drum
#

oo ok

spiral anvil
#

If I add any code into my constructor, and to keep my class BP updated, I must closed out of Unreal and open it again..

#

is there an alternative to this?

wary wave
#

not really

#

you can call functions from a constructor though, so if you can modify those without necessarily needing to restart the editor

spiral anvil
#

That's really unfortunate..

#

Anyhow, thanks for the answer. Much appreciated!

mighty talon
#

Guys is it better to export my sketchup model to blender or 3ds max into unreal or directly towards unreal?

pallid compass
#

to ue4 prob

mighty talon
#

i'm seeing people who are exporting it into blender or 3ds max before exporting it towards unreal but i dont know why

fierce tulip
#

O_o

cursive dirge
#

@mighty talon they probably clean the topology as the middle pass

#

sketchup at least in past did really messy topo

frosty bloom
#

Could anyone help me out here, I'm trying to bind Tilt in C++ but I'm having zero luck..
Been googling for 2 hours without any success as well
I tried this PlayerInputComponent->BindVectorAxis("Tilt", this, &ABall::OnTiltInput); with a few variations to no avail

trim night
#

Should I scale an object or create a new one?

grim ore
#

yes?

fathom gale
#

E

tawdry raptor
#

anyone ever have a project hang at 45%

#

my project wont open and it hangs at 45%

velvet ravine
#

Hey everyone 😃 sorry for jumping in, My UI Screen Blur has started kicking out a Error not had much luck with google just wondering if anyone else has come across this

LogRHI: GetAndOrCreateGraphicsPipelineState RenderTarget check failed with: 480 !

#

@tawdry raptor all the time, Just give it time if its a big Project

plush yew
#

hello mathew-ca you help me in DM with my inventory because I confused-I follow the steps from the video:

velvet ravine
#

don't think he is a member of this discord i could be wrong

winged crypt
#

what is it that determines whether emitters destroy on Deactivate other than the "destroy on deactivate" option? Cause I have it disabled & all the particles disappear when I deactivate the emitter alone.

whole aspen
#

I have ran into a similar issue getting the particle position at the end of a loop or on death to generate an event in niagara. I cant find one like on cascade where you just specify on death as the event type.

winged crypt
#

i mean deactivate should just stop new ones from emitting, not sure why it kills all the existing ones 🤔

winged crypt
#

nvm I was destroying actor elsewhere

grim ore
#

@tawdry raptor it's not hanging at 45%, it's creating your Derived Data Cache at 45%.

plush yew
#

isn't there supposed to be some sort of audio checkbox here as well?

#

the media I want to play has audio in it.

grim ore
plush yew
#

So they changed it?

grim ore
#

the Media Framework was changed in 4.18, correct.

plush yew
#

ahhh the tutorial I used was 4.15

#

so will I have to set up a UMG UI for playing a fullscreen video, or is there a function that'll do it for me?

grim ore
#

It looks like the Image Widget in UMG will take in a Media Texture so you should be good to go with setting up your UI. I don't think there is anything besides the startup video that supports just simply playing a video fullscreen

#

the only real issue I see now is making sure you get some audio from it since you have no audio source in a widget lol 😦

craggy birch
#

what's the best and easiest way to use Python within Unreal Engine? As in, use blueprints to run Python 3.x code

plush yew
#

problem: it's not even playing video

grim ore
#

after it's open it needs to be played, you can do this from the on media opened event

plush yew
#

oh yay UE4 crashed

craggy birch
#

you could have the video in a 3d evironment and have the camera locked

plush yew
#

also the media player has Play on Open set to true..

#

and, no, my game isn't 3D.

#

it's all UI-based

craggy birch
#

oh

#

well you're one brave sod

#

2d blueprint?

#

or literally UMG

#

tbh Unreal isn't really the best engine for 2d stuff

plush yew
#

it's the best engine for what I want.

#

awwwwwww why not?

pallid compass
#

How are u trying to construct that

brittle gulch
#

guys, my cursor changed to a weird rubiks cube icon, how can I change that?

static viper
#

show

sudden flax
#

How would i make a random playlist of set music that i want to play in the background?
I've been trying with a play 2d sound and a selection loop but that doesnt work

brittle gulch
#

It disapeared when I restarted the engine, but it's not the first time I activate this cursor without knowing what key I pressed.
The cursor appears like this :

grim ore
#

So that is the preview mesh, you can get it in the viewport using the Backslash key

#

@sudden flax you can set up sound cues that can contain multiple sound wave files and a random node inside it.then you just play the cue and it will randomize the sound wave from the list inside it

craggy birch
#

anyway, python in ue4?

sudden flax
#

is there a way to have blueprint automatically detect the duration of a music track in a delay?

plush yew
#

im looking for a good place to start any good video series , books. i have no prior knowledge

craggy birch
#

should I use 20tab's code?

storm venture
#

ever since 4.20, i cant open two projects at once 😦

sudden flax
#

Infinite loop detected. Blueprint: House Function: Sequence Call Stack: Show

I keep getting this

#

I'm trying to have it be infinite

#

Its never ending

static viper
#

why dont you just loop the sound effect...

#

the file

sudden flax
#

because its a random selection

#

its random back ground music

#

that i want to loop

static viper
#

than loop those files

sudden flax
#

dude

#

it needs to loop the switch on int, for it to loop those sounds

static viper
#

then apply a timer

#

and that checks if sounds still playing

#

with a select on int

sudden flax
#

i have that

static viper
#

show?

sudden flax
#

Bit messy but

static viper
#

a while loop??

sudden flax
#

isnt that what they are for?

#

a while loop is a set toggle?

static viper
#

for a function this tiny?

sudden flax
#

¯_(ツ)_/¯

#

i just wanna loop it lel

#

what would i be best doing?

static viper
#

what actor is this?

#

a global always existing one?

sudden flax
#

self

static viper
#

self is everything in any case

#

what is this here

sudden flax
#

yes

static viper
#

this is self

#

but what is self

sudden flax
#

me\

craggy birch
#

dude change your name

sudden flax
#

the player

craggy birch
#

it's obnoxious

static viper
#

AH

#

the player

#

now we can work XD

#

if that is in the player

sudden flax
#

🤔

static viper
#

you can create an audio component

#

assign the music to that

#

from that you can get bool

sudden flax
#

how would i do that lel

static viper
#

is currently playing

#

just add audio as component

sudden flax
#

im very new to bp

#

so i dont know what a component is

static viper
#

then you have to endure

#

basics are told through youtube here :3

#

cause we are not here to teach basics

plush yew
#

Hmmm, I should see if it's possible to dust off that "Cinematics" toolbar icon and use it to create an in-game cutscene that animates the entirety of my in-game OS

#

opening programs, etc

crude jasper
#

O.O

#

weirdest thing is happening to me

static viper
#

ok

craggy birch
#

I can't find anything online, why are there hardly any UE4 tutorials compared to other engines like wtf

static viper
#

what you lookin for

craggy birch
#

🙄

#

Python in ue4

#

and the best, easiest way to do it

static viper
#

randomly i know a few things about it...

#

you cant execute python ingame

craggy birch
#

oh

static viper
#

but you can call py scripts in console

craggy birch
#

kk

static viper
#

they are meant for editor only

craggy birch
#

I wanted to have completing a level execute python code

static viper
#

its easier to write that in c++

#

python in unreal isnt really made for this

#

and you have to manually set the console to py...

craggy birch
#

i don't know c++

#

and I tried learning it and it's way too difficult

#

atm I just use blueprints

static viper
#

wich is ok

#

but if you want something that isnt possible with blueprints... you have to evolve.

#

there is no way around it.

craggy birch
#

kk

#

or I could find a 3rd party plugin

#

it's just I had an idea thats all, I can always use a different engine

plush yew
#

hmmmmmm

#

trying to think of the best way to create a "cutscene" but it's all UI

#

as in, you're watching someone else control the UI

static viper
#

umg?

plush yew
#

yes.

static viper
#

well

#

umg has an inbuilt animation tool

#

per widget

plush yew
#

the issue with that is opening a program in my game involves spawning an entirely new widget

#

at runtime

#

that the game doesn't know about until it's done

#

and the cutscene I want to make involves opening programs.

static viper
#

mh

#

yee i see

#

but that animation editor could help for the between steps

plush yew
#

Yeah, I guess.

craggy birch
#

can blueprints interact with c++?

static viper
#

yes

naive forge
#

anyone here got a chromebook

plush yew
#

@naive forge i have 2 of them

sudden flax
#

Can someone help me out with some sounds in a call rq?

#

Like radius and overrides?

craggy birch
#

so I could call c++ code with blueprints?

gilded silo
#

sure can, just have to set the C++ code up properly

craggy birch
#

hmm...

#

I might try learning at some point, but again for now I'm a BP guy

#

also the level editor sucks so if there's an easier way to make levels in ue4 let me know

gilded silo
#

go try unity for a week then come back

#

like magic the level editor doesn't suck anymore

craggy birch
#

unity has an easier level editor imo

#

proedit

#

I like editors similar to hammer

#

bsp-style level creation is best

regal mulch
#

Unity needs you to learn C# :P

#

Blueprints are a lot easier then

sudden flax
#

Is there a way i can have the audio finish if you're not in range?

regal mulch
#

And C++ gets easier the better you get with BPs

#

Also BPs are child classes of C++, so yes, they interact with each other

craggy birch
#

c# is apparently WAYY easier

regal mulch
#

@sudden flax Finish or just get quieter?

sudden flax
#

To finish

#

i cant seem to find it on the list

regal mulch
#

@craggy birch Things like classes, if/else, conditions, for loops, member variables, etc. are all the same for C++ and C#

#

Yes, Pointer stuff is a bit of a pain in C++, but UE4 handles that for you mostly

#

It's more of a UE4++ than C++

#

(still allows you to go full c++ though)

gilded silo
#

it sure is 🤣

regal mulch
#

@sudden flax Where is your sound?

#

You could maybe use a Collision Sphere

#

On the Actor that has the Sound

#

And when your Player leaves the sphere you can stop the sound

craggy birch
#

lol i was wondering if there was a way to order pizza from dominos with c++

#

there is with python and it's kinda easy

sudden flax
#

@regal mulch its a bit complicated

craggy birch
#

just have a button in a ue4 project that orders pizza, it would be pretty cool

sudden flax
#

I've made it so the previous sound stops when this sound plays, but now when this sound stops when im out of it's radius, i want the sound that stopped to play again

#

its a fear radius in a sense

regal mulch
#

@craggy birch You can basically do everything that you want if you know how to use C++

sudden flax
#

the only why i can explain it better is by actually showing you

#

it working

regal mulch
#

Blueprints are limited to what Epic games exposed for you

#

Or what you expose yourself (which then requires C++)

#

Or what Plugins you may want to use

craggy birch
#

but I need to learn c++

#

and find someone's code for the API

regal mulch
#

Someone's code?

craggy birch
#

if anyone already knows how to do it with c++ pls send me the code

#

I have no idea how the hell it would work

#

or how to test it without having to pay for piza

regal mulch
#

Why do you need to order pizza via ingame buttons of a UE4 game ?:D

#

And why do you need UE4 for that

gilded silo
#

everquest 2 had /pizza for a while

craggy birch
#

because reasons

#

just an idea... nothing else..

gilded silo
#

it was a marketing thing

craggy birch
#

but yea someone who acutally knows c++ should figure it out

#

I wanted to just run the python code within ue4

regal mulch
#

Don't think we have ingame python stuff

#

Only stuff to extend the editor itself, or?

craggy birch
#

yea

#

thats what the others said

#

so what CAN you do with Python editor-wise?

#

what does it do

regal mulch
#

It's really just for extending what the editor can do for you

#

New tools and such

#

Also that python stuff you posted simply requests a json from the website

craggy birch
#

hm....

#

I can try learning c# and how to do that same thing in it

regal mulch
#

E.g. to find a store, it uses this: https://order.dominos.com/power/store-locator?s={line1}&c={line2}&type={type}

Example Data: {line1} = '700 Pennsylvania Avenue NW'
{line2} = 'Washington, DC, 20408'
{type} = service

#

That spits out some JSON with all the store information

#
{
   "Status":0,
   "Granularity":"Exact",
   "Address":{
      "Street":"700 PENNSYLVANIA AVE NW",
      "StreetNumber":"700",
      "StreetName":"PENNSYLVANIA AVE NW",
      "UnitType":"",
      "UnitNumber":"",
      "City":"WASHINGTON",
      "Region":"DC",
      "PostalCode":"20408-0001"
   },
   "Stores":[
      {
         "StoreID":"4336",
         "IsDeliveryStore":true,
         "MinDistance":0.8,
         "MaxDistance":0.8,
         "Phone":"202-639-8700",
         "AddressDescription":"1300 L St Nw\nWashington, DC 20005\nALL Credit Card orders must have Credit Card and ID present at the Time of Delivery or Pick-up",
         "HolidaysDescription":"",
         "HoursDescription":"Su-Th 10:00am-1:00am\nFr-Sa 10:00am-2:00am",
         "ServiceHoursDescription":{
            "Carryout":"Su-Sa 10:00am-10:00pm",
            "Delivery":"Su-Th 10:00am-1:00am\nFr-Sa 10:00am-2:00am"
         },
         "IsOnlineCapable":true,
         "IsOnlineNow":true,
         "IsNEONow":false,
         "IsSpanish":true,
         "LocationInfo":"ALL Credit Card orders must have Credit Card and ID present at the Time of Delivery or Pick-up",
         "LanguageLocationInfo":{
            "es":"ALL Credit Card orders must have Credit Card and ID present at the Time of Delivery or Pick-up"
         },
         "AllowDeliveryOrders":true,
         "AllowCarryoutOrders":true,
         "ServiceMethodEstimatedWaitMinutes":{
            "Delivery":{
               "Min":41,
               "Max":51
            },
            "Carryout":{
               "Min":14,
               "Max":19
            }
         },
         "StoreCoordinates":{
            "StoreLatitude":"38.9036",
            "StoreLongitude":"-77.03"
         },
         "IsOpen":true,
         "ServiceIsOpen":{
            "Carryout":true,
            "Delivery":true
         }
      }
#

Wups

#

That's too much hehe

#

Actually kinda funny. Let's make a Plugin to Order pizza and sell it

manic pawn
#

best plugin 2018

tall pendant
#

uDominos plugin 😄

plush yew
#

did someone mention adding support for Domino's in UE4

manic pawn
#

lmao it would be amazing if you actually did this

#

put it up on the marketplace

plush yew
#

If you can find a c++ library for its API and you know it supports the platforms you want

manic pawn
#

orders a pizza every time the engine crashes

plush yew
#

just do what I did with docopt.cpp and create a BP function library over it

sudden flax
#

Okay how would i play a sound in a CollSph?

plush yew
#

@manic pawn Nah, they'd run out of dough.

#

hmmmmm I know what I want for my birthday this year

#

my parents know someone who will take any picture and bake a cake and sorta print that picture onto it.

#

I want.....a chocolate.....Unreal Engine 4 cake.

manic pawn
#

but then you can't eat it, since the cake is not real

plush yew
#

what

manic pawn
#

unreal cake

plush yew
#

OH MY GOD

#

that didn't click

#

okay, fine, what if it's just the UE4 logo but with an "R" instead of a "U"

#

effectively making it a "real engine 4" logo thus making the cake real

manic pawn
#

rnreal engine 4

plush yew
#

Damnit.

#

fine, then make it an "FU" instead. Then it's an FUnrealEngineCake.

manic pawn
#

🤔

naive forge
#

@plush yew i'm trying to test our UE game on an x86 chromebook ( we have it working on a crappy $120 ARM based one right now )

#

(we are running our game using the built in android app emulation on chromeos)

#

if you are willing to help could you send the model numbers

sudden flax
#

@regal mulch i did the collision thing, but when i go near the inner collision sphere, the music just stops, even though im still in the main sphere

regal mulch
#

I though you want to stop it when you leave the sphere?

plush yew
#

@regal mulch you seem to know your stuff

#

any idea on what the maths would be to keep my character right on the wall?

#

instead of freaking out

sudden flax
#

@regal mulch Would i be able to show you in a call, its super hard to explain in text

#

I would need to show you whats happening

regal mulch
#

@plush yew as far as I saw, you were tracing the top edge even though you were climbing.
I would try to deactivate that code when you are climbing on the wall.
Despite that you can probably limit the movement to a plane, instead of doing crazy math

#

The CharacterMovementComponent should have code for that

plush yew
#

ohi got rid of that

regal mulch
#

@sudden flax Sorry :/ can't offer that. Time is very limited.

plush yew
#

@regal mulch see

#

this is what i have now

regal mulch
#

Well technically you would just trace forward with the Character, hit the wall, use the wall normal to define the plane and then limit the movement to that

#

Go into climbing mode (animation wise and movement wise)

#

Climbing is basically just flying but limited to the plane

plush yew
#

see thats fine