#ue4-general

1 messages Β· Page 315 of 1

winged crypt
#

Stationary Skylight, Stationary Directional Light

#

But the Skylight is causing the leaks. Nothing major but I can see GI on objects closer to corners of the room etc. which should otherwise be pitch black.

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Visible on the walls as well. I can get around this since I'm lighting the room anyway and this won't be visible but if I can eliminate it altogether that would be best

plush yew
#

my power is out

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but

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the internet still up

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what is this wizardry

south ridge
#

@plush yew the hardware you're connected to has better power supply than you do πŸ˜›

crisp turtle
#

Is it better to create a lower body set of movement animations that dont have any z bounce on the pelvis, or is it better to use something like layered blend by bone to get the same result since I need two animations one for upper body and the other for lower body. The key is since its first person with full body rig, I cant have upper torso bounce on z hence clamping the hips?

#

Is it even possible to clamp the pelvis from bouncing on z axis through script?

vale silo
#

So, no one knows about root motion?

winged crypt
#

@vale silo hm? what about it

#

h

#

oh* 4.20, unsure

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still on 4.19

vale silo
#

Ok, then how about 4.19?

#

Docs still relevant?

#

@winged crypt

tawdry raptor
#

can we edit the 3rd person character that comes with unreal a a new model?

#

can we edit the unreal character to change the way it looks?

#

add stuff to it?

astral rain
#

Yes.

#

Pretty much the only restrictions with using assets provided by epic is that they have to be used with unreal.

#

E.g. you can't use then in unity.

#

Them*

plush yew
#

hey guys

#

has anyone tried to make an inventory using AHUD?

livid haven
#

AHUD isn't a class for making UI.

#

But it should be how you spawn your UMG or Slate based UI

plush yew
#

ok

#

is it possible to include enumarations from unreal (as uassets) and use them in my c++ code (conversion of BPs)?

tawdry raptor
#

how can I add stuff to the unreal maniquin

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like I want to add a new face and cloths

worn granite
#

@plush yew its infinitely easier to just remake the enum and move things over.

plush yew
#

i decided to do it in a file

#

like create an h file

worn granite
#

that's what I'm talking about, yeah

plush yew
#

and include it in every c++ class that's gonna use it

#

althought for some reason

#

everything is in red

#
enum E_UIC_ContainerType
{

};
UENUM(BlueprintType)
enum E_UIC_ItemSubtype
{

};```
worn granite
#

enum class ETheEnumName : uint8

hushed grail
#

Does anyone have any experience with unity?

weary basalt
#

Why are you asking in an Unreal Discord about Unity?

hushed grail
#

Sorry nvm

fossil ridge
#

hey i put a question in the blueprints page can someone take a look at it

novel ember
#

Does anyone know what the issue might be with my model here?

#

I've got a pretty basic material setup for WorldPositionOffset where it does a VectorTransform from Tangent Space to Local Space. It seems to work fine on the default engine sphere, but with my meshes it splits at the edges

uneven fractal
plush yew
#

my UE4 crashes when i try to open a BP

paper kernel
#

corrupted asset probably

plush yew
#

that's impossible

#

i add the project from the store

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and then i open it and it crashes

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it worked 5 minutes ago

#

i changed NOTHING

paper kernel
#

nobody really knows how the corruption happens Β―_(ツ)_/Β―

#

you could try making a duplicate out of it

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if it lets you right click it

plush yew
#

so basically it crashes on:
trying to open it
clicking on it with right button
trying to delete it

#

and trying to move it

#

unreal is so corrupted it's insane

paper kernel
#

then try and delete the uasset from content folder

plush yew
#

i did

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and then i re-imported it

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same thing

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i restarted my PC, closing all unreal and everything

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i open it - fatal error again

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it worked like 5 minutes ago

#

i closed the BP by mistake and it never wanted to open again

#

what the heck is wrong with unreal?

plush yew
#

Hey, anybody knows what does joining the steamworks distribution program gives me?

regal mulch
#

I assume you want to ask that on the Steamworks Group :P

low wadi
#

How long do you guys usually work on a game in one sitting?

south ridge
#

A work day, lol

static viper
#

prolly 25h a day

#

maybe more

south ridge
#

Humans are limited to like 5-6 hours of useful work each day, which is about what I do. The rest of the time is human things like organizing everyone and chattering on the internet

static viper
#

humans

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but i am an owl.

south ridge
#

I mean we are limited. I'm human and I have all the human organs

#

In correct placement and proportions

waxen fjord
#

Are you sure? Have you physically checked?

paper kernel
#

if current status is "functional" then I would say close enough

naive basin
#

hello guys

#

it seems like my planar reflection only works in editor when i dont press G to hide it

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however it doesnt seem to work on PIE

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any solution for this?

olive yew
#

Can anyone help me with opening a door with 'E" ?

static viper
fallen tundra
#

hey guys, I made a ai enemy tarantula who patrols and attacks the player once it's in sight. my problem is once the ai enemy comes close to the player it doesn't attack, but when the player steps back little then the attack plays. what could be my problem?

plush yew
#

Hey I'm new to unreal, and I was wondering, if I wanted more than one person working on a project how would I go about doing so?

fallen tundra
#

@plush yew making threads on the ue4 forum works out pretty well!

#

I've made several collaboration threads so that my team can help other game devs with level designs and modelling in turn for their help with programming etc etc

plush yew
#

can anybody help me?

pallid compass
#

pro tip

#

give context

#

show error's

plush yew
#

um

#

wdym

#

oh

#

well

#

Im trying to make a loading screen

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and Im trying to set this var to true

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but it doesnt work :/

#

set the var to true when you click the button

#

What's the error?

#

I've tried to breakpoint, "Cast to PlayerCharacter" works, and then the "SET" doesnt work

#

doesnt give me any error, its just doesnt work

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It's

#

right

#

there

#

Bottom right

#

?

#

oh

#

there's no more

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its just when I've tried something

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oh wait

#

Click show message log when it comes up again

#

there is an error

#

yeah yeah

#

one sec

#

SetInputMode_UIOnly expects a valid player controller as 'PlayerController' target

#

what's that?

#

oh its because I've used another gamemode

vale jasper
#

Can a 3D modeller dm me please?

sudden agate
#

you error is somewhere else

#

@plush yew

plush yew
#

so what is it?

sudden agate
#

it literally says whats wrong

plush yew
#

...

sudden agate
#

Read it

plush yew
#

I'm guessing you don't actually have a PlayerCharacter in the world

#

well I did, my English sucks lol

vale jasper
#

@everyone if you’re a 3D modeller can u dm me asap πŸ˜ƒ

plush yew
#

PlayerCharacter needs to be the UIGamemode

#

(nothing, just to show cursor)

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wat

#

one sec I will show ya

#

there ya go

#

its all there, except from "HUD", changed it into "MyHUD"

#

Your Default Pawn isn't a PlayerCharacter

#

wait wut

#

lemme see that

#

So Get Player Character will never return PlayerCharacter

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ooooh

#

nonono you got me wrong

#

"PlayerCharacter" is the character itself, I wanted it to be set after the HUD

#

got it?

#

after the Menu

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you are clicking on OpenLevel, and then its setting the gamemode to the FPS gamemode

#

wait a sec, so if that's like that, I need to do the loading var and other stuff in the UIGamemode, and not in the PlayerCharacter right?

#

Yes

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oh wow Im so dumb

#

lemme do that real quick

#

PlayerCharacter doesn't exist yet so you can't access it

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yeah lol

#

wait a sec, but I didnt acutely create the thing like I did with the PlayerCharacter

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so

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where do I put it?

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oh nevermind found it

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wait wait wait

#

so I need to cast that to something else, not the PlayerCharacter

#

um

#

😦

#

@plush yew can you plz help πŸ˜ƒ

#

?

#

Get Game Mode

#

omg you are a legend

#

thank you so much for helping a noob out πŸ˜ƒ

#

um

#

nevermind, it didnt work 😦

#

doesnt give me any error, but I cant see the loading screen

narrow cave
#

Wow...

#

The amount of people on this server is...

#

unreal

light thunder
#

Can you build HLOD's on individual levels without any issues? Very little documentation on this

lament kraken
#

lol

kindred crag
#

Quick help here

#

Will anything happen to my current projects if I delete my old UE4 versions?

cloud cobalt
#

Not if you moved on.

timid flame
#

Any info/documentation on the volume texture asset in 4.20? For example encoding noise to it via render target

vapid sable
#

anybody having issues with Unreal 4.19 on macbook pro?

uneven spoke
vapid sable
#

I can't seem to open my project since I changed it to use metal v2.0 to get my shaders to compile

uneven spoke
#

anyone know what im doing wrong

vapid sable
#

Yeah seems like Unreal just freezes on startup when metal v2.0 is set in project settings...

elfin hawk
#

UE4 4.20.3 crashes on my new laptop (Aero 15X v8) when i try to create a new node on material window in battery mode with this error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG anyone who knows what causes this crash?

sacred snow
#

Hi! I'm new to UE4- anyone have any tutorials they like? ^^;

tribal pebble
sleek solar
tribal pebble
#

HOLY

#

DIVER!

worn granite
#

you've been down too long in the midnight sea?

tribal pebble
#

oh what's becoming of me!!

tawdry storm
#

@polar hawk it says "MLG PRO" in the title, but there wasn't one airhorn. very dissapointing 😦

marsh swallow
#

so i found a list awhile ago but i lost it

#

what is the load order for the basic BP files in Editor and in Packaged?

#

because my map is working in Editor but its not setting the variables in package in time for the PlayerController file to read them

#

My level file sets variables in Game Instance which Player controller reads to set the map settings like size and map image

grim ore
#

make sure your near clip place is not 0.0

novel ember
#

What show flag in the PlanarReflection component do I need to enable to show billboards?

#

My billboard's material has planar reflections enabled

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nvm, figured it out

#

was an issue with my custom planar reflections actor

novel ember
#

on a related note, I'm trying to achieve something kind of odd

#

the best way I can describe it is a billboard with inverse normals

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that is, something one-sided that's always facing away from the player

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is something akin to that possible using either billboards or meshes?

#

here's a rough example of what I'm talking about

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one-sided material with standard normals through a planar reflection that renders two-sided:

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same thing, but with the normals reversed

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although in my example i literally just flipped the normals on two of the sides, so it only works from one angle

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I'm trying to do something where the effect in the second photo can happen from all 4 sides

plush yew
#

Hey, anybody available right now?

static viper
#

no

plush yew
#

...

#

what a kind person

static viper
#

just ask your question XD

#

someone will pick it up or maybe not

plush yew
#

well I'll be kinda embarrassed because that's a noob question

#

so that's why lol

#

anyways

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if you can help a noob out that would be great

#

Idk what to put in the object XD

#

that's an AI, dont know what to put there

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for the player, its "Get Player Character"

lament kraken
#

C++ better

static viper
#

opinion

lament kraken
#

true

plush yew
#

@plush yew,tried that, didnt work. (lol get player character is the player)

#

@lament kraken are you trying to annoy me or something? Do you even know how to program in any way? Don't even try to chat with me unless you gonna apologize.

lament kraken
#

what

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I said something to you?

#

@plush yew

#

I am writing report or we can say small doctorate so please don t ping me for stupid reason

static viper
#

dont worry tonk ^^

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some people are a bit sensible here

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lets all chill

lament kraken
#

yes

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chill

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but I can t chill because I need to finish my report for tomorrow and I get pinged for no reason

static viper
#

you can always mute the server XD

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if he pings you again for no reason make a report

lament kraken
#

server is muted

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for me lo

#

l

plush yew
#

Stop being offensive tonk

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Thats not funny

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Btw OvO you dont know the all story so please don't disturb us

lament kraken
#

If you are going to fight me pls go to dms

#

so I can block you

static viper
#

take it to dms guys.

lament kraken
#

Now let me write report

plush yew
#

I've tried to. I've even apologized, tried to make things better, but ue didn't respond

static viper
#

ok

plush yew
#

Listen Tonk, if you dont want to be in touch, dont, but I'm trying to stop that fight and make us chlling both.

lament kraken
#

I see

plush yew
#

So..?

static viper
#

i have to call the mods on you if you guys dont take this elsewhere XD

plush yew
#

Okok sorry lol

#

He isnt gonna respond in dm so yeah

lament kraken
#

nah

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I will just ignore him

plush yew
#

hey guys

#

about UE4 DataTables

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can I use an SQL Database for that?

oblique trench
#

@plush yew No

plush yew
#

spreadsheet?

static viper
#

you can do these things yes

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but not without c++

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if you google ue4 sql

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you will find stuff

plush yew
#

well im pretty much doing everything with C++ right now

static viper
#

gooode

#

then you are already very far

plush yew
#

im avoiding the

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bps

oblique trench
#

DataTables don't include any structed query language. But you can use branch nodes after breaking the struct

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So there is no any query language that fetches/edits/deletes on datatable on Unreal

plush yew
#

no i was thinking to NOT use datatables but something else

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like a database instead

oblique trench
#

DataTable is not a database. Δ°t is just a spreadsheet.

plush yew
#

yup

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i know but i don't need a spreadsheet

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or do i?

#

for an online game i think everything is put into databases

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not spreadsheets

static viper
#

did you actually listen to what i tell you XD

#

are you interested?

#

XD

#

google

#

ue4 sql

plush yew
#

ok

static viper
#

the first link is literally sql server plugin

oblique trench
#

In todays, a online subsystem(Like steam) serves user data integration with game server handlers like GameSparks

plush yew
#

hey ppls

#

i have a question

#

why is my project lighter in fullscreen?

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where as, when it is in windowed mode it is darker

#

ah, seems to be a gpu thing. When i take a screenshot, there is no difference in brightness between both full and windowed

paper kernel
#

adaptive display brightness

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fairly common power saving feature these days

#
  • adds more artificial contrast
trim tusk
#

Has anyone else got a problem with unreal that it doesn't fit on The screen

plush yew
#

spiders are a bitch man

#

found a huge one in my room

#

was working on something 😭

static viper
#

get antivirus!!!

#

quick!

upbeat dune
#

Hiya, just wondering, so as I'm studying games development in college at the minute, what other courses / subjects would be considered useful in helping me get further with games development in the future?

static viper
#

gordon ramsey is for team building good

#

and you need anime

#

err

#

well

#

good english

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coding

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and keeping order in chaos

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art is extremly hard to order.

#

learn it 30 yrs ago

pallid compass
#

@upbeat dune Mathematics, Structuring's, Engineering, Perspective, Anatomy, English, etc

lost ember
#

hey guys, is there a good alternative to Visual Studio for C++?

pallid compass
#

no

pure stratus
#

Visual Studio with Visual Assist.

daring saffron
#

i keep getting this Severity Code Description Project File Line Suppression State
Error C2338 Visual Studio 2015 Update 3 is required to compile on Windows (http://go.microsoft.com/fwlink/?LinkId=691129) AmericanConflict_UE4 e:\documents\unreal engines\ue_4.19\engine\source\runtime\core\public\Windows\WindowsPlatformCompilerSetup.h 19

#

when starting a new project 4.19 ,

static viper
#

try dere :3

daring saffron
#

its not programming

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its starting a project

static viper
#

its coding

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read the error

daring saffron
#

its to do with visual studio 17

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andand 2016

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2015*

static viper
#

pls stay in this channel

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Visual Studio 2015 Update 3 is required to compile on Windows

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do you have that?

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i am very cautious here...

daring saffron
#

No idea, ive read you can use 2017 with 4.15 and after

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i used to have 2015

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but now ive got 2017 vs

manic pawn
#

did you install the required packages for vs 2017

daring saffron
#

C++ for game dev

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I did what they said on their page

static viper
#

Did you install the update

daring saffron
#

there is no update

manic pawn
#

did it create a vs 2017 solution, or does it say the projects are for vs 2015 in the solution explorer

daring saffron
#

i got newest 2017

static viper
#

ok.

daring saffron
#

I opened source using 2017

static viper
#

ue4 4.19 may have packages that dont support vs 17

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so.

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go install 2015 v3

manic pawn
#

nonsense

daring saffron
#

UE4 say anythign after 4.15 can be used by visual 2017

static viper
#

but unreal is literally telling you what todo

manic pawn
#

it is not

daring saffron
#

i had same problem when i had 2015 launch it too, same error

manic pawn
#

ubt likes to get confused when you had multiple versions of vs installed once

daring saffron
#

so i uninstalled all πŸ˜…

static viper
#

oof

daring saffron
#

I wanna try one more thing

static viper
#

this is too tough for me XD

daring saffron
#

which folders can i delete again to rebuil from source?

#

i cant remember

#

in the project

manic pawn
#

oh are you trying to build the engine

daring saffron
#

ye

#

it wont build

manic pawn
#

you'll also need c++ for desktop, .net for desktop packages then

daring saffron
#

im sure i have it ill double check

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unless i unticked it πŸ˜…

manic pawn
#

and since it's 4.19, you'll need windows 8.1 sdk from individual components

daring saffron
#

Ye ive got it all

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i swear xd sometimes i hate ue4

manic pawn
#

so you've had vs 2015 installed on this pc once, but it's not anymore?

daring saffron
#

ill try create a new project

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ye i used to

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i feel like its something to do with that

manic pawn
#

how are you creating a project if you haven't built the engine yet?

daring saffron
#

I used the UE4 launcher

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it created the project but cant build the editor

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so it gave me the option to try compile from source

manic pawn
#

did you switch the project over to your custom engine then?

daring saffron
#

but cant produce .dll

manic pawn
#

you can't build the engine from the launcher install

daring saffron
#

what do you mean

#

ive always launcher ue4 from launcher

#

launched*

manic pawn
#

so you're not actually trying to build the engine, but a project

daring saffron
#

sorry ye

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wording πŸ˜…

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Im trying to build the project

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but wont work and gives that error

manic pawn
#

let's try the usual fix for pcs that once had vs 2015 installed

daring saffron
#

I know i used to have 1 fi

#

fix

manic pawn
#

put this

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
    <WindowsPlatform>
        <Compiler>VisualStudio2017</Compiler>
    </WindowsPlatform>
    <VCProjectFileGenerator>
        <Version>VisualStudio2017</Version>
    </VCProjectFileGenerator>
</Configuration>

in appdata/roaming/unreal engine/unrealbuildtool/buildconfiguration.xml

daring saffron
#

where i deleted 3 or so folders and rebuild

manic pawn
#

then regenerate the project files

daring saffron
#

ill try that

silent lintel
manic pawn
#

unreal / 10

#

you didn't use hot reload right

daring saffron
#

Id probably close ue4

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and open it xd

silent lintel
#

I reopened that

manic pawn
#

πŸ€”

daring saffron
#

like a year ago when i had problem with editing blueprints xD, i used to completely rebuild projects by deleting its binaries and stuff

silent lintel
#

The clickable class is there for a longer time

daring saffron
#

also @manic pawn it works thanks haha

silent lintel
#

after i encountered that problem i closed ue4 and opened it again

#

still just a blank edit window

manic pawn
#

does it work if you use the normal new blueprint window and then chose clickable as parent class?

silent lintel
#

Nope

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its not only when I inherit from Clickable

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even a newly created blueprint does not open after first time

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😐

manic pawn
#

does it print anything interesting to the output log?

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I've never seen an issue like that before πŸ€”

silent lintel
#

nope

#

also this is not limited to my project, but also newly created projects

vale silo
#

I am using 4.20.3 built from source

static viper
#

i saw this before yes

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but also with 4.20

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yee this is 4.20 issue

vale silo
#

any way I can fix it or work around it ?

static viper
#

for now albergatego

#

you should report it as bug with a reproduce

vale silo
#

already did

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but it might take a week or more for them to just get back with me :/

static viper
#

is that a special material?

#

it doesnt look so

vale silo
#

no, it's BasicShapeMaterial - UE4's stock material

static viper
#

and you get the engine when doing what?

vale silo
#

I loaded my project, selected Ue4's stock Cube mesh with that material and bam! - crash

static viper
#

ah

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i understand

#

yee

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that is actually an 4.20 error

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in 19 you only get a hiccup

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err

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you should not use that material XD

vale silo
#

well, I guess I have to go back to 4.20 and make new mat

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I actually converted one of the 4.19 projects to 4.20 and had no such issue

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also converted 4.11 (!) project and also had no such issue

winged crypt
#

How is this type of design achieved (landscape)?

#

Whoever did this did it on a huge scale so I doubt every hill was done slowly and carefully with the limited tools available under Sculpt

karmic thistle
#

guys, cant package to windows 32bits πŸ€”

#

UATHelper: Packaging (Windows (32-bit)): ERROR: UBT ERROR: Failed to produce item:

#

UATHelper: Packaging (Windows (32-bit)): ERROR: Command failed (Result:5): D:\EpicGames\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe FPS_Coop_Shooter Win32 Shipping -Project=

#

UBTMakefiles -remoteini="C:\Users\PedroTC\Documents\Unreal Projects\FPS_Coop_Shooter" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.09.23-18.41.05.txt'

grim ore
#

See logfile for details: 'UnrealBuildTool-2018.09.23-18.41.05.txt'

plush yew
static viper
#

what logic

#

it looks done

plush yew
#

game logic

static viper
#

like

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out of breath

#

its dead :c

plush yew
#

what is dead

static viper
#

cant believe you still work on dis

plush yew
#

i dont

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XD

static viper
#

in the meantime i left the server for multiple months

#

and came back

plush yew
#

you were in the server?

static viper
#

server owl

plush yew
#

there was no discord server for this game?

silent lintel
#

@manic pawn figured it out... somehow it just hid all windows inside the editor

manic pawn
#

πŸ€”

silent lintel
#

i can just show them via window -> click on what i want

winged crypt
#

Can I migrate assets from 4.20 to 4.19?

#

Meshes, textures etc.

manic pawn
#

no

hasty lintel
#

Hello all

#

Wondering if someone could help me with a problem I am having. I have foliage in my scene (ivy) when close up it is fine but when it's in the distance it seems to be really bright and contrast with everything else.

My scene is completely dynamic and I'm using volumetric lighting if that helps?

Help would be greatly appreciated :)

lilac cobalt
#

I scaled Character x7.. so now I feel it move so slow..how can modify it ?

grim ore
#

your character is not moving slower unless you changed it's movement speed, it just seems that way. make it super small and it will feel it is running faster.

#

if you want to change the movement speed however change the max walk speed on your character movement component

lilac cobalt
#

ok

#

let me try

#

where is it?

grim ore
#

in the character blueprint on the left is all of the components, click on the character movement one then the details panel for it will have the walk speed. I think it defaults to 600

lilac cobalt
#

yes

vale silo
#

that's what I am experiencing

#

and this has been dragging on since 4.16 !?!!?

manic pawn
#

target fix: never

vale silo
#

mind blowing.. I can't even blame it on Fortnite anymore

manic pawn
#

sure you can

#

fortnite probably uses stationary sky light

vale silo
#

but Fortnite BR wasn't even around when 4.16 came out, was it ?

manic pawn
#

πŸ€”

vale silo
#

seems like what I am gonna have to do

lilac cobalt
#

@grim ore : nothing change

grim ore
#

are you using the default map? maybe you have a character already in the scene and you have to edit that instance instead of the base blueprint.

dim merlin
#

hi, just quessing: is it possible that actors are spawned without being inside the world aligner?

grim ore
#

not very likely unless they are part of another object

dim merlin
#

nah indeed. seems like they were in a different level,. just to know πŸ˜ƒ

lilac cobalt
#

I have problem here... I have an object inlcude 3 mesh.. now I want generate single collison for each obj...Can I do it?

grave spruce
#

set collision advance as basic collision

gentle ivy
#

you mean simple collision as complex? that's going to take a lot of performance.

#

In #graphics I recommended they simply look at why they are needing to put 3 meshes into one.

#

as this isn't typical asset behavior.

rich sparrow
#

whenever I load my game, r.DepthOfFieldQuality = "0" LastSetBy: Scalability - but my scalability options in Settings are all set to high. Any ideas?

hasty lintel
#

Anyone know why changing over to FXAA all I get is flickering shadows and a lot of noise?

rich sparrow
#

oh I see, someone's buggered around with the DefaultScalability.ini

hasty lintel
#

Can't find anything online about what may be causing this

#

Found the main issue, contact shadow seemed to be causing majority of it ! Still flickering and my foliage especially has linear shadows across it

grim sinew
#

Contact shadows are noisy and rely on TAA to blur it. So... don't use contact shadows.

silent lintel
sleek solar
#

looks like a bug

grim sinew
#

That seems like a bug

sleek solar
#

for sure

silent lintel
#

Submitted it but wanted to make sure

hasty lintel
#

Any ideas about how to apply my FXAA ? It seems when I change within the project settings it doesn't really do much. Do I need to bake it or build it before I see the full effect?

grim sinew
#

FXAA is applied the moment you click on it. If you change it to none and then back to fxaa you'll see the change immediately

vale silo
#

soo, any idea why navmesh is f#cked up in 4.20.x ?

tawdry raptor
#

yeah

#

because its the newest one

novel ember
#

Have you guys ever caught a bug early and known in your heart that it would have taken like

#

hours and hours to fix if you hadn't prematurely?

#

because I was about to go on a crusade trying to fix these reflections before realizing the planar captures were getting the collision box too since I had it on, lol

sly dawn
#

Hi

#

I'm new to the whole Unreal Engine thing

leaden garnet
#

enjoy scratching your head, might i suggest having a water bottle or...red bull maybe

sly dawn
#

I have a water bottle nearby to hit my head with

#

To be honest though, I was hoping someone could help me out a bit

grim ore
#

With what? Getting started the ue4 docs have a section on that including videos. Something else? We can't read minds so ask away. The meaning of life? 42

sly dawn
#

Ok, so, I'm trying to make a concept map for one of my favorite games. It's gonna be mostly medieval themed with lowpoly models. For this, I'm looking for someway to get these models or someone who can provide them to me

#

A medieval style city is what I'm going to be making

grim sinew
#

The marketplace. Get your wallet out, find something you like, and buy it.

#

Nobody will just give you enough art to make a whole game for free.

inner yacht
#

anyone have a link to a simple enemy radar? or can tell me how to stay with the size of a widget on screen?

sly dawn
#

The thing is...

#

I don't have a Paypal account or anything like that

grim sinew
#

Credit card would work, or you can make a paypal account. Alternatively, you download Blender and learn how to make 3d art yourself.

sly dawn
#

I'll try the third option since I don't have a credit card either

inner yacht
#

you can buy a reloadable card at store

sly dawn
#

My parents won't let me do that

inner yacht
#

awwwwww

sly dawn
#

I really hate living at home

inner yacht
#

ditto

#

lol

sly dawn
#

Anyone can pretty much agree with that statement

grim sinew
#

You'll change your tune as soon as you have bills to pay

sly dawn
#

Lol

#

True

inner yacht
#

get blender look up fbx script fix files to download gets rid of extra root bone for ue4

grim sinew
#

"Okay, I paid for all my base living expenses to get by. I have $5 left in my bank this month to actually enjoy life with!"

sly dawn
#

It'll probably take me a while to learn how to use Blender

#

It's fine though

mint raptor
#

Anyone encounter Runnable thread AudioThread Crashed before? All of a sudden my packaged game crashes when I load the map. Log here: https://hastebin.com/zehorequcu.md did not occur previously and works fine in the editor

grim ore
#

@inner yacht if you haven't try #umg and give a little more info on what you want.

plush yew
#

Dad

#

Dad please

mint raptor
#

is it possible to go back a hotfix?

grim sinew
#

No

#

Not unless you use source control

surreal kite
#

I am trying to create random procedural meshes in a for loop. But, each iteration produces the same mesh even though Ive verified that the random numbers are actually different each iteration. Is there something cheeky Im missing? Im just calling create mesh section and add collision convex mesh

grim ore
#

Without checking your code we can only guess and I am guessing you did something wrong?

tawdry raptor
#

I have removed folders from a project and I am trying to move some other files in the project to another project but the files I removed still show will this cause issues?

plush yew
#

Morning guys, anyone here who could help me out with a problem with blueprints?

#

Ah thx

plush yew
#

how to set texture offset?

#

I made texture, but it's bigger than i want, so i reduce it's size with texcoord node, but it shifted to the left-up

twilit hill
#

anyone knows about an ocean water pack with absolutely zero visible tiling (even over long distances)? i dont want to fiddle with it tbh

whole quarry
#

@plush yew panner ?

sullen wraith
#

No matter what I do, the actor isn't being destroyed, no errors in output.

#

it does print "done"

#

so its acting as if destroy actor worked

whole quarry
lilac cobalt
sudden agate
#

@lilac cobalt make it masked instea of Translucent

lilac cobalt
#

uki

#

thanks

sudden agate
plush yew
#

standard 2x2m block?

#

does it even matter if 2x2m of 2x2cm?

#

balls will use physics

#

does ue calculate physics different if a object is smaller or is everything same when not changing settings?

round ivy
#

hey guys, one question: what do you think is the best way of adapting hands to weapons? hand+weapon in one mesh, weapon+animation for each weapon? any other posibility? Thanks!

iron wadi
#
New: Master pose component will now ensure slaves are using ref pose for the missing joints.
#

can somebody explain this to me?

#

missing joints from where?

  1. Slave missing joints in relation to Master
    or
  2. Slave having extra joints over master (meaning missing joints on Master)
paper kernel
#

means if master pose skeleton has less bones than slave, unlisted slave bones use reference pose

lost ember
#

Should I use Pawn or Character for my character

#

Sounds dumb but I wanted to know if I had any advantage by using one over the other

sudden agate
#

Character already has a MovementComponent with Gravity and proper Floor Collision.
However only works with the inherited Capsule.

#

With Pawn you need to create your own MovementComponent in C++.

lost ember
#

So Character is the goto alright

#

How do I override movement? I use a PlayerController, and I'd love to understand how to change what Character->AddMovementInput() does

paper kernel
#

AddMovementInput is inherited from Pawn baseclass

#

and is consumed by CharacterMovementComponent

lost ember
#

Should I make my own movement functions or is there a way to override the one from CharacterMovementComponent, or make my own CharacterMovementComponent?

paper kernel
#

honestly, make your own

#

default one isn't built for modifications

lost ember
#

Is there a base to derive from?

paper kernel
#

floating pawn movement, maybe?

#

that one is pretty basic

lost ember
#

How would you make your own character movement component?

#

Floating one is made for floating tho

paper kernel
#

well, I have a tutorial for blueprint one

surreal kite
#

My goal is to spawn random meteor meshes. But, whenever I spawn this actor the meshes end up being the same, even though I verified the stream is giving different values each iteration. The flow is: Get a new random stream -> make 6 random vectors -> multiply the vectors by a random scale -> set the procedural mesh component's mesh section -> set collision -> set mass. Any ideas why Im getting the same mesh each time this actor spawns?

Cross posting this question here since I think it might be a general "procedural mesh" question than a BP one

iron wadi
#

god damn that's a lot of blueprint code

wary wave
#

not really

iron wadi
#

do you seed your random number generator?

surreal kite
#

spade in my game instance I start out with the default seed, then keep seeing it with a random value from that stream, it works out and I get different numbers each iteration (at least it looks like i do from print statements)

iron wadi
#

have you tried just debugging the BP, stepping trough it and watching the values?

surreal kite
#

Ill give it a whirl, maybe print statements arent good enough ;p

#

@iron wadi So in the debug window it doesnt look like the values are changing. Why would my print statements give different output but they dont change in the debug window?

iron wadi
#

are you printing the same values in the same BP you are debugging?

surreal kite
#

Yes

#

You can see the values printed in the PIE, but the value in the debug window stays the same

#

I wonder if this is a "purity" issue?

#

Print is "impure" and might see the new value whereas other parts of the BP might be treating the random stream function as pure and thinking it returns the same value every time due to "referential transparency" and all that pure goodness πŸ˜›

#

I didnt mark anything pure though

iron wadi
#

no idea then, sry

#

can I have hierarchical master pose component?
Like Master Body
Slave to Body is Head, which is in itself Master to Helmet
Slave Helmet to Head

#
Torso
  - Head
      - Helmet
  - Arms
  - Legs

Like this

regal mulch
#

If Head uses Torso, and Helmet uses Head, isn't Helmet using Torso anyway?

#

πŸ€”

surreal kite
#

Do actors cache values of functions when they get created?

#

Cant think of another reason why the value doesnt change in the debug window but print shows different values

#

Yeah I think thats the issue. I set a breakpoint on one of the function calls in the Meteor actor and it only breaks once

#

Not each time the actor is spawned

pallid compass
#

Everything ia copied in bp

#

Bp tends to rarely use refs afaik

surreal kite
#

Can I force the call to spawn actor to get a new reference?

#

Well, to get new references inside the actor

pallid compass
#

I dont think so, execution order is important and im not 100% sure of your problem or setup

#

It sounds like your passing outdated snapshots

#

But if its an actor ref and u are getting a var from it

#

It should be up to date

surreal kite
pallid compass
#

well

#

that looks

#

dodgy af

#

is that a custom for loop?

#

You want to spawn a meteor every 10 seconds?

#

If so try the errr cant even remember the name if ut

#

Event Delay

#

or w/e its called

#

oh i think its called

#

Event Timer

#

or something

#

it will fire an event every X seconds

surreal kite
#

Ok, ill give that shot

pallid compass
#

U can store the handle for it, "nice little blue output thingy"

#

and u can use that to turn it on and off and stuff

whole quarry
#

timers... timeline..

pallid compass
#

Timeline is overkill for it

surreal kite
#

@pallid compass Same issue, the properties arent updating on successive spawns

pallid compass
#

Can you explain what your even trying to do?

#

all i see is Spawn 100 actors over 10 seconds intervals* all at the location of the actor that is doing this

surreal kite
#

A random procedural mesh. Problem is the internals are executed once and then cached, so the same mesh ends up getting spawned

#

If I put in print statements I can see the values would change if they were reevaluated.

#

But the debug window/breakpoints show they dont get reevaluated each time the actor is spawned

pallid compass
#

then if its not different

#

then u prob got an issue with your stream

#

i dont have exp with procedural meshes though

#

but if its always the same then its a stream issue most likely

surreal kite
#

@pallid compass If I put print statements in the blueprint, like where it gets the random float, it prints out different values each iteration

#

But if I watch the values in the debug window the values do not change

#

If I put a breakpoint on components in this actor, they trigger once and then never again

pallid compass
#

because your using the same stream i think

#

errr if u drag off the stream

#

u should be able to do something with it

#

like

#

change the seed

#

or something

surreal kite
#

That doesnt explain why breakpoints arent triggering more than once

pallid compass
#

i cant really remember 100%

#

not sure, i dont trust bp debugging at all though

surreal kite
#

I put a print statement at the get random float in the bp making the mesh

#

But the value in the debug window never updates.

pallid compass
#

are u switching the instance of the meteor you are looking at right?

#

also u need put print strings on cast failed

#

and stuff

#

to catch anything going wrong

surreal kite
#

Oh let me see, maybe the instance isnt changing

#

in the debug window

pallid compass
#

well your game instance will be consistent

#

normally

surreal kite
#

I cant seem to figure out how to switch instances, and google is letting me down ;_;

pallid compass
#

Normally u dont want your gi to change mid gameplay

surreal kite
#

Ok when I switch instances they do infact have different values

#

In the debug window. So for some reason the mesh isnt changing

pallid compass
#

Sounds like a stream issue to me, but im not sure what is going on tbh

#

switching GI does not sound healthy to me

surreal kite
#

Im watching the array that gets put in for the vertices in the procedural mesh and there are different values for each instance

pallid compass
#

hmm not sure then

#

But why are u switching GI

surreal kite
#

By GI do you mean game instance? Not sure what you mean by switching it?

#

Theres meteor26 and 27, you can see the streams they have use different seeds

pallid compass
#

I thought you ment when u said switch instances you where changing GI

grim ore
#

ignoring all of this, the issue is when you create the mesh section it's the same data right? have you confirmed that on the create mesh section node it's taking in different data or the same?

pallid compass
#

Yeah hes running it in self contained instances.

#

If you scroll up you can see screen shot of the code.

surreal kite
#

@grim ore The problem is that all meteors looks the as the first spawned one, even though each instance is using different values for the procedural mesh section creation

pallid compass
#

wait

#

are u using

#

HISM

#

or ISM

#

instance static meshes

#

that is

surreal kite
#

Whatever the default is for a procedural mesh

grim ore
#

I was just trying to eliminate the obvious. If something looks like something else it would seem like it has the same settings between them and I was just confirming that even tho you are making random numbers and trying to feed in random numbers you are actually using those random numbers when you create each section and make the mesh

#

the fact there is no actual array stored anywhere has me concerned is all

polar hawk
#

ah yes

surreal kite
#

@grim ore The array is made with Make Array. I watched the return value and it does look different each instance where it gets fed into the create mesh section of the procedural mesh

polar hawk
#

the good ol

#

'something is storing state and I don't know what'

grim ore
#

^^

#

so eliminating issues and using a fixed stream any amount of items from 1-100 all end up looking identical and change based on the stream put in?

polar hawk
#

I didn't read much of this but

#

sounds like a) you're creating multiple streams with the same seed

#

or b) you're using a stream incorrectly

surreal kite
#

I watched the stream I get, and each instance of meteor has a stream with a different seed

#

In my game instance I have a function that sends a new stream seeded with a random value from the previous stream, this appears to be working, all meteor instances look to have a different seed in their stream

polar hawk
#

so problem solved? whoo

surreal kite
#

No, problem is not solved

#

The meshes look the same, even though the array going into the create mesh sections are different

grim ore
#

but they do look different each time you run them right? like run one they look like X, all of them, then run two they look like Y but all of them look like Y. so each run your thingy does look different they just all look like that one object

pallid compass
#

inb4 proc mesh is brojen on 4.20

#

broken

#

im sure someone said its broken

grim ore
#

well i mean it does sound like they aren't broken if it is making something, he is just making the same thing over and over lol

surreal kite
#

Two different instances, with the watch on the array going into the create mesh section

grim ore
#

so running that twice gave the same results?

#

in terms of what you see

surreal kite
#

Yes you can see in the PIE the meshes all look the same

#

Ill look more closely at the meshes, maybe they are just really really similar

grim ore
#

are you setting a random seed at some point or do you expect each run to make them all the same (assuming your per item randomness was working?)

#

I say this because if your expecting randomness on the size and shape and randomness based on a random seed it certainly does not seem to be giving you that first part regardless of the seed which makes me think your code is definitely not using those numbers

#

I want to go on record as saying I think it has to do with the array being fed into the node not being a real saved variable and only a temp one, if that is not the case then I never said this

#

I also want to go on record saying I have never used the random stream functions so that shit is voodoo to me

surreal kite
#

Yeah, models are same, but inputs are different according to the watcher. Maybe I should move this thread somewhere else? It might be a bug.

lofty solstice
#

Has anyone here got a grant from Epic? How easy is it to obtain?

static viper
#

very easy

#

you just have to steal a bunch of assets

#

call yourself cryzen

#

and be friends with trubones

#

...

regal mulch
#

Well, all jokes aside, it's not easy at all if you aren't known.
You'll need an already pretty far deved project, pref with a working demo build.
And in addition a properly worked out plan for the future.

#

And then Epic needs to actually like the game and see the potential

static viper
#

yee. It should be worked for

regal mulch
#

You won't get a devgrant by just asking for it

static viper
#

something that shows alot of time and passion.

#

and epic cant let everyone win. Thats why you will most likely not get in

#

But its worth a try

cloud cobalt
#

@lofty solstice TLDR : you won't get a dev grant, unless you have an exceptional story, like building the next game of the year, or some incredibly epic Blueprint asset on the marketplace, or the most amazing archviz scene ever

#

Work on the assumption you'll never get it like 99,9% of applicants

static viper
#

its easier to do kickstarter or gofundme

#

epic has limited budget

regal mulch
#

The Grant is meant to support you, not to make your game.
It's to pay a few rents or some hardware/software.
It's also not a lot, compared with the dev costs of a game.

lofty solstice
#

Well I wouldn't say I'm well know but I'm certainly qualified enough to make my own games. I've been switching my project over from Unity to Unreal so I just had the thought about the grant xD I didn't think it'd be so easy

regal mulch
#

It's basically a "Hey you aren't a big studio and you are making an awesome project? Let us help you a liiittle bit."

cloud cobalt
#

The grant is more of a marketing tool by Epic Games to push some apparently great projects forward, a few times a year

#

So you're competing with millions of projects

static viper
#

or like a few hundred XD

regal mulch
#

It's Already Awesome Project + DevGrant = Sped up Process
And not Okayish Project + DevGrant = Awesome Project

lofty solstice
#

yea, my project is kinda humble in that it doesn't look amazing but I think it's pretty fun, I've only focused on the programming side (even though im supposed to be a professional artist lol)

cloud cobalt
#

The most important metric for the dev grant is how good for Epic's PR your project is and will be, so if you're not doing an exceptional game that went viral on Twitter last week, you're out.

regal mulch
#

Everyone thinks their project is pretty fun

lofty solstice
#

true

pallid compass
#

also dont forget qualified != good game, or even the ability to make one, never mind grabbing the grant

regal mulch
#

My project's wouldn't get the grant. Doesn't mean that they are bad on the other hand

#

Always in the eyes of the person looking at them

cloud cobalt
#

We also didn't get the grant

regal mulch
#

You are better off applying for the grant when your project is quite far in dev, but don't hope for it

#

I did get a grant, but it was an educational grant

lofty solstice
#

(it's a video in unity but I'm switching it over to unreal)

wary wave
#

setting up a new project in UE4.20:
Step One - disable one hundred and forty six thousand redundant plugins...

regal mulch
#

Means I got a grant for what I did and will do in terms of teaching people

#

That is probably a lot easier if they still give these out

kindred viper
#

I always thought that there should be a download with the minimal UE requirements, minus a lot of the plugins. Save some time messing around with it at setup

regal mulch
#

It would help a lot if the Engine would make more use of the Plugins

#

And give you a base version where you can add plugins to if you need

lofty solstice
#

I guess theres no harm in applying for dev grants either way so long as you're serious about the project which I am

cloud cobalt
#

@lofty solstice You've got nothing to loose asking for a grant, but in your current state there is zero chance to get one

regal mulch
#

@lofty solstice Only harm is if you need the money and plan it into the cycle

wary wave
#

there's a lot of plugins enabled by default which make no sense unless you're working with / on specific obscure platforms

lofty solstice
#

Oh the money would help but I wouldn't be expecting it so either way im good

static viper
#

make a list ambershee

cloud cobalt
#

I'd say a game has a shot at a dev grant if it's the most inspiring UE4 game you can see on Twitter for a week, and clearly not a shot at it if that didn't happen

#

Like that Way to the Woods thing that made the rounds across the Web for a week before the author got a grant

lofty solstice
#

I guess im not really trying to get my game out there trending, I just enjoy developing it πŸ˜„

#

that and breaking peoples minds as they try to get through my complex puzzles (the video was only an early level)

cloud cobalt
#

It's okay to get your game out there ! If you want people to play it, and maybe buy it some day, you'll have to get people to know it

#

zero marketing = zero sales

lofty solstice
#

that is very true

#

I've always been the worst at marketing my own stuff

#

The most attention or biggest audience I get is only from Artstation which isn't really a platform to announce game releases and dev blogs other than for artwork

prisma spindle
#

Networking (like you've done with Artstartion) can lead to marketing. It's good to have an audience anywhere that's supportive of you.

#

Unrelated moral dilemma: There's an unresolved issue in UE4.20.3 where simultaneously having Event Driven Loading and BP Nativization turned on can cause CDO crashes on custom widgets. If you had to choose between EDL or Nativization, which would you choose?

#

The target fix is 4.21 but I plan on launching before then.

cloud cobalt
#

Nativization is pretty broken all the time

#

And a shit idea

pallid compass
#

Do you really need native though?

cloud cobalt
#

So I would drop that first

pallid compass
#

good idea to ask your self

#

native brings tons of issues with it

prisma spindle
#

Great question. The vast majority of my code is in C++ only with a few designer/art scripts in BP, as well as the UI which is all in BP.

pallid compass
#

Then native is prob a bad idea

#

Sounds like its not needed at all then

cloud cobalt
#

Don't enable nativization until you know you need it, and you have profiled before/after to ensure you do need it

prisma spindle
#

There's definitely overhead to all of the BP data assets that would be eliminated if it was statically compiled, but you're probably right that I'm overthinking this.

#

I really wanted to use nativization since I first played around with it back in 4.12, though. I really thought it would have been production ready by now.

pallid compass
#

native is a pain in the ass

#

bulks the fuck out ur .exe

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and also stops u being able to do data only patches

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and all sorts of shiz

prisma spindle
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I wonder why they turned it on by default in the most recent version.

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(default to Inclusive)

pallid compass
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what ver?

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its not on by auto for me in 4.20

prisma spindle
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I'm at tip. 4.20.3

pallid compass
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odd

cloud cobalt
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Doubtful they'd enable it by default

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But well

prisma spindle
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I can double check. Maybe I turned it on early on in the project with premature optimism. Hahha

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The last game I worked on was designer heavy so like 75% of the game's logic was in BP. It was a pain in the ass and I ended up having to constantly rewrite some of it in C++ to keep our perf competitive.

kindred viper
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I never really find many performance issues with BP. Obviously its a case of requirements but its never been a bother to any requirements we had except for missing functionality

prisma spindle
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It just doesn't scale super well. We had 16 players with hundreds of AI enemies and thousands of items in a single map so any BP ticking would just tank the CPU, particularly on the servers.

paper kernel
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well that's what you get for using tick

cloud cobalt
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Tick is fine

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Unless you're getting crazy

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.. Which seems to be the case here

maiden swift
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Tick isn't off limits entirely, but in Blueprints, you should avoid it as much as possible. Sometimes you need to manually do something on every frame, but if not, don't use it.

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Generally speaking, if your Blueprint class will have many instances, use timers and events instead of Tick.

vale silo
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but, doesn't timer work on tick, under the hood so to speak?

worn granite
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its the hop from C++ to the VM that kills it

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if you're going to just have a timer at the same frequency as your framerate, there's not a lot of benefit

prisma spindle
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That's a great resource @maiden swift. Probably a controversial opinion, but I personally wouldn't ship a game with BPs that aren't just data assets again.

worn granite
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Also you can use UMG without BP at all

prisma spindle
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with slate?

worn granite
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the event graph will always be there, but you don't have to use it.

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subclass UUserWidget, then have widget ptrs (like you would components) and drop meta=(BindWidget) in there

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There's also OptionalWidget

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And then the designer view has to drop a widget into the heirarchy

prisma spindle
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Yah. I'm trying to imagine how much of a pain that would be for my designer. He likes to write most of the UI logic / animations himself and doesn't know C++.

worn granite
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any widgets inheriting from your custom UUserWidget won't compile in UMG until you have that thing.

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Ah.

prisma spindle
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There'd be a lot of thrash with me having to create so many hooks for him.

worn granite
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Well I'm mostly given all the UI impl work for myself.

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Oh, we've got a gameplay guy on the team - he can impl the UI all on his own

prisma spindle
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Ha. I'm sorry to hear that.

paper kernel
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speaking of timers, I noticed very large spike on cpu wait events

worn granite
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But if you're in that sort of position then UI can be BP

paper kernel
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is that normal?

dire zealot
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maybe

paper kernel
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and the wait time didn't seem to correlate on the timer delays

worn granite
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Anyway, if you're already writing UButton subclasses in UMG (for the styling), I'd consider moving all that to C++

prisma spindle
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Yah that's a good call. Any shared widgets used everywhere could probably be brought into C++.

keen birch
vale silo
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there are games that were shipped to consoles made solely with blueprints

dire zealot
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there are blueprints that were shipped to games made solely with consoles

prisma spindle
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Yah for sure. I'm not saying it can't or shouldn't be done. I just wouldn't (personally) do it having shipped a BP-heavy game and now working on a C++-heavy game.

maiden swift
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It's very project specific. Do what works best for you and your team. πŸ™‚

vale silo
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πŸ€”

dim merlin
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Hi, any one knows what type of asset the terrain editor of ue4 created, and how optimization is done?

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Does it generates LOD?

grim ore
main stirrup
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hayo

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quick question, how do you make sure to auto posses a certian pawn?

inner yacht
worn granite
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It'll only ever remove the final widget added because the same variable is used to store each spawned widget.

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You don't get an instance of the event graph for each call - not that it'd matter, as you're using an object's member variable.

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Also this is just really an awful way to do this

inner yacht
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thx for info

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i changed it to clear children but i think x and y for position is different from my player movement

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i get backwards results weird

surreal kite
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Is there a way to decrease the physics time delta? AKA speed up physics? It seems increasing time dilation isnt affecting gravity of my procedural meshes

south ridge
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Yes

primal prairie
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hey guys where is the help channel? gonna guess its here

south ridge
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Enable substepping

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@surreal kite if you mean you want to have more physics steps per single rendering frame, the feature is substepping

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Or you mean make everything just go faster?

surreal kite
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Possible to enable/configure in a blueprint?

south ridge
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It's a project setting

primal prairie
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its in the mesh preview window thing

surreal kite
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So I want to toggle it on keypress

south ridge
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@primal prairie disable either the grid or the floor, it's z-fighting

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You can't render two objects in same flat 3D plane, since they have same depth and start fighting over which pixels will end up on screen due to minor rounding errors

primal prairie
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@south ridge why does the default grid floor have z fighting? πŸ€”

south ridge
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Because they didn't make it very well

surreal kite
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Increase when I press button, go to normal when depressed. I didnt see any options in any dropdowns in my BP for anything dealing with substeps

south ridge
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Substepping is a global thing that changes quality of physics, but not apparent speed if that's what you're looking for

surreal kite
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Yeah just looking to speed up the physics simulation, since time dilation doesnt seem to be affecting it

surreal kite
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Lets say I want to add random bumps to an icosphere. I should just be able to multiply the vertices by some random positive float right? If its center is 0,0,0? Im getting really warped models when I try this. Lots of tearing

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I thought the vertices on my icosphere consisted of a single point, seems theres actually 3 vertices clumped together, that would do it

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My model in blender has 42 verts, but in ue4 it has 240 πŸ€”

smoky stream
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subdivision?

surreal kite
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Seems ue4/fbx doesnt like sharing vertices between the triangles?

manic pawn
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is it a flat shaded mesh?

surreal kite
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Yeah its basically just open blender, create icosphere, export to fbx

manic pawn
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flat shading requires different vertex normals for each face, so they can't be shared

surreal kite
high stone
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I'm not sure if blender still has the vertices flaw. But whenever we ported that into Maya we selected the model and merged all vertices at 0.001 tolerance. Did the trick.

surreal kite
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Does anybody see anything logically wrong with setting a procedural mesh's collision convex mesh to have the same vertices as its mesh?

manic pawn
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are you sure the mesh is actually convex?

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pause the game and use show->collision

surreal kite
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I suppose I might be better off baking a grip of these meteors in blender instead of procedurally generating them

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Looks like I want a "concave" version haha

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But, Im just going to procedurally generate a bunch of these in blender, the collision should be better that way yes?

inner yacht
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If someone can explain this please do I finally got the radar working. Still needs work though lol

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Can anyone tell me why i had to divide by a 100 offset? Would that be like a Zoom offset?

manic pawn
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how is anyone supposed to know without reverse engineering all of your blueprint πŸ€”

inner yacht
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its just a scene capture component above the character with little squares for icons

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its way easier than what i found on the net just was sharing really

grim ore
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I think it's just hard to read the blueprint flow let alone even know where this divide by 100 would be or why you needed it for your code.

inner yacht
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ok thanx anyways i just wanted to help anyone who wanted same result

grim ore
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but they might not have the same code or problem, do you know why the 100 was needed?

inner yacht
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i figure because my Z location for the scene capture component 2D is like 10,000 or so above the ground

grim ore
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move the component down to 1000 and is it still needed? It could atleast help out someone in the future if you confirmed that was the problem and solution

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I am sure someone here might appreciate the random comment about your problem but if we can figure out the actual problem and cause and solution it might help more people πŸ˜ƒ

inner yacht
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yes its confirmed the 100 is for 10,000 above ground to match the map size at that height

grim ore
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gotcha, makes sense then. soo 100 above ground would be 1 which means no division then I would assume and you can go from there

inner yacht
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and for the information the radar is size 200x200 on the hud anchored to the top right

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thx matt now i can promote the variable

surreal kite
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dope

inner yacht
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Thx my son is my motivation for the project

lost shoal
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@inner yacht what are those 1970 graphics lol

inner yacht
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haha im not the best artist and yes im on a lenovo t430s

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lol

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thats an overlay on the landscape with textures

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I hurry the models so i can blueprint (the fun part)

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πŸ˜ƒ

novel ember
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Holy shit I'm glad I was around to catch that flat shading bug

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I've been having issues for almost a year with WPO exploding my Blender-made meshes

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I'll have to try that in the morning

manic pawn
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it's not a bug it's just how it works

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deforming flat shaded meshes in the material isn't easy because you'd have to fix up the normals too

novel ember
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So I'm guessing if you want flat shading + WPO you have to do the tangent space normal trick or the DDX / DDY thing?

manic pawn
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depends on what it's doing

novel ember
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Most of my WPO targets are unlit anyway so it doesn't really matter but still

manic pawn
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if it's rotating any triangles in some way, normals gonna be messed up

languid flax
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Heyho, in which channel would I most likely find people with IKinema Orion experience?

languid shard
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dont they have a discord or forum chat though ?

languid flax
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Hm, haven't checked that (Discord). I know their support couldn't really help me.

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The forum is pretty much dead.

languid shard
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argh :/

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thats the problem with closed source stuff

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shame 'cause their IK tech is really neat for VR and mocap

languid flax
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Yeah, so it seems. Just when I want to stream it into UE4 it doesn't connect properly.

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Works once on startup, then the stream is gone... some network problem they said.

languid shard
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firewall ?

languid flax
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Is all off

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Randomly killing tasks here to see if it works at some point LOL

languid shard
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πŸ˜…

languid flax
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I have the same problem on a different PC and with the beta version too >_>

languid shard
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:/