#ue4-general
1 messages ยท Page 342 of 1
Uh... Is there a Nintendo Switch dev somewhere here ?
ok i made a menu in vr, so i use it with wifget interaction, but its still not so good to us,
can i activate the button, when hovering onto the button and then hold a button to active it, while its activated a bar should fill up until the next page triggers
guys having an issue using aim offset, character is aiming about an inch to the left of the cross hair which is center screen. anybody have an idea how to get him to always point where the cross hair is?
are you using the default FPS crosshair? if so it's not centered in the HUD
i setup a widget blueprint
and anchored it in the center
funny enough... i think i followed your tutorial ๐
First or third person?
third person
and using what to determine the offset is offset lol? line tracing or using projectiles?
i would like to use projectiles
heres my anim bp that controlls the yaw and pitch for the animoffset
just thinking out loud
im guessing i would have to get the difference between the characters rotation, or look at rotation and the cameras center point and somehow add that to the yaw/pitch?
this is what its currently looking like
hey can i just cut in and say hey guys and why cant i find event interface when making inventory system XD
biggest issue is when walking sideways it goes way outside of the cross hair
You might have better luck in #animation @cinder locust ๐ฆ It's a math thing probably with animations and that is something I suck at
@lavish marlin we don't know why you can't find it. Where should it be and why should it be there?
damn thanks though
it should be there as i made an interface interface blueprint class
did you add that interface to your blueprints? did you then compile the blueprint? is it an event or a function interface?
its a blueprint interface for an inventory system
basically its the function for ( press E to interact )
go on...
in the whole aspect and when i rightclick and type ( interface ) as the name of my blueprint it does not show up as Event Interact
go on...
change everything i typed to interact
so... did you add the interface to that blueprint?
did you compile the blueprint?
on the right i clicked add and typed in my BP
hi!
thats not adding an interface
i need help just posted my issue in #blueprint can u guys help?
In the Class Settings for the Blueprint you can add/list all interfaces that the blueprint implements. You need to add it from there then compile.
thanks
yeah i did add in the class settings i will think this over abit ant try to solve sorry for dropping in like that
after adding did you compile?
and then in the interface itself is it an Event or a Function. Does it have a return value on the interface Function basically.
well then its rly as simple as hitting compile which i was dead certain i did every single time ... man i just wasted time but still helped...
and 1 more thing i would love to know how to cut a tree and have the player to sit and wait to fill his inventory system kinda like runescape i just dont know what to search for that action..
Never played runescape but chopping a tree should return some results from the webs. How does it fill it?
prettymuch a click and wait function
like click a tree, a bar fills up, profit?
i would press e or interact with the object
prettymuch not not everytime kinda like 5050 random stream
so click a tree, bar fills up, sometimes profit ?
lets say yeilds 10 logs so 100% health it would get 1 log which then would down it to 90hp so maximum yeild of 10 logs i duno just reference i have wrote
so click a tree, instant loot, repeat till no more loot?
Hi guys, im getting a problem with tessellation, is this the chat to ask?
i make not much sense
ooh or click a tree, progress bar fills up, collect loot. repeat till tree is empty?
click tree ( you have failed to collect ) ( you have collected a log ) ( you have collected a log ) ( you failed... so on
tree will deplete after certain yeild like 10 moves to another tree to then carry on the filling up
u click and wait untill the tree depltes
Emm?
welp clicking the tree is not the issue. Interacting shouldn't be as well with an interface. the tree should handle itself depleting since it should know how much logs/life it has.
if you have a timer just run a timer between attempts to harvest it and return a good or bad result to the player if they are still near
i have made a tree into an actor by using linetrace thats all perfectly fine just would be great to search up some kind of ( click and wait ) i have no idea
well timers are for waiting, and timelines are for waiting with fluff
it's a timer, you fire it off and sometime later the event you want to fire off fires. you can use it for delaying actions.
there are random streams and numbers as well for randomizing randomness
ooooooh i see
how will i search up what your saying lmao
but i actually understand
well the keywords I used would be a good start. Timers, timeline, delays, random stream, random "whatever" like int or float or bool or number
My tessellation is looking like that and not like in the image with black back and i don't know hoy to solve it
i would direct ask u for help but im not sure howlong ittl take for this task i want to complete i would send pics but yh
its very bright on the bottom picture?
maybe a reason as i have had this issue on my landscape looking off colour
you don't seem to be tessellating the actual material map you are using but more of the overall shape. maybe not enough density in your object you are trying to tessellate?
I tried it with a floor, a cube, etc. and nothing seems to work
well mathew my good sir you have helped alot thanks alot for your time!
well the default floor and cube won't have a very high density
its like what a couple vertices?
๐
I also used a subdivided floor with lots of geometry and still same problem
so what does your material graph look like?
oh
for your displacement map what does it look like? your using the RGBA output but should you possibly be using one of the channels?
Which one should I use?
You can find this texture in texture heaven, let me search the link
well normally one of the channels, R G or B directly
not saying that is it but a map is normally just the one channel in black and white
Maybe that's my error
I grabbed em lets check it out
The thing is that the image that I sent you is a mat preset that someone sent me because I had this problem. So he sent me it to see if it solves it but still the same problem
I can send you the mat if you want
well it "should" work as https://docs.unrealengine.com/en-us/Resources/ContentExamples/MaterialNodes/1_11 is the one in the docs that is similar
oh wow yeah I think that displacement map is super weird
It worked for him as you can see in this Ima
yeah wow that's flat as hell
well it "worked" for him but you don't know what he was using or the settings
Yeah, I used the same mat as him
and it's still super subtle for him
ok so if you look at the link I gave you, you can see the map they are using is pretty clear on the low and high parts, the black and white
now open up the displacement texture in UE4 and look how flat it is, very little differentiation
Yup
now try plugging in the bump map texture and watch it go nuts
then try something like 2 for the displacement multiplier and 2 for the tesselation mutliplier
and notice how much more apparent the bump map is when looking at it
I know but if you do that with the bump map it's going to go nuts lol
replace the displacement texture with the bump map texture and it should go nuts
yeah just swap the texture you are using the for displacement map texture
the bump map is much more defined and gives an actual result
well that might give you more of what you want, the actual roughness map gives some results compared to the tessellation map
It would explain why the outside of your mesh, the orange ring, was so far away from the mesh itself. Your blowing the hell out of your tessellation with almost a flat map (no peaks or valleys to tessellate)
yeah it's going to be. I don't know what he used to render the image but his tessellation is really spot on so unless you get his settings it's going to look odd in UE4
It's probably some really funky setup using math and stuff to make it not go wacky because that actual tess map is super subtle
maybe ask in #graphics as those guys are smarter lol
lol
you're using tessellation ?
Yes, but its bugged
it's not
Its not for a game so i dont care about optimization
it's how it works
How should i do it then?
use POM / Parallax, not Tesselation
Tessellation subdivides your mesh ; here your texture is too small for your geometry
At first i tough it was my vxgi so thanks @grim ore
Too DENSE, sorry
Oh, ok
That's the word
So how do i make it the rigth way?
Try to increase the heightmap texture size and see how it reacts on the sphere
Parallax
Just a Quick Practical Example of a Parallax map in action.
this rigth?
yes
tessellation is for a proper mesh which the heightmap can be adapted to, not too dense in general
parallax is for smaller details
and the mesh is not subdivided
This would be a tutorial for it? https://www.youtube.com/watch?v=P8Ffmu5Cll4
Because of the Youtube Changes People are not finding my channel like before and its making it hard to make any money from my content so as request by a few ...
I'm restarting to use UE4 so I don't remember how to make Parallax, but it should be simple
it's in the default outputs
Ok, i will watch the tutorial and see how to do it.
So Parallax would be for the more detailed stuff rigth?
Right click in your Material window and type Parallax
It's Parallax Occlusion Mapping
Yes
O man
It doesn't affect the mesh
The result you show is because the pebbles density on your heightmap is not adapted for the sphere
If the sphere was more subdivided, it would be better
Ok so how do i use that parallax?
But it would take a lot of ressources ofr nothing since you can achieve similar result with Parallax
umh
Right click in your Material Window and type Parallax
You'll see POM
I dont care about resources, remember
I have the parallax thing, but how do i use it?
Then it should be linked to World Displacement
Link your heightmap texture on the left
im watching the tutorial
The tutorial explain 0
nice
Oh its free https://www.youtube.com/watch?v=XwVDhljljro
Get the materials free at Gumroad: https://gum.co/xRAkx A set of free Parallax Occlusion master materials for Unreal 4 that can be used to add depth to the s...
oh yes, with Parallax you can set things "under" the heightmap
I guess the water here is a different plane that intersects into the parallax
Oh! So this is the puddles!
but by default Parallax does not that I think
Well it's simple
what ?
are those sacalar parameters? https://gyazo.com/2d5e8aaca1fdd812d8fc0bc1195c35ba
I guess so
bump or disp https://gyazo.com/971eebdfc1df679b311e8253eb4cc56f
ok
@grim ore i think i figured it out, probably not the correct way but it works decently. the weapon has a laserpointer that gives me a destination point. i basically rotate my camera to look at the laserpointer with some lag, kinda works ๐
Yuki, nothing happened
@plush yew
can you tell wich has parallax? https://gyazo.com/4e74b26a7476c61ea681d37741239795
I'd say none
Or it's very weak
Oh yes, you have to set you heightmap to GreyScale
Click on the Texture Object, it's on the left
what?
Where and how
@plush yew
I will have to go to sleep now... Pls dm me so we can finish this conversation
I have to figure out how to make POM
Is Light Propagation Volume an expensive thing for the Nintendo Switch ?
btw agent MathewW
this is what i meant ( this is from the game runescape ) if u scroll down it will show skills im trying to replicate mining and woodcutting gather rates
The RuneScape clock is a term that is used to refer to the time-frame used for actions in RuneScape. RuneScape runs on units of time of approximately 0.6 seconds which are sometimes called ticks...
ticks are intervals of 0.6 seconds in this games terms mostly called game cycles i rly want to replicate that timeframe as i was meaning earlier by ( click and wait )
Hey guys, what would be the most potentially expensive, an array or a map dictionary?
Assuming that I have about 1000 values to store and I want to loop through them.
A TMap is hashed
So lookup should be cheaper than Array
@brittle gulch
Anyone here knowing if the "SetMouseLocation" of the PlayerController is the proper way to actively set the mouse cursor to a location or if there is a better/cheaper way?
if you want to loop through them, array is always fastest
same if you know the index you have to access at all times
TMap shines at random access if you want to avoid looping
if you don't know the index
Yeah, should have been more specific with my answer! Sorry
anyone with some AutoLOD knowledge around here ? ๐
I've made some custom LOD groups, but it looks like some values arent changing when I swap to a different group
namely the percent triangles values, it keeps staying at 100
; Small Props LEG_SmallPropNoReduction=(NumLODs=4,LODPercentTriangles=100,PixelError=10,Name=LOCTEXT("LEG_SmallPropNoReductionLOD","LEG Small Prop NR")) LEG_SmallPropMediumReduction=(NumLODs=4,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("LEG_SmallPropMediumReductionLOD","LEG Small Prop MR")) LEG_SmallPropHighReduction=(NumLODs=4,LODPercentTriangles=10,PixelError=10,Name=LOCTEXT("LEG_SmallPropHighReductionLOD","LEG Small Prop HR")) LEG_SmallPropUltraReduction=(NumLODs=4,LODPercentTriangles=1,PixelError=10,Name=LOCTEXT("LEG_SmallPropUltraReductionLOD","LEG Small Prop UR"))
these are my settings, based on the default ones
the Percent Triangles value keeps staying at 100 no matter what group I use
@cloud cobalt https://i.imgur.com/v8bO1dE.png
now its acceptable for VR rendering ๐
Much better yeah
with HLOD it should shave off a few more drawcalls
Hey, is there a way to optimize the RenderThread for a lot of non-instanced moving objects?
why do you not instance them?
@sudden agate it's for enemies, so later I will use skeleton meshes โ I suppose it's not the case for instancing
though I've found some forum thread about instanced skeleton meshes in ue4
Does anyone knows if there is a Live Link addon for Blender to connect a bridge between UE4?
What?
Hey everyone. I'm trying to convert a scene to fully dynamic lighting using Dynamic GI. Following this tutorial: https://www.youtube.com/watch?v=IGO7VNcq6uE
I get lots of comments on how I set up the dynamic lights for our scenes, and why when people purchase them, they dont look the same out of the box. Light Pr...
But for some reason I'm getting these weird muddy shadows appear: https://gyazo.com/3076c64fd9feaca327088e7d0ce785d1
Any idea how I can make the scene fully dynamic, no baking required, so I can switch objects and materials around all the time in real-time without having to re-build
?
yes turn all. lights to movable, as well as objects
Hi, If I have any question about UE4, should I ask it here, or other channel?
try to find the channel related to your question, if you doubt, can ask here ofcourse.
Oh, ok. Thank you!
this channel is unreal chat so any unreal related is ok
@plush yew you here?
<_< I broke moderation on the ue4 answerhub
Everyoned there ?
no, have to ban about 50 bots
and new moderation system is fubar, slow, and annoying
oh, and crash prone
Does a render target supports postprocess? I mean if the scene has postprocess, will I get a render of the world with or without postprocess?
It is lovely though, that I know when is next formula 1 race through answerhub bot spam โค
https://i.gyazo.com/85949cd5cb065f4b12852d4d6732d986.gif and thats only one page
imagine being able to select them all..
and then realizing there isnt an option for it
<_<
also funny if you ban the last person on a page, it forgets other pages exist and tell you there are no more things to moderate until you go back to main moderation tab
oh god, each time I ban one, another one appears
Hi guys, how could I achieve something like that? https://www.youtube.com/watch?v=SJSGfnZ9cz8
I can move my instances with a simple UpdateInstanceTransform. But as soon as I have too much instances and that hey use a little complicated behavior in their movement, I have huge problem with frame rate (when I try avoidance for instance)
https://www.youtube.com/watch?v=SJSGfnZ9cz8
Moving Test. 40,000 Cubes. Graphic Card : GeForce GTX 970M UE4 Version : 4.15 โซTwitter : https://twitter.com/selflash
you need to be clever about how you do movement updates
I've done this a couple of times - once for a game jam (made an MMOG, seriously), and once for fish schools
for the latter I used a separate thread entirely
@brittle gulch It is done in material itself.
in order to avoid locking up the main thread
and yeah, it could also be in the material itself in this case
Although, If I want to use this in gameplay, like moving them with the joystick or giving them a simple Ai (attack and die). Would it still be possible while using a separated thread?
Otherwise, would it be faster to calculate the movement in the material instead of inside BP? I think the movement of the cubes in this video is pretty simple, I don't see if there's avoidance or such a behavior in it. But would avoidance be possible to achieve in a material?
Virtually any kind of movement can be done in material.
<_< dozens of new spambots. i give up
warned whoever controls the unreal engine twitter acc about it.
its out of my hands, because foods
aand error 503 just when I finished an answer for someone
I'm here
Ok
its thanksgiving, its always a spam-mess on AH around those days.
I banned about 50, and removed even more messages
but they just keep coming
need a bot to remove the bots
There is nowhere to retreat. It is only answerhub that lies between bots and forum!
need a filter, almost all spam same messages.
Hi, would it he possible to trace on a material height map and move ai on it?
you could do that, but not in bp.
well
except if it is just one material
there could be a solution with a special case
Hhm okay.. I'm looking into a possible solution for large editable terrain, but found that procedural mesh is to heavy
The only thing I found that I could use a render target material that figurates as terrain..
Anyone could already say I should quit on that idea?
mh
you should google this
there are some solutionjs for this
but live ue4 landscape editing is a massive issue
bc epic seems to have locked that code up...
but maybe someone else has a different input on this topic
like voxels or so
Voxels still would use procedural mesh.
Hey everyone! I'm trying to find a plugin that's supposed to be native to UE4 from 4.18 onward, but I can't find it! It's called Android Camera Player, and it's not in my list of plugins. Does anyone know where it might be located?
@fierce tulip i just applied your align math to my cave meshes material...
its absolutly perfect now.
0 seems on everything
its absolutly perfect
goood joooob
Hey guys I need help regarding exporting a scene as APK and running it on a mobile
Will anyone help me out for that please ?
@versed girder it's in 4.20 for sure, i searched for Android and found it plus it is under the Media Player category
Ah, is the camera functionality now part of the media player?
it's part of the new media framework yes as an input source
Does anyone know about the error ''No Obb found or store key to start to download '' when u run the APK on mobile ?
Yeah Saurav
inside your project settings, go to android and tick a box called "package game data inside apk"
Then re-build your project and install the new apk
@grim ore that's pretty handy. Is there any documentation on how it works?
does anyone know how you make guides that display like this from github?
https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/UsingWebCams , this is roughly how it works
Ahha, so I can use Enumerate Webcam Capture Devices and specify a rear camera with this?
Unreal Engine 4.18 now supports Android Camera devices using a native plugin. Using the media framework and this new plugin you can capture video from any su...
Can you guys tell me what to add or delete?
atmospheric
the ground is a bit under tho
and there is no props really
like the furniture is there but no books ๐
The light cone should be larger, doesnโt look correct unless thereโs someone with a spotlight 6 inches behind his head.
So the light cone should be larger? Ok
Also @static viper i forgot to put the parallax ground. Let em add that also
Yeah. More directional. Like itโs coming from the whole alley, not some ghost thatโs pestering the guy with a flashlight.
Ok
Its done with vxgi so i try to make it clean
Thats a csgo map btw, i didnt made it xdxd
ue4 hammer mh?
yup
and some agr also
better?
I also used a tool that imports agr (the replay with cam, players, etc)
Yeah better. Too bright now though. Darken the light and then raise the midtones of the rest of the scene.
ok
You need less contrast, itโs taking away from the image.
I guess i can do that with post process
Better to do it with the lights. More control.
Doesnโt change anything here.
Also make the spotlight cast shadows.
It looks weird that the character doesnโt have any
he does has one lol
Find a way to make it more obvious then.
i lowerd intesity and now its better https://gyazo.com/6da0ddee061832aecc958faed264549b
And I mean volumetric shadows. You need to tick it on manually
Thatโs with the volumetric shadows?
The spotlight has a checkbox for it. Volumetric shadows.
Turn it on.
Itโs only on by default for directional lights.
looks good! https://gyazo.com/269ba4f0234531090d11d457b2ba4f57 i also changed it so its a bit more purple, so there is less white, what do you say? Should i leave it like that or how it was before?
The color is subjective , I think it should be somewhere in the middle of where it was and now. Also the foot isnโt touching the ground.
With where his weight is shifted, the heel would be making contact.
Or he would fall over
lol
Also once you get all that stuff, add more set dressing to the left and right of the frame. Right now it looks a little barren.
Thats the agr i cant do anything about it
Move him down an inch until his heel touches the floor. Easy.
Still doesnโt look like his feet are making contact.
Could maybe add a shadow manually there to help it
Or some sort of AO
I just saw and they are not
But.. I cant do anything about it
What else should i change?
If you canโt move the character down, move the world up.
i will make it a bit less night, but just a bit
I can move my character down, i can.
Set dressing. It needs some. Left and right sides.
But still looks weird when he dies
Add set dressing.
ok so i added more contrast https://gyazo.com/e8e0c77e71f4c2629c02319c2c94f566
now let me do the dressing
Oh wait, i dont know what is that
For real, what is that
Iโm on a phone with a phone keyboard. Have mercy, use google :p
true
Set dressing is where you add objects into your scene to add more realism or to simply add things into your object for detail.
It comes from old stage plays. Basically describes objects in the world to better tell the story of what that place is.
More. Take a step outside into the world and walk around a city. Every single inch will have something someone did.
I shouldnโt see flat ground anywhere. At the very least, rain would warp the concrete and make indents where puddles form
i dont know how to put puddles
puddles are my enemies
I dont know what to add to the other image, adding something else would be too much
Iโm not saying to add puddles. Just where they would be.
Parking lots are not flat. Potholes exist.
Get reference photos of cities and use them
I donโt need to tell you what to add. You have eyes. Find photos of cities and itโll give you all you need
hey what format is required for startup screen and loading screens plz?
MPEG4 codec in MP4 works, but I need something higher quality, like H264
it works in media player but for some reason not in startup movies?
MPEG4 is H264...
not really
H264 is MPEG4, but MPEG4 can also mean xvid
I'm using ffmpeg to transcode and if I set mpeg4 it outputs a different file
Also you can just RTFM for this one pretty easily
the manual said H264 should work, that's why i'm asking here
And if the manual said it would work, why are you asking here if it would work
Sorry Iโm just a little lost as to what youโre even trying to get out of this that you donโt already know
Because it doesn't? Are you this helpful to everyone? ๐
hi guys
Only to those with unclear questions.
if i have a question where should i post it ?
I am looking for some format requirements specifications, since the docs don't really provide anything other then H264
So is Cascade still supported or do we use Niagara now?
its a need for informations
about the best info for the media stuff is to refer to the media page https://docs.unrealengine.com/en-US/Engine/MediaFramework/TechReference and the info tab in engine to see if your supported settings are supported. Beyond that the answerhub has some places to post about your incompatibilities as well as the source has the supported formats.
Ok good. @grim sinew i know finished it. It was an scrapped project that i openned just to learn a bit and because im a noob.
For the age that i have i think my second project was good.
Now i have to start a new one lol
@grim ore yeah I read that, the problem is the file works fine in media player, but not as a startup movie
and I can't find any info about that
Anyone know is LPV can be used for the Nintendo Switch ?
It's a 2014 feature so I guess it shouldn't be a problem, but I don't know how much ressources it takes.
is it not possible to define CSV data rows in blueprints only?
do I really need C++ for this? ๐
Maybe there is a bp solution in marketplace?
Hi all, I'm looking to make a benchmark for my game with a camera flyover through a level.. is sequencer the tool to learn to do this?
where do i ask for troubleshooting?
well sequencer would be your cinematic tool so you can record a playthru and then play it back yes, that might work for a benchmark.
Hm, I want players to be able to run the benchmark and report back their stats
Just a bodyless camera touring the level
well you can hard code a blueprint to do that for sure or you can record a camera movement sequence and use that as well
Cool, thanks, what terms should i be googling?
hmm, I wonder if UE 4 chokes on a 20 MB string constant in blueprints ๐ค
ue4 camera fly thru ?
Haha makes sense, thanks. Just wanted to make sure I wasn't missing anything important
@honest vale you need to create a blueprint structure and a data table from that structure
Then set the table to the csv file
Look up ue4 data tables for more info
Anyone know how to rotate a rig in Maya so it'll face X forward?
Build the rig correctly.
Or just rotate the whole thing from the root and freeze transforms
Hi Everyone,
I have a question and perhaps someone has the answer. I recently upgraded my project from 4.16 to 4.20 and using visual studio 2017 to generate my project files. For some reason building my VS solution I am not seeing any packaging binaries that the solution should create. That is resulting in a packaging error saying I am missing a win64/shipping binary. Anyone know why this is happening and how to fix it?
binary folder crated by VS 2015 4.16 UE4
VS2017 UE4 4.20
as you can see I seem to be missing binaries and I can't seem to figure out why
you just haven't built those configurations yet
also turn off the hide common extensions thing in explorer
isn't the VS building of the solution supposed to create and add the binaries?
you aren't supposed to use build solution
I would assume in your older version you built all the different targets for some reason and in the new version you have not, hence the debug and etc.. missing from the new version.
Build all the Things! ๐
just manually build the 3 or 4 targets you need
ok I will try and figure that out, I am not sure how to manually build anything, I currently use visual studio to create and build my project solution
not sure why you'd get a packaging error anyway, the required binaries are built automatically during packaging
usually creates all my intermediate and binary files etc
no sure, my package fails with an error saying it cant locate the binary file
i will package again and post it here, perhaps the binary is not even the issue at all
this is the error i get
i seem to be able to package a debug build though
just not a shipping version
it says it cant build the shipping version, have you tried building it in VS itself to see if there are any errors?
yes no errors, build successful in VS
so then those shipping files are in the directory it's pointing to?
the one you showed us before it was not
and if all else fails, restart the editor it could be a sync issue if VS can build the files properly.
i was mistaken about the binaries looks like, i thought they were created when building the VS solution but seems they are created when you package
so they just seem to not get created as they should when trying to package a shipping version
I have restarted many times with no success
ok so they don't get created when packaging but you are saying they are getting created when you build them out in VS?
well I thought you meant if my VS solution gets built with no errors
I am using a custom version of the engine and generate a solution from it to run the project
i have not tried to package the project directly in VS, I use the editor tools to package
ok so I guess we see what the error log says that it mentions? any blatant errors in there
no, the logs mention nothing else differently that the editor output log
I see an error right before the failure but I am assuming that is not the issue?
oh my that is blurry, yes that is the error
will try and clear that up
oh wait, you are looking at that image I posted above?
if so, the error is what is in red
well that's the UBT error but not the error preventing the shipping build from being built
the error in white is not really an error and not related
i see, well i dont see anything clear about what is preventing the build
i guess I will keep trying to figure it out, was taking a chance that perhaps someone had this issue already and may have known what was wrong
if it was project related errors, I dont think even a debug version would package
ok will try that
I am trying to integrate an AI system called AI Toolkit I bought from the Marketplace. I don't quite understand what he means by adding a Proxy Actor to my VR Pawn. Here is the message I received in my email "Thanks for using the toolkit. In VR, you should create a Proxy actor to put the AIStorage component in. And then attach that proxy actor to your VR Pawn (preferably to the camera so the AI actually targets your headset)." I do not see how to attach an actor inside of my VR Pawn Blueprint.
Googled Proxy Actor and found nothing.
This is really annoying - I keep having to re enter all of my materials on my statics
Not sure if this got posted earlier ~
I'm trying to rename and move some files around for organization and the materials keep getting cleared from my statics forcing me to go through every single one and redirect them. Anyone know why this keeps happening - really annoying?
only move folders inside content browser, not in explorer.
make sure you arent deleting redirectors in explorer either, fix them up in the content browser.
@untold steppe proxy actor is just something you can attach the AIstorage in, as in, can basically be anything
hi does anyone know How to integrate guns with Advanced Locomotion System v3
do i have to redo the whole blendspace or something
@fierce tulip That's all I've done
Never moved anything in explorer
hola a todos tengo una duda
hello
๐
I have a doubt
Do I just have a glitchy engine?
Guys when trying to code with visual studio 2017 i get errors that are intrusive because if i compile the errors dont affect anything like false errors
Are they errors or red squiggles?
hi all
red squiggles @weary basalt
@cedar comet Mate, you posted this in #cpp already, please read the #old-rules, dont post the same message across multiple channels thanks.
sorry its just that this is really important for me
and wasnt sure if you guys would see it
People will see it mate, be patient.
ok
@fierce tulip can I use a Child Actor Component and put the AI Storage in it?
it is possible to use this control in unreal engine for linux
it is possible to use this control by bluetooth
ok?
allright, not to be corny
but on this thanksgiving
I'm thankful for unreal 4
its a super cool engine folks
need help quicck
why is my car floating in the air
as soon as i start the game
can I use unreal engine to build multiplayer games for android?
im sure u can Arghya
im suffering a problem as my inventory wont stack after following the whole video ..
In this new series I go through a method of creating an inventory system, similar to a survival game. In this part I show how we finally begin to add stackin...
this is myadd to stack
add to inventory
has partial stack
create stack?
also i have selected is stackable on the item bp i want to stack .. works for the guy in the video but not me so i cannot continue this series unless i find out
Do computer specs matter when making games on UE4?
Yes
Even if it's just 2D games?
You dont just have to think of performance.
Productivity is a huge factor as well
Id much prefer to be working with a 1440p res than 720p for instance.
This would be especially more important for designers and artists
at the basic level if your game, regardless of what type, can't run on your machine when you make it then how is it going to run on other machines? so yes you need to meet atleast your minimum specs if possible
Compilation times are heavily affected by computer specs
Exactly what @grim ore said.
How can you expect to test your game properly on its target hardware if your workstation doesnt even meet those requirements.
Well you'd really have to have a crappy computer to not be able to run 2D games.
The best way to know is certainly to start making games.
Well I wanted to get a new computer, I wasn't sure if simply getting an up to date computer was enough to make games on UE4 2D or not
I dont' see where's the issue, but it depends what you want to make.
so does no1 know how to correct my stack issue?
right i will leave that for next time
but does anyone know where i can find a tutorial on how to gather something? i have a full inventory system made
but i would like to have a click and wait gathering system where it gathers untill its depleted ? kinda like runescape?
like this it will start at the point i want to show you
wdym tutorial how to gather
it's a game-specific mechanic
from what I see on the vid, it simply spawns wood in ur inventory every tick, as long as ur chopping wood (and by tick I mean gathering tick frequency)
from a more practical standpoint, tree represents a collection of wood and it's value gets decreased while the amount of same resource on the character chopping it increases if speaking in numbers
@iron wadi thanks, I have done this using C++ previously so I was looking for the FTableRow struct or related BP stuff but couldn't find anything
how to create lightning effect at fully dark night
I created the lightning particle but I need the whole terrain to get the lightning effect
need help guys
Hi, whenever i google 'deform static mesh' i read it cant be done. But how is the spline mesh component than working?
magic
You may create procedural mesh from static mesh and deform it
Also you may create destructible from static mesh
Spline mesh makes you able to modify it a lil
spline meshes don't actually deform mehses
what actually happens is the visible mesh is modified in the vertex shader
and new collision geometry is generated for that unique spline
@wary wave but the collisions are updated right?
hhm
i might look into the technique that is used for spline mesh
Hi, is somebody familiar with steering behaviors here? There's a problem when the force vector is pointing 180 degrees in the opposite direction f the velocity, the vehicle would make an instant turn and go there.
It's not just a problem on ue4 or whatever, it seems to be a problem of the steering behvior itself wherever it's implemented.
I think it has to do with the fact that the vehicle doesn't know if it has to turn right or left.
@barren delta cant use procedural mesh, i need alot of mesh its to heavy
basically want to create a 2d terrain with the technique
if you want to make terrain, you'll want a procedural mesh based system
One procedural mesh gives tremendous boost for such task versus spline meshes
spline meshes aren't even an option, I don't think
not spline meshes, but the technique using the shader would be possible i think..
just, its almost impossible for my project to use procedural mesh
imagine a city builder that wants a big terrain, without ugly lod switches...
you'll want collision geometry though
which is probably going to be identical to the visible geometry
so you might as well just use a procedural mesh
ยฏ_(ใ)_/ยฏ
Yup
IIRC, GPU Gems 3 has an article on procedural terrain generation on the GPU; parts of that would be very relevant
particularly the mention of the marching cubes algorithm
but there are also loads of other ways to achieve a terrain system
okay thanks for explaining then @wary wave !
no worries
I've done it before myself (in blueprint no less xD)
I never used LODs though, just had highly tesselated planar meshes with basic triangulation
if you break that down into tiles then individual tiles can be occluded
limit camera as necessary
hhm yeah tessellation is interresting but i havent found out how to properly use it
i dont even notice the difference
I meant in terms of just the geometry, not the technique, hehe
right now my vertex distance is 5 meter per triangle
but you can use shader based tesselation too if you need to
I had one meter per triangle, IIRC
and something like a 4kmx4km map
Epic/Unreal guys removed the edit mesh option from mesh editor to change normals ? Its not there for me right now although it was there before.
please help
@fathom gust do you have unreal studio installed ? isnt the mesh editing stuff for Studio subs ?
I have Unreal engine and I had used the edit feature earlier this month but I find it missing right now. updating it to latest version.
I dont think so.
does someone knows how to use DrawDebugFrustum? Why it's drawing a cube?
I just have a simple transform as input
I am reinstalling ue4 right now. so Ill check and let you know when its done
@brittle gulch do you want to use it for a camera ?
no no, it's just for debugging an angle, I thought it would have like a direction and an angle
yeah looks like it doesnt
gotta make your own function with a bunch of drawdebuglines :p
have you tried with the cone debug ?
yeah I'll do it with debug cone ๐
By the way, do you know how I could find the rotation between two vectors?
@languid shard Hey I checked and I dont have it installed
try to sub to it then
@brittle gulch so you need the rotation difference (XYZ) or just an angle ?
I just need an angle between two vectors. FOr instance between the forward vector of an acotr, and the direction of a wind
I think dotproduct is what you are looking for ? ๐ค
dotproduct will give you a 0-1 value which you can use to determine the angle, yeah
@brittle gulch dot product is what u need mathematically, otherwise ue4 may have built in functions for this
something like that graph, and you can change from ACOS to COS/TAN or radiants instead of degrees
Oh okay yeah, I was watching the theory in video just right now. I need to get more familiar with appliying trigonometry on vectors. Thanks guys
vector algebra is what u need, its goos for computing cus the calculations are often simple
running cos, tan, sin is usually performance intrnsive
intensive
ofc for simple usage just use whatever u need, but for performance, always try to avoid specials functions
Hmm.. I noticed that vector maths are often costly in performance unfortunately..
What could I do to avoid these special functions? THere's no way right?
I'm trying to make a flock of character so I need to apply a lot of vector maths to have a steering behavior on a lot of characters
vector math is not costly, only when u use special functions. to avoid these u need yo use matrices, quaternions for modifying vectors etc
this is why the gpu is so good at graphics, it can run these things insanely fast
if u check ue4 source code its also using matrices for transforms and quarternions for rotations
for ur flocking system i assume it runs CPU, and if ure not familiar with all the math then just stick to special functions
optimizing ur system require u to go into coding
nvm that
is it saying subscription status = active ?
yes
you're good then
just start the editor
you should have that menu in your mesh properties window https://i.imgur.com/XhpUVC1.png
I did
I dont see it
O_o
what should I do ?
and the mesh editing feature is still not there.
and its not with only one project but all of them.
I have lot of assets to work and I dont want to keep on switching between Maya and Unreal for each mesh.
I think I should unistalll epic launcher and reinstall after restarting my pc.
cant help you more sadly :/
if the problem persists, might want to do a bug report
no other way ๐ซ
Any ideas how to make dynamic lights stop bleeding through things?
@rare axle thats not bleeding, that is flooding :p
Well... Yeah.
There's two layers there
One with normals facing out, one facing in
Big shell with two-sided material
hmm shouldnt bleed then
I wonder where all your shadows went btw
there's absolutely none in your scene
have you changed your display distance for the shadows ?
since your scene is quite small you can lower it a lot
Where do I find that option?
shadows or not, the side facing away from light should not be illuminated at all
are you sure the surface normals are pointing the correct way?
it prolly bleeds in from below
Hey everyone. I'm making a card game in ue4 and wanted advice on how to construct the actual card. In unity I used ui parts together as a prefab using a script to populate data. How would you suggest doing this in ue4?
that would depend on how you want to present the game, but you can take a very similar UI based approach in UE4
I probably wouldn't use UE4 to make a game that's entirely UI elements though, seems overkill
I'm not great with coding and the blueprints seemed like they could be easier to get used to.
What would you use?
using blueprint is just fine and I could see most of, if not the entire game being made in Blueprint
as for the game itself, I'd probably use meshes for the cards themselves with additional elements for various art
you'd get a Hearthstone-style result that way
I'm sorry if I'm asking a bit much, but do you have an example of it being done that way?
there's a complete working example on the marketplace of an MTG / Hearthstone style game
Is there a way to check surface normal direction in UE4
Also surely it wouldn't matter if my material is twosided?
@rare axle https://i.imgur.com/FkCdPQ5.png
have you baked your scene at some point ?
Yes, but now switched to dynamic completely and moved everything, so all baked information should be gone, right?
try to rebake
if there's some static stuff left it'll build
if not it'll clean your scene
you can also check this "Force No Precomputed Lighting" toggle in your world settings, lightmass parameters
and start a light bake to clear every previous baked lightmap
@wary wave what the fps ?
?
u said 120 hrz
^
1hz = 1 frame per second, so fps
Right, clear!
๐
@wary wave so, it seems that procedural mesh really depends on GPU? (i like that though)
seems like a go for us if we handle some good settings
GPU treats it like any other mesh
Thanks, I'll take a look
Is it possible to make an RPG using Unreal Engine?>
idk
Packaging (Android (ETC1)): Caused by: java.util.concurrent.ExecutionException: java.util.concurrent.ExecutionException: com.android.tools.aapt2.Aapt2Exception: AAPT2 error
i am getting this error while packaging for android. only in unreal 4.21
anyone knoe what to do?
redfrag yeah awesome also in this game 1 tick is 0.6seconds and every 4 ticks for woodcutting u get 50% chance to gain a log it would be cool to half a 50% delay on that too or something i do think 50 is fair
Dragon Quest XI was made in UE4 impossible to type in persons name
what
Hey, is there any way to get the real-time weather in ue4?
Like, if outside is raining, it toggles a variable or something like that
Does anybody know must have packs on ue4 that have a good sale on it?
Ive seen wildly different estimates for the cost to make a game engine, from 100K to 250M. What would an accurate estimate be for an engine tailor made for one game?
if the engine is for pong sure, estimates seem good. If it's for a MMO like FFXIV, probably a bit low.
it depends
no one can predict that
if we use UE4 as an example
as with any software project of that scale, you'll know the cost when it's done
getting a ballpark figure for something like this is more or less impossible
you need to work out what features you need, how much time each will take, then work out how many people of which varieties you need to hire and for how long
hey all, how can I get the velocity of an actor? GetVelocity returns a 0,0,0 vector on am actor which contains a falling particle system
if get velocity is returning 0, it isn't moving
I'm trying to make a popup that will appear on top of buttons to show more info
Having a lot of issues getting it to scale correctly though
Do i need to parent a separate scale box for each textbox?
Seems like i need scale boxes for each element
technically one scale box should be enough for same size texts
so, one scale box for header, and one inside of it for minor text
Scalebox can only have 1 child
yes, but you can add say, horizontal box inside of it, which counts as one
But then it doesn't scale the text
it should, but you're out of luck if it doesn't ยฏ_(ใ)_/ยฏ
ooof
@wary wave it is moving... it's just an actor, no movement component or anything else
it is attached to a custom bullet implementation
anyway... i was interested on knowing when the descent started so instead of getvelocity i am comparing Z ontick event, when the previous Z is higher than the current, it is descending
Hey all!
I was wondering if anyone had any insights to using Patreon to make money? I'm a pretty good dev, and can do most anything in the engine. Is there anything in particular that people would like to see?
Usually Patreon is used to do what you like the most
And then gaining people that are interested in what you do
And then you can give these people what they would like as a patreon
no key to success in patron, unless you go for cleavage shots
start with cleavage, end with code
I've seen competent devs make a career out of patreon
It's a little too high-stress for me
it heavily relies on making cool shit
as if you're competent shader magician, I doubt you will have no problem gaining stable income
you need to get attention first
can someone help me with this im making so is getting all the items from the data table and loads all of them in the crafting menu but i wana make so it detects a bollean i added to the data so if its checked its gona load the,
if ure good with shader and linear math, then u can make all kind of awesome lighting effects. like Sonic Ether who made sick lighting for minecraft, all shaders
So how can I get my projectile to spawn in front of me? every time I spawn one right now, it pushes my character backwards.
@carmine wind You wanna do "GetDataTableRowNames"
Then ForEachLoop
And then "GetDataTableRow"
While plugging the Element into the RowName input
Then you can get the struct from the return pin and in that is you boolean
@autumn turtle Well you are setting the spawn location to the Actor Location
Disconnect the Transform Node
Split the SpawnTransform Pin so you have Location, Rotation and Scale
Leave scale at 1,1,1
Get the ActorRotation
Put that into the rotation input
And for the Location you now want to do some vector math
Get the ActorLocation
and do "+ GetActorForwardVector * Distance"
And use that for location
ok ty
Someone here with knowledge about licensing?
i was wondering how far it goes and if it only takes action if "published" or "sold" where are the lines? where to read it up get informations about some licensed stuff?
Not sure where to put this, I made a post about some of the unreal engine 4.21 changes and my findings with some of the new features
Figured some people would be interested
My understanding is that the license does not rely on sales, or money the game makes, but money the company itself makes.
but lets say i make a game just for the sake of doing something and it is basicly in the "Harry Potter" universe... stuff like "hogwarts" and all that... ๐ค
but its not a story based game that resemble the books/movies
only the names of stuff
like the spells
What License are you talking about anyway?
if i need one at all?
Lets say i make a game that plays in the Harry Potter Universe ... spells and Places are 1:1 where is the point where i would need a license only if i sell it? what if its free "fan artwork" reather?
i was doing something simular years ago in the Valve Hammer Editor but the source engine is way to limited...
They can always get you to shut down the project
Even if you don't earn money with it
You do not own the rights on the Harry Potter Universe
What if you made a video on it but never released the game he was talking about to anyone? Curious :P
You need the rights to use their intellectual property, no matter for what you use it.
You can of course privately do something that never sees the light of day
for myself basicly
If only ever you will use it and no one else, then do whatever you want.
mhm
But you can't share any things that are based on stuff you don't own the rights on
yeah it often seems alot of "mods" fly under the radar in that case
People are trying
But if you get mail one day, you basically wasted all your time on it
Rather put the time and energy into something you create
There are enough fan projects reportedly taken down
its sad because the Harry Potter games besides the first 2 are all realy bad and single player only ^^
ยฏ_(ใ)_/ยฏ
but seems to be right about doing something own has a better future
maybe one day it is ready to see the world and i can then share it without having to worrie
How difficult do you think it'd be to obtain the right to make a game using your own assets (and making it free) that is specifically based on another game? Obviously depends on what the company is but in general?
impossible if u ask me
Difficult enough
Everything that even remotely is known wants you to earn money with whatever they give you
and then they take a big % of that
Well, you can always base stuff on stuff
Yo ucan make a wizard game
that plays in a castle
As long as nothing looks, or sounds like Harry Potter
As i see it getting in contact is one thing but pitching it the right way is another and it will not be worth the time and effort u put in it ^^
No names, no places, no art, nothing
Why would they choose a random UE4 dev if they can use big companies that are schooled in that
Doubt that's worth any persons time
They rather shut you down the second the notice it
but like i said getting in contact with big studios who have these licenses is like trying to reach out for some Star....
This one YouTuber was about to release a 'demo' of his prototype project that had all of the Bioshock asset files in it. Basically he was seeing how it all looked in UE4
You think he'd get in trouble if he released that demo?
@dusty cypress ofc he will
is he tryin to make money off it
@dusty cypress if its bioshock assets he will be in trouble, if he made them then np as long as hes not selling without license
yeah he used the Bioshock assets from the original game
And ported it all to UE3 or UE4
its not like they'll sue you for such a demo I think. Usually they dont care at all about small personal projects
i saw something simular with Half Life 2 and World of Warcraft
they wont sue but will report for it to be taken down
its crazy how good hl2 looks in UE4
Question, I am getting a few 3D models, but one of them has a "Non-commercial" license. Does that mean I can use it for my project as long as my game remains free?
Or does it mean I can't use it at all if I release the game?
@dusty cypress yes
yes you can use it if ur game is free
Awesome!
@dusty cypress that includes your not allowed to have any kind of ingame purchases either
its like ue4 is free non commercial, commercial its 5% above certain limit
@dusty cypress donations are ok
not if the creators are not agreed to
what kind of donations though
cus donations aren legally commercializing, its more about supporting u, not related to any product
depends on ur wording
and as far as ue4 goes, its just royalty based commercial or not mhm?
the Original owner of that can prohibit accepting donations based on what u use tho ๐คท also is there not something that goes into detail like are they getting any benefits from donating?
same goes for credits and all that
donations don't neccessarily have to be tied to one project
@cerulean nova yes but if nothing is said and the owner says non commercial, then u can use it for all non commercial scenarios
sure but what if i make a game promoting my ue4 game and they can make a account on my page when they register and donate < 50 bucks they get acces to premium membership wish allowes them to login to the gameserver the game i made with ue4 and not give a single penny to UE4 or anyone else because its donation based ๐คท ๐
If I have to credit 3D model authors from sites that I downloaded them off, would the best place be a Credits option at the main menu? (and the end)
and sure they can download it for free but not connect to the servers ๐
thats bogus
I'd put it in the credits if they don't say where
@cerulean nova thats not really donation anymore, if u tie a given functionality to money. it means that feature is commercialized
but thats how its often done
thats why i say there are conditions
that come with "donations"
its like saying, if u donate 50 bucks, u get the game
Would I name each 3D object (that I have to credit) and put their name?
because I have a lot of 3d models lol
Star Wars used to license their IP out to various video game studios
just because u call it donations and dont "guarantee" something for 100% for money doesnt make it a legit donation ^^
@cerulean nova well it boils down to localized laws now. like here if u give tip to waiter/waitress, its taxable now
What would you call those sounds in games that are super mysterious and are important to the storyline/character? Like you find something big and it gives off that weird, huge vibe? Not 'mysterious' but I'm looking for specific names of types of sounds lol
not 100% since ur using the internet or not ?
so same can go with donation, thats why lawyers have work
i live in a country that has not much laws for the internet because the people who are sitting in charge are to old to understand it ๐คท
well another theme
whats happening with all these "simulator" games ๐
Thief Simulator for example
i got it its fun but why the simulator in the name
why not make a good story for it
so much wasted potential ^^