#ue4-general
1 messages Ā· Page 307 of 1
exactly. but both sides are set to default and only the middle to kinematic in the first simulation.
idk why it behaves like that, I would've thought it would hang in the air static as the middle wouldnt move
now one side appears heavier and goes down, lifting the other side up
@plush yew not even sure thats allowed to be discussed openly, but there should be documentation about it on udn.
(i think, havent had access in a long time)
I just attached the shapes to the bone ends instead to the bones themselves. Now it is even more weird.
https://imgur.com/a/1LbV1iq
What i dont get is, both sides are symmetric as well as the settings. So physics should work the same way on both sides. At least in my book.
UE4's book of physics is special.
Not expecting anything at all is a good place to start š
@fierce tulip @whole quarry so as I have feared if you have a child that's using the complex as simple option you can't simulate physics on the parent
no no
the lowpoly should be the parent/root
then being hidden ingame, the child would be the highpoly/visible mesh
I still wouldn't be able to move it as a physics object
the lowpoly would do the physics stuff, the highpoly just follows its movement like being chained to it
should work š¤
root (lowpoly version, hidden ingame) full collision & simulate physics
child: visible mesh (no collision required)
but using the 'complex as simple' collision blocks you from using 'simulate physics'
o0
O_o
try it
if you set a mesh to use 'complex as simple' the simulate physics is greyed out
This means that if a simple query is requested, the engine will query against complex shapes; basically ignoring the simple collision. This allows us to use the trimesh for the physics simulation collision. Note that if you are using UseComplexAsSimple you cannot simulate the object, but you can use it to collide with other simulated (simple) objects.
it even says on the tooltip that it's a limitation of the feature
This allows us to use the trimesh for the physics simulation collision.
it should work, its meant for it
yes it can collide
read the full thing remco, dammit
but itself can't move
rtfm š
otherwise I would just run everything through complex collisions
if i have a Master blueprint with Custom Events and i make a Child bleuprint can i use the same event in the child from the master ?
you should be able to use it, yes
and SimpleAsComplex? would that do any difference?
then I'd need a working simple collision
This means that if a complex query is requested, the engine will still query against simple shapes; basically ignoring the trimesh. This helps save memory since we don't need to bake the trimesh and can improve performance if the collision geometry is simpler.
physics is always a headache
which is the whole reason for this issue š
what about Default This will cause simple collision requests to use simple collision, and complex requests to use complex collision; the "default" behavior.
lets just try them all š
So the event will becalled from the child and not the master?
that again requires a simple collision š
yeah
@rose quartz if I'm not mistaken it should do just that, yes
wait I'll post screenshots of my problem
1 sec
this is the collision made out of 30 individual cubes, resembling the mesh as close as we can without going completely insane. Nothing in there should be non-convex and nonee of the meshes overlap
@tawdry storm thatās expected behavior
PhysX doesnāt support rigid body simulation on triangles meshes
Only queries
yeah I figured, but I'd still thought I'd try it the way people suggested it
I just can't get my custom modelled collisions into the engine
It doesnāt import?
which was the reason for that workaround
one sec
this is what it looks in unreal
some work fine, others go apeshit
They can overlap btw, as they are sub-meshes of the same object
I tried to follow the instructions of https://docs.unrealengine.com/en-US/Engine/Content/FBX/StaticMeshes#collision as close as I can and they suggest leaving a gap between the collision shapes
in what way? less shapes?
Less triangles on shapes
they are mostly cubes
hard to make them simpler
the bend are just multiple individual cubes
For some reason at least one of them glitched
Donāt know why, maybe vertices are not welded
man this is so weird
so I tried to kick a few
collision
import
now a part is glitched that was fine earlier
oh or maybe not
no I think that was like that before
š¤
but the whole bend on the front is just gone
any way to make a level sequence control the playercharacter blueprint if the character is spawned at start? I mean reference an internal track so changing the binding isn't enough
Is there a way i can get my map onto an older version of ue4? working with a prerelease of a plugin and need to work in 4.19
nope
damn
yea its a bummer
@tawdry storm Use complex collision
we already established that it won't work
complex collision disables simulate physics
which is crucial
Ahm
say what
could it be that custom collision meshes need to have a certain volume?
What are you using to create@model?
I just made the 'broken' parts a beat chunkier and thes seem to import with less problems
Nah, they need to have adequate scale and be welded
"use complex as simple" works pretty well for physics
It doesnāt work for simulated rigid bodies
š¤
It works only for collisions against it
ah right
you can collide with it, but the mesh itself can't be moved
yeah
This looks fine
scale is normal tho
What size is this thing?
Yes
Thatās fine
So I would double check vertices on that broken part
And normals
Maybe you have some flipped sides or double vertices
vertex count is 16, so 8 on each side, which should mean there's no duplicate vertecies
oh wait
there
or is that mesh shape already too complex for a collision shape?
because if unreal is trying to make a box out of this I could see why that shape happend in engine
Nah, itās not too complex but it might be not perfectly convex
Try pulling top vertices slightly toward each other and next level lower too, but slightly less
Yes, unreal will try to āoptimizeā
yeah I'm making it more trapezoid shaped, 1 sec
Iām not exactly sure when it does it. Sometimes you have to make collusion meshes in a different way to avoid āoptimizationā
try what?
The new shape you did
that's the one in the screenshots
Ahh, thatās the one on the left? Lol
@tawdry storm To me that looks way too complex for something that you want to fully simulate. Is there some reason you need that much fine detail on the collision?
yes, this is to test for very precise collisions
auto generated collisions were too clunky, especially for the more non-convex shapes as nothing could move into the bowl shaped areas
this is not for a game, it's a specialized tool for a client so hitting 90fps in VR is not the highest priority, precision is
that's also part of the problem, I can't screenshot all the parts, because most of them are under NDA, I just picked one that's common enough to be on the safe side š
Hmm. Well I don't know exactly what you're doing, but my impression is if you need that much precision, UE4 + PhysX is going to give you endless headaches.
yeah I tried to make that clear to the client, but
ĀÆ_(ć)_/ĀÆ
also I basically have no time at all to build this
Well, is a slightly lower precision result in the short term okay, or it's basically useless? I think as @vale osprey said, you'll find it easier to get it working if you can build it up using boxes in-editor.
Although admittedly the editing interface for doing that is an enormous pain.
Yep.
UE4 wonāt optimize the amount of sub-components, only components themselves
hm okay I'll try to build the shape with boxes and see what happens then
And it's a lot more performant - if you import collision, they end up as convex hulls, even if they were originally boxes in your modelling program. And that's much slower than box primitives.
And replacing boxes with tetrahedra is actually a legit way to do complex collisions
Yeap
By tetrahedra comment I meant that number of sub-objects is not that important for performance. As in it doesnāt matter how many sub-objects you have. What matters is their individual complexity.
okay if I simplify it to a box it looks like it's the exact shape
so I'll just throw boxes at it until it works, that might take a while tho ^^
thanks for the input @fierce tulip @whole quarry @vale osprey I really appreciate the help, maybe it'll work out after all
oh and kamrann of couse š
how can you go about moving things from one folder to another within the unreal engine?
I can' t seem to move it back a window
Hello guys with which key combination to show my cursor when I start my game?
ctrl+F1
@sullen wraith need to move them trough the content browser, should be quite straightforward
ive tried dragging them around it doesn't work?
oh, right, sorry I just press it out of muscle memory so I wasn't 100% sure
in the playercontroller -> Show mouse cursor
@fierce tulip bit confused, i cant seem to drag it back in the content browser?
how are you dragging it back? step by step details please š
so im in the unreal engine, in content browser, if i click and drag the folder, it lets me move it into it's sub folders
but i can't move it up
so its currently in content>a01, it wont let me move it into content, but would loet me move it into content>ao1>ao2
weird
works for me
never had problems with that either
(4.16/4.19 though)
tho, content is the root folder, cant go any higher than that, are you sure you're not trying to make "ao2" the root?
yeah 4.19
I only had problems with deleting whole folders in older versions
it is possible in all ue4 versions
yeah so I want to move this folder back to the root
it doesn't let me, only lets me drag it deeper
also, I noticed you use names like "ao1" and "ao2", @sullen wraith : read and use this, https://github.com/Allar/ue4-style-guide - better start early with best practices
it's just an example name š
try restart the engine and move the folder again
if that doesnt work, go in Windows explorer, to the project folder, open Content and see if the folder still exists in there
eww
is that how you do it?
click on that button
Hello guys I followeed again the same video but when I start my game the icon with the potion doesn't sow in my inventory-why?
@plush yew Don't spam the same questions on multiple channels >.>
Do you guys prefer organazing like this
- Materials
M_Pistol
- Textures
T_Pistol_D
T_Pistol_N
T_Pistol_ORM
- Meshes
SK_Pistol
or like this?
- Weapons
- Pistol
M_Pistol
T_Pistol_D
T_Pistol_N
T_Pistol_ORM
SK_Pistol
the lesser one
ugh..they really need to fix this whole "... is inaccessible" error going on in the current version. Like every other function I need to call is inaccessible
they?
did you verify the accessibility though?
define inaccessible
my love for you :p
eww, white background
remco speaks for me.
as someone who is still in the learning phase, autocomplete and intellisense is very helpful when searching for things. But in the current version, they changed something in source and put a bunch of stuff in private, and now it doesn't show up properly even though it will compile and work.
question, while previewing an animation, if i change its bone rotations, is there a way to save that to the anim?
It's from source.
@sullen wraith ask in #animation
Several of the functions i'm using in this file are inaccessible like this in the engine source, fireimpulse(), Applyradialdamage(), radius, SetVelocityInLocalSpace
Does anyone know if there is a performance difference between using an imported model that's in pieces, and one that's already put together outside of unreal?
If that makes sense.
You mean a rigged model vs some assembled staticmeshes?
that may be what I mean. For example. I have this shield that is a single static mesh, and another one that's comprised of the handle, the shield itself etc.
Ah.. hmm.. I think in that case, a single one would just be simpler to use unless you need to take it apart, currently I'm studying using tank components that are assembled in the engine (body/turret/barrel/tracks) vs a rigged tank that comes as one piece on a skeletal mesh.
I believe a single piece shield should be easy. You don't need to build it in game, which to me means slightly less code.
no sockets to attach things, etc.
Yeah I was thinking the same. But just how much of a difference could there be?
If it's a single object in your entire game? I would think not that much.
I'm talking larger scale
let's say. a hundred soldiers on the field at once
all of them have shields
@dire fjord I haven't checked so don't take my word for it but usually when you try to access specific components or variables within UE4s classes they have Getters specified, rather than calling it directly
@frosty bloom Hmm..okay. I'm taking a course, and it was written on a slightly older version, so maybe that's something that has significantly changed since then, and especially in 4.20 as I don't think this was an issue in 4.19.
@ebon goblet That's a good question. I wish I could tell you. You could test it, by spawning in a bunch of each, turning on your FPS counter and see if you notice any difference or not.
https://gyazo.com/22001f4649ef01cbb9cfa2bbb55be01f.gif anyone knows why cast is failing?
@dire fjord ill do that, thanks for your time
@astral marsh is there a BP_Key spawned in the level when you call it?
yes
what object are you using to cast to it?
im not at home
so the Hit Actor is connected to the Cast node?
yea object of the cast
is Hit Actor == BP_Key ?
yes
how do you verify that?
so you dont verify that
how do we do that
yes, then in Select Actor find BP_Key
If true -> Cast
If false -> ABORT ABORT ABORT
there is no abort node
oh, leave it empty then
that red pin from the ==, connect it to a Branch
not the one I meant, but that should do it
well, you need to connect the Hit Actor to Object
If HitActor == BP_Key, if true cast to that referenced BP_Key and do stuff
hi there
anyone here on a mac ?
i'm kinda at the end of my wits. I have a level to pack for a mac, and I'm on a windows machine
does anyone know if there is a workaroud ? I tried doing a vm with high sierra. but the launcher does not even start š¦
@wicked tiger @elfin jacinth Do you folks happen to have an ETA for 4.20.3 ?
So.. its impossible to report a bug?
what?
I reported a bug literally 3 times improved post each time.. and all they can say is "unable to reproduce".. when i literally gave them each step perfectly clear. I even gave them a ready project and packaged game.. "Unable to reproduce" And they even said that that issue had already been reported and linked something that was nowhere near LIKE what i reported.
may i tell you the bug here?
its about umg scrollbox
super simple
Feel free to share the details. I normally create an empty project and reproduce the bug in there and then share on github
A new clean project is important so Epic doesn't have to sift through anything
Here are the steps to reproduce (no need to follow the steps just read to understand)
new project
new WidgetBP --> add a scrollbox --> add children in the scrollbox (images for example) - enough images to make the scrollbox scroll-able -->
add a button in the WidgetBP so that when pressed it deletes (or sets the visibility to collapsed) of the last child of the scrollbox
and here is where the issue is.. If you print the "Get Scroll Offset" function of the Scrollbox (even though you have deleted children.. the function doesn't update automatically)
Play --> scroll the scrollbox with mouse wheel to end or so.. start clicking the button that deletes.. and check the Printed value.. it doesn't update
And this is their response.. https://i.imgur.com/5o3aces.png
My Launcher showing preview version 5 nowļ¼someone said that the official version of ue4.20.2 has been released? Why is my preview version?
@full atlas You could use SetScrollOffset to update it manually
@frail sky i noticed it as well.. try restarting your launcher.. it didn't show "preview 5" to me after i restarted..
@upper heart what do you mean?
There is a function called SetScrollOffset. You could call that when the delete button is pressed.
We should move this to #umg tho
if only it were that easy to use that function to deal with that issue..
i have tried everything to deal with this issue.. and nothing works
EVEN if there was a way.. does it make ANY sense to you it not updating automatically?
They might expect you to handle it yourself
Anyways, ask in #umg. Nick Darnell is the umg expert at Epic and he frequents there.
tbh im not certain that i cant deal with the issue .. i thought the bug was something else while i was trying to find a way around the issue.. I will try again but still
My launcher still shows the preview5 version, maybe the version of my country has not been updated?
i dunno mine got fixed on its own..
doesn't matter, its not a preview you're using
@upper heart i didn't come here to report the bug.. i came here wondering why its impossible to report a bug
what does this: https://issues.unrealengine.com/issue/UE-62382 have todo with what i reported??
It's not impossible. And it doesn't have to do with it. They must have misunderstood what you reported.
but every time anyone i know has reported something they always say "I have tested this issue, but have been unable to reproduce it on my end"
I have logged plenty of bugs. Provide very detailed steps, a clean project, and a good explanation of the problem and they will have a good chance of getting logged.
The important part is "UE4 project that immediately reproduces the issue"
ever since the new report bug system was implemented - all they have responded to me was unable to reproduce.. in the old system in Answers.. i had about 5 issues there with success
basically 100% of my reports
now they are just trolling
why would i ever report again?
whatever..
If im making a third person game for mobile, Do u think its ideal to set the character size to be decently realistic like (fortnite), or small stylish midget like (Zelda) (Mario)
AIController and PathFollowingComponent are character agnostic, right? e.g. they don't require the pawn to be an ACharacter?
@wraith canyon have you found anything about the build mode that you were talking about? Could I DM you?
Hey does anyone know how i would make my menu move with mouse movement
Purchase this game at - https://www.escapefromtarkov.com/ Thanks for watching! [Catch me streaming at twitch.tv/spitfirepls ]
like this
doesn't look like the menu is moving at all
it's just a very slight camera rotation
its not
but its moving the background
wich is ultra easy todo
it just a large image wich is moved with translate
@static viper you need to watch it
whenever he moves his cursor
the menu isnt moving
it moves the screen
the background
Yes, how?
How do you mean, screen postion?
The create widget node doesn't have x and y values for position.
would you guys buy assets from another place than ue4 marketplace if it is cheaper?
depends on the content. especially plugins I'd prefer trough the mp
so thats an disadvantage
i want to buy from another place
Somebody know why my eventicks doesn t work after packaging ?
no general issue there
prob not because it wont pass epic QA
you prolly done fucked it
and too expensive
@sudden flax are you joking? The background moves, so either it's the camera rotating or an image background that's being moved around based on the mouse movement like owl said
Try asking someone to commission you something and compare the price
@vale silo No specific ETA as of yet. We're aiming for the next few weeks, but nothing set in stone.
Oh okay sorry
God i wish my ISP would fix these DNS issues
I just fixed a really dumb bug I was having but I'm kinda confused as to what the difference is re: the old code and the working code
So like, I have a custom gravity solution, and to keep dashing and jumping not confusing they stay local to player's orientation
So the physics impulses are [vertical or directional impulse] rotated by the local gravity
That itself isn't an issue, but I had a "Z-multiplier" to modify the strength of the verticality of the impulse independently, which can be useful for things like dashing where I just need a slight upward push
Now that I have it working, it appears the correct way to do that is basically:
vector3 (impulse input) -> unrotate with gravity -> vector3 (impulse) * vector3 (1, 1, z-multiplier) -> re-rotate to gravity -> add impulse
and the way I was doing it before that was failing was:
vector3 (1, 1, z-multiplier) -> rotate to gravity -> vector3 (impulse) * vector3 (rotated 1, 1, z-multiplier) -> add impulse
The latter worked fine in standard gravity but the inputs were getting inverted when I entered anything but standard (0, 0, -1) gravity
What was causing that issue?
hello everyone
Ahoy
I'm getting tired of materials :x
You're right, the world is far too materialistic
(shocker)
when I paint with the 5 materials on a landscape
it gives me this
and do not compile at all
just left with the default
is there a way to fix this š¤ cuz I don't wanna be limited with only 3 materials
and also can we erase a material ? unlike sculpting there isn't a shift+click to erase that specific texture
heck.. I need help :(( I'm stuck
Hey all, does anyone have patch notes for 4.20.2?
well shift + left click should erase, it just might be a pain in the ass if your landscape is big. It might be easier to just paint back over it with the default material
these are the materials I'm using
and you should be able to use more than 3 materials when painting but it depends on your target shader platform and if you have it set to shared for your material
are you sure those materials simply don't have problems?
Suddenly opening a second editor freezes my macbook pro I used to have no problems. Any tips to debug this or tips to prevent from freezing my whole macbook?
well these are the starter content materials
idk how they can have problems
the only one I made on my own is snow
the only thing I did was copy the rock one and past it and replace its texture with a completely white one
this is just the tip of the iceberg
yes
Bugger...
well
i'm using layers
for the landscape
3 works perfectly fine
but the moment I paint with a fifth one
boom
FAILED TO COMPILE
shared wrap
shared wrap ?
the link i shared...
I'm watching it
reading it*
give me a moment
thank you for the link btw
that video he send fits my problem perfectly
sigh time to work on the rest of the iceberg
I hope this fix it
@grim ore shared wrap with every texture sample nod right ?
yes
thank you so much for the help
holy fuck, I just got a huge performance boost
I don't know if it's just from cleaning up my code or switching to Flying versus Walking / Falling but before as a standalone game I was getting like 55-65fps at 1080p and 120fov
Now I'm pushing 90
I would think if anything given my current setup it might be the same or slower
IT WORKS ā¤
Although I also have a lot of my friction variables zeroed out now because I'm doing them manually so I don't know if it's just ignoring all those checks
can I see the game you are making ?
just curious on how it looks like with a 90 fps 1080p
yeah I'm recording a clip in a minute anyway
eyy I hope it's worth the internet I'm using (got limited internet for now)
1$ = 1 gb :x
already spent 10$ these past 2 days
even if I was not using it a lot
I just discovered why I couldn't erase the textures
it's because this thing was checked
this will help a lot like 100 times
Any tips for debugging a problem for a particular project that freezes my whole mac and becomes unresponsive?
Have you checked to make sure your resolution / scalability settings etc are normal?
The only time I've had system-level issues with UE4 was when I was dealing with memory leaks and I accidentally had a postprocess volume setting the screen resolution to like 400%
Well the project does not even load in the editor anymore. It goes to 100% loading screen of editor goes away and boom mac freezes up. Only for a particular project very annoying also that I want to go further with this project :-(. When I tried to launch the game from Finder it loads.
Have you tried removing your default map from the directory and booting it up?
not yet. good point
yall got any idea how to make the landscape block directional light from underneath it ?
please
@plush yew set light intensity to 0 when it hits horizon ?
why would it need to cast light when it wont be visible?
@whole quarry is there a blueprint for light intensity to be 0 when it hits horizon ?
I will
thanks for the help anyways
can I replace the mannequin ? like keep the skeleton and make a different mesh or just edit the one we already have
yes, use google to find guides for that
i needdd helppp š
i wanna make land mat with world aligned blend and land layer blend
im doing that but i wanna use grass output to spawn grass on the grass texture
when I hit simulate in the UNREAL does it still use my default character?
when I hit simulate in unreal and I can float around does the float around have a blueprint?
Need help please, i want to import only a few assets from a marketplace pack, but i dont see how i can chose without importing everything.
Im running a p4 server so if i import all its gonna be a pain to upload it and i dont wanna go deleting almost everything
@elder hatch you can make a temporary uproject, add the project files to the new .uproject, and then migrate your desired content from the temporary uproject to your main game uproject.
https://gyazo.com/2891cbc46169c393969be741e9b29975.gif anyone knows why the cast is failing?
before it like used to work
now idk whats happening
Is there a way to prevent a level from loading assets from another level? Doing a course and my "main menu" level is pulling in the ui from the actual play level, along with all the other assets. I have been trying to figure this out for like an hour and came up with nothing
so you saying its with collision?
@astral marsh I'm saying the cast is failing because the cast is failing, because casts can fail. They're a test.
anyone know why my AI tanks are shooting themselves in the face? https://youtu.be/sCHM7bU5XCU When I'm on the hill it is fine, when I get on their level it blows up in their face. Previously it was fine, they could shoot me on the same level, I haven't touched aiming or firing at all. I can shoot fine on flat ground at a low target. It's only the AI shell blowing up in their face.
tanks shells tend to explode in front of the AI when I'm on the same level as them.
@autumn rapids Levels don't magically load things from other levels - if it's doing that, it's because you set it up to do so, even if unknowingly.
Are you using the same game mode?
Player controller?
Pawn?
Hmm it does it on a new project as well
... how would a new project that doesn't even have your assets be loading those assets?
I thought it might be player controller, too, but i removed all references in my blueprints and it still shows.
The base assets..
Playercontroller...
Going back, do these maps use the same gamemode?
I have like a pickup system where the player should hit the key through linetrace to grab it but seemingly its not happening
so removing the player controller fixed the UI issues, but I'm not sure why it is not like that in the course, and I assume they are using the same game mode, I just set the gamemode on project settings
You can set gamemode per level.
Okay ya I just found that
Neat. I guess I'll back track and see what I missed, how weird
Thank you very much,
NP.
Sounds like understanding that game mode specifies the player controller was the missing piece of critical knowledge was all.
lol oops
Found where I went wrong, wasn't supposed to change the game mode
The more you know, thanks for the knowledge
š
https://gyazo.com/b45454223c0fe2dbbf05f6a6b8b9656b.gif even after splitting struct pin still this happens
I'm not sure what you're not understanding.
Your cast is failing because, well, it is. You're hung up on the symptom and not the cause.
It's simple cause and effect.
Cast is failing because the object isn't of that type. So... what object isn't of that type?
Hint: Try printing the name of the object.
This isn't some special UE4 knowledge. This is basic problem solving.
Just a note on my tank bug if anyone has any suggestions. the tank shells are only exploding in their face if I'm far away from the AI. if I'm closer to the AI they can shoot me normally
Im not that far yet so no idea
I've found line trace + printing a hit object's name to be an effective debugging tool for unexpected behavior in the past.
@worn granite thanks. I figured out what was happening the projectile was spawning in front of the barrel while they were moving. It was too close and they were hitting it before it could take off.
thank @livid haven for it, I was just saying that technique works.
I wasn't remarking to tank person. :X
You should probably make your projectiles ignore collision with the actor that spawned them.
Yes just learning now so that's on the list
I swear I'm paying attention...
anyone want a modeler/animator that can at least try?
@astral marsh Already given you the solution to this yesterday....:
Hi all, I'm working on a vr game atm, has anyone done a laser pointer for vive that I can have the blueprint for?
@kind briar -> #virtual-reality
sure, sorry about that
@astral marsh if you print out the Hit Actor output, what do you get? if it's not BP_Key or any of it's eventual child blueprints the cast will fail.
Hey guys I have a water material with surface translucency volume but for some reason the plane is now not rendered at all it's transparent and nothing is visible It worked fine I noticed this after switching to stationary skylight it would be really helpful for me if anyone knew how to fix it
Please helpš«
Tried switching back but nothing happenedā¹
sounds like opacity = 1
No it all worked fine. I tried making a simple material and plugged it into refraction that material also seem to disappear
The material and it's instances are showing up in material editor and in the mesh editor but not in the gameā¹
Here's a crazy idea; do bullet casings with instances static meshes
how about mesh particles ?
interesting. If you have attach spring arms together in a chain while enabling "Camera Lag" it will begin to create bad transforms after the 10th chain and will crash.
anyone know the name of the outline postprocess material used in the engine for object selection and if it is in the engine content?
it's implemented as a global shader and uses a special render target to work, you can't reuse it in game
hmm ok
I cant find the option to migrate the thirdpersonBP to my project, anyone know where to find it?
in the project i want it in right?
ya
ok cheers ill go try that
I dont see this add new option
i only see "import to /game" and when that opens that i go to where the BP is located but the folder just shows empty
My radar doesnt spin around when I move in VR, does anyone know what I have to change to make it rotate?
yee
in vr there is no camera
or if there would be
it would always stare the same angle
you have to use something else
i think the capsule does rotate with
I'm pretty sure that whatever you see in the hmd is also a camera
Im trying to get all the Childeren of a class that are not in the world like i have a base skill and i created childeren of that now i need from the base skill the childeren how can i call the with what function?
are they actors?
yes
get all actors by class?
define 'in the world'
Spawned?
you can't get stuff that's not spawned
hmm because they are spells.
normaly you add them to a array manualy but now i have to do like a for loop on childeren š
I'm still confused why you want to get objects that don't exist
are you building world of warcraft in UE4?
something like that
okay you have 5 spell blueprints
its only a starting spell
so what do you want to do now
actually let's move this chat to #blueprint
just explain it there please
Create an MasterClass for your spells, then create a variable within your player of MasterSpellActor - Class type. Put in your classes and spawn/draw from that array. simple
@frosty bloom i have a masterclass
then skip step 1
guys whats the download size of ue4.20 ?
that's the installation size, not sure how much the download is, as I assume it's compressed
ok
i added a camera to my radar so hopefully the radar follows the camera how can I get it to connect it?
@tawdry raptor is this BP related? if so, try #blueprint
Thought so, but it could be anything
I was experimenting with snow texture and rocks
are you a level designer?
what do you think about this material ?
for some reason it formed a swastika
if you can see it
hmm not bad from close
The Mouse X is the Mouse X, it's the X on the Mouse which is the Horizontal Movement.
you were correct yep
how is your day ?
I am a work for the next 12 hours so it's work š
I've been working a lot as well
since I wake up till I sleep
everyday
ofc I take breaks
food and fresh air
will this work even with many layers ?
the material instance
ok my game just crashed and made my unreal project file dissapear
now if I didnt JUST make a back up litteraly 5 minutes before it looks like 500 hours of work would have been gone?
my god
How can i combine 2 static meshes... for example ive got a water bottle static mesh and ive got the bottle cap, i wanna make them into one mesh, and i tried editing the mesh and added a socket for the cap saved it and the mesh didnt change when i went out of the editor?
that must be painful
right click on both of the meshes
group them or simply ctrl+click on both
then right click
you will find : convert into static mesh
ok thx ill try that
@plush yew
Done! Thanks man.
no problem
I will always help- If I can
since my vr pawn has no camera z rotation what can I tell my radar to use to rotate ?
I FINALLY FOUND THE SOLUTION
it would have taken me forever just for the materials if there wasn't starter content to learn from
https://gyazo.com/7e0420e4bfd4337fa2e6d3b238e6f94c.gif anybody knows why cast fails
Hi
my destructable mesh only breaks sometimes when hit by a projectile, any idea why?
Anyone knows if i have a widget over a widget, how a make so u cant click on the widget behind to?
how to change flames color ?
like HUE for exemple
I want to turn it blue
anyone ? :x
probably in the material of the flames
@fierce tulip I got 200 Mb of internet left..
I already spent 20$ of internet just the past few days
Limited internet stuff
sigh I'm on google now
It's literally 6 days into the month and you only have 200mb of internet to last the rest of it?
RIP
welp if no one can help might as well spend few other bucks
@plush yew Initial Color or Color over Life
thank you
np
Hey guys
So I'm implementing a mining system for a singleplayer 3D adventure game
Any ideas on how to split a mesh up in smaller parts with a function?
Should I just replace the mesh with one missing the area I want mined after every successful mining process?
APEX destructable
Or should I have several meshes sticking together and falling from eachother upon mining
you should not dive into physics that much
it always looks weird...
i like how mmos do it
the mesh just switches over states of content
so from large ore
to small broken one
is there any thing like AWS or Docker that allows you to run UE4 to render images?
fixed
No, since when you render in realtime anyway it would take longer to upload your project than it would take to render it locally @tacit chasm
@grim sinew there are lots of non-realtime rendering use cases for UE4 (animated movies, 360 stereoscopic VR etc) we're in that boat as well.
Well, unfortunately there isn't much of a market for it so even if it does exist, it's not as prevalent.
the free assets are cool actually
hmmm
with a bit of tweaks for the materials and it will be perfect
I love it when UBT fails to build for launch to mobile, and gives no error's or logs
my fav
If you can't google I wouldn't waste your internet on uploading images
omg
same
i am trying to get story a reference to the hand held blueprint actor. how do I do this?
what kind of componet can I add to a blueprint that will let me track its rotation?
Does anyone know a tutorial on how to make an animal simulator?
Or anything related?
Like change the third person characters model into an animal or something
animal simulators aren't particularly difficult
they're usually just asset packs of cities and stuff with some collectibles thrown in and the movement relies on UE4 / unity's standard movement components
is the "create destructible mesh" option gone?
for a second I thought Omni's question was related to the animal simulator one
Nah
Talking about normal static mesh destruction
Haven't been using unreal for a year
can't find the option
@plush yew not sure what your talking about but you can use blueprints to make something destructible
Is there a tutorial on movement animations? Cuz I imported my character as the third person character and when I play as him, he just is in T pose while moving around. Is there a way that when he stops, he is in idle, then when he moves he is in walk animation?
Nvm
anyone have any idea where to start to make a tool like this?
I would have slapped myself in the face for saying this 15 years ago: Math rocks. Generating paths with custom script I wrote this morning. #indiegame #indiedev #gamedev #ue4 #UnrealEngine https://t.co/7Ldu6PzF7G
236
1081
according to that guy the first step seems to be math
the rest is magic
no but seriously, this looks like you could build a very simple version rather quickly with a few loops
can confirm that math was involved
wtf š
btw, does anyone know a good place to start regarding applying friction to character movement?
I switched over to Flying as opposed to Walking and Falling recently and the actual "slow down until completely stopped" part I have handled, it's more that the character's acceleration makes movement feel sluggish as hell at initial velocities
oh nvm solved it
I've been using so much independent stuff in my movement calcs I totally forgot charactermovement literally has a "Max Acceleration" variable
How come if I change effects quality, I get the message Reflection Captures need to be rebuilt.
Is that normal?
How do people change their options then or is the message just disabled and ignored?
What is "Section Selection" in the Skeletal Mesh Editor good for? I thought you could somehow select the different Meshes that are parented to the Armature with it.
Also: Is there any way to access the different (Sub-)Meshes of a Skeletal Mesh?
@mint raptor Do you use the "Set Visual Effect Quality" Node?
@plush yew yup
anal feast
Getting some odd behaviour from a component created in c++, it works just fine in one class, and works slightly odd in another class, ignore the intellisense errors. It compiles fine, it's just VS being stupid. All the headers are the same between both files, and the same declaration is used in the header for both items.
The problem is, inside the engine, the projectile mesh that is created is fully editable, but the one created in tank is blank and I can't edit any properties.
I tried recompiling, and even re-opening the editor.
does assigning max acceleration via CharacterMovement zero out your z-velocity?
oh i'm an idiot
maxacceleration itself is affecting it because i'm in Flying mode
I need to scale down this static mesh as its WAY too big and i cant seem to find an option to do so, this is the steak of meat i need to scale down in comparism to a full size military crate.
And i know i can scale it down in the world, but i want to actually scale the mesh down.
You can scale down any object unless it's a steak of meat
(also, it's an import option)
(if you already imported the mesh, scroll down below where it lists mesh materials. Or search for "scale" on the bar above property list)
do anyone here got the quality menu setting pack? can someone here help me to transfer the function to a different widget designs? I badly need to make this one work
for fps?
PackagingResults: Error: Unknown Cook Failure
god damn it
god damn
i don't have the time for this
is it really unkown or do the previous error matter?
it's in the log files check it
@mint raptor I just tried to set the effects quality with a little Blueprint Function that gets called when Numpad Keys are pressed whilst overlapping a trigger box. Not getting any "Reflection Captures need to be rebuilt."
the log throws me a million errors
most were from old BPs.. deleted most of them and most of the errors went away
UnrealBuildTool.GuardedMain: Command line: "C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe" Reject Win64 Shipping -Project="C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject\Reject.uproject" -clean "C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject\Reject.uproject" -NoUBTMakefiles -remoteini="C:\Users\Lord Corvinos\Documents\Unreal Projects\Reject" -skipdeploy -nobuilduht -NoHotReload -log="C:\Users\Lord Corvinos\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-Reject-Win64-Shipping.txt"
GitSourceFileWorkingSet..ctor: Using 'git status' to determine working set for adaptive non-unity build.
This is the last error
and i have no idea what the problem is
or what this says
oh sorry I don't have ideas regarding that too! sorry
fuck this, I'm gonna run the game in the editor in front of 2000 people
that's ok
I'm ok with this
not at all wanting to bash my head to a wall
not at all sirs
and who needs to send it over to people to get some playtest data
not this guy
(screams loudly at a pillow)
Does CharacterMovement do something special to keep characters firmly planted to surfaces unless the players jump or walk off?
I switched to using Flying instead of Walking / Falling and I have custom friction / gravity stuff implemented independently, but now if I make any quick turns my character lifts up off the ground sometimes
It's more noticeable on uneven surfaces, but even pivoting on totally flat ones will cause me to get off the ground sometimes
When you are in walking mode, it keeps you tied to the floor yeah
It raytraces down, finds the floor, then starts calculating your movement relative to that floor
Hmm
I mean I guess I could try just zeroing out the player's z-velocity relative to the gravity direction when walking but I don't know if that would dampen external impulses like explosions
Also, is there a way to check if the player is not touching a wall that doesn't involve checking repeatedly?
As in like, I can just use my custom "OnLanding" equivalent and if the hit normal > walkable slope angle, I can register it as being a wall hit, but I don't know how I would go about detecting the end of the contact with that wall
@queen arch yeah, I feel you. lol
Hey guys, can anyone help me with ragdoll physics for my ai?
im just having a collision issue
@plush yew perhaps you don't have any reflection captures? Also did you try it with a packaged game?
@mint raptor There is a Reflection Capture, but I did not try a packaged game yet.
Also I did from epic to some other setting (aka below epic)
@worn blade stop asking the same question in every channel please.
read the frickin rules
Well I'm getting there :D, managed to generate a ghost version of my cylinder in a blueprint with sockets
Hey guys, would it be a huge performance hit if I kept those ghost logs as objects in memory, and just made the ones visible that I need at the time I want the user to be able to interact with them?
*make
Fix performance issues when they actually become issues
Good morning! (from Spain)
Have a question regarding the set up of Steam in Unreal
I've been able to make Steam works playing in Standalone mode but cannot make it work when I package my game for Windows 64
The log it throws me a Steam API disabled.
The thing is
I've updated the Steamworks SDK version from 1.39 to 1.42. And it says that cannot find the 1.39 version... it's weird. I've tried rebuilding my project but no good news...
Could anyone help me, please?
ok thanks for the advice waranoi
maybe you need to update a setting in the project somewhere? Maybe something to do with how it builds the package
there's a 64 bit steam_api dll so maybe you need to tell it to build with that
Yeah, I replaced those .dlls
The thing isĀ”
I have the retail version of the engine (Epic Games Launcher version, not Github)
And
Cannot find the .sln
To rebuild the engine
Maybe it has something to do with that
I've updated the Steamworks SDK version from 1.39 to 1.42.
+
that cannot find the 1.39 version.
go back to 1.39
I've followed that tutorial... maybe I missed something. I will start all over again
Do you know if it's possible to find the .sln?
Mean... where can I find it?
May 24, 2017 Update: Epic's 4.16 version of UE4 has had its Steam SDK upgraded to v1.39. This is still one version short of the latest SDK (v1.40) at the time of this writing but its significantly more recent. They even added SteamController fixes. I'm not sure
sln is included when your project is C++
So openning VS of my project I can rebuild the engine
if you're using BP only, then you're stuck with a older version until Epic updates it
yes
if you want to convert your BP project to C++: https://wiki.unrealengine.com/How_to_Convert_a_BP/Content_Project_to_a_C%2B%2B_Project_in_8_Steps
Thank you so much @whole quarry and @kind briar
np š
No, it's already C++ based
But thanks
It's already made in PS4 and we are porting to PC
And all this Steam SDK thing is taking me more than expected
xD
it took me a day too to get it working properly :d
Good to know I'm not the only one haha
figuring out how to get it available on steam (with those depots and branches) took me another day xD
So, last question: is a problem if I keep the 1.39 version?
nah its fine
Ok
np ^^
š
works fine for me?
Same for me
does anyone know how to create an object hilight effect on a surface material (not postprocess)
without using custom depth
the custom depth buffer is being used by another system which conflicts with using it for a mouseover hilight
can't that only be done by pp?
oh, seems can be done in the material too:
https://forums.unrealengine.com/development-discussion/rendering/15989-how-to-outline-actors-without-post-processing-materials
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
yeah that is super expensive though
google: ue4 outline without post process
I did
cloning a mesh is too expensive
it should be possible I think
for example if you clamp a fresnel it gives you the outline
except its not as clean as the PP method
@dim arch can't you use a different custom depth id ?
isn't there like 0 to 255 ids ?
well the problem is that I have some meshes which are outlined using that method already
and you want another effect on top of it ?
but if I want a mouseover hilight it seems like the easiest way it to enable/disable the custom depth on the mesh
yeah it is
I am using a scenecapture with a postprocess material
it renders out all the outlines of meshes in the custom depth buffer
for a kinda minimap style thing
but then in the main camera, I need to add an outline for a mouseover object
ah alright
so if the depth buffer is disabled on all objects except the mouseover one, nothing shows in the minimap
so I am just trying to make an outline in the surface mat for the mouseover object as a workaround
not really sure how to get them both working at the same time
Judicious use of custom stencil values
I.e. <200 render only in capture pass
200 only render in live mouseover pass
yeah if I use a seperate PP instance for the render2d and player camera I can keep them from rendering ontop of each other
Can someone help me with compiling a plugin to custom engine?
custom as in just an stock source build from github/p4 or an actual customized engine?
the first one should be not too complex
is there a setting somewhere to say "always open blueprints in the full editor"? I can't seem to find one.
what do you mean with 'full editor' ?
Sometimes when you open a blueprint, it's not the full editor, just a details panel, and then you have to click a button or link to "open the full editor"
oh, those BP's dont have any data in them
They have data.
data as in graph/nodes
Right
so how can I tell it to always open in that regardless of them having nodes/graph
is there a setting?
not that I know, just throw in some nodes
ah okay. Thanks
@tall pendant As source build from Github
I managed to build one plugin to it (somehow) but I can't do with others.
Anyone know why my tank is rolling like this? https://www.youtube.com/watch?v=FO-R7Rpa3Zk all 4 wheels are identical. they're spaced out and all are at the same height. The ground is smooth it should have that odd rolling pattern to it.
@fossil ore It should work by just copying the plugin folder from your marketplace folder of a binary engine installation (we sadly still need one installed atm) to a folder with the same name of your own engine version. After that just generate new project files and build your project again. This worked for me so far.
Is there any good Unreal Documentation that is not the official one? I feel like the official documentation missed out on a lot things like parameter and only describes a function in one sentence
As a beginner, there are also a lot of terms that I don't know yet.
Not that i know, you'll have to do specific google searches
maybe I'll get a book or something. The C++ unreal tutorial is really bad. It rarely explains the function and have to me to go through the documentation for what it is, but still the documentation doesn't explain anything for a beginner like me
thanks a lot!
The Documentation exists to explain Unreals API, not to teach C++
there are c++ documentations, but they are too complicated for me to understand right now
Have you tried learning blueprints first
or C++ for that matter
yeah i did, but terms like "penetrations" or "primitives" aren't familiar to me.
is there a way to disable friction for physics objects?
currently when I try to drag one over another it doesn't really slide over it as I would expect
change the Physical Material
oh boy I never used them before, but I'll look into it, thanks! š
Setting up my 3d models in ue4 but its got so much contrast?
but i checked some of the post processing and nothing is added
show
turns out, the whole physics approach to handling my VR objects isn't nearly precise enough and doesn't work... š¢
I've looked everywhere on google and youtube
but I can't seem to find anyway to edit an animation or make one
I mean sure there is a way on the editor
but it's a very very slow process of editing each bone while adding a key for every part of it and the moment you make a mistake restart
maybe I'm doing it the wrong way
I feel super ignorant right now
Use Blender or Maya or etc
importing the skeleton to blender right ?
look up rigging and animation tutorials for blender if you're using blender
I will try
@static viper
Is it possible to stop oculus rift opening when unreal engine opens? i have turned off the plug and such
does combining static meshes into a blueprint add much additional overhead?
Calling from BPs and from C++ should be about the same perf
i guess i'm more asking if it's any different from just adding the mesh straight to the level as opposed to adding to a blueprint and then adding that to the level
i mainly want a nice way to organize things, and i don't really like the way groups work
there will be some overhead of the blueprint itself but if you disable the tick and anything else like construct/begin play you shouldn't see much. blueprints are intended to be used like that anyways
heck use it as an excuse to make a modular/dynamic building system. make some variants of the item you want in that blueprint and have it pick one at random during construction in the editor so you can just drag and drop in variety
Anyone know how to fix PIE new editor window positioning? It opens in the center of my screen regardless of what I do.
@primal prairie check the materials
@plush yew generally that's how you edit animations :/ it's gonna be slow as feck
@desert sandal little overhead. Gonna need to do it anyway when you do parents and childs
hey guys how do i communicate with the level blueprint ?
yo don't
You dobt
Level BPs are horrible :/
Apparently the PIE window position is a known issue, and a work around is setting Windows scale settings to 100%
ye but then i cant call an actor like that
You destroy the component and posses the camera?
@crude jasper your character may be destroyed or however you do it. But you can still use the player controller to do what you are describing
how do i call a camera actor from the thirdperson character in which i am programming XD
yep i did a big mistake
but i dont know a way to communicate with another actor with out any reference
like owning it
spawning it
or the other ways i communicated
You cast to
with get game state and stuff
ye ik
but then what do i put in object ?
you cant leave it blank
So it's just a camera u've placed in world?
Then do the Tag thing allar mentioned
You could always have the Game Mode create the camera for later use, store a reference to it, then get it that way. its cheesy but works.
every way it easier and harder it just depends on what you want to do