#ue4-general

1 messages ยท Page 346 of 1

turbid escarp
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the arrow confused me because its just like when you do a change manually

smoky tapir
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further testing showed that the ai con only walk in the first level that the player spawns in, if i spawn in the second level with the editor, then die, and go to the first level, the ai won't walk there

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i think it has to do with the nav mesh

turbid escarp
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i remember having to activate something for ai controllers to work when i coded the movement in the tick code

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ah yes

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theres like an option in the editor so controllers are activated when dropped AND spawned

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and the default i think is dropped, so if you spawn them through code they wont move

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but maybe it has nothing to do with ur issue

smoky tapir
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where is it?

turbid escarp
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one of the million properties in the object blueprint to the right

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where physics is etc

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maybe if u search for controller

smoky tapir
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this is what i'm using to make the mob follow the player

turbid escarp
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it doesnt work when u change the lvl?

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the option i was talking about before is in the Pawn menu

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Pawn -> Auto posses AI

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u can see it here

keen shell
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Hey everyone! I'm having an issue with retargeting some animations to my character. I have no clue why my pose is getting messed up. Ive never had an issue retargeting anything before and would appreciate any help! I have also made an example project with the 2 skeletons and 3 anims for each to see if anyone could get it working. If anyone can get this working, it would make my day :D
unreal post: https://answers.unrealengine.com/questions/852969/animation-retargeting-issue-2.html
example project download: https://drive.google.com/file/d/1ziq6XiA9f5fz0A8xeIYQAbJevalrAtP9/view

tough zephyr
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Just a quick issue I'm having guys. So I am working on creating a simple top down ARPG, and I'm working with the Top-Down blueprint with clicking to move. It's nice, but I decided to switch out the character and create my own blend space which I started working with. Also created a new animation controller and copied over the scripts. Everything seems to work except for the animations, and I'm wondering as to why. I assumed maybe it's not reading in my speed and I tried checking for speed variable which seems to only read 0, however it also only reads 0 in UE's blueprint default ... so I'm stuck back at square one. Wondering how I can check the current speed of my character accurately? Since it seems watching the variable does nothing ..

turbid escarp
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it reads 0 even while moving?

tough zephyr
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yes

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This is within my animation blueprint

turbid escarp
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i seem to recall speed wasnt exactly what i expected

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i know my speed variable activates some other stuff

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like velocity or something

tough zephyr
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Well

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it doesn't "activate" it

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it more or less receives a value from velocity

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which sets it

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that's how you get your "speed"

turbid escarp
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do u do blueprints or c++ too?

tough zephyr
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Nevermind I got it to work

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I haven't worked with UE C++ yet

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Still very new to everything and learning as I go

turbid escarp
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i asked because my animations are essentially just flags that i activate in the code, ones or zeroes, then its much more simple to do the animation blueprint

tough zephyr
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hmmm I see

turbid escarp
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but my animation blueprint is a mess to be fair

tough zephyr
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haha

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Yeah well I seemed to narrow the problem down

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Copying over the blueprint scripts seemed to have no effect on getting vectors

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Since when I "watch value" it just returns "no debug value" compared to the normal animblueprint (the one that comes with the template)

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which gives me proper vectors

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basically something's not being sent

turbid escarp
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i see

tough zephyr
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Should be a fair issue to tackle then

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boom figured out the issue xD. Guess when you have no idea how to work something out you just brute force random trial and error till you get it to work somehow

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Basically needed my event animation start to connect to my speed set node.

golden idol
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feels sad man all the ocean plugins that are free dont work with latest ue4

plush sky
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Ask for update

golden idol
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the one i wanted is discontinued which was the oceans simulation

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cant even download an older version

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as the github fails at around 300mb

tawny nymph
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Hey fellas, I am just curious about how the polygon count works when landscaping? I have this scene where I made the largest landscape I could and it's around 33,000,000 polygons but doesn't seem to lag the game, but if I were to import a mesh that had a super high poly count then that would cause insane amounts of lag.

How does this work?

tough zephyr
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I'm sure this would be a vague answer but maybe in the right direction, when creating a landscape in UE it automatically calculates ways to improve performance (being made within UE's landscaping engine)

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Compared to your mesh which was only imported, UE doesn't have the tools to improve performance?

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It's just a theory but perhaps something to look into

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Also triangles in meshes tend to skew performance negatively as well

silver crown
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Landscape lods are really efficient

plush yew
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hey i know this is unreal chat

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but can someone dm me for help

tough zephyr
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Unreal chat gets people asking for help

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Dunno if thats against the rules?

plush yew
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i know

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if i ask something about a other engine

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ill get warning

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so im trynna keep it on topic

tough zephyr
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Ohh thats the question

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Got it

silver crown
plush yew
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its just a cs error

tawny nymph
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Explanation makes great sense, thanks!

tough zephyr
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Np. I hope it gets you somewhere. I watched a UE tut on world building which mentioned something of the like

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Thats how I remember it

whole quarry
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Also triangles in meshes tend to skew performance negatively as well
uhh

cloud cobalt
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Yeah, no

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@tough zephyr There are only triangles in UE4 meshes, quads get converted at import ๐Ÿ˜ƒ

whole quarry
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no wonder ue4 runs bad then? ๐Ÿ˜„

cloud cobalt
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Anyway, quick question : has anyone had success attaching an actor or component to another actor, with collision on the attached object ?

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Can't seem to get that to work.

whole quarry
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did you try enabling collision after attaching it?

cloud cobalt
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After that ? No, can't say I have

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I tried attaching the actor or the root component, with collision already enabled, using auto weld

fleet jay
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Is there a way to render an object with multiple material ID on mobile ?

whole quarry
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Add more materials to it

dense sparrow
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Hi guys, quick question, I have an event on my game, on click (anywhere) , it drops the item im holding, which works fine, however if I click on one of my UI buttons (mute / pause) , it still fires the other event and not just the code for the UI button, is there an easy way to stop this? thanks

iron wadi
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Hi, my UE4.21 generates generated cpp files to the wrong location.
There's PROJECT and PROJECTEditor folders, the generated files are in the PROJECT folder, but the NMake include paths point to the PROJECTEditor folder.

iron wadi
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for those having the same issue, the fix was adding this line to target.cs right under the class declaration:

#
BuildEnvironment = TargetBuildEnvironment.Shared;
heady quartz
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Does anyone know how to hide a touch interface setup and show another one ?

iron wadi
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remove widget from viewport and create + add a new widget?

long sedge
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hey nebody know how to trigger mouseover tooltip text to appear from the keyboard in visual studio?

plush yew
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Hey guys, can some1 help me?

dense sparrow
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with? I can try but im pretty new myself

plush yew
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Why cant i get "break hit resault" ?

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result*

wary wave
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because one is an array

plush yew
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Do you use a Scalar Parameter for the UV Input of a Texture Sample Node?

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Cant find Integer

dense sparrow
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Kaan, I think on the "Out hits" you need a foreach loop dont you? then use your break hit result within that

plush yew
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So it seems the only way to change a UV index in a material instance is with a switch workaround but that's really unhandy

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You can lerp between them

zinc nimbus
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I have a question about Collision mesh, i made a Hollow cilinder (ball have to go thru) but the collision is wrong and i can't get thru it? ๐Ÿ˜ฎ

cloud cobalt
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@zinc nimbus Hollow collision is a problem generally

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As in, game physics don't really handle hollow collisions, not efficiently anyway. You have two choices :

  • create your own collision mesh in your modeller and import that
  • use the "per poly" (complex) collision mode
iron wadi
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Hey, what is the relationship between AdditionalDependencies in uproject and PublicDependencyModuleNames in build.cs file? Thanks

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Should they be the same?

plush yew
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@cloud cobalt Afaik own collision meshes "UCX" dont support concave shapes so you'd have to make a bunch of separate boxes in shape of the cylinder

cloud cobalt
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Yes, absolutely

plush yew
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@zinc nimbus With your static mesh open under Collision -> Collision Complexity you can set it to "Use Complex as Simple"

cloud cobalt
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Which isn't really ideal at all

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The best course of action for collision is generally to author it yourself

versed spear
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โ€ฆโ€ฆ not again....

plush yew
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@plush yew I think a lerp doesnt work with TexCoord nodes or does it?

cloud cobalt
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You can lerp two texcoord nodes, sure

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You can lerp any float, float2/3/4 value - TextureCoordinates returns a float2 for the UV coordinates of the current pixel for a given UV index.

timid seal
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ok so i'd like to render a blocky environment (think minecraft, lego, etc), HISMC seems to be the smart way to do it, but literally the only PerInstance material parameters are Random and FadeAmount.... can't i even get the instance ID? ok i mean i could get the world coordinates and then keep a "coords to texture atlas id" lookup texture updated but that kinda seems a bit ugly ๐Ÿ˜›

zinc nimbus
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@plush yew Thank you very much!

plush yew
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Yw but as Stranger said it is not ideal

cloud cobalt
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To be clear, the "complex as simple" approach is A) bad for gameplay because very small geometry details will impact movement, and B) bad for performance because the collision is unnecessarily complex

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Use it sparingly

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If it's a stylized low-poly game, it's probably fine

forest orchid
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hi guys

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I need help

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i wanna make snow with SSS and Opacity

timid seal
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ok my first help: actually tell us your problem ๐Ÿ˜›

forest orchid
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but i can't combine SSS with Opacity in materials

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I want snow to let in light and have transparency.

timid seal
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are you sure though?

forest orchid
timid seal
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i mean snow doesn't really seem like a complex enough thing to faciliate SSS?

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sounds like a thing you could achieve much cheaper using reflection, translucency or emissive channels?

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probably the first 2 of those, unless you want to define magic areas to emit in

forest orchid
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But then the snow will glow at night.

timid seal
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that's why i corrected myself to say probably not emissive, unless you want magic or radioactive snow ๐Ÿ˜‰

forest orchid
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my snow is good work at night now

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but i want sss) my fps is good, 100+

timid seal
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but what for?

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snowflakes aren't even big enough to fake subsurface layers that do anything ๐Ÿ˜›

forest orchid
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because its look good )

timid seal
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yes very nice photos, but what's that to do with subsurface scattering?

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yes, on people, not on snow usually.

forest orchid
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snowflakes skip the lights and glow

timid seal
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exactly. snow is essentially glass. subsurface scattering is used to fake the blood and muscles you have below your skin.

forest orchid
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my snow

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but i have black snowsparks without opacity

timid seal
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why do you keep spamming pictures instead of reading what i say and then replying? i know a picture can say more than a thousand words but sometimes words are actually useful ๐Ÿ˜‚

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you do realize btw your snow does exactly the same as the one in the picture above? it's bright in the light and dark in the shadow

forest orchid
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my snow is black in the shadow

timid seal
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as is real snow

forest orchid
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real snow have opacity)

timid seal
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but i think yours is just way blacker because it's way too opaque

forest orchid
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yes)

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but i can't make opacity)

timid seal
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sure you can

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just like you can stop abusing parantheses as periods.

forest orchid
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this is a real problem

timid seal
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you can totally make it a translucent material and use the opacity channel as long as you then stop saying "but omg it doesn't let me do SSS anymore" because snow doesn't have SSS.

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aaaaand there we go with the useless picture spam again... do you want help now or not?

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if you want to practice SSS so hard just do something that isn't snow.

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you wouldn't complain how your ocean isn't on the UI render pass now would you?

forest orchid
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then why does the snow shine through the light?

timid seal
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because it's a crystal!

sudden agate
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@forest orchid because light is reflected

timid seal
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not leather

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@sudden agate well and refracted

forest orchid
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okey) how can i make the same effect?

timid seal
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by the way you can totally set a material to translucent+subsurface, dunno what you were looking at when you said you can't, but still doesn't change the fact it's not how snow works

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by. as i said a million times now. setting. the. material. translucent. and. working. with. it's. specularity. like. every. single. one. of. those. glass. shaders. the. starter. content. throws. at. you. all. the. time. already. does. period.

forest orchid
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because opacity it like from 0 to 1, but sss it is white to black, black its full sss

timid seal
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for all intents of purposes snow is glass.

forest orchid
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i will try

timid seal
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oh my goth.... so you're not just abusing sss for the wrong objects, you're even abusing it for emissive -_-

steep mantle
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Guys i wanna create a terrain using 4x4 blocks
something like minecraft but not prodecurally generated
is it possible?

leaden dust
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sorry to sound out of topic and interrupt , but i am having fun reading this chat

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@steep mantle very easy

timid seal
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@steep mantle sure, it's even easier if you don't want procedural stuff

leaden dust
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unless you talking bout voxels

steep mantle
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how?

timid seal
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just put 16 cubes down, done.

regal mulch
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Welp, I would suggest taking a step back before you actively start getting mad at him @timid seal

steep mantle
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not neccesarily voxels

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i just need to make pixel world

forest orchid
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@timid seal okey) i will not use sss.

regal mulch
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@forest orchid Question: Why are you using ")" instead of a "." to end sentences?

timid seal
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@regal mulch sorry, you're right, was just very hard to talk to someone who keeps repeating the same line that doesn't make sense

steep mantle
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the world need to look like its made of small pixels/cube

plush yew
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I think it's a russian keyboard thing?

wary wave
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all worlds are pixel worlds - what are you specifically trying to achieve?

timid seal
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well 4x4 cubes is easy, plop down 16 cube actors?

regal mulch
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@steep mantle Tip: Try to maintain a specific word that describes what you want during explaining it.

steep mantle
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think of a minecraft world but with much smaller blocks

timid seal
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or do you mean a bunch of cubes that are 4x4x4 units big?

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ooooh

regal mulch
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It's not Voxel, Block and Pixel.
Choose one and stick to it so you don't confuse others.

steep mantle
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ok

wary wave
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minecraft with tiny blocks is still voxel really, just much higher resolution

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how do the game mechanics work?

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this will affect what kind of techniques you might be able to use

steep mantle
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the game is and open world game

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classic RPG

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but i wanna use the cube art style

wary wave
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so it's just an art style - no terrain editing etc?

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should be doable with just geometry, I think

steep mantle
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the terrain is made of small blocks

regal mulch
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If it's not procedural I would assume you want to just model that stuff in you 3D Software

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And import it

timid seal
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or actually even a geometry shader ontop of the default landscape?

wary wave
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yup

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geometry shader might be possible, but I think you will get much better results exporting from your 3d editing tools

steep mantle
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@regal mulch ok?

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ow crap

timid seal
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@steep mantle well is the terrain made of small blocks that can be interacted with (e.g. dug up) or is it just supposed to look like small blocks while behaving like the "immutable" terrain you see in skyrim etc

regal mulch
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Yeah well if you say it's not procedural, then it has a given form and shape right off the start.
Instead of forcing that in the engine it's way better to just model it in Blender or so. And import it.

steep mantle
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@timid seal like skyrim

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EXACTLY LIKE SKYRIM

wary wave
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yeah, this is a 'model it like that' from the start job

timid seal
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yup

steep mantle
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ow crap

timid seal
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just dunno if it'd work in large distances

steep mantle
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but i like have the smaller cubes individually modelled and textured

wary wave
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though if this is not a top down game with fixed camera, it's gonna look terrible at distance

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lots of artifacting, I think

timid seal
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i imagine this kind of geometry moireeing the living shit out of pretty much any AA algorithm ๐Ÿ˜›

wary wave
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hehe

steep mantle
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its and FPP game

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*an

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so what should i do?

wary wave
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my honest advice would be "something else"

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like nonchip has also figured out, long view distances + tiny cubes = horrible artifacts

timid seal
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that's why i thought geometry shader maybe

wary wave
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it's going to be pretty ugly without something clever

steep mantle
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i mean, its ok if it looks like minecraft

cloud cobalt
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Minecraft works well because it's quite low-res

steep mantle
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my things are also super low res

cloud cobalt
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It's not too noisy

timid seal
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so you can have the regular skyrim terrain in the distance but as soon as it's near enough for cubes to be actually visible you tesselate and clamp their edges to worldspacecoord%4

steep mantle
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those are the advanced stuffs

timid seal
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@steep mantle not really. minecraft is lo-res as in "a cube is 1 meter". yours are 4 cm.

wary wave
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yeah, could work, but I think it'll be quite tricky to make look good

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the transition between no cubes to cubes is the hardest part, that blend needs to work

timid seal
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cough render twice and fade cough

cloud cobalt
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@steep mantle Basically, your game could look really cool at a Captain-Toad like scale

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As an open-world game it will look very noisy

steep mantle
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gotta check captain toad

cloud cobalt
steep mantle
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and if i use voxels do i still get that level of artifacting ?

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ow okay, no, my game is not like that

timid seal
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omg can they stop making their cash sinks look so cute /o\

cloud cobalt
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Your problem is that tiny details at a distance look like shit in 3D, mostly

timid seal
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especially tiny details that are all 90degrees corners and reflect light in odd ways

steep mantle
cloud cobalt
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See, this looks good

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Imagine this with 4cm blocks

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You wouldn't see blocks

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Just noise

timid seal
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those blocks are approx 5m big ๐Ÿ˜‰

plush yew
cloud cobalt
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^ Atomontage looks like shit because of exactly that problem

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Noise, noise everywhere

steep mantle
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ok what what level smaller than 1m can i go with the noise?

timid seal
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@plush yew aren't that the "unlimited detail on a wristwatch calculator" guys who keep claiming to have "invented" sparse voxel octrees and sine functions every 3 years or so?

cloud cobalt
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That's him alright

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@steep mantle What's the scale of your game's action ? Is a god game ? City builder ? Action game ?

steep mantle
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think skyrim

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best example i can give

cloud cobalt
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Skyrim is a huge realistic-looking game

steep mantle
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yeah

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mine just looks realistic

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thats all

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*doesn't

plush yew
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@timid seal I thought you meant the Euclideon guy

steep mantle
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yeah what happened to Euclideon?

cloud cobalt
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It never happened because it always was a joke

steep mantle
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lol

timid seal
steep mantle
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okay..

timid seal
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@plush yew yup that's them, but it does look very similar as a concept ๐Ÿ˜›

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hey euclideon was a nice idea for a piece of fractal art, but then they sniffed the wrong paint and decided to sell it as a game engine that "does everything" and does it "better"

cloud cobalt
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@steep mantle Basically, your voxels need to be at a size of 0.1 - 0.01 x the size of things in the game

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Look at your previous screenshot of a castle

steep mantle
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okay?

cloud cobalt
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Your castle was like, 100 blocks high at most

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This density of voxels looks good

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So if you want a Skyrim like scale, you shouldn't go for anything lower than Minecraft density

steep mantle
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but then the issue is the player model has jump over every block

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i don't want that

timid seal
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actually why are we talking about the theory that much, i'm gonna set up a quick test to show you, i'm literally doing a HISMC test anyway ๐Ÿ˜›

steep mantle
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HISMC?

timid seal
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hierarchical instanced static mesh component

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a way to render a lot of the same thing (e.g. blocks) without killing your framerate

safe rose
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Ahh

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Voxels

cloud cobalt
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@steep mantle Sometimes, game ideas are not compatible.

safe rose
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Any of you use Voxel Farm yet?

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they still in bizz?

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Forgot the other player

steep mantle
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ok what if i can scale down the blocks to say 50cm?

regal mulch
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@timid seal Minecraft with HISMC has already been made

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No reason to put time into this

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And mid_gen has a noise plugin iirc

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But then we are back at procedural generation

timid seal
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see the problem?

steep mantle
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okay?

steep mantle
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yeah i checked that vid

timid seal
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@regal mulch sure there's a reason: as an exercise :3

regal mulch
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Thought you wanted to just show him

timid seal
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e.g. "how to do it without hacking the engine really badly"

wary wave
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credit where credit is due Atomontage is actually a working game engine, albeit one with strong caveats

cloud cobalt
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Ogre3D is one too

steep mantle
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ok here is the thing

timid seal
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no i was just showing the moiree thing going on

steep mantle
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what if my textures are monochromatic?

timid seal
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then you have monochromatic flicker ๐Ÿ˜›

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single pixels being white or black all the time and ugliness like that

wary wave
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D:

timid seal
cloud cobalt
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@steep mantle Have you played Witcher 3 ? Specifically, Novigrad city

steep mantle
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yeah but its not like that

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yeah went to the city

timid seal
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@steep mantle but it is exactly like that.

cloud cobalt
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@steep mantle If you know where to look, you can see every building has very different versions with much less detail

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performance is half of why

steep mantle
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yeah LODs

cloud cobalt
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The other half is : detailed stuff looks like shit from a distance

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Because of how 3D works

steep mantle
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okay...

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so what ya suggesting me to do?

cloud cobalt
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No matter what happens, you can't show stuff smaller than a pixel

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If you want it to look good

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Minecraft looks okay because it doesn't

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Witcher 3 or Skyrim too

timid seal
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i'd do the world kinda low-poly but without the pixelated stuff then do the pixelation in a tesselation shader in the vicinity of the player.

cloud cobalt
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Something like Astroneer handles this well because it's not cubes

steep mantle
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tesselation shader?

cloud cobalt
timid seal
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a special shader that takes your low-poly stuff and (where you want it to) adds more polys to it that you can then using a bit of gpu math "snap" to the 4x4x4 grid to make it look like cubes

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disclaimer though: i just made it sound a billion times easier ๐Ÿ˜›

steep mantle
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so upclose it looks like high res minecraft?

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with smaller cubes?

timid seal
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yeah you could make the world without the cubes, even with the landscape tool etc

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and then just have it fake the cubes in on the parts that are close up to the camera

steep mantle
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yeah that works very well for me

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i just need to trick people to think its like high res minecraft

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can anyone give me a reference image of the shader at work?

timid seal
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then you also don't get issues like "why can't i walk up this ledge" or "why is the thing being tossed all over the place instead of lying on the ground" because your physics just wouldn't care about the cubes

steep mantle
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P.S can i add cel shader on top of it?

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ok cool

timid seal
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essentially take a look at https://docs.unrealengine.com/en-us/Resources/ContentExamples/MaterialNodes/1_11 ("tesselation" and "world displacement" are the important keywords here) and then use the "world position" input and some math to find the nearest 4x4x4 corner to snap it to. and then debug for about a year because tesselation shaders are notorious for not doing what you think they should ๐Ÿ˜›

steep mantle
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;_;

timid seal
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is there a blueprint facility for writing to textures? "writing" as in "write to memory" not "draw text"... i need to set a material parameter array essentially.

earnest cape
#

Is there a way to get the amount of slots a uniform grid panel is currently using? I can only find a variable to get the child count, which doesn't account for empty spaces.

timid seal
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shouldnt that be "max number of slots-child count"?

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or are empty spaces still children?

earnest cape
timid seal
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yes um you set that at some point, dunno what its called

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you were talking about slots being used

#

so if there's slots being used and some being free, it stands to reason there's a max number available

earnest cape
timid seal
#

probably rows*cols if it's a grid ๐Ÿ˜›

earnest cape
#

Neither of those have results

timid seal
#

yes because i was talking about a concept, not a function call ๐Ÿ˜›

#

and probably the wrong concept too, so what do you wanna do with that layout you showed?

regal mulch
#

GetNumChildren?

#

Or do you need empty too?

earnest cape
regal mulch
#

Isn't that an actual pixel number?

earnest cape
#

No

#

it's actually the slots

#

idk why the plugin creator named it dimensions

regal mulch
#

Well are you adding the children dynamically?

earnest cape
#

Yes

regal mulch
#

Then you should have some variable that defines the slot

earnest cape
#

I could just add empty buttons in those spaces

regal mulch
#

Well if you create them dynamically

#

Then you have some sort of for loop or so

#

So you kinda know what the last index of the loops are

earnest cape
#

Not dynamic yet

#

but it is planned

regal mulch
#

And if you place them by hand, then you can read the slot out of the children

earnest cape
#

These are currently static for basic menus

timid seal
#

well if it isn't yet, then you definitely know it, you just put them there ๐Ÿ˜‰

earnest cape
#

I guess if I add objects to the grid, it would give me the right children count

timid seal
#

if you add objects to the grid you already have it because you can count them while you add them

earnest cape
#

and when I do it dynamically I could add breaks for each time it adds a button

#

Yeah but then I would need to update the number every time I add or remove buttons

timid seal
#

yes. and?

versed spear
#

you and stranger brothers?

timid seal
#

i mean if you wanna be able to do anything with the buttons (like remove them again) you should probably keep references anyway

#

which means you can count those.

earnest cape
#

I'll just add the buttons to the blank spaces and toggle vis

cloud cobalt
#

@versed spear I don't have any brothers

timid seal
#

and how do you remove them?

versed spear
#

ah ok

timid seal
#

@versed spear i have a brother but i'm not one.

earnest cape
#

Wouldn't need to remove them, just gotta edit vis toggle and text

regal mulch
#

The Dimension Question is answered already:

  • Either you put them by hand into the slots -> Then you obviously know the Dimensions of the Grid as you put the buttons into the grid yourself
  • Or you place the Buttons in dynamically -> Then your code, that places the buttons, has to have an integer somewhere for row and column, and that can be used for the dimensions.
timid seal
#

oh so you're planning on flooding your grid and leaking objects?

earnest cape
#

More like using the dynamic part for other things in the future like inventory slots

timid seal
#

i see 3 possibilities:

  • either you keep references so you can add/remove them dynamically
  • or you keep references so you can change vis, text and event binding on already placed ones
  • or you just invented the world's fanciest for(;;)malloc(1024);
versed spear
#

#2 seems good.

timid seal
#

in which case cedric's solution 1 would apply.

naive basin
#

anyone here is experienced with blender?

#

please i need help.

atomic hull
#

I wish we could add comment to properties in editor. like bookmark. my project has grown and I forget why I set a property to X.
you guys need such a feature or not?

unreal spoke
#

Using BPs is possible to have a Timeline which length can be changed with a variable?

versed spear
#

@atomic hull not really there is many ways to do that depending on how your workflow is set up. There should be something you can reference to figure that out if you document as you go. You could event just make comment section in the blueprint that holds that info.

static viper
#

i think the only real thing you can do to timelines is setting a playrate

atomic hull
#

@versed spear actually I created a comment section in my bp but its so ugly. ๐Ÿ˜ƒ

versed spear
#

haha yea

atomic hull
#

there are lots of actor and component and each of them have properties

plush yew
#

anyone made a shader with hsv control for an rgb color?

#

I dont know how to make the lerp alpha default

#

But the Hue, Saturation and Value parameters would need the right default values

timid seal
#

hmmm is OnCanvasRenderTargetUpdate supposed to never tick even if i run UpdateResouce each frame? 0.o

unreal spoke
#

Can you clamp a rotator?

timid seal
#

^ this sounds like a #7 breach...

#

@unreal spoke yes.

static viper
#

<@&213101288538374145>

novel wraith
#

What?

#

Wait...Why was I pinged

#

I'm not a moderator, lol

timid seal
#

@novel wraith i think that was an autocomplete mistake ๐Ÿ˜›

novel wraith
#

Lol, probably

unreal spoke
#

@timid seal ๐Ÿ˜ƒ How?

timid seal
static viper
#

a rotator is just a set of floats anyways

#

you can split it

#

and then shove a massive clamp in

timid seal
#

you probably have to break it, get the axis you want, clamp that, and put it back together

glacial pecan
#

how do I copy transform values between objects in unreal?

timid seal
#

get transform on one of them, set transform on the other.

glacial pecan
#

Oh, now I found that you can right click on the Location and select Copy

timid seal
#

oh you meant in the editor? yup.

versed spear
#

I am new to level design. Is there a proven size for each map that I should follow. Each map does not have to be very big and will be connected by portals.

timid seal
#

well there's a certain size you can't go over because of floating point inaccuracy

#

but as a rule of thumb just make them as big (or rather small in your case) as you feel comfortable, depending on the amount of stuff it has to load it's gonna get slower etc

#

essentially make it, then test play it and see if it feels right.

versed spear
#

Ok that sounds good. I will pick a size then build the level smaller on that plane if needed. I have one map set up with the basics in it and want to duplicate it for every map while it is clean.

timid seal
#

and if you have really fancy stuff you don't want loaded all the time because it would be too slow and the player can only see it from certain areas anyway (e.g. the nice exterior design should be hidden indoors or vice versa etc) you should take a look at Level Streaming

unreal spoke
#

@timid seal @static viper thanks I did break it and it seems to work.

versed spear
#

yea it is top down view so there is only so much a player can see. I would like it to load stuff when it is just off screen that way everything looks right by the time it is on screen but not loading the whole level. You got me worried about loading and unloading things out of vram so I am going to have to see how it goes.

timid seal
#

essentially you got "level streaming volumes" in the editor (which are just trigger areas bound to a certain streaming level) and load/unload functions in blueprint, and the "streaming levels" are pretty much like layers in a painting program that can then be loaded/unloaded at will

versed spear
#

oh nice and I can do that all on a single level?

#

so kinda like sections that load?

timid seal
#

the docs have a pretty nice explanation with an example project in the learn tab in the launcher

versed spear
#

I will take a look thx

timid seal
#

not just "can", actually "must". streaming levels are just parts of your map

versed spear
#

see I was confused. I thought it was to stream levels together. I didn't realize you could use it to stream sections of your map.

timid seal
#

and they don't actually care where they are, just what they contain. so you don't have to line them up etc. which also means you can use them to put different things like geometry, lighting, etc into them and load them all in order with a nice progress bar if you want to use it as a loading screen etc

#

but the usual use case would be: put in all the interior of a building in a streaming level and only load it when people get close to the building

versed spear
#

cool

timid seal
#

that way you could e.g. build a city with a bunch of really fancy houses with lots of "expensive" stuff like reflective surfaces inside, but it only has to take care of them one at a time once you actually get close to one of the houses. just make sure you put in some low res versions in the persistent level (=your "main" map content) in case people want to peek into windows from afar

versed spear
#

haha yea I don't want it to not have texture in some random cases.

plush yew
#

I still try to do HSV operations on Vertex Color, any ideas?

timid seal
#

@plush yew except for HSVtoRGB and reverse?

plush yew
#

There doesnt seem to be an HSVtoRGB anymore. Also I tried to do RGBtoHSV but it doesnt seem to work properly

timid seal
#

there is in my editor.

plush yew
timid seal
#

oh fail sorry, yes, misread one of them

#

what exactly do you want to do?

plush yew
#

Take the Vertex Color and manipulate its Hue, Saturation and Value

#

But the Vertex Color is just a constant

versed spear
#

is there a way to set the grid size on a plane. I want to set up sections so I can visually see the space I want to design in. Looking at the plane from a distance I can see the spacing that I want but when I zoom in there is a grid within those squares.

timid seal
plush yew
#

Yeah I found those, though it seems as Saturate just does a function, you cant use a slider or something

timid seal
#

@versed spear the grid you see in editor is rendered for grid snapping, so it directly uses the snapping value for its spacing

plush yew
#

@timid seal I found this link too but didnt give it a try yet, thanks though I'll try it now

timid seal
#

if you want a custom plane actor with a grid on it just give it a material using CheckerPattern and scale the tiling approprietely.

versed spear
#

nice thanks

timid seal
#

still no idea why my canvas render target doesn't want to update, any ideas?

tribal pebble
#

guys do you also experience FBX import taking too long?

#

like on the lines of 10 hours

static viper
#

if an fbx takes 10 hours to import

tribal pebble
#

its exported from blender..

static viper
#

i would ask myself why am i still doing this...

tribal pebble
#

3404 frames of character animation

#

yes i asked myself that as well lol

static viper
#

what ever it is

#

it can probably exported into chunks

#

regardless

tribal pebble
#

but the simple answer is that Ue4 has amazing Visual Effects ,while blender has only Sh*tty emitter simulations

#

so i can't say no to ue4 ๐Ÿ˜ฆ

static viper
#

it should not take 10 hours for just 3000 frames

#

did you check dat?

tribal pebble
high stone
#

Ah Blender.

tribal pebble
#

like this goes on for ever

static viper
#

you cannot speed this up like this

tribal pebble
#

2.8 ain't an improvement on FBX exportatio lol

static viper
#

show me what you try to export

tribal pebble
#

i deleted all the trash animations , i removed all the other characters and things int he scene

#

yet its still heavy af

static viper
#

and how big is the fbx?

tribal pebble
#

meesa export sum kaiba

static viper
#

show both

#

so

#

you export animation

tribal pebble
#

11.098 kb

static viper
#

or character?

tribal pebble
#

both

#

cuz its got SHapekey animations

#

i tried exporting separately, and its the same deal

high stone
#

First run a test case. Cut it down 90% and see if the time matches the lengthy port. If the times still match, you need to find reduction methods. If it got faster, you need to find ways to cut it 25%-50% for ports.

static viper
#

ok

tribal pebble
#

how lol

#

cuz if i export and import the mesh only it takes no time

#

its the animation part

#

i gtg right now i might ask you later for sum help so iรฌm adding u

high stone
#

Ask away anytime. I'm on daily.

tribal pebble
#

also when i untick Export All actions (for animations) it exports no animations

so i have to click that @high stone

#

and keep it on

#

so it exports every single trash animation

high stone
#

I start small and work up. See if times are comparable for porting.

tribal pebble
#

mh?

high stone
#

Also... Blender.

tribal pebble
#

thing is it takes less tiem to import in blender on around 20 mins

#

ue4 is just going cray overboardy

#

well les than 20 min

misty raft
#

This probably gets asked a lot so apologies in advance but google isn't getting me the info...

Are Epic still working on advanced mesh / geometry editing tools that used to be on the roadmap?

Something similar to probuilder

high stone
#

With that said. Good for you. The more people moving to Blender. The sooner Autodesk can go under, and we can eventually get quality 3d tools dirt cheap.

#

(It is working. They did a 50% price drop.)

tribal pebble
#

sure but get ready to get frustrated with fbx an other formats

#

if it wasn't for ue4 free visual effects ,i would stick to blender only

#

blender has shitty emitter bs

#

game engine effects are amazing .

#

and its not even resource expensive as well

high stone
#

At this juncture Blender devs can copy/paste Maya code into their engine. Autodesk won't even notice.

static viper
#

wait what

frank escarp
#

being unable to use the official FBX code is why blender FBX sucks

#

and it will always suck

#

and thats 100% autodesk fault, they made sure that FBX can be used on most 3d softwre except blender

#

and it worked so well

burnt vault
#

you guys watching the Vray Unreal Webinar?

#

its on righ now

#

you may have needed to register

timid seal
#

um stupid question maybe i've just noticed the git integration now allows to specify a remote, but can it pull/push from and to that? or do i still do that in the terminal and it just did a "remote add origin ..." for me?

high stone
#

@frank escarp That's why my plan is so valid.

frank escarp
#

they can use the official FBX sdk

#

but its illegal

#

so thats why they dont do it

high stone
#

I know. Would be funny if they tried. I'm confident they could get away with it for a while.

frank escarp
#

some japanese did

high stone
#

Just rename all the code //property of Blender.

frank escarp
#

there was a sketchy blender fork that had official FBX

timid seal
#

nope they'd get their asses sued off. they are a legal entity after all

frank escarp
#

if you are a legit game studio

#

actually doing the integration yourself is doable

#

of course, you would need to keep the implementation private

high stone
#

There's still hope. Autodesk, "It was a bit of a rocky road to get here, with revenue falling from mid-2015 to mid-2017 and net losses still piling up, including $415.1 million in net losses over the past year."

#

They only pull in $2 billion each year. It's flat line.

timid seal
#

autodesk is just trying to milk their IP dry while the open source alternatives get improved all the time.

frank escarp
#

pretty much

#

3dsmax is 100% "abandon it and milk subscriptions"

timid seal
#

same in the electronics sector, bought eagle, fucked up the payment scheme, and now everyone uses kicad ๐Ÿ˜„

high stone
#

Yeah. We will see this train stop. Could be a couple years, decades. But it's inevitable.

#

The only way Autodesk gets out of debt is getting more customers, and uses their revenue to pay it off for 2-4 years. Instead they are promising investors tens of billions in revenue by 2020. This is why you don't play stocks as a software dev.

honest vale
#

"New: UE4 now defaults to symmetric mouse horizontal and vertical sensitivity. (Previously, pitch was 70% less than yaw.)"

#

wat

#

it was?

#

oh dog

digital anchor
#

when using something that requires you to include copyright with your software (a model under cc4 for example), is creating a license.txt under the game folder enough?

static viper
#

yes and no

#

there are forms for that

#

like a third party agreement

#

its usually good to include some of it in the game itself

#

so that you cannot just change it willynilly

#

but including it all is pretty much regulated by the license system itself

#

so a text prolly is the bare minimum

tough zephyr
#

nvm compile didn't compile for some reason /shrug

vale silo
#

@frank escarp Autodesk's Fusion 360 and HSM caming software for Solidworks are awesome. Inventor is good too.

timid seal
#

can i somehow force the editor to rescan the content folder? on the disk i see all the starter content's uassets in the right places but in the content browser all it shows is Content/StarterContent/Maps/Advanced_Lighting_BuiltData.uasset. triple checked my view options and filters and that doesn't seem to be the issue

grim ore
#

If you guys have not checked them out yet the animation stuff that Epic uploaded to youtube from the dev days is neato if you are an art noob like myself.

supple totem
#

i am art noob, will checkout

#

thanks for tip

spring sleet
#

in ue4 .. is there any limitation of the number of components that u can put in one actor ?

static viper
#

yes there is one

#

its defined by the limitations of the engine and computers

#

but in general

#

i saw actors with over 400 components

#

huge car systems

#

and robots

#

you have to be very careful with those things

#

and using the blueprint system as a prefab is not the same as in unity.

#

you will get issues

plush yew
#

Hey

cursive dirge
#

updated my merged 4.21 GameWorks branch: https://github.com/0lento/UnrealEngine/tree/4.21-GameWorks. It now contains UE 4.21.0, Nvidia Blast, Flow, HairWorks, HBAO+, TXAA , VXGI2 and additional physx usage options (fixed timestepping for physics, physx contact modifications wrapped to ue4 format)

#

no FleX for the time being as I don't really have time to sit and wait ue4 compile for few days to fix it ๐Ÿ˜„

tribal pebble
#

does ue4 not understand japanese or something

raven ledge
#

hey, i was curious about something and wanted to know if it's at all possible.

#

so, I had an idea for making a really nice cartoony lighting solution using old style baked lighting method

#

but i wanted to know if it's possible to use baked lighting to act as a controller for gradient color mapping

static viper
#

show images

raven ledge
#

I... don't really have images.

#

basically the idea is having gradient coloring for light level, so say one for well lit, one for midtone, etc. then blend between each based on light level

#

if this works like I think it should, you can control how regular diffuse/albedo textures are colored so there's no ugly black spaces

#

I just... don't know enough about the engine to be sure if it's even possible '~'

#

(I just don't want to have to make a bunch of very specific transition textures for painted textures to look good)

dry moon
#

Isn't there a celshade model made by the community, you should check that out

raven ledge
#

that's not really what I meant

#

lemme just draw something right quick

raven ledge
#

this is super poorly representing

#

but yeah

#

basically i want to get the color tones of traditionally painted backgrounds by controlling gradient maps based on light level

#

so that i don't have ugly dark spaces or whatever

#

partly i just wanna recreate the look of anime background matte paintings

#

a standard cel shader can't really do what I want.

plush yew
#

@cursive dirge Cool I hope I can convert my 4.20 gameworks project to it

cursive dirge
#

there's no flex in yet

#

just a warning in case you use it

plush yew
#

I do :/

cursive dirge
#

and I don't have estimate on when I have time to work on it again, FleX will require a ton of changes, it'll probably take me days to fix it

#

I'm secretly hoping Nvidia will update it ๐Ÿ˜„

#

they did push VXGI2 for 4.21 now but that's the only one

#

Volumetric Lighting is also missing, it didn't make any compilation errors but it made everything flicker like crazy

#

that's my lowest priority tho as not many actually use it (especially now that UE4 got it's own volumetrics)

#

FleX would be nice to get working again

plush yew
#

Alright I'll check the Github for it fingers crossed

timid seal
#

i think i just encountered a OSI Layer 8 issue...

#

my cat prevents me from using my PC ๐Ÿ˜‚

tough zephyr
#

Hahaha

grim ore
safe rose
#

@grim ore is that a good talk overall?

#

I think I saw the Mobile/Performance Optimization ones

#

Those were alright, most of it is well-known stuff.

grim ore
#

well I don't know much about animation so this is good for me. Nice to see how a real game uses the system for future info.

paper kernel
#

yea I'm sure watching this, I kinda struggled with the physics blending and I've already got 3 tips how to make it easier

grim ore
#

They talk about how they have to set it all up for fortnite for stacking anim bp and skeletons

spare steeple
#

is there a valid way to simulate a client?

broken shadow
#

I believe if you have 2 players in PIE and you have not set Run Dedicated Server to true then player 0 will be the host and any players after that will be clients.

#

Unless you're talking about simulating client in a different sense

spare steeple
#

i mean in a packaged game

broken shadow
#

AHhhhhh

#

ok

spare steeple
#

trying to make bots for a multiplayer deathmatch game and ideally they use the same controller + pawn that players do

#

but so much of it is set up assuming its a connected client and not controlled by the server machine

versed spear
#

anyone know why I would not be able to walk on half my map. The nav mesh covers everything but I can walk fine south but there is a line going through the middle of my map that I can not seem to walk on or past.

#

sigh sorry I clicked show and realized my nav mesh bounds was set differently.

tough zephyr
#

Hey just a quick question and google searching didn't really solve my problem. My AI doesn't seem to return any velocity when moving (using MoveTo). I assume MoveTo doesn't return vectors but I'm unsure. I also checked nav as acceleration in my blueprint which did nothing. Any advice? I can post images if need be.

timid seal
#

what do you mean by "return a velocity"? AIMoveTo is a latent task, so when it returns will either be before it starts moving or after it's done. also the only thing it returns is an EPathFollowingResult

tough zephyr
#

Well, when using normal movement functions on a player character you can get velocity and speed allowing for blendspace and animations to work based on that.

#

However I assume it's different for AI?

timid seal
#

it shouldnt be nope

tough zephyr
#

My animation is stuck on idle but it moves, using the proper blend space

timid seal
#

that's why i'm asking what you mean by your AI returning a velocity, where are you expecting it to be returned from?

tough zephyr
#

ohh.

#

Well within the animation blueprint

#

I check the speed but it's not returning anything other than 0

#

as it moves

#

well I watch the value is what I mean

timid seal
#

afaik those attributes aren't intrinsic to the controller but have to be set somewhere

tough zephyr
#

Well it does work on my normal player character while watching the value but it doesn't work for the AI.

timid seal
#

so if e.g. your playercontroller sets its animation's variable "speed" but your AI controller doesn't, that might explain it

tough zephyr
#

hmm

#

I copy pasted pretty much

timid seal
#

ok can you take a look at the animation and see where that speed is coming from?

tough zephyr
#

For my AI or my player?

timid seal
#

there should be only one animation

tough zephyr
#

So you mean where is my speed variable being set?

timid seal
#

well to be 110% sure you could show me both the animation where it's being used and the blueprint that sets it

tough zephyr
#

I'll PM you I suppose so that I don't flood the chat with images or anything

timid seal
#

feel free

versed spear
#

it would help other haha

#

They want to get the velocity of the actors then set the speed of the animation based off the velocity?

tough zephyr
#

I got it working, for anyone else I suppose: My issue was when I was having an isValid check, I didn't put in the current Pawn and put nothing into the isValid target. So it returned NULL and prevented my speed nodes from getting and setting

grim ore
#

so when you copy pasted it was checking against something else and not your AI?

tough zephyr
#

I copy pasted but my code was built for player character at first. So it was actually copying all animations of my player character.

#

Then I removed it and used a Try Get Pawn node but I failed to actually hook up that node to the isValid node

grim ore
#

makes sense

tough zephyr
#

I'm new to this stuff so it's interesting to learn what nodes do what and why things don't work at such a noob level xD

void geyser
#

this is probably pinned in a channel but I can't find it, so... what's the best 3rd-person tutorial for UE? I've been following the official one by UnrealEngine on youtube, but... it's not really explaining anything?

tough zephyr
#

I just go and google what I need typically

void geyser
#

I work as a software dev so coding isn't really an issue for me, but it looks like he's just flying through all these different blueprints connecting things without explaining what's happening underneath or why he's doing that

#

yea, I wasn't sure if there was one that most people here used

tough zephyr
#

I'm not sure there's really a specific tutorial "everyone uses"

#

Everyone learns things differently whether it be big tutorials or small "how-to's"

#

The way I do it, is just think about what I need and then google how to do it.

#

Like AI, or movement, or setting up characters, or creating a system etc

#

unless ofc I know how to do it lol

grim ore
#

well what's a third person tutorial ?

tough zephyr
#

probably how to create a third person game or camera angles?

void geyser
#

i was just starting small and wanted a character that can move on a plane

#

searched it on youtube, clicked the first tutorial b y UnrealEngine

orchid reef
#

is there a way to export everything in a level individually

void geyser
#

been following along, it just doesn't explain things well though - was wondering if there was a good starting point most people recommend

grim ore
tough zephyr
#

@void geyser you know they have preset characters right?

#

preset levels I mean

grim ore
#

Templates!

tough zephyr
#

^

#

That was the word lol

#

You can use the third person template and build off of that

#

it doesn't really hinder you

#

then you can learn how it works by taking it apart

grim ore
#

Always use a template because if you don't you are just using Unity ๐Ÿ˜›

void geyser
#

sounds good, I'll check out the templates

grim ore
#

the templates are what pops up when you launch the editor, third person template, win at making a game!

tough zephyr
#

I'm using the top down one

#

I love it

#

I was able to switch out the character to my own as well and got that functioning ๐Ÿ˜„

versed spear
#

Learn variable types to set values and reference of objects, casting to an object using a reference, functions and adding input and outputs to those functions, macros and bindings for ui.

#

then there are creating custom events to that are good to know.

ancient otter
#

How can i make a sign that is affected by wind? I searched on youtube and found this https://youtu.be/bo3eCEii10g?t=402 but he does not tell much info about it. I mean, if you see the full tutorial you will see how to make it affected by wind BUT what i dont get is how he does it so the chains are moving with the wood. He said they are constrained but i dont undertand that.

orchid reef
#

does unreal engine have something like this similar to unityy

#

export all meshfilters in selection to separate objs

dry moon
#

What is a meshfilter

#

not up to date on unity terms

orchid reef
#

im guessing it's like staticmeshes

dry moon
#

If that's the case, wouldn't they already be seperate?

orchid reef
#

no when i do export all

#

it exports everything into one file

#

but i want separate objs

dry moon
#

and yeah with editor scripting you can do asset stuff

#

and no, when you do export, it'll let you do each

orchid reef
#

wait what

#

where

#

how

dry moon
#

If you do it from the top left File > export all I think it'll merge into one

#

but if you go to it in the content browser

#

and export it there, it exports each one

orchid reef
#

but i want it to retain locational data

#

in the level

dry moon
#

That would be pretty hard I would think without merging into one

orchid reef
#

right now

dry moon
#

does the Unity one export with the location?

orchid reef
#

im manually selecting each one

#

and exporting it

#

it's in an obj format so i'd assume so

dry moon
#

You'd have to check to be sure, but I'm not sure its possible because then it'd move the pivot

orchid reef
#

what do you mean by pivot

dry moon
#

because when you merge in Unreal, the only option is center the pivot to the last selected(I think) or move the pivot to work origin

orchid reef
#

i mean im doing it manually right now and it works

dry moon
#

you are exporting from the content browser?

orchid reef
#

no im selecting a mesh from the scene and exporting selection

#

but that would take hours to export an entire map

dry moon
#

You'd need make a script for that I would guess then

orchid reef
#

yikes i dont know any python

orchid reef
#

thing is, i don't know any c++ either lol

dry moon
#

since its level

orchid reef
#

but i want individual objs

#

i think that one

#

exports everything

#

into one

dry moon
#

yea

#

you can make a for loop for each selected actor, and execute the UnrealED level OBJ export

ancient otter
#

Does someone here has 3ds max?

#

I need help GWfroggyFeelsHugMan

dim arch
#

Yup

weary knoll
#

i tried make some model l

#

without texture. 2broken edge

plush yew
#

@dim arch hey tok, wats up

#

been a while haha

dim arch
#

instailling some nodejs packages

#

for the pixelstreaming

plush yew
#

cool im working on exhaust particles rn

dim arch
#

good, in nia?

plush yew
#

nope i am using marketplace cascade particles - when i updated to 4.21 my niagara particles had an error

#

so i have to go back to fix it - in a short while

dim arch
#

yeah same, my personal project had a few bugs moving packages over

#

seems like if you customize any of the default node behaviours it wont move them over

#

also they changed event binding for sequencer

plush yew
#

i see

#

well - the good thing is that you are using version control now right?

#

and you updated all the way to 4.21 latest?

dim arch
#

yepp

plush yew
#

Hey guys, i have this dash BP inside my project and i have a little problem. I have a maximum of 3 dashes and once a dash is used, i get another dash over time (1 sec). however, if i use all my dashes, i only get 1 extra dash instead of it filling up to 3.

For example, i have 3 dashes, use 2 of them. i only get back to 2 dashes instead of 3 or i use all 3 of them i only get back to 1 instead of the max 3. Would really appreciate if some1 could help me.

Here is the BP: https://i.gyazo.com/34ff9575339470887071e5f0c52cb364.png

#

sorry for all the "dashes" ๐Ÿ˜„ sounds kinda funny now that i read it ๐Ÿ˜›

dim arch
#

you need to set dashes again after you increment it

plush yew
dim arch
#

I taking care of some other stuff at work so havent managed to do much, the icons are placeholders

plush yew
#

uhh POE style game?

dim arch
#

its more like uhh

#

link to the past

#

or four swords

#

co-op puzzle with some action

plush yew
#

@dim arch the yellow enemies are neat

#

hold on a min

#

i have a great marketplace asset thing to recommend

#

let me check if i already sent it

#

ill DM u one sec

#

any1 got a clue on my problem? i set the dashes yet still doesnt go up to maximum

dim arch
#

so if you are on 1 dash charge and want it to tick up twice, that event needs to fire twice

#

when does the event fire? when you press dash?

plush yew
#

no. i get 1 dash back every second

dim arch
#

basically you press dash, it delays for 1s and adds one, doesnt add any more until you press dash again

plush yew
#

but it stays at 1 and never goes back to the max amount i originally had

#

wait ill make a gif

#

maybe like set dash = dash + 1?

#

or something lol

#

maybe ur ref isnt working

dim arch
#

so if you have 1 dash charge and wait 2 seconds it should go up to 3 ?

plush yew
#

yes

#

ahhh

#

lol - ok

dim arch
#

your delay doesnt loop by itself

plush yew
#

yeah

#

might need a for loop

#

oh so i have to put a loop on the delay?

#

try something like that

dim arch
#

you can try something like that, prob a cleaner way to do it

plush yew
#

or that blobsmiley

dim arch
#

I just clamped the value so if you spam dash it doesnt go into a negative value, you prob gotta add logic to branch the dash event if charges >=1

#

loop will process before the frame is updated so not good idea to use that

plush yew
#

tru

#

ok i got it ๐Ÿ˜„ thanks

unique spire
#

this is a little off topic but has anyone or does anyone have any problems with their graphics card drivers and windows 10? I get weird line all over my screen and it deletes my driver

plush yew
#

@unique spire could be windows update

unique spire
#

yh i think so too

#

i had to reinstall the driver and restart the system and worked fine for 5 mins then fucked up again can windows do an update without letting me know, im going to disable the updates and see if that fixes the issue

novel ember
#

i've gotten the line things before but it has to do with memory leaks

#

one of my RAM cards was dying iirc

cerulean nova
#

So im abit on a edge i want to make a Openworld that doesnt take place on a island but i dont want to outside world to feel dead and dont want to use 2D Sprites for the "outside" world and i dont think placing million of trees around it will help either any good solutions?

honest rune
#

blocking volumes and clever level design ๐Ÿ˜ƒ

#

and a kill-z that will really show 'em you ain't playin' ๐Ÿ˜‰

cerulean nova
#

the base idea allows me to put a fence or wall around it

#

no need of a killzone

#

but even if its a wall that is quiet high there are still higher places that would allow to look out of the map...

#

making tons of trees instanced without any animations since they are outside could be a option ๐Ÿค”

void geyser
#

has anyone had an issue with using a gamepad, where the controller works in the preview to move the camera, but as soon as you click play the controller inputs don't seem to be working?

#

i'm just using the standard third person template

honest rune
#

try mouse clicking into the window first to make sure control is captured by the window

#

right after clicking play I mean

void geyser
#

yea i definitely do

#

saw one post about it online saying it works after a computer reboot

#

next time i reboot i'll try it out ๐Ÿ˜ƒ

glacial pecan
#

In the unreal content browser, I only see the .uasset files it seems

#

But they are created from .png files in the same folders which I dont' see.

#

What happens if I rename those .png files?

#

Will the connection to them be lost?

#

Is there a connection at all?

cloud cobalt
#

@glacial pecan The .uasset stores the path of the source

#

If you rename the png, and click "reimport" on the uasset, it will prompt you for the new file

#

The content browser only shows .uasset since that's all UE4 can use directly

#

Your content sources should be outside /Content, for example /Content-Sources

regal mulch
#

Soo, anyone ever tackled proper splitscreen UI and maybe knows about some resources/talks regarding that topic?
Not really finding much about what the go tos are for converting normal UI to Splitscreen.
You can't just scale the UI down, as that kills readability etc.

#

e.g. you can't just scale down the main menu to 1/4 of the screen if you have 4 player splitscreen.
So I guess one solution here is to not have the screen split in the main menu, but just add 3 more cursors.

glacial pecan
#

@cloud cobalt thank you!

cloud cobalt
#

@regal mulch I haven't, but that's an interesting topic anyway. As far as the main menu goes, for local MP it would be fine to not have it handle MP at all

#

Depending on whether it does gameplayu

kindred viper
#

I remember someone doing a voronoi splitscreen example in UE4. ILl try find the link but I might not have bookmarked it

regal mulch
#

We just need normal splitscreen

#

Voronoi is not needed

#

The MainMenu needs at least some sort of input for the players

#

Because they can choose how their drone looks like

#

I'm currently just scaling everything done, but reading the garage UI, scaled down by .5, is annoying

#

And for Gameplay I probably go for a mix out of two different HUDs.

#

One is created per player and one per game

#

Game would hold the Timer for example

torpid compass
#

Hey i can talk now

kindred viper
regal mulch
#

Yeah James did that for his game

#

RL for example has these "two" sorts of huds

#

One that is player unique and one that is game unique

#

And then they seem to scale down

torpid compass
#

Do you guys have any good lighting presets? like, ways to make lighting look GOOD?

grim sinew
#

Uhh... well a directional light intensity of 3 and skylight intensity of 1 is physically correct... but beyond that, there's nothing preset about it, just training yourself to have a good eye for color

torpid compass
#

hmm, ok thank you!

glacial pecan
#

Unreal complains that a texture filename is too long, but I don't use that particular texture.

#

How can I make the packaging to ignore that texture?

#

(I can't remove it, because it comes with a Datasmith import, but I replace it on the mesh in the level.)

cloud cobalt
#

Not sure you can do anything but remove it tbh

#

If you provide an explicit list of levels to cook, and it's indeed never used, it might not be packaged

glacial pecan
#

well, I know in Unity, it always get packaged because a script might decide to include it at any point

#

I was just wondering if Unreal had an explicit "exclude in package" option

cloud cobalt
#

Not that I know of

digital anchor
#

Is it possible to change the tick group of a object with FTickableGameObject ?

kindred viper
#

I would have thought that would be applied to the object directly

glacial pecan
#

is it possible to see how many ms per frame Unreal requires to draw a certain mesh? or group of meshes?

#

does such a fine grained performance analyzer feature exist?

languid shard
#

@glacial pecan have you looked at the profiling tools ?

teal tulip
#

yeah with the GPU tool will check the tick groups well alex

cerulean nova
#

Does level streaming include players in MP ? i know i could test it quiet fast but if someone has a quick awnser to that i realy appreciate it ๐Ÿ˜ƒ

glacial pecan
#

@languid shard thanks. how strange that it's only available via a keyboard shortcut

languid shard
#

'cause it captures it for a single frame :p

#

that way you can get the exact values for the moment your press the shortcut

glacial pecan
#

mhm... but I can't see each object in the scene... only passes, it seems...

languid shard
#

well

#

thats "one" of the tools you can use

#

you can also use

#

in the console :

#

stat rhi

#

stat scenerendering

#

to see if your computer has to render too much drawcalls

#

where the framerate drops, means you've got work to do with assets in the camera frustrum

cloud cobalt
#

Before you get into that, be sure to run stat unit to confirm if your GPU is actually the one that's slow.

languid shard
#

if you want to check mesh complexity, you can use the statistics window to show texture memory usage and triangle count per asset

#

I wish the unwrapper they use would make uvs with the same density on the whole mesh though

teal tulip
#

@languid shard I use a Blender automatic thing

#

the problem just generate UV for non lightmaps, I mean are overlap

#

๐Ÿค”

#

what takes more to bake a single big mesh with small parts into the same mesh or different small meshes ?

languid shard
#

@teal tulip going back to a 3d editing tool would be too long

#

I've got thousands of meshes to prepare

#

I need a way to do it within UE

#

and automated too

glacial pecan
#

@languid shard err... how do I turn off the stat displays? ๐Ÿ˜›

languid shard
#

just reenter the command ๐Ÿ˜ƒ

#

in the console

glacial pecan
#

ah, thanks ๐Ÿ˜ƒ

teal tulip
#

@languid shard I will try to make all into a single mesh

#

then reimport when is need

#

no BSP thats the solution

glacial pecan
#

@teal tulip I just used the merge actor tools to bake 1500 meshes into one in Unreal

#

that's why I asked for the frame render diagnostic tools to see if it actually made a difference

#

because right now, I don't know

teal tulip
#

problem is that then all share same lightmap so

#

plus you have later 0 control to reverse

languid shard
#

say bye bye to your lightmaps when you merge lots of meshes together

teal tulip
#

yeah exactly

languid shard
#

with realtime light though you can save quite a lot of performance

#

because instead of say, having 10 shadow casting meshes

#

you can have a single mesh

teal tulip
#

do you named that the 4.21 baker don't work outside of RTX ?

languid shard
#

?

#

GPULM works with every nvidia gpu

teal tulip
#

you posted something this morning

languid shard
#

almost

teal tulip
#

oh okay

languid shard
#

nah it doesnt use RTX cores yet :p

#

as in dedicated tensor and turing cores

teal tulip
#

well if then a GPU without RT cores can do that is a decent start

languid shard
#

sure is

#

cpu lightmass is agonizingly slow if you dont have render farms

teal tulip
#

I was worried cause thought was limited to RTX

languid shard
#

nah :p^

teal tulip
#

I remember to turn the computer for 1h in order to bake a map for 2007 games on the CORE 2 Duo

#

now you can do the same on the i7 for 5min

#

๐Ÿ˜‚

languid shard
#

progress !

#

now you can bake that same scene with GPULM in a couple minutes

teal tulip
#

but yeah in UE4 in 5min you don't even bake the first mesh

#

yeah you named before from 20 to 5min ?

languid shard
#

around that yeah

#

with higher quality settings too

#

I was baking with preview settings

#

on cpulm

#

production and higher bounce and quality counts with gpulm

teal tulip
#

yeah I read that aswell

#

still don't know if will use the DFAO or the baker

#

for this project

languid shard
#

well if you go for a pancake project

#

DFAO is fine

#

for VR or Archviz though, baker is a no brainer

teal tulip
#

yeah just need some more of the default planar white skylight in realtime

thorn vector
#

hi

#

can anyone do a tutorial on how to make ur game in spatialos or setup it

cerulean nova
#

@thorn vector

cerulean nova
#

any quick tips on creating Modular Stuff? (Walls and other stuff) ^^

leaden dust
#

why does my grass look dark from one side of normal and light from the other side?

cerulean nova
#

look at it up close ... have u forgotten to give it a backface?

leaden dust
#

@cerulean nova do you mean 2 sided material? Yes, it is 2 sided

cerulean nova
#

or is it just light ๐Ÿ˜‚

static viper
#

it might be two sided