#ue4-general

1 messages · Page 364 of 1

normal burrow
#

and you would like to have a function that just invokes the () operator of any type passed to it

#

if you didn't have the specialization for the <T,true> the constexpr operator on the FSomeStruct would be ignored and lost

manic pawn
#

oh I see now

#

but this perfectly supports my point doesn't it, this would not be required if you didn't need to manually put constexpr on all the things

normal burrow
#

basically i'm just saying like its a problem, the keyword but its a problem overall too for the compiler, if it tried to figure out the stuff it would need the same elaborate checks

#

The vast majority of stuff though, is going to be dealing with memory addresses and stuff that cannot be figured out by the compiler. Like keeping in mind sqrt isnt a constexpr, you can make a constexpr sqrt but the thing is that when the compiler runs a constexpr sqrt it has to iterate and solve over and over at compile time in a way that oblitherates all kinds of possible optimizations that can be run with sqrt. So sometimes you want the compiler to treat things dumbly because its not ideal

#

Same reason why you might want a naked or a noinline function

#

its not perfect though i agree, that demonstation of the stuff i had i was trying to show the problems with the keyword too, like you essentially can't support constexpr generically

ashen cairn
#

i need some help with unreal engine can i ask you guys for some help or bad time ?

manic pawn
#

it's just as dumb as having to make both a const and non-const accessor

ashen cairn
#

its a really stupid problem

normal burrow
#

it wouldn't be a bad idea to just mark everyhting constexpr and parse compile logs programatically and remove it haha but that also probably wont result in a game of performance

#

well, the thing is with uht zeblote much of the benefits to constexpr are lost on the restrictions of not being able to template types and having to expose/define enum constants without assignment or assignment of values that aren't immediately after

manic pawn
#

maybe you can in UE5

normal burrow
#

man i hope so

#

i love ue4 though, its just uht is a pain haha

#

i whine a lot

#

@ashen cairn go for it sorry

ashen cairn
#

all good

#

when i package my game it and run it the game is a free cam or noclip view of my level

#

but when i play in editor it works just fine

#

im sure its some stupid setting that i have missed but do you have any idea?>

normal burrow
#

hm i'm not familiar with runtime problems outside of editor, but the first place i would look is the output log if there is one

#

zeblote?

ashen cairn
#

its not an error i dont think

manic pawn
#

free cam sounds like how the default pawn behaves

ashen cairn
#

because there is no output to log of errors

normal burrow
#

i would guess darkscissors your pawn isn't spawning, but the log may inform you better

ashen cairn
#

i havnt made a pawn that is freecam

#

i might not be spwaning it properly

manic pawn
#

it's the default one

ashen cairn
#

ill look for that

manic pawn
#

make sure everything is set up correctly in maps and modes

ashen cairn
#

you know what i think that might have fixed it for me

#

i looked and it seems that it didnt use my gamemode class

normal burrow
#

sounds like that could be it

ashen cairn
#

so i think that fixed it

#

whats weird is in editor is used my gamemode class but the level is not using it by default

#

thanks though

manic pawn
#

that does seem strange

ashen cairn
#

thanks though

#

i have been stuck on this for a while, i really appriciate that guys

manic pawn
#

does it actually work now though

ashen cairn
#

still packaging it so im yet to find out

#

yea it worked

#

!

#

thanks @manic pawn @normal burrow

normal burrow
#

but yea, its not pretty zeblote constexpr everywhere and i think it could be handled better too some how. like on some things it would make sense if you could constexpr: like you can with public: private: protected:

plush yew
#

hello

normal burrow
#

hello

plush yew
#

Hello guys

#

I want to fix this problem

#

I want these buttons "on" and "Off" to be the right part of the horisontal box but I don't know how to do it-can you help me?

whole quarry
#

Spacer @plush yew

#

Horizontal box

  • Button Left Alignment
  • Spacer Full Auto
  • Button Right Alignment
plush yew
#

thank you I will test this

dire storm
#

Hey guys. I'm slowing trying to deconstruct a hex grid generator. Can someone help me understand what the set static mesh node is doing here after the add array

#

I guess I'm not fully seeing how the SM tile gets added to the SM instance array. The add instanced static mesh component target is self

#

Is it the Target of Set Static Mesh feeds back into Add instanced Return Value?

whole quarry
#

the ISCMC is like an empty box, it doesnt know what the Static Mesh is, so it needs to be set

dire storm
#

@whole quarry Thanks. I guess I'm not understanding why the target is self. Really just trying to understand the flow of this BP

whole quarry
#

because it adds the ISMC to the BP its running

#

its a component

#

a BP is an actor, which holds the components

dire storm
#

So in this example the Set static mesh targets the AISMC which updates the array with the SM Tile. Thats how I'm reading it

whole quarry
#

Somewhere the SMTiles[] is being populated, then for each entry in the array, it adds a ISMC to the BP actor, then it takes a reference from that newly created ISMC to the SMInstances array and then sets the Static Mesh

sudden agate
#

You prolly want to create only ONE ISM Component. and add several Instances to it.

#

Currently the code above creates many Components, but you want only one component.

dire storm
#

What I'm trying to achieve is to feed in 7 different tile types and have them instanced over a large area hex map. I have the reference code that works, I'm just trying to break it down bit by bit so I can learn wtf I'm doing

sudden agate
#

Ah I see

dire storm
#

that way I can mold it to do what I want and really just using it as a learning tool... because I get confused quickly and spend hours/days reading docs and not getting anywhere.

#

@whole quarry Thanks that makes more sense to me now

crisp fable
#

you know whats fun about network code

#

the totally not annoying duplication

junior solstice
#

how to fix this ?

normal burrow
#

@junior solstice what is the intended result?

whole quarry
#

I guess he wants normal FPS style

junior solstice
#

@whole quarry ı wan normal fps tyle

normal burrow
#

so you want the gun to move up with the head?

whole quarry
#

So why do u use a headless ue4 mannequin?

junior solstice
normal burrow
whole quarry
#

Yea so imagine if the upper body would be unnatrually bend so it could aim straight up

normal burrow
#

@junior solstice you'll want to start learning the animation nodes for animation blueprints

#

unless

keen birch
#

So worldspace textboxes are apparently broken in packaged projects

#

Which is great

#

So there goes my fancy worldspace UI

normal burrow
#

unless you want to learn animation (which i highly recommend doing at any rate) you'll want to adjust the ik_hand_gun bone

plush yew
#

but the spacer to be child of the button or ? @whole quarry

normal burrow
#

when you use modify bone for it, and position it so its pointing the correct direction, you can then use either the leg ik anim node or the two bone ik anim node to have the hands inverse kinematics make them bend to the targets (ik_hand_l, ik_hand_r)

#

the two ik bones are child of the ik_hand_gun bone, so you just move the ik_hand_gun bone (first) with modify bone node, then one of the two other nodes to have the hands (hand_l,hand_r) meet and bend to ik targets (ik_hand_l,ik_hand_r)

#

@junior solstice do you know what the camera is parented to right now?

latent moth
#

Any ideas on what I could try?

normal burrow
#

@latent moth could you show what it looks like currently?

latent moth
#

yes

normal burrow
#

how does it look i mean on the spline?

#

i'm trying to get an idea of the problem i mean

latent moth
#

coming up

normal burrow
#

ok

latent moth
#

Basically the issue is that object scale is always 1,1,1 in a spline

#

so the texture does not scale

normal burrow
#

so the spline basically has a uv that goes 0...1 through its entire length?

latent moth
#

yes in the spline the added mesh has always SCALE 1,1,1

#

since I'm basing my material on object scale, it doesn't scale and ends up stretching (on the spline)

normal burrow
#

So i haven't worked with splines very much but i'm guessing you will have to make another version of the material for splines since you can't base if off object scale

#

Have you looked into the SplineThicken node?

latent moth
#

ok, but even if so: every spline component is going to have different scale

#

no i haven't, first time I hear about it

normal burrow
#

yea i'm looking around in material nodes

whole quarry
#

there was something to scale it world based

normal burrow
#

yea if you double click SplineThicken there is lots of interesting stuff 👀

#

i'm wondering if texcoord[1] or something maybe is packed with the world distance

latent moth
normal burrow
#

is there any options on the spline to adjust the uvs?

latent moth
#

hum

normal burrow
#

i'm like completely unfamiliar with splines haha

latent moth
#

ha

normal burrow
#

but there is no option on the component for splines

#

to adjust the uvs?

latent moth
#

i'm ok with them but never tried this before

#

no...

normal burrow
#

like tiling or whatever

#

trying to digest this math in SplineThicken at the top right

#

you on 4.21 @latent moth

#

?

latent moth
#

yes

normal burrow
#

sorry @latent moth i get how it works now

latent moth
#

good 😃

merry gazelle
#

Guys I get actor / component tags, but what's a "gameplay tag"? Does it just include all tags generated in gameplay or something?

normal burrow
#

So roberto, its kind of complicated when it comes to segments you could make more segments at the correct repeating rate, or you could some how conceal the length of the spline mesh into the scale of it like you did before with the static mesh component

#

one sec i'm having a hard time putting it in words haha

#

everything needs to be scaled down, then offset and scaled up

latent moth
#

woah

#

does this work?

#

(interesting approach BTW!)

normal burrow
#

i'm really unfamiliar with all of this so you might need the extra step of

#

sorry i'm like a turtle, but i'm learning this with you haha

#

I don't know where the 'origin' of the mesh component lays, so we may have to adjust for that

#

i think it has to scale XYZ uniformly to look the right way but i'm not sure at all @latent moth

latent moth
#

yeah

#

on top of that, unfortunately there's another issue

#

the rounding precision makes the spline not exactly be where it is supposed to be

#

and you can't really rotate it

#

(tangents)

#

oh f%$k it

#

was interesting though 😄

normal burrow
#

yea thats what i meant about the origin

#

is it wildly off or mildly off?

latent moth
#

it's probably better to do something in the material

#

it is off... the longest the segment, the worst

#

hey thanks for the help 😃

#

I'm going to see if I can do something with WorldAlignedTexture

normal burrow
#

np, but yea you could set the start and end to be relative to the start, its probably not a rounding issue as much as just the relative location i have there is incorrect.

#

Yea i mean the ideal thing you could do is just change a parameter on the material to do all this for us haha

latent moth
#

eheh

normal burrow
#

but i don't know enough about instancing materials to recommend it

latent moth
#

well

#

that is not a bad idea either

#

I know that the texture works for a length of 6cm

#

so I could divide by that

normal burrow
#

I haven't looked into the proper way to supply it to the material from the SplineMeshComponent though @latent moth

latent moth
#

then I just need to create a dynamic instance

normal burrow
#

yep we did the same thing pretty much lol

latent moth
#

6 is the length of the mesh 😃

#

I don't know though the cost of material instances in terms of performance

normal burrow
#

hmm

#

so

#

you might want to

#

theres a Create Dynamic Material Instance node that takes the mesh component as Target

latent moth
#

yes

normal burrow
#

i mean it might optimize if you use that version

#

the one in the screenshot isn't that version

latent moth
#

ok done

#

thanks 😃

normal burrow
#

ok cool cool

#

it works out ok?

#

ah you know what

#

it'd work better if you passed two floats to the material and used Get Distance Along Spline at Point instead of the vector length you have there.

#

then use lerp instead of mul against the v

#

the vector length of end-start wont account for bending, and at every point it will start the v at zero. so doing those changes would make more seamless changes @latent moth

latent moth
#

right!

latent moth
#

@normal burrow done 😃

normal burrow
#

is the mesh just a quad?

latent moth
#

it's 6 vertices, basically a triangle shape

#

3 faces

normal burrow
#

i don't know the stuff well enough 😄 but perhaps you need more vertices? I don't know that it will bend the mesh though

latent moth
#

ah

#

interesting

#

lemme try

normal burrow
#

is it supoosed to deform it?

latent moth
#

right, but indeed... how? 😃

normal burrow
#

well

latent moth
#

that's why i need more vertices

#

lemme try

normal burrow
#

i'm betting it will i just dont know the size constraints 😄

#

cool cool

latent moth
#

ok it works 😃

#

you were right on spot

#

thank you!

plush yew
#

Why is there "Preview" written on the objects in testing?

#

looks like it's just in the shadows and just the floor mesh which has a png texture on it

whole quarry
#

lightning needs to be build

#

like it says in the top left of the viewport

plush yew
#

It doesnt that's what confuses me

#

Alright now it's gone though

normal burrow
#

how is the explosion stuff going remco?

whole quarry
#

Havent done anything the past week

copper fable
#

hey guys, is the movment replication client to server?

whole quarry
#

I think i will continue building a playable prototype of my game tomorrow

#

And later continue with vfx

#

No time today either, still at work, then groceries and then going to new year party

plush yew
#

Any idea why my crystal material has no color in the editor but in the blueprint preview?

#

Blend Mode is Translucent and Lighting Mode is Surface TranslucencyVolume

drowsy mesa
#

How can I use gameplay tags?

#

I activated the plugin

sudden agate
#

@plush yew put a reflection Capture into the scene. Metallic Materials rely on Reflections

normal burrow
#

i'm not sure jager 😦

plush yew
#

@sudden agate There is one, maybe it's not configure correctly?

normal burrow
#

@merry gazelle just asked too, maybe he figured it out?

sudden agate
#

@plush yew make sure the reflection capture covers your crystals

#

it also helps to use a Sky Sphere with a Sky Light

normal burrow
#

you might have to press the build reflection captures button too?

#

(don't know if its automatic)

plush yew
#

@sudden agate Alright it shows up now, still needs some tweaking, thank you!

#

Looks like the Sky Light makes it show up

#

but it has to be combined with the sky sphere

#

Weird though, I wonder why it's needed

normal burrow
#

i think any kind of light above and around the rocks would benefit the reflections from the gems

#

when its in the viewport i think it uses a predefined reflection capture/cubemap

#

viewport of the blueprint i mean

#

the capture without more light is probably just black in the places the gems want to reflect? i don't know though

plush yew
#

Im not really sure, it seems to be caused by the metallic though. But I wonder how one would use metallic materials indoors then without any Sky Light or Sky Sphere?

#

@sudden agate Maybe any sources to learn more?

grim ore
#

well the material can still be metallic but without any light to show the reflection it wouldn't look like you expect.

#

and you would use something like a reflection capture actor to get the reflection indoors

plush yew
#

thanks 👌

drowsy mesa
#

how can I use gameplay tag

grim ore
#

and as far as I know you have to use C++ to actually assign them but that may have changed at some point

worn granite
#

nah you can assign in details and I'm pretty sure you can add through BP

shy silo
#

So with the FP template imported and shooting a line trace, is there a way to use an event for when a specific object is hit by it?

#

@shy silo

plush yew
#

so guys i don't know how to post a vid that i took of my problems for procedural generation

shy silo
#

Post to discord?

plush yew
#

yes

shy silo
#

Do you know where on your computer pter it’s saved?

plush yew
#

yeah

#

hold on

shy silo
#

Did you click the paper clip in the message typing bar on discord?

plush yew
#

there is no paper clip for me

shy silo
#

It might be on the right?

plush yew
#

@plush yew If it's less than 8 mb you can just drag it into the chat

#

yooooo i just lost all my blueprints

#

th

#

tf

grim ore
#

ask them nicely to come back or use your source control to reverse the issue.

plush yew
#

no i opened up my game and they were just gone

grim ore
#

eek, check your source control to see what happened

#

or restart the computer and try again? maybe they just haven't loaded yet? or you tried to load it with an older version of the engine? or uhm.. check your files on the drive itself to see if they are there or missing

shy silo
#

Sounds like both your problems are with memory

plush yew
#

oh i can't put my video in because its to powerful

#

how do i screenschot

grim ore
#

print screen on a keyboard, imgur.com for uploading and sharing.

plush yew
#

or paste it in paint

shy silo
#

Or ctrl v

#

After print screen

dawn gull
#

So, I'm making a game with the side scroller template. Wondering If there Was A Way To Disable Gravity without your character floating up into the abyss if you jump?

glass imp
#

Hi, I'm confused about the difference between "Gameplay Tags" which you can set in the project settings, and "component tags" or "actor tags" which you can find in the details panel of an actor or component. Are those 2 the same? how do you associate a "gameplay tag" to an actor in BP?

merry gazelle
#

I noticed something weird (possibly a bug). Basically all actor transforms disappeared as I wasn't able to move them around. Something was also messing with my VR teleporting and it turned out my Navmesh wasn't working (no green either) for some reason. I tried placing a second navmesh and now the original works and tranform handles are back

grim ore
#

@glass imp they are all different. Gameplay Tags are a set of tags you can use queries on to get results like "is magic" but "not magic.fire" type stuff and require a bit of setup to work. Component Tags can be setup on the component in the engine and are directly queried against exact matching. Actor tags are like component tags but on the entire actor itself.

#

@dawn gull if you don't use the physics system or character movement code to control jumping then you can disable gravity and have no issues. The issue is without gravity and using a gravity/physics based system to jump your gonna need it (or you can just force the character down over time manually if you want)

dawn gull
#

@grim ore So, Basically, I Just change jumping to teleporting up, and also disable gravity?

#

(and also add a down control button)

grim ore
#

well I guess what is your goal with removing gravity?

#

or are you just trying to make it go up and down and not really jump

dawn gull
#

trying to make it like you are swimming

glass imp
#

@grim ore thank! any idea how to read the comnponetnt/actors tags?

grim ore
#

get actor tag or get component tag

#

@dawn gull ah, you can just use a special physics volume to simulate water then if you want

#

but otherwise maybe just moving the character up and down using the transform might give a better effect rather than using the character component to add movement like normal

dawn gull
#

Ok. Thanks!

#

I'll Try To Find You again When i'm Done To Show You The Finished Product.

dawn gull
#

ok, How Do You add Onto The Values Of The GetActorLocation Node? (For Instance, Add More For The y Value?)(So, If The Char Location Is 0,0,0, You Would Make It 0,10,0.)

mental shale
manic pawn
#

each player controller owns a player state, the game state keeps track of all active player states

quiet rampart
#

Hey everyone! :)

I would like to get some clarification about the engine, but i do not want to mix conversation here, so if someone would be kind to chat in private, i would have some question :)

Thanks!

mental shale
#

that's an arrow btw 🤣

grim ore
#

use the AddActorLocalOffset node if you want to just add to the existing location of an actor, else you can SetActorLocation if you want to get an existing value, add to it, then set it to the new value.

glass imp
#

@wraith bridge got it working, need to use "Component has tag" for components, anything else fails, If you try to loop on "tags" variable it will come out empty

#

maybe because those are the gameplay tags, not sure.

#

different things called the same (tag) seems a bad idea to me.

grim ore
#

in theory except each one is referencing something else. It's like saying the player and the enemy both can't have health because that would be confusing

glass imp
#

you can search tags or components tags on the same object

#

and the same name is confusing

#

at least call the others "gametags" and having accessor functions named the same

grim ore
#

eh, it's the way programming works. Encapsulation and such.

glass imp
#

this is not encapsulation, its pears and apples called both apples

grim ore
#

so the tags variable on the component and the tags variable on an actor is confusing because the variable name "tags" is the same?

glass imp
#

with two accessors: "get apples" and "get component apples"

dawn gull
#

@grim ore With The SetActorLocation Node, What Pin Do I Input The Current Position Of The Character Into? All Of The Input Pins Are target, new location, sweep, and teleport. The output pins are sweep hit result, and return value.

grim ore
#

if you are using SetActorLocation it's taking in the new location. If you are using that you would get the current location, add whatever you want, then that new value is what you would put in for the new location. If you are just trying to "add" a set amount to something already then the AddActorLocalOffset might be easier as it takes in the thingy to move and how much you want to move it relative to where it is now.

mental shale
dawn gull
#

@mental shale Nope. Seems Fine.

mental shale
#

are they saying that we don't need to know about the transient data? Or the transient data that people should know about should not be in the GameMode?

grim ore
#

the game mode is server only soooooooo if you have data in there it's gonna be a bad time for clients

mental shale
#

ooh, so it's my latter one?

#

the stuff they should know should not be in the GameMode

grim ore
#

yep that's why it says it definitely should not have data that the clients need to know about

mental shale
grim ore
#

maybe, reading it as it appears to be fine to me.

mental shale
#

hm

grim ore
#

data that the clients need to know about should not be in the game mode. data which the clients need to know about should not be in the game mode.

#

grammar wise I am sure one is correct but reading them to me is the same end result

dawn gull
#

Is This Correct, Or do i need to change stuff? also, what do i do with the Sweep hit results??

grim ore
#

when that runs it would add 5 to the existing Y value, sweep and teleport are used for physics stuff to check for collisions so chances are you are fine leaving them blank unless you expect them to move into something else (use sweep then). you will have to hook it up of course so it runs.

#

Sweep checks for collisions when it moves from start to the new location and lets you know if you hit something (the results). teleport says screw the collision and just moves it no matter what even if it would collide.

mental shale
#

Wait, is GameMode AND GameState only on the server, or just GameMode?

dawn gull
#

So I would connect the arrow on the left to the up key or jump key, and when I press it, the code gets player location, adds 5 in the y value, and teleports the character there?

grim ore
#

from the networking guide "The class AGameState is probably the most important class for shared information between Server and Clients. The GameState is used to keep track of the current State of the Game. This includes, for Multiplayer important, a List of connected Players (APlayerState). The GameState is replicated to all Clients. So everyone can access it. This makes the GameState to one of the most centered classes for Multiplayer Games. " so it's client and server.

#

@dawn gull that seems correct, yes

dawn gull
#

Ok! Thanks! 😀

mental shale
grim ore
#

nope looks fine

mental shale
#

huh?

grim ore
#

so it should be the gamestate exists on the server and all clients can replicate freely ?

mental shale
#

yeah

grim ore
#

so the clients can replicate freely or the gamestate?

mental shale
#

wait

grim ore
#

now it might be better with some commas like The GameState, which exists on the server and client, can replicate freely

mental shale
#

oh

#

that might be it

grim ore
#

it's weird to read but it's got the correct # of ands heh

#

the docs are a weird thing tho for sure. There is a lot of older stuff which is weird and there is missing stuff but they are slowly trying 😃

mental shale
#

I think I'm seeing this kinda stuff since I'm physically taking notes to better understand everything

manic pawn
#

you should also read the compendium if you haven't already

mental shale
#

for each you mean?

#

yeah

manic pawn
#

this

#

explains this much better than the docs tbh

mental shale
#

but for a first-time reader of some of these, it might get a little confusing for them

#

the OG docs*

#

so a gameState would do something like replicate every player's position in a map for every other player?

grim ore
#

nope. The players positions replicating would be handled automatically by the character component if you are using one (recommended) or by a replicated variable or component that the server would handle

high stone
#

When is the Unreal live stream for New Year's Eve? 10pm est?

wary wave
#

... there's a stream?

dawn gull
#

so, i coded this, and set world global gravity z to -500, but when i press up, or jump, it does nothing. and, when i spawn the player in the air, they still fall!

grim ore
#

well for that issue there, it doesn't look like you have anything in the delta so that makes sense

#

also it might be better to get the player character not the pawn assuming you are using a player character.

dawn gull
grim ore
#

that should add 20 to the Z yep

#

keep in mind it only triggers once so you are basically moving it from the existing spot to the next spot when you hit Jump and only once

dawn gull
#

how do i make it so that it can do it infinitely?

#

ill record a video of the thing failing.

grim ore
#

as for the second thing your gravity is correct, -500 is pulling down 500. set it to 0

#

-980 is the default which is earth gravity

#

if you want it to move when you hold it down you want to look into timers or something else to let you repeat an action over time. Even a delay then repeating back might work.

#

there are alot of ways to do it, right and wrong, sooooooooo

dawn gull
#

gah. file too big.

wintry willow
#

When I press play in the engine, it eventually freezes when walking a 2k terrain/ 256 components, it does respond to escape the preview though. This is only if I import a height map, if it's perfectly flat I can get to the edge. Any ideas what's going on?

dawn gull
#

OK! when i set gravity to 0, it floats,and does not drop. but, when i press jump, it still does nothing.

#

@wintry willow maybe it's the cpu powering out. open task manager while playing and watch the cpu.

wintry willow
#

CPU was at 25% RAM stayed at 3700MB

dawn gull
#

ok. well, maybe the program itself cant handle it. watch and see if there is a spike for just the app while playing. write down the before and after data.

grim ore
#

If it;s floating then 20 should be fine on the Z if using a character, if it's not floating then you might need more than 20 to get it up due to it using a character. Adjust your Z to a higher value to see if it works.

dawn gull
#

Thank You! Thats Perfect. 50 worked for my needs. 😃

wintry willow
#

hmm, restarted editor. no fix. now it's doing it only a few steps in to the other direction. It looks like the player actor gets Deleted. so confused, ot

#

it's just a basic first person template with terrain

grim ore
#

does the terrain go down? if so maybe your Kill Z is getting hit

wintry willow
#

ahh ok thanks let me look maybe I didn't remove that yet

spring blade
#

Hello, does anyone know how i can have an object with collision set to NoCollision but still have hit events?

grim ore
#

so it has a collider but you don't want to use the collider? I guess the question would be what are you trying to do?

mental shale
#

oh wait

#

I found out how

#

you enter in the category name right here, and it will make a new one. (or you can pick a pre-existing one)

grim ore
#

yes and you can use the | seperator to make sub categories

mental shale
#

so a "|" after whatever you name the first category?

grim ore
#

Character | Stuff | More Stuff , for example

mental shale
#

ah

grim ore
#

probably without the spaces I dunno lol I always include them

odd panther
#

hey

#

can u hear me

mental shale
#

Another question: would you want to store a variable like a name, or current Level in an RPG in the PlayerController, PlayerState, or GameState?

#

ye

#

(or none of the above?)

grim ore
#

single or multiplayer, and name of what?

mental shale
#

single player

#

name of the character, or somthing

grim ore
#

probably with the character then

mental shale
#

(or the player?)

grim ore
#

I would assume it would be like the characters stats, stuff that is unique to it, and should go in the same place. Normally it would be on the character but you could technically put it on the controller if it's not unique to what is being controlled. Alternately you can put it wherever the heck you want as most of this stuff is just "there for you" if you need it

mental shale
#

also, can the playerController ever change?

grim ore
#

uhm... damn I knew this one lol, I don't think you can beyond a level or game mode change.

mental shale
#

ah

#

so for example, if you were controlling a character(pawn) that walks around, then that character gets into a vehicle with a different control scheme, the playerController would remain the same -the new pawn just changes the way it handles the input from playerController? right?

grim ore
#

if you want to design it that way yep, and if that's your goal then that is a good way to do it. You don't "need" input on the player controller (nodes that say if X key do Y) as you can just have the character/pawn handle the input events passed in from the controller naturally

mental shale
#

oh

grim ore
#

if you look at some of the templates, like the FPS character, you will see all input is handled on the character itself

#

but you might keep some of the more general/shared stuff like menu handling on the controller

#

like ESC -> Main Menu can be on the controller since that would be universal

mental shale
#

alright

#

thanks for all the help, btw

grim ore
#

yep yep

atomic forge
#

Hello Ue4 people! I have a quick question, how do I toggle this thingie off?

wintry willow
#

@grim ore thanks it was the world killz, would have drove me nuts.. really appreciate it 😃

grim ore
#

@atomic forge That is the preview mesh, it's the \ Key (above ENTER normally) to toggle it off and on. Sometimes it gets stuck, restarting will fix this.

atomic forge
#

@grim ore Thanks!

wet berry
#

Personally, I like to have all input handled on the controller and have the pawn(s) use event listeners to handle their own movement/actions

#

But that's an organizational/extensibility preference

#

If you only have one (or a small number) of possible pawns/control schemes it doesn't matter too much

#

Unless you start looking at allowing the player to remap controls and stuff like that

mental shale
#

when you have a menu you want to go away, do you hide the widget, or distroy it?

sudden agate
#

I usually destroy it, it ensures that nothing happens unexpectedly (like clicking on a hidden button or so)

manic pawn
#

is there some way to stop config files from becoming br_big_brain like this?

#

what is the point of removing those 2 default entries, only to then add back the exact same ones ..?

glass imp
#

like a separate 3d scene on top of current world

dawn gull
#

@grim ore @everyone Where Would I Add A Delay In This Code So That I Can Press And Hold?

short onyx
#

Happy new years from a french guy 😊

hazy scaffold
#

Can anyone help me make a post process that shows just lines? Like, I've seen a ton of cel shading ones, but I meant just black and white. Complete beginner here in making post processes, in case you couldn't tell

grim ore
#

@glass imp you can use a separate camera that is pointing at that area (the lock) that then renders out to a render texture use scene capture 2d. you can put that into a widget image and then display it on the screen when you want. That would be my best guess at what you are seeing there with the feathered edges and all

glass imp
#

@grim ore I'm trying now different options, the rendertexture seems ok, but it has the big issue of not being able to interact

#

at the moment I've setup the scenecapture2d and I see the scene properly in the widget, but I cannot detect clicks on the items inside the widget

#

I mean I have a ball which should move

grim ore
#

i dont see any interaction there. The rotation is just the keys being pressed and then that item no matter where it is taking in the input and rotating

glass imp
#

and the player clicks on it

fringe pecan
#

hello

glass imp
#

my example is not exactly like that, I need to make all sort of minigames for crafting

#

and some will require interaction

grim ore
#

yeah if you need direct input then you will have to figure out another way. you can overlay buttons on the widget and use those but I guess it depends on what you are trying to do

glass imp
#

I'm trying now a different approach, so to stop the character, enable mouse, move his camera to the minigame location (far away from everything in the world space)

#

this way he can click the ball

grim ore
#

that would work as well

glass imp
#

I'm testing in standalone atm

#

but I will then have a multiplayer setup

#

not sure what will happen there, as the server should not care about this ball position

#

as it may be different for every player

#

but the ball is an actor (still just an example), and so replicated by default

#

what I need is to create a minigame client side used for example when crafting

#

I cannot have server side like 10000 copies of the same minigame to take into account all possible players 😃

#

so my idea is to have only one client side

fringe pecan
#

may i ask a question, is it hard to make a squad set up?

unreal shore
#

Somebody can help me.. ? Anybody's computer is hot while using UE4 ?

grim ore
#

you can have it client side but you should validate the input on the server, or validate whatever they are doing is valid in the end if not you can just have them hack the mini game on the client and return back something you don't want I would assume

#

@unreal shore yes computers can get hot when using UE4, it is graphically and CPU intensive when working on heavier scenes. It's 100% dependent on your project and PC tho.

glass imp
#

@grim ore yes, that's a potential problem of client side only.

unreal shore
#

gtx 1050, inter core i 5 - 7400 3.00 ghz and 8 GB ram

#

My spec

#

is it good ?

glass imp
#

@unreal shore it will get as hot as when you play a 3d game.

unreal shore
#

Well first time when my cpu had 90% usage i was litlle bit worried if mine computer works fine

grim ore
#

if you are opening a project for the first time, or the editor, you should expect 100% CPU use while it is creating the cache. This is normal. If your PC gets hot from that then shrug your PC gets hot from that.

#

in terms of performance that is near the lower/middle end for using the engine so you should expect it to be running at full capacity when working on a project

#

@fringe pecan you might want to give a bit more detail on what a "Squad Setup" is to you

barren delta
#

@unreal shore limit editor fps

#

25-50 fps makes your pc not so hot

#

Than default 100

unreal shore
#

where i can find it ? 😁

barren delta
#

Google it... It can be set in config for sure. Epics probably exposed it to editor as well

unreal shore
#

i think my editor frezzed

#

😂

fringe pecan
#

squad set up with a total of 6 characters (player included) running around together in a medieval setting, warrior types will only run off so far from player ....... better version of dragon age?

grim ore
#

I would say pretty hard for a new developer

#

Anything touching on AI is immediately going to be a challenge if you want it to work well in most situations

fringe pecan
#

could a ....... leash? system be set up? characters will only move X far from player

grim ore
#

yep, that would be part of the AI. in UE4 you could add a task or decorator that would check every X amount of time for distance to player and have them return/go to them

fringe pecan
#

would that be an easy method?

grim ore
#

something as simple as that yes. Making sure it can see the player, making sure it can get to them when something is in the way, making it decide on going to the player or fighting, etc.. those are all parts of a larger hard problem

fringe pecan
#

right

#

battle formations would probably be a nightmare too

grim ore
#

in the end it's not a horrible amount of work but it is alot of work making it work well

fringe pecan
#

right, i have a little experience modding games, messed somethings up big time and made some cool things work too so I can understand that part at least.

#

I would just like to be able to make a prototype for a game i have been designing

grim ore
#

welp that should be doable, getting the "basics" up and running is not a ton of work just a good bit

fringe pecan
#

I do have the drive, the interest and the stubbornness ^_^

steady owl
#

Are packaged games future proof for at least the next few years?

#

Thinking that I should regularly package to save stable snapshots of my game

#

As new UE4 versions may break things in the project

manic pawn
#

what do you mean by future proof?

#

an old packaged version of your game is useless

#

you should be using source control and fix the issues when an update breaks something

steady owl
#

@manic pawn future proof as in I can play the game exactly as it was at that point in time

manic pawn
#

I suppose it would work for that

steady owl
#

Cool that’s what I want

#

Even backing up the entire project folder might not be consistent in the future unless the same exact build of the engine is installed which could be a custom one

#

But it would seem builds would

abstract relic
#

why would you package a project instead of using source control?

steady owl
#

Because in my experience there are so many things that can go wrong with source control unless you really know what you are doing

void kraken
#

Is there any free version control service available to share work between you and your team?

steady owl
#

But backing the whole thing up is foolproof

#

And works perfectly

#

By the way I just mean back up the entire project for backup purposes but package just for playable backup purposes

#

So you can package a build when X mechanic and Y item was functioning and play it exactly as it was without setting up loads of custom stuff

grim ore
#

@void kraken yes there is visual studio teams, github, and bitbucket that I can think of off the top of my head.

fringe pecan
#

new question, would it be hard to have a mage character switch from spell/ranged attack to melee attack if an enemy got too close?

abstract relic
#

Depends on what framework you want Nav: git, svn, mercurial, etc

grim ore
#

@fringe pecan depends on how your system is set up but not hard, checking for distance is very simple and then the rest is up to your code

fringe pecan
#

my thinking is that if an enemy got X close to a mage, mage should be able to smack said attacker up side the head with his magic staff, treating it like a bo staff

#

kind of like Gandalf did in the Hobbet when he fought the ...... goblin king?

mental shale
#

so Im using a dialogue plugin

#

but I cant tell from where

#

is there a way to find what calls this?

dry moon
#

Destroy Actor

mental shale
#

but it only leads back to the same node

dry moon
#

Oh

#

inside a widget class?

mental shale
#

yeah

dry moon
#

Remove from Parent

mental shale
#

oh wait

#

I just now saw that parent class

#

🤔

#

maybe it will be in there?

#

uh oh

#

it's c++

dry moon
#

Calling

mental shale
dry moon
#

Remove from Parent will call Destruct

mental shale
#

oh

#

aah

#

think youre right

fringe pecan
#

If I needed help with setting up some things for a prototype, would it be ok to ask for help in here?

grim ore
#

it should be okay to ask for general helping here but there are channels for other more specific help if you need specific help. just don't always expect for someone to answer because the right person with the right answer May simply not be on to help

fringe pecan
#

right, honestly I would prefer to do 99.9% of the work myself, but I am mostly going in blind here and most tutorials i have found suffer from motor mouth over explanations.

#

is there a better channel to ask the questions?

#

i mean what would be a better channel

void kraken
#

Is there any tutorials, content or course available that you know of which helps with learning about matchmaking system, where you don't have to select team but it automatically assigns you to the team

mental shale
#

where should I ask about packaging failures?

#

and see if any of these error messages look familiar to anybody

manic pawn
#

update your vs

mental shale
#

oh, thanks!

manic pawn
mental shale
#

what gave it away?

#

oh

#

hm

#

does ue4 automatically install vs ?

#

I remember installing VS awhile after UE

grim ore
#

it does not automatically install it, just run the visual studio installer again and update it

mental shale
#

was Vs always a prerequisite for ue4?

manic pawn
#

yes? how else are you going to compile c++?

dry moon
#

I compile C++ with clang

#

jk

cerulean nova
#

a Landscape can be realy demanding in resources right?

weary basalt
#

Thats hard to answer. There are alot of factors that determine if something is expensive or not.

manic pawn
#

it can be

dry moon
#

If you don't want it demanding, avoid using a lot of layers , avoid using any tessellation, make the terrain LOD more aggressive and bring down the landscape component size

#

you'll be fine at that point

cerulean nova
#

i think i have to overthink alot since my pc is realy outdated :/

dry moon
#

Yeah if its outdated, I would suggest learn your computer's limits and work with that

#

honestly I feel like its better to develop in an underpowered PC because it forces you to optimize your game

#

to make it run really well on your PC

#

as I see a lot of indie devs working on high end specs, say their game runs fine on their beast but on anyone else's it looks bad and runs bad

plush yew
#

That's been a problem with a few UE fps' I play

#

Insurgency sandstorm and Rising storm 2 run terribly on my admittedly low-end PC, but Titanfall 2 runs fine

manic pawn
#

just get a super high end monitor to go with that, and obsess about getting it to run at 1440p 144hz on that hardware

#

then it will work out for normal hardware too

dry moon
#

If the person has a low end PC, you can assume money is the problem with that

manic pawn
#

nah, I mean when developing on high end hardware but not setting the standards high enough so it'll still be fast

dry moon
#

yeah I get that

#

but I think most people don't see problems until you end up in that situation

manic pawn
#

it's also not fun to use the editor on not high end hardware

dry moon
#

so its best to have a lower end PC to test your game on in general, because running things at higher rates doesn't really use them the same. 1440p you might still have a CPU issue you wouldn't really see

grim ore
#

lol I ran into something related to that earlier today. This work machine was HDD bound when compiling due to it being a mechanical. I just swapped in an SSD and now the machine is CPU bound when compiling... can't win =/

#

man what is even considered low end anymore? like a 730 series fake gpu or is a 1050/750/960 low end now?

#

and are talking like dual core no HT i3 or something like an x4 amd

dry moon
#

I mean that would be like graveyard tier, there is SOME standard

grim ore
#

would we consider Xbox one/ps4 low end? or high end? or uh... middle?

manic pawn
#

a 730 is literal garbage, a 950 would be low end

grim ore
#

I know a 730 is literal garbage but I can run WoW on it

manic pawn
#

when your pc hardware becomes worse than a console it's time to replace it

dry moon
#

I still test my game on a radeon hd 6000 series

#

whidch I would say is terrible

#

well working on Xbox One, its definitely lower end

#

which is what kinda helped me optimize my game in general

#

just by how terrible it is, you basically NEED to make sure it runs well

#

or if you don't care, release garbage

grim ore
#

well Ark is a good look at that 😦

#

It's a super fucking mess on switch

manic pawn
#

ark still runs like garbage on top end hardware

dry moon
#

and that makes me feel proud, I've done some dense forests tests and still managed to rock 900P 30FPS at a 85% min dynamic res

#

along with AI tests in the forests

manic pawn
#

I just refunded that game right away since it was unplayable

dry moon
#

I find it funny how in atlas for some reason (I think, didn't do much research into if it was 100% correct)

#

but that your client lags based on server lag?

#

like what why

manic pawn
#

haven't heard much about this atlas thing

#

but everyone seems to hate it

dry moon
#

Well definitely had a rocky launch, and the performance is not so great. Hopefully they don't follow Ark's mistakes and they honestly try to push fixes

#

because I know ark took a long time to get functional

grim ore
#

Atlas is just Ark reskinned

#

they even launched it with the ark expansions in the "hidden" menu

manic pawn
dry moon
#

Its not unheard of to reuse code, but they basically reused everything which I think no one should defend

#

The only thing they added was really connecting islands, ocean mechanics and boats?

grim ore
#

There are server types for the expansions for Ark, in the menu for the expansions that was just set to hidden visibility it showed the ark expansions and Atlas as an ocean expansion 😦

dry moon
#

I don't know too much about it to really judge it, just what I've really seen and heard

#

but definitely could have used another year to work on

grim ore
#

like the original Ark when it launched

#

I dunno I'm just bitter as I supported it as one of the first UE4 commercial releases and I couldn't get it to run well on my machine and that made me sad 😦

manic pawn
#

I don't think it runs well on any pc

grim ore
#

you've got stuff like "The Park" which launched as a UE4 game and ran fantastic so it wasn't the engine sucking at the time

wary wave
#

Atlas is literally just Ark

grim ore
#

Ark still made a ton of money and despite it being "a crap optimized game" still obviously makes enough to keep them going

manic pawn
#

which is sad

grim ore
#

people can hate on fortnite all they want but being able to go from 30 -> 60fps on consoles and handhelds as Epic optimizes it has been an awesome thing to watch

wary wave
#

Ark was kinda fun when it first came out in Early Access

#

it had a lot of promise

#

but rather than take the complete game they had and polish it

#

they farted endless meaningless content into it and never fixed a single issue 😦

grim ore
#

but you can ride dinosaurs, what else do you need in a game but being able to ride dinosaurs

#

and yes I realize I am shitting on a released game without having anything myself of that caliber but damnit I think alot of us in here can atleast see the issues and know they could have been improved on.

wary wave
#

the core game was genuinely fun

#

they just kept adding content and "end-game" grind

#

ah well

#

I'd love to see a similar game, but actually polished and refined

grim ore
#

like the entire concept or just the core survival part?

#

I know rust seems to always get good a recommendation but I think it's pure survival

wary wave
#

both; the core concept is great, and the basic mechanics / survival game work well enough

#

but their level based tech system means that once you reach a certain point survival becomes redundant and the game goes RTS

#

which is fine on private servers, but on public servers is a nightmarish experience for anyone not there since day one

grim ore
#

ah ha

wary wave
#

played competitively between multiple groups of 4-8 people, Ark is probably one of the finest RTS games out there, for those that have the patience to set up such a server and manage it

#

but that'll never happen in a public server of course

cerulean nova
#

@grim ore When i say my Hardware is outdated its because its a AMD FX 8350 + Readon HD 7850 but yeah .. System is ~7 years old at this point <<

grim ore
#

see I dunno man

#

like my kid has my older hand me down and It's like a Q9660 with a GTX 760 and while it's like super slow compared to mine he can still game on it

#

so yeah it's old but stuff like overwatch runs well enough, and he can play far cry and Just cause on it

viral herald
#

how guys, how would i set up the material for this slime

#

i dont know what the material should be

grim ore
#

now trying to dev on it would be a bummer but I suffered thru it for years so shrug lol. I would consider stuff like a celeron or anything integrated being the suck but even then I did it lol

viral herald
#

i cant figure out how to incorporate the opacity

grim ore
#

your Blend Mode is Opaque, Opaque is solid.

#

Change it from Opaque to something with transparency

viral herald
#

im trying, cant figure out which one does it

last moss
#

Happy new year :p

icy ridge
#

Happy new years!

viral herald
#

thanks mathew

#

same thing, different results how?

dry moon
#

That is a lot of texture samplers

#

try to merge them in photoshop using the RGBA channels

viral herald
#

hmm

#

will try to figure out how to do it then

grim ore
#

yeah if its black you might have hit the sampler limit but you could try just the base color and the transparency texture inputs but I think it might be something else

abstract relic
#

here's an example. The metal, roughness, AO was put into each channel

viral herald
#

waht im trying to accomplish is to get all the active materials like you have there, while also having the opacity

#

and i think i can get the RGBA done

mental shale
#

I cant just put in a png

#

I just want a pure white cubemap

#

found it, it's a ".HDR" file

honest rune
#

Is ARTv2 development halted at the moment?

plush thicket
#

happy new-years everyone!

lilac cobalt
#

anyone here is good in blendeR?

neon current
#

anyone got a game i can try?

crisp fable
#

wouldn't it be cool if there was more granular level streaming

#

so things came in piece by piece

#

according to some user set priority

quick beacon
#

wooo

#

big patch energy

split wedge
#

im trying to resize shinbi's weapon so that its 0,0,0 but when i save it just reverts it back to normal size, how do i remove it completely?

quick beacon
#

idk the context im new

#

just updated my android games C&C welcome!

sudden agate
#

@viral herald i would recommend not using Translucent for something different than Glass or Water (Flat Planes).

#

You can fake Translucency by Sampling a Cubemap Texture of the environment and blending it into the BaseColor.

#

you could put a CubeMap Scene Capture with a low res in/above your Slime in Blueprints and feed it's RT into the Materiall.

normal burrow
#

@honest rune http://jeremyernst.com/ has a blog that was updated back in September, i don't see any messages about it being hautled

honest rune
#

Ah nice. Thank you. Just taking years to get it stable I guess lol

normal burrow
#

not sure 😃 but yea wish i new maya to use it haha. it seems like a nice tool

dawn gull
#

Where Would I Add A Delay In This Code So That I Can Press And Hold?

#

(The Dump Just Makes The Character Fall. The One Above Jumps. It Rhymes.)

normal burrow
#

you mean like

#

if the button is held do something different than when its pressed?

dawn gull
#

No, When I Use It Now, you Have To Press It Over And Over. I Want It So You Can Hold, And Do The Same thing, But Not S t a g g e r y.

normal burrow
#

ah

dawn gull
#

I Think I Need To Have A Timer.

normal burrow
#

just to make sure, you want it so when you hold the button the character flys until the button is released?

#

flys up i mean

dawn gull
#

yes

#

When released it Should stop.

normal burrow
#

You will want to add a bool variable, and set it to true when the jump is pressed then false when the jump is released.

Then in the tick function you branch against that bool and you call the function you have there to offset, but you multiply the vector parameter there (0,0,50) by the 'DeltaTime' pin

#

if you head over to #blueprint i'll show you what that looks like after i get my ue4 to be not frozen 😄

dawn gull
#

Ok. Im A Noob So I Was Confused For Like, A Quarter Of Those Words. 😁

normal burrow
#

Yea I was just gonna ask here too, if anyone's UE4 seems to get stuck on crash reporting today? i wonder if its a dos or something

dawn gull
#

I Don't Think That Someone Can DDOS Epic Games, And It Effects Yours. UE4 Doesn't Use Internet.

#

Sometimes When I Have It Minimized For A While It Lags When I Maximize It.

normal burrow
#

It does actually though

dawn gull
#

Really? Hmm.

normal burrow
#

Right now my editor is frozen and when i break in debugger it forever in a loop trying to send a crash report to epic

dawn gull
#

Ugh. I Hate It When It Crashes.

normal burrow
#

happened to me three times

#

Yea, but its worse because it freezes

#

I don't know if its a fatal crash or not, but it loops forever trying to wait for upload to epic

dawn gull
#

Maybe Ram Is Maxing Out.

normal burrow
#

Maybe, i have 64gb though atm

#

but i'm more concerned with the freeze from the crash reporter, just curious if its happening to other people. but i almost got it restarted now

dawn gull
#

Try Restarting Computer.

normal burrow
#

anyone who was curious, turns out it was waiting to write the crash report to disk because there was no space available, not a dos

lunar depot
#

hh

odd briar
#

hello people

dry moon
#

What would be the best way to move AI on different frame rates?

#

since UE4 doesn't really have a substepping for ticks non-physics

glass imp
#

I have a SceneCapture2D and as soon as I enable physics on an object captured by the scene, the object disappears from the scenecapture. If I look at the object through normal camera it works properly. Seems ScenCapture2D cannot work with physics obejcts?

static viper
#

its true that ai moves faster with more fps

#

but i dont know why you wanted to stop that

#

you could attach the system to delta...

dry moon
#

well for one, AI on xbox is going to be twice as slow than most PC players

static viper
#

the player speed is also driven by the same system...

#

you are not faster

#

or slower

#

the default system is consistent there

lavish marlin
#

can anyone help me?

#

we painted loads of trees to see what it would look like and it selects as all 1 so if i make them into a bp would i have to place them in 1 at a time

dry moon
#

I'm not using the same type of AI

#

Because my AI are flying, so I cannot use the nav mesh system

#

which means typical AI will not work

static viper
#

that would mean that you have to code your own speed system

#

so looking at the velocity math for the player

#

and cloning this for acceleration

#

shouldnt be an issue really

lavish marlin
#

can i paint interactable foliage guys?

dry moon
#

nvm

#

When I click off it tries to correct itself

#

and zooms

chrome summit
#

am making a 2d game and i want to make the camera move only x Axis

#

can someone help me

grim ore
#

well, how is the camera moving now?

chrome summit
#

every axis

grim ore
#

but how is it moving, it doesnt move on it own. Is it attached to something else? is it using code to move on the tick? are the arrows moving it?

chrome summit
#

am moving it with the arrows

#

sr

#

not the arrows

#

With WASD

#

there is a camera boom too

grim ore
#

are you moving the camera with the arrows or the character and the camera is attached to the character?

chrome summit
#

camera is attached to the character

grim ore
#

ok so you are either going to have to force the camera to a fixed vertical position every frame if you don't want it to move, move it off the armsmove it off the character to it's own blueprint and have it follow the player on just the horizontal and that's about it I think. The 2nd is probably the best as if its attached to the player like it is now it's really going to want to move with it.

chrome summit
#

so whats the blueprint to follow only horizontal?

grim ore
#

is the basics, you get the player location, we get a value back a bit from it on the Y so the camera can see the player, we set the location of the camera in the world to this new location based on the player but the Z is locked to the up/down value we want.

#

you honestly want to just get it's current location, update the X based on the player left/right, and set it again but again this is just a bad example that works

#

if you had a separate camera blueprint it would work basically the same, track the player and lock the Z

#

the 2nd one (dedicated bp) is less prone to issues as the first one without a camera boom will "flip" to the other side and you won't be able to see anything when the player turns lol

#

it's self contained, it uses variables to track your target that you can set in the editor. The offsets are adjustable and it just uses all that info to track it on every tick and move the camera. This is also flexible because you could add in things like dead zones for movement and camera lag if you wanted but the key here is it locks the Z (up/down) to a fixed value ignoring the players value

dawn gull
#

Could someone give me a screenshot of the code for a randomly generated landscape mesh? (Just the shape.)

#

Like, randomly generated hills and mountains.

gleaming creek
dry moon
#

Does anyone have any idea why navmesh won't build on landscape?

#

nvm

plush yew
#

heey everyone! 😃 i have a question about a animation i am trying to get to play on left mouse click but it wont play 😦

#

thats how i set it up

#

i bet i am doing something wrong i am still kind of a noob

glass imp
#

check what inputactionfire is bound to

copper fable
#

I have just started learning the networking in UE4 and it seems that my events that are replicated to send only to server are not being called

#

and also my replicated variables are not being updated

plush yew
#

it is left mouse button @glass imp

#

o also

#

thats how i have setup the skeletal mesh anim settings cuz i only want 1 animation anyways

#

thats why i havent made a animbp

glass imp
#

try to set it as looping and see if it does play

plush yew
#

it does

glass imp
#

maybe there is an issue with te animation

#

ok

plush yew
#

but not when i press the button XD

#

as soon as i press it it stops actually

#

which is quite weird

#

i am so lost

#

couldnt find anything specific on google

glass imp
#

does weapon mesh fpp point to the right object

#

is that variable set?

plush yew
#

yup

#

i forgot to mention i got the asset fps game starter kit

#

maybe something there is conlicting L.

#

:/ *

#

nvm

#

disabled that whole function from that asset still doesnt play the animation

#

i was hoping one of the thousands of people here could help XD

glass imp
#

im doing animations very differently, so cant help much

#

I use state machines and set variables to switch between one state and the other

#

each state has associated animation

plush yew
#

well back in the days this just worked for me

#

thats why i am so confused

plush yew
#

hmm i might know now but i dont know how to fix it @glass imp

shy silo
#

If I get stuff free for the month in marketplace is it mine in perpetuity?

plush yew
#

the skeletal mesh is inside the inherited mesh which isnt the skeletal mesh itself

grim ore
#

@shy silo yes the items are permanently free for you if you get them during the month

abstract relic
#

Don’t run animations in a character bp. Animation montage will be the exception

plush yew
#

also tried a montage it still didnt play @abstract relic ...

abstract relic
#

You need to cache the pose in the animation bp

plush yew
#

you can tell me what to do but if it doesnt work it just doesnt work 😛

#

i dont use a anim bp for this specific skeletal mesh cuz i only need 1 animation anyways

#

no need for a bp

abstract relic
#

And that’s why it won’t work 😉

plush yew
#

and i know this worked for me back in the days but for whatever reason it doesnt work right now

#

hmm

#

then why did it work back in the days and i litteraly just found a tutorial on how someone did it this way?

#

^^

#

did it change over the years?

abstract relic
#

Things change. As they do 😜

plush yew
#

aaah

#

that makes sense

#

let me try to make a bp its just a very long time ago i used ue XD

#

so i am a noob again

#

new state maching right?

#

if i remember correctly

abstract relic
#

Before you do anything

plush yew
#

uhu

abstract relic
#

Try to set the animation type in the skeleton to ref by animation

grim ore
#

@copper fable #multiplayer might be able to help better but we can try if you link any blueprint screenshots. Networking in black magic until you figure out the flow but it is weird if replicated variables are not updating.

plush yew
#

o i also tried that aswell @abstract relic 😛

#

you mean the specific sequence right?

#

didnt work either 😦

#

even tho i feel like it should have

#

but... when i put it on looping it works until i press left mouse button

abstract relic
plush yew
#

allright

paper kernel
#

Question: Does UV trace hit work with instanced static meshes?

grim ore
#

If you mean collision UV, it seems to work on the entire ISM component and not the individual meshes, if you mean something else then shrug

paper kernel
#

seems so

#

which means I gotta do a workaround for this render target then

chrome summit
#

So i started making a character and i just noticed there is not a crouch walk animation

#

any help?

#

there is a crouch idle

paper kernel
#

you gotta make one, or buy from marketplace

#

such is life of making assets

chrome summit
#

damn i dont know how to make animations

#

in ue4

grim ore
#

the Animation Starter Pack has some crouches but I want to say they are all holding a weapon

chrome summit
#

ik

#

and i dont know if the bones are gonna match

grim ore
#

well the animation starter pack is an epic starter pack for the default mannequin sooooooo

dawn gull
#

Any Way To Get Randomly Generated Hills And Mountains For The Landscape?

chrome summit
#

am using a character from mixamo

abstract relic
#

mixamo will be your best friend

chrome summit
#

oh

#

i did it

#

i just used an animation from another character and it works fine

dawn gull
#

@everyone

paper kernel
#

👏

dawn gull
#

need help

#

Randomly Generated Hills And Mountains For The Landscape?

dawn gull
#

@everyone

#

hellooooo

abstract relic
#

You blacklisted yourself mate

dawn gull
#

?

#

wat

tall pendant
#

thanks satan the at everyone option doesnt work on this server

dawn gull
#

im asking for help

abstract relic
#

Pinging and spamming will only get you ignored

dawn gull
#

i didnt know it could hurt the server.

livid haven
#

So, I have a 0.5 TB SSD and a 1 TB HDD available for these purposes. I need at least 2 workspaces on the regular, but I can't fit it all on the SSD.

#

I'm considering just having things live on the HDD and then sym linking some things to the SSD instead.

#

Thing is... what should I really be putting on the SSD? Content and source files I suppose?

#

I worry that might be too much for the SSD, even still. Blegh.

dawn linden
#

C++ project?

livid haven
#

Fortnite, so yes. 😃

manic pawn
#

binaries so the editor can load its 1000 dlls faster

silver crown
#

I suppose the engine install is on another SSD?

livid haven
#

Eh, I don't think that's going to give me the most bang for my buck.

#

Engine is side-by-side.

dawn linden
#

I've often symlinked intermediates folders to ssd, by far the most important for build times.

livid haven
#

Fortnite has to load an absolutely absurd amount of stuff on boot, asset-wise.

#

Alas, content is also the biggest volume of data... :/

#

Going to do a WinDirStat scan and get a sense of the totals.

dawn linden
#

Hmm, yeah okay for me generally compile times are the killer, but I do very little in editor work.

livid haven
#

So I'm looking at about 160 GB in content alone.

#

Source comes out to like 40 MB. XD

#

So, yeah, source is going on the SSD to improve compile times, for sure.

#

Hmmm. I'm missing something here. There's got to be something else taking so much space, cause it's not the binaries either.

dawn linden
#

Pdbs in the intermediates usually.

livid haven
#

Probably.

#

That would not be trivial to sym-link...

manic pawn
#

use wiztree instead of windirstat

#

does same thing, but 100x faster

livid haven
#

Orly?

silver crown
#

There's also SpaceSniffer

manic pawn
#

like

#

this scans an unreal folder in 5 seconds

silver crown
#

nvm use WizTree

#

This thing is boi

#

thx Zeblote

#

😄

dawn linden
#

I've had no trouble just symlinking the intermediates folder. Though it can end up being a very significant chunk of the total space, might be more than you want.

livid haven
#

Yeah, will see. All a matter of whether I can have two workspaces on that SSD.

#

Thanks

dry moon
#

Is there really no way to do flying AI? Like shit

#

move to doesn't work at all

spare herald
#

Is there a specific channel about where i can ask for help, or can i ask it here aswell?

#

Anywho,

#

I got a wee problem with the shaders compiling. Been waiting for 15 minutes already and it still hasn't loaded yet, am i'm sure it hasn't anything to do with me hardware. :/

#

Other shaders loaded in mere seconds and the complexity between them is next to none.

shy silo
#

quick question, I snagged the free rodent AI thing for the month, and Im not sure how to add it to my project, since it only says Create Project

tall pendant
#

migrate content should work?

shy silo
#

sorry, Im really new, how do I do that?

tall pendant
#

right click -> asset action -> migrate

#

in the content browser

shy silo
#

ok

livid haven
#

@dry moon Flying AI in what sense?

#

If you want it to navigate in 3D, no, you're going to have to engineer your own solution for that.

dry moon
#

Not sure why its absent in UE4

livid haven
#

The nav mesh stuff is very much oriented towards moving along surfaces.

dry moon
#

ue3 works fine

livid haven
#

?

#

What flying AI in UE3?

dry moon
#

I'm saying its worked before fine

livid haven
#

Still unclear what you're calling flying AI.

dry moon
#

years ago

#

flying ai

#

I dunno how to describe it anything else

livid haven
#

That's unfortunate? Being able to communicate problems is really critical to getting help and collaborating with others.

dry moon
#

an AI that functions by calling a location from the navmesh without needing it to be grounded

livid haven
#

What do you need a nav mesh for if you're just moving towards a point in 3D space?

silver crown
#

3D Pathfinding?

dry moon
#

No not 3D path finding

livid haven
#

In which case, no, that wasn't a thing in UE3 either.

livid haven
#

What am I looking at?

dry moon
#

this is flying

#

not grounded

#

and the navmesh is present

#

it just spits out fail

livid haven
#

Is it using a CMC?

dry moon
#

and yeah it did work in UE3, you could call a location and it'd go to it, you'd just need to make sure you add some height to the location you are traveling

livid haven
#

But that's not "flying AI". That's just... walking with a Z offset.

dry moon
#

Yes

#

and it does not work in UE4

livid haven
#

Have you debugged why its failing?

#

Because there are a LOT of potential points of failure.

dry moon
#

AI seems to require you to be grounded or something

livid haven
#

No. No "or something".

#

You need to actually trouble shoot this. Why isn't it finding a path?

#

Can you debug the path finding?

#

Check logs, maybe increase verbosity.

dry moon
#

In code they don't really spit out any more data besides "failed to move"

livid haven
#

Right, I mean step into it and see what the point of failure is.

#

There are pretty rare few resources for AI, alas.

#

I've never messed with having something use the Flying physics state but path follow.

#

It seems somewhat trivial, depending on exactly the behavior you want. Like you may want the path it follows to actually be a consistent Z offset from the ground, or maybe you want it to B-line between the starting point and destination?

#

I don't know what would even be a sane "default" implementation.

#

Maybe there isn't one and that's why it doesn't work - maybe you need to use path finding as-is, but actually implement your own path following for flying?

dry moon
#

Well I've went down that route, but ticks are going to function different at 30fps and 120fps. So movement for the AI was slow like that, but normal at 120

livid haven
#

If I created the system, that is likely what I would end up doing.

dry moon
#

well I don't want to do that, you are going basically be pushing into two different path finding systems

livid haven
#

Making it fail to do anything for "flying" because it's just wrong to assume anything when things are ambiguous and force the user to explicitly do what they want to do, but give them the tools to do so.

dry moon
#

not very optimal

livid haven
#

No

#

There's path finding and there's path following.

#

You can use the same nav mesh to path find.

#

But you can path follow differently.

#

I'm saying worst case scenario you path find as usual, but implement path following of your own to get the desired behavior - some Z offset off the ground at all times.

#

So you'd sample the path that was found and follow towards a point that is at the appropriate Z offset at that XY coordinate. Make sense?

spare herald
#

Hey Sion, could you help me with something in a bit?

livid haven
#

Maybe? I don't want to commit to personal help. Just ask and I'll help if I can, as can anyone else.

spare herald
#

Pretty simple. I got a couple of shaders but they load very slow.

#

Normally it doesn't take this long, only a couple of seconds even.

#

And they're not even complex.

livid haven
#

Shaders or materials?

spare herald
#

Materials excuse me.

#

Using the paint brush tool.