#ue4-general

1 messages Ā· Page 307 of 1

whole quarry
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@austere lance looks like kinematic doesn't simulate

austere lance
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exactly. but both sides are set to default and only the middle to kinematic in the first simulation.

whole quarry
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idk why it behaves like that, I would've thought it would hang in the air static as the middle wouldnt move

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now one side appears heavier and goes down, lifting the other side up

fierce tulip
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@plush yew not even sure thats allowed to be discussed openly, but there should be documentation about it on udn.

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(i think, havent had access in a long time)

austere lance
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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.

dawn linden
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UE4's book of physics is special.

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Not expecting anything at all is a good place to start šŸ˜‰

tawdry storm
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@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

whole quarry
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no no

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the lowpoly should be the parent/root

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then being hidden ingame, the child would be the highpoly/visible mesh

tawdry storm
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I still wouldn't be able to move it as a physics object

whole quarry
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the lowpoly would do the physics stuff, the highpoly just follows its movement like being chained to it

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should work šŸ¤”

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root (lowpoly version, hidden ingame) full collision & simulate physics
child: visible mesh (no collision required)

tawdry storm
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but using the 'complex as simple' collision blocks you from using 'simulate physics'

whole quarry
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o0

fierce tulip
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O_o

tawdry storm
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try it

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if you set a mesh to use 'complex as simple' the simulate physics is greyed out

fierce tulip
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that is odd

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(never tried that before)

whole quarry
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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.

tawdry storm
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it even says on the tooltip that it's a limitation of the feature

whole quarry
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This allows us to use the trimesh for the physics simulation collision.

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it should work, its meant for it

tawdry storm
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yes it can collide

whole quarry
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read the full thing remco, dammit

tawdry storm
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but itself can't move

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rtfm šŸ˜›

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otherwise I would just run everything through complex collisions

rose quartz
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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 ?

tawdry storm
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you should be able to use it, yes

whole quarry
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and SimpleAsComplex? would that do any difference?

tawdry storm
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then I'd need a working simple collision

whole quarry
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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.

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physics is always a headache

tawdry storm
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which is the whole reason for this issue šŸ˜„

whole quarry
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what about Default This will cause simple collision requests to use simple collision, and complex requests to use complex collision; the "default" behavior.

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lets just try them all šŸ˜„

rose quartz
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So the event will becalled from the child and not the master?

tawdry storm
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that again requires a simple collision šŸ˜„

whole quarry
tawdry storm
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yeah

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@rose quartz if I'm not mistaken it should do just that, yes

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wait I'll post screenshots of my problem

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1 sec

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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

vale osprey
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@tawdry storm that’s expected behavior

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PhysX doesn’t support rigid body simulation on triangles meshes

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Only queries

tawdry storm
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yeah I figured, but I'd still thought I'd try it the way people suggested it

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I just can't get my custom modelled collisions into the engine

vale osprey
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It doesn’t import?

tawdry storm
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which was the reason for that workaround

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one sec

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some work fine, others go apeshit

vale osprey
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They can overlap btw, as they are sub-meshes of the same object

tawdry storm
vale osprey
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Hmm, looks like your mesh was ā€œoptimizedā€

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Try to simplify it

tawdry storm
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in what way? less shapes?

vale osprey
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Less triangles on shapes

tawdry storm
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they are mostly cubes

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the bend are just multiple individual cubes

vale osprey
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For some reason at least one of them glitched

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Don’t know why, maybe vertices are not welded

tawdry storm
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man this is so weird

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so I tried to kick a few

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now a part is glitched that was fine earlier

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oh or maybe not

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no I think that was like that before

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šŸ¤”

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but the whole bend on the front is just gone

next sierra
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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

bitter iris
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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

fierce tulip
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nope

bitter iris
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damn

fierce tulip
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yea its a bummer

wild glacier
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@tawdry storm Use complex collision

tawdry storm
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we already established that it won't work

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complex collision disables simulate physics

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which is crucial

wild glacier
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Ahm

languid shard
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say what

tawdry storm
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could it be that custom collision meshes need to have a certain volume?

vale osprey
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What are you using to create@model?

tawdry storm
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I just made the 'broken' parts a beat chunkier and thes seem to import with less problems

vale osprey
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Nah, they need to have adequate scale and be welded

languid shard
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"use complex as simple" works pretty well for physics

vale osprey
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It doesn’t work for simulated rigid bodies

languid shard
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šŸ¤”

vale osprey
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It works only for collisions against it

languid shard
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ah right

tawdry storm
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you can collide with it, but the mesh itself can't be moved

languid shard
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yeah

vale osprey
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Not by physics at least

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I’ll blame the tool that you use and maybe weird scale

tawdry storm
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I just wonder why that part in the front is so deformed

vale osprey
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This looks fine

tawdry storm
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scale is normal tho

vale osprey
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What size is this thing?

tawdry storm
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it's not the same

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oh you mean the general size of the object?

vale osprey
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Yes

tawdry storm
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32x22x4 according to the mesh window

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it's not big

vale osprey
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That’s fine

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So I would double check vertices on that broken part

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And normals

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Maybe you have some flipped sides or double vertices

tawdry storm
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vertex count is 16, so 8 on each side, which should mean there's no duplicate vertecies

vale osprey
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8 on each side?

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The box should have 8 vertices in total

tawdry storm
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oh wait

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or is that mesh shape already too complex for a collision shape?

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because if unreal is trying to make a box out of this I could see why that shape happend in engine

vale osprey
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Nah, it’s not too complex but it might be not perfectly convex

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Try pulling top vertices slightly toward each other and next level lower too, but slightly less

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Yes, unreal will try to ā€œoptimizeā€

tawdry storm
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yeah I'm making it more trapezoid shaped, 1 sec

vale osprey
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I’m not exactly sure when it does it. Sometimes you have to make collusion meshes in a different way to avoid ā€œoptimizationā€

tawdry storm
vale osprey
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Try it

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Otherwise boxes usually work fine

tawdry storm
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try what?

vale osprey
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The new shape you did

tawdry storm
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that's the one in the screenshots

vale osprey
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Ahh, that’s the one on the left? Lol

tawdry storm
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yeah ^^

vale osprey
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Could just generate in the editor then

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I think you will get even better precision

dawn linden
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@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?

tawdry storm
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yes, this is to test for very precise collisions

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auto generated collisions were too clunky, especially for the more non-convex shapes as nothing could move into the bowl shaped areas

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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

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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 šŸ˜„

dawn linden
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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.

tawdry storm
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yeah I tried to make that clear to the client, but

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ĀÆ_(惄)_/ĀÆ

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also I basically have no time at all to build this

dawn linden
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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.

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Although admittedly the editing interface for doing that is an enormous pain.

vale osprey
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Or just out of more boxes

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They can overlap

dawn linden
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Yep.

vale osprey
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UE4 won’t optimize the amount of sub-components, only components themselves

tawdry storm
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hm okay I'll try to build the shape with boxes and see what happens then

dawn linden
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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.

vale osprey
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And replacing boxes with tetrahedra is actually a legit way to do complex collisions

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Yeap

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By tetrahedra comment I meant that number of sub-objects is not that important for performance. As in it doesn’t matter how many sub-objects you have. What matters is their individual complexity.

tawdry storm
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okay if I simplify it to a box it looks like it's the exact shape

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so I'll just throw boxes at it until it works, that might take a while tho ^^

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thanks for the input @fierce tulip @whole quarry @vale osprey I really appreciate the help, maybe it'll work out after all

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oh and kamrann of couse šŸ˜„

sullen wraith
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how can you go about moving things from one folder to another within the unreal engine?

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I can' t seem to move it back a window

plush yew
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Hello guys with which key combination to show my cursor when I start my game?

tawdry storm
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ctrl+F1

fierce tulip
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@sullen wraith need to move them trough the content browser, should be quite straightforward

sullen wraith
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ive tried dragging them around it doesn't work?

plush yew
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shift + f1 ntot ctrl with ctrl

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happened this:

tawdry storm
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oh, right, sorry I just press it out of muscle memory so I wasn't 100% sure

plush yew
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okay

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no problem but thank you

whole quarry
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in the playercontroller -> Show mouse cursor

sullen wraith
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@fierce tulip bit confused, i cant seem to drag it back in the content browser?

fierce tulip
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how are you dragging it back? step by step details please 😃

sullen wraith
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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

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but i can't move it up

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so its currently in content>a01, it wont let me move it into content, but would loet me move it into content>ao1>ao2

tawdry storm
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weird

fierce tulip
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works for me

whole quarry
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never had problems with that either

fierce tulip
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(4.16/4.19 though)

whole quarry
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tho, content is the root folder, cant go any higher than that, are you sure you're not trying to make "ao2" the root?

sullen wraith
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yeah 4.19

tawdry storm
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I only had problems with deleting whole folders in older versions

sullen wraith
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hm..

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so is it not possible on 4.19?

whole quarry
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it is possible in all ue4 versions

sullen wraith
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yeah so I want to move this folder back to the root

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it doesn't let me, only lets me drag it deeper

whole quarry
sullen wraith
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it's just an example name šŸ˜›

whole quarry
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try restart the engine and move the folder again

sullen wraith
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nah has never worked for me before :3

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where do you guys "drag" it to

whole quarry
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if that doesnt work, go in Windows explorer, to the project folder, open Content and see if the folder still exists in there

sullen wraith
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so im trying to drag it to "content"

whole quarry
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eww

sullen wraith
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is that how you do it?

whole quarry
sullen wraith
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you're amazingg

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i can finally clean ou tmy gamee

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clean*

plush yew
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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?

whole quarry
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@plush yew Don't spam the same questions on multiple channels >.>

warm tree
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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
static viper
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the lesser one

dire fjord
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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

static viper
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they?

whole quarry
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did you verify the accessibility though?

static viper
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define inaccessible

fierce tulip
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my love for you :p

dire fjord
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This stuff

whole quarry
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eww, white background

static viper
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remco speaks for me.

dire fjord
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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.

whole quarry
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#cpp + did you make it a public thing?

sullen wraith
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question, while previewing an animation, if i change its bone rotations, is there a way to save that to the anim?

dire fjord
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It's from source.

whole quarry
dire fjord
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Several of the functions i'm using in this file are inaccessible like this in the engine source, fireimpulse(), Applyradialdamage(), radius, SetVelocityInLocalSpace

ebon goblet
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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?

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If that makes sense.

dire fjord
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You mean a rigged model vs some assembled staticmeshes?

ebon goblet
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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.

dire fjord
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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.

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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.

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no sockets to attach things, etc.

ebon goblet
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Yeah I was thinking the same. But just how much of a difference could there be?

dire fjord
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If it's a single object in your entire game? I would think not that much.

ebon goblet
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I'm talking larger scale

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let's say. a hundred soldiers on the field at once

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all of them have shields

frosty bloom
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@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

dire fjord
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@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.

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@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.

astral marsh
ebon goblet
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@dire fjord ill do that, thanks for your time

whole quarry
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@astral marsh is there a BP_Key spawned in the level when you call it?

astral marsh
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yes

whole quarry
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what object are you using to cast to it?

astral marsh
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i can show you through screenshare also

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if you dont mind

whole quarry
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im not at home

astral marsh
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its getting hard to type

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oh

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im trying to cast it to key

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for line trace

whole quarry
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so the Hit Actor is connected to the Cast node?

astral marsh
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yea object of the cast

whole quarry
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is Hit Actor == BP_Key ?

astral marsh
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yes

whole quarry
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how do you verify that?

astral marsh
whole quarry
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so you dont verify that

astral marsh
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how do we do that

whole quarry
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==

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HitActor == BP_Key

astral marsh
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after which node?

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aah

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i see

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wait

whole quarry
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yes, then in Select Actor find BP_Key

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If true -> Cast
If false -> ABORT ABORT ABORT

astral marsh
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there is no abort node

whole quarry
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oh, leave it empty then

astral marsh
whole quarry
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that red pin from the ==, connect it to a Branch

astral marsh
whole quarry
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not the one I meant, but that should do it

astral marsh
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but bp key has an error

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its asking object

whole quarry
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well, you need to connect the Hit Actor to Object

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If HitActor == BP_Key, if true cast to that referenced BP_Key and do stuff

summer pagoda
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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 😦

vale silo
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@wicked tiger @elfin jacinth Do you folks happen to have an ETA for 4.20.3 ?

full atlas
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So.. its impossible to report a bug?

upper heart
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what?

full atlas
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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.

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may i tell you the bug here?

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its about umg scrollbox

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super simple

upper heart
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Feel free to share the details. I normally create an empty project and reproduce the bug in there and then share on github

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A new clean project is important so Epic doesn't have to sift through anything

full atlas
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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 -->

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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)

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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

frail sky
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My Launcher showing preview version 5 now,someone said that the official version of ue4.20.2 has been released? Why is my preview version?

upper heart
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@full atlas You could use SetScrollOffset to update it manually

full atlas
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@frail sky i noticed it as well.. try restarting your launcher.. it didn't show "preview 5" to me after i restarted..

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@upper heart what do you mean?

upper heart
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There is a function called SetScrollOffset. You could call that when the delete button is pressed.

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We should move this to #umg tho

full atlas
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if only it were that easy to use that function to deal with that issue..

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i have tried everything to deal with this issue.. and nothing works

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EVEN if there was a way.. does it make ANY sense to you it not updating automatically?

upper heart
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They might expect you to handle it yourself

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Anyways, ask in #umg. Nick Darnell is the umg expert at Epic and he frequents there.

full atlas
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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

frail sky
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My launcher still shows the preview5 version, maybe the version of my country has not been updated?

full atlas
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i dunno mine got fixed on its own..

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doesn't matter, its not a preview you're using

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@upper heart i didn't come here to report the bug.. i came here wondering why its impossible to report a bug

upper heart
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It's not impossible. And it doesn't have to do with it. They must have misunderstood what you reported.

full atlas
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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"

upper heart
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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.

cloud cobalt
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The important part is "UE4 project that immediately reproduces the issue"

full atlas
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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

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basically 100% of my reports

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now they are just trolling

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why would i ever report again?

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whatever..

flat plover
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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)

cedar snow
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AIController and PathFollowingComponent are character agnostic, right? e.g. they don't require the pawn to be an ACharacter?

abstract marsh
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@wraith canyon have you found anything about the build mode that you were talking about? Could I DM you?

sudden flax
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Hey does anyone know how i would make my menu move with mouse movement

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like this

tawdry storm
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doesn't look like the menu is moving at all

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it's just a very slight camera rotation

sudden flax
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No

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when you move the cursor

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it moves the menu

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@tawdry storm

static viper
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its not

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but its moving the background

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wich is ultra easy todo

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it just a large image wich is moved with translate

tiny pier
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How can I spawn a widget at a given screen x and y?

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Dynamically, at runtime.

static viper
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right as you told

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spawn widget

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return value

sudden flax
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@static viper you need to watch it

static viper
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screen position

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icy i watched it...

sudden flax
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whenever he moves his cursor

static viper
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the menu isnt moving

sudden flax
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it moves the screen

static viper
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the background

sudden flax
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Yes, how?

tiny pier
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How do you mean, screen postion?

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The create widget node doesn't have x and y values for position.

static viper
unkempt isle
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would you guys buy assets from another place than ue4 marketplace if it is cheaper?

static viper
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that happens alot actually

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but you will only get ue4 stuff from ue4 marketplace

fierce tulip
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depends on the content. especially plugins I'd prefer trough the mp

static viper
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so thats an disadvantage

unkempt isle
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props

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or other things

static viper
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it doesnt matter

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as long as it is legal you can do everything

unkempt isle
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i want to buy from another place

static viper
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your choice

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what are we talking here?

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Are these some special assets?

sage bough
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Somebody know why my eventicks doesn t work after packaging ?

static viper
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no general issue there

pallid compass
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prob not because it wont pass epic QA

static viper
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you prolly done fucked it

pallid compass
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even if 95% of the marketplace is trash

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also then u have the licencing as well

unkempt isle
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and too expensive

pallid compass
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no worry with any licencing issues on marketplace

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wat

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marketplace is cheap af

static viper
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dont worry

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ue4 assets are easily done

tawdry storm
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@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

pallid compass
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Try asking someone to commission you something and compare the price

elfin jacinth
#

@vale silo No specific ETA as of yet. We're aiming for the next few weeks, but nothing set in stone.

static viper
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pls dont call icy back here...

tawdry storm
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Oh okay sorry

pallid compass
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God i wish my ISP would fix these DNS issues

novel ember
#

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?

plush yew
#

hello everyone

heavy falcon
#

Ahoy

plush yew
#

I'm getting tired of materials :x

heavy falcon
#

You're right, the world is far too materialistic

plush yew
#

nice one

#

btz

#

btw*

#

I got this problem in Unreal

heavy falcon
#

(shocker)

plush yew
#

and do not compile at all

#

just left with the default

#

is there a way to fix this šŸ¤” 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

obtuse path
#

Hey all, does anyone have patch notes for 4.20.2?

grim ore
#

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

plush yew
grim ore
#

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?

normal mauve
#

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?

plush yew
#

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

plush yew
livid haven
#

This screams "should be done in C++"

#

Is that a material?

plush yew
#

yes

livid haven
#

Bugger...

plush yew
#

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

static viper
#

shared wrap

plush yew
#

shared wrap ?

grim ore
#

the link i shared...

plush yew
#

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 ?

static viper
#

yes

plush yew
#

thank you so much for the help

novel ember
#

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

plush yew
#

I need to learn more about performance

#

I might get stuck in the future somewhere

novel ember
#

I would think if anything given my current setup it might be the same or slower

plush yew
novel ember
#

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

plush yew
#

can I see the game you are making ?

#

just curious on how it looks like with a 90 fps 1080p

novel ember
#

yeah I'm recording a clip in a minute anyway

plush yew
#

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

#

this will help a lot like 100 times

novel ember
#

here's a clip of the game at that framerate

normal mauve
#

Any tips for debugging a problem for a particular project that freezes my whole mac and becomes unresponsive?

novel ember
#

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%

normal mauve
#

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.

novel ember
#

Have you tried removing your default map from the directory and booting it up?

normal mauve
#

not yet. good point

plush yew
#

yall got any idea how to make the landscape block directional light from underneath it ?

#

please

whole quarry
#

@plush yew set light intensity to 0 when it hits horizon ?

#

why would it need to cast light when it wont be visible?

plush yew
#

@whole quarry is there a blueprint for light intensity to be 0 when it hits horizon ?

whole quarry
#

no, you'll have to make it

#

look for day/night cycle tutorials to get started

plush yew
#

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

whole quarry
#

yes, use google to find guides for that

plush yew
#

i needdd helppp šŸ˜„

#

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

tawdry raptor
#

when I hit simulate in the UNREAL does it still use my default character?

tawdry raptor
#

when I hit simulate in unreal and I can float around does the float around have a blueprint?

elder hatch
#

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

plush yew
#

@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.

astral marsh
#

before it like used to work

#

now idk whats happening

livid haven
#

Because the hit actor isn't of that type?

#

Or is even null somehow.

autumn rapids
#

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

astral marsh
#

so you saying its with collision?

livid haven
#

@astral marsh I'm saying the cast is failing because the cast is failing, because casts can fail. They're a test.

dire fjord
#

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.

ā–¶ Play video
livid haven
#

@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?

autumn rapids
#

Hmm it does it on a new project as well

livid haven
#

... how would a new project that doesn't even have your assets be loading those assets?

autumn rapids
#

I thought it might be player controller, too, but i removed all references in my blueprints and it still shows.

#

The base assets..

livid haven
#

The game mode specifies the player controller.

#

What spawns your UI?

autumn rapids
#

Playercontroller...

livid haven
#

Going back, do these maps use the same gamemode?

astral marsh
#

I have like a pickup system where the player should hit the key through linetrace to grab it but seemingly its not happening

autumn rapids
#

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

livid haven
#

You can set gamemode per level.

autumn rapids
#

Okay ya I just found that

#

Neat. I guess I'll back track and see what I missed, how weird

#

Thank you very much,

livid haven
#

NP.

#

Sounds like understanding that game mode specifies the player controller was the missing piece of critical knowledge was all.

autumn rapids
#

lol oops

#

Found where I went wrong, wasn't supposed to change the game mode

#

The more you know, thanks for the knowledge

livid haven
#

šŸ‘

astral marsh
livid haven
#

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.

dire fjord
#

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

autumn rapids
#

Im not that far yet so no idea

worn granite
#

I've found line trace + printing a hit object's name to be an effective debugging tool for unexpected behavior in the past.

dire fjord
#

@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.

worn granite
#

thank @livid haven for it, I was just saying that technique works.

livid haven
#

I wasn't remarking to tank person. :X

#

You should probably make your projectiles ignore collision with the actor that spawned them.

dire fjord
#

Yes just learning now so that's on the list

worn granite
#

I swear I'm paying attention...

plush yew
#

anyone want a modeler/animator that can at least try?

whole quarry
kind briar
#

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?

whole quarry
kind briar
#

sure, sorry about that

tawdry storm
#

@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.

heavy shuttle
#

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 help😫

#

Tried switching back but nothing happened☹

whole quarry
#

sounds like opacity = 1

heavy shuttle
#

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 game☹

paper kernel
#

Here's a crazy idea; do bullet casings with instances static meshes

languid shard
#

how about mesh particles ?

balmy cypress
#

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.

dim arch
#

anyone know the name of the outline postprocess material used in the engine for object selection and if it is in the engine content?

manic pawn
#

it's implemented as a global shader and uses a special render target to work, you can't reuse it in game

dim arch
#

hmm ok

plush yew
#

I cant find the option to migrate the thirdpersonBP to my project, anyone know where to find it?

dim arch
#

add new ... feature or content pack ... third person

#

in content browser

plush yew
#

in the project i want it in right?

dim arch
#

ya

plush yew
#

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

tawdry raptor
#

My radar doesnt spin around when I move in VR, does anyone know what I have to change to make it rotate?

static viper
#

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

tawdry storm
#

I'm pretty sure that whatever you see in the hmd is also a camera

rose quartz
#

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?

tawdry storm
#

are they actors?

rose quartz
#

yes

tawdry storm
#

get all actors by class?

rose quartz
#

nope thats in the world

#

Find all actors in the world of the specified class

tawdry storm
#

define 'in the world'

rose quartz
#

Spawned?

tawdry storm
#

you can't get stuff that's not spawned

rose quartz
#

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 šŸ˜’

tawdry storm
#

I'm still confused why you want to get objects that don't exist

rose quartz
#

They are spells for the game

tawdry storm
#

are you building world of warcraft in UE4?

rose quartz
#

something like that

tawdry storm
#

okay you have 5 spell blueprints

rose quartz
#

its only a starting spell

tawdry storm
#

so what do you want to do now

#

just explain it there please

frosty bloom
#

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

rose quartz
#

@frosty bloom i have a masterclass

frosty bloom
#

then skip step 1

brazen cairn
#

guys whats the download size of ue4.20 ?

tawdry storm
#

20,3 GB according to windows

#

well

brazen cairn
#

ah

#

thanks

tawdry storm
#

that's the installation size, not sure how much the download is, as I assume it's compressed

brazen cairn
#

ok

tawdry raptor
#

i added a camera to my radar so hopefully the radar follows the camera how can I get it to connect it?

spiral anvil
#

@tawdry raptor is this BP related? if so, try #blueprint

plush yew
#

hello

#

it's ya boi fries again

spiral anvil
#

I looked it up almost everywhere

plush yew
#

I think when the mouse moves in the X axis ?

#

tbh I got no idea what is that

spiral anvil
#

Thought so, but it could be anything

plush yew
#

I was experimenting with snow texture and rocks

spiral anvil
#

are you a level designer?

plush yew
#

for some reason it formed a swastika

#

if you can see it

grim ore
#

The Mouse X is the Mouse X, it's the X on the Mouse which is the Horizontal Movement.

plush yew
#

oh so I was kind of right

#

hello Mathew

grim ore
#

you were correct yep

plush yew
#

how is your day ?

grim ore
#

I am a work for the next 12 hours so it's work 😃

plush yew
#

I've been working a lot as well

#

since I wake up till I sleep

#

everyday

#

ofc I take breaks

#

food and fresh air

#

the material instance

tawdry raptor
#

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?

plush yew
#

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

#

Done! Thanks man.

#

no problem

#

I will always help- If I can

tawdry raptor
#

since my vr pawn has no camera z rotation what can I tell my radar to use to rotate ?

plush yew
#

it would have taken me forever just for the materials if there wasn't starter content to learn from

astral marsh
rigid ginkgo
#

Hi

charred dove
#

my destructable mesh only breaks sometimes when hit by a projectile, any idea why?

silent drum
#

Anyone knows if i have a widget over a widget, how a make so u cant click on the widget behind to?

plush yew
#

like HUE for exemple

#

I want to turn it blue

#

anyone ? :x

vale silo
#

probably in the material of the flames

fierce tulip
#

google

plush yew
#

@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

grim sinew
#

It's literally 6 days into the month and you only have 200mb of internet to last the rest of it?

#

RIP

plush yew
#

welp if no one can help might as well spend few other bucks

upper heart
#

@plush yew Initial Color or Color over Life

plush yew
#

thank you

upper heart
#

np

plush yew
#

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?

static viper
#

APEX destructable

plush yew
#

Or should I have several meshes sticking together and falling from eachother upon mining

static viper
#

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

tacit chasm
#

is there any thing like AWS or Docker that allows you to run UE4 to render images?

plush yew
grim sinew
#

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

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.

grim sinew
#

Well, unfortunately there isn't much of a market for it so even if it does exist, it's not as prevalent.

plush yew
#

the free assets are cool actually

#

with a bit of tweaks for the materials and it will be perfect

pallid compass
#

I love it when UBT fails to build for launch to mobile, and gives no error's or logs

#

my fav

polar hawk
#

If you can't google I wouldn't waste your internet on uploading images

pallid compass
#

omg

plush yew
#

@polar hawk it's just few Kb

#

but you are right

#

I shouldn't even be on discord

pallid compass
#

same

tawdry raptor
#

i am trying to get story a reference to the hand held blueprint actor. how do I do this?

tawdry raptor
#

what kind of componet can I add to a blueprint that will let me track its rotation?

young oyster
#

Does anyone know a tutorial on how to make an animal simulator?

#

Or anything related?

robust cedar
#

i dont know of any

#

i dont quite understand what you mean by animal simulator tho

young oyster
#

Like change the third person characters model into an animal or something

novel ember
#

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

plush yew
#

is the "create destructible mesh" option gone?

fierce tulip
#

for a second I thought Omni's question was related to the animal simulator one

plush yew
#

Nah

#

Talking about normal static mesh destruction

#

Haven't been using unreal for a year

#

can't find the option

robust cedar
#

@plush yew not sure what your talking about but you can use blueprints to make something destructible

young oyster
#

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

plush yew
#

anyone have any idea where to start to make a tool like this?

tawdry storm
#

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

manic pawn
#

can confirm that math was involved

fallow cliff
#

maths rather

manic pawn
#

wtf šŸ˜‚

novel ember
#

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

mint raptor
#

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?

plush yew
#

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?

mint raptor
#

@plush yew yup

crude jasper
#

wrong print

plush yew
#

anal feast

dire fjord
#

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.

novel ember
#

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

plush yew
#

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.

south ridge
#

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)

plucky reef
#

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?

queen arch
#

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?

plucky reef
#

it's in the log files check it

plush yew
#

@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."

queen arch
#

the log throws me a million errors

plucky reef
#

WOOOOOOW

#

may I see?

queen arch
#

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

plucky reef
#

oh sorry I don't have ideas regarding that too! sorry

queen arch
#

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)

novel ember
#

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

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It's more noticeable on uneven surfaces, but even pivoting on totally flat ones will cause me to get off the ground sometimes

south ridge
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When you are in walking mode, it keeps you tied to the floor yeah

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It raytraces down, finds the floor, then starts calculating your movement relative to that floor

novel ember
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Hmm

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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

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Also, is there a way to check if the player is not touching a wall that doesn't involve checking repeatedly?

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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

plucky reef
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@queen arch yeah, I feel you. lol

plush yew
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Hey guys, can anyone help me with ragdoll physics for my ai?

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im just having a collision issue

mint raptor
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@plush yew perhaps you don't have any reflection captures? Also did you try it with a packaged game?

plush yew
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@mint raptor There is a Reflection Capture, but I did not try a packaged game yet.

mint raptor
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Also I did from epic to some other setting (aka below epic)

fierce tulip
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@worn blade stop asking the same question in every channel please.

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read the frickin rules

kind briar
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Well I'm getting there :D, managed to generate a ghost version of my cylinder in a blueprint with sockets

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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?

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*make

sand stratus
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Fix performance issues when they actually become issues

hard rivet
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Good morning! (from Spain)

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Have a question regarding the set up of Steam in Unreal

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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

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The log it throws me a Steam API disabled.

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The thing is

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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...

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Could anyone help me, please?

kind briar
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ok thanks for the advice waranoi

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maybe you need to update a setting in the project somewhere? Maybe something to do with how it builds the package

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there's a 64 bit steam_api dll so maybe you need to tell it to build with that

hard rivet
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Yeah, I replaced those .dlls

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The thing isĀ”

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I have the retail version of the engine (Epic Games Launcher version, not Github)

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And

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Cannot find the .sln

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To rebuild the engine

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Maybe it has something to do with that

whole quarry
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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

hard rivet
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XD

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Yeah, I also tried that, sorry to say

hard rivet
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I've followed that tutorial... maybe I missed something. I will start all over again

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Do you know if it's possible to find the .sln?

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Mean... where can I find it?

whole quarry
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sln is included when your project is C++

hard rivet
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So openning VS of my project I can rebuild the engine

whole quarry
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if you're using BP only, then you're stuck with a older version until Epic updates it

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yes

hard rivet
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Cool

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Hey! Didn't know about that second link

hard rivet
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Thank you so much @whole quarry and @kind briar

whole quarry
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np 😃

hard rivet
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No, it's already C++ based

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But thanks

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It's already made in PS4 and we are porting to PC

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And all this Steam SDK thing is taking me more than expected

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xD

whole quarry
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it took me a day too to get it working properly :d

hard rivet
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Good to know I'm not the only one haha

whole quarry
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figuring out how to get it available on steam (with those depots and branches) took me another day xD

hard rivet
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So, last question: is a problem if I keep the 1.39 version?

whole quarry
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nah its fine

hard rivet
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Ok

whole quarry
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you're just missing out on the newer version stuff

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(no idea what those are though)

hard rivet
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Cool

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Thanks, dude

whole quarry
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np ^^

hard rivet
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😃

dim merlin
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Hi. whats happend to the wiki?

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all the pages are broken.. e.g.

whole quarry
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works fine for me?

hard rivet
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Same for me

dim arch
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does anyone know how to create an object hilight effect on a surface material (not postprocess)

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without using custom depth

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the custom depth buffer is being used by another system which conflicts with using it for a mouseover hilight

whole quarry
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can't that only be done by pp?

dim arch
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yeah that is super expensive though

whole quarry
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google: ue4 outline without post process

dim arch
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I did

whole quarry
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well, make your choice then šŸ˜„

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everything comes at a cost

dim arch
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cloning a mesh is too expensive

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it should be possible I think

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for example if you clamp a fresnel it gives you the outline

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except its not as clean as the PP method

languid shard
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@dim arch can't you use a different custom depth id ?

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isn't there like 0 to 255 ids ?

dim arch
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emm

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yeah there is the stencil mask

dim arch
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well the problem is that I have some meshes which are outlined using that method already

languid shard
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and you want another effect on top of it ?

dim arch
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but if I want a mouseover hilight it seems like the easiest way it to enable/disable the custom depth on the mesh

languid shard
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yeah it is

dim arch
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I am using a scenecapture with a postprocess material

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it renders out all the outlines of meshes in the custom depth buffer

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for a kinda minimap style thing

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but then in the main camera, I need to add an outline for a mouseover object

languid shard
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ah alright

dim arch
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so if the depth buffer is disabled on all objects except the mouseover one, nothing shows in the minimap

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so I am just trying to make an outline in the surface mat for the mouseover object as a workaround

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not really sure how to get them both working at the same time

polar hawk
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Judicious use of custom stencil values

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I.e. <200 render only in capture pass

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200 only render in live mouseover pass

dim arch
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yeah if I use a seperate PP instance for the render2d and player camera I can keep them from rendering ontop of each other

fossil ore
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Can someone help me with compiling a plugin to custom engine?

tall pendant
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custom as in just an stock source build from github/p4 or an actual customized engine?

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the first one should be not too complex

dire fjord
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is there a setting somewhere to say "always open blueprints in the full editor"? I can't seem to find one.

whole quarry
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what do you mean with 'full editor' ?

dire fjord
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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"

whole quarry
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oh, those BP's dont have any data in them

dire fjord
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They have data.

whole quarry
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data as in graph/nodes

dire fjord
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Right

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so how can I tell it to always open in that regardless of them having nodes/graph

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is there a setting?

whole quarry
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not that I know, just throw in some nodes

dire fjord
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ah okay. Thanks

fossil ore
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@tall pendant As source build from Github

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I managed to build one plugin to it (somehow) but I can't do with others.

dire fjord
tall pendant
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@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.

spiral anvil
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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

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As a beginner, there are also a lot of terms that I don't know yet.

whole quarry
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Not that i know, you'll have to do specific google searches

static viper
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books

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there are alot unreal books

spiral anvil
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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

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thanks a lot!

sudden agate
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The Documentation exists to explain Unreals API, not to teach C++

spiral anvil
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there are c++ documentations, but they are too complicated for me to understand right now

polar hawk
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Have you tried learning blueprints first

sudden agate
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or C++ for that matter

spiral anvil
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yeah i did, but terms like "penetrations" or "primitives" aren't familiar to me.

tawdry storm
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is there a way to disable friction for physics objects?

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currently when I try to drag one over another it doesn't really slide over it as I would expect

sudden agate
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change the Physical Material

tawdry storm
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oh boy I never used them before, but I'll look into it, thanks! 😃

primal prairie
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Setting up my 3d models in ue4 but its got so much contrast?

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but i checked some of the post processing and nothing is added

static viper
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show

tawdry storm
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turns out, the whole physics approach to handling my VR objects isn't nearly precise enough and doesn't work... 😢

plush yew
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I've looked everywhere on google and youtube

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but I can't seem to find anyway to edit an animation or make one

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I mean sure there is a way on the editor

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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

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maybe I'm doing it the wrong way

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I feel super ignorant right now

polar hawk
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Use Blender or Maya or etc

plush yew
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importing the skeleton to blender right ?

polar hawk
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look up rigging and animation tutorials for blender if you're using blender

plush yew
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I will try

primal prairie
primal prairie
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Is it possible to stop oculus rift opening when unreal engine opens? i have turned off the plug and such

plush yew
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so close šŸ˜›

desert sandal
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does combining static meshes into a blueprint add much additional overhead?

noble wedge
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Calling from BPs and from C++ should be about the same perf

desert sandal
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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

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i mainly want a nice way to organize things, and i don't really like the way groups work

grim ore
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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

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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

boreal crown
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Anyone know how to fix PIE new editor window positioning? It opens in the center of my screen regardless of what I do.

inland seal
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@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

crude jasper
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hey guys how do i communicate with the level blueprint ?

polar hawk
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yo don't

inland seal
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You dobt

crude jasper
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then

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if i want when i die to go to a camera

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how do i do that ?

inland seal
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Level BPs are horrible :/

boreal crown
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Apparently the PIE window position is a known issue, and a work around is setting Windows scale settings to 100%

crude jasper
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ye but then i cant call an actor like that

polar hawk
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tag an actor

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get all actors with tag

inland seal
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You destroy the component and posses the camera?

crude jasper
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?

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tag

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so basically posess everyone with that tag ?

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wich means

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the camera

frosty bloom
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@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

crude jasper
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how do i call a camera actor from the thirdperson character in which i am programming XD

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yep i did a big mistake

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but i dont know a way to communicate with another actor with out any reference

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like owning it

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spawning it

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or the other ways i communicated

inland seal
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You cast to

crude jasper
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with get game state and stuff

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ye ik

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but then what do i put in object ?

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you cant leave it blank

frosty bloom
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So it's just a camera u've placed in world?

crude jasper
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or a blueprint actor

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doesnt rly matter

frosty bloom
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Then do the Tag thing allar mentioned

crude jasper
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i've never used tags

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any tips where to start digging or something

grim ore
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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.

crude jasper
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maybe the tag is easier no ?

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but how do i unposess and posess again ?

grim ore
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every way it easier and harder it just depends on what you want to do

crude jasper
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ok i think i know

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my Bp is rly bad cause im trying to finish it quick so all messy

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which means everything is a bit harder XD