#ue4-general
1 messages · Page 317 of 1
Microtransactions
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
@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
ofc UT was!
UT was a cool guy. Doesnt afraid of anything
jezus
ofc UT was what ?
Talking about the post-UT3 community-focused version of the game here
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
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?
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
are you sure your connecting it to the component that includes that socket and not the root of the object
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
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.
XD
ブループリントとC++のパフォーマンスの比較をしてみました。ブループリントのネイティブ化をした結果も動画の後半に載せています。 I tried to compare the performance of blueprint and C++. Blueprint Nativization is posted in ...
is it true, that c++ is best for performance
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++
Will you be doing a math operation 1 million times in a row like the video shows?
and if you are, are you sure you should be using unreal and not openCl
and along the same lines of using a video... https://www.youtube.com/watch?v=flEtQBPtBTc
How to determine whether or not you should be using Blueprints or C++.
@grim ore im already hyped to learn c++, and if it give better in performance then all the better
God, every bp vs C++ benchmark is so fucking unrealistic
and thanks for the video, going to check
then the first part of that video is for you, if you are more comfortable about using C++ then use it.
im very new to both, I only want to choose, what is better for more potential and performance
They aren't separate systems
nah, C++ is super easy. no more than 2-3 years of learning to get good at it
haha yes™
but then the next revision of C++ will be out so time to start again!
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
with a segfault that you need valgrind to debug
or even better is getting a program that wont run if you remove a printf
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
@ember hull Actually performance is the lowest thing on my list of reasons to use C++
what's this about reflection TS ?
Oh kids these days, and their updating of their langs 
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
Hi guys, I'm new here and new to UE4 , are we allowed to post screenshots?
there is #work-in-progress if you want to share your progress
I'm looking for advice on why a blueprint isn't working
(I'm literally completely new, started yesterday and quite confused)
if it is blueprint issue, use #blueprint
oh okay, brilliant. Thanks @sleek solar
you could just read the rules and guide...
I had quick flick through them but nothing to do with screenshots so I'm guessing it's fine.
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.
it depends on what you're doing
some stuff will be heavier in blueprints than other stuff
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
oof
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?
Im wondering if someone has already done this and wrote about it
👍
you shouldn't be spawning thousands of actors on the same tick at first place... even on C++
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
no language will save if you don't know how to manage spawning thousands of things
no we don't need another entry on blueprintsfromhell
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
Somewhat random question, but do any Epic employees know if tours of the Epic HQ in Cary are a thing?
any idea why my trees have shadows like this after building light?
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.
Talk about Level Design, Static Meshes, Physics, and more.
i'm making something with vehicles, any recommendations for either making a simple mesh or find some?
@snow sandal https://www.youtube.com/watch?v=nviB2Rlm-uY
Peter buys a new car and it shape like a penis and he takes it for a spin. Subscribe! I have more Vlogs, covers, and more coming up this 2011-2012 year.
@surreal kite omg lmao
I mean where can i find some or a mesh i can use to learn how to setup a car
Theres a vehicle game starter project isnt there?
yes but i'm wanting to start from scratch without all the vehicle physics and such
You can just copy just the mesh?
true, but in the future it would be nice to use something else
any idea why don't the other agent work?
do i have to do something extra to assign job to that? 🤔
@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
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
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
how can I import it together but editable
how can I make it so I can import the 3d model and it lkeeps its form and still editable???
Downloading the source and compiling the engine might actually be faster on this machine than downloading from the launcher
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)
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
Hello
Hi
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?
not here, sorry
Okay NP!
I'm trying to learn Unreal Engine, am I in the correct Discord for that/
Clearly not cuz I can't use a keyboard
This discord is for UE4 yes so you are in a UE4 discord.
Hey I’m new and was wondering how I would set up a dedicated server but I have the steam plugin
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?
I have heard of behavior trees being used for non pawn logic. Don't know details though sorry
Ok, so if it is not involving BT, can I still do it? The enemy mind thing
Yeah I'm sure it's possible.
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?
has anyone here used the face AR sample project from epic?
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
the LiveLinkRemap Asset
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
You created a LiveLinkRemap asset and overrode that function?
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
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.
same
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.
i didnt even know what blueprints were until 1 week ago
So, somewhere, you're going to use the LiveLinkRemap blueprint you made by using a Live Link Pose anim node in an anim blueprint.
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
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.
kk thanks ill let you know if i get it working
No need. All good.
ok, thanks man appreciate the help
NP
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
That looks amazing
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
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
What could cause tunneling in a mesh? Even with CCD my meshes are working their way out of my landscape
tried getting both the world and the relative rotation and RotateVector / UnrotateVector-ing it and that didn't fix it
I increased the thickness of my landscape, now my objects dig into the ground and get shot out when they land
looks good
😛 The gif recorder really lags my PIE also I do not want my stuff going through the ground ;_;
is it ok when i have a marble run brick which i just scale in Y -1 to make it mirror itself?
@static viper
It's showing you what -1 I mean. @whole quarry
oh, its a weird arrow 😄
do someone knows why the float pawn max speed don't work ?
or atleast to me don't work
I don't think its plugged into anything @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
mkay
this might sound dumb, but check you don't have duplicate movement components on the actor
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
well, I'm not all that familiar with it anyway
I did look into it but ended up writing my own
this is pain
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?
What
lol
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
Hello
Any ideas on how to fix this kind of problem: http://puu.sh/hVLr4/da23f2ba36.gif
Yes
Check the Advanced Settings (drop down menu below the normal settings, little arrow)
There is toggle box for "CCD"
I tried that and the problem persists
Ok Ill give that a try. Does that reduce performance though?
:P You should try to get it working before thinking about performance
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"
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
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
At what age did you guys start learning how to program
15
@surreal kite How's the collison setup? Is there a blocking volume or are you using the plane with the "Complex as Simple" preset?
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
hi guys
i saw the official example "contentExamples"
this skeleton don't have clothing system , but it's cloak can be fluttering like clothing system.
how to do that ><?
@winged crypt it increase lightmap texture sizes, so more HDD and RAM needed, but not performance
Great thank you
@upper quartz chances are that is the older APEX clothing setup and not updated to the newer engine based clothing system.
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?
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
It might not be. The gun was one whole object by itself (without specific parts unlike the human ehich has body parts)
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
Hey guys, is Niagara ready for production, or should it be rather considered as testing-only system ?
it's not ready yet... crashes often in 4.20
Dayum
Hmm thanks for the tip @grim ore I will look about
though niagara is the most active branch on github so it might be much better in 4.21
@surreal kite there is a max penetration physics value, check that
you make it bigger then won't cross
@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
@teal tulip Do you mean max depenetration velocity? This is set to 0.0
@cedar snow no real reason other than the regular one works for both so less of a limit, https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/102179-distinctive-differences-between-event-receive-tick-and-event-receive-tick-ai
Build powerful visual scripts without code.
That looks like it wont prevent penetration, but lessen the bouncing, which might work
@grim ore thanks 😃
@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
Anyone here work with Unreal Development Kit?
I'm trying to export textures strictly from UDK and wondered if UModel is recommended?
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
dm me
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"));
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.
not sure if thats UE4 related tbh @grim rock
@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
Anyone know how to erase with the clothing mesh tool? Docs say Shift + Left Mouse Button but that isn't working
Epic's stream is live. https://www.twitch.tv/unrealengine
Topic?
is there any decent way to decript save files ?
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
I meant decrypt to not be just blatant text
Sorry im not a native englisch speaker.
ah, decrypt, not descript
Yep Encrypt and Decript
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
No mainly the readability of those files schould be limited
most people cant read hexidecimal
Wait a secound where exactly can you find the .sav file of a project ?
they dont have one?
Well they have to store the data somewhere
im pretty sure its just the .uproject file
and the actual files in the folders in there
well its a standalone project right now and i found it before but dont know anymore where it was
oh those are buried away in some hidden folders in appdata
ahh lemme look to find it
assuming its made save files
if it hasnt made save files i doubt there will be much there aside from some .ini files
is they any good tutorial for unreal engine
official unreal engine youtube channel
k thx
ok, interp is what you want, then
the first is linear, the second slows down as it gets closer to the target
isn't the latter just Lerp then?
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
hello
Oh, hell, I didn't even know about interpto. I made my own function that basically does that, oops.
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.
everything before for example is mostly fine.
You can have different player controllers for any particular reason
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?
You can have global inputs in the controller, things like pause and stuff.
especially if you could leave a car walk to a plane and get in a fly?
You are most likely gonna have the same PlayerController
And then you can have the specific controls on the characters
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
Yup, awesome. I didn't feel right after reading that so it's good to get that cleared up.
Keep your Pawn indipendent code in the PC
aye
Like Open Scoreboard, Pause Menu, etc.
Gotcha, then flying and driving input handlers on the pawns.
👌 cheers guys
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
That makes sense for games with many different pawns that do different things.
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
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.
That also requires C++
You can't swap the PC like the article above makes believe
Yeah you could certainly do it that way.
just makes it nicer to have things that are common in the PC and the pawn have pawn specific things
I honestly have never done that. Didn't think of it from that perspective.
I'm used to keeping input in the PC.
Yup I agree, but what about AI. Would you have a PilotAIController, DriverAIController and a PedestrianAIController?
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.
it all depends on the person making it for the most part it can go wherever
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
floating point precision
ya but it changes the value when you enter it
floating point arithmetic is strange, ever tried 0.1 + 0.2 != 0.3 ?
so it changes it so the math is easier?
@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.
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
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..
There a tool that can merge these two selections in a single landscape actor?
Maybe make a wall or ramp or something?
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
Can I create (without c++) something like a table of structs?
found it: data table 😃
@tawdry raptor look for nav mesh links
I looked for nav proxy
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?
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)
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
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
so at the lowest lever there is both the background Image and Text box
can I call them by name?
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
Okay, I have that set
I had them as variables so that I could edit them through the scene details
you should be able to just drag off your variable you saved after you created the widget now and get variable name
I can do that, but I was hoping to modify them from the other blueprint that instantiates the widget
yes doing what I said above
so your other BP creates the widget, after that you save it right?
yup
ahh, I see
when I drag a wire from it and type get
it autofills with variables
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?
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?
ah gotcha, nah the node searchy thingy is context sensitive
so yes
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
awesome. makes perfect sense
which is why the save/compile part is important 😃
got it. Thank you!
well save is always important lol, hearing daily "I lost all my work" is never fun
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.
that's cool
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
I the game i am working on, i need emissive materials to light up the world.Any suggestions on how to go about it
confirming that you can deleted "cooked" and "staged builds" in your project SAVED folder
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
it'
Hi
How do I set a pawn as enemies, neutral or friendlies to the other pawn who saw it?
C++
no way in visual scripting?
Nah
so I use GetTeamAttitudeTowards()
how does it work, combining visual scripting to C++?
Do I have to rewrite my pawn in C++ class?
Does UE support static shadows for foliage? Shadowless foliage looks like crap
@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
@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...
@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..
@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
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?
No just to identify another pawn as enemies or neutral or friend
maybe I was offset when using set member team ID
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.
I really new at this thing
He's referring to teams for AI Perception which can only be set in C++
At least... I think he is
I don't think Epic even works on the AI systems anymore 😩
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
that particular field is not editor exposed, but the type itself is editor-friendly
then if he is enemy, will shoot
So Mario, would you say that the tower and the pawn passing it are of different TEAMS?
I don't see why you couldn't check a exposed param on that pawn.
you could even give it a string variable and compare
or an int... that would work too. Team 1,2,3,4
I think I'm getting close
when you see that actor, check to see if they aren't part of your team, then fire
add cylinder collision to the tower, on overlap get actor team ID
before, I was like hitting a wall there
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
Thank you
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
@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
What's the recommended Cubemap Size in UE4?
@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
@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
@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
Thank you, I'm really new at this, I already set the aiperception with sight config. But how to do exposed variable?
each variable has an Eye icon next to them
if u click it so the eye is open
then other bp can access
the other BP access it by on perception update?
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
@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?
@sonic pagoda sad to hear :/
yup
@boreal night U use Cast
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
@sonic pagoda U can generate ur own mesh as mentioned by some, hard work :/
not hard work... art work lol
@sonic pagoda lol
but yea in my case hard work, as a terrible artist lol, whatever, ill figure it out
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
yea thats true, its really not that hard
only good thing with spline is the infinite number of possible curves and bends etc, but with enough sections should be fine
or do I?
@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
For now, I have only 1 Intruder, but yes, I need to look into the target choosing later
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
@boreal night i think ur code might qork
work
the Target node from the Info
is that an actor?
then u can cast directly
Mario
been a while since i used BP
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
@sonic pagoda agreed
all in BP, using a c++ character class just for a basis
@boreal night everything becomes easier if u finiah a tutorial
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 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
I have watched many tutorial, but the ones for AIPerception I did not quite get
Udemy, yes, I am considering it
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?
yes, in my Tower pawn class
he is just blueprinting it without AI BT i think
why do you want aiperception?
yea ive never used the perception one, sense is easy... but its gotten the job done for anything ive needed...
Well it works! getting the Intruder TeamID that is. Will still have to work on how the tower handles 2 Intruders
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
@sonic pagoda It's ok, by asking I got to the right direction
@viscid canyon before today, I have never use casting, now i use it to get that exposed variable, wonderful
😃
I am gonna look more into it thank you for the link
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
yes, please
Is it possible to get all actor classes with an interface and spawn a random one?
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.
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...
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.```
@boreal night See above
@viscid canyon wow, thanks!
No problem 😃
Now some of it is dated. Like the matinee stuff has shifted to a different system
but nearly 90% is still good
ew, virtus
everything I've seen from that channel is either accessible elsewhere or its actively bad practice.
if it helps you, great.
hrm well if you have a better source, I am all ears 😃
just giving you a heads up
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
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
Right so he talks about fleshing out basic geometry with BSP
then most of the detail is using meshes
At least to prototype
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?
anything you can do with the generators they provide should be fine.
Maybe not performant, but fine.
I desperately need a 3d modeler / Texture artist lol
Don't use the geo editing mode for BSP though
if you make a malformed BSP it can get really nutty
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.
Ah, cool
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.
Hrm. Alright. Well I'm sure you'll be able to spot some of the outright bad practice that I was calling out.
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
Yeah, I know what you mean. Once it clicks though, its pretty cool.
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
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?
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.
@boreal night I did quick test with perception and here is how to go through all perceived actors
AIPerception BP
Also in the actors u want to be perceived u need to add the stimuli component
with proper config
Stimuli component
Result
does anyone here know anything about making cs:go fragmovies with unreal?
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
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?
@jagged tulip Unreal Academy has nice courses for intro now
@plush yew I dont think unreal is the tool to make frag videos
Source Film Maker might be the program you're looking for
second that
SFM is THE video tool for Source based games
importing whole maps / assets and replays into unreal would be a pain
Hi, Is there a tutorial?
This is a detect effect I made with unreal engine 4, I recreated the detect effect in the game "Detroit: Become Human" and added some ideas of my own. Scene ...
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...
Udemy is super dodgy in many ways
o/
@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
I just need a good course for character animation in blender
CG cookie has blender tutorials
and it's monthly sub payments so you probably get more value for your money
In this video I try to showcase a comparison between C++ performance, regular Blueprints and Nativized BPs. Read Description below for more details & Downloa...
Blue print Nativization is impressive, just learned about it
How to determine whether or not you should be using Blueprints or C++.
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.
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
Ask your questions directly, rather than asking for people to ask you 😃
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
Get a larger drive ! Disk space will only grow no matter what, with every source control change, etc
It's not that...there is a process in the background that I am not understanding
Lightmaps, shaders ?
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
lol
Your picture is too small to read.
cant even see whats written
Paste the message itself
So, did you check for multiple root bones ?
try importing on another software, like blender, and fix those errors before importing on unreal
We checked that @cloud cobalt
@digital anchor @cloud cobalt would be nice if you guys joined the voicecall we're having right now
Nope
Okee no problem
Hello!!!!!! I am just going to leave this here in case anyone is interested 😉
Make awesome interiors with the same technique used in the Spider-Man PS4 game inside UE4 with this short tutorial! #FridayTutorial
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 : )
@halcyon void #work-in-progress if you're looking for comments on your work
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
Post it on the UE4 forums then not here. This is a support discussion, not a place to advertise content
no problem, but I am not advertising content. I am just sharing a cool trick
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
roger that
Found a cool website. Maybe all of you know about it, maybe not. www.blueprintue.com
@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.
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
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.
https://forums.unrealengine.com/development-discussion/animation/30435-blender-import-error-multiple-root-bones?59548-Blender-import-error-multiple-root-bones= like in this thread they don't have the skeleton connected to the hips, they have it part of the main body which UE4 treats as multiple roots
Animation discussion, including Animation Blueprint, Persona, Skeletal Meshes, and more.
How many people use blender compared to maya lte?
Modo4Life
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
Same. I have beginner level modeling experience in Maya but it was hard to get used to blender
@grim ore I've passed it to our Devs. But I am not sure if it is gonna work. Let's hope
blender is a little problematic if you want to import from UE4/mixamo to blender
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
i believe mostly because fbx should be replaced by something else
but all the issues
and the controls...
its just not ok with maya right now
id rather go max
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.
zbrush had the exact same issues
fbx export was weird
and controls just wrong.
they are changing all that too currently
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
most studios seem todo that
what ever works
is standart.
and i cannot mind them
whatever works
is 4.21 preview coming next week ?
it better be 😛
right now after all the reports....
i am not trusting 4.20 anywhere
4.19 works just fine :3
4.21 has a ton of stuff for Android and interesting feature for mobile VR.. Also probably updated ARCore SDK
4.21 will let us add editor tools using UMG, it's gonna be fabulous
Is it
or
?
and what if 4.21 isn't "better" than 4.20? you switch engines? 
@whole quarry it is. If you watch videos from maro2k8, nikky, fuze, or any that arent recorded in source, it's usually ue4
@grim ore Saw that the NavSystem is renamed to V1 in 4.20 :D
So V2 confirmed in 4.21?
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 😦
what's this about editor tools using umg?
man that is a weird change on the nav system
4.21 has some Fortnite changes merged with that file
(as long as I understand github)
maybe it was due to NavigationSystem's code refactored out of the engine and into a new separate module #UE4 ?
Would still be weird to call it V1 or?
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!"
Yeah, well Mieszko is still submitting stuff
So can only hope they add some new cool stuff in the future
Considering right now Fortnite has no real need for AI that is definitely interesting
Not counting the PvE mode?
well no one counts that anymore 😦
):
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
nope
It's a money makerish now with BR
buy the save the world pack, grind out free money for BR
Ah yeah the points
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
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?
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
lol
Also, @languid shard the reason some filmmakers use ue4 for csgo fragmovies is because it has more competence with vfx, animations, and lighting
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
hm, why not make a in-game editor?
ive started on that but its not the same as giving users the unreal 4 editor
hail satan
dude, the editor will scare people away
no baked lighting, no custom meshes, no easy geometry editing, etc
it didnt scare people away from UT games for the last 20 years
mmm
satan is right
it only scares people of code isnt done well
like in the elder scrolls
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
yea Ark was pretty well sold game, but I'm not seeing too many mods in workshop
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
it's really a hit or miss feature
yee thats true
i would build that later
once community is a thing
assuming from his steam... that he has none
i wish there was more documentation on releasing a custom editor for your own game
seems like they just left it to everyone to figure out
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
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
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
free assets is always a good start :3
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
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
he meant art, if youre doing a game for the sole purpose of programming, dont waste time on art
is there any such thing as free roaming jumping AI
or does the AI only jump with the proxy mesh?
@plush yew and there's a toolkit to import the replays and assets then ?
hello guys, i was wondering i i can write python scripts in unreal for game logic?
i saw that @paper kernel
anyone know why i get this error when i package my game?
PackagingResults: Error: Unknown Cook Failure
show log
Okay
making AI jumpo randomly without the use of proxy nav mesh is this possible?
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
in a pastebin pls.
Ah
ty @digital anchor
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
Derived Data Cache folder BEFORE - https://cdn.discordapp.com/attachments/396039642060816384/495300428745932820/unknown.png
AFTER - https://cdn.discordapp.com/attachments/396039642060816384/495309155901636608/unknown.png The only difference? I build HLODs for 91 actors...THAT's IT ....and yet look at this
You do know those screenshots are of two completely separate directories right?
Hello, I keep on receiving the following LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: DecalComponent /Game/Maps/Levels/UEDPIE_1_OSA_Level_Test.OSA_Level_Test:PersistentLevel.BP_OSA_PlayerChaser_Military_C_1.DecalComponent_2 NOT Supported. when spawning a decal on a REPLICATED CHARACTER
any one has any idea on what I should be looking at?
My mat is crazy stupid https://gyazo.com/18d6d97bfd78a72731d1e159b283beba?token=62c0a79712ff2cba6c8d77c6cd80893e
crickets wane softly in the background
anyone had trouble downloading and unpacking the 4.20 source?
it takes forever to open the zip, but might just be my computer 😦
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
?
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?
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
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
I'm just seeing 'slot as canvas slot'
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
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
well the slot as nodes are just shortcut nodes they added in that are basically "get Parent -> Cast to XXX" in one node
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
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?
so the 2nd canvas acts like a "window" with stuff in it basically?
and you want to move that
make that 2nd canvas a variable and expose it so you can change it
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
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
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?
Its weird but the variable is the widget or object reference while the slot as XXX is the slot itself which controls the layout
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?
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
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
well its specific as in a button or a image or a canvas panel object
is that accurate?
the key is that each object in the hierachy occupies a slot and that slot is the parent basically
the slot is the parent, or the slot is owned by the parent?
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"
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.
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...