#ue4-general
1 messages Β· Page 366 of 1
when you make buildings, do you make one building in blender? or assemble them in ue?
Oh boi
Okay wait. So to recap that I understand that.
The Screen shows the STATIC CAMERA.
Yee thats a giant widget mask
No the screen is only a part of the static camera image
And you want to put a sort of zoom onto that?
I think you could achieve it with a zoom though
didnt think about that before
@static viper So with a widget mask you could mask the area?
This is sliding too much
No I want the masked area to fill the whole screen
Mh
Why mask it in the first place then?
In sense of resolution?
@regal mulch nvm for some reason it just works fine.
@abstract relic So the camera has a perspective of the whole scene not just the player
any site where i can find free textures for materials?
What I don't get is: You are constantly saying two different things.
You show a screen that has a static camera on the whole screen and a smaller area within it.
And then you say you want the smaller area to be on the whole screen
exactly
That's two different things
Either you have the red thing in addition on the screen
Or it takes the whole screen and the green one is kinda not needed
Well the static camera is not on the whole screen, it just gets the input somehow
That's what confuses me
At the moment it sounds redundant
This just sounds like a simple top down camera at this point
Like shrinking an image then blowing it up again
Well it definitly will be stable xd
Because when you have a perspective camera following the player around it gets a perspective view based on its moving location which is looking different from a perspective view of the whole scene
Or is it?
thinks
yeah I think it is
It will have a different view, yes, but what you are trying to do seems really weird
You could lower the FOV or go Ortho camera
If you need the same sort of view
Yeah ortho would do the trick but I definitely want perspective in some levels
I dont know about the FOV method, didnt think of it before
Pretty sure you want to find a different solution.
I now see what you wanted. You literally wanted to cut out a piece of a static, very high positioned camera, and use that on the screen to keep the same sort of view angle
Yup exactly
Sounds like something that would hate performance
Probably :/
@static viper So how would you cut it, can you direct me to some object types and blueprint nodes?
Well I'll check out widgets, retainers and world to vieplane location, thank you guys so far
Alright
How do i make the third person camera move with your mouse
like so it always point to the car
like gta
Try clicking on the SpringArm
The settings on the right should have something with "ControlRotation" or so
Try playing around with that
Yeah you might still need to setup the Mouse Inputs to add ControllYaw and Pitch
:P Haven't used the Vehicle stuff yet
No idea what they give you upfront
Barely anyone here will invest time into fully explaining this to you
I already gave you hints. You'll have to check google and youtube for tutorials on it.
It's a Control Input controlled SpringArm
We are not a tutorial after all
Do i have to do it in blueprint?
Most likely
:(
@plush yew have you looked at launching the template for "vehicle". Launch - Unreal Editor > New Project tab > blueprint tab > "vehicle"
Thank god for hex editor
I mistakenly had an animation and an interface call the same name
and kept crashing the engine and wouldn't boot
so had to edit the uasset in hex
You should write up how you did that so other folks who run into that might learn!
So I have a texture and I want to cut out a part of it and make it fill the entire image, any idea how to do this?
How would you go about building a city?
Why does an Orthographic Camera show such a blurry image?
quick question, if i make a custom model and skeleton and i want animation to it, pretty sure i have to make custom animation?
If its a custom skeleton then yes
ok thanks
you can do animation retargeting if the skeleton is similar to the one you wish to pull animation from
Hey guys, Unreal begginer here, and i want to use Alt to copy things in editor, but it scales them up for some reason, does any1 have solution? (i am following Epic-made tutorial)
Yep
Yes
Qwertz
Tell me for Qwerty then
Umm
It
Just started working
I swear i did nothing, lol
?
they just mean people that have used the engine for mmo's
btw, for an mmo, you have Spatial OS
its straight up a MMO networking layer for ue4
you just have to worry about the 5% royalty after 3k like everyone else
Spatial is still really early form everything i have seen they pretty much rewrote the whole things and screwed alot of devs over i imagine now that its a wider release they wont be doing that again tho
much easier
it can use the networking layer of ue4
so you do your network stuff as usual, but spatial os spreads it over multiple servers on a huge world
then you do origin shift and level streaming on the client
Well always keep in mind that more thirdparty tools means more costs
btw what mmo @plush yew
@plush yew theyy use it on a couple games, the main drawback seems to be that you run it on a cloud
like amazon or microsoft clouds
its not something to self-host, it relies on cloud tech
to spin up new instances when needed and stuff
pm it
@plush yew they have free version for evaluation
maybe you can try it and see if it could work for you
on the other hand, UE4 now has this whole "replication graph", wich lets you customize networking a bit
its still 1 server only (no migration), but lets you customize how that server calculates replication beetween players
so maybe you can do 1 server per zone and handle migration yourself
to give you a metric, PUBG runs on one of the smaller Amazon instances. Runs fine-ish. Main issue we have is just a homongous amount of replicated data
each player has tons of components, plus weapons
so its a fuckload of data to sync
Is there another place than the Unreal Forums where one has a higher chance for responses?
if you are making an mmo and make sure to keep replicated data to a minimum + actually do plenty of custom stuff like custom replication graph + NOT USING CHARACTER MOVEMENT, then you can get 200 players in an instance
pubg gets 100 players on almost-default networking and character replication
the default character movement is very very expensive, so you gotta be careful with it
@plush yew official answerhub, official forums, this group
there are other gamedev groups with unreal devs but this is by far the biggest group
I haven't really seen much reddit posts if I've ever googled something ue4 related
only few have popped up on my searches
also the ones I've seen have been totally off
like people talk about things they don't know about at all
but that same applies to most of the answerhub answers too
thing is, people like to answer, give impression they know shit even when in reality they don't know anything on the topic
ive posted "advanced" stuff, and it gets downvoted becouse its too hard
the best place to get responses is from UDN and paying for it, besides that roll a d20 and hope for a crit
@plush yew anyway, I wouldn't really focus on finding a place where you can ASK about things, I'd focus on developing basic problem solving skills so you can search for the answers on your own
@cursive dirge i posted a few times about my vr projects or the ECS stuff, for example
@grim ore Any contact links?
it'll do you way more good than any place where randoms google the same things for you
My problem solving skills end atm when it gets too advanced like stuff that would have to be implemented in the engine
well
you probably dont need that
in that case, I'd recommend official forum and this group
don't bother with answerhub at all
we have people here with experience on engine modifications
but in most cases, everyones needs are pretty specific
but people here can help in random issues you may encounter while doing that line of work
answerhub is dead, most people migrated from forum to here
@plush yew what kind of questions you have?
So I asked about it 2 times already and tried a lot of stuff, now I posted it to the forums: https://forums.unrealengine.com/development-discussion/rendering/1568607-masked-camera-input-as-screen
Hello everyone,
so I want to make a camera setup, where a static perspective camera is used to capture the whole scene but only a masked area of it is shown to the
Basically a way to mask the camera input and render it to the screen
yeah, that doesn't seem trivial thing
Unity used to have a functionality like this out of the box but even they are moving away for it on their new SRP
they don't support it on recent SRP versions at all
as layering cameras brings it's own issues due to the underlying complexity
you can do that with funky postprocess
just render the screen as usual and then "move" it
or use the postprocess to mask it
rendering the thing fullscreen and then masking
he wants to render two cameras at once tho
No no just 1
really?
even like that you can render to texture and then read that texture in the post
well, if you don't need realtime capture for RT, what's the perf issue about?
That's the problem because the render target would need to have a really high resolution which impacts the performance way too much
only if you capture it every frame
Yeah it should be though
and you can do culling for it too
just mask the capture camera so it doesn't render things you cut out
Wouldnt that leave blank space?
but if you do need to capture the RT everyframe + player following camera, you are rendering multiple cameras at once
If I use 1 camera to capture the scene and another to capture like an RT on a plane, then yes
But in theory there should just be 1 camera capturing the scene and the mask following the player
@frank escarp So you said I could use postprocess for this, would a render target be necessary?
no, postprocess with masking will do
just put the mesh really close to the camera
I probably don't even understand the whole issue here
what's actually supposed to be on the white area on the right?
Oh it's just for the text
what you want to mask?
the red area
so you just want to render the thing inside that small area?
He wants to use a camera from one position but only render the part where the player is
^
But Im not sure if only that part is rendered or the whole green area
well, you probably didn't get replies because it's not obvious from the post what you actually want
Theoretically the whole green area could be rendered but only the red area is shown on the screen
Had to read it like 5 times
well, you can definitely do this in PP
Basically like a FF7 map, only that it's not a prerendered image background
but I'd also do some things to help the culling as you don't really have to render the whole screen if you mask it away anyway
That would probably be better
alternatively, you can just do one RT capture and display it on UMG etc
you can set the RT resolution to the size you want to show there
so it'll never be 1080p
The problem is if you want a 1080p cut out area the RT would be too huge for performance
so the red thing changes scale to full screen too?
He wants the red area to take up the whole screen
^
PP gonna give you low res
RT gonna require high res
@plush yew You mean like forexample super mario galaxy?
huh?
I am still confused what you are actually trying to do but why do you want to render a much larger image than you're going to display to begin with
that just wastes performance
@plush yew The camera should be static
oh
and when you go out of red area
it switch to new red area?
Very wasteful but I'm assuming it's a specific look since he said FF7 which have pre rendered backgrounds
well, just start with PP mask
Yeah it's different when you have a static camera perspective of the whole scene than having a perspective that is moving around focussing the player
@plush yew The red area follows the player
oh
oh i see
so you cant control red area
so the red rectangle is what the player sees filling his screen, making it look as if panning a huge image?
wait
yeah you definitely don't want to render something several times larger than the screen
Like this?
its loading
large file
90%
I understand what he's going for but don't know why he's going for it
there
so he wants to zoom in the red thing to fill the screen or not?
in that case, I feel like being stubborn about the static render for the whole scene is silly
just move the bloody camera
Yeah haha
I mean, that's how it should be done
I believe the desired effect is this, pretending the image is the world in the background? https://dl.dropboxusercontent.com/s/worppgedp144xx8/2019-01-05_00-14-44.mp4
wonder if ue4's ortho camera is still broken
because that would let you do exactly what you want
what game are you making johanat?
Yeah but then you dont get a perspective shot of the whole scene
there's probably some way to hack the projection on a normal camera so you can render the red area only and achieve this
I don't really know if there's any good solution for this
@manic pawn that's what I thought of too
because you'd need to render to RT at super high resolution first so you can zoom it on PP properly
Don't know if there's an out of the box solution
just zooming the 1080p image will give you huge pixelated view
rendering the whole thing and zooming in is terrible idea, it needs custom solution
Yeah I thought of using the theoretical camera input data without rendering it somehow, but this would probably need engine modification?
you could do the perpective on mesh itself
or some shader I suppose
but yeah, it'll get wonky
What would it cost to hire someone for this?
you'd have to ask the person being hired
someone might have a plan how to do this in a few minutes if they have experience with the related things
or it might be hugely complicated because unreal
well, technically you can just set the fov near zero and do the perspective on master material based on where the camera is
I wouldn't know how to do the math for this but it's doable
you know those curved world shaders?
they manipulate the vertices around camera using shader too
if your scene very dynamic tho?
you mean lots of moving things?
yeah
quite some
I guess it can't be baked then
Hm well vblanco said some things about using pp methods for this before, I'll look into that a bit more, so far thanks everyone!
Under Google, "blood fx unreal free" Should be the first link or second.
Oops $70. Wow, that's a lot.
Thereβs several 20 min tutorial on them
I'd recommend scouring Youtube videos. Should be one on the subject.
Can anyone tell me how to Make the Time editable? I want to start at 6am. Having trouble
Change the value in Hour_Current
Check if there's a set Hour_Current hardcoded in event Began Play and the construction script as well
is there any method to get hemisphere collision?
Wait...there's no color picker in UMG???
Im trying to make an open world fps game, and I have no knowlage of unreal engine, so what do I start with first?
i would start with epics tutorials, or looman's survival game tutorials
by lowering your expectations, probably
also open world fps is insanely complex
youll want the origin repositioning option on
thats not the exact name, i forget the exact name
but its near where you enable world comp
yeah
yeah then theoretically infinte worlds are possible
Ok then how do I make a fps game, kinda like half-life in terms of gameplay.
start with the basic shooter tutorial or shooter game template, and built up one tiny step at a time
do a lot of reading to fill gaps in knowledge, where necessary..
@plush yew how many levels you have in world ?
I am not sure is right term heh
world composition consist of levels, right that are loaded unloaded as actor traverses through game
what is size of each level ?
1 km x 1 km ?
unreal units as one unit = 1cm ?
that seems really small, like 5m x 5m each level
nah it said 512m
I see it ! π
thank you for answering questions !
how you import and cut such huge world ?
I am worry I will run out of ram cutting huge world π
you prepare tiles in another software then import import them one by one ?
does rebasing happens every tick or only when you enter/exit tile ?
wow, you are important person to know π
it is interesting how rebasing will effect world physx and performance
with 60+ tiles you have to do them manually, it seems like there should be way to do it via C++
you have spherical world ?
oh I see what you mean
this all so complicated π
thats why I am here asking always questions, taking notes π
just out of curiosity I still don't understand how in whole world reference is working
tiles in world composition are referenced to each other only
and then kind of character is always in one place and whole world is moving
rebasing = treadmill
I thought about it
at least as idea seems pretty straight forward
I will just have relative distance matrix on server side of all players
and send updates accordingly
yeah, and take be ready for painful debugging π
I find it harder to debug server/client software
I don't think I need to simulate world on server
I can just use 2d world
math is from localization parity much
actually it really similar to satellite triangulation
this idea of method I did not fully developed it yet π
idea is to send updates not (x, y, z) location on a map but distance and direction of remote player
but that might be stupid idea
heheh
I was thinking in each tile have a reference point
like a geostationary satellite lol
and resync them when tiles are changing
also I tend to over complicate things
but I want to keep server as light as possible
I kind of set a challange to make use of clients hardware as maximum as possible
thank you!
i more of imaginary engineer π
nice talking to you, will keep you updates as I go π
gnite
Hey Everyone π
Wanted to introduce myself first before asking for help -
Carrie from NC here. I'm a web development project manager, but got a degree in Game design and am trying super hard to make it my career. π
I'm learning the development side of things, as I only learned the design / creative director portion of the gaming industry and struggling a bit on a game concept I am working on
I posted a question on the unreal forum, but no response so far
If anyone can give me a helping hand, it would be amazing!!! And highly appreciated
In game physics is something completely foreign to me, as it's not standard imo. So i'm learning from scratch at the moment
you want to look at the actor's velocity at the point of impact and use that in your bounce calculations
i'd likely put a print string in front of the launch character to see what number you are actually feeding it
- then figure out either why that number is not what you expect or why that node doesn't do what you expect it to do
aye, if you're already using velocity in the calculation, and it's not variable, it suggests something is wrong there
thank you, will try that right now. It was a tad bit frustrating to see my character jump at a constant height regardless of their altitude
definitely know something isn't being calculated correctly
looking at the BP, elasticity could also be zero or a trivially small value
player velocity could have updated prior to the execution of this code as well
^^ true
Yes, that's what I'm thinking
I believe you should be able to get velocity on a hit event
it's at 0 thus being constant throughout
it would be a bit useless otherwise, hehe
as an aside, I'm not sure why you're breaking out your components in your 'Blue behaviour' function, since you can just multiply a vector by a float etc :p
you even do that in the same function!
minding state of actors in scene is a common oversight everywhere I think π
ah, so I can get the non negative value of the x y z
needed absolute values
so I wouldn't be launched in a negative coordinate
so I split them up to get absolutes for x, y , z
Unless I could do that to the vector without having to split them up into individual floats. If so, I had no idea = P
if you use absolute values like that the character won't be able to launch sideways in one direction either :p
I'd probably use the surface normal direction, and if you need to, take impact direction into account
that would give more consistent results
as a baseline surface normal * velocity.length * multiplier would bounce in the direction the wall is facing
Did you want additional force to push them in the way of current movement or opposite of impact direction?
I was able to get them to launch sideways, but I'll double check again. And will make modifications as well
also @wet berry - I wanted the opposite of the impact direction
pretty much like this:
sending a video
Ah, yeah, so you'd switch that up a bit
essentially trying to build out this repulsion gel as I'm using it as a main mechanic, just in a different manner
just been the hardest thing for a noobie to build accurately
without it feeling clunky
Portal 2 isn't opposite of impact direction though
it's the angle of reflection based upon the angle of incidence
yeah you are in for some geometry
should be able to find some high school math examples of this kinda thing online, I would think
possibly even pseudo-code examples
hm see, I was not sure if it would be better to do the opposite of the impact if i'm also going to be running into walls on top of the player
sideways
I've done reflections like that for something before. doing one vector at a time makes it pretty easy
as well
ok based off of both of your comments, I'll re do the approach and look for the angle of reflection / incedence
you'll need the up normal of the reflecting surface
perhaps that's why it doesn't feel as smooth with what i'm doing
and then the geometry should be straight forward from there
something like this:
https://www.3dkingdoms.com/weekly/weekly.php?a=2
Beautiful - thank you so much to you both. It's things like these that people who have more experience in UE4 pick up .. and people like me who are learning stay weeks upon weeks trying to figure out
I should have really done a basic ue4 tutorial, but I was stubborn
If you are going to use it a lot or need to reference it often, you'll probably want to build out a custom BP macro library with the formula once you get it down
I feel that struggling sometimes nets better results, and building things to cater what I need for my mechanics too
this isn't really a UE4 thing, it's basic math, hehe
math is ugly as sin in BPs
^^
if you struggle with this kind of stuff it may actually be worth picking up some textbooks
vector math, mechanics and kinematics are all pretty useful when doing gameplay code
math is ugly anywhere π
the math I know I probably will be able to pick up fast again - was in AP calc in high school and took it again in college. My fear is translating it to UE4 tbh
ue4 math makes my head hurt XD
Vector math is essential, yeah. it's worth taking a few nights to do some high school homework again
UE4 math is no different, but it focuses on different stuff than most school curriculums
hehe, this isn't calculus to be fair, it's a different branch of math
if a school math curriculum doesn't cover it, then it's a pretty rubbish math curriculum :/
and working in 3d isn't really any different than working in 2d, only twice π
ha, fair enough. You both are making it sound easier, so that's motivation +10
thank you a ton!!
time to reset the work, and build the mechanic the right way
oh it's super simple if you believe math is super simple and bigfoot is alive and the aliens are among us.... sure.. simple and easy!
math is the only thing in the world that makes sense β€
Math is the one subject I wish I could kick my younger self in the ass about to learn more. I never thought I would need to learn more than the basics, none of this fancy 2d and 3d stuff lol
basically this is always the answer in UE4
print it, frame it, sit it on the desk next to you
it is and I hate it, It's so amazing what you can do with real math when trying to do something.
I tend to just brute force stuff π¦
shaders and hierarchical bone rotation and position math are where I start to go crosseyed, to be fair
yeah, it's basically doing simple rotational math only relative to everything in it's parent
or parent(s) in most cases
ok
also applies to stuff like moving platforms, if you wanted to build a system where gravity is relative
stuff like that
What's a good game to start with
For someone new to Unreal?
Ive known about the engine for a while but just started making games in it
Anything where you are breaking the laws of physics so you can't rely on the physics solver UE4 ships with and have to handle the movement yourself is good
As movement and input handling are pretty much all math
(I say that specifically because I am pretty sure you could make a breakout clone with the physics engine very very quickly and with basically no math)
If you wanted to build a mechanic out instead of a game, you could do anything like wall jumping, trebuchet (parabolic) fire, the fallout VATs system, stuff like that
hm ok
so quick question
And I promise I'm not saying this to get away from the work of learning physics lol
But, isn't there a physical state option in the material editor that can work on the impulse and different angles of refraction etc in the engine?
I remember seeing a physics state for water
glass
etc
and the players interaction with said material physics state changes when they step on it
Physical materials, yea
I wonder if that will be a bad way to approach this problem though
as it won't be too custom
so it may not feel the way I want it to fell
Depends what it's for
the portal repulsion gel effect
the more I talk about it, the more I feel like I should just study the physics lol
I mean more along the lines of what the project is for
The physics engine is...not reliable
kk fair. I'll just do the math π
And fixing the parts where it isn't reliable is way harder than the math you are looking at π
So for one off mechanics or game jams or something
Yeah, physics engine
For something you are always doing and always should work correctly
never ever physics
Hopefully I can get back to ya'll this weekend and say I figured it out
Hello sirs and madams. Have a nice day to all. π
about to start my studying. Phew, I'm rdy
My googling is terrible...I can't find a 4.19 version of Rama's UMG plugin
The ones on the website didn't work for me
I am having some issue loading VS from UE4
when I create a new class, it wont open the class in the IDE, Or if I double click a class int he content browser, also there is a "loading visual studio" box that stays open all the time
i recently taught myself blender and now im trying to learn ue4, but when i launch i see a black screen like this, is it supposed to be like this? if not, how do i fix it?
Anyone here know a good way to do voice chat in UE4?
@gusty bobcat that is the default world, you need to add some geometry and a light to be able to see anything. suggest you watch some intro tutorials
Are we able to mention projects and assets we are selling on marketplace here?
@frank escarp May I DM you about the camera thing yesterday?
no, just ask here
So you said you knew a way how to mask and/or move the screen in post process? Could you maybe hint me a few nodes or a screenshot would be cool too
I have a very basic post process material for the camera but Im really not versed in blendables and how to get all the coordinates and manipulate them and stuff
The UVs from TexCoord?
Arent the UVs a float2? Can I split them?
Oh it seems when you use the TexCoord node you can just decrease he UV Tiling to get an effect but its resolution is not adjusting
interesting indie documentary about Fortnite, it's in French but there's subtitles.
https://www.youtube.com/watch?v=uUlJarbHrMU&feature=youtu.be
Qu'est-ce que le succès monumental de Fortnite nous apprend du monde qui nous entoure. Soutenir Game Spectrum : https://tipeee.com/game-spectrum | S'abonner ...
@plush yew you can dynamically load/unload composite maps using triggers (there's a demo map on Content Examples)
and speaking of culling there are several ways for it: https://docs.unrealengine.com/en-us/Engine/Rendering/VisibilityCulling
im realizing ive just been copy pasting from tutorials and don't know how to use unreal at all
how did you guys get over that hump?
what should i start with
@tranquil moth Someday you will find yourself with something that no one done a tutorial, and you really want to put it in the game, then all those tutorials will come to you in a rush of brainstormin and your conscience will interpretate everything will make sense, those blueprints logic will fall into your lapp you just keep doing it
@tranquil moth Start with a super simple personnal project that you'd like to make
Yeah trying to do tower defense right now
Okay, maybe your Ai's can be very simple, so easy to make. Like rushing to the tower and win if it reaches the tower. And you, player, can stop him by attacking him (ie press an attack button that fires an animation that kill/ damage the Ai when in range of the attack).
It's maybe not a real tower defense per say but it can be a good start for mastering basic principles like animation, character movement, Ai movement, stats (HP, damages), UI, and victory/defeat screen
Currently trying to learn about widgets, so I set up this Pause Menu and I use Set Input Mode Game and UI to use the cursor, but it doesnt show up, even though it scrolls around over the buttons
Alright I use Show Mouse Cursor
Why do I get ghosting with FXAA all of a sudden
Been googling this but to no avail.
How to get direction from actor's rotation and location?
Trying to move a character "forward" based on their rotation.
N00b here
Using C++
I think there is a Get Forward Vector
@shrewd gorge Can be used to determine if Facing Up Or Down f.e.
You inspired me.
GetActorForwardVector!
I'm supposed to be using only C++ for this part, as it's what I'll be doing with AI later on (a volunteering application task).
There is also GetActorRotation and GetActorLocation
My question is more source and asset control related... I already set up git repos for my C++ code, and can obviously do the same for binary applications. How do you manage the git flow when doing a C++ UE4 project? Do you need to set up two git repos, one for the C++ side and one for the UE4 side?
I think you're supposed to ignore the files generated by the engine, so you only have your project related files in it. Other files can be regenerated by the engine.
Github has a general gitignore file for UE4:
https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
great, i'll grab that ignore file, but do i need to point UE4 source control to the same repo, or just not point it there at all? This is obviously my naivety, though I am concerned with what happens to changes made in the editor, like material changes, mesh changes, etc...
Those are project assets and should not be ignored.
You would only need one repo imho.
correct, for the game code. And if you want to track changes to assets?
As I went through the course on udemy, the idea was that the whole project is the repo. Assets as well.
If you want to encapsulate it for a team maybe use branches?
ok, cool. which one? I am working through looman's course now
this udemy sale is going to make me go nuts
It's an ongoing thing, they're never over 30% price. xD
ahh ok
But 10$ for knowledge, hell yeah.
void UShip::RotateLeft()
{
Rotation.Yaw = Rotation.Yaw - (1.0f * RotationSpeed);
UE_LOG(LogTemp, Error, TEXT("%f"), Rotation.Yaw);
Owner->SetActorRotation(Rotation);
}
void UShip::RotateRight()
{
Rotation.Yaw = Rotation.Yaw + (1.0f * RotationSpeed);
Owner->SetActorRotation(Rotation);
}
Could anyone tell why SetActorRotation in RotateLeft() wouldn't work?
The Rotation.Yaw value is updated correctly, but SetActorRotation just doesn't apply to the actor.
How to use "-ForceRes" when Im using "r.setres 100x100" in a blueprint?
is it possible to have blueprint staticmesh actors to have an absolute world position, uncoupled from the blueprint root?
@plush yew Thank you, I solved my issue.
Yw π
@glacial pecan have you tried the GetWorldLocation node?
@naive furnace right, but this is in a player pawn, so it moves around, so that means I'd have to update the actor position I want absolutely positioned once per tick, right?
if that is what you need, yes
i'm guessing there will be some context as to the desired result that is needed here
it's VR. I have a blueprint pawn that handles all movement (teleportation only for now), but I'd also like to place measurments in the world, made from staticmeshes and text actors. but these need to stay put and not move around with the pawn
so why not put them in the world and not as part of the pawn?
sure. how do I do that? when I add a sphere and cylinder to my blueprint, they become attached to the sceneroot
no i mean put them in the world like you would any other item
they are supposed to be part of the world right?
yes, but fully controlled from the blueprint...
what is controlled by the blueprint?
the static mesh actors which make up the measurment
two spheres at the end, a cylinder in the middle and text for the distance
ok, but what needs to be controlled?
their location
isnt the location fixed you said?
anyways look into blueprint communication, you can talk between blueprints easily. Your pawn can talk to other items in the world, like this item, and tell it what to do
ah so like a pointer object?
blueprint communication, got it
or something you place down
thanks for the tip!
Why does this not change the actual window resolution but prints the new one? @grim ore Btw I checked your tutorials for this
Hey guys I want to ask something how can o fade to another gamer with a level fade like in Ethan Carter game
I know how to level fade and switch between cameras but how do you do that burning level fade stuff ?
Example at: https://youtu.be/fVjaabZ_Zo8?t=1822
The Vanishing of Ethan Carter Full Game Walkthrough Movie No commentary Gameplay Lets Play HD 1080p PC Part 1
I suppose that should be some kind of a filter / transparent object in front of the camera, leaving someone better to help you out.
hi here, what would be the best way to get a variable value on 500 actors every tick?
I have like 500 actors that I want to control with the joystick, but the axis values are only available on the player controller, and it might be a huge amount of wasted memory if every single actors would fetch the axis value on the player controller at the same time.
can anyone tell me why my line trace system is not working?
it was supposed to draw a line from the car
@bronze tree Why are you tracing from the camera manager?
I tried tracing from the car itself but that didn't work either
when ever i hit play it drops a character in? all i want is just a top down view of my grid
@plush yew Sure, you can make 2D games (Though I'm not convinced UE4 is the best engine for 2D games)
yeah you can make 2d
with blueprint?
Almost anything you can do in C++ you can do in Blueprints
Slight hyperbole
But you can do most things
@gleaming creek well since its hard to learn coding languages for me, i made some horror games with blueprints in past
they were 3d, i want to make a 2d game with blueprint now
Blueprints is still a coding language
thats why i asked it. engines with 2d visual editor is literally over 90$
You need all the same knowledge to use it as a written-code one
yeah i know but its easier for me
Anyway, it should be fine
You can do most things in UE4 in Blueprints
Shouldn't matter if it's 2D or 3D
thanks
I haven't done any 2D games in UE4 myself
Can you help me with the line tracing ?
grab Unity, grab the roguelike 2d learn project, make a 2d game π
or grab Unreal 4, grab the tappy bird or match 3 learn project, make a 2d game π
@silver crown thank you π
yes?
hey guys, i wonder if its possible to do a movement system just like just dance in ue4. ubisoft makes msm (movement file) for every move that the dancer in-game does. when you do the msm right, it gives you score. (perfect, good etc.) i have a .cs script that makes msm files work in-game. is it possible to use it in ue4 or is there a other way to make this happen?
Would anyone be willing to help me learn some things about blueprints? I'm willing to pay for the help
There's just a few systems I want to make and I'm just dumb and don't know where to start
linear what do u want to learn?
mostly setting up a turn-based system, defining 'stat' values for an actor and having them influenced when in certain zones, a basic line-of-sight system
probably also setting up UI stuff, but I haven't tried doing that yet so don't know if there are already tutorials i can try to follow
hello everyone
anyway i dont know if it's allowed to ask that sort of thing here but if anyone is willing to help i would super appreciate some guidance
@elfin gull If you are just looking to learn about turn-based game I would suggest that you start with looking at the Turn Based Strategy example in the learn tab of the launcher. That should cover the basics and it is free. If you are looking for further help feel free to message me and I will do my best to be of assistance.
every, except for Share your work and Voice Chat
ok
so, is someone familiar with blender? Im tryna import an animation from there but i dont know if animation must be baked or what settings must be checked
what does edge smoothing do?
it separates smoothing groups by edges
btw, im using the action editor to create animations, not the NLA strip, idk how that one works
also you may want to turn on Only Deform Bones if you dont want to export IK bones etc
why does my mesh dissapear whenever i try to preview animation?
Old issue. Just rename the rig to anything but armature
do any epic employees talk here?
sometimes
Considering there's a role for them, yes π
Quick question - there still isn't an easy way to get emissive material (like on text) on a widget?
Glowing
I raycast around the world using this
how can I create an actor blueprint with a very large invisible hitbox that can trigger this?
(I write that as I realize the "trace channel" says "visible"...)
What happens when you drag off from the Hit Actor - then you can do Hit Actor = Actor Class for a branch and make something happen
Or you can fire off an interface on any hit actor and it will fire the event on any actor who has that interface
right, right... but that's after I hit the actor... my question was more like before π
like HOW to hit the actor
because my visible actor is pretty small, and I want to put a much larger hitbox on him
Oh, then put a collision box on him as a component
Name it something like Hitbox or whatever so you know what it is
You should still be able pull off Hit Actor from the Break Hit Result node, (actually I think it can be pulled off from both)
so guys i have this problem
when my ai actor dies it spawns that golden bag in his location
but i want to make it spawn in the ground
any help?
Is your character not standing on the ground?
my character is standing on the ground
the golden bag spawns when i kill the ai
to his location
@chrome summit Just make a component on the AI Actor and place that component on his feet, then use that new component's World Location to spawn the golden bag
Or just make a linetrace from the AI Actor vector to -150 z axis so you get the hit result of the ground location and use that vector to spawn the loot
Now dont waste a cast for this xd
thanks
@light thunder the complex line trace seems to ignore collision boxes
or just enable physics on the loot so it drops to the ground Β―_(γ)_/Β―
Remco has probably a better approach than mine
Yes Remco is better then you
than*
@glacial pecan Then do a static mesh on the actor but uncheck visible
π
I know... Sometimes even if the solution is obvious... We hold bwck
Sometimes its daring to try. Nothing to prove
@light thunder that doesn't sound logical.... when I'm going a line trace by channel visible... and the collision box is actually set to visible
feels like I'm missing something else obvious
complex linetrace probably ignores collision boxes
and goes by polygons
Like the trace channel? Not beeing setup for the default collision sphere?
Which is the case
Its set to overlap
Anyone here familiar with Origin? I'm having issues.(tag me if you are)
im only familiar with the Epic Launcher
@static viper overlap?
Check out the sphere collision setup
For one man its not enough, for another its the world...
I have added a new bone to my mesh and reimported, however its not placed correctly and it has the message.
This bone exists only on the skeleton
@forcas you cant do that
If you change the skeleton like that then you need a new base skeleton in ue4
Adding bones is highly unpractical
You still change it
And ue4 will not allow that
if you change the skeleton on a mesh and import it to ue4, thats fine.
but you cant just change the skeleton and it expect it to work iwth all animations
or reimport fine
that is not possible because of binding
why would you even do that??
how unorganized must you be to later change the skeleton??
how does that even make sense
its ok
so ive updated to 4.20, ran the python script on my projects root folder (which auto updates the .ini files and .cpp files with the new nav system path)
and no recast navigation mesh appears
Is anyone able to help me with a quick question?
you should just ask the question
I am making a modular fence and walls, should i make them so it is inside the grid or over lap a bit like this image
does anyone know how can i turn my project to 2d?
hey guys, im new to ue4 (i know the basics) i built a pong game to start learning and to play with and i was wondering if anyone knew a good tutorial for getting steam setup and running in my game so i could use it for multiplayer friends list ect... any help would be great thnx
...
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
@plush yew Use the Launcher to create your 2D game from the 2D Templates
thank you
change the projection mode to orthographic in camera settings?
where is that
click on your camera actor i think
no...
Perspective is with 3d depth, orthographics is no depth and it is all flat. either one can do "2d" if you mean a flat view (top/side). If you want a true "2d" then you swap the camera to Orthographic like suggested. The viewport option for that is above and the option for that when playing is on your camera
@rigid saffron it's kinda hard to understand what you mean but if you are going for a modular setup you should try and have anything that might want to "tile" have it's edge cleanly on an edge at an even snapping unit/size if possible. You can always make a "cap" piece that is a corner if you think it is needed.
generally if you wanted something like 2 fences to be connected you would have a simple post there as the corner piece with the fences going cleanly off it in each direction
can you integrate steam using BP? there are many videos on youtube as pointed out but im not sure which are relevant and many use a plugin
maybe make a version of your fence pieces not have an end piece if you are making them post <-> fencing <-> post so it could connect to a simple post in the corner? in the end tho not many people will notice unless you need perfect heh
or they use c++ of which im not a coder
@grim ore In my mind it doesnt make any sense though. i want 2m long parts this is the problem i have with it lining up, i get intersecting at the ends and the middle detail parts are not inline
Use the move forward vector, make the attached variable have a small value then add a delay at the end of it fmof about 0.1 seconds and test, if he moves to slow or to fast just change the variables value. Simple brother π @solar quarry
The move forward vector... I'm sorry this is the first time I'm using the cutscene camera.@grand knot
what is that
In your soilderd blueprint
Are U using him in a blueprint or just placing the mesh in the world ?
playing the mesh in the world
Alright, I've figured out how to add animations in matinee. How do I extend it?
Well U could use the level blueprint to move them but I would rather U use a character blueprint
Alright brother I'll guide U through it
It's really simple
And U will be able to replace all the mesh without having to delete one by one ππ
ok
still here
I just want the soldiers to move from one end to the other in the matinee cutscene
problem is, the animation only lasts long enough for 4 steps before teleporting back to the start and I don't know how to extend it
Oh so the animation itself is moving
Do you have a in place version of the animation ?
it's a mixamo animation that I've just thrown onto the scene
Go back into mixamo
Find the same animation
Then on the to get side of the screen select "move in place"
Perfect
Now create a new blueprint
Right click, new blueprint
And select character blueprint
Also are your U using the third person example as your template or ??
yes
Okay now change the skeleton mesh to your soilderd
Soilder
So click on "mesh inherited" then on the right side where it says skeleton mesh, select your soilder
alright
Now go back to your level and select all the soudker mesh
Then right click and press "replace with " and select your new blueprint
and I can't find the replace function
U have to click on the actual mesh in the map
Example
We are almost done ππ
U first have to have the blueprint left click in the view panel
Example again
As U can see I have super Goku child selected in the view panel do when I right click on the game editor it shows up as a replacement
yeah I just did that
Okay now back to the character blueprint πͺ
On the mesh
On the right side change animation mode to "use animation asset" and select your walking animation
Like so
one sec I accidentally broke something
Lol
Well anyway then after that in the event graph create this blueprint and you should be ready to go π
do you by any chance have a print screen?
alright I'll get down to making that
if u want them all gone after acertain amount of walking you can add a delay at the end then add a "destroy component" and the blueprint will destroy itself
cool
quick question, there are two get forward vectors, which one?
oh wait, there are 3, I pick the blank one
same one thats in the image lol
@grand knot thank you
yeah, the actor has the animation. He stays in one place but I'm gonna move him forward in the matinee
he should be moving forward if u added the movement input
oh my bad u have to change the movement speed lol one second
go bakc into the characters blueprint on the left od the screen secelct the movement component
and change the setting to somthing similar to this
Anyone know how long it usually takes for the level package process to do its thing in UT4 Editor?
Makes sense, @grand knot -- i5 6600K, 32GB of RAM, 512GB Samsung 980 EVO NVMe SSD.
alright gimme a sec while I read all that
packaging is mostly using the cpu and ram
depending on objects in scene and size of contents it can take anywhere from 5mins to 5 hours
hard to say
u dont
why are you looking to cast to widget
trying to change a variable within the widget using a character blueprint?
@grand knot thanks mate. I can see the process is using resources consistently, so I'll let it sit for a while. I know lighting the map takes about 10-15 minutes, so...
@grand knot i created a variable in my widget that is set to true if i hit accept button and now i want to make a branch in my actor if that variable is true then do something
then u just cast within the widget itself not in the characters bluepirnt
u have a brnach in the characters blueprint hooked onto the "event tick" then when that character variable is true it will do what you want
but you trigger it from withion the widget itself
thats within your character blueprint correct?
no thats an actor
yep
so when you overla[p you want the widget to appear
no
oh u want the variable to activate in the widget
yes?
"quest accepted"
to be ticked within the widget
am i correct?
okay then u do it within the actor blueprint
which is if i overlap that actor to teleport me in a cave
wait ill build a example
thanks
he still only walks in one place
@solar quarry 1 minute
this is your actor blueprint @chrome summit
then in your widget you do this
is DBU the widget?
dbu is the actor
so the widget will read when the actor is overlapped form there you can have your widget become "unhidden" ect
simple brother
have fun
@solar quarry ill send u a fresh thridperson blueprint already built haha ujust change the mesh and animaiton inside
I would suggest looking into bp interface down the road
nah not needed for something that small
just a quick widget will do fine
you can even have the widget create itself after overlapping the object then as soon as its created it will appear and read the character variable then a second later it will destroy itself
easy peasy
@solar quarry what engine version u got borther?
hah
lol
Does anyone know what TaskGraphThreadHP is?
im getting MAJOR performance issues with it
Not sure what that is
This has been plaguing my games performance for quite a while now and im stumped
also what is poolthread
these two things are really hurting performance
no you aren't
the thread is waiting for the CPU
it's doing nothing, and nothing is waiting on it
Task Graph threads usually look red hot and scary, but it turns out they are just sitting there doing nothing and nothing is relying on it
@plush yew
the only threads you should care about really in the profiler are the Game thread and the REnder thread
you can safely ignore the task graph threads unless you have written code yourself that relies on a task graph
Well we originally thought it was texture resolution
so we put everything to at max, 2k
and you would really notice that
but that didnt fix anything
check your game thread
Alright, I sent this to another member on the team since im leaving here shortly
k
@plush yew doing a loop then jump is probably not what you need it will call jump over and over every frame.
But when I come back ill keep you updated on whats going on since you seem to know what your doing
Because we've never used the profiler before
i am the profiler whisperer

