#ue4-general
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Hmmm ok I'm just trying to call a function from another script
nothing specific to unity
ahhhhhh ok my bad
When you export there's a setting to automatically change coordinates, however I had some issues with my model scaling
Oops wrong chat
Oh jo
No
How can I increase the speed of compilation of the material when drawing layers on the landscape? the material is planned 50 different layers
when I import my animations, the FBX is normal but when I import my animations they come out super tiny
then export your animations at the right scale???
that wasn't warranted
they are exported at the same scale as the fbx
and no matter what scale I import it at it's still tiny
it throws bone transform errors
is this in ue4?
...yes
that error is useless
that's what it tells me
it should show you an error log...
not this
an actuall error window
imported bone transform sounds like you moved the original skeleton
have you googled this error yet?
I went to the docs link but it didn't have the error
google it
Hello guys I have a problem with my project
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
Anyone some knowledge on saving an Actor Instance with all it's different settings compared to the base class?
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.-
how to fix my problem?
@regal mulch have you seen the Prefab plugin?
Yeah, same as last time, it's not made for what I want to do
ok
There needs to be a proper way of spawning preconfigured Actors, without loading a level instance
yeah its a pain
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?
Ah nvm. I can't even do that
Silly me, thinking UE4 properly makes use of the ChildActorComponents
anyone to helkp with my problem the fuck
Your question is more than vague. Try to write it again but clearer. I have no idea what your problem even is.
@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".
And moving the actors into that and saving it
what the actual fuck
haha
Would it be possible to load data from a umap asset without actively using the "LoadLevelInstance" stuff?
I mean, the umap does indeed save the modified actor instances
If I could read that without spawning the whole level, I would already bea step further
that sounds insane
Why would it be insane?
Where can i get help for packaging my game?
Wow... there are so many blueprint nodes inside my player character.... I think I have to learn C++ now...
Where can we get aome free asets from besides the kite demo ?
Thanx for the answer Olento.
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?
the forward vector here would be
the actor one
or the door one
that arrow you placed?
yee
that has no connection to the door at all
it will always show forward
but the doors forward changes according to the hinges
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.
the forward will always show in the direction this arrow shows
thats kinda the point
i dont see the issue here
the gizmo by the way doesnt show the forward
in viewport it constantly rotatetes
and it is bound to the scene root
How would I get the forward vector of the starting position of the door then?
The scene root always has the same forward vector regardless of the child's rotations?
the scene root is the child
and it always is what you make of it
if you rotate the actor
the forward changes accordingly
I must not be understanding you. It seems here like the children of DefaultSceneRoot is Door and Arrow, but you're saying otherwise?
you are still not getting what a forward is
that arrow
that door mesh
they have seperate forwards
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.
that is not possible
the arrow is a child and will inherit parent transforms
it will always rotate with
Assuming you are only rotating the mesh component itself, the arrow won't rotate
^
You need to either rotate the actor itself or attach the arrow to the door
the content examples has a version of this
Correct. I don't want the arrow to rotate with the door.
Unless I'm not understanding
wat
Here this is from the Learn tab / Content Examples project i recommend you download it
the arrow wont rotate with the door mesh
but the scene root
as i said its a parent
the second get actor location is the player
Could you explain the part where you account for the door's rotation?
yeah download the Content example project ๐
Okay will do
also i have it breaking to the Y default its X but that is just my own thing hhaha
Alright sounds good. I can show you my current blueprint too if that will help
Downloading the content examples now
I need help i cant compile
literally just copy what i posted and it will work. you use that bool to check which direction to go to
@tidal cape could you explain more? like Compile shaders/ Package project/ Compile the engine
Hi
I escaped from the unity cave
I've read through unreal a bit and am I right in saying it's totally free aside from the % of profits you pay?
yep
Last I checked it wasn't free so I just wanted to know
No locked features or anything?
none
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]
Im stuck here
so is this you packaging a project
packaging project to html5
Like so?
idk Axion does it work haha i know what i posted works
and alpha maybe ask in #packaging or #web it may take a while but they can answer most likely
k
@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
I'll definitely look into it.
Does unreal have a feature comparable to unity collaborate?
It does, right?
Just want to make sure
isnt that just like source control software
Well
It lets you develop with other people at the same time
Is what I'm looking for
Got a few devs and I'd rather we can all work together
like you see their work a tthe same time
That would be preferred
Unity just has you publish it though
Publish changes to the project
so source control
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
eevee is different
for example, it can do things ue4 cant
with volumetrics and lighing
becouse eevee can just bruteforce shit
so what if it runs at literally 3 fps
becouse you use it to render
e.g. in eve you see everywhere tiny pixels changing very fast in the reflection.
in UE it's almost invisible
but raytracing?
bruh you can combine eevee passes with an "actual" raytracer
eevee materials are cycles materials too
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
@cloud cobalt allso for movies themselves
basically, its a huge competitor to the whole "unreal for movies" thing
becouse... you can use blender, get very similar pbr stuff, but some higher end features, and then use 1 program, not a full pipeline
i wanted to make animations with eevee in good quality
Probably a better tool than UE4
definitely
just becouse you can do the entire thing in blender
modelling, animation, and render
and you can even combine some raytracing passes with eevee if you wish
"Journey from BI to Eevee" by pratik solanki Blender Conference 2018 Saturday 27 October 12:30 at the Theater.
but the physics are much better in UE. which are important
look at tihs
some random ass indie animation studio
who is now doing actual shorts with eevee
physics?? what the hell
"Journey from BI to Eevee" by pratik solanki Blender Conference 2018 Saturday 27 October 12:30 at the Theater.
look at the timestamp i posted
thats like that forest animal stuff unreal showed
so its as 1 to 1 as you can get
but worse couse lower budget tho
but its probably made a lot faster
i mean i can't get physics in blender to work correct
what physics
you use a software dedicated to that, usually
no one uses unreal for the physics
also, blender does have good physics
decent at least
i am not aware of any software for that?
blender is for everything or not? oO
yes
blender is for everything
it can do a stupid huge amount of things all in the same place
99% of the Next Gen movie was done in blender
so why isnt blender good for physics?
becouse you suck at it
you know the fortnite trailer?
the old one
before battle royale
some of the destruction effects when the big zombie crashes through a wall are done in blender
but you said i shall use houdini, bcs. i wouldn'T suck at it or why? oO
you shoudlu say i use it wrong then
hollywood movies, when they need to blow up an entire building, use houdini
if you want physics thats the software
blender "has" physics (wich are better than unreal btw, i think) and they are mostly usable
blender got you covered if you know what to do
Where can I get the assets for live trainings to follow along?
"We usually put stream projects up on box.com, so we will probably stay with that method for this one as well."
I am lost, any one know if they are archived somewhere
Or has a link to their box.com thing
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/asset-sharing , anything they have shared from the live streams is usually in here
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.
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.
What is a typical amount of time that it takes to do this?
Also, why does opening the Content Examples project in Unreal Editor 4.19.2 open nearly right away?
thats like asking how long is a piece of string
it depends on your hardware
and its not as simple as
X cpu compiles Y fast
do i need to make moving controls for charaters, when i click on start i can move freely
Can you put that in the form of a question or an example?
i can like fly and move at any direction
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.
open up the third person or first person template and use those to start with, they have working characters.
otherwise yes you need to make controls for your custom character if you don't use a pre built one
ok ty
hahahaha, pretty nice: https://www.youtube.com/watch?v=GiTq7XJwEgI
IM NOT WORKING ON A REMAKE OR A NEW GAME, THIS IS A QUICK TEST I MADE I was taking a nap listening to the old The House of the Dead OST and I got the idea
where do I post for tech support? Can't load my map, keep getting a crash
@devout sun that must be something you can answer, because you are aware of, that #vc-feedback-support are only for voice users
Haven't had that problem yet.
Anyone know why i observe ~20 ping to a dedi server run on my own machine through localhost (using playerstate ping x 4)
also get like 120 ping if i delay packets by 100ms
Anyone got any good tutorials on setting up modular work flows....???
Or anything on large scale texturing
does it make sense an inventory system in blueprints or should I go code?
I'm just starting, not sure how limited blueprints are
if you can code do it in code if can use BP's only use Bp;s. whatever you can use use it
I can code but C++ is like WTF
I would stay away from making any system in BP.
I'll try bp anyways
If you're not comfortable enough with C++ for it to be at most a challenge, then yeah sure whatever.
.... then why ask
because I can
its a fucking waste of both our time and the effort to type this out.
why don't you challenge yourself
I have plenty of both
.... right.
@coral shoal Might be some sort of a processing overhead
Like, overhead from how the ping is calculated/when the messages are actually dispatched to the network
It seems strange that it's happening from using the native ping functionality
Powered by Unreal Engine 4
I would not discount that there's some mistake somewhere, but it's got strangeness all around it
Hey, anyone free to give a quick tip?
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
wait I think I might be stupid
nope still nothing
so the directory of the plugin is
C:\Users\ThePi\Documents\repos\Unreal\4.19\VRTest\Plugins\VoronoiDiagram
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
Show your code :P
๐ญ
The plugins need to have the same version or they will show you compiling messages
yee as i thought
@fierce vale are you sure about your raycast math ?
this only contains the code to generate the plugin
not the plugin itself
@terse skiff
the description is very telling ๐
and also
your ue4 project path is really really longus
tl;dr you need to compile the Plugin by putting it into a C++ Project first.
lol
And I see
- be aware that it seems to be pretty old
So you'll most likely have to adjust the classes to fit the recent coding API
Honestly I just want to generate voronoi cells using delaunay triangulation or fortune's algorithm
but I can't find any detailed explanations
that plugin looks smol
it is
you should really try it
put in c++ project and generate
doesnt have to be your project for now
just
try it
hi everyone
So just open it up in VS?
I did
then generate vs files
Ahhh
then add plugin there manually
C++ project?
it's easy )
it says you need to add dependency manually
I tried
so thats something i would look out for
but wasn't sure how
which plugin you need
c++ as i see
yep
anyone know where you set auto-dimming of TV screen? our game can seemingly run indefinitely without dimming the screen
I did that already
and nothing ?
correct
generate VS files done?
)))
I needed to extract before opening the project
I got dialog boxes
it's not compatible
RIP
- Have a C++ Project or create one
- Place Plugin in Plugins Folder of that Project
- Edit UPLUGIN file and remove the "EngineVersion" row
- Rightclick UPROJECT file and Regenerate Project Files
- Open Visual Studio
- Build for Development Editor
If that fails, post the error
The UPLUGIN file has 4.4.0 as engine version defined
That's one thing why it breaks
@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 ๐ฆ
doing that rn
There is a way of doing what the StarterContent does
As well as defining maps to load
@languid shard https://blog.jamie.holdings/2018/07/15/add-custom-level-templates-to-unreal-engine-4/
That, but it's not what you want
ahah
Hoped it was covering it
For now I can settle with create a template with my tools, then adding another, official, template with the add content ui
thanks, lemme check that out
tfw you look in a mirror and see dried blood all over your face.
Nice.
@regal mulch uh, not what I was looking for but... still gonna be useful
How dare you be disrespectful to Master Cedric!
๐ค
xD

You don't want the Actual Project Template or?
You mean something like custom Starter Content or?
prolly the latter
custom starter content type stuff
with the "add new > add feature pack"
that way I can just create my projects using the appropriated official template
then add my own tools without having to resort to migration from another project (which might take time)
Official Unreal Engine news and release information from Epic Games.
That might be what you want
Not really straight forward though as it seems
tfw you have like 80,000 tabs about game dev open
because yay, non-descriptive general talks about a feature you want to implement
wait what post are you referring to ?
it's not autorefering? sorry!
๐
np
Official Unreal Engine news and release information from Epic Games.
Try that link
quick off topic, anyone know a good player for flac files?
vlc
sweet, thanks
for mobile (android) I use poweramp
- I'm on PC
- I have iphone (RIP me)
sell gift > buy new phone > ??? > profit
lul
I pay for my part of the plan but still
i have SONY
ew
anyone ever considered using virtual space to teach basic balance calibration to an AI?
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
it hard for me. Coding on C++
my castomisation widget
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
inputs )
gotcha
left, right, frward, back e t.c.
ye
looks like english had an illegitimate child with greek and russian was born
LEL
now still reading default settings and loading into the Input Key Selector
onKeySelected remain, but i so tired
need to sleep )
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
what do you mean by "black out"?
yeah its a top down 2d
proximity lighting?
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
mh depends on what style
yeah
show game you are trying to copy
I love how you assume they're copying LMFAO
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
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
but you must have any inspiration
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
can you show me a screenshot of game
erm 1 min will find something as seen it on various games
and i need an example of your fog of war
no I can do that, I had already typed that out as he asked, as you can obviously see via the timestamp
lel
mediaplayer failed to prepare source on android. Can someone help me
@regal mulch interesting, followed the link to create custom "New Levels", first time I see this green Unreal logo
ยฏ_(ใ)_/ยฏ
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 ๐ , thanks
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
and they stay on even after the player leaves the area?
thanks
@desert lava you do realise the size of your image here ?
@languid shard Yeah it's a video. and its only 1mb
oh sorry wait a min
@languid shard pls see the above image
@languid shard Kindly help me
I can't sadly
I'm no Android dev
are you sure Unreal has access to that file you are mentioning though ?
@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 Thank you ๐ฆ
@regal mulch that'll do for now ๐
Hi guys. Does anyone know if impostor baker plugin - https://github.com/ictusbrucks/ImpostorBaker can be used comercially? Is it free to use?
@still island Yes from what I know, if you even manage to get it working
Cause I didn't
We did
Did you followed his guide ?
@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
Alright
Well is made by a Epic guy so
@teal tulip I am not sure, it wasnt me that used it
The baker wasn't the problem to me, rather about get the generated images working
Is what don't work to me
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
How can I find this guy? Is he here on forum?
It is finally time to release the first version of the Impostor Baker tool! This is currently uploaded to github since I could not get access to the ue4 community server:
https://github.com/ictusbrucks/ImpostorBaker
Notes:
Currently for UE4.19 only. I have a 4.18 version th...
IS that guy
you have there his twitter etc
sure is on the forum too but idk what was the exact name
Thanks!
can you reference who managed to get this thing working ? @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
๐
hey guys, any recast expert here? ๐
recast?
navigation
more details o.o
the part of the code that handles the path queries and the navigation on the navmesh ๐
oh thanks ๐
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
Loop through them?
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
You can multiply the emissive to make it less bright
@wintry glade unlit ? ยฏ_(ใ)_/ยฏ
yup figured it out thanks ๐ I ended up using it on a light function
that works too
dont stack too much LFs on top of eachother though, can be heavy to render
i love the projector effect. But the rect light seems problematic with light function material
use either a spotlight or a point light for LFs
rect light is still quite experimental
and mostly intended for baked lighting
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 :/
gimme a sec I'll show you my setup
oh cool thanks
hahaha its ok I will figure it out ๐
I'll search in my screenshot history
@wintry glade https://gfycat.com/unripebewitchedguineafowl
mm yes
iirc in your light function parameters
that looks nice af
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 ๐
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
no probs, gl
thanks ๐
dam son u been busy af
do you think 4.21 is coming out this week ?
@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
I see
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
๐
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
hello, im joining server this way but if server is not available it still does input mode game only. how can i check ? (isvalid?)
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
@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
any widget box that lets me move it's children however I want like in normal editor?
The Canvas Panel is a position based panel
thanks
@grim ore oh :dd yes i can do that .thankss
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?
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 ?
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?
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.
characters in games actually tend to walk ridiculous fast
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
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
I set ground friction to 0 and I can still walk? EXCUSE ME? ๐ถ
I think you want ground friction to be a large number to impede movement
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.
Game friction is just how easily something slides
In Unreal Engine, I can still walk (but then I slide across the floors). That's weird that they set it up that way :/
It's somewhat intuitive. Less friction = more like ice = more slidey
Yeah I get that. The part I don't get is how no friction = still able to walk
Alright makes sense.
@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.
Traction is just static friction if I recall correctly
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.
Alright sounds good. So it's sort of similar to real life but not exactly
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.
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
When you say it feels slow, are you looking from first person or from third person at a character moving at that speed?
Alright sounds good. Weird that you would need double the average human's walking speed to feel normal, but it's true.
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
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.
1 uu = 1 cm is the basis I'm going off of
That's kind of an arbitrary basis.
I don't think a normal person can walk 4m in 1 second
Average walking speed (at a brisk pace) is 4 MPH
A unit is a unit. It's all a matter of whether everything else is also to that scale.
Why is your waking speed in MPH? That's not helpful
I can change it to meters per second but it's the same value in Unreal Engine regardless
Probably because he's American and he can just convert from MPH to m/s. ๐
Not sure why you think that's a big deal.
That's not his problem. ๐
6.43738 km/h is average walking speed (at a brisk pace)
Which is very slow in-engine
Again, are you talking about from first person or from third person?
First person in my case
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.
Alright will do
I think the problem is that a speed of, say, 200, is about realistic
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.
but it feels annoyingly slow in a game
^^
Agreed. But we can actually confirm that it's not an actual math error.
Bear in mind that if you make a room in UE4 that's 2m x 2m x 3m
it feels really tiny
Pretty sure it's just because we are used to faster characters. It looks normal in 3rd person
even though that's a reasonably-sized room in real life
I think that might have to do with camera settings
Quite likely
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.
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
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.
Hmm well I'm going to attempt to make everything as realistic as possible (horror game)
Haha that's amazing
Haha the Mirrors Edge third person is crazy. Must just be very simple 3rd person anims
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.
Don't most games have separate third and first person models / anims?
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.
Subscribe To My Channel - http://www.youtube.com/boredgameruk?sub_confirmation=1 Get Star Citizen Here & a 5000 UEC Bonus - http://robertsspaceindustries.com...
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.
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
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.
Like if you go for the 2 model method as opposed to 1. Which would be harder to maintain and add more features for
It's much easier to just have 2 models and sets of animations.
So it comes down to how much integrity you want
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.
Thus the insane amount of processing power required to run it :P
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.
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.
Wow! They didn't think to only update objects nearby?
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
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. ๐คท
Ah okay. I wish them the best of luck. Would love to see the completed game someday.
@opaque salmon Warning: I have no familiarity with any of that
But
No, the Landscape Splines Component is not related to the Spline Component.
Without C++, I don't see any way to access spline info at runtime.
that's weird
I mean, it'd be nice if it wasn't that way, but it's not particularly weird.
As in, it's not unusual.
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. ๐
Hello!! Do you guys know how can I get the 100% of quality on a material? Iโm 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? Iโm confused ๐คท๐ผโโ๏ธ
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
@livid haven https://youtu.be/_7GG0y8Jmcs?t=720 here's one of the frankfurt devs talking about their current vision stabilization solution for star citizen
This week, we go out to our Frankfurt Studio, where Brian Chambers updates us on the studio's progress and we get a complete look at the Vision Stabilization...
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
Would a spring arm not stabilize the camera?
in this case, the camera is attached directly to the eye
so they needed a vision stabilization solution
Ah I see
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
Dang. They are going all out.
yeah well I guess they have the budget for it so
ยฏ_(ใ)_/ยฏ
https://youtu.be/CUoSOhTJPqI gas clouds talk
They are basically banking on the fact that technologies will advance to that level
yeah I mean any way I state it, basically any element of what they're working on is a risky endeavor
And that is why I support them :P
https://youtu.be/MZqndIW6Hxc face tech talk
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
Wow this is amazing. I wonder how much work is done in Maya to get this working correctly
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
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
they usually have talks every mid-october
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.
yeah, definitely
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.
I guess it depends on the agreement they make when put on the team
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.
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
Right, but he doesn't just do that on a whim - it's a whole show segment.
mhm
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.
ah yeah fair
but yeah, you're probably right about the industry standard agreements
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.
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
I could use some help in #blueprint or #legacy-physics if any of you are willing!
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
@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.
the brain is super neat
Hey guys, how would I add LODs per level stream landscape?
I've studied neurology and it's so trippy
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 ...
28006
71451
here's a thread on stuff that brains do
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.
an especially interesting line considering all the research into neural networks that's going on right now
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.
Guys, not sure how this is relevant to #ue4-general ? #lounge is probably where you need to be.
It's relevant to image stabilization in games, I'd say.
Unless your talking implementation in Unreal, this isnt relevant to this channel.
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.
thanks for the heads-up, DevilsD!
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.
@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).
Fair enough, whatever the initial discussion was about, you guys wandered pretty far offtopic IMO.
Sure, not debating that.
๐
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
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
@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
that does sounds like an infinite loop, for a moment
would rather check through all components, and if none found then use root
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
๐ค and this is called on both client and server
No, but the test case is not even multiplayer
It happens in simple singleplayer case
is the weapon OnRep?
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 -.-
unless someone was witty and added self-attachment to the weapon
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
you could add DoOnce and print who tried to call the attachment
thanks @regal mulch will look into it
@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)
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
it could be weird engine quirks, like if you add destroy actor to construction script
you get red log
There is nothing in the logs sadly
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
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
I dunno what the engine is doing in the background, I get unsaved asset notifications on actors I have not touched in weeks
Yeah well, I made the Hat Comp an Actor now
And move that via Attachment around
That does not cause the bug anymore
Is the looking for talent chat also for individuals looking for an partner (Not paid)
sounds the same XD
๐ค sure I guess
but I would say you will have better luck asking people directly
I was thinking more of a reddit pitch
ikr
people will steal his idea
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
question; I need to get image of sort from class defaults to widget, which variable type should I be using?
soft object reference?
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.
Is there any way I can downgrade unreal engine 4.20 to 4.19.2? or can i download 4.19.2 anywhere?
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read Class from property Skill".
which part of valid index did it stutter
wow, im dumb. you can click the '+' sign next to engine versions
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
@paper kernel -> #blueprint
you arent even asking my questions you pleb
XD
thats how help taking you are XD
here get your table
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
โฌโโฌ ใ( ใ-ใใ)
look, im just itsy bitsy curious what's the difference on IsValidIndex and =! null
because =! works
ye
...
then what is the purpose of IsValidIndex if it can't tell is it empty or not
anyone here with some ARCore/UE4 experience ?
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
wait, so it only queries is the index within array size?
forloop to create child-widgets based on array size
so like array length create items in inventory?
yea
index was
anyways ill go with =! since it seems to work
and ill keep flipping tables
that's unfortunate, every single forum I find related to the media texture resolution is resulting in people moving to Unity. Interesting.
@wintry glade whats up with it ?
it's bad. It's really bad.
๐ค
show material
here I tried to stream yesterday -- after 9th min https://www.twitch.tv/videos/329184747
muted
streaming 1080p to UE media texture
right lets see
fortnite dog ? ๐ค
i got overwatch