#ue4-general
1 messages Β· Page 369 of 1
Wow
am I being a stinky idiot?
Yes
blast
._.
I'm having an existential crisis over an edit mode button now.
I have been unable to locate this, evidently secretive, button.
what happens when you install an older unreal engine and try to open a source controlled newer project in it?
hey.
anyone know how to use bullet trails in my weapon when i'm using a gun made by line tracing?
particles
how can i add particles at the path?
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)
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)
@ctzn_no7 ok
Why can i not have a recursive struct array?
recursive?
I mean, isn't it obvious?
no?
I don't think a struct can ever contain itself, array or otherwise
otherwise you run the risk of endlessly allocating memory
it makes sense for it not to contain itself not in an array
FAttack creating an FAttack, which creates an FAttack
yeah but arrays are empty at default
the array might be empty, but the default template for it probably isn't
depends on what you're trying to do?
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
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?
i dont know yet
just trying to make a flexible structure to it
some chains might have 3 attacks some might have 7
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
i think i have that bit down fine
does anyone know of a good steam multiplayer tutorial?
@atomic rose Look up the advanced sessions plugin, it's pretty straightforward to use
@cloud cobalt will do thanx
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...
ah, okay, it's a premium-ish support
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.
yup ^
how many people are working for the Bug Submission?
All my emails are answered by a guy named "Jeremy" π€
And I have lots of submissions
I've had an 'Alex' and a 'Daniel' in the past xD
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?
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)
@next badger Thanks
World composition - how to add ocean? Add planes to all levels?
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?
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
@grim sinew @livid haven thanks π
I will probably try and make some experiments too see what I can do that with it
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?
@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.
Ah damn. My only thought is to make sure you build it and see if that helps.
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)
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
fair enough!
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?
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
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?
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?
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
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
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)
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
Ah I do believe there is one persistent level
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
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!
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.
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
is there someone over here that uses PopcornFX in UE4 at a production level?
@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)
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?
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
There's a setting for it.
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
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.
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
is the navmesh there when you just open the level in editor?
does it ever dissapear in editor
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.
Are you using a persistent level?
oh good one
I'm on 4.20.1. I'm upgrading a project from 4.17.2.
No - it is from the upgrade
I was wrong earlier - I am using a persistent level and it is a sublevel
then the navmesh question is irrelevant
did your editor settings reset on upgrade?
Is your nav mesh part of the persistent level?
yes
like they usually do.
ok good
then your navmesh settings are reset
bc by default navmesh doesnt regen
yeah, and I changed them back to the way they were in 4.17
(dynamic, especially)
if they are in a sublevel
are you loading that as main?
like
that as first
is that where the player is?
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
thats ok
open the code for level loading
between 4.17 and 4.20 is a large world
one of death and hate
generally speaking , what am I looking for here (as in what's really relevant for the navmesh issue)
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
I didn't touch it in 4.17
you mean the volume? yes
thats good then
then removing it wont do anything really
you can try but i think it will do nothing
mh
I did remove it and it stopped working (is that what you mean?)
I would have expected it to do that lol
launching the level from within the editor
is this vr?
It was at one point but is no longer
god that sounds so familiar
when I say it isn't working, I mean that it isn't showing up in the editor when I eject and hit P
ok good job testing that.
yeah, that's what made me come here haha
this seems much easier lol
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.
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
Nav mesh in the persistent level works.
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
when you say nav mesh, do you mean the volume?
yes the nav mesh is in the level
and if this is relevant - there's only one in the world outliner
I'd recommend try having a volume in the persistent level.
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
that would be unusually merciful - it'll be a minute
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.
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
I am - it's just taking its time
as long as it doesnt have
15K warnings
and 6600 crit errors
that can not happen can it??
rite??
π©
π
rip β€
he hasnt replied since tho
still building lol
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
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
World composition - how to add ocean? Add planes to all levels?
@static viper Yes
then i would have it in one level
tho
you could add water in every level
i mean the difference is visually
No luck π¦
when I run it outside of the editor it behaves the same π¦
not an option, unfortunately
it's just my job now - they're at a different company
Then open up the code for me to look
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
Then i cannot help.
I understand completely
And to be fair
If you dont know code, then you should not fix this
They should get a coder
I do know code - very well - just don't have a lot of experience with unreal
Its not your response
but I'm figuring it out
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
If its a 4.20 issue then the response is another update.
Yes - I'm going to try to find resources relevant to that set of issues and debug it that way
you could always just roll back the code as well and keep it on 4.17 π or maybe step it one engine version at a time and see what happens
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
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
Decided*
4.20 at the earliest
it's for target platform reasons
that I can't discuss very liberally
If 4.20 is broken then your target platform reason are worthlesd
I dont want you to get into this situation where you are responsible for something you cannot control
Like bugs
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
it does break at 18
I haven't gone quite that incrementally. It takes hours to build from source
eep. so it's either a migration issue on upgrading or an actual engine change lol
yeah, and that's what I'm trying to find out
Build from source means custom engine?
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
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
God cant help you
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
haha, I appreciate the check
Your options are set
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
per instance?
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
is it important that you do it via instancing?
aaaactually I think the way selection works is just different - give me a sec
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
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
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
well
ok
that box
is that a child of the actor then?
the only thing in the actor?
is the box actor root?
https://i.gyazo.com/1e0ff07450c2cbfea012ac3c2f44447d.png
I don't want to accidentally tell you the wrong thing
the root here is a derived from the actor class
ok so this is an easy fix
good, that means 50% of my problems are easy lol
actually it's not an easy fix wtf... sec lol
actually i havent figured it out yet
(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)
I mean I know why it's not working but not why it's not fixing itself lol
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
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
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?
it shouldnt, it means its a C++ or a BP item
but it might in this case
I wish this whole project was C++ lol. I'd have a much nicer time with it
unfortunately it's 100% bp's
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
there IS a fix?
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 π¦ 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
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?
Ok - I'm very sorry for being so inexperienced, but where is the most-correct place to change the parent class?
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
previous function leads to this one -
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
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)
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
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 =/
yeah. The problem right now is that it seems to offset all of the instances of that object by some amount in the X
and every answer out there is about collision missing for the simulate physics options and nothing to do with constraints lol
but I'm reloading everything to make sure that it wasn't something silly I've done on the way to this solution
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
@static viper You said "i would have it in one level", but how?
Yeah, i always read about persistent level
But how do you do it? Giant plane?
Or thousand little?
@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
and I'm assuming there's no way to avoid that behavior? haha
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
(yeah it's moving all of my meshes to the right for some reason lol. This is my luck on this project.)
@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
@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
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.
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
that would definitely be able to be offset
so now you just have the iherited static mesh component?
(I expected it to make it a sibling, rather than a grandchild lol)
yeah, I did
but I reverted to try other things
oh. well if you just have the root static mesh component (inherited) and it's set to the correct mesh.... =/
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
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
I doubt there is anything in the construction script for that BP is there?
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
yeah it's possible since you changed the original blueprint any weird references it used to have are gone/broke/changed
It's not the first time I've forgotten about construction scripts
well you didnt make it so no fault of yours
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
I should've remembered to look there though!
well it only triggers when it starts so its out of sight out of mind lol
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?
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
I mean the original one
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
oh well you can't, you would have to just set up the inherited one how the old one was
oh so I have to leave that one there?
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
Yeah - that's what I'm trying to do. I could've sworn I managed to do it before
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
shouldnt have been able to, you cant change the inherited ones. Maybe you did that with the Actor as the parent
it doesn't let me delete the blue one even when the parent is actor
lately I get some random crashes in editor? Is it my fault?
well did you compile it first before trying to remove?
oh wait lol both of those are inherited
yeah
are you sure this is not a child of another one?
(no I didn't compile)
just a suggestion for I think you guys could private message lol
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
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
Trying to remove it from here
https://i.gyazo.com/d2f8ead7073ae0975bfe127fc44ec242.png
yeah it would have to be at the top in the components list, not the variable itself
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
Where can I learn more about Iterative Calculations, where two formulas are driven by the variables held in each one?
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 π
haha, I want text code so badly. This gaudy ui and vague verbiage is making me want to cry
@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?
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?
yess
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?
@grim ore It's just a linetrace that sends hit results to particle / sound
(trace start) is just another particle and sound node
basically i want to reskin a character using the existing skeleton but wouldnt it be better reskinning to a 0d out mesh
ok so it seems like your calling your fire code every time you swap then?
oops lol
yes basically
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
So the skeletal mesh was originally in a T pose but it seems its been saved as an A pose
Ill take a look
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
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
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 ?
you want to recreate all that?
Not really tbh lol
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?
yep
bc i think if the naming is identical it will just lay itself upon an existing
except...
if you add a bone
Just dont want the animations to go all funky
then it will ask questions
then clean it
and you can reskin it later
test the animation first
then skin properly
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
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
@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
ahhh i seee...... thanks man really appreciate it some good advice there
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
ahhh man thanks for the tip!
I'm trying to override this https://i.gyazo.com/a8e6acf2045b7a15f1c86daade036ca1.png in blueprints. So far I've found the "Set Constraint Node" but it uses a very limited enum. Is there a way to get more fine grained control from within BP's?
No
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
The enum is default
You can only expose via c++
Constraints have alot of these trappings
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
Its an enum
Yeah I see that
And you cant set it else
Hey
I have a question
I work with my project
And I'll need a bit help from unreal creators
Ask
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
So I need someone to solve question about placing game at store
so I was hoping that maybe there would be something like that going on here, despite it being ugly as heck
And getting server for my game
it would be extremly unexpected and mind breaking if you find a way in bp...
So I need someone who have connection with unreal engine creators
Cause I work with UE4
we can only answer specific questions
they can also only answer specific questions
that by the way was a very specific question
)
more please
Huh
If its business related, you're better of hitting up their business support email
Can you give it to me?
Hodd
Cause I wrote one time
But from their was silent (
what did you ask them
do you have a completed or nearly completed game for which this is a pressing issue?
Nearly completed
ask the question you want them to answer
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
did you not thought about this before?
I thought
this likely doesn't involve epic in any way
spin up a free AWS server, server problem solved
and how many players do you need to fit?
At the beginning nearly 50-250 to start
well what mathew says ofc
how many have you tested it with so far on local hardware?
Are played at test server at once or about how many at team?
did you test it with alot of people?
if you want to release in 2 months then surely you have some material to show?
no it will not XD
alpha or nearly completed? thats a massive difference.
It will)
you are 4 people making an online game for 50 tp 250 people
Hm
So, need some money to get more developers, something like this
don't we all
you need something else
I'm little developer)
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.
^
mathew is much more good then me XD
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.
OK, ty
After kitstarter
Will try again
If it will get enough money at the beginning
Yes
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 π
can you show?
i am not angry or triggered XD
just a bit more chat before bed
fate is sealed here anyways
@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)
and when is the kitstarter?
Middle of February - end of February
well if it's a multiplayer game I hope you have bags or else you can't hold anything π¦
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
i hope you have someone with better english skills then. Its not advisable
To get another people at team
if you need money to fix it, bc its already broken on kitstarter...
@static viper Mb, I'm level designer, not manager
@static viper Why are you so triggered?
LMFAO
<< 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
in unreal, what's it called to make a 'useable thing' say a treasure chest which has default sounds/animations attached
well it sounds like a blueprint
ahk, so you'd do everything in your BP, then drag that blueprint into the editor?
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..
?
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"
UENUM()
enum class EFoo : uint8
{
EF_Option1
};
@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 π
Yeah just enum EFoo;
I usually put them under the #includes
i get this error
Error C3431 'EWeaponTypes': a scoped enumeration cannot be redeclared as an unscoped enumeration
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
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
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.
Perhaps look into any cameras in the scene / characters
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
anyone know a good guide on how to start with a blank project
and setup all the gameModes, playerController, etc
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
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
Nah its something to do with how you set up your landscape material, the layering system
oh yeah, that too
Hodd*
^ I'm no todd
I know, I was kidding
π
Thanks guys, I'm gonna check my landscapes settings
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)
It seems to break around here :
Is there any way to bind an event dispatcher without custom events?
Create event node, you can use any function or event so long as it matches
Its got a dumb name
@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 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?
Possible but it'd be your bug
So unbinding is best practice?
If you think there's a chance you have buggy code.
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?
Then unbind just before binding.
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
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?
free blueprint help in voice chat
Help needed geting Visual Studio working right with UE4
@modern sinew if you're experiencing build errors, windows 8.1 SDK might not be installed on you VS 2017 workloads.
it is
Just, the tutorial expects code to show up when you pull up the included UProject, and nothing is
@still bay
from what I understood, you're trying to open the solution generated by unreal engine but no code is showing up?
hey so for HTML5 im getting some weird errors which prevents the game from loading
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?
@still bay Yes
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
I'm setting Camera view with 1 sec blend, but it only seems to work when blending in, not out
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.
Any easy way to render a website (from a random url, not my own html file) into a texture?
I mean, the Window is casting shadows, so....
@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.
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?
@grand knot Can I ask you something in DMS but can you unblock me first xD I promise no more pings afterwards
I need dynamic shadows for static lights but can't use stationary due to overlaps, any ideas?
for mobile only
yes Stationary lights are having overlaps because of the spotlight angle
and attenuation range
so I can either use Static or Movable
Too expensive
best solution so far is have trigger volume to enable shadow casting, but rest of the scene looks bit dumb without static shadows
@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.
UE4 support multiple online subsystem?
it should
well not yet
but with the launcher support
i think they will create some kind of system for us
i'm trying to create google play login and game center login in one widget
can ios and android combine?
what question is that
@steel shuttle You'll use the appropriate OSS on each platform
On PC it'd be Steam, on Android the Play system, etc
so that's mean i cannot use online subsytem google play on ios platform?
oh okay i understand
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
How to move a character with a character movement component without using a BB/AI stuff?
blackboard or ai
so I need an ai controller to just move forward the character
@unreal spoke Pawns should generally have a controller
At least that's what the gameplay framework expects
@static viper , @cloud cobalt Thanks, I'll add the ai controller
i am so confused
: ) 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 π 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
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?
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?
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
A German boy is in the voice!!!!#
who cares
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 ?
@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
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 π¦
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)
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
It always says out of scope, and I'm on 4.19, maybe that's the issue
god this thing is better at curves than I am
@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
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)
damn I think 4.19 would be fine, it should have the step into option. damn π¦
Sure, when I have some time later
@grim ore I can step in just fine but the values are all out of scope
yeah that is weird
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
To get a movement similar to a drone, should I base it on the ue4 Flying demo?
I seem to recall there's actually a drone controller setup in one of the UE4 samples
possibly the landscape demo
Ufo cow demo
not the UFO cow demo
the ufo is in the input examples in the learn tab
and a drone is in the boy and kite demo
@wary wave , @static viper @grim ore Thank guys
ah, Boy and Kite has it, you are correct!
I could never fly that drone and it's super primitive, I fail at flying
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
π
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?
there is no outside the range
if you zoom out, you can see it extrapolates based on previous data
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
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
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
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.
@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
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
@light thunder - flow rate will still be limited by the power of the pump though, there's a minimum (presumably zero) and maximum!
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)
@wary wave Is there a way I can just make the curve continue past a certain point you get the same amount?
I mean, that's literally just clamping the output?
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
@elfin jacinth sooooo nice π
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
at your end point X = Y, if you were to put an additional X+1 = Y point, it should extrapolate flat, I think?
not sure if curve editor will allow that?
I think it does
sounds like a women's fitness thing
not mine, here
are we talking about curves, or curves?
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
but you're using the curve editor, right?
yes but it won't let me type in x to the actual inputs below
Can anyone advise which type of math expression Unreal seems to play nice with? Or does it not matter other than ease of inputting the values when setting up the expression - https://cdn.discordapp.com/attachments/225448446956404738/532958359033217024/unknown.png
Messing about with the hidden geo tools in #UE4 (console command: MeshEditor.Enable). They're not ready for prime time, but it is nice to be able to make tweaks to static meshes #gamedev https://t.co/1NiYQQTE71
it's been in ue4 for quite a while now
Mesh Plugin is more usable than this thing
Where can I find more information for parsing complex (quintic regression) math expressions into unreal? the documentation is....not helpful in this case
what do you mean? unreal doesn't have such a feature
Afaik it just builds a read only graph from what you wrote
If the parsing fails, the whole thing breaks
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
I'd make the case that if your equation breaks the math node, 'tis time to go to C++ anyway. Normally.
@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 ?
@grave nebula show me how, I never use CPP , I can read it but setting it up I'd need help
live stream on https://www.twitch.tv/unrealengine right now for UE4 about the culling and frustrum stuff and all that rendering voodoo
Is there a way to rotate texture for painting landcapes?
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
Window menu at the top?
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 π
that was my next guess heh
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
you can create sprites in paper2D and blueprints can use or spawn sprites so sure
paper2d is just a way to display sprites
Need to read terminology
Pretty hard to understand in foreign lang
And unreal documentation is so poor(on blueprint functions)
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
https://docs.unrealengine.com/en-us/Engine/Performance along with the gdc and livestreams on the subject is a good start. you need a snapshot of when you have issues so you can see what is the issue then work towards fixing it
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.
yeah woof, look at the tick time. stuff is going nuts doing stuff every frame
ah right
i didnt do the blueprinting so cant really tell much about them, ill mention it to the one that did
How would unreal handle getting values from curves with sharp changes in slope, apparently that's impossible in mathematics https://www.youtube.com/watch?v=6LkSfBWHwpY
https://www.youtube.com/watch?v=m6uNvrd_N1w
Trying to replicate the lighting of the great Koola lol
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
If youβre crunched for time. Make the material 2 sided. This is not a long term solution mind you
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
3,660 draw calls might be a lot
Where can I find the modding section in the new launcher?


