#ue4-general

1 messages Β· Page 369 of 1

whole quarry
#

what is 'graphik' ?

plush yew
#

No its the realsitic

#

XD

left citrus
#

Really really dumb question...

plush yew
#

Wow

left citrus
#

am I being a stinky idiot?

plush yew
#

Yes

left citrus
#

blast

plush yew
#

You need to press the button

#

Switch

#

Edit mode

left citrus
#

._.

#

I'm having an existential crisis over an edit mode button now.
I have been unable to locate this, evidently secretive, button.

plush yew
glacial pecan
#

what happens when you install an older unreal engine and try to open a source controlled newer project in it?

plush yew
#

I think you open a C++ script

#

I dont no

left citrus
#

so... they moved it here

#

thanks riot

#

Can't believe I get payed to do this

bronze tree
#

hey.

#

anyone know how to use bullet trails in my weapon when i'm using a gun made by line tracing?

paper kernel
#

particles

bronze tree
#

how can i add particles at the path?

paper kernel
#

ribbon particles

#

you can determine start and end position for those

#

Question: what kind of settings I need for spotlights when there's lots of them?

#

even at static I'm losing like 8ms of gpu time

#

(in context of streetlights)

lilac ether
#

How to make Water in world Composition?

#

Make it on every level?

#

And i still can't place PlayerStart in world =\ (PATHS NOT DEFINED or NO PLAYERSTART with positive rating)

bronze tree
#

@ctzn_no7 ok

copper fable
#

Why can i not have a recursive struct array?

wary wave
#

recursive?

copper fable
#

yeah

#

so an array of itself

#

so like

struct FAttack{
TArray<FAttack> Combos;
};

wary wave
#

I mean, isn't it obvious?

copper fable
#

no?

wary wave
#

I don't think a struct can ever contain itself, array or otherwise

#

otherwise you run the risk of endlessly allocating memory

copper fable
#

it makes sense for it not to contain itself not in an array

wary wave
#

FAttack creating an FAttack, which creates an FAttack

copper fable
#

yeah but arrays are empty at default

wary wave
#

the array might be empty, but the default template for it probably isn't

copper fable
#

ahh fair

#

do you know a work around?

wary wave
#

depends on what you're trying to do?

copper fable
#

basically making combo attacks

#

so each attack can have an array of other attacks you can do after

#

if it is empty

#

then that is the end of the combo

wary wave
#

I suspect you want the combos to be external to the attack itself

#

although in this case it sounds more like chaining, than necessarily combos

#

how many different attacks and combo / chain sequences are there?

copper fable
#

i dont know yet

#

just trying to make a flexible structure to it

#

some chains might have 3 attacks some might have 7

wary wave
#

cool - well evaluating chains or combos as separate objects probably makes more sense

#

as you might have a combo or chain that involves the same move in succession

#

it's not uncommon for a chain to have something like: (A) light attack1 , (A) light attack 2, (A) light attack 1, (B) unique heavy attack

#

what you'll want is a system that can effectively parse your chains / combos and evaluate them a the player is inputting them

#

that'll be the tricky bit

copper fable
#

i think i have that bit down fine

atomic rose
#

does anyone know of a good steam multiplayer tutorial?

cloud cobalt
#

@atomic rose Look up the advanced sessions plugin, it's pretty straightforward to use

atomic rose
#

@cloud cobalt will do thanx

inner mountain
#

Hey guys! Is there anyone who's using UDN? Is it working for you right now? For me it's not, getting an error after login...

inner mountain
#

ah, okay, it's a premium-ish support

fierce tulip
#

yea, generally you only get access if you purchase the engine, pay a fee, and i think there are seperate sections for consoles you have (official) devkits for.

wary wave
#

yup ^

sudden agate
#

how many people are working for the Bug Submission?
All my emails are answered by a guy named "Jeremy" πŸ€”

#

And I have lots of submissions

wary wave
#

I've had an 'Alex' and a 'Daniel' in the past xD

cloud cobalt
#

I had a 'Tim' two months ago

#

So that makes 4

unreal spoke
#

I'm "spawning an actor from class" and "attaching it to component". It works, it is there and when I move actor the spawned one goes with it. However I don't know how to access it from blueprint. I'm trying "get components of class childactor" and also of the class used in the spawning, but nothing works(I don't get results in the output array). What's the way to reach these spawned and attached actors?

next badger
#

they should make single account, call it BOB (Bug Omitting Bot)

#

@unreal spoke spawn actor method returns a reference to the actor instance being spawned

#

Attach Actor To Component is deprecated afaik

#

Attach to Component are 2 new nodes (one is for actor, one is for scene component)

unreal spoke
#

@next badger Thanks

coarse wigeon
lilac ether
#

World composition - how to add ocean? Add planes to all levels?

crisp arrow
#

I'm working on another person's project, it's having a problem where a navmesh is building and updating just fine when I run the level in the editor directly, but when the level loads from the main menu, it fails to do anything. Generally speaking, where should I look to solve this problem?

upper sluice
#

Is there a ue4 channel that doesn't have outdated videos from 2 or 3 years ago and actually knows what is doing?

#

Most of them are really old

ancient otter
#

@grim sinew @livid haven thanks πŸ˜„

#

I will probably try and make some experiments too see what I can do that with it

grim ore
#

Old doesn't mean out dated, a lot of systems have not changed in years.

#

@crisp arrow is it an issue with the nav mesh or the ai not working?

crisp arrow
#

@grim ore The nav mesh - or at least it seems that way. It doesn't show up when I hit "P" in the editor. I don't know any other ways to debug it.

grim ore
#

Ah damn. My only thought is to make sure you build it and see if that helps.

crisp arrow
#

wouldn't that be irrelevant if it works when I launch from the editor? (not being sassy lol, just trying to improve my debugging skills)

grim ore
#

well it might be building it in the editor when you run it, I've seen weirder things happen. It's a thing to try that won't take long and you can atleast eliminate it

crisp arrow
#

fair enough!

grim ore
#

but if you are using AI you might want to make sure they are atleast running as well, I assume you are doing something with them and need the mesh else is it for the player?

crisp arrow
#

To be clear, it should be a dynamic nav mesh, since objects move

#

Yeah they are running, in fact it's was a "DoesPathExist" node failing that tipped me off to the navmesh failing to be generated

willow stump
#

Hey guys! Any idea how to make the looking glass which is in Prey? Rendering one thing at one side(for example a skybox) and it is completely different at the other?

grim ore
#

ok well that's atleast something to eliminate. no nav mesh is weird for sure if it works when you launch from that map but not when you load the map from another

#

unless you are streaming the level in?

crisp arrow
#

I'd have to check - like I said this isn't entirely my project, I'm modifying it for someone else

#

it's not streaming in in the "open world" sense if that's what you mean

grim ore
#

well i mean you have the level streaming system built into UE4 where you can use sub levels. nav meshes in sub levels seem to act weird as they want to be in the main level

crisp arrow
#

is that something that moving from 4.17.2 to 4.20.1 might affect?

#

(I'm sorry I'm a bit of a novice with unreal - but I'm fairly strong with C++ and programming generally. I'm still finding my way around unreal's feature set)

grim ore
#

the engine update might affect it but I don't remember any real changes to the nav system in those versions. At the worst you could see about deleting the nav mesh and recreating it. To check to see if you have any sub levels and such when it's running and not working you can use the Windows -> Levels menu option an d make sure it just shows the 1 persistent level and not any sub levels

crisp arrow
#

Ah I do believe there is one persistent level

grim ore
#

the other issue is maybe since you are using dynamic the mesh is not created quick enough for your AI to use?

#

yeah 1 persistent level is normal, that's what you are hoping for

#

there is a ton of stuff that could be wrong especially with dynamic. Maybe try forcing the nav mesh to refresh as well when the level loads as an option. I would personally look into deleting and replacing the nav mesh volume as first step just to see if the engine upgrade broke something on it

crisp arrow
#

yeah I confirmed - one persistent level and no sub levels visible in that menu. As to maybe since you are using dynamic the mesh is not created quick enough for your AI to use? I don't think it's that, since, as I said, the mesh isn't visible at all when I enable it in the "show" menu.

#

I'll try the things you said though!

grim ore
#

Yeah that's super weird since it's only when loading it from another map tho. That tends to be an issue with streaming sublevels only.

lapis bone
#

Has anyone successfully used unity's UMA in unreal 4 and also I looked at the EUL and it seems like u can use the assets in UE4 but I'm not 100β„…

static viper
#

go there

#

and post full error as pastebin

#

or in quotes

cinder iron
#

is there someone over here that uses PopcornFX in UE4 at a production level?

crisp arrow
#

@grim ore Forgive my @ and feel free to ignore me for any reason at all. but I've added these nodes
https://i.gyazo.com/354d485a31527b52f5a1e771c14db988.png
just for testing purposes. (if there's a better way to force rebuild please let me know haha)
Still the same problems. Works fine when launched from the editor, and doesn't work at all when I make it their through the menu. I know you probably don't have any additional thoughts, but I'd just like to know if you'd have expected this to work. (I have confirmed that the node is firing. At first I had it only connected to BeginPlay, but when that failed, I decided to see what would happen with event tick, just to remove any sort of sequence-of-events related bugs)

grim ore
#

yeah I wouldn't rebuilt it on tick for sure but I don't know if I have any more ideas. Opening just this map in the editor and hitting Play works but opening the main menu map and navigating to this map from that in the editor fails?

crisp arrow
#

yeah if this "worked" I would've changed it. I just wanted to see if the most brute force solution I could come up with still failed, and it did.
Yes that's exactly what happens

swift cypress
#

There's a setting for it.

crisp arrow
#

when I launch from the editor the nav mesh is visible when I eject and hold "P", when I launch from the level select and hold "P" it is no longer there

#

I'm assuming you mean the Dynamic rebuilding option right? I have that enabled. It's just failing to generate a navmesh under certain circumstances

swift cypress
#

Have you tried deleting your nav mesh volume and placing a new one and if that doesn't work setting nav mesh settings to default?
I believe I ran into the same problem and fixed it by doing this, UE4 has some bugs when it comes to nav mesh.

#

I imagine rebuilding on tick would also stop the nav mesh from building.

crisp arrow
#

I already did that, but I haven't disabled my rebuild-every-tick thing since then. However, it does still work when I launch the level directly

static viper
#

is the navmesh there when you just open the level in editor?

#

does it ever dissapear in editor

crisp arrow
#

the navmesh is there every time I launch the map from within the editor directly. It is never there when I load the level through code.

static viper
#

ok

#

which engine version

#

iis this agent navmesh or default?

swift cypress
#

Are you using a persistent level?

static viper
#

oh good one

crisp arrow
#

I'm on 4.20.1. I'm upgrading a project from 4.17.2.

static viper
#

was the error there before?

#

3 questions open

crisp arrow
#

No - it is from the upgrade

#

I was wrong earlier - I am using a persistent level and it is a sublevel

static viper
#

then the navmesh question is irrelevant

crisp arrow
#

I'm using the default navmesh

#

oops lol

static viper
#

did your editor settings reset on upgrade?

swift cypress
#

Is your nav mesh part of the persistent level?

crisp arrow
#

yes

static viper
#

like they usually do.

#

ok good

#

then your navmesh settings are reset

#

bc by default navmesh doesnt regen

crisp arrow
#

yeah, and I changed them back to the way they were in 4.17

static viper
#

good

#

so

crisp arrow
#

(dynamic, especially)

static viper
#

if they are in a sublevel

#

are you loading that as main?

#

like

#

that as first

#

is that where the player is?

crisp arrow
#

I'm sorry this is where my knowledge of the project falls off a bit. It's not my own project but I'm working on it on someone else's behalf

static viper
#

thats ok

#

open the code for level loading

#

between 4.17 and 4.20 is a large world

#

one of death and hate

crisp arrow
#

generally speaking , what am I looking for here (as in what's really relevant for the navmesh issue)

static viper
#

well

#

if you really load the level with the navmesh

#

and i ask myself if your navmesh is special

#

did you modify it in 4.17?

#

maybe the agent question is useful

crisp arrow
#

I didn't touch it in 4.17

static viper
#

but only if you know agent

#

so you just placed it scaled it and done?

crisp arrow
#

you mean the volume? yes

static viper
#

thats good then

#

then removing it wont do anything really

#

you can try but i think it will do nothing

#

mh

crisp arrow
#

I did remove it and it stopped working (is that what you mean?)

#

I would have expected it to do that lol

static viper
#

what stopped worrking?

#

wait

#

what is actually using the navmesh?

crisp arrow
#

launching the level from within the editor

static viper
#

is this vr?

crisp arrow
#

It was at one point but is no longer

static viper
#

god that sounds so familiar

crisp arrow
#

when I say it isn't working, I mean that it isn't showing up in the editor when I eject and hit P

static viper
#

ok good job testing that.

crisp arrow
#

yeah, that's what made me come here haha

static viper
#

you can also use console

#

show navigation

crisp arrow
#

this seems much easier lol

static viper
#

f7 i hope.

#

so

#

i am thinking

#

in what kind of sublevel does the navmesh lie?

#

yee

#

thats a good one

#

does it lie in one?

#

or are you using persistent for that?

#

bc

#

nav mesh doesnt work crosswise in 4.20

#

you cannot have a navmesh in one sublevel and the actuall room in another

#

the navmesh will not react.

crisp arrow
#

I'm afraid you're gonna have to elaborate haha. There's a persistent level, then below that in the hierarchy, there is the level I want to use

swift cypress
#

Nav mesh in the persistent level works.

static viper
#

and is the navmesh IN the level?

#

they must have fixed that or so

#

it didnt worked for us

#

i mean this is obvious

#

if you dont load the level where the navmesh is... you dont get one

crisp arrow
#

when you say nav mesh, do you mean the volume?

static viper
#

so where is the navmesh

#

yes

crisp arrow
#

yes the nav mesh is in the level

static viper
#

ok thats good then

#

its good there

#

mh

crisp arrow
#

and if this is relevant - there's only one in the world outliner

static viper
#

thats ok

#

can you tell again

swift cypress
#

I'd recommend try having a volume in the persistent level.

static viper
#

it all works in editor

#

but not in launch

#

or package?

crisp arrow
#

It works when I launch the level directly, but when I launch from the startup level, go through the menu, and load up the level, it fails

static viper
#

wait

#

but thats all in editor?

crisp arrow
#

yes

#

no packaging

static viper
#

try launching it

#

try packaging it

#

itll be an editor bug if it works

#

well

crisp arrow
#

that would be unusually merciful - it'll be a minute

static viper
#

except if the code.......................... is buggy

#

we made some good progress with persistent levels in the last version

#

so i highly assume its a coding error

#

but its not my cup of tea.

crisp arrow
#

that absolutely could be - I wouldn't know though since this isn't my code. All I know is that it worked fine in 4.17.2. I'm not familiar enough with unreal to be able to make any inferences from that fact though

static viper
#

then a package is your first thing todo

#

and pray it works.

crisp arrow
#

I am - it's just taking its time

static viper
#

as long as it doesnt have

#

15K warnings

#

and 6600 crit errors

#

that can not happen can it??

#

rite??

#

😩

crisp arrow
#

πŸ˜›

crisp arrow
#

rip ❀

manic pawn
#

probably just one error that gets repeated on every package loaded

#

or sth like that

static viper
#

he hasnt replied since tho

crisp arrow
#

still building lol

static viper
#

what game

#

please show

#

maybe its the content

#

ah

#

yes thats norrmal then

#

you should ignore them

#

dont answer them

#

get your likes and subs

#

and move on to next project

light thunder
#

any engineers want to take a crack at something that's been stopping me for several hours? less about unreal more about execution order and looping

lilac ether
#

World composition - how to add ocean? Add planes to all levels?

static viper
#

can you swim in water?

#

@lilac ether

lilac ether
#

@static viper Yes

static viper
#

then i would have it in one level

#

tho

#

you could add water in every level

#

i mean the difference is visually

crisp arrow
#

No luck 😦

static viper
#

What no luck

#

He i can ser myself typing

#

I watched owl videos the last 10 minutes

crisp arrow
#

when I run it outside of the editor it behaves the same 😦

static viper
#

Thats good

#

Good that it doesnt work

#

Give it back to your coder

#

Ghey messed up

crisp arrow
#

not an option, unfortunately

static viper
#

How

#

Did they quit?

crisp arrow
#

it's just my job now - they're at a different company

static viper
#

Then open up the code for me to look

crisp arrow
#

I appreciate that. I don't think I can share anything though. I can try to figure out if I can but at this point I think I should just keep stabbing away at it

static viper
#

Then i cannot help.

crisp arrow
#

I understand completely

static viper
#

And to be fair

#

If you dont know code, then you should not fix this

#

They should get a coder

crisp arrow
#

I do know code - very well - just don't have a lot of experience with unreal

static viper
#

Its not your response

crisp arrow
#

but I'm figuring it out

grim ore
#

you did say it was using a sub level setup tho so chances are that is the issue as that seems to be a common issue

static viper
#

If its a 4.20 issue then the response is another update.

crisp arrow
#

Yes - I'm going to try to find resources relevant to that set of issues and debug it that way

grim ore
#

you could always just roll back the code as well and keep it on 4.17 πŸ˜ƒ or maybe step it one engine version at a time and see what happens

crisp arrow
#

and to be clear I'm used to writing engine code - physics/collision, rendering, etc.. so it wasn't wrong of them to trust me with this. I just need to do some reverse engineering of what's going on here

#

Yeah unfortunately we need to do 4.20.1

#

it breaks as early as 4.18

#

from what I know

static viper
#

Thats what bothers me

#

Why 4.20

#

Who devided that

light thunder
#

Okay, here's my issue, I am working on friction loss calculations - normally firefighters calculate a pressure based on a desired flow rate (gpm) and we calculate how much friction we need to overcome a hoseline to have that at the nozzle itself, example, (not realistic friction loss but for ease of explanation) if a nozzle is rated for 150 gpm at 75 PSI, and the friction loss in a hoseline is 25, we would pump the truck at 100 psi, so that the nozzle would have that pressure (and not more, be cause that is energy to fight with with nozzle reaction)

In reality, the gpm's actually going through the line will affect pressure.....but I first have to calculate the friction loss based on oncoming gpms (so it would be zero the first tic through)....but I need help looping through this because now it is jumping back and forth

static viper
#

Decided*

crisp arrow
#

4.20 at the earliest

#

it's for target platform reasons

#

that I can't discuss very liberally

static viper
#

If 4.20 is broken then your target platform reason are worthlesd

crisp arrow
#

I can move past 4.20

#

I just can't go before it

static viper
#

I dont want you to get into this situation where you are responsible for something you cannot control

#

Like bugs

grim ore
#

true but you can go 17->18 and see if it breaks, repeat till broke. break out the github source or the release notes and hopefully win

crisp arrow
#

it does break at 18

static viper
#

19?

#

Bc we are at 21

crisp arrow
#

I haven't gone quite that incrementally. It takes hours to build from source

grim ore
#

eep. so it's either a migration issue on upgrading or an actual engine change lol

crisp arrow
#

yeah, and that's what I'm trying to find out

static viper
#

Build from source means custom engine?

crisp arrow
#

not quite

#

we just have some dependencies I can't talk about, and we are required to build from source

#

but the core of unreal is unaffected

static viper
#

I pray for you...

#

This is a shitty situatiin

crisp arrow
#

I've made a lot of progress in other areas. I do expect to be able to solve this

#

I mean hell, I have the knowledge to re-implement anything that's broken

static viper
#

God cant help you

crisp arrow
#

I just want to make damn sure it's broken

#

before I try

grim ore
#

the funny part is the only real note for 4.18 for nav mesh is "fixing" a bug relating to the debug draw not working on streaming levels

crisp arrow
#

haha, I appreciate the check

static viper
#

Your options are set

crisp arrow
#

There is one other small issue that maybe you guys will have info on

#

gonna grab some screenshots in a sec

#

but I can't edit rotation/translation constraints per instance of an object in 4.20.1, but I can in 4.17.2

#

they're grayed out

#

these guys are grayed out, but they weren't before

static viper
#

per instance?

crisp arrow
#

yeah - maybe that's not the normal unreal lingo lol. I'm placing the object in the world and I can't edit these parameters by selecting it from within the world

static viper
#

is it important that you do it via instancing?

crisp arrow
#

aaaactually I think the way selection works is just different - give me a sec

grim ore
#

yeah you should be able to if the item lets you, testing on just a static mesh in the engine in the world right now in 4.21 works as expected

static viper
#

i dont trust 4.21 until 4.22

#

XD

crisp arrow
#

no nevermind - I was wrong about what I thought.
It is acting as I said. And yes it's important that I can do it per instance in the editor

static viper
#

that box

#

did you A double click it?

#

is an actor

#

is custom box?

crisp arrow
#

sorry there's some jargon here - I didn't double click, I'm not sure what you mean by "custom". It has a blueprint on it if that's what you mean

#

and it is an actor

static viper
#

well

#

ok

#

that box

#

is that a child of the actor then?

#

the only thing in the actor?

#

is the box actor root?

crisp arrow
#

the root here is a derived from the actor class

grim ore
#

ok so this is an easy fix

crisp arrow
#

good, that means 50% of my problems are easy lol

grim ore
#

actually it's not an easy fix wtf... sec lol

static viper
#

actually i havent figured it out yet

crisp arrow
#

(I should mention that it replaced the values that were there in 4.17, but I've accepted that I'll have to manually reset them)

grim ore
#

I mean I know why it's not working but not why it's not fixing itself lol

static viper
#

i have a different thing going

#

i am still onto that box

#

tell me more about that box

#

is that ue4 default box?

#

did someone made it?

#

i never saw it reacting so fast tho

crisp arrow
#

So I'm comparing it to the default box. The default has a "StaticMesh" vs a "StaticMeshComponent"

#

the "StaticMeshComponent" does NOT have those options grayed out.

#

they're both Static Mesh Components it seems - but I thought the naming was remarkable

static viper
#

at this point i am so confused

#

i go back watch owl videos

crisp arrow
#

as is your right lol, you don't owe me anything haha

#

does it matter that the little house to the left of "StaticMesh" is blue?

grim ore
#

it shouldnt, it means its a C++ or a BP item

grim ore
#

but it might in this case

crisp arrow
#

I wish this whole project was C++ lol. I'd have a much nicer time with it

#

unfortunately it's 100% bp's

grim ore
#

so uh.. I dunno why it's broke but there is a fix but man that's weird that you can't change it if the parent is an actor

crisp arrow
#

there IS a fix?

grim ore
#

so the only difference I could find behind a working static mesh actor in the scene and the one you have is the parent. Static Mesh Actor as a parent seems to work fine for contraints and editability in the world. Actor as a parent seems to break/restrict this

#

and I really don't know why or understand why 😦 but you can change the parent class the "actor" blueprint that is broken is using to a "staticmeshactor" and then replace the mesh in the new one with what you had and it seems to work as expected

light thunder
#

So, friction loss determines how many gallons per minute will come through a line but the problem is, GPM determines friction loss....and the problem is reality doesn't seem to have an execution order and all of my data keeps flip flopping....any ideas?

crisp arrow
#

Ok - I'm very sorry for being so inexperienced, but where is the most-correct place to change the parent class?

grim ore
#

in the blueprint when you open up the editor, click on class settings at the top, and then in the details panel you have the parent class which I am assuming is Actor

light thunder
grim ore
#

If you change that to static mesh actor you will find it adds in the staticmesh component automatically from the parent so you will need to delete the old Static Mesh that was in there and then set up the inherited one to what it should be

light thunder
#

that gets the request, which then checks a ratio of total outgoing over total supplied (incoming) ...(can't put out more water than you have coming in)

crisp arrow
#

Thank you - I'm messing around with it right now. It seems to cause some issues when I do that but I'll let you know

grim ore
#

well having it as the static mesh actor compared to the plain actor "should" be good enough as it just forces the static mesh as being a component but again.... doing it how you had it should have been fine before =/

crisp arrow
#

yeah. The problem right now is that it seems to offset all of the instances of that object by some amount in the X

grim ore
#

and every answer out there is about collision missing for the simulate physics options and nothing to do with constraints lol

crisp arrow
#

but I'm reloading everything to make sure that it wasn't something silly I've done on the way to this solution

grim ore
#

yep makes no real sense as your older blueprint didn't have anything but a static mesh component so there shouldn't have been any offset lol

#

about all I could think is the scale was changed for the original bp

lilac ether
#

@static viper You said "i would have it in one level", but how?

static viper
#

persistent level

#

or a always loaded

lilac ether
#

Yeah, i always read about persistent level

#

But how do you do it? Giant plane?

#

Or thousand little?

static viper
#

giant one sounds good to me

#

tell me a little more about your game

grim ore
#

@crisp arrow ok I figured out what is going on... wtf.... If you have a static mesh assigned to the blueprint then it's going to use the physics settings you have set up in the blueprint. If you have no static mesh assigned in the blueprint, so a blank in there, then you can assign the static mesh in the editor (your instance) and adjust those physics settings as well.

#

so basically any mesh assigned to the static mesh component in the bp if it's an actor blueprint will override your per instance settings

crisp arrow
#

and I'm assuming there's no way to avoid that behavior? haha

grim ore
#

well you just don't assign a mesh in the BP itself but assign them and set them up in the world or you can use that static mesh actor as the parent

#

I guess they assume if you are setting up your mesh in the BP you want those settings to be uniform across the instances

crisp arrow
#

(yeah it's moving all of my meshes to the right for some reason lol. This is my luck on this project.)

lilac ether
#

@static viper I have big map in World Composition. Making Fantasy ARPG game. Thinking about underwater cities in ocean (concept). But i definitely want to make sea travels

#

I just need somehow to make water, spawn point and skysphere for day\night cycle

#

It's main trouble since i know nothing about how game developers make these

grim ore
#

@crisp arrow well we atleast know a work around if you want to swap them back to just actors or roll that change back. You just have to re set them up individually in the scene. It is weird it would move it tho as a static mesh itself as a root has no way to adjust it's position in the world just scale

crisp arrow
#

I noticed it's setting the "StaticMesh" that was on there as a child of the new "StaticMeshComponent" that it adds. I'm wondering if it's like... doubling the existing offset in that process.

grim ore
#

oh yeah lol, you should remove the old static mesh

#

and just use the inherited one

#

that is the one you can adjust in the editor

crisp arrow
#

I did - but I did it after changing the parent

#

should I do it before?

grim ore
#

that would definitely be able to be offset

#

so now you just have the iherited static mesh component?

crisp arrow
#

(I expected it to make it a sibling, rather than a grandchild lol)

#

yeah, I did

#

but I reverted to try other things

grim ore
#

oh. well if you just have the root static mesh component (inherited) and it's set to the correct mesh.... =/

crisp arrow
#

yeah 😦

#

also

#

hilariously

grim ore
#

all I could think of is the wrong mesh is being used, or a scale is bad or a pivot is off for some reason but if it's the same mesh there should have been no way to offset it in the first place on the old bp

crisp arrow
#

it looks fine in the editor, until I run it, at which point they move. When I go back to the editor they're in the right place. But when I change levels and go back to the level I was on, THEN they move in the editor

grim ore
#

I doubt there is anything in the construction script for that BP is there?

crisp arrow
#

oh there is - one moment

#

smart - you're smart. I think this might be it. I'm not fluent in BP yet so it's taking me a second to parse this but there's some amount of manipulation going on here

#

yes! That did it

grim ore
#

yeah it's possible since you changed the original blueprint any weird references it used to have are gone/broke/changed

crisp arrow
#

It's not the first time I've forgotten about construction scripts

grim ore
#

well you didnt make it so no fault of yours

merry gazelle
#

I've created 3 functions acting as (weapon modes). In these functions I've got the line trace, particle and sound nodes.

I want to be able to press space to switch between each weapon modes (function). Any ideas? I've been trying using multigate, sequencer, branches, etc.

The main issue is that switching modes will switch but also fire weapons. I just want one function active at a time

crisp arrow
#

I should've remembered to look there though!

grim ore
#

well it only triggers when it starts so its out of sight out of mind lol

crisp arrow
#

I think I've confused myself at some point. I can't remove the "StaticMesh" once I change the parent because it's "inherited". What am I doing wrong?

grim ore
#

if your parent is still the static mesh actor then that static mesh is a required item so you won't be able to remove it

crisp arrow
#

I mean the original one

grim ore
#

if you want to remove it or change it back to how you had it before you have to swap it back to Actor

#

well if it only shows the one (inherited) then that is the one that came with it

crisp arrow
#

in favor of the one that's there when I change parents

grim ore
#

oh well you can't, you would have to just set up the inherited one how the old one was

crisp arrow
#

oh so I have to leave that one there?

grim ore
#

or swap it back to the Actor as the parent

#

if you have the static mesh actor as the parent class then you would want to remove the one you added (static mesh with the blue icon) and use the inherited one instead

crisp arrow
#

Yeah - that's what I'm trying to do. I could've sworn I managed to do it before

light thunder
#

Where can I find more information about using formulas that depend on what another, it's probably a general programming thing but maybe there's an Unreal equivalent since it's in blueprint

grim ore
#

shouldnt have been able to, you cant change the inherited ones. Maybe you did that with the Actor as the parent

crisp arrow
#

it doesn't let me delete the blue one even when the parent is actor

plush yew
#

lately I get some random crashes in editor? Is it my fault?

grim ore
#

well did you compile it first before trying to remove?

#

oh wait lol both of those are inherited

crisp arrow
#

yeah

grim ore
#

are you sure this is not a child of another one?

crisp arrow
#

(no I didn't compile)

merry gazelle
#

just a suggestion for I think you guys could private message lol

crisp arrow
#

see that's what I'm saying - when I change the parent to staticmeshactor, instead of adding the green "static mesh component" as a sibling of the blue one, it adds it as a parent of the blue one

grim ore
#

which it should as a static mesh actor consists of a static mesh component as it's root object, so that is expected. But the older blue one should have been made optional at that point and not inherited

#

I just scrolled up and noticed your earlier screenshots showed the original mesh as inherited as well which is... odd

#

no wait nevermind that is fine if it's the instance version of it... damned UE4

#

I think the issue is you are tring to remove the blue static mesh (inherited) from the instance and not from the blueprint itself

crisp arrow
grim ore
#

yeah it would have to be at the top in the components list, not the variable itself

crisp arrow
#

yuck. Sorry that's right. I can remove it fine there. I know I'm a noob and I feel like I must be dumb for saying this, but there sure seem to be a lot of confusing design decisions in Unreal

light thunder
#

Where can I learn more about Iterative Calculations, where two formulas are driven by the variables held in each one?

grim ore
#

The choices seem ok once you realize they have to make all the normal code stuff visible in one easy screen. No headers, no declarations at the top of the code file, etc.

#

it has to be pretty and accessible for us nooblets who don't want to use text code πŸ˜ƒ

crisp arrow
#

haha, I want text code so badly. This gaudy ui and vague verbiage is making me want to cry

grim ore
#

@merry gazelle so we can see your switching code but what does the actual code do that you call on your target? you said it switches and also fires but why is it firing?

wooden thistle
#

Hey guys few questions about re skinning a paragon character please.

Why are the skeleton bone rotations not 0'd out when importing into Maya from UE4?

static viper
#

you were able to export them?

#

mh odd

wooden thistle
#

yess

crisp arrow
#

I have a different approach to my issue - is there a way that I could expose the constraint variables that I want to change per-instance via a blueprint instead of having to reparent things?

static viper
#

i just studied this

#

its ok

#

can you pls show me

#

not 0d

#

@wooden thistle

merry gazelle
#

(trace start) is just another particle and sound node

wooden thistle
#

basically i want to reskin a character using the existing skeleton but wouldnt it be better reskinning to a 0d out mesh

grim ore
#

ok so it seems like your calling your fire code every time you swap then?

wooden thistle
#

oops lol

merry gazelle
#

yes basically

wooden thistle
grim ore
#

just with different effects and such? If that's all that is different just call another function that sets those variables on the item itself and then use those variables when you call fire

static viper
#

click the root

#

goto bind pose

wooden thistle
#

So the skeletal mesh was originally in a T pose but it seems its been saved as an A pose

static viper
#

no

#

it was imported as t pose

#

but exported as a pose

merry gazelle
#

Ill take a look

static viper
#

thats likely what happen

#

you cannot get back an original skeleton body once imported into ue4

#

it will adjust alot

#

so you will always get a decleaned version

#

a pose could be an animation

#

a track

#

or external track

#

anyways

#

for a reskin you will need to freeze shit out

grim ore
#

create those 4 variables in the drone shooter, make a new function like "set weapon variables" that takes in those 4 from your weapon swap event that you pasted and sets those variables on the drone shooter. then whenever you call your fire event you just use the local versions of the variables. the issue might come from when you have different types of firing (if you do) in that case you could just set up different firing functions in the drone and then set a single variable that determines which firing type and set that variable in your weapon switch event

wooden thistle
#

ah i see go to bind pose does nothing, would it be best creating a new skeleton with the same naming conventions ? and use the retargeting method ?

static viper
#

you want to recreate all that?

wooden thistle
#

Not really tbh lol

static viper
#

it would be easier to hack this thing

#

copy the skeleton

#

get it into a new file

#

clean the shit out of it

#

and get it back in the main scene

#

retarget in ue4 terms?

wooden thistle
#

yep

static viper
#

bc i think if the naming is identical it will just lay itself upon an existing

#

except...

#

if you add a bone

wooden thistle
#

Just dont want the animations to go all funky

static viper
#

then it will ask questions

#

then clean it

#

and you can reskin it later

#

test the animation first

#

then skin properly

wooden thistle
#

in cleaning it you mean 0 out rotations, and re orientate the axis's ?

#

and good idea!

#

duno why i never thought of that lol

static viper
#

but be careful when doing this

#

at this level of bone quality

#

maya will be a bitch

#

and i think either the transforms or rotations will not 0

#

cant remember which one

#

i think rotations are locally fixed bc of parenting

lilac ether
#

@static viper So.....Water is good. Spawn is good. How about skySphere? Is it okay to be very large? Still don't know if all world can fit in it

wooden thistle
#

ahhh i seee...... thanks man really appreciate it some good advice there

static viper
#

remember about history also

#

you should unbind the skeleton before copying

#

bc if you copy a binded skeleton... it will not bind again

#

and you cant unbind it without the body

#

made that mistake a few times too much

wooden thistle
#

ahhh man thanks for the tip!

crisp arrow
static viper
#

No

crisp arrow
#

In the Set Constraint Node there is a "Custom Plane" option but I have no idea how to define that custom plane once I set it

static viper
#

The enum is default

#

You can only expose via c++

#

Constraints have alot of these trappings

crisp arrow
#

I was kind of assuming that maybe the "Custom Plane" option was maybe expecting a bitfield to be tossed in or something?

#

but I figured that might be wishful thinking

static viper
#

Its an enum

crisp arrow
#

Yeah I see that

static viper
#

And you cant set it else

pale obsidian
#

Hey

#

I have a question

#

I work with my project

#

And I'll need a bit help from unreal creators

static viper
#

Ask

crisp arrow
#

well it is capable of taking in that enum as an argument. I've seen it before where some API only tested one byte of the enum, and the rest was used as a bitfield in case the last byte was set to "Other" or whatever

pale obsidian
#

So I need someone to solve question about placing game at store

crisp arrow
#

so I was hoping that maybe there would be something like that going on here, despite it being ugly as heck

pale obsidian
#

And getting server for my game

static viper
#

it would be extremly unexpected and mind breaking if you find a way in bp...

pale obsidian
#

So I need someone who have connection with unreal engine creators

#

Cause I work with UE4

static viper
#

we can only answer specific questions

pale obsidian
#

(

#

Are moderators can answer

#

?

#

Or from epic staff

static viper
#

they can also only answer specific questions

#

that by the way was a very specific question

pale obsidian
#

)

static viper
#

more please

pale obsidian
#

More information?

#

Or what?

static viper
#

an actual question

#

would be nice

pale obsidian
#

Huh

dry moon
#

If its business related, you're better of hitting up their business support email

pale obsidian
#

Can you give it to me?

#

Hodd

#

Cause I wrote one time

#

But from their was silent (

static viper
#

what did you ask them

crisp arrow
#

do you have a completed or nearly completed game for which this is a pressing issue?

pale obsidian
#

Nearly completed

crisp arrow
#

ask the question you want them to answer

pale obsidian
#

I and my team need to get server to place our online game or some help from Epic Games at the beginning

#

Something like that

#

Cause we are indie company

#

And don't have a lot budget

#

:D

#

So, we are working with UE4

static viper
#

did you not thought about this before?

pale obsidian
#

I thought

crisp arrow
#

this likely doesn't involve epic in any way

pale obsidian
#

To release game will be nearly two months

#

Sad

#

Happends

static viper
#

what kind of game?

#

you say server

#

is it a shooter?

pale obsidian
#

with survival elements

grim ore
#

spin up a free AWS server, server problem solved

static viper
#

and how many players do you need to fit?

pale obsidian
#

At the beginning nearly 50-250 to start

static viper
#

well what mathew says ofc

grim ore
#

how many have you tested it with so far on local hardware?

static viper
#

but i am absolutly not sorry then...

#

how many people arre you?

pale obsidian
#

Are played at test server at once or about how many at team?

static viper
#

did you test it with alot of people?

pale obsidian
#

With 15-20

#

Like this

static viper
#

and how big is the team?

#

the dev team

pale obsidian
static viper
#

if you want to release in 2 months then surely you have some material to show?

pale obsidian
#

It will be Alpa test

#

Like kitstarter

#

*alpha

static viper
#

no it will not XD

tall pendant
#

alpha or nearly completed? thats a massive difference.

pale obsidian
#

It will)

static viper
#

you are 4 people making an online game for 50 tp 250 people

pale obsidian
#

Hm

static viper
#

you will get no answer from epic

#

oh boi oh boi

#

what did you expect

pale obsidian
#

So, need some money to get more developers, something like this

crisp arrow
#

don't we all

static viper
#

you need something else

pale obsidian
#

I'm little developer)

grim ore
#

so ignoring the technical aspect and how far along it is, assuming you have a dedicated test server binary you are using you can get a free AWS ec2 server and remote into it and set it up on there for remote testing.

crisp arrow
#

^

static viper
#

mathew is much more good then me XD

pale obsidian
#

@grim ore Ty, OK, will try

#

@static viper Yes....

grim ore
#

beyond that you are in the same situation every other dev is and addressing epic directly is not going to help. They do have a dev grant page you can apply on but beyond that it's up to you to make your game and test it.

pale obsidian
#

OK, ty

#

After kitstarter

#

Will try again

#

If it will get enough money at the beginning

static viper
#

did you ever showed anyone this game?

#

online outside your circle

pale obsidian
#

Yes

grim ore
#

a multiplayer game is not cheap to start let alone develop and test... like... not cheap unless you are smart and make it not multiplayer πŸ˜›

static viper
#

can you show?

#

i am not angry or triggered XD

#

just a bit more chat before bed

#

fate is sealed here anyways

pale obsidian
#

@static viper Mb a bit later, when I'll show it to much more another people)

#

Or at the end of january

#

Cause we have some bags)

static viper
#

and when is the kitstarter?

pale obsidian
#

Middle of February - end of February

grim ore
#

well if it's a multiplayer game I hope you have bags or else you can't hold anything 😦

pale obsidian
#

We need to solve some problems, to get showed some elements of gameplay

#

@grim ore I understand, but at the beginning, we need some money to fix it

static viper
#

i hope you have someone with better english skills then. Its not advisable

pale obsidian
#

To get another people at team

static viper
#

if you need money to fix it, bc its already broken on kitstarter...

pale obsidian
#

@static viper Mb, I'm level designer, not manager

#

@static viper Why are you so triggered?

dry moon
#

LMFAO

fierce tulip
#

<< working on a bp (one of the first) more "complex" blueprints ive made, and the location variables wherent updating.
Had to ask someone else to find out its a bug if you change local to world space on an actor <
<
had to place a fresh version.

#

at least it wasnt my poor blueprint skills for once

fleet needle
#

in unreal, what's it called to make a 'useable thing' say a treasure chest which has default sounds/animations attached

grim ore
#

well it sounds like a blueprint

fleet needle
#

ahk, so you'd do everything in your BP, then drag that blueprint into the editor?

grim ore
#

yes. Blueprint Actor, Static mesh/skeletal mesh for the chest, sound wave variable to play the sound file. The animation could be an animation on the skeletal mesh or it could just be rotating the chest open if needed. etc..

loud wren
#

?

copper fable
#

what is the correct way to declare enums below the includes in a header file?

#

like you would have "class Foo"

#

is it "enum Foo"

#

or "enum class Foo"

weary basalt
#
UENUM()
enum class EFoo : uint8
{
    EF_Option1
};
copper fable
#

@weary basalt sorry I didn't mean declare, i meant include it into another headerfile without including the whole file?

#

if that makes any sense

#

i am explaining it pretty badly πŸ˜„

weary basalt
#

Oh

#

A forward Declaration you mean?

copper fable
#

yeah

#

forgot the term

weary basalt
#

Yeah just enum EFoo;

copper fable
#

ahhh

#

cheers

weary basalt
#

I usually put them under the #includes

copper fable
#

i get this error

#

Error C3431 'EWeaponTypes': a scoped enumeration cannot be redeclared as an unscoped enumeration

west quarry
#

hey, does any one know where game character stencil is controlled by a mouse, I think there was such mechanic but can remember game name

merry gazelle
#

In BP, if I duplicate say 100 instanced mesh components is it expensive? I know the best approach is to use math in the event / component graph however I need more control over each mesh

#

Also in this case, is there a difference between using a standard instanced mesh vs Hierarchical

spice scarab
#

Anyone know what this issue is all about?

#

No matter if I play in selected viewport or new editor window ... Fullscreen looks like that. And happened today. Haven't made any big changes.

merry gazelle
#

Perhaps look into any cameras in the scene / characters

carmine wind
#

does someone know wich button is the touchpad of the ps4 controller? because i want to make if you press it than is gona change camera

#

because ive been lookign and cant find the button

mental shale
#

anyone know a good guide on how to start with a blank project

#

and setup all the gameModes, playerController, etc

brave heath
#

Hello, anyone knows why my paiting is so pixelated ?
I'm looking for a solution since yesterday
I've increase map resolution etc, nothing works
or yes, I scale meshes from 1 to 50 but my map becomes very tiny then

mental shale
#

the way painting works on landscapes isnt based on pixels in an image like you're thinking of

#

for landscape painting, the "resolution" is determined by the polycount of whatever you are painting on

#

it uses vertices instead of pixels

#

however, I think if you want to make each stroke look a little bit sharper, you might want to turn down the falloff?

#

I maybe wrong

dry moon
#

Nah its something to do with how you set up your landscape material, the layering system

mental shale
#

oh yeah, that too

dry moon
#

Use either alpha, or height based

#

You might have height set but no heightmap in it

brave heath
#

I can't trust you Todd, you're a liar doggy

#

Yeah, I've forgot the heightmap

mental shale
#

Hodd*

dry moon
#

^ I'm no todd

brave heath
#

I know, I was kidding

dry moon
#

me too

#

:^ )

mental shale
#

πŸ‘€

brave heath
#

Thanks guys, I'm gonna check my landscapes settings

light thunder
#

My data isn't calculating normally since I started working with it in structs....I probably didn't connect something right but is there something I should know about execution order and structures? I have some variables that need to loop back because they are depending on another and there is a period of back and forth until things equal out but right now it's just flip flopping

#

(there is a set node above there)

steady owl
#

Is there any way to bind an event dispatcher without custom events?

worn granite
#

Create event node, you can use any function or event so long as it matches

#

Its got a dumb name

steady owl
#

@worn granite I mean does it have to be from a custom event? I can't bind within a function?

#

Also if I create a new binding does that just replace any old bindings, or do I have to manually remove any old ones?

#

Thanks!

worn granite
#

Nah it'll add

#

Not an overwrite.

#

Also you can bind from any graph

steady owl
#

@worn granite Thank you!

#

So for example if I bind a UI update from a pawn, and that pawn is still in the world in a dead state, then I respawn and bind again from the new pawn, there's a potential the dead pawn could still write incorrect values through his old bind?

#

So basically multiple actors can use the same bind

#

and I should unbind all when the death event occurs?

worn granite
#

Possible but it'd be your bug

steady owl
#

So unbinding is best practice?

worn granite
#

If you think there's a chance you have buggy code.

steady owl
#

I just want only one bind at a time possible

#

So the UI can only possibly be linked to one thing

#

I guess if the previous character is destroyed, it automatically unbinds?

worn granite
#

Then unbind just before binding.

light thunder
#

Can someoen explain to me the difference in terms of execution order of curve assets versus math expression? I'm having some trouble with my curves in dependent variables

void palm
#

hello

#

anybody here that can help me out with interstitial ads?

#

i can't get them to work

#

i always get the error that there is no interstitial ad available even when putting it through a loop so it has time to load

#

also, should they be in a UMG element or can they just be anywhere?

polar hawk
#

free blueprint help in voice chat

modern sinew
#

Help needed geting Visual Studio working right with UE4

still bay
#

@modern sinew if you're experiencing build errors, windows 8.1 SDK might not be installed on you VS 2017 workloads.

modern sinew
#

it is

#

Just, the tutorial expects code to show up when you pull up the included UProject, and nothing is

#

@still bay

still bay
#

from what I understood, you're trying to open the solution generated by unreal engine but no code is showing up?

plush yew
#

hey so for HTML5 im getting some weird errors which prevents the game from loading

glossy ibex
#

Hey, I have a main menu map and an actual game map. What's the best way to make it so when I start the game from the menu it opens my game map without loading? Like how could I pre load the map while I'm in the menu?

modern sinew
#

@still bay Yes

upper sluice
#

I heard that the use of brushes aint recommended at all mainly because of fps issues. Is it good if i use them for smalls bits? They are easier and more convenient to use when it comes to applying different textures to wall sides or creating holes for doors windows etc

paper kernel
#

I'm setting Camera view with 1 sec blend, but it only seems to work when blending in, not out

dim plover
#

Is there a setting so that opening up animations open up in a new tab instead of an existing one? It's really annoying being only able to have one animation open at a time.

unreal spoke
#

Any easy way to render a website (from a random url, not my own html file) into a texture?

sleek hearth
#

any ideas?

wary wave
#

I mean, the Window is casting shadows, so....

still bay
#

@modern sinew it could be your cpp file is not selected. if so, go look for it under the solutions explorer on the left side panels in VS.

sleek hearth
#

well, it goes through the window now, but that's not exactly what I'm expecting. Is there a way to light the room with the light that goes through the window?

plush yew
#

@grand knot Can I ask you something in DMS but can you unblock me first xD I promise no more pings afterwards

paper kernel
#

I need dynamic shadows for static lights but can't use stationary due to overlaps, any ideas?

static viper
#

there is a value in prroject settings

#

max dynamic lights

#

try that

paper kernel
#

for mobile only

static viper
#

you arre using dynamic lights on mobile?

#

and have overlaps?

paper kernel
#

mobile or movable?

#

this is not a mobile platform game

static viper
#

oh god XD

#

say sorry

#

yes movable is dynamic

paper kernel
#

yes Stationary lights are having overlaps because of the spotlight angle

#

and attenuation range

#

so I can either use Static or Movable

static viper
#

yee but why are you doing this

#

yes use movable

#

if you really need it

#

XD

paper kernel
#

Too expensive

static viper
#

well

#

i guess then you have lost the battle

paper kernel
#

best solution so far is have trigger volume to enable shadow casting, but rest of the scene looks bit dumb without static shadows

static viper
gleaming narwhal
#

@upper sluice You can block your scene out with brush volumes if you like that workflow, and convert them to static meshes if you want to optimize. But if you make hundreds of them you will end up with hundreds of individual meshes, so it's not really scalable.

steel shuttle
#

UE4 support multiple online subsystem?

static viper
#

it should

#

well not yet

#

but with the launcher support

#

i think they will create some kind of system for us

steel shuttle
#

i'm trying to create google play login and game center login in one widget

#

can ios and android combine?

static viper
#

what question is that

cloud cobalt
#

@steel shuttle You'll use the appropriate OSS on each platform

#

On PC it'd be Steam, on Android the Play system, etc

steel shuttle
#

so that's mean i cannot use online subsytem google play on ios platform?

cloud cobalt
#

No, of course not.

#

Just like you can't use the XBox service on a PS4.

steel shuttle
#

oh okay i understand

cloud cobalt
#

Online services are competing, provide different features, and the UE4 OSS has different levels of support for each of them

#

What UE4 does is support a subset of each of them with a common interface

unreal spoke
#

How to move a character with a character movement component without using a BB/AI stuff?

static viper
#

BB AI stuff?

#

what

unreal spoke
#

blackboard or ai

static viper
#

ai?

#

you need to add like

#

all the info

unreal spoke
#

so I need an ai controller to just move forward the character

cloud cobalt
#

@unreal spoke Pawns should generally have a controller

#

At least that's what the gameplay framework expects

unreal spoke
#

@static viper , @cloud cobalt Thanks, I'll add the ai controller

static viper
#

i am so confused

unreal spoke
#

: ) Never mind

#

hmm... or maybe I need help... Probably I'm focusing this wrong. I just want an actor to always go "forward" on the floor no matter where it's looking at. Basically I'm trying to replicate a Roomba πŸ˜ƒ Maybe I shoudln't use a character for this... but then I don't know how to, easily, make the actor to adjust to the floor

upper sluice
#

@gleaming narwhal not a hundred,the level is not that big

#

thanks

light thunder
#

Can you create a binding (from a widget) to an instance of a variable? I have an array of actors with different values, could the bind take in the index as part of the reference?

stray smelt
#

I have a blueprint which has some functions (snapping) in construction script. I'm successfully adding it to another blueprint as a child, but then it loses the code that was in the child's construction script (because now it's in a new one). Is it possible to make it carry that construction script over even though it's a child of the new (master) blueprint?

grim ore
#

traditionally you would call the SUPER function on the child to call that same function on the parent, right click the construction node on the child and see if it has the add parent or add super or whatever they call it (i forget lol). I know you can do it for all the other functions in the event graph but I never tried it on a construction graph

plush yew
#

A German boy is in the voice!!!!#

tall pendant
#

who cares

vale silo
#

Hi @elfin jacinth ! Do you know of any plans for UE4 Roadmap on Trello either being killed for good or actually updated and kept up with ?

light thunder
#

@grim ore Is there a way to have a math expression as a data asset, like a float curve?

#

Apparently I'm taking a derivative on a point on the curve that is not continuous

#

And that breaks reality

grim ore
#

as far as I know there is not. About all I could think of is to have something like a blueprint library that holds the math functions you want and so you can access them from anywhere to get your results.

#

it sounds like a lot of crummy real world math which 😦

light thunder
#

That's basically what I'll end up doing probably, although I find it annoying that there's no way to step through the calculations to view the values if it is in a BP library function

#

(or any function i guess)

grim ore
#

well you should be able to step into a function when debugging and watch the results manually

#

assuming you are using a new version of the engine

light thunder
#

It always says out of scope, and I'm on 4.19, maybe that's the issue

regal mulch
#

@steel shuttle @cloud cobalt As far as my understanding goes

#

You can use more than one

#

You just have to grab them by name

#

Online::Get(FName("GooglePlay"))

#

Or whatever the function was

light thunder
#

Oh cedric, check multiplayer at your convenience, there's a guy who's read your compendium that just needs a little confirmation about where to setup his multiplayer data (gamemode/gs, etc)

grim ore
#

damn I think 4.19 would be fine, it should have the step into option. damn 😦

regal mulch
#

Sure, when I have some time later

light thunder
#

@grim ore I can step in just fine but the values are all out of scope

grim ore
#

yeah that is weird

light thunder
#

Also, the system is not reading my mind and doing what I want...I checked and I have techno music playing and low level neon lighting throughout my workspace

#

not sure what it could be

unreal spoke
#

To get a movement similar to a drone, should I base it on the ue4 Flying demo?

wary wave
#

I seem to recall there's actually a drone controller setup in one of the UE4 samples

#

possibly the landscape demo

static viper
#

Ufo cow demo

wary wave
#

not the UFO cow demo

grim ore
#

the ufo is in the input examples in the learn tab

#

and a drone is in the boy and kite demo

unreal spoke
#

@wary wave , @static viper @grim ore Thank guys

wary wave
#

ah, Boy and Kite has it, you are correct!

grim ore
#

I could never fly that drone and it's super primitive, I fail at flying

wary wave
#

I find drone controls baffling, but each to their own xD

#

I want it to go forwards when I push the stick forwards, damn it

unreal spoke
#

πŸ‘

light thunder
#

This is most real-world data I can get regarding GPM output following a PSI input for a Nozzle - however, you can see they conveniently left off falloff (critical velocity ,where the velocity of the water becomes too turbulent to actually move, so output falls) my question is my curve I'm building, should I just manually build that falloff into it so excessive pressures are input? what happens in Unreal if you provide an X value outside the Y value range of a math expression curve?

wary wave
#

there is no outside the range

#

if you zoom out, you can see it extrapolates based on previous data

light thunder
#

does it just return Nan thing?

#

in which case it would be infinite

#

that's what I needed to confirm, thank you, I'll just make some falloff stuff up and no one will be the wiser

wary wave
#

it's worth checking

#

but I guess it's possible to provide an X value for which the Y value will overflow

#

when using curves I tend to clamp to sanity check anyway

light thunder
#

this is still the effective "first pass" I agree with you in concept however real world application, if you pump a line with that much pressure, you will be sending the guy on the end on a magic nozzle ride, and no one will be checking the flow rate

grim ore
#

I've got a drone in real life that has the forward = forward option or relational option and I still can't fly it. the drone and the trees are one at my house.

elfin jacinth
#

@vale silo I don't know on that, but I can see what I can find.

#

@wary wave I love my drone. I have a DJI Mavic Pro and it is the best

grim ore
#

my friend has one of those fancy ones with the gps and auto levelling and it so nice. it seems with drones you go big or you go big lol

wary wave
#

@light thunder - flow rate will still be limited by the power of the pump though, there's a minimum (presumably zero) and maximum!

elfin jacinth
#

That is what mine is, MathewW. It connects to ~25 GPS signals and can land on an ants butt (if the ant is big enough to prevent landing though, it won't)

light thunder
#

@wary wave Is there a way I can just make the curve continue past a certain point you get the same amount?

wary wave
#

I mean, that's literally just clamping the output?

light thunder
#

like pressure increases and flow increases to a point, then the flow actually falls a little but stays the same no matter how much pressure you push

grim ore
#

@elfin jacinth sooooo nice πŸ˜ƒ

light thunder
#

Yeah but I need to clamp it given a certain point inside the graph almost

#

because there's two sides to the slope

#

err, it has two slopes

wary wave
#

at your end point X = Y, if you were to put an additional X+1 = Y point, it should extrapolate flat, I think?

light thunder
#

not sure if curve editor will allow that?

wary wave
#

I think it does

light thunder
#
#

sounds like a women's fitness thing

wary wave
#

hah

#

that curve is already flat?

light thunder
#

not mine, here

wary wave
#

screenshot of curve?

#

where does it tend towards infinity?

fierce tulip
#

are we talking about curves, or curves?

light thunder
#

it did before I put the negative slope at the apex

#

@fierce tulip I'm generating math expressions for nozzle flow rates given a certain pressure

wary wave
#

but you're using the curve editor, right?

light thunder
#

yes but it won't let me type in x to the actual inputs below

fierce tulip
light thunder
#

Holy crap

#

how performant is that?

wary wave
#

I'd imagine fairly - looks like it's working with static mesh geo

tall pendant
#

it's been in ue4 for quite a while now

wary wave
#

yeah

#

though it's been experimental all that time and I don't know if it's very stable

sudden agate
#

Mesh Plugin is more usable than this thing

light thunder
#

Where can I find more information for parsing complex (quintic regression) math expressions into unreal? the documentation is....not helpful in this case

manic pawn
#

what do you mean? unreal doesn't have such a feature

frank escarp
#

there is a math node

#

in bps

#

its buggy as fuck and no one uses iut

manic pawn
#

but it only takes very simple equations

#

well

#

not even an equation

regal mulch
#

Afaik it just builds a read only graph from what you wrote

#

If the parsing fails, the whole thing breaks

coral shoal
#

if one of your inputs is say, DT and you later make a DT variable elsewhere in the bp it will break the expression input pins

#

Kind of bad

worn granite
#

I'd make the case that if your equation breaks the math node, 'tis time to go to C++ anyway. Normally.

grave nebula
#

@light thunder Why don't you do it outside of UE4 instead? If I understand correctly, you want to fit formula to data set regarding those nozzles. Why not generate needed data yourself instead ?

light thunder
#

@grave nebula show me how, I never use CPP , I can read it but setting it up I'd need help

grim ore
lilac ether
#

Is there a way to rotate texture for painting landcapes?

gleaming lotus
#

Hey everyone- I'm not sure if I'm being an idiot but I cant find the animation timeline in my widget blueprint. I cant find where to open the window for it

grim ore
#

Window menu at the top?

gleaming lotus
#

Youd think that, its not in there

#

wait

#

I'm being an idiot

#

I was looking for it in the graph and not the designer

#

Cheers for the help πŸ˜›

grim ore
#

that was my next guess heh

marble storm
#

I have small question, can paper2d be used to create ddr like game where objects spawn based on timer?

#

Or it's better to use other kind of blueprints

grim ore
#

you can create sprites in paper2D and blueprints can use or spawn sprites so sure

#

paper2d is just a way to display sprites

marble storm
#

Need to read terminology

#

Pretty hard to understand in foreign lang

#

And unreal documentation is so poor(on blueprint functions)

eternal ledge
#

So i posted a while ago and got some pretty great help back then, and things have certainly progressed quite a bit with my project, but iv reached another point where the frame rate is still too low for what id like when playing yet when paused its not as bad.... just really in need of some optimization help and where to start to really look deep into working out where things are too costly.... also not really sure which subsection this kinda question needs to go into haha coz there isnt an "optimization help" section

grim ore
#

based on the statement "fps is low but not as bad paused" it sounds like its more processing bound that gpu bound so determining what is actually running each frame/tick would be a good start.

eternal ledge
grim ore
#

yeah woof, look at the tick time. stuff is going nuts doing stuff every frame

eternal ledge
#

ah right

#

i didnt do the blueprinting so cant really tell much about them, ill mention it to the one that did

light thunder
thorn kayak
pale sierra
#

Can someone help me out please? Put my issue in arch-viz if anyone can, need a quick fix since I have a deadline coming up :p

abstract relic
#

If you’re crunched for time. Make the material 2 sided. This is not a long term solution mind you

pale sierra
#

I've tried that and unfortunately when I bake the lighting the object just goes black

#

I have a couple days to get it sorted, would just rather get it done now :p

#

I'll try and use two sided lighting to see if that helps in any way

#

Yeah that didn't work

dry moon
#

3,660 draw calls might be a lot

plush yew
#

Where can I find the modding section in the new launcher?