#ue4-general

1 messages ยท Page 333 of 1

static viper
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no

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we are ue4 discord

kind mural
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Hmmm ok I'm just trying to call a function from another script

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nothing specific to unity

static viper
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it is very sepcific

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ue4 doesnt use c#

kind mural
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ahhhhhh ok my bad

plush yew
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When you export there's a setting to automatically change coordinates, however I had some issues with my model scaling

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Oops wrong chat

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Oh jo

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No

wet grove
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How can I increase the speed of compilation of the material when drawing layers on the landscape? the material is planned 50 different layers

ionic bramble
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when I import my animations, the FBX is normal but when I import my animations they come out super tiny

static viper
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then export your animations at the right scale???

ionic bramble
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that wasn't warranted

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they are exported at the same scale as the fbx

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and no matter what scale I import it at it's still tiny

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it throws bone transform errors

static viper
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show some images

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and the errors

ionic bramble
static viper
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is this in ue4?

ionic bramble
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...yes

static viper
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that error is useless

ionic bramble
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that's what it tells me

static viper
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it should show you an error log...

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not this

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an actuall error window

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imported bone transform sounds like you moved the original skeleton

ionic bramble
static viper
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have you googled this error yet?

ionic bramble
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I went to the docs link but it didn't have the error

static viper
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google it

plush yew
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Hello guys I have a problem with my project

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it is third pesron and it is mobiele-When I delete my mouse pa and gameplay I must to can't move but I can move-what? I compiled and save it

regal mulch
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Anyone some knowledge on saving an Actor Instance with all it's different settings compared to the base class?

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Currently trying to setup some sort of prefab system for Tiles. We had them as levels first, but loading a Level instance costs way too many frames.
Creating the as Blueprints is shitty to maintain and anything else seems to lack the way of properly planning all the actor settings and locations upfront.

So I had in mind just saving these to e.g. a JSON and using that later to spawn the Actors and Meshes back in.
However, the problem here is that I can only save the Transform and Class. Any BP Instance that was changed (e.g. different mesh assigned) won't be saved properly.-

plush yew
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how to fix my problem?

frank escarp
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@regal mulch have you seen the Prefab plugin?

regal mulch
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Yeah, same as last time, it's not made for what I want to do

frank escarp
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ok

regal mulch
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There needs to be a proper way of spawning preconfigured Actors, without loading a level instance

frank escarp
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yeah its a pain

regal mulch
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If I have, let's say, 5 Actors in the scene. All 5 Actor Instances have modified values, so not the values of their Class.
If I select them all and Convert them to a new BP Class, does it take these adjusted values in?

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Ah nvm. I can't even do that

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Silly me, thinking UE4 properly makes use of the ChildActorComponents

plush yew
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anyone to helkp with my problem the fuck

regal mulch
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Your question is more than vague. Try to write it again but clearer. I have no idea what your problem even is.

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@frank escarp Hm, found an AnswerHUB post similar to what I want. Person there answer its own question with hte idea of making a "UWorld" child and creating a "UWorldChildFactor".

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And moving the actors into that and saving it

frank escarp
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what the actual fuck

regal mulch
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haha

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Would it be possible to load data from a umap asset without actively using the "LoadLevelInstance" stuff?

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I mean, the umap does indeed save the modified actor instances

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If I could read that without spawning the whole level, I would already bea step further

frank escarp
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that sounds insane

regal mulch
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Why would it be insane?

tidal cape
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Where can i get help for packaging my game?

regal mulch
random forum
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Wow... there are so many blueprint nodes inside my player character.... I think I have to learn C++ now...

clever smelt
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Where can we get aome free asets from besides the kite demo ?

cursive dirge
clever smelt
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Thanx for the answer Olento.

shell kettle
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Hi. So I have a door that uses an arrow's forward vector and the player's forward vector to determine which way to open the door. The problem is, when I place the door in my game, the arrow's forward vector is set to world space rather than local space. Is there any way to prevent this so the arrow's forward vector is always pointing in the direction of the arrow?

static viper
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the forward vector here would be

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the actor one

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or the door one

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that arrow you placed?

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yee

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that has no connection to the door at all

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it will always show forward

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but the doors forward changes according to the hinges

shell kettle
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Correct. I want the arrow to remain fixed. The problem is the forward vector of the arrow is changed when dropped into my game. When I edit the BP, I can rotate the arrow with the forward vector always pointed in the same direction. In the game, it doesn't do the same thing.

static viper
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the forward will always show in the direction this arrow shows

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thats kinda the point

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i dont see the issue here

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the gizmo by the way doesnt show the forward

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in viewport it constantly rotatetes

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and it is bound to the scene root

shell kettle
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How would I get the forward vector of the starting position of the door then?

static viper
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get the scene root

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clearly

shell kettle
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The scene root always has the same forward vector regardless of the child's rotations?

static viper
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the scene root is the child

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and it always is what you make of it

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if you rotate the actor

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the forward changes accordingly

shell kettle
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I must not be understanding you. It seems here like the children of DefaultSceneRoot is Door and Arrow, but you're saying otherwise?

static viper
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you are still not getting what a forward is

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that arrow

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that door mesh

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they have seperate forwards

shell kettle
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Right. I get that. Which is why I wanted to use the arrow instead of the door. The door rotates, so the forward vector would change as it rotates.

static viper
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that is not possible

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the arrow is a child and will inherit parent transforms

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it will always rotate with

plush yew
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Assuming you are only rotating the mesh component itself, the arrow won't rotate

dark depot
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^

plush yew
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You need to either rotate the actor itself or attach the arrow to the door

dark depot
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the content examples has a version of this

shell kettle
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Correct. I don't want the arrow to rotate with the door.

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Unless I'm not understanding

plush yew
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wat

dark depot
static viper
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the arrow wont rotate with the door mesh

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but the scene root

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as i said its a parent

dark depot
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the second get actor location is the player

shell kettle
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Could you explain the part where you account for the door's rotation?

dark depot
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yeah download the Content example project ๐Ÿ˜›

shell kettle
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Okay will do

dark depot
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also i have it breaking to the Y default its X but that is just my own thing hhaha

shell kettle
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Alright sounds good. I can show you my current blueprint too if that will help

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Downloading the content examples now

tidal cape
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I need help i cant compile

dark depot
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literally just copy what i posted and it will work. you use that bool to check which direction to go to

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@tidal cape could you explain more? like Compile shaders/ Package project/ Compile the engine

fringe ledge
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Hi

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I escaped from the unity cave

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I've read through unreal a bit and am I right in saying it's totally free aside from the % of profits you pay?

dark depot
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yep

fringe ledge
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Last I checked it wasn't free so I just wanted to know

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No locked features or anything?

dark depot
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none

tidal cape
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UATHelper: Packaging (HTML5): COMPILER_ENGINE = NODE_JS
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): #COMPILER_ENGINE = V8_ENGINE
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): #COMPILER_ENGINE = SPIDERMONKEY_ENGINE
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): # All JS engines to use when running the automatic tests. Not all the engines in this list
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): # must exist (if they don't, they will be skipped in the test runner).
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): #
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): # Recommendation: If you already have node installed, use that. If you can, also build
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): # spidermonkey from source as well to get more test coverage (node can't
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): # run all the tests due to node issue 1669). v8 is currently not recommended
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): # here because of v8 issue 1822.
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5):
UATHelper: Packaging (HTML5): JS_ENGINES = [NODE_JS] # add this if you have spidermonkey installed too, SPIDERMONKEY_ENGINE]

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Im stuck here

dark depot
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so is this you packaging a project

tidal cape
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packaging project to html5

shell kettle
dark depot
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idk Axion does it work haha i know what i posted works

shell kettle
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Yeah it does! Thank you :)

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Been trying to solve this for like 3 hours

dark depot
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and alpha maybe ask in #packaging or #web it may take a while but they can answer most likely

tidal cape
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k

dark depot
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@shell kettle Np this is why i always tell people to look at the content examples project its full of things you can learn and expand on

shell kettle
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I'll definitely look into it.

fringe ledge
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Does unreal have a feature comparable to unity collaborate?

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It does, right?

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Just want to make sure

dark depot
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isnt that just like source control software

fringe ledge
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Well

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It lets you develop with other people at the same time

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Is what I'm looking for

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Got a few devs and I'd rather we can all work together

dark depot
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like you see their work a tthe same time

fringe ledge
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That would be preferred

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Unity just has you publish it though

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Publish changes to the project

dark depot
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so source control

fringe ledge
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I guess

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Sure

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I'll look into it more when I'm home

dark depot
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well you can use source control like Git/perforce and stuff with anything. looking at their site it looks like their own version of that. if you want real time editing with other people i know there has be discussions of that in the future and there is a plugin for that i believe where you can see the other person in editor

fringe ledge
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Huh

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Thanks

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I'll have a look

plush yew
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is eevee same qualtiy as UE?

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graphicwise*

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i think blenders eevee is weaker

frank escarp
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eevee is different

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for example, it can do things ue4 cant

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with volumetrics and lighing

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becouse eevee can just bruteforce shit

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so what if it runs at literally 3 fps

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becouse you use it to render

plush yew
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e.g. in eve you see everywhere tiny pixels changing very fast in the reflection.

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in UE it's almost invisible

cloud cobalt
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Like vblanco said, different goals

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Eevee isn't a game engine

plush yew
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but raytracing?

frank escarp
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bruh you can combine eevee passes with an "actual" raytracer

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eevee materials are cycles materials too

cloud cobalt
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Game engines specialize in best-quality for lowest-cost, while Eevee is just here to show you what it will be like when you do the real slow render

frank escarp
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@cloud cobalt allso for movies themselves

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basically, its a huge competitor to the whole "unreal for movies" thing

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becouse... you can use blender, get very similar pbr stuff, but some higher end features, and then use 1 program, not a full pipeline

plush yew
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i wanted to make animations with eevee in good quality

cloud cobalt
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Probably a better tool than UE4

frank escarp
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definitely

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just becouse you can do the entire thing in blender

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modelling, animation, and render

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and you can even combine some raytracing passes with eevee if you wish

plush yew
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but the physics are much better in UE. which are important

frank escarp
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look at tihs

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some random ass indie animation studio

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who is now doing actual shorts with eevee

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physics?? what the hell

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look at the timestamp i posted

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thats like that forest animal stuff unreal showed

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so its as 1 to 1 as you can get

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but worse couse lower budget tho

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but its probably made a lot faster

plush yew
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i mean i can't get physics in blender to work correct

frank escarp
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what physics

plush yew
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rigid body

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marble tracks

frank escarp
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you use a software dedicated to that, usually

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no one uses unreal for the physics

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also, blender does have good physics

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decent at least

plush yew
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i am not aware of any software for that?

frank escarp
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houdini

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from the eevee video

plush yew
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blender is for everything or not? oO

frank escarp
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yes

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blender is for everything

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it can do a stupid huge amount of things all in the same place

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99% of the Next Gen movie was done in blender

plush yew
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so why isnt blender good for physics?

frank escarp
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becouse you suck at it

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you know the fortnite trailer?

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the old one

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before battle royale

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some of the destruction effects when the big zombie crashes through a wall are done in blender

plush yew
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but you said i shall use houdini, bcs. i wouldn'T suck at it or why? oO

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you shoudlu say i use it wrong then

frank escarp
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hollywood movies, when they need to blow up an entire building, use houdini

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if you want physics thats the software

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blender "has" physics (wich are better than unreal btw, i think) and they are mostly usable

plush yew
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i dont wanna explode things..

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just roll balls

frank escarp
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blender got you covered if you know what to do

plush yew
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_<

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teach me senpai

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!! i do as the tutorial says. but crappy fuckington -.-

marble isle
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Where can I get the assets for live trainings to follow along?

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"We usually put stream projects up on box.com, so we will probably stay with that method for this one as well."

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I am lost, any one know if they are archived somewhere

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Or has a link to their box.com thing

grim ore
shell kettle
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Hello. I'm trying to open the Content Examples project in Unreal Editor 4.20.3 and it's stuck loading at 95%. I've let it sit for a long time and it's still stuck.

weary basalt
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The Engine has to compile alot of Shaders, this process can take a very long time the first time its done. Leave the Editor to do this, it will take time depending on your System Specs, but it will finish.

shell kettle
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What is a typical amount of time that it takes to do this?

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Also, why does opening the Content Examples project in Unreal Editor 4.19.2 open nearly right away?

pallid compass
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thats like asking how long is a piece of string

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it depends on your hardware

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and its not as simple as

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X cpu compiles Y fast

plush yew
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do i need to make moving controls for charaters, when i click on start i can move freely

grim ore
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Can you put that in the form of a question or an example?

plush yew
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i can like fly and move at any direction

grim ore
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it sounds like your asking how to make a character move around and not fly? If that is true then your not spawning a character probably.

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open up the third person or first person template and use those to start with, they have working characters.

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otherwise yes you need to make controls for your custom character if you don't use a pre built one

plush yew
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ok ty

devout sun
tired oracle
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where do I post for tech support? Can't load my map, keep getting a crash

devout sun
wraith lark
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@devout sun that must be something you can answer, because you are aware of, that #vc-feedback-support are only for voice users

devout sun
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Haven't had that problem yet.

coral shoal
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Anyone know why i observe ~20 ping to a dedi server run on my own machine through localhost (using playerstate ping x 4)

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also get like 120 ping if i delay packets by 100ms

upper iris
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Anyone got any good tutorials on setting up modular work flows....???

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Or anything on large scale texturing

fringe pivot
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does it make sense an inventory system in blueprints or should I go code?

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I'm just starting, not sure how limited blueprints are

dark depot
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if you can code do it in code if can use BP's only use Bp;s. whatever you can use use it

fringe pivot
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I can code but C++ is like WTF

worn granite
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I would stay away from making any system in BP.

fringe pivot
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I'll try bp anyways

worn granite
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If you're not comfortable enough with C++ for it to be at most a challenge, then yeah sure whatever.

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.... then why ask

fringe pivot
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because I can

worn granite
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its a fucking waste of both our time and the effort to type this out.

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why don't you challenge yourself

fringe pivot
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I have plenty of both

worn granite
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.... right.

south ridge
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@coral shoal Might be some sort of a processing overhead

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Like, overhead from how the ping is calculated/when the messages are actually dispatched to the network

coral shoal
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It seems strange that it's happening from using the native ping functionality

south ridge
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Powered by Unreal Engine 4

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I would not discount that there's some mistake somewhere, but it's got strangeness all around it

terse skiff
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Hey, anyone free to give a quick tip?

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I'm trying to import a 3rd party plugin but it's not working. I put it in
C:\Users\ThePi\Documents\repos\Unreal\4.19\VRTest\Plugins
But it's not showing up in edit>Plugins
It's this plugin here https://github.com/afuzzyllama/VoronoiDiagramUE4

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wait I think I might be stupid

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nope still nothing

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so the directory of the plugin is
C:\Users\ThePi\Documents\repos\Unreal\4.19\VRTest\Plugins\VoronoiDiagram

fierce vale
#

Hello i'm trying to make a fps game and using a line trace to determine where it is that the bullet shoots, im starting the linetrace from the camera and it doesnt align with the crosshair perfectly

regal mulch
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Show your code :P

terse skiff
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๐Ÿ˜ญ

static viper
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The plugins need to have the same version or they will show you compiling messages

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yee as i thought

languid shard
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@fierce vale are you sure about your raycast math ?

static viper
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this only contains the code to generate the plugin

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not the plugin itself

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@terse skiff

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the description is very telling ๐Ÿ˜›

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and also

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your ue4 project path is really really longus

regal mulch
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tl;dr you need to compile the Plugin by putting it into a C++ Project first.

terse skiff
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lol
And I see

regal mulch
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  • be aware that it seems to be pretty old
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So you'll most likely have to adjust the classes to fit the recent coding API

terse skiff
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Honestly I just want to generate voronoi cells using delaunay triangulation or fortune's algorithm

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but I can't find any detailed explanations

static viper
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that plugin looks smol

terse skiff
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it is

static viper
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you should really try it

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put in c++ project and generate

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doesnt have to be your project for now

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just

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try it

bleak widget
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hi everyone

terse skiff
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So just open it up in VS?

static viper
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it looks like you need to create a project first

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like in ue4

terse skiff
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I did

static viper
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then generate vs files

terse skiff
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Ahhh

static viper
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then add plugin there manually

bleak widget
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C++ project?

static viper
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then you see if it works...

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read the description ๐Ÿ˜„

bleak widget
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it's easy )

static viper
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it says you need to add dependency manually

terse skiff
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I tried

static viper
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so thats something i would look out for

terse skiff
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but wasn't sure how

bleak widget
#

which plugin you need

terse skiff
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reopening UE4 rn

bleak widget
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c++ as i see

terse skiff
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yep

bleak widget
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open proj

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create empty C++ class

sturdy star
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anyone know where you set auto-dimming of TV screen? our game can seemingly run indefinitely without dimming the screen

bleak widget
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download plugin, create "plugin" folder in the project folder

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extract

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profit

terse skiff
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I did that already

bleak widget
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and nothing ?

terse skiff
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correct

bleak widget
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generate VS files done?

terse skiff
#

fucking

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I'm a moron

bleak widget
#

)))

terse skiff
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I needed to extract before opening the project

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I got dialog boxes

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it's not compatible

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RIP

bleak widget
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hmmm

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not compatible version ?

terse skiff
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it failed to compile

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like 4.0.4

bleak widget
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wow

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so old version

terse skiff
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or something like that

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ERROR 404 I'M DEAD

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xD

regal mulch
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  1. Have a C++ Project or create one
  2. Place Plugin in Plugins Folder of that Project
  3. Edit UPLUGIN file and remove the "EngineVersion" row
  4. Rightclick UPROJECT file and Regenerate Project Files
  5. Open Visual Studio
  6. Build for Development Editor
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If that fails, post the error

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The UPLUGIN file has 4.4.0 as engine version defined

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That's one thing why it breaks

languid shard
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@regal mulch do you know if Epic ever made it possible to make content packs for the engine ? Can't find any doc on how to upak stuff ๐Ÿ˜ฆ

terse skiff
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doing that rn

regal mulch
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There is a way of doing what the StarterContent does

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As well as defining maps to load

languid shard
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you mean this ?

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oh ffs imgur

terse skiff
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I really should defrag my comp

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.>

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but it takes like 2 days

regal mulch
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That, but it's not what you want

bleak widget
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ahah

regal mulch
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Hoped it was covering it

languid shard
#

For now I can settle with create a template with my tools, then adding another, official, template with the add content ui

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thanks, lemme check that out

terse skiff
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tfw you look in a mirror and see dried blood all over your face.
Nice.

languid shard
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@regal mulch uh, not what I was looking for but... still gonna be useful

terse skiff
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How dare you be disrespectful to Master Cedric!

languid shard
#

๐Ÿค”

terse skiff
#

xD

languid shard
terse skiff
#

DEAD

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xD

regal mulch
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You don't want the Actual Project Template or?

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You mean something like custom Starter Content or?

terse skiff
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prolly the latter

languid shard
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custom starter content type stuff

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with the "add new > add feature pack"

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that way I can just create my projects using the appropriated official template

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then add my own tools without having to resort to migration from another project (which might take time)

regal mulch
#

That might be what you want

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Not really straight forward though as it seems

terse skiff
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tfw you have like 80,000 tabs about game dev open

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because yay, non-descriptive general talks about a feature you want to implement

languid shard
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wait what post are you referring to ?

terse skiff
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Mine

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KEK

languid shard
#

@regal mulch

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the UnrealPak stuff ?

regal mulch
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it's not autorefering? sorry!

static viper
#

๐Ÿ‘€

languid shard
#

np

regal mulch
#

Try that link

languid shard
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aight

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been a while since I used command based stuff T_T

terse skiff
#

quick off topic, anyone know a good player for flac files?

languid shard
#

vlc

terse skiff
#

sweet, thanks

languid shard
#

for mobile (android) I use poweramp

terse skiff
#
  1. I'm on PC
  2. I have iphone (RIP me)
languid shard
#

but the mobile vlc might also be compatible

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boo

terse skiff
#

yeh

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I hate iphone

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but it was a gift

languid shard
#

sell gift > buy new phone > ??? > profit

terse skiff
#

no

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I'm on their plan

languid shard
#

lul

terse skiff
#

I pay for my part of the plan but still

bleak widget
#

i have SONY

terse skiff
#

ew

bleak widget
#

6 years

#

experia

#

my brain is so strange

#

not sleep probably 24 hours

terse skiff
#

anyone ever considered using virtual space to teach basic balance calibration to an AI?

bleak widget
#

to night decided one problem in my blueprint

#

made input castomization realtime

terse skiff
#

I'm not knocking blueprints, but you should git gud

#

LEL

#

fr fr tho I'm just teasing

#

I actually made a toon shader using 2 blueprints, took me 30-40 hours because I had to rebuild it several times

bleak widget
#

it hard for me. Coding on C++

terse skiff
bleak widget
terse skiff
#

that shader took way longer than it should have because I had to iterate through multiple methods of doing toon shading, then I wound up using a sort of hybrid method

#

I cannot read what I believe is russian

bleak widget
#

inputs )

terse skiff
#

gotcha

bleak widget
#

left, right, frward, back e t.c.

terse skiff
#

ye

#

looks like english had an illegitimate child with greek and russian was born

#

LEL

bleak widget
#

now still reading default settings and loading into the Input Key Selector

#

onKeySelected remain, but i so tired

#

need to sleep )

terse skiff
#

it's 04:14 here

#

WOO

bleak widget
#

ahah

#

a live about Vladivostok

dense sparrow
#

Hi guys, is there an easy way to 'black out' areas of my level that my player has not been in?

#

been googling for ages and cant really find anything

terse skiff
#

what do you mean by "black out"?

static viper
#

it depends

#

is it topdown?

#

2d?

dense sparrow
#

yeah its a top down 2d

terse skiff
#

proximity lighting?

dense sparrow
#

its mainly for when I load up a map of the level, I want to black out the areas I have not been to yet

static viper
#

mh depends on what style

terse skiff
#

yeah

static viper
#

show game you are trying to copy

terse skiff
#

I love how you assume they're copying LMFAO

static viper
#

they are always.

#

even me

terse skiff
#

I have a team of 10 working on a game. We don't know of any game it'd be close to

#

though it's not in UE4, it's in a Java engine we wrote from scratch

dense sparrow
#

nah not really copying a game other than the basic idea of hiding parts of the map, but at the moment I have my game and can run about, works fine, I have a map I can load up, which then switches to another "camera" that is zoomed out and you can see the whole map (with keys to scroll the map) , but in that camera view I want to black out areas I have not been to

static viper
#

but you must have any inspiration

dense sparrow
#

I have an idea how to do it using a bunch of black sprites I can place all over, on collide destroy, just thought there might be a better way

static viper
#

can you show me a screenshot of game

dense sparrow
#

erm 1 min will find something as seen it on various games

static viper
#

and i need an example of your fog of war

terse skiff
#

asks for help
gets told to send screenshot of project
won't

#

LEL

dense sparrow
#

no I can do that, I had already typed that out as he asked, as you can obviously see via the timestamp

#

lel

terse skiff
#

HA

#

as soon as I closed VS it finished

desert lava
languid shard
plush yew
#

what might the green mean

#

?

languid shard
#

ยฏ_(ใƒ„)_/ยฏ

dense sparrow
#

ok here is what I mean - https://screenpresso.com/=Knbvb , I have not setup anything with lightning or fog of war, im only just starting so happy to look up anything I can use, dont want anybody wasting there time doing it all, just pointer in the right direction of what I can use ๐Ÿ˜‹ , thanks

static viper
#

oh wow

#

i expected another thing

#

that is basicly pokemon

#

XD

#

wow

terse skiff
#

or zelda

#

LEL

static viper
#

its gonna be easy

#

with that you can just create a massive 2D plane

#

and use the draw function

#

draw the free spots around the player

dense sparrow
#

and they stay on even after the player leaves the area?

static viper
#

you

#

would need to code that

#

manually

dense sparrow
#

thanks

desert lava
#

pls help me

languid shard
#

@desert lava you do realise the size of your image here ?

desert lava
#

@languid shard Yeah it's a video. and its only 1mb

languid shard
#

no

#

I mean

#

your log

#

you posted a 400x225px image

#

we can't see shit

desert lava
#

oh sorry wait a min

#

@languid shard pls see the above image

#

@languid shard Kindly help me

languid shard
#

I can't sadly

#

I'm no Android dev

#

are you sure Unreal has access to that file you are mentioning though ?

desert lava
#

@languid shard Yes. It plays in editor .

#

i am using Mediaplayer Open URL function to stream source directly. It fails to open in android

#

This only happens in UE4.20. It works correctly on UE4.19

languid shard
#

ah well

#

no clue then

#

might be a bug

desert lava
#

@languid shard Thank you ๐Ÿ˜ฆ

languid shard
still island
teal tulip
#

@still island Yes from what I know, if you even manage to get it working

#

Cause I didn't

still island
#

We did

teal tulip
#

Did you followed his guide ?

steep crystal
#

@still island given that there's no license present no-one is allowed to use it for whatever purpose, I'd contact the author and ask to get a license

still island
#

Alright

teal tulip
#

Well is made by a Epic guy so

still island
#

@teal tulip I am not sure, it wasnt me that used it

teal tulip
#

The baker wasn't the problem to me, rather about get the generated images working

#

Is what don't work to me

steep crystal
#

There has to be a proper license no matter who made it, but I'm sure they probably meant it to be a permissive license but just forgot about it, so contact them

teal tulip
still island
#

How can I find this guy? Is he here on forum?

teal tulip
#

IS that guy

#

you have there his twitter etc

#

sure is on the forum too but idk what was the exact name

still island
#

Thanks!

teal tulip
#

can you reference who managed to get this thing working ? @still island

still island
#

He's not on this chat. He helps me with my project. But I will ask him and let u know whenever he's around

teal tulip
#

๐Ÿ‘Œ

slate wave
#

hey guys, any recast expert here? ๐Ÿ˜›

static viper
#

recast?

slate wave
#

navigation

static viper
#

more details o.o

slate wave
#

the part of the code that handles the path queries and the navigation on the navmesh ๐Ÿ˜›

static viper
#

ah

#

then you prolly want #cpp

slate wave
#

oh thanks ๐Ÿ˜›

paper kernel
#

what is PawnAction?

#

Docs are giving me nothing

next sierra
#

is there a way to offset the location of multiple actors by a certain number? I can't group all of them because they are on different levels

gleaming creek
#

Loop through them?

wintry glade
#

hello!! Do you guys know if the live cam input on MediaPlayer maintains the same FPS and quality ?

#

oh and one more thing, what's the best material type to display a video or image ? Base color is too dark and emissive too bright

gleaming creek
#

You can multiply the emissive to make it less bright

languid shard
#

@wintry glade unlit ? ยฏ_(ใƒ„)_/ยฏ

wintry glade
#

yup figured it out thanks ๐Ÿ˜ƒ I ended up using it on a light function

languid shard
#

that works too

#

dont stack too much LFs on top of eachother though, can be heavy to render

wintry glade
#

i love the projector effect. But the rect light seems problematic with light function material

languid shard
#

use either a spotlight or a point light for LFs

#

rect light is still quite experimental

#

and mostly intended for baked lighting

wintry glade
#

ah i see. Yes I am using a spot light but I can't get right the width / height of the projection. It's stretched.

#

I am feeding it a 1080p input and it gives me a 1:1 output :/

languid shard
#

gimme a sec I'll show you my setup

wintry glade
#

oh cool thanks

languid shard
#

uh nvm

#

I deleted it a few weeks ago xD

wintry glade
#

hahaha its ok I will figure it out ๐Ÿ˜ƒ

languid shard
#

I'll search in my screenshot history

wintry glade
#

mm yes

languid shard
#

iirc in your light function parameters

pallid compass
#

that looks nice af

languid shard
#

there's a width and height

#

if you can get the ratio of your media with the pixel res

#

you should be able to automatch your LF to your content

#

and it casts shadows @pallid compass ๐Ÿ˜„

#

in theory you could do some projection mapping with that

#

I'm slapping myself rn for deleting the project that had this BP T_T

wintry glade
#

yup !! it's an amazing feature

#

thanks for sharing that ! I am looking into it now

languid shard
#

no probs, gl

wintry glade
#

thanks ๐Ÿ˜ƒ

pallid compass
#

dam son u been busy af

vale silo
#

do you think 4.21 is coming out this week ?

languid shard
#

@vale silo I know that the studio plugin will be updated this week

#

prolly (with the revit plugin)

#

so at least we'll have a new preview

vale silo
#

I see

grim ore
#

I would assume 2 weeks after the last preview and we had a preview last week right? P3? if so I would give it atleast 1 more preview and 3 more weeks lol. probably hit a week before turkey vacation

vale silo
#

๐Ÿ˜„

chrome summit
#

need help

#

When i die and respawn my weapon [ socket ]doesnt get destroyed

paper kernel
#

design question: how would one go about using skills

#

which are actors

#

like, how to manage cooldowns

#

while simultaneously keeping the option for AI to use them aswell

zenith pewter
#

hello, im joining server this way but if server is not available it still does input mode game only. how can i check ? (isvalid?)

earnest pawn
#

hey could someone help me

#

is it possible to render an object over everything else

#

I have a fps game with arms and weapons that are only visible to the owning player

#

but I have a rocket launcher thats like the size of player him self

#

and that keeps going inside the walls, and I can resize it properly that it fits inside the collision capsule

grim ore
#

@zenith pewter when you join the server does it load up a different map? if so maybe put that input mode game only in the map starting code

plush yew
#

any widget box that lets me move it's children however I want like in normal editor?

grim ore
#

The Canvas Panel is a position based panel

plush yew
#

thanks

zenith pewter
#

@grim ore oh :dd yes i can do that .thankss

sterile narwhal
#

Is there a fix for this thing where a blueprint wire's startpoint is way far away so it suddenly thinks it's in a different place?

willow stump
#

Hey guys, is there any way I can use my 2nd screen when recording a cinematic

#

for example I want to have the world viewport on one of my screens and the one could be the camera I am animating ?

shell kettle
#

What are the units for Max Walk Speed in CharacterMovement? I looked up the average walk speed for humans (4 MPH at a brisk pace), and calculated the speed to be 180 centimeters per second (since 1 uu = 1 cm). This is actually really slow in-engine. What's the deal with this?

livid haven
#

That doesn't sound right to me.

#

Try multiplying by 10, see if that feels right?

shell kettle
#

I did double and triple check my answers so it does seem correct. It just feels so slow for some reason. I can do what you suggested, but it doesn't make sense to me.

manic pawn
#

characters in games actually tend to walk ridiculous fast

shell kettle
#

I'm just confused by the fact that it still feels super super slow even with all the scaling and forces being accurate to real life.

#

Like I could record the distance I walk in 10 seconds and I think it would be different in-engine despite having the right values

#

I see that others are finding similar values online though, so it must be right. I'll mess around with ground friction and see if that changes anything

opaque salmon
#

I'm trying to move my player along a spline which seems easy enough to do, but my spline is a landscape spline and I'm weirdly having trouble getting a reference to it, I can get a reference to the landscape but I don't see any way to get a spline component reference for the spline transform function

shell kettle
#

I set ground friction to 0 and I can still walk? EXCUSE ME? ๐Ÿ˜ถ

plush yew
#

I think you want ground friction to be a large number to impede movement

shell kettle
#

In real life when walking, you push the ground behind you so that the ground can push you forward. This requires friction to happen. If there's no friction, then you wouldn't be able to walk. Which is why I'm super confused as to why I can still walk when friction is 0.

plush yew
#

Game friction is just how easily something slides

shell kettle
#

In Unreal Engine, I can still walk (but then I slide across the floors). That's weird that they set it up that way :/

plush yew
#

It's somewhat intuitive. Less friction = more like ice = more slidey

shell kettle
#

Yeah I get that. The part I don't get is how no friction = still able to walk

plush yew
#

The movement isn't that deep lol

#

It's just a force along the forward vector

shell kettle
#

Alright makes sense.

livid haven
#

@shell kettle You're confusing traction with friction.

#

I mean, yes, physically speaking, one is kind of an aspect of the other.

#

I don't recall exactly how it's setup out of the box, but the friction will decelerate you and resist acceleration you.

shell kettle
#

Traction is just static friction if I recall correctly

livid haven
#

And your maximum speed is the walking speed.

#

Traction is a lot of things, including adhesion and static friction, yes.

#

It's not as though UE4 is simulating your character's feet pushing off of a surface to move forward - it's just applying a forward acceleration.

#

So friction is just the resistance against that acceleration (maybe, not sure if it's actually used to limit your acceleration) and to passively decelerate you.

shell kettle
#

Alright sounds good. So it's sort of similar to real life but not exactly

livid haven
#

It's about as simple as I just said. Press forward? Apply acceleration directly to character. Surface friction resists that. Acceleration from player input will not increase the character's velocity in that direction if the velocity is already greater than their maximum walk speed.

#

Let go of pressing forward? Surface friction decelerates you.

gleaming creek
#

As for the speed, it seems like you need about double what would be a realistic value to get a movement speed that feels good

livid haven
#

When you say it feels slow, are you looking from first person or from third person at a character moving at that speed?

shell kettle
#

Alright sounds good. Weird that you would need double the average human's walking speed to feel normal, but it's true.

gleaming creek
#

Well, in real life we walk rather slowly

#

But you wouldn't want to have to wait as long as that takes in a game

#

that's why most game characters run everywhere

#

I found that a walking speed of around 400 feels good, with 500-600 for running

livid haven
#

I'm not sure that there isn't a misunderstanding about units at play here, but regardless, this is also true.

#

At least from first person.

#

Characters walking around at a realistic ground speed might look fine.

#

But from first person, it'll feel hella slow.

shell kettle
#

1 uu = 1 cm is the basis I'm going off of

livid haven
#

That's kind of an arbitrary basis.

gleaming creek
#

I don't think a normal person can walk 4m in 1 second

shell kettle
#

Average walking speed (at a brisk pace) is 4 MPH

livid haven
#

A unit is a unit. It's all a matter of whether everything else is also to that scale.

gleaming creek
#

Why is your waking speed in MPH? That's not helpful

shell kettle
#

I can change it to meters per second but it's the same value in Unreal Engine regardless

livid haven
#

Probably because he's American and he can just convert from MPH to m/s. ๐Ÿ˜›

#

Not sure why you think that's a big deal.

gleaming creek
#

Because if he gave it in km/h I could calculate it much more easily

#

I'm lazy

livid haven
#

That's not his problem. ๐Ÿ˜‰

shell kettle
#

6.43738 km/h is average walking speed (at a brisk pace)

#

Which is very slow in-engine

gleaming creek
#

Hmm, a page I just found said a brisk pace is 5km/h

#

But anyway, yes

livid haven
#

Again, are you talking about from first person or from third person?

shell kettle
#

First person in my case

livid haven
#

Does it feel slow when viewed from the character's perspective or does it feel slow when watching a character walk at that speed?

#

Alright, so check the latter then.

shell kettle
#

Alright will do

gleaming creek
#

I think the problem is that a speed of, say, 200, is about realistic

livid haven
#

Then you'll have a better sense of whether it's something actually being wrong with your numbers/the math or whether it's just that it feels slow because we're all used to much faster paced movement.

gleaming creek
#

but it feels annoyingly slow in a game

shell kettle
#

^^

livid haven
#

Agreed. But we can actually confirm that it's not an actual math error.

gleaming creek
#

Bear in mind that if you make a room in UE4 that's 2m x 2m x 3m

#

it feels really tiny

shell kettle
#

Pretty sure it's just because we are used to faster characters. It looks normal in 3rd person

gleaming creek
#

even though that's a reasonably-sized room in real life

shell kettle
#

I think that might have to do with camera settings

gleaming creek
#

Quite likely

livid haven
#

Yep, figured it would probably look fine in 3rd person.

#

And yes, there are a lot of factors about sense of scale that get weird with FPS.

#

Hopping from a "flat" 3D view to VR makes it really, really apparent.

shell kettle
#

What I've found to be somewhat "realistic" in UE4 so far is:
Max Walk speed = 300
Braking Deceleration Walking = 514
Jump Velocity = 372
Capsule Half Height = 85
Mass = 150

livid haven
#

Also, most animations you see for your characters arms and legs and such in FPS games are entirely faked and separate from the third person animations.

shell kettle
#

Hmm well I'm going to attempt to make everything as realistic as possible (horror game)

livid haven
shell kettle
#

Haha that's amazing

shell kettle
#

Haha the Mirrors Edge third person is crazy. Must just be very simple 3rd person anims

livid haven
#

It looks awful and broken, because it's entirely made to look good from first person, with a camera that's not exactly accurate.

#

Actual third person animations will look very weird in first person without a lot more tech.

#

They may be accurate, but they won't feel right.

shell kettle
#

Don't most games have separate third and first person models / anims?

livid haven
#

Correct

#

Mirror's Edge didn't have a third person mode. This is someone just forcing the 3rd person model to play 1st person animations.

#

Whereas Star Citizen doesn't use separate 1st and 3rd person models or animations, so they have a lot of tech put into getting it to look right.

shell kettle
#

The head bob in that game is pretty weird to me

#

I wonder which one is easier. I guess it depends on how much accuracy you want from client to client

livid haven
#

What do you mean by which is easier?

#

Star Citizen has obscene amounts of tech effort put into doing this.

#

Because... reasons.

#

Somewhere between pedantry and immersion.

shell kettle
#

Like if you go for the 2 model method as opposed to 1. Which would be harder to maintain and add more features for

livid haven
#

It's much easier to just have 2 models and sets of animations.

shell kettle
#

So it comes down to how much integrity you want

livid haven
#

I think maybe ARMA does the 1 model and animation set approach? Which is a simulator.

#

And Star Citizen also verges on simulator in terms of fidelity.

shell kettle
#

Thus the insane amount of processing power required to run it :P

livid haven
#

Practically speaking, it's kind of an indulgence to try for that level of fidelity.

#

SC? Nah, that's got more to do with their networking and replication, but that's a little more off-topic.

shell kettle
#

Ah I see

#

Another topic that can be done very well or very very bad

livid haven
#

They were (and somewhat still are) missing crucial engine technology for a massively multiplayer open world game.

#

Both of those present a lot of complexities with regards to performance even just in terms of networking.

#

TL;DR: For a very long time, you were receiving network updates for every object on the server, which is a whole star system.

shell kettle
#

Wow! They didn't think to only update objects nearby?

opaque salmon
#

so I can get my landscape spline component from the landscape using get component by class, but I can't cast it to spline component to be used in anything related to splines, am I missing something here or are landscape splines completely unreferenceable? I think they're supposed to be non-editable at runtime but I'm just trying to access transforms to move characters around

livid haven
#

They did, but it's a matter of handling it within their insane 64-bit, nested frames-of-reference system. It's just not done yet. ๐Ÿคท

shell kettle
#

Ah okay. I wish them the best of luck. Would love to see the completed game someday.

livid haven
#

@opaque salmon Warning: I have no familiarity with any of that

#

But

#

No, the Landscape Splines Component is not related to the Spline Component.

opaque salmon
#

๐Ÿค”

#

guess I should just remove the landscape spline and make it a regular one

livid haven
#

Without C++, I don't see any way to access spline info at runtime.

opaque salmon
#

that's weird

livid haven
#

I mean, it'd be nice if it wasn't that way, but it's not particularly weird.

#

As in, it's not unusual.

opaque salmon
#

but you can access regular spline data at runtime

#

just not landscape splines

livid haven
#

Okay. It's not surprising that this data isn't readily accessible via a nice API, because probably no one at Epic has needed it, and no one's made enough of a stink about needing it. ๐Ÿ˜ƒ

wintry glade
#

Hello!! Do you guys know how can I get the 100% of quality on a material? Iโ€™m feeding a live 1080p from elgato 4K capture card on a box, but the final result looks kinda blurry and weird

#

My live feed is set as emissive material

#

With a 0 on metallic and roughness

#

Is it my camera or the material? Iโ€™m confused ๐Ÿคท๐Ÿผโ€โ™‚๏ธ

chilly gale
#

Has anybody else lost a level just trying to move the level icon into a new folder. I was playing about testing a height-map and didn't worry to much where the save was but as I worked it I decided I'd like to keep it and moved, (well tried to) only to find UE4 couldn't save it and tossed the whole thing to vapour ware, feels like file management is broken in 4.20. all I have left it the data file and I'm not sure I can rebuild from that without or even with the right tools

faint horizon
#

they have a lot of interesting talks. it just reminded me is all, I don't really have anything to say about it besides that

shell kettle
#

Would a spring arm not stabilize the camera?

faint horizon
#

in this case, the camera is attached directly to the eye

#

so they needed a vision stabilization solution

shell kettle
#

Ah I see

faint horizon
#

they have a lot of these weird sticking points -- for example, they revealed just this month the work they're doing on:
-fluffy 100km voxel clouds with working lighting and shadow i.e. a nightmare
-procedural character customization tech with characters with different skull shapes sizes and morphing between them and cosmetics like helmets, glasses, hats, etc. i.e. a completely different nightmare

shell kettle
#

Dang. They are going all out.

faint horizon
#

yeah well I guess they have the budget for it so

#

ยฏ_(ใƒ„)_/ยฏ

shell kettle
#

They are basically banking on the fact that technologies will advance to that level

faint horizon
#

yeah I mean any way I state it, basically any element of what they're working on is a risky endeavor

shell kettle
#

And that is why I support them :P

faint horizon
#

I don't want to crowd up the chat too much with the embedded videos so I just provided the standard links instead

#

if these techniques prove to be successful, I'd be really interested in seeing them in other engines and games. I know that (some of) the face tech CIG and 3lateral's been working on has been shown off in UE4 thanks to 3lateral

shell kettle
#

Wow this is amazing. I wonder how much work is done in Maya to get this working correctly

faint horizon
#

they talk about that a little bit

#

oh there's also a talk about cloth physics implementations and future work on tearing etc. so I'm looking forward to that too, uh -- the star citizen youtube account has most of the talks uploaded, they're uploading them about every day

shell kettle
#

I really appreciate how they are keeping immersion has the top priority. Simple additions like the cutscenes where the characters turn to face you while talking are great.

#

I don't keep up with it too much. I usually just come back every now and then to find out what they've done since I last checked

faint horizon
#

they usually have talks every mid-october

livid haven
#

Aye, whatever you think of CIG/SC/CR, there's certainly an argument to be made that they're producing some really interesting and novel tech for the industry to learn from.

faint horizon
#

yeah, definitely

livid haven
#

Whether they specifically share it or not, it's not like they can wipe their employees minds - people move, people share their expertise. So long as no one's straight up transporting copyright code.

shell kettle
#

I guess it depends on the agreement they make when put on the team

livid haven
#

No doubt industry standard.

#

No sharing copyrighted materials. Because copyrighted materials.

#

I've posted tiny, tiny snippets of Fortnite code as examples, as that's generally not an issue.

faint horizon
#

CIG has bugfixing segments for the community where they go over some of the code, what it does, and how one of the devs would usually go about fixing those bugs

#

no clue how that relates to the agreement, but it probably lines up with what you're saying

livid haven
#

Right, but he doesn't just do that on a whim - it's a whole show segment.

faint horizon
#

mhm

livid haven
#

Him showing that code is literally part of his responsibilities in doing his job and it's being cleared by the company to be shown.

faint horizon
#

ah yeah fair

#

but yeah, you're probably right about the industry standard agreements

livid haven
#

Anything you write at work/for work/using work resources is owned by your employer. If you reproduce these things, you must do it with their permission.

#

As ever with IP, it's all a matter of enforcement.

#

If your employer doesn't make a fuss, you're "okay".

#

If they do, they have the right to.

faint horizon
#

it's always a really interesting thought, wondering where publicly available engines and tech will be in 5 or 10 years, as much as it is hard to guess sometimes

shell kettle
faint horizon
#

like 10 years ago, I'm oversimplifying but braid and world of goo and spelunky (most notably) came out and newgrounds was still really popular, kinda created a perfect storm for interest in the indie scene

5 years ago, hell. the walking dead was out the year before, dear esther came out the year before, gone home came out, I think twine was starting to see some cool games come out -- so I guess here I could say narrative experiences and walking sims were both becoming a thing. there's also some less fortunate stuff to talk about from this time period uh, that I probably won't go into but yeah

a lot happens in 5 years and even more happens in 10 years

livid haven
#

@plush yew No. We don't do this at all.

#

Human don't translate their head to maintain a consistent point of view.

#

We barely have any capacity to do so in the first place.

#

No. Your head doesn't float at the same height from the ground when you run.

#

Your head bobs. Unlike a birds.

#

We've got brain software that stabilizes the perceived image, we don't have hardware that's stabilizing our cameras the way birds do.

#

It's not something you can really quite translate to a game - have to trigger the human brain to do it, like VR sometimes can trigger certain effects.

#

Our brains do a lot of weird shit to make up for information overload or limited sensory input, like the illusion of color perception in your peripheral vision - hint: You can't sense color in your peripheral vision.

terse skiff
#

the brain is super neat

bitter iris
#

Hey guys, how would I add LODs per level stream landscape?

terse skiff
#

I've studied neurology and it's so trippy

faint horizon
#

You want to know something about how bullshit insane our brains are?
OK, so there's a physical problem with our eyes: We move them in short fast bursts called "saccades", right? very quick, synchronized movements.
The only problem is: they go all blurry and useless during ...

Retweets

28006

Likes

71451

#

here's a thread on stuff that brains do

livid haven
#

Ah, yeah, microsaccades.

#

That's a very arbitrary line to draw.

#

It's all chemistry and physics. It doesn't care whether it's silicon or whatever nerve bundles are made of.

faint horizon
#

an especially interesting line considering all the research into neural networks that's going on right now

livid haven
#

Which can't be measured and can be neither proven nor disproven, yada yada, we can go right back to Descartes and end up nowhere with this.

#

The brain does learn. Because the brain physically and chemically changes.

#

Because the neural network changes, in the physical world.

#

Those changes are there, not just in your conscious experience of reality.

weary basalt
livid haven
#

It's relevant to image stabilization in games, I'd say.

weary basalt
#

Unless your talking implementation in Unreal, this isnt relevant to this channel.

livid haven
#

This started from a tangent about first person vs third person animations and the things we do to make it feel right in first person that are wrong otherwise.

#

We're definitely getting into the weeds with this though, sure.

faint horizon
#

thanks for the heads-up, DevilsD!

livid haven
polar hawk
#

Yo

#

Someone's mind is higher than I am

weary basalt
#

What does Star Citizen have to do with Unreal? @plush yew Your discussion thus far has little to do with Unreal and is thus offtopic for this channel. Please move to #lounge.

livid haven
#

@weary basalt I'm moving to #lounge, but I can answer that. We were talking about 1st person vs 3rd person animations and authoring them, because someone tried to make their pawn walk at a realistic speed but it felt super slow.

#

Until they looked at it in 1st person and it looked right, but still felt slow from 1st person.

#

I posted a couple of videos of how different animations can be, including Firewatch, Mirror's Edge, and Star Citizen (which doesn't use separate animations).

weary basalt
#

Fair enough, whatever the initial discussion was about, you guys wandered pretty far offtopic IMO.

livid haven
#

Sure, not debating that.

weary basalt
#

๐Ÿ‘

dim arch
#

is it possible to stream additional asset data into a build?

#

for example I have a mobile project which needs to 'download' additional expansion content depending on if the client has it unlocked or not

plush yew
#

Is there a plugin that adds lua scripting support to the engine?

#

๐Ÿค”

snow crown
#

the script plugin does

#

it's not great but it works

#

it's more of an example of how to add scripting languages to the engine

#

there is a readme in it's plugin folder for how to set it up since epic doesn't have redist rights for the lua source

#

you have to do some work to get it working

regal mulch
#

@dim arch Well UE4 gives you these mobile download nodes

#

They are for downloading and installing stuff if you apk is too big otherwise

#

e.g. you upload only the startscreen with the download functions and the rest is downoaded and mounted later

#

So you can do that

#

Pretty sure the whole "mount data" stuff is the same in the end

#

Hm, strange Issue. Got an Infinite Loop with FLevelEditorViewportClient::FindViewComponentForActor(Actor) when clicking on my pawn after ejecting.
The pawn has a Weapon attached and apparently Pawn has the Weapon as Attached Actor and other way round, so they constantly find themselves here:

// now see if any actors are attached to us, directly or indirectly, that have an active camera component we might want to use
        // we will just return the first one.
        // #note: assumption here that attachment cannot be circular
        if (PreviewComponent == nullptr)
        {
            TArray<AActor*> AttachedActors;
            Actor->GetAttachedActors(AttachedActors);
            for (AActor* AttachedActor : AttachedActors)
            {
                USceneComponent* const Comp = FindViewComponentForActor(AttachedActor);
                if (Comp)
                {
                    PreviewComponent = Comp;
                    break;
                }
            }
        }
#

The Attach stuff is only called once and only the Weapon is attached to the Pawn. This hasn't been changed since months and was working a few days ago.

#

Well "Infinite Loop" is rather a "Stack Overflow" but we

#

I love the #note in the comments though

paper kernel
#

that does sounds like an infinite loop, for a moment

#

would rather check through all components, and if none found then use root

regal mulch
#

Yeah well that's engine code

#

That's the only point at which I attach. Disconnecting this stops the crash. So no Idea why the attaching is circular

paper kernel
#

๐Ÿค” and this is called on both client and server

regal mulch
#

No, but the test case is not even multiplayer

#

It happens in simple singleplayer case

paper kernel
#

is the weapon OnRep?

regal mulch
#

Yeah, however I'm not doing any Attachment in that

#

At least not regarding the Weapon and the Pawn.

  • Disconnecting the nodes from aboves screenshot stop this.
    And the OnRep is still connected
#

I'm kinda feeling an engine bug -.-

paper kernel
#

unless someone was witty and added self-attachment to the weapon

regal mulch
#

That someone would be me and the weapon has no attachment code

#

And again, the above code is the only code that attaches weapon and pawn.
Disconnecting it stops the StackOverflow and the Weapon is def not attached anymore after that.

#

Guess I have to dig into engine code and see what the node does in 4.20

#

Also can't find a warning about Circular attachment in the log.
The AttachToComponent node has a save for that

paper kernel
#

you could add DoOnce and print who tried to call the attachment

dim arch
#

thanks @regal mulch will look into it

regal mulch
#

@paper kernel Only thing calling to it is the desired path of -> OnPossessed -> ClientRPC -> AssignCustomizations -> SpawnAndEquipWeapon.
That's the only StackTrace that prints. So this should be fine.

#

(That's the execution path for the offline/local client, as they have the Customization Data locally already)

paper kernel
#

k, I was just wondering is the attachment replicated

#

making it call twice

regal mulch
#

Just tried not spawning the default loadout and then going to a weapon pickup. Results in the same when ejecting and selecting the pawn after picking up the weapon

#

So as soon as I attach the Weapon to the Pawn, Eject and Select that Pawn, it does that.

#

Let's try to attach an empty actor to it /shrug

paper kernel
#

it could be weird engine quirks, like if you add destroy actor to construction script

#

you get red log

regal mulch
#

There is nothing in the logs sadly

paper kernel
#

wait, is eject considered possession?

#

then it would be called twice

#

then it would be simple check of is the attached weapon same as current weapon

#

also is there a delegate for possessing pawns? I could use one but didn't find any

regal mulch
#

Eject is unpossessing if at all

#

Not sure about the delegates

#

Found the issue, but this never happend before.

#

I call Bug in 4.20. I have a HatMesh on the Pawn that gets attached to the Weapon.

#

That seems to throw the Pawn as an Attached Actor into the Weapon

#

Whyever, weirdly enough I selected my pawn multiple times ejected in 4.20 already. it only started like 2 days ago and the code hasn't been touched in ages.

#

I now move the HatMesh instead of attaching it...

#

-.- now I need to do that on tick

paper kernel
#

I dunno what the engine is doing in the background, I get unsaved asset notifications on actors I have not touched in weeks

regal mulch
#

Yeah well, I made the Hat Comp an Actor now

#

And move that via Attachment around

#

That does not cause the bug anymore

tidal cape
#

Is the looking for talent chat also for individuals looking for an partner (Not paid)

static viper
#

sounds the same XD

paper kernel
#

๐Ÿค” sure I guess

static viper
#

and not good

#

i see a new royality post coming

paper kernel
#

but I would say you will have better luck asking people directly

static viper
#

via pms? ๐Ÿ˜„

#

we all know that always turns out great

paper kernel
#

I was thinking more of a reddit pitch

static viper
#

a large well designed detailed proper pitch?

#

YOU MADDDDD

paper kernel
#

ikr

static viper
#

people will steal his idea

regal mulch
#

Might be better for the #cpp people

#

This channel here is more for stuff that doesn't fit into the other channels.

#

Or that covers multiple topics at once and you can't decide /shrug

paper kernel
#

question; I need to get image of sort from class defaults to widget, which variable type should I be using?

#

soft object reference?

static viper
#

image of sort?

#

class defaults to widget?

wintry glade
#

good morning!! Any help would be much appreciated. It's the 4th day that I can't figure out why my media player on any surface is kinda smudgy and blurry. is it the camera? Is it the player itself? I am feeding it a 1080p video and the result is really bad - at least not sharp at all. Nothing like the source.

plush yew
#

Is there any way I can downgrade unreal engine 4.20 to 4.19.2? or can i download 4.19.2 anywhere?

paper kernel
#

PIE: Error: Blueprint Runtime Error: "Accessed None trying to read Class from property Skill".

#

which part of valid index did it stutter

plush yew
#

wow, im dumb. you can click the '+' sign next to engine versions

paper kernel
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

wintry glade
paper kernel
#

yes, thank you. I know my way there

#

and I would go there if it solved the problem

static viper
#

you arent even asking my questions you pleb

#

XD

#

thats how help taking you are XD

#

here get your table

#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

paper kernel
#

โ”ฌโ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

#

look, im just itsy bitsy curious what's the difference on IsValidIndex and =! null

#

because =! works

static viper
#

are you by any chance comparing it with

#

nothing?

paper kernel
#

ye

static viper
#

...

paper kernel
#

then what is the purpose of IsValidIndex if it can't tell is it empty or not

languid shard
#

anyone here with some ARCore/UE4 experience ?

static viper
#

valid index has an input

#

it can ask for a specific one

#

not if the array is valid

#

just the index

#

like select for nothing

#

it is a specific node

#

you can easily use both in cases

paper kernel
#

wait, so it only queries is the index within array size?

static viper
#

and if there is none then its not valid

#

none is 0

#

so 0 is empty

paper kernel
#

๐Ÿค” it should have still returned false

#

in my case

static viper
#

i dont know your case

#

ok maybe i do

paper kernel
#

forloop to create child-widgets based on array size

static viper
#

so like array length create items in inventory?

paper kernel
#

yea

static viper
#

ah

#

ah i see

#

you are gettin errors

#

because array is false valid?

paper kernel
#

index was

static viper
#

you dont want to improvise mh

#

bc i dont trust this node either...

paper kernel
#

anyways ill go with =! since it seems to work

static viper
#

yee

#

thats a good idea

paper kernel
#

and ill keep flipping tables

static viper
#

no.

#

โ”ฌโ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

wintry glade
#

that's unfortunate, every single forum I find related to the media texture resolution is resulting in people moving to Unity. Interesting.

languid shard
#

@wintry glade whats up with it ?

wintry glade
#

it's bad. It's really bad.

languid shard
#

๐Ÿค”

static viper
#

show material

languid shard
#

I played streamed HD content a few weeks ago with it

#

no problem

static viper
#

and i am son goku

#

we can fix this!

languid shard
#

no you're an owl

#

are you the owl that hates BSP btw ?

static viper
#

i dont hate it...

#

just dont like its controls and that it lags so much in ue4

wintry glade
languid shard
#

I member talking to a user named owl a while ago

#

a lady

#

dunno if its you or not

static viper
#

i am the fake

#

actually karol

languid shard
#

muted

wintry glade
#

streaming 1080p to UE media texture

languid shard
#

right lets see

static viper
#

i am not watching your ad space...

#

thats your fault alone XD

languid shard
#

fortnite dog ? ๐Ÿค”

static viper
#

i got overwatch