#ue4-general

1 messages Β· Page 366 of 1

plush yew
shy silo
#

when you make buildings, do you make one building in blender? or assemble them in ue?

static viper
#

Oh boi

regal mulch
#

Okay wait. So to recap that I understand that.
The Screen shows the STATIC CAMERA.

static viper
#

Yee thats a giant widget mask

plush yew
#

No the screen is only a part of the static camera image

regal mulch
#

And you want to put a sort of zoom onto that?

static viper
#

Use worpd to viewplane location

#

World*

plush yew
#

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

static viper
#

If you want a black everything

#

But around the player is a square

#

Window

plush yew
#

No I want the masked area to fill the whole screen

static viper
#

Mh

abstract relic
#

Why mask it in the first place then?

static viper
#

Cutting it would be easy

#

But perfectly applying it?

plush yew
#

In sense of resolution?

dreamy saddle
#

@regal mulch nvm for some reason it just works fine.

plush yew
#

@abstract relic So the camera has a perspective of the whole scene not just the player

wise flame
#

any site where i can find free textures for materials?

regal mulch
#

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

plush yew
#

exactly

regal mulch
#

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

plush yew
#

Well the static camera is not on the whole screen, it just gets the input somehow

regal mulch
#

That's what confuses me

abstract relic
#

At the moment it sounds redundant

regal mulch
#

This just sounds like a simple top down camera at this point

abstract relic
#

Like shrinking an image then blowing it up again

static viper
#

Well it definitly will be stable xd

plush yew
#

How do i make the third person cam moveable?

regal mulch
#

Instead of making this the camera

#

Why not directly this

plush yew
#

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

regal mulch
#

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

plush yew
#

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

regal mulch
#

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

plush yew
#

Yup exactly

regal mulch
#

Sounds like something that would hate performance

plush yew
#

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

regal mulch
#

Viewport

#

Not Viewplane iirc

plush yew
#

Alright

#

How do i make the third person camera move with your mouse

#

like so it always point to the car

#

like gta

regal mulch
#

Try clicking on the SpringArm

#

The settings on the right should have something with "ControlRotation" or so

#

Try playing around with that

plush yew
#

ok

#

that made my camera static

regal mulch
#

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

plush yew
#

It dont work :(

#

Anyone know?

regal mulch
#

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

plush yew
#

Do i have to do it in blueprint?

regal mulch
#

Most likely

plush yew
#

:(

delicate needle
#

@plush yew have you looked at launching the template for "vehicle". Launch - Unreal Editor > New Project tab > blueprint tab > "vehicle"

dry moon
#

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

delicate needle
#

You should write up how you did that so other folks who run into that might learn!

plush yew
#

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?

shy silo
#

How would you go about building a city?

plush yew
dreamy saddle
#

quick question, if i make a custom model and skeleton and i want animation to it, pretty sure i have to make custom animation?

dry moon
#

If its a custom skeleton then yes

dreamy saddle
#

ok thanks

abstract relic
#

you can do animation retargeting if the skeleton is similar to the one you wish to pull animation from

plush yew
#

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

regal mulch
#

?

dark depot
#

they just mean people that have used the engine for mmo's

frank escarp
#

btw, for an mmo, you have Spatial OS

#

its straight up a MMO networking layer for ue4

dark depot
#

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

frank escarp
#

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

regal mulch
#

Well always keep in mind that more thirdparty tools means more costs

frank escarp
#

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

plush yew
#

Is there another place than the Unreal Forums where one has a higher chance for responses?

frank escarp
#

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

cursive dirge
#

@plush yew official answerhub, official forums, this group

#

there are other gamedev groups with unreal devs but this is by far the biggest group

plush yew
#

I think the reddit might be good too or not?

#

looks more active to me

cursive dirge
#

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

frank escarp
#

reddit unreal engine is really, really bad

#

absolute garbage

cursive dirge
#

that's my impression too

#

I've never seen anything worth reading there

frank escarp
#

ive posted "advanced" stuff, and it gets downvoted becouse its too hard

cursive dirge
#

I've not seen your posts either πŸ˜„

#

well, you could have linked some here

grim ore
#

the best place to get responses is from UDN and paying for it, besides that roll a d20 and hope for a crit

cursive dirge
#

@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

frank escarp
#

@cursive dirge i posted a few times about my vr projects or the ECS stuff, for example

plush yew
#

@grim ore Any contact links?

cursive dirge
#

it'll do you way more good than any place where randoms google the same things for you

plush yew
#

My problem solving skills end atm when it gets too advanced like stuff that would have to be implemented in the engine

cursive dirge
#

well

frank escarp
#

you probably dont need that

cursive dirge
#

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

manic pawn
#

answerhub is dead, most people migrated from forum to here

cursive dirge
#

@plush yew what kind of questions you have?

plush yew
#

Basically a way to mask the camera input and render it to the screen

cursive dirge
#

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

frank escarp
#

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

cursive dirge
#

he wants to render two cameras at once tho

plush yew
#

No no just 1

cursive dirge
#

really?

frank escarp
#

even like that you can render to texture and then read that texture in the post

cursive dirge
#

well, if you don't need realtime capture for RT, what's the perf issue about?

plush yew
#

That's the problem because the render target would need to have a really high resolution which impacts the performance way too much

cursive dirge
#

only if you capture it every frame

plush yew
#

Yeah it should be though

cursive dirge
#

and you can do culling for it too

#

just mask the capture camera so it doesn't render things you cut out

plush yew
#

Wouldnt that leave blank space?

cursive dirge
#

but if you do need to capture the RT everyframe + player following camera, you are rendering multiple cameras at once

plush yew
#

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?

frank escarp
#

no, postprocess with masking will do

plush yew
frank escarp
#

you can also ACTUALLY mask

#

with a mesh

plush yew
#

The car is sliding so much

#

what can i do?

frank escarp
#

just put the mesh really close to the camera

cursive dirge
#

I probably don't even understand the whole issue here

plush yew
#

Oh it's just for the text

cursive dirge
#

what you want to mask?

plush yew
#

the red area

cursive dirge
#

so you just want to render the thing inside that small area?

plush yew
#

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

cursive dirge
#

well, you probably didn't get replies because it's not obvious from the post what you actually want

plush yew
#

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

cursive dirge
#

well, you can definitely do this in PP

plush yew
#

Basically like a FF7 map, only that it's not a prerendered image background

cursive dirge
#

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

plush yew
#

That would probably be better

cursive dirge
#

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

plush yew
#

The problem is if you want a 1080p cut out area the RT would be too huge for performance

cursive dirge
#

so the red thing changes scale to full screen too?

plush yew
#

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?

cursive dirge
#

huh?

plush yew
#

Where camera follow you?

#

No totally not

manic pawn
#

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
#

@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

cursive dirge
#

well, just start with PP mask

plush yew
#

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

cursive dirge
#

you can make it more efficient later on if needed

#

but chances are it's fine as is

plush yew
#

@plush yew The red area follows the player

#

oh

#

oh i see

#

so you cant control red area

manic pawn
#

so the red rectangle is what the player sees filling his screen, making it look as if panning a huge image?

plush yew
#

Ye

#

exactly

cursive dirge
#

wait

manic pawn
#

yeah you definitely don't want to render something several times larger than the screen

plush yew
#

Like this?

cursive dirge
#

you want the red thing to fill the whole screen?

#

like... what... why πŸ˜„

plush yew
#

its loading

#

large file

#

90%

#

I understand what he's going for but don't know why he's going for it

#

there

cursive dirge
#

so he wants to zoom in the red thing to fill the screen or not?

plush yew
#

Yes

#

Im making a car maze as my first game in my life :D

#

yup

cursive dirge
#

in that case, I feel like being stubborn about the static render for the whole scene is silly

#

just move the bloody camera

plush yew
#

Yeah haha

cursive dirge
#

I mean, that's how it should be done

manic pawn
plush yew
#

Ye

#

But it would take away the whole feel, as an artist I cant accept that

cursive dirge
#

wonder if ue4's ortho camera is still broken

#

because that would let you do exactly what you want

plush yew
#

what game are you making johanat?

#

Yeah but then you dont get a perspective shot of the whole scene

cursive dirge
#

oh

#

so you want perspective, but you don't want it to change

#

ok

#

I get it now

manic pawn
#

there's probably some way to hack the projection on a normal camera so you can render the red area only and achieve this

plush yew
#

@plush yew Some Action RPG type of thing

#

oh ok

cursive dirge
#

I don't really know if there's any good solution for this

plush yew
#

@manic pawn that's what I thought of too

manic pawn
#

some of the people in #graphics probably know how to do this br_thinking

cursive dirge
#

because you'd need to render to RT at super high resolution first so you can zoom it on PP properly

plush yew
#

Don't know if there's an out of the box solution

cursive dirge
#

just zooming the 1080p image will give you huge pixelated view

manic pawn
#

rendering the whole thing and zooming in is terrible idea, it needs custom solution

plush yew
#

Yeah I thought of using the theoretical camera input data without rendering it somehow, but this would probably need engine modification?

cursive dirge
#

you could do the perpective on mesh itself

#

or some shader I suppose

#

but yeah, it'll get wonky

plush yew
#

What would it cost to hire someone for this?

manic pawn
#

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

cursive dirge
#

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

plush yew
#

Didnt learn about them yet

#

Oh yeah ok

#

I think I saw something related to this

cursive dirge
#

if your scene very dynamic tho?

plush yew
#

you mean lots of moving things?

cursive dirge
#

yeah

plush yew
#

quite some

cursive dirge
#

I guess it can't be baked then

plush yew
#

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!

scenic snow
#

erm, how much space does unreal engine take ?

#

for mac?

chrome summit
#

Guys do you know where i can get a blood fx

#

for free

high stone
#

Under Google, "blood fx unreal free" Should be the first link or second.

#

Oops $70. Wow, that's a lot.

chrome summit
#

ik

#

i searched a lot

#

couldnt find anything

abstract relic
#

There’s several 20 min tutorial on them

high stone
#

I'd recommend scouring Youtube videos. Should be one on the subject.

inner yacht
#

Can anyone tell me how to Make the Time editable? I want to start at 6am. Having trouble

abstract relic
#

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

inner yacht
#

Thx lol sounds good I'm lost

#

its working thank you was staring too long

drowsy mesa
#

is there any method to get hemisphere collision?

light thunder
#

Wait...there's no color picker in UMG???

timber pilot
#

Im trying to make an open world fps game, and I have no knowlage of unreal engine, so what do I start with first?

supple totem
#

i would start with epics tutorials, or looman's survival game tutorials

wary wave
#

by lowering your expectations, probably

supple totem
#

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

timber pilot
#

Ok then how do I make a fps game, kinda like half-life in terms of gameplay.

wary wave
#

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..

west quarry
#

@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

supple totem
#

nah it said 512m

west quarry
#

I see it ! πŸ˜ƒ

#

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 πŸ˜ƒ

#

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 πŸ˜ƒ

#

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 πŸ˜ƒ

#

thats why I am here asking always questions, taking notes πŸ˜ƒ

#

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 πŸ˜ƒ

#

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 πŸ˜ƒ

#

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 πŸ˜ƒ

#

nice talking to you, will keep you updates as I go πŸ˜ƒ

#

gnite

warm dawn
#

Hey Everyone πŸ˜ƒ

#

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. πŸ˜ƒ

#

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

wary wave
#

you want to look at the actor's velocity at the point of impact and use that in your bounce calculations

wet berry
#

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
wary wave
#

aye, if you're already using velocity in the calculation, and it's not variable, it suggests something is wrong there

warm dawn
#

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

wary wave
#

looking at the BP, elasticity could also be zero or a trivially small value

wet berry
#

player velocity could have updated prior to the execution of this code as well

warm dawn
#

^^ true

wet berry
#

i.e. your player stopped

#

and has no velocity

warm dawn
#

Yes, that's what I'm thinking

wary wave
#

I believe you should be able to get velocity on a hit event

warm dawn
#

it's at 0 thus being constant throughout

wary wave
#

it would be a bit useless otherwise, hehe

warm dawn
#

silly noobie mistake πŸ˜› thanks

#

Loading up UE and going to test a few things

wary wave
#

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!

wet berry
#

minding state of actors in scene is a common oversight everywhere I think πŸ˜ƒ

warm dawn
#

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

wary wave
#

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

wet berry
#

Did you want additional force to push them in the way of current movement or opposite of impact direction?

warm dawn
#

srry, stepped away for pizza πŸ˜›

#

reading comments above

wet berry
warm dawn
#

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

wet berry
#

Ah, yeah, so you'd switch that up a bit

warm dawn
#

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

wary wave
#

Portal 2 isn't opposite of impact direction though

#

it's the angle of reflection based upon the angle of incidence

wet berry
#

yeah you are in for some geometry

wary wave
#

should be able to find some high school math examples of this kinda thing online, I would think

#

possibly even pseudo-code examples

warm dawn
#

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

wet berry
#

I've done reflections like that for something before. doing one vector at a time makes it pretty easy

warm dawn
#

as well

#

ok based off of both of your comments, I'll re do the approach and look for the angle of reflection / incedence

wet berry
#

you'll need the up normal of the reflecting surface

warm dawn
#

perhaps that's why it doesn't feel as smooth with what i'm doing

wet berry
#

and then the geometry should be straight forward from there

wary wave
warm dawn
#

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

wet berry
#

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

warm dawn
#

I feel that struggling sometimes nets better results, and building things to cater what I need for my mechanics too

wary wave
#

this isn't really a UE4 thing, it's basic math, hehe

wet berry
#

math is ugly as sin in BPs

warm dawn
#

^^

wary wave
#

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

grim ore
#

math is ugly anywhere πŸ˜›

warm dawn
#

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

wet berry
#

Vector math is essential, yeah. it's worth taking a few nights to do some high school homework again

warm dawn
#

time to open up khan academy πŸ˜›

#

that guy is a genius

wet berry
#

UE4 math is no different, but it focuses on different stuff than most school curriculums

wary wave
#

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 :/

wet berry
#

and working in 3d isn't really any different than working in 2d, only twice πŸ˜›

wary wave
#

haha

#

add one dimension, triple the complexity πŸ‘

warm dawn
#

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

grim ore
#

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!

wet berry
#

math is the only thing in the world that makes sense ❀

grim ore
#

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

wet berry
#

print it, frame it, sit it on the desk next to you

grim ore
#

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 😦

warm dawn
#

haha @grim ore - your comment deserves a freakin award lol

open eagle
#

ai bois\

#

Im new to unreal

wet berry
#

shaders and hierarchical bone rotation and position math are where I start to go crosseyed, to be fair

open eagle
#

what's hierarchical bone rotation?

#

Is it about skeletal mesh?

warm dawn
#

I don't even know what this is lol

wet berry
#

yeah, it's basically doing simple rotational math only relative to everything in it's parent

#

or parent(s) in most cases

open eagle
#

ok

wet berry
#

also applies to stuff like moving platforms, if you wanted to build a system where gravity is relative

#

stuff like that

open eagle
#

What's a good game to start with

wet berry
#

For someone new to Unreal?

open eagle
#

learning math in ue4

#

yeah

wet berry
#

Breakout is always good

#

Megaman

open eagle
#

Ive known about the engine for a while but just started making games in it

wet berry
#

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

warm dawn
#

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

wet berry
#

Physical materials, yea

warm dawn
#

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

wet berry
#

Depends what it's for

warm dawn
#

the portal repulsion gel effect

#

the more I talk about it, the more I feel like I should just study the physics lol

wet berry
#

I mean more along the lines of what the project is for

#

The physics engine is...not reliable

warm dawn
#

kk fair. I'll just do the math πŸ˜›

wet berry
#

And fixing the parts where it isn't reliable is way harder than the math you are looking at πŸ˜›

#

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

warm dawn
#

Hopefully I can get back to ya'll this weekend and say I figured it out

normal ore
#

Hello sirs and madams. Have a nice day to all. πŸ˜„

warm dawn
#

about to start my studying. Phew, I'm rdy

light thunder
#

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

dim arch
#

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

gusty bobcat
icy bone
#

Anyone here know a good way to do voice chat in UE4?

dim arch
#

@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

gusty bobcat
#

ok

#

thanks

inner yacht
#

Are we able to mention projects and assets we are selling on marketplace here?

abstract relic
inner yacht
#

Thanks

#

Lol I'm on mobile sorry to be slow about it

#

Thanks again for the help

prisma ridge
plush yew
#

@frank escarp May I DM you about the camera thing yesterday?

frank escarp
#

no, just ask here

plush yew
#

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

frank escarp
#

IF branches

#

comparing against the UVs

plush yew
#

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

brittle gulch
next badger
#

@plush yew you can dynamically load/unload composite maps using triggers (there's a demo map on Content Examples)

tranquil moth
#

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

left flame
#

@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

brittle gulch
#

@tranquil moth Start with a super simple personnal project that you'd like to make

tranquil moth
#

Yeah trying to do tower defense right now

brittle gulch
#

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

plush yew
#

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

shrewd gorge
#

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++

plush yew
#

I think there is a Get Forward Vector

shrewd gorge
#

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).

naive furnace
#

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?

shrewd gorge
naive furnace
#

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...

shrewd gorge
#

Those are project assets and should not be ignored.

#

You would only need one repo imho.

naive furnace
#

correct, for the game code. And if you want to track changes to assets?

shrewd gorge
#

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?

naive furnace
#

ok, cool. which one? I am working through looman's course now

shrewd gorge
#

Seems he's also got free stuff on Youtube, nice.

#

(Looman)

naive furnace
#

this udemy sale is going to make me go nuts

shrewd gorge
#

It's an ongoing thing, they're never over 30% price. xD

naive furnace
#

ahh ok

shrewd gorge
#

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.

plush yew
#

How to use "-ForceRes" when Im using "r.setres 100x100" in a blueprint?

glacial pecan
#

is it possible to have blueprint staticmesh actors to have an absolute world position, uncoupled from the blueprint root?

shrewd gorge
#

@plush yew Thank you, I solved my issue.

plush yew
#

Yw πŸ˜„

naive furnace
#

@glacial pecan have you tried the GetWorldLocation node?

glacial pecan
#

@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?

naive furnace
#

if that is what you need, yes

#

i'm guessing there will be some context as to the desired result that is needed here

glacial pecan
#

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

grim ore
#

so why not put them in the world and not as part of the pawn?

glacial pecan
#

sure. how do I do that? when I add a sphere and cylinder to my blueprint, they become attached to the sceneroot

grim ore
#

no i mean put them in the world like you would any other item

#

they are supposed to be part of the world right?

glacial pecan
#

yes, but fully controlled from the blueprint...

grim ore
#

what is controlled by the blueprint?

glacial pecan
#

the static mesh actors which make up the measurment

#

two spheres at the end, a cylinder in the middle and text for the distance

grim ore
#

ok, but what needs to be controlled?

glacial pecan
#

their location

grim ore
#

isnt the location fixed you said?

glacial pecan
#

and visibility

#

its determined by the aim of my motion controllers in the VR pawn

grim ore
#

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?

glacial pecan
#

blueprint communication, got it

grim ore
#

or something you place down

glacial pecan
#

thanks for the tip!

plush yew
#

Why does this not change the actual window resolution but prints the new one? @grim ore Btw I checked your tutorials for this

heavy shuttle
#

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 ?

shrewd gorge
#

I suppose that should be some kind of a filter / transparent object in front of the camera, leaving someone better to help you out.

brittle gulch
#

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.

bronze tree
plush yew
#

hi people

#

is it possible to create 2d games with blueprint?

#

or is it only for 3d

gleaming creek
#

@bronze tree Why are you tracing from the camera manager?

bronze tree
#

I tried tracing from the car itself but that didn't work either

tranquil moth
#

when ever i hit play it drops a character in? all i want is just a top down view of my grid

plush yew
#

cant someone answer my question

#

._.

gleaming creek
#

@plush yew Sure, you can make 2D games (Though I'm not convinced UE4 is the best engine for 2D games)

tranquil moth
#

yeah you can make 2d

plush yew
#

with blueprint?

gleaming creek
#

Almost anything you can do in C++ you can do in Blueprints

#

Slight hyperbole

#

But you can do most things

plush yew
#

@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

gleaming creek
#

Blueprints is still a coding language

plush yew
#

thats why i asked it. engines with 2d visual editor is literally over 90$

gleaming creek
#

You need all the same knowledge to use it as a written-code one

plush yew
#

yeah i know but its easier for me

gleaming creek
#

Anyway, it should be fine

#

You can do most things in UE4 in Blueprints

#

Shouldn't matter if it's 2D or 3D

plush yew
#

thanks

gleaming creek
#

I haven't done any 2D games in UE4 myself

bronze tree
#

Can you help me with the line tracing ?

grim ore
#

grab Unity, grab the roguelike 2d learn project, make a 2d game πŸ˜ƒ

#

or grab Unreal 4, grab the tappy bird or match 3 learn project, make a 2d game πŸ˜ƒ

heavy shuttle
#

@silver crown thank you 😁

grim ore
#

yes?

drowsy turtle
#

guys

plush yew
#

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?

hardy aurora
#

Any scripters here?

#

Like C#?

#

Anyone?

worn granite
elfin gull
#

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

drowsy turtle
#

linear what do u want to learn?

elfin gull
#

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

reef rune
#

hello everyone

elfin gull
#

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

misty creek
#

@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.

drowsy turtle
#

guys can you give me link for plugin ,,Online Subsystem Steam"?

#

pls

tranquil moth
#

how do i reset my editing axis lol?

plush yew
#

my question is gone

#

ty y'all

reef rune
#

What channel is for help?

#

Im kinda new here

digital anchor
#

every, except for Share your work and Voice Chat

reef rune
#

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

digital anchor
#

those are my settings:

reef rune
#

what does edge smoothing do?

digital anchor
#

it separates smoothing groups by edges

reef rune
#

hmm

#

alright then

digital anchor
#

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

reef rune
#

why does my mesh dissapear whenever i try to preview animation?

abstract relic
#

Old issue. Just rename the rig to anything but armature

open eagle
#

do any epic employees talk here?

abstract relic
#

sometimes

open eagle
#

epic knows about this server/

#

?

abstract relic
#

Considering there's a role for them, yes πŸ˜›

open eagle
#

:~

#

π’Ήα΅’π’Ήβ‚™β‚œ β‚›β‚‘β‚‘ β‚œβ‚•β‚β‚œ

static viper
#

Its not official

#

If you really mean it you need to use the forums

light thunder
#

Quick question - there still isn't an easy way to get emissive material (like on text) on a widget?

static viper
#

Glowing

glacial pecan
#

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"...)

light thunder
#

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

glacial pecan
#

right, right... but that's after I hit the actor... my question was more like before πŸ˜ƒ

#

like HOW to hit the actor

#

because my visible actor is pretty small, and I want to put a much larger hitbox on him

light thunder
#

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)

chrome summit
#

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?

static viper
#

Is your character not standing on the ground?

chrome summit
#

my character is standing on the ground

#

the golden bag spawns when i kill the ai

#

to his location

static viper
#

The ai

#

Is it standing on the ground?

light thunder
#

@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

static viper
#

Or solve it with math?

#

So that it always works

whole quarry
#

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

static viper
#

Now dont waste a cast for this xd

chrome summit
#

thanks

glacial pecan
whole quarry
#

or just enable physics on the loot so it drops to the ground Β―_(ツ)_/Β―

light thunder
#

Remco has probably a better approach than mine

static viper
#

Yes Remco is better then you

whole quarry
#

than*

light thunder
#

@glacial pecan Then do a static mesh on the actor but uncheck visible

whole quarry
#

πŸ˜›

static viper
#

I know... Sometimes even if the solution is obvious... We hold bwck

#

Sometimes its daring to try. Nothing to prove

glacial pecan
#

@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

static viper
#

Like the trace channel? Not beeing setup for the default collision sphere?

#

Which is the case

#

Its set to overlap

plush yew
#

Anyone here familiar with Origin? I'm having issues.(tag me if you are)

whole quarry
#

im only familiar with the Epic Launcher

glacial pecan
#

@static viper overlap?

static viper
#

Check out the sphere collision setup

glacial pecan
#

Right! Block all!

#

found it now and it works!

#

thanks everyone, wohoo

static viper
#

For one man its not enough, for another its the world...

rose glen
#

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

chrome summit
#

cant find a good tutorial for root motion

#

any suggestions?

static viper
#

@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

sonic pagoda
#

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

rigid saffron
#

Is anyone able to help me with a quick question?

sonic pagoda
#

you should just ask the question

rigid saffron
#

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

plush yew
#

does anyone know how can i turn my project to 2d?

rigid saffron
plush yew
#

i mean, i have a empty project

#

but i want to turn it to 2d

#

its 3d

atomic rose
#

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

plush yew
#

...

weary basalt
#

@plush yew Use the Launcher to create your 2D game from the 2D Templates

atomic rose
#

thank you

plush yew
#

i just want to make it 2d

atomic rose
#

change the projection mode to orthographic in camera settings?

plush yew
#

where is that

weary basalt
atomic rose
#

click on your camera actor i think

plush yew
#

no...

grim ore
#

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

atomic rose
#

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

grim ore
#

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

atomic rose
#

or they use c++ of which im not a coder

solar quarry
#

how do I make these soldiers move in the cutscene (They have a walk animation)

rigid saffron
#

@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

grand knot
#

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 😁 @solar quarry

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

grand knot
#

In your soilderd blueprint

#

Are U using him in a blueprint or just placing the mesh in the world ?

solar quarry
#

playing the mesh in the world

#

Alright, I've figured out how to add animations in matinee. How do I extend it?

grand knot
#

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 πŸ‘πŸ˜

solar quarry
#

ok

grand knot
#

Just give me a minute to order my coffee

#

Okay I'm back

solar quarry
#

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

grand knot
#

Oh so the animation itself is moving

#

Do you have a in place version of the animation ?

solar quarry
#

it's a mixamo animation that I've just thrown onto the scene

grand knot
#

Go back into mixamo

#

Find the same animation

#

Then on the to get side of the screen select "move in place"

solar quarry
#

alright gimme a sec

#

alright done

#

now he walks but stays in one place

grand knot
#

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 ??

solar quarry
#

yes

grand knot
#

Okay

#

So did U create the new blueprint ?

solar quarry
#

yes

grand knot
#

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

solar quarry
#

alright

grand knot
#

Now go back to your level and select all the soudker mesh

#

Then right click and press "replace with " and select your new blueprint

solar quarry
#

and I can't find the replace function

grand knot
#

U have to click on the actual mesh in the map

#

Example

#

We are almost done πŸ˜πŸ‘

solar quarry
#

I can't select the blueprint

grand knot
#

U first have to have the blueprint left click in the view panel

solar quarry
#

alright

grand knot
#

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

solar quarry
#

yeah I just did that

grand knot
#

Okay now back to the character blueprint πŸ’ͺ

#

On the mesh

#

On the right side change animation mode to "use animation asset" and select your walking animation

#

Like so

solar quarry
#

one sec I accidentally broke something

grand knot
#

Lol

#

Well anyway then after that in the event graph create this blueprint and you should be ready to go πŸ‘

solar quarry
#

do you by any chance have a print screen?

grand knot
#

the "scale" under add movement input will determine how fast he walks

solar quarry
#

alright I'll get down to making that

grand knot
#

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

solar quarry
#

cool

grand knot
#

here ill show u wat i mean

solar quarry
#

quick question, there are two get forward vectors, which one?

#

oh wait, there are 3, I pick the blank one

grand knot
#

same one thats in the image lol

solar quarry
#

@grand knot thank you

grand knot
#

works?

#

@solar quarry

solar quarry
#

yeah, the actor has the animation. He stays in one place but I'm gonna move him forward in the matinee

grand knot
#

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

vast shadow
#

Anyone know how long it usually takes for the level package process to do its thing in UT4 Editor?

grand knot
#

@vast shadow really depends on the pc brother

#

@solar quarry

vast shadow
#

Makes sense, @grand knot -- i5 6600K, 32GB of RAM, 512GB Samsung 980 EVO NVMe SSD.

solar quarry
#

alright gimme a sec while I read all that

grand knot
#

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

chrome summit
#

guys how do i cast to widget

#

?

#

i dont know what object to use

grand knot
#

u dont

#

why are you looking to cast to widget

#

trying to change a variable within the widget using a character blueprint?

vast shadow
#

@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...

chrome summit
#

@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

grand knot
#

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

chrome summit
#

take a look

grand knot
#

thats within your character blueprint correct?

chrome summit
#

no thats an actor

grand knot
#

yeh same old

#

so its within your actor blueprint

chrome summit
#

yep

grand knot
#

so when you overla[p you want the widget to appear

chrome summit
#

no

grand knot
#

oh u want the variable to activate in the widget

#

yes?

#

"quest accepted"

#

to be ticked within the widget

#

am i correct?

chrome summit
#

i want the quest to be accepted so i can complete the quest

grand knot
#

okay then u do it within the actor blueprint

chrome summit
#

which is if i overlap that actor to teleport me in a cave

grand knot
#

wait ill build a example

chrome summit
#

thanks

solar quarry
#

he still only walks in one place

grand knot
#

@solar quarry 1 minute

#

this is your actor blueprint @chrome summit

#

then in your widget you do this

chrome summit
#

do you wanna see my widget?

#

so when i hit the accept button

#

that happens

grand knot
#

so then when your character overlaps your widget will know

chrome summit
#

is DBU the widget?

grand knot
#

dbu is the actor

#

so the widget will read when the actor is overlapped form there you can have your widget become "unhidden" ect

chrome summit
#

oh

#

i get it

#

thanks dude

grand knot
#

simple brother

#

have fun

#

@solar quarry ill send u a fresh thridperson blueprint already built haha ujust change the mesh and animaiton inside

abstract relic
#

I would suggest looking into bp interface down the road

grand knot
#

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?

solar quarry
#

1 sec

#

4.21

grand knot
#

here u go

snow crown
vast shadow
#

hah

open eagle
#

lol

open eagle
#

autosave in 5 seconds for 0 items

#

0 items need check-out

plush yew
#

Does anyone know what TaskGraphThreadHP is?

#

im getting MAJOR performance issues with it

open eagle
#

Not sure what that is

plush yew
#

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

snow crown
#

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

plush yew
#

Ill look into it

#

thanks

#

Im getting 10-15fps on scene that should be getting over 30

snow crown
#

it's unlikely to be task graph then

#

mostly because those are stalling for 5+ seconds

plush yew
#

Well we originally thought it was texture resolution

#

so we put everything to at max, 2k

snow crown
#

and you would really notice that

plush yew
#

but that didnt fix anything

snow crown
#

check your game thread

plush yew
#

Alright, I sent this to another member on the team since im leaving here shortly

snow crown
#

k

grim ore
#

@plush yew doing a loop then jump is probably not what you need it will call jump over and over every frame.

plush yew
#

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

snow crown
#

i am the profiler whisperer