#ue4-general

1 messages · Page 317 of 1

iron wadi
#

wait is UT no longer maintained on github?

cloud cobalt
#

Nah

#

It's been pretty much dead for some time

heavy falcon
#

What's UT? Is that a Fortnite mode?

#

No? Then nobody's working on it

iron wadi
#

rip

#

how did one of the most based devs become such shitters in only 1 year

heavy falcon
#

Microtransactions

tawdry raptor
#

can someone please tell me why if I bought a template which is connected together why when I import them into unreal are they all broken into tiny meshes?

#

thats how its suppose to look but unreal breaks them down into parts and not connected

cloud cobalt
#

@iron wadi UT has never been a serious project at Epic

#

Fortnite and UE4 are their main business - one is short term, the other long term

#

UT was a goodwill gesture to the community, and the community wasn't large enough to keep development running when Epic pulled the 3 people working on it part-time

static viper
#

ofc UT was!

surreal kite
#

UT was a cool guy. Doesnt afraid of anything

static viper
#

jezus

cloud cobalt
#

ofc UT was what ?

#

Talking about the post-UT3 community-focused version of the game here

supple totem
#

This engine is great

#

just wanted to say that

rich sparrow
#

any ideas why a mesh seemingly wont attach to a socket in levl editor? It 'attaches', but wont follow movement of the socket it's attached to

grim ore
#

is the mesh being forced to another location on it's own? like some code in it's BP? are you sure it's attaching to the socket and not something else? are you sure the socket is on the mesh you are moving?

rich sparrow
#

I just did a simple test with a sphere, that failed also. Was working some weeks ago

#

annoyingly I can see the socket moving when simulating also. Hmm will have to dig

dark depot
#

are you sure your connecting it to the component that includes that socket and not the root of the object

ember hull
#

Guys is there any side effect of moving projects, nativize from bp to c++, or is it better to rewrite it from scratch ?

#

im changing from bp to c++ because I heard its alot better in performance

grim ore
#

if you need the performance go for it, if you are doing it because some stranger on the internet said something then.... well go for it 😃

#

now if you are doing it because you tested it and you need the performance gains that you tested and found then no, there is no real side effect other than having to rework your existing code.

ember hull
#

XD

#

is it true, that c++ is best for performance

smoky stream
#

i would like to point out that for loops are not extremley common in most game logic

#

but yes, if you need it to be as fast as humanly possible, use C++

grim ore
#

Will you be doing a math operation 1 million times in a row like the video shows?

smoky stream
#

and if you are, are you sure you should be using unreal and not openCl

grim ore
ember hull
#

@grim ore im already hyped to learn c++, and if it give better in performance then all the better

polar hawk
#

God, every bp vs C++ benchmark is so fucking unrealistic

ember hull
#

and thanks for the video, going to check

grim ore
#

then the first part of that video is for you, if you are more comfortable about using C++ then use it.

ember hull
#

im very new to both, I only want to choose, what is better for more potential and performance

polar hawk
#

They aren't separate systems

smoky stream
#

C++ is very tricky, but very rewarding to learn

#

so if you want to, go for it

grim ore
#

nah, C++ is super easy. no more than 2-3 years of learning to get good at it

smoky stream
#

haha yes™

grim ore
#

but then the next revision of C++ will be out so time to start again!

smoky stream
#

screeches in concepts TS

#

and in modules TS

#

as well as reflection TS

supple totem
#

where c++ gets tricky is that it lets you shoot off your own foot

#

wanna run a function from a pointer that you never once thought of pointing to anything

#

sure itl compile

#

then crash

#

yay

smoky stream
#

with a segfault that you need valgrind to debug

#

or even better is getting a program that wont run if you remove a printf

supple totem
#

never had that sounds fun

#

i will say visual studio's debugging is pretty nice

#

i am quite dumb but can use it to fix most things

worn granite
#

@ember hull Actually performance is the lowest thing on my list of reasons to use C++

smoky stream
#

not everything is exposed to blueprints

#

but you can use it through C++

worn granite
#

what's this about reflection TS ?

#

Oh kids these days, and their updating of their langs kappaross

sleek solar
#

A lot of things are just easier to do on C++

#

same about materials

#

where you can use hlsl code directly from the Custom node

solar sparrow
#

Hi guys, I'm new here and new to UE4 , are we allowed to post screenshots?

sleek solar
#

there is #work-in-progress if you want to share your progress

solar sparrow
#

I'm looking for advice on why a blueprint isn't working

#

(I'm literally completely new, started yesterday and quite confused)

sleek solar
solar sparrow
#

oh okay, brilliant. Thanks @sleek solar

sleek solar
#

you could just read the rules and guide...

solar sparrow
#

I had quick flick through them but nothing to do with screenshots so I'm guessing it's fine.

astral rain
#

I started with the intention of doing strictly c++ because every warned about BP performance. I would make simple mechanics in BP then redo it in c++ before removing the BP. But in my tests, aside from like two things, I'm not seeing a performance difference between the two.

smoky stream
#

it depends on what you're doing

#

some stuff will be heavier in blueprints than other stuff

astral rain
#

I mean, it's possible that performance gets worse the bigger the project (which will happen in most cases), but I'm not seeing huge red flags here.

#

Yeah, actor spawning is kinda harsh in BP.

#

And for loops running other for loops.

#

A for loop spawning 20+ actors is really rough in BP lol

smoky stream
#

oof

surreal kite
#

Oh geez Im spawning thousands of actors in for loops in a BP... is there a wiki or something on things you shouldnt do in BP and why?

smoky stream
#

use the profiler

#

just find other ways to spawn blueprints

#

or pool them

surreal kite
#

Im wondering if someone has already done this and wrote about it

smoky stream
#

probably

#

check epics youtube channel

#

they have a ton of optimisation stuff

surreal kite
#

👍

sleek solar
#

you shouldn't be spawning thousands of actors on the same tick at first place... even on C++

surreal kite
#

Oh its delayed a second between iterations dont worry ;p

#

I guess I missed the point earlier heh

#

Suppose BP is fine in this instance

paper kernel
#

no language will save if you don't know how to manage spawning thousands of things

static viper
#

are you

#

show code

#

XD

#

i have a bad feelin

paper kernel
#

no we don't need another entry on blueprintsfromhell

surreal kite
#

Ignore that multiply by 0.0 ;p

frosty bloom
#

Why are u using compareint?

#

Might as well just put in a branch and check >= 1000

#

Not saying there is a difference, merely pointing out weird syntaxes

wet berry
#

Somewhat random question, but do any Epic employees know if tours of the Epic HQ in Cary are a thing?

lost ember
#

any idea why my trees have shadows like this after building light?

grim ore
#

they are a thing if your an awesome person they want to show it around to. public tours I have not heard of 😦

#

before you build it's using the realtime, after you build it's using the lightmap settings. You might have to increase the resolution on the landscape or the light settings to fix that. Alternately if you are building in test and not production it might be low res.

snow sandal
#

i'm making something with vehicles, any recommendations for either making a simple mesh or find some?

surreal kite
snow sandal
#

@surreal kite omg lmao

#

I mean where can i find some or a mesh i can use to learn how to setup a car

surreal kite
#

Theres a vehicle game starter project isnt there?

snow sandal
#

yes but i'm wanting to start from scratch without all the vehicle physics and such

surreal kite
#

You can just copy just the mesh?

snow sandal
#

true, but in the future it would be nice to use something else

surreal viper
#

any idea why don't the other agent work?

#

do i have to do something extra to assign job to that? 🤔

snow sandal
#

@surreal kite i tried just copying the mess but it carried over ALL the information from the starter content and i can't edit how it's linked

grim ore
#

If you want to go from one project to another use the migrate option, you can do that with just the mesh if you wanted

tawdry raptor
#

hey can someone please help I just bought a 3d model for $100 and it comes in a bunch of parts but I can only import them into unreal as one whole part or a bunch of different parts

polar hawk
#

visual studio used to be a bitch to install on a newly formatted system

#

now its ue4

tawdry raptor
#

how can I import it together but editable

polar hawk
#

shit takes so long to verify

#

holy shit

tawdry raptor
#

how can I make it so I can import the 3d model and it lkeeps its form and still editable???

polar hawk
#

Downloading the source and compiling the engine might actually be faster on this machine than downloading from the launcher

next badger
#

Greetings. I'm having an issue with renaming an asset. No errors appear. It just ignoring the changes. Any hints? (p.s. perforce was used for this project but it is disabled)

short onyx
#

Sorry for the dump question but, how do we call the 3d widget but not the one you have in the world but the one it's fix to the viewport (like a normal widget but in 3d)

#

sorry for the stupid description xD

noble barn
#

Hello

tawdry storm
#

Hi

abstract marsh
#

Hey, I have a KS link I'd like to share for a game we're working on. It's made in Unity and not Unreal but I'd still like to share it. @snow crown could you tell me where to go?

snow crown
#

not here, sorry

abstract marsh
#

Okay NP!

noble barn
#

I'm trying to learn Unreal Engine, am I in the correct Discord for that/

#

Clearly not cuz I can't use a keyboard

grim ore
#

This discord is for UE4 yes so you are in a UE4 discord.

opaque oriole
#

Hey I’m new and was wondering how I would set up a dedicated server but I have the steam plugin

boreal night
#

So Behaviour Tree are all about pawn movement or action. What about if I want to create something like enemy mind that does not have pysical representation in the level but can react and make decision like spawning troops, ordering them to defense a base or go attack the player?

supple totem
#

I have heard of behavior trees being used for non pawn logic. Don't know details though sorry

boreal night
#

Ok, so if it is not involving BT, can I still do it? The enemy mind thing

supple totem
#

Yeah I'm sure it's possible.

boreal night
#

I'm using a lot branch nodes for it, not sure if that is the best way

#

Any nodes you thing that migh be useful?

strange eagle
#

has anyone here used the face AR sample project from epic?

strange eagle
#

willing to pay $50 on paypal if someone can help me figure out how to set up this blueprint in an unreal engine tutorial

#

i just need to know how do i get that blueprint setup to work

#

where exactly do i place that blueprint in the project

#

that step in the tutorial is vague and doesnt explain how to get it actually working with the project

#

you just need to download "Face AR Sample" project provided by epic and you can try to figure out, easy money

livid haven
#

Your question is vague.

#

"where exactly do i place that blueprint" - what blueprint?

strange eagle
#

the LiveLinkRemap Asset

livid haven
#

Wherever you want?

#

Asset location doesn't functionally matter.

strange eagle
#

I created a new blueprint in the project and set it up the exact same way but its not affecting the project at all. i assumed theres some sort of step that I need to do to get it recognized by the project

livid haven
#

You created a LiveLinkRemap asset and overrode that function?

strange eagle
#

yeah it looks exactly the same in the picture

#

because the blendshapes need to have specific names like eyeBlinkLeft

#

but my blendshapes are called "Character_eyeBlinkLeft

livid haven
#

I assume you have to actually tell something to use a given LiveLinkRemap asset somewhere.

#

Yup

#

I literally know absolutely nothing about any of these things.

strange eagle
#

same

livid haven
#

But there is an anim node called Live Link Pose

#

No, you clearly know more, because you're trying to use this. I mean I don't know what any of this does or is or is for.

strange eagle
#

i didnt even know what blueprints were until 1 week ago

livid haven
#

So, somewhere, you're going to use the LiveLinkRemap blueprint you made by using a Live Link Pose anim node in an anim blueprint.

strange eagle
#

i know where the anim blueprint is

#

so insert Live LInk Pose anim into the anim blueprint and connect it to the LiveLinkRemap?

#

ill check it out

#

thanks

livid haven
#

Yeah, when you have the anim node selected, you see in the details panel that there's a property you can set to reference a LiveLinkRemap asset.

strange eagle
#

kk thanks ill let you know if i get it working

strange eagle
#

@livid haven ill send $50 to u by paypal whats ur email bro

livid haven
#

No need. All good.

strange eagle
#

ok, thanks man appreciate the help

livid haven
#

NP

novel ember
#

Hey, could someone explain what might be causing my WorldPositionOffset material to not behave consistently?

#

in the MI viewer it works fine, i'm just having a heightmap point vertices towards the center of the mesh

#

however, in the level the vertices are being pushed in directions that I can't determine the source of

#

I've checked all the math in my materials / material functions and that doesn't appear to be the issue

#

likewise, the world position / rotation etc. of the mesh don't seem to have any bearing on the vertices going the wrong way

noble barn
#

That looks amazing

novel ember
#

thanks, lol, but it's for a skybox with the base rooted to the floor so having such disparate offsets kind of screws up the appearance

novel ember
#

oh I think I figured it out partially

#

apparently my worldpositionoffset function doesn't work regardless of local rotation

#

although the question now is how do i counteract that

surreal kite
#

What could cause tunneling in a mesh? Even with CCD my meshes are working their way out of my landscape

novel ember
#

tried getting both the world and the relative rotation and RotateVector / UnrotateVector-ing it and that didn't fix it

surreal kite
#

I increased the thickness of my landscape, now my objects dig into the ground and get shot out when they land

static viper
#

looks good

surreal kite
#

😛 The gif recorder really lags my PIE also I do not want my stuff going through the ground ;_;

plush yew
#

is it ok when i have a marble run brick which i just scale in Y -1 to make it mirror itself?

#

@static viper

whole quarry
#

why the pink?

#

why the censoring?

plush yew
#

It's showing you what -1 I mean. @whole quarry

whole quarry
#

oh, its a weird arrow 😄

teal tulip
#

do someone knows why the float pawn max speed don't work ?

#

or atleast to me don't work

paper kernel
#

I don't think its plugged into anything @teal tulip

teal tulip
#

well the code says yes

#
    const float MaxPawnSpeed = GetMaxSpeed() * AnalogInputModifier;
    // Apply acceleration and clamp velocity magnitude.
    const float NewMaxSpeed = (IsExceedingMaxSpeed(MaxPawnSpeed)) ? Velocity.Size() : MaxPawnSpeed;
    Velocity += ControlAcceleration * FMath::Abs(Acceleration) * DeltaTime;
    Velocity = Velocity.GetClampedToMaxSize(NewMaxSpeed);
#

on the floatmovementcomponent

#

there are many more calls other than that

paper kernel
#

mkay

#

this might sound dumb, but check you don't have duplicate movement components on the actor

teal tulip
#

Well I got asigned the movementcomponent to the pawn via C++

#

and on BP only displays one

#

I think you can't have more than one anyway

#

atleast that affect the collision

#

even if you create a floatpawn in BP

#

looks like don't work

#

note the floatpawn is the pawn, but no the normal pawn, is the pawn called DefaultPawn

paper kernel
#

well, I'm not all that familiar with it anyway

#

I did look into it but ended up writing my own

teal tulip
#

this is pain

plush yew
#

hello can anyone write me in dm to send me links to the three bots in the group from where to invte them in my iscord server?

cloud cobalt
#

What

teal tulip
#

lol

dim arch
#

hey anyone know if it is possible to send console events to standalone instances of an editor

#

I am using the session frontend tool to profile an instance of the editor

static viper
#

Hello

surreal kite
regal mulch
#

Are all of these physics simulating?

#

@surreal kite

surreal kite
#

Yes

regal mulch
#

Check the Advanced Settings (drop down menu below the normal settings, little arrow)

#

There is toggle box for "CCD"

surreal kite
#

I tried that and the problem persists

regal mulch
#

Strange, you could try to force substepping

#

Check the project settings for that

surreal kite
#

Ok Ill give that a try. Does that reduce performance though?

regal mulch
#

:P You should try to get it working before thinking about performance

surreal kite
#

Nope, stuff is still digging into the ground. I set the ground thickness to 1000 and now stuff doesnt fall out. Just digs into the ground then gets shot out

#

Wonder if its because they are low poly and "sharp"

cloud cobalt
#

My guess would be, you simply have too many of them, and the limits of physics simulation can't resolve it

#

The falling blocks push the lower ones into the ground

surreal kite
#

So thats a gif I copied from the internet. In my project Im seeing the same behavior with far fewer objects

#

I suspect it might be the sharp poly thing, I wasnt getting this with higher poly models

#

I think this was a problem I encountered too a long time a go using bullet physics

noble barn
#

At what age did you guys start learning how to program

cloud cobalt
#

15

tawdry storm
#

@surreal kite How's the collison setup? Is there a blocking volume or are you using the plane with the "Complex as Simple" preset?

winged crypt
#

Does lightmap resolution actually impact players' performance or just light build time? I'm not able to get good results with lightmap resolution below 2048 and I have a whole town of houses (modular) that would need to use the 2048

upper quartz
#

hi guys

#

this skeleton don't have clothing system , but it's cloak can be fluttering like clothing system.

#

how to do that ><?

digital anchor
#

@winged crypt it increase lightmap texture sizes, so more HDD and RAM needed, but not performance

winged crypt
#

Great thank you

grim ore
#

@upper quartz chances are that is the older APEX clothing setup and not updated to the newer engine based clothing system.

upper quartz
#

ohoh ...

#

so... this case also using other clothing system?

#

@grim ore ty ~

gleaming thicket
#

Hey guys, I am working on a fps game. I have attached a gun model to a socket on my guy’s arms, which creates a lot of wobbling and shaking while moving. Anyway to reduce the wobble?

grim ore
#

Is the object you attached using physics? if not it should just move with the item in a 1-1 fashion if it's a socket

gleaming thicket
#

It might not be. The gun was one whole object by itself (without specific parts unlike the human ehich has body parts)

grim ore
#

well I can say taking the default character, adding a socket, and attaching a mesh to that socket I get a mesh that doesn't jitter. my only thoughts are the mesh you are attaching is simulating physics so it's bouncing due to that or it's possible it's colliding with the mesh it is attached to

frosty lodge
#

Hey guys, is Niagara ready for production, or should it be rather considered as testing-only system ?

manic pawn
#

it's not ready yet... crashes often in 4.20

frosty lodge
#

Dayum

gleaming thicket
#

Hmm thanks for the tip @grim ore I will look about

manic pawn
#

though niagara is the most active branch on github so it might be much better in 4.21

frosty lodge
#

Would be cool

#

It was crashing inside the editor, or on the build also ?

teal tulip
#

@surreal kite there is a max penetration physics value, check that

#

you make it bigger then won't cross

cedar snow
#

@grim ore i've watched your video about BT services and was wondering if there's a reason you went with EventReceiveTick instead of EventReceiveTickAI

surreal kite
#

@teal tulip Do you mean max depenetration velocity? This is set to 0.0

grim ore
surreal kite
#

That looks like it wont prevent penetration, but lessen the bouncing, which might work

cedar snow
#

@grim ore thanks 😃

teal tulip
#

@surreal kite no there is another parameter that control the size reference or something like that is listed near that one don't remember how was called

#

or probably was pawn only

harsh mango
#

Anyone here work with Unreal Development Kit?

#

I'm trying to export textures strictly from UDK and wondered if UModel is recommended?

sonic pagoda
#

im having this crazy bug where in editor the mouse can rotate the character, but in a cooked build the mouse only rotates to a certain degree and then stops... its funky

#

my first customer just told me that and now i have to solve it because he paid $2 for the game 😃

#

nevermind, i think i fixed it... steam was on and steam likes to take over key inputs

plush yew
#

<@&213101288538374145>

#

i'd like to report someone

upper heart
#

dm me

steep thistle
#

Hello! Does anyone know how to cast/get a reference to a ActorComponent in C++? I'm trying to recreate my BP scripting where my Weapon (Actor base) gets data about damage, ammo, etc from a WeaponStats ActorComponent
I already have references to it in the header file and I'm also creating a default subobject for the component

#
        UWeaponStatsComponent* WeaponStats;```
#

UWeaponStatsComponent* WeaponStats = CreateDefaultSubobject<UWeaponStatsComponent>(TEXT("WeaponStats"));

grim rock
#

what channel do i need to post in for issues regarding a 3d model?

#

Having a weird bug in my model. It seems ok while in Maya but switching over to key shot the edges on the curves have a wired face being stretched. To get the curve i used balloons > difference in Maya using a cylinder.

tall pendant
#

not sure if thats UE4 related tbh @grim rock

regal mulch
#

@grim rock Technically this doesn't belong here at all.

#

If you'd have issues with the mesh inside of UE4, then you could move it to #graphics for example.

#

But your stuff should probalby go to a Forum/Discord that is dedicated to your software

upper heart
#

Anyone know how to erase with the clothing mesh tool? Docs say Shift + Left Mouse Button but that isn't working

maiden swift
regal mulch
#

Topic?

grim ore
#

using the download image node

#

Streaming Textures and Videos in UE4

oblique coyote
#

is there any decent way to decript save files ?

smoky stream
#

just add a field to them that has a description/name?

#

you can put basically whatever you like in them

#

so theres definetly a way to put a string in them

#

@oblique coyote

oblique coyote
#

I meant decrypt to not be just blatant text

#

Sorry im not a native englisch speaker.

smoky stream
#

ah, decrypt, not descript

oblique coyote
#

Yep Encrypt and Decript

smoky stream
#

so you way to stop people looking into the save files?

#

from what i know its mostly binary data anyway, so unless you really want to, there isnt much point

oblique coyote
#

No mainly the readability of those files schould be limited

smoky stream
#

most people cant read hexidecimal

oblique coyote
#

Wait a secound where exactly can you find the .sav file of a project ?

smoky stream
#

they dont have one?

oblique coyote
#

Well they have to store the data somewhere

smoky stream
#

im pretty sure its just the .uproject file

#

and the actual files in the folders in there

oblique coyote
#

well its a standalone project right now and i found it before but dont know anymore where it was

smoky stream
#

oh those are buried away in some hidden folders in appdata

oblique coyote
#

ahh lemme look to find it

smoky stream
#

assuming its made save files

#

if it hasnt made save files i doubt there will be much there aside from some .ini files

buoyant holly
#

is they any good tutorial for unreal engine

paper kernel
#

official unreal engine youtube channel

buoyant holly
#

k thx

marble isle
#

Is there a FMathf::MoveTowards(); method in unreal?

#

I cant find it

worn granite
#

interpto, lerp?

#

or do you mean something else?

marble isle
#

Incrementing with a fixed amount until a Max value is met

worn granite
#

ok, interp is what you want, then

marble isle
#

alright thank you

manic pawn
#

the first is linear, the second slows down as it gets closer to the target

marble isle
#

isn't the latter just Lerp then?

novel ember
#

former is just a way to lerp over time without having to manage the time variable personally, second is the same but with a curve to it

steel acorn
#

hello

astral rain
#

Oh, hell, I didn't even know about interpto. I made my own function that basically does that, oops.

quasi star
#

Can someone tell me how much truth is in this snippet from an article I'm reading PlayerController The most important part of PlayerController is that it can get input from Player (keyboard, mouse, touch, pad etc) it can posses Pawn and Character. You can have different PlayerControllers if you have different movement functionalities. For example if you are controlling a car with CarPlayerController you should have different PlayerController for controlling an air plain.

worn granite
#

everything before for example is mostly fine.

#

You can have different player controllers for any particular reason

quasi star
#

I was thinking the same thing

#

But you would put driving and flying controls on the car and plane pawn, instead of two controllers right?

worn granite
#

You can have global inputs in the controller, things like pause and stuff.

regal mulch
#

That's not correct

#

You have Different Pawns and Characters

quasi star
#

especially if you could leave a car walk to a plane and get in a fly?

regal mulch
#

You are most likely gonna have the same PlayerController

worn granite
#

And then you can have the specific controls on the characters

regal mulch
#

As you can't change the PC without swapping level and the whole GameMode out runtime

#

Pawn/Character depending Input and Movement goes into the Pawn

quasi star
#

Yup, awesome. I didn't feel right after reading that so it's good to get that cleared up.

regal mulch
#

Keep your Pawn indipendent code in the PC

worn granite
#

aye

regal mulch
#

Like Open Scoreboard, Pause Menu, etc.

quasi star
#

Gotcha, then flying and driving input handlers on the pawns.

regal mulch
#

Yeah

#

Something that is relative to a class goes into the class

quasi star
#

👌 cheers guys

regal mulch
#

Your PC can have the logic to possess the Pawns

#

E.g. swap between Character and Car

#

And keep track of that state

#

But that's it

#

Imagine having 20 different things to control, you'd have one huge PC :D

maiden swift
#

That makes sense for games with many different pawns that do different things.

regal mulch
#

Yeah, but just for having thigns clean you would also want to put pawn input into the pawn

#

Even if it's only one pawn

worn granite
#

if you get super into it, you can also bind inputs to the inputcomponent manually so that you have special input "modes" in a pawn. So you might only bind the look and ADS controls if you don't want the player to be able to start firing. That's a pretty neat approach, but it doesn't actually impact what functions go where.

regal mulch
#

It doesn't hurt putting it into the PC if it's only one Pawn of course

#

But well

worn granite
#

That also requires C++

regal mulch
#

You can't swap the PC like the article above makes believe

maiden swift
#

Yeah you could certainly do it that way.

dark depot
#

just makes it nicer to have things that are common in the PC and the pawn have pawn specific things

maiden swift
#

I honestly have never done that. Didn't think of it from that perspective.

#

I'm used to keeping input in the PC.

quasi star
#

Yup I agree, but what about AI. Would you have a PilotAIController, DriverAIController and a PedestrianAIController?

maiden swift
#

Then again I tend to work on relatively simple games.

#

These days my pawns tend to have very little going on in the event graph and just contain functions to be called externally.

dark depot
#

it all depends on the person making it for the most part it can go wherever

rustic panther
#

is there an article or somethign that explains why Unreal adds tiny values to world objects when you rotate them/move them like a 34 Z rotation will turn into 33.99999 or 34.00001

dark depot
#

floating point precision

rustic panther
#

ya but it changes the value when you enter it

quasi star
#

floating point arithmetic is strange, ever tried 0.1 + 0.2 != 0.3 ?

rustic panther
#

so it changes it so the math is easier?

quasi star
#

@rustic panther If you enter 34 in the ui then I guess it's a bit odd that it does give you 33.999999 usually you get those rounding issues after applying calculations.

rustic panther
#

I'm not trying it atm, it's just something I thought about and wanted ot know... I'm fairly certain that happens though

#

it does it most on rotations, enter a whole number, click off then back on it

#

it probably will change the value slightly

quasi star
#

Seems ok here, unless i drag when clicking back on the input, which i guess the inc/dec step on those inputs are just set to small numbers for finer control maybe?

#

Can I ask what sort of data or functions people usually put on game instances? Is this used for higher level stuff such as save/load game, error handling etc..

surreal kite
#

There a tool that can merge these two selections in a single landscape actor?

#

Maybe make a wall or ramp or something?

tawdry raptor
#

how do we get the AI to jump over ledges the correct way

#

for example a 8 foot jump to another part of the nev mesh

unreal spoke
#

Can I create (without c++) something like a table of structs?

#

found it: data table 😃

grim ore
#

@tawdry raptor look for nav mesh links

tawdry raptor
#

I looked for nav proxy

grim ore
#

an yeah nav link proxy, not nav mesh

#

I knew it had a link in it lol

plush yew
#

I'm instantiating a widget blueprint from a different class blueprint. The widget has a heiarchy: Widget > Canvas Panel > Canvas Panel > Background Image, Text Box. I'm saving the instance as a User Widget variable in the class blueprint. How do I access/modify the different levels of the hierarchy through the blueprint?

#

Or as a more general question, how to I access a class's instance variables via blueprints?

grim ore
#

you can get child or get parent and then slot them as the container or the type. If it's a variable you exposed you just get that variable (easiest way)

plush yew
#

Im seeing options lik e"Get Child At", "Get Child Index", and "Get Children Count"

#

are any of those what you're refering to?

#

Thanks for the help, btw

grim ore
#

that would be the generic way yes, like if you were at the top canvas panel and wanted the background image you could use the get child to get down to that level

#

if you exposed the variables for what you want, say the background image, you could just get that directly

plush yew
#

so at the lowest lever there is both the background Image and Text box

#

can I call them by name?

grim ore
#

so like you create your widget, save the instance variable, then later you can get that instance variable -> get background image variable

#

turn them into variables, its an option in the top right of the editor when you are designing the widget

#

then in the graph editor view on the left is the list of all variables in that widget, click the eyeball icon next to the name to expose it

#

just make sure to save/compile when done

plush yew
#

Okay, I have that set

#

I had them as variables so that I could edit them through the scene details

grim ore
#

you should be able to just drag off your variable you saved after you created the widget now and get variable name

plush yew
#

I can do that, but I was hoping to modify them from the other blueprint that instantiates the widget

grim ore
#

yes doing what I said above

#

so your other BP creates the widget, after that you save it right?

plush yew
#

yup

#

ahh, I see

#

when I drag a wire from it and type get

#

it autofills with variables

unreal spoke
#

an asset reference islike this: World'/Game/Maps/Level000.Level000' However I need just the "path", so /Game/Maps/Level000 . Is there a fast way to get it from the reference?

plush yew
#

I was just right clicking and looking for a method box that would let me, idk, like search for a generic object type or something

#

in general, is that how class instance variables are accessed?

grim ore
#

ah gotcha, nah the node searchy thingy is context sensitive

plush yew
#

you drag a wire from that class in the blueprint

#

?

grim ore
#

so yes

plush yew
#

I see, that makes sens

#

*sense

grim ore
#

yeah if you drag off an int for example you would get things you can do with an int

#

same with a generic object or say a specific class of widget

plush yew
#

awesome. makes perfect sense

grim ore
#

which is why the save/compile part is important 😃

plush yew
#

got it. Thank you!

grim ore
#

well save is always important lol, hearing daily "I lost all my work" is never fun

plush yew
#

Just installed it today and never used a gui programming thing

#

true haha

grim ore
#

yeah Blueprints tries really hard to help you out and hide stuff. It even has helper context stuff with similar names if you use other engines.

plush yew
#

that's cool

grim ore
#

it sounds like you atleast got past the harder basic parts, getting casting down should be no problem and the next big hurdle I am guessing you will run into lol

fossil ridge
#

I the game i am working on, i need emissive materials to light up the world.Any suggestions on how to go about it

light thunder
#

confirming that you can deleted "cooked" and "staged builds" in your project SAVED folder

grim ore
#

if you are using baked lighting you can use "Turn on the "Use Emissive for Static Lighting" parameter" on the items to allow lightmass to light using that. If you want something special tho like realtime emissive lighting that's going to be different

light thunder
#

it'

upper heart
#

@fossil ridge There is a setting on the mesh

boreal night
#

Hi

#

How do I set a pawn as enemies, neutral or friendlies to the other pawn who saw it?

plush yew
#

C++

boreal night
#

no way in visual scripting?

plush yew
#

Nah

boreal night
#

so I use GetTeamAttitudeTowards()

#

how does it work, combining visual scripting to C++?

#

Do I have to rewrite my pawn in C++ class?

winged crypt
#

Does UE support static shadows for foliage? Shadowless foliage looks like crap

viscid canyon
#

@boreal night I don't see why you couldn't have something within the level bp that you could reference the temperaments of each group for each group.

#

I personally don't see why it would HAVE to be done in C++

#

or even have it in that particular pawn where when that actor sees another actor after casting to, then checks its properties to see if they are friendly or not

#

So you could On See Actor and after casting to that class, you could then check some value to see if you are friendly with that particular actor or not. Then branch based on that.

#

Unless I am completely off base here? anyone? lol

icy bone
#

@boreal night BP is basically exposed C++ with UE4 macros. I believe u can use BP for ur case but dunno exactly what u need so...

viscid canyon
#

@icy bone So from what i can understand is that he has pawns in his level that need to, when they see another pawn, check their temperament towards that pawn and react accordingly

#

So basically a bit of AI to determine how they act..

boreal night
#

@viscid canyon how could I reference a temparaments?

#

so after set member to team ID, what I do>

#

?

#

You wrote: "So you could On See Actor and after casting to that class, you could then check some value to see if you are friendly with that particular actor or not. Then branch based on that."

#

I will try this first

viscid canyon
#

So do you want to basically set it up to where a TEAM has an opinion of another TEAM's members?

#

or is at an individual level? Meaning... say... I have a Joe Guy who is part of team PIRATES and John Doe who is of team NINJAS and you want joe, when he sees john, to see if he is a pirate?

boreal night
#

No just to identify another pawn as enemies or neutral or friend

#

maybe I was offset when using set member team ID

worn granite
#

Also while I can see how you might want to define faction attitudes per-level, the level BP would not be the correct place for it. I'd use WorldSettings for that - I think you can specify a custom world settings class for UE4 to use.

boreal night
#

I really new at this thing

viscid canyon
#

So am I 😃

#

just trying to brainstorm with ya 😉

plush yew
#

He's referring to teams for AI Perception which can only be set in C++

#

At least... I think he is

worn granite
#

Hrm

#

oversight on epic's part

viscid canyon
#

I guess I don't know what you mean by AI Perception

#

hah

plush yew
#

I don't think Epic even works on the AI systems anymore 😩

boreal night
#

Let say, in my game there is a defense tower, when a pawn go near it, the tower will check first if he is friend or enemy or neutral

worn granite
#

that particular field is not editor exposed, but the type itself is editor-friendly

boreal night
#

then if he is enemy, will shoot

viscid canyon
#

So Mario, would you say that the tower and the pawn passing it are of different TEAMS?

boreal night
#

but all pawns seemed to set as neutrals

#

yes, different team

viscid canyon
#

I don't see why you couldn't check a exposed param on that pawn.

boreal night
#

and whats is that?

#

exposed param

#

how to do it?

#

give him a boolean variable?

viscid canyon
#

you could even give it a string variable and compare

#

or an int... that would work too. Team 1,2,3,4

boreal night
#

I think I'm getting close

viscid canyon
#

when you see that actor, check to see if they aren't part of your team, then fire

boreal night
#

It's good thing I ask here

#

right, I will try it

dim arch
#

add cylinder collision to the tower, on overlap get actor team ID

boreal night
#

before, I was like hitting a wall there

grim ore
#

If you just want to define something in terms of Neutral, Friendly, Enemy for your types look into an enum so you can actually use those terms instead of 0,1,2,etc.. If you want to assign actual different values like team # 1, 2, 3, etc.. then an int is good nuff

boreal night
#

Thank you

sonic pagoda
#

ive got another crazy bug

#

in editor, i have these procedurally generated tunnels that have proper collision and all

#

in a build

#

they have no collision at all

#

what could possibly be that different from PIE and a build to cause different collision settings

light thunder
#

@sonic pagoda Try making a regular tunnel, using the same settings as your procedural tunnels but one that is just static, see if it still has collision

golden tide
#

What's the recommended Cubemap Size in UE4?

viscid canyon
#

@grim ore ah yes. Forgot about using enum. That might make sense as you could then test if it equals Teams.Blue or Teams.Red

sonic pagoda
#

@light thunder good idea, im going to try that, as well as checking if the individual static meshes show collision in a build version

#

yup, thats great, now i can pinpoint that the bug is somewhere in the actor that regenerates the tunnel on runtime... so at least i know its not the actual static mesh or the tunnel itself

#

thanks

icy bone
#

@boreal night U may wanna look into AI Perception Component. And regarding teams there are many ways to do it but like mentioned an exposed variable could do fine

#

Reason to use Perception Component is that it does the query for u, so u dont need to check for range overlap events urself etc...

#

It also deals with visibility, so u dont need to do ur own raycasts

boreal night
#

Thank you, I'm really new at this, I already set the aiperception with sight config. But how to do exposed variable?

icy bone
#

each variable has an Eye icon next to them

#

if u click it so the eye is open

#

then other bp can access

boreal night
#

the other BP access it by on perception update?

icy bone
#

no

#

all BP that u wanna have this detection u need to add perception component to

#

then u setup the perception events

#

to fire when it detects an actor

#

then convert that actor to ur actor type that has exposed team variable

#

then get that variable and check

sonic pagoda
#

apprently i have an engine bug

#

time for some antibiotics

boreal night
#

@icy bone get actor perception then break the info?

#

thenget class of the target, then get all actors of class?

#

but how to convert that actor to my actor type?

icy bone
#

@sonic pagoda sad to hear :/

sonic pagoda
#

yup

icy bone
#

@boreal night U use Cast

sonic pagoda
#

real sad, because i had just gathered the strenght to work on Rat Tale again (after pausing it) and now i know for a fact its just doomed

icy bone
#

@sonic pagoda U can generate ur own mesh as mentioned by some, hard work :/

sonic pagoda
#

not hard work... art work lol

icy bone
#

@sonic pagoda lol

sonic pagoda
#

but yea in my case hard work, as a terrible artist lol, whatever, ill figure it out

icy bone
#

if its always tubes then a workaround is to make many tube sections

#

and connect them procedurally

#

since each section will be a model they will have proper collision

sonic pagoda
#

yea thats true, its really not that hard

boreal night
#

@icy bone @viscid canyon thank you, I think I got it

icy bone
#

only good thing with spline is the infinite number of possible curves and bends etc, but with enough sections should be fine

boreal night
#

or do I?

icy bone
#

@boreal night ok ure a bit off track

#

u wanna use the last sensed stimuli

#

and u can config that number in the component to higher number

#

but u need first to ask urself if i.e ur tower should keep shooting at its initial target or new target, or should there be some kind of aggro level

#

lets say there are 10 enemies in range, who to shoot

boreal night
#

For now, I have only 1 Intruder, but yes, I need to look into the target choosing later

sonic pagoda
#

the problem is generating collision at runtime, but if i can make it happen during the construction script, somehow run that before runtime, then i wont have an issue...

#

the whole issue is that i destroy the spline on begin play, and recreate it for "procedural generation" but if i can make the entire thing generate on level load on its own construction script than collision will be there.. but thats another issue, forcing construction script to change

icy bone
#

@boreal night i think ur code might qork

#

work

#

the Target node from the Info

#

is that an actor?

#

then u can cast directly

sonic pagoda
#

Mario

icy bone
#

been a while since i used BP

sonic pagoda
#

i think you need to do some studying, from what i read you seem to have a lot of misconceptions

#

about bp

#

try to follow a tutorial, like the unreal engine twin stick shooter tutorial

#

which shows you how to create a game

#

with enemies

icy bone
#

@sonic pagoda agreed

sonic pagoda
#

all in BP, using a c++ character class just for a basis

icy bone
#

@boreal night everything becomes easier if u finiah a tutorial

sonic pagoda
#

i see a lot of people here in the discord that could benefit from watching tutorials, and reading up on the forums, you will only get so far if you have to ask a question for every wall you hit, and i dont mean to be rude since i also ask questions but theres certain questions that have already been asked on the forums, with many responses and sometimes many videos explaining it in depth

boreal night
#

@icy bone yes, from info

icy bone
#

@boreal night I myself finished Tom Loomans class on Udemy, and skimmed through several others. Now i work as UE4 developer at a game company. 3-4 months ago I didnt know ue4 that well :p

boreal night
#

I have watched many tutorial, but the ones for AIPerception I did not quite get

#

Udemy, yes, I am considering it

sonic pagoda
#

so you are using the ai perception component in a character class?

#

its pretty straight forward, it has events like on seen, on heard

#

or you are using it in an ai?

boreal night
#

yes, in my Tower pawn class

icy bone
#

he is just blueprinting it without AI BT i think

boreal night
#

yes, without BT for now

#

the AIcontroller is for the Intruder

sonic pagoda
#

i use PawnSensing component

#

which has sight

#

and hearing

icy bone
#

oh ye

#

that component

sonic pagoda
#

why do you want aiperception?

icy bone
#

i misremembered it to be perception comp

#

sense comp is the easy one

sonic pagoda
#

yea ive never used the perception one, sense is easy... but its gotten the job done for anything ive needed...

boreal night
#

Well it works! getting the Intruder TeamID that is. Will still have to work on how the tower handles 2 Intruders

sonic pagoda
#

okay good luck, sorry i cant help with ai perception, never used it

#

me personally, im going to build engine from source tommorow because there is a c++ fix to my spline issue... so we shall see if that fixes it

boreal night
#

@sonic pagoda It's ok, by asking I got to the right direction

viscid canyon
#

Sorry with the late reply. Switched computers

boreal night
#

@viscid canyon before today, I have never use casting, now i use it to get that exposed variable, wonderful

viscid canyon
#

😃

boreal night
#

I am gonna look more into it thank you for the link

viscid canyon
#

I am going through a 69 video tutorial and that is one of the things they teach you

#

want the series? It is 4 years old but most of it still applies

boreal night
#

yes, please

surreal kite
#

Is it possible to get all actor classes with an interface and spawn a random one?

viscid canyon
#

So far what ive learned from the tutorial texture/material wise:

https://www.youtube.com/watch?v=AI_2CLPBm24

Where I am at now (Not the best but still learning):

https://www.youtube.com/watch?v=460GlA7Homw

Video series I am using to learn and apply to my own scenes:

https://www.youtube.com/watch?v=1M3S3eiJK5I&list=PLL0cLF8gjBpqDdMoeid6Vl5roMl6xJQGC

Working along side of a tutorial series and applying it to my own scene.

▶ Play video

Unreal Engine 4 Beginner Tutorial Series - #1 Series Introduction This is episode 1 of my Unreal Engine 4 Beginner Tutorial Series, In this video I will be g...

▶ Play video
grim ore
#

oof.. the wording on this one from the doc feels off, anyone else agree or am I reading it wrong? ```You want to access multiple Blueprints of the same class and modify them all the same way.

You have several lights in your level and you want them all to turn on or off when an event occurs.

Cast to your Light Blueprint and execute a function that turns the light off.```

viscid canyon
#

@boreal night See above

boreal night
#

@viscid canyon wow, thanks!

viscid canyon
#

No problem 😃

#

Now some of it is dated. Like the matinee stuff has shifted to a different system

#

but nearly 90% is still good

worn granite
#

ew, virtus

viscid canyon
#

hey now... its helped me so far 😛

#

I have learned a lot from that series 😃

worn granite
#

everything I've seen from that channel is either accessible elsewhere or its actively bad practice.

#

if it helps you, great.

viscid canyon
#

hrm well if you have a better source, I am all ears 😃

worn granite
#

just giving you a heads up

viscid canyon
#

well I am on video 50 of 69 so if I have learned anything that is bad practice maybe I am too far deep? lol

worn granite
#

well now that I'm looking through the playlist, I suppose it is rather hard to have bad practice using a UI.

#

Aw fuck he talks about BSP

viscid canyon
#

Right so he talks about fleshing out basic geometry with BSP

#

then most of the detail is using meshes

#

At least to prototype

worn granite
#

Use of BSP should be limited

#

yeah proto is fine

viscid canyon
#

Right. It should not be used primarily

#

mostly for basic shapes.

#

simple walls, floors, etc but nothing with a lot of faces correct?

#

@worn granite am I incorrect in this?

worn granite
#

anything you can do with the generators they provide should be fine.

#

Maybe not performant, but fine.

viscid canyon
#

I desperately need a 3d modeler / Texture artist lol

worn granite
#

Don't use the geo editing mode for BSP though

#

if you make a malformed BSP it can get really nutty

viscid canyon
#

oh sure. I understand that.

#

I have been doing level editing since UT2k3 and UT2k4

#

also used hammer during HL2

#

I dont use it much... mostly basic shapes.

worn granite
#

Ah, cool

viscid canyon
#

I try my best though to go over to maya and attempt to work on my own meshes 😛 Right now my weak points is creating materials for said meshes. I can totally work on untextured meshes but beyond that... I am a noob

#

I am a programmer by trade. Mostly web dev but have dipped into C++ and C#. We use Java, Javascript and Groovy at work for the University I work for.

worn granite
#

Hrm. Alright. Well I'm sure you'll be able to spot some of the outright bad practice that I was calling out.

viscid canyon
#

So I am having a bit of trouble so far translating BP to traditional coding I guess lol. I am still getting used to that. I can see where one node executes another and return values as well as parameters most of the time but it has still felt a little alien

worn granite
#

Yeah, I know what you mean. Once it clicks though, its pretty cool.

viscid canyon
#

oh yeah. so far its been fun. Just different from whatI am used to 😃

#

its been really a month of off and on learning but its been enjoyable. At the end of the day though I know the scene I have been working on will get tossed out.

#

Well I fib a bit. I did some learning when UE4 first came out but I don't remember most of it hah

light thunder
#

I'm building HLOD's (generating proxy meshes) and I notice I lose like 10 gigs of hard drive space everytime - I first thought the windows pagefile was being used but then the space never came back, even after I exited Unreal and let all of the processes close down naturally...what is happening?

outer lark
#

I'm not sure where to even start on creating this in UE4. I want the "fade in effect" to be on some kind of timeline so I can use something in game to control the frame position of the animation. Like an axis input or something: 0=first first, 1=last frame. Can anyone point me in the right direction?

#

Just the panels fading in, I'm not worried about the hands.

icy bone
#

@boreal night I did quick test with perception and here is how to go through all perceived actors

#

Also in the actors u want to be perceived u need to add the stimuli component

#

with proper config

plush yew
#

does anyone here know anything about making cs:go fragmovies with unreal?

jagged tulip
#

starting to love blue prints

#

pretty daunting to start using them, wish there was a good guide to them cause .. this is about my 5th time giving them a try, and the first 3-4 times I kind of gave up in defeat, but now it all make sense, actually not sure why it didn't from the start, but I am sure everyone has bee there

tawdry raptor
#

so i have a question is it possible to make AI do random jumps with a proxy nav mesh or is it a pre determined path it will always take?

icy bone
#

@jagged tulip Unreal Academy has nice courses for intro now

whole quarry
#

@plush yew I dont think unreal is the tool to make frag videos

paper kernel
#

Source Film Maker might be the program you're looking for

languid shard
#

second that

#

SFM is THE video tool for Source based games

#

importing whole maps / assets and replays into unreal would be a pain

granite ridge
#

Hi, Is there a tutorial?

ruby folio
#

Is it just me or is udemy a bit dodgy?

#

Been looking at a course and the price has changed 3 times in the space of five minutes.
I applied a promo code. Which worked. But instead of making it cheaper, it ramped up the price of the course so the end price was the same anyway...

wary wave
#

Udemy is super dodgy in many ways

ruby folio
#

Hmmm

#

And hello @wary wave long time

wary wave
#

o/

icy bone
#

@ruby folio the pricing is controlled by algorithms... all the classes are almost always on sale for $10 of previous $299 or something

#

but the quality of courses are fine

#

i bought like 4 courses for $10 each

#

well worth

ruby folio
#

I just need a good course for character animation in blender

paper kernel
#

CG cookie has blender tutorials

#

and it's monthly sub payments so you probably get more value for your money

ember hull
#

Blue print Nativization is impressive, just learned about it

sudden agate
#

Would like to see a comparison of a real world example.
I.e. exact same outcome of an actual game. Not just a simple Mathematical operation the C++ compiler will optimize to death anyway.

cloud cobalt
#

I think nativization gets way more interest than it should

#

If you have game thread performance issues, move offenders to C++

#

It's unlikely you have that much code to write, and the API is often pretty consistent

plush yew
#

Some unreal experts here?

#

Need help 😦 we are stuck for 3 days already

cloud cobalt
#

Ask your questions directly, rather than asking for people to ask you 😃

light thunder
#

Unreal is EATING hard drive space, I'm trying to figure out why and what I should delete - I've been building HLOD's among other things

cloud cobalt
#

Get a larger drive ! Disk space will only grow no matter what, with every source control change, etc

light thunder
#

It's not that...there is a process in the background that I am not understanding

cloud cobalt
#

Lightmaps, shaders ?

plush yew
#

We're experiencing this error when importing a model, fully rigged in Maya using the T pose. The export gives no errors, but when importing to Unreal Engine we get this error message.

#

We are stuck with it for 3 days already

digital anchor
#

lol

cloud cobalt
#

Your picture is too small to read.

digital anchor
#

cant even see whats written

cloud cobalt
#

Paste the message itself

plush yew
#

ow sorry

#

New screenshot is coming

cloud cobalt
#

So, did you check for multiple root bones ?

digital anchor
#

try importing on another software, like blender, and fix those errors before importing on unreal

plush yew
#

We checked that @cloud cobalt

#

@digital anchor @cloud cobalt would be nice if you guys joined the voicecall we're having right now

cloud cobalt
#

Nope

plush yew
#

Okee no problem

halcyon void
#

Hello!!!!!! I am just going to leave this here in case anyone is interested 😉

#

also, if you go to the description of the video you can download the cubemap I use ready to use inside unreal

#

Hope everyone have a great day : )

cloud cobalt
#

@halcyon void #work-in-progress if you're looking for comments on your work

halcyon void
#

ohh no no

#

it is just a guide so everyone can make their own cubemaps

#

similar to the ones used in Spider-Man PS4

#

I found it is quite simple to do the same thing inside Ue4, and I just made this little videotut

cloud cobalt
#

Post it on the UE4 forums then not here. This is a support discussion, not a place to advertise content

halcyon void
#

no problem, but I am not advertising content. I am just sharing a cool trick

cloud cobalt
#

That's not the place though

#

Your video will be seen by 5 people before it goes out the screen

#

Post it on the forums

halcyon void
#

roger that

viscid canyon
grim ore
#

@plush yew most people say you just have extra bones or it's not named properly. Look for loose bones not part of the main hierarchy and try to name your root the same as what UE4 expects. Alternately like they said import it into blender and export it out of blender.

plush yew
#

We can try to do the first part, but it would be strange, because we didn't change something in the bones we just took the standard rig from MAYA/Mixamo

#

Also importing it to blender gives this result:

#

@grim ore

grim ore
#

if it's not coming into blender like you expect it seems like it might have a problem 😦

#

You might have to find better help in #animation but I think this is less of a UE4 issue and more of a source issue.

viscid canyon
#

How many people use blender compared to maya lte?

cloud cobalt
#

A lot

#

Depends on which field though

#

Use what fits your work

grim ore
#

Modo4Life

static viper
#

i use maya

#

bc i had hard issues gettin g into blender

#

youre better ofwith blender by the way...

#

its free.......

#

thats a huge yesyes

viscid canyon
#

Same. I have beginner level modeling experience in Maya but it was hard to get used to blender

plush yew
#

@grim ore I've passed it to our Devs. But I am not sure if it is gonna work. Let's hope

digital anchor
#

blender is a little problematic if you want to import from UE4/mixamo to blender

cloud cobalt
#

Myself, I'm very happy with Blender - decade long user. Like all software, it's great at some stuff, less so at other stuff. The good part for me is that Blender is free, and extremely versatile - we use it for trailers, for example, because it just happens to have a full video editor embedded

static viper
#

yee

#

free is ofc great

#

i would love to use blender

digital anchor
#

i believe mostly because fbx should be replaced by something else

static viper
#

but all the issues

#

and the controls...

#

its just not ok with maya right now

#

id rather go max

cloud cobalt
#

Blender definitely has a fairly aggressive interface for new users, it's always been an issue, and it's very slowly getting better. Not the kind of software you can use with no reference.

digital anchor
#

cant wait for 2.8 😩

#

huge changes on interface

static viper
#

zbrush had the exact same issues

#

fbx export was weird

#

and controls just wrong.

#

they are changing all that too currently

cloud cobalt
#

Blender FBX export is 100% fine, the import from other software is apparently wonky

#

Anyway - use whatever suits you the most

#

Maya, Modo, 3DS, Blender are all very much okay for game dev

static viper
#

most studios seem todo that

#

what ever works

#

is standart.

#

and i cannot mind them

#

whatever works

vale silo
#

is 4.21 preview coming next week ?

static viper
#

the more impotant question

#

will it be better then 4.20 XD

vale silo
#

it better be 😛

static viper
#

right now after all the reports....

#

i am not trusting 4.20 anywhere

#

4.19 works just fine :3

vale silo
#

4.21 has a ton of stuff for Android and interesting feature for mobile VR.. Also probably updated ARCore SDK

grim ore
#

4.21 will let us add editor tools using UMG, it's gonna be fabulous

vale silo
#

Is it kappa or alex ?

tall pendant
#

and what if 4.21 isn't "better" than 4.20? you switch engines? kappa

plush yew
#

@whole quarry it is. If you watch videos from maro2k8, nikky, fuze, or any that arent recorded in source, it's usually ue4

regal mulch
#

@grim ore Saw that the NavSystem is renamed to V1 in 4.20 :D
So V2 confirmed in 4.21?

grim ore
#

I have not heard of that before... now I must go to the source!

#

I don't get time to look thru the commits daily anymore 😦

manic pawn
#

what's this about editor tools using umg?

grim ore
#

man that is a weird change on the nav system

regal mulch
#

4.21 has some Fortnite changes merged with that file

#

(as long as I understand github)

grim ore
#

maybe it was due to NavigationSystem's code refactored out of the engine and into a new separate module #UE4 ?

regal mulch
#

Would still be weird to call it V1 or?

grim ore
#

yeah that is true, maybe something in the future future?

#

Epic tends to work on so much random stuff and not really tell us until "surprise!"

regal mulch
#

Yeah, well Mieszko is still submitting stuff

#

So can only hope they add some new cool stuff in the future

grim ore
#

Considering right now Fortnite has no real need for AI that is definitely interesting

regal mulch
#

Not counting the PvE mode?

grim ore
#

well no one counts that anymore 😦

regal mulch
#

):

grim ore
#

I mean it gets updates but nothing to the real core of the game at this point. new "stuff" to do basically for holidays and events

regal mulch
#

Yeah, I mean can't really blame them

#

Is the PvE Part free by now actually?

grim ore
#

nope

#

It's a money makerish now with BR

#

buy the save the world pack, grind out free money for BR

regal mulch
#

Ah yeah the points

grim ore
#

yep. I've paid for multiple seasons of BR with the save the world money and my kids who play BR want Save the World to grind out free money

light thunder
#

Is there a process for determining when Unreal will NEVER respond ever again and I should just cut my losses and restart? It's been this way for an hour and it hasn't updated in all that time yet it seems to be performing some task (though not using my CPU) ....is this a memory loop or something going on?

light thunder
#

annnnd Unreal is now building an entire proxy mesh every single second, making my computer possibly one of the most powerful computers on the planet #UnrealiableProgressBars

static viper
#

i love how you pretend to have a vr setup

#

all these services

light thunder
#

lol

plush yew
#

Also, @languid shard the reason some filmmakers use ue4 for csgo fragmovies is because it has more competence with vfx, animations, and lighting

spare steeple
#

is there a guide on packaging a level editor for my game?

#

i want users to have a version of ue4 to create levels while only having assets that i want them to have access to and not the entire project

#

im aware of the legal details

paper kernel
#

hm, why not make a in-game editor?

static viper
#

mods

#

mods are the answer

spare steeple
#

ive started on that but its not the same as giving users the unreal 4 editor

static viper
#

hail satan

paper kernel
#

dude, the editor will scare people away

spare steeple
#

no baked lighting, no custom meshes, no easy geometry editing, etc

#

it didnt scare people away from UT games for the last 20 years

paper kernel
#

mmm

static viper
#

satan is right

#

it only scares people of code isnt done well

#

like in the elder scrolls

spare steeple
#

im not even looking to add mod support

#

just maps

static viper
#

yee

#

thats ark clone

#

ark has made a paper about that modsystem of theirs

#

but in general its not a simple thing todo

#

i wish to know if you find something

paper kernel
#

yea Ark was pretty well sold game, but I'm not seeing too many mods in workshop

static viper
#

ue4 has that system inbuilt

#

you need to let satan try...

#

youre assuming way to hard here

#

i saw his steam name.

#

but thats still assuming XD

paper kernel
#

it's really a hit or miss feature

static viper
#

yee thats true

#

i would build that later

#

once community is a thing

#

assuming from his steam... that he has none

spare steeple
#

i wish there was more documentation on releasing a custom editor for your own game

static viper
#

yee me too

#

its not well

spare steeple
#

seems like they just left it to everyone to figure out

static viper
#

well that isnt bad

#

gamedev isnt easy.

#

and they are gifting us that engine XD

#

and they have so many other bombholes to fix

#

one day theyll fix this one

glacial wasp
#

Hi guys, I am doing a OOP class, and am familiar with some OOP design but I come from a data science background. I am wondering if for a semester-long project that a c++ unreal engine 3d game is doable given I have background in C++ but 0 in unreal engine? I'm super interested but want to be realistic lol

spare steeple
#

its possible

#

but id find other people's 3d assets to use

#

if you can find all those then programming it can easily be done in a semester

#

as long as its not a big game

static viper
#

free assets is always a good start :3

light thunder
#

What does HLODS do to the derived data cache? it keeps increasing....

#

I build several hundred actors and I swear it grew to 30 gb

glacial wasp
#

okok, do you mean assets as in objects that have been built? I'm not trying to do anything crazy complex but the purpose is to integrate 3 different methods of pattern design and to focus on OOP principles. I.e., inheritance, polymorphism etc.. so if you mean assets as in conjoined classes then idk if I would be allowed.

#

i'll check out what ya mean though. i.e, free assets.

#

ty

digital anchor
#

he meant art, if youre doing a game for the sole purpose of programming, dont waste time on art

tawdry raptor
#

is there any such thing as free roaming jumping AI

#

or does the AI only jump with the proxy mesh?

languid shard
#

@plush yew and there's a toolkit to import the replays and assets then ?

unkempt ravine
#

hello guys, i was wondering i i can write python scripts in unreal for game logic?

static viper
#

i saw that @paper kernel

ocean hemlock
#

anyone know why i get this error when i package my game?

#

PackagingResults: Error: Unknown Cook Failure

static viper
#

show log

ocean hemlock
#

Okay

tawdry raptor
#

making AI jumpo randomly without the use of proxy nav mesh is this possible?

ocean hemlock
#

give me 1 sec

#

of SurvivalHUD successful, but with 1 Warning(s) [in 18 ms] (/Game/UI/SurvivalHUD.SurvivalHUD)
LogSkinnedMeshComp: Warning: GetSocketByName(LightSocket): No SkeletalMesh for Component(WeaponMesh3P) Actor(Default__FlashLight_C)
LogSkinnedMeshComp: Warning: GetSocketByName(LightSocket): No SkeletalMesh for Component(WeaponMesh3P) Actor(Default__FlashLight_C)
LogSkinnedMeshComp: Warning: GetSocketByName(LightSocket): No SkeletalMesh for Component(WeaponMesh3P) Actor(Default__FlashLight_C)
LogSkinnedMeshComp: Warning: GetSocketByName(LightSocket): No SkeletalMesh for Component(WeaponMesh3P) Actor(Default__FlashLight_C)
LogSkinnedMeshComp: Warning: GetSocketByName(LightSocket): No SkeletalMesh for Component(WeaponMesh3P) Actor(Default__SKEL_FlashLight_C)
LogSkinnedMeshComp: Warning: GetSocketByName(LightSocket): No SkeletalMesh for Component(WeaponMesh3P) Actor(Default__SKEL_FlashLight_C)
LogSkinnedMeshComp: Warning: GetSocketByName(LightSocket): No SkeletalMesh for Component(WeaponMesh3P) Actor(Default__SKEL_FlashLight_C)
LogSkinnedMeshComp: Warning: GetSocketByName(LightSocket): No SkeletalMesh for Component(WeaponMesh3P) Actor(Default__SKEL_FlashLight_C)
LogAIModule: Creating AISystem for world CoopLandscape_Map_2
LogAssetEditorManager: Opening Asset editor for World /Game/Maps/CoopLandscape_Map_2.CoopLandscape_Map_2
Cmd: MAP LOAD FILE="C:/Users/Lima.Frostbite/Desktop/SurvivalGame/Content/Maps/CoopLandscape_Map_2.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
LogContentBrowser: Native class hierarchy updated for 'StatsViewer' in 0.0006 seconds. Added 5 classes and 0 folders.
LoadErrors: New page: Loading map: CoopLandscape_Map_2.umap
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 245.74

static viper
#

in a pastebin pls.

ocean hemlock
#

Ah

glacial wasp
#

ty @digital anchor

surreal kite
#

What do you call something that will push actors away from it by constantly applying a force? Physics thruster only works on meshes its attached to right? I want one where it stays in one spot and pushes things that get near it

#

I tried force field but that seems to only be giving me results for a sphere that just blocks you from going into an area

#

Suppose I could just make my own sphere and apply force on overlap or something

light thunder
grim ore
#

You do know those screenshots are of two completely separate directories right?

latent moth
lilac cobalt
#

hey

#

anyone here ?

dense magnet
#

crickets wane softly in the background

turbid plover
#

anyone had trouble downloading and unpacking the 4.20 source?

#

it takes forever to open the zip, but might just be my computer 😦

plush yew
#

Trying to figure out how to lerp a widget between two positions

#

I found the set position in viewpoint box thing, and the lerp box thing

#

in the event grapnh

#

andI found a 'get defualt window position' which sounded promising, so I wanted to be able to take the default position shown in the viewport and save that as the final position

#

is says that the return value of that is of variable type 'int point structure'

#

but set poisitionin viewport takes a vector 2d

#

can't seem to find a way to cast the int point structure to a vector 2d, so it seems like maybe 'get defualt window position' is not the right function

#

anyone have any ideas on how to get the default position (the one saved in the viewport) and save it as a vector 2d

#

?

grim ore
#

ok so for moving UMG stuff you have 2 options. doing it in code or doing it with the animation system in the editor.

#

for doing it in code you have to know a few things and the main one is the container or parent controls the child and it's options for positioning.

#

the biggest one is the canvas panel is the only real one that allows exact position, the rest use fills and alignments

#

so first thing first, is the widget you want to lerp in a canvas panel?

plush yew
#

It is!

#

and thanks again, you helped me out with something yesterday

#

I just found how to get the target's render transform

#

so from that can I cast to it's local position or something?

#

I'm pretty sure I have the parent transform set to match with the screen space

#

so I wonder if I can just get it's local position and lerp that around?

#

*its

grim ore
#

the key is the parent controls the widgets transform settings

#

in terms of position, alignment, etc.

#

so you would get your widget that you want to move -> use the "Slot as Canvas Panel" node to get the parent slot -> use the set XXX node for alignment or position or whatever you want to set

plush yew
#

I'm just seeing 'slot as canvas slot'

grim ore
#

and yes the position is pretty much always considered "local" as it's the position in the parent

#

yeah canvas slot

#

I never quite get the nodes right from memory lol

plush yew
#

you're good, haha

#

so is slot then the term that refers to a widget's position?

#

and slot as canvas slot would mean the widget's position as relative to the paren't canvas's slot?

#

haven't heard the word slot used before in this context

grim ore
#

well the slot as nodes are just shortcut nodes they added in that are basically "get Parent -> Cast to XXX" in one node

plush yew
#

ah, I got you

#

so it's just retreiving the parent canvas and outputting that

grim ore
#

yep. If you look at a widget in the designer in the details panel you will see the first thing is the "Slot (whatever) section

#

and you will notice all of the unique settings for that slot type for setting how it behaves

#

like the canvas being the only one with defined positions, things like that

plush yew
#

hmm, okay

#

so I followed a toutorial online, which I had me nest the text box so it goes canvas > canvas > text boxes /background

#

I'm pretty sure the top one in the heirarcy maps to the screen size, and it's the lower canvas that I want to manipulate the location of

#

do you know which one slot will grab?

grim ore
#

so the 2nd canvas acts like a "window" with stuff in it basically?

#

and you want to move that

plush yew
#

yeah

#

exactly

grim ore
#

make that 2nd canvas a variable and expose it so you can change it

plush yew
#

they're all saved within one blueprint

#

ah

#

that makes sense

grim ore
#

then you would get that canvas panel thru the variable, slot as canvas slot, set position, profit

#

the key with widgets is the parent owns them for how they are displayed, its super confusing until you understand that

#

its why people dont understand why they cant move something in a vertical box or a border

plush yew
#

so then do I need to still slot it?

#

since I can now just grab the canvas by name?

grim ore
#

yep the act of going "slot as " is what gives you a refernce to the parent and then you get the position stuff

#

I could be wrong but let me verify lol, its been a bit

#

yep nope I was right, you have to slot it

plush yew
#

so if the top canvas has the position for the canvas I actually want to move, why not set the top canvas to a variable and grab that directly?

grim ore
#

Its weird but the variable is the widget or object reference while the slot as XXX is the slot itself which controls the layout

plush yew
#

am I grabbing more than just the canvas when I set it as a variable?

#

I see, so the canvas is just a component of the 'object' in the hierarchy?

grim ore
#

so like when you save a reference to a widget, like a button or the canvas slot, it's just that object itself

#

above that or another part of it is the slot is is occupying which you have to get at by doing the slot as XXX node

#

its really weird I know lol

plush yew
#

oh, so when I save it as a variable it's just looking at it as a generic object

#

and I have to specify what components it has that I want using slot

grim ore
#

well its specific as in a button or a image or a canvas panel object

plush yew
#

is that accurate?

grim ore
#

the key is that each object in the hierachy occupies a slot and that slot is the parent basically

plush yew
#

the slot is the parent, or the slot is owned by the parent?

grim ore
#

and the only way to adjust how the object behaves in terms of position and such is by talking to the parent slot not the parent object....

#

I guess more the 2nd?

#

if you grab your canvas panel you want in your graph, and drag off it you wont find "Set Position" but if you drag off the canvas panel, slot as canvas slot (assuming the parent is that which you said it was), then drag off that you will find "Set Position"

plush yew
#

okay. So you're saying that the top canvas owns a slot which the canvas that I want to manipulate occupies, so I have to get that slot, rather than the object I want to manipulate. That makes sense.

grim ore
#

but if you were to go right for that top Canvas Panel you would not get access to the set position node as it's an object and not a slot...