#ue4-general
1 messages · Page 370 of 1
do you have the games checkbox in settings checked? or uh.. unchecked I guess would be the right one you want lol
anyways you have to go to the store, then scroll AAAAAAALL the way down to the mod editors section
Is this in the settings menu?
in setings you have "hide game library"
if that is checked it hides the store which now has the mod editors
if its not checked you should have STORE as a menu option and you have to scroll thru all the store to the bottom
Oh so the modding section is in the store page
yep or you can find it in the library if you ever used them
the launcher is a terrible design choice? You don't say 😉
lol
i do hope they give the launcher (along with the mp) a massive overhaul this year
you know you would think we could get the store page to run at a smooth 60fps so when I scroll there was no tearing
Wish I could just click the Unreal Engine button and anything not related to UE development (i.e the store) could just go away
A developer mode of sorts
I wouldn't be surprised if we got some more launcher changes this year seeing as how the new launcher is in beta.
thats on everyone and their mother's wishlist :p
well you can if you hide the game library but it hides the mod editors as well which I never understood
I even had to point that out in the intro to the launcher video as it's super backwards
so I take back what I said... I don't think the new launcher is in beta anymore, I can't seem to opt out 😦
Can someone help me get Visual Studio to work?
The tutorial has inconsistencies with what happens on my end
did it explode? exploding is bad.
The tutorial showed code when he opened the UProject in Visual Studio yet none is showing up when I do so
well he might have had the solution file opened before which would return the last open file
when you open it in VS it should show your project on the right and all the code files in there
I can't DM but we can try and help in here if stuff is still not working right.
How can I get a key interaction to work in a BP other than the player character BP, if I add a BP for inputaction -> print string in PC it works, but if I put it anywhere else it won't register, guessing I need to reference the PC somehow?
nope
you can tell the blueprint to accept input automatically, or you can tell the node to take input
or I guess you could pass the input from the player controller to that actor sure
I’m trying to get Visual Studio to work tho
i could use some help with physx vehicles and a header file issue
yooooo @grim ore it worked, thanks heaps 😃
yay
sometimes just need to know the right thing to google haha
"how to make MMO" always returns the best results.
it tells me I need to include a .generated.h file to my header, which is inconsistent with a tutorial on changing wheels at runtime
when you open the project in VS file @modern sinew does it not open your solution file and load the files?
@grim ore No code shows up
screenshot what is showing up?
oh yeah and how are you opening it up I guess would be a good question
By double-clicking on the .sln file
And I’ll get a screenshot when my dad gets off the computer
In like 2 days I’m going back to college and don’t have to deal with sharing a computer
yeah weird it should show up something like this https://i.imgur.com/4e7YH8N.png , you can see i expanded the project (MultiFarm) to show my code files
That’s what’s showing up. No code tho
yeah you would have to open one of the code files (.h/.cpp) to show the code.
this is the problem with following some tutorials where they prepare in advance, the viewer can get out of sync with the presenter.
how do I open one
learning C++ raw without any experience with another language is a paaaaaaaaaaaain
I know Java
just double click on it, so like on the right I would double click to open one
doesn't eclipse or the other IDE's use a similar approach tho? folder view for the project and each file in that list
oof, is it just not on your list?
which 2? I see the FPSProjectile.cpp file open
there's 2 names at the top tho, right below that?
ohhh
ok I opened it, but it shows different stuff
wait nvm
it's just different colors
thanks
yeah he might have something like Visual Assist or another theme
he does
but it said it was a limited-time free trial
I don't want to get used to something just for it to be taken away
like what?
intellisense, the thingy that tells you the signatures for functions and comments and help for them, tends to just not work at all in the UE4 codebase
so you end up with auto complete not working at all which just sucks when working in code
anyone here use arch linux that could help me?
How can I smoothly rotate an object? SetRelativeRotation does it in one movement 😃
@fleet needle you can use a timeline
cheers mate, let me look into it 😃
right click, Add timeline
then make a float track
you can also use the timeline to drive a RInterpTo
i have a vector array that stores locations that the ai pawn can hit the player from, and im trying to compare that array with the ai pawn location so that he will move to the one closest to him
how would 1 approach this ?
never mind
i kinda figured i could just add the distance when i am running the line trace (to find spots to fire at the player from) to a separate array and use the same index
and use that
cheers @sonic pagoda I managed to get something working 😄
awesome man!
I got this issue where when I pause my game, and unpause it. The UI I have disappears
hey everyone, uhm, is there a particular channel i need to post for troubleshooting help or can i just send it in here?
for some reason, the camera in my scene keeps changing based on where it is in the viewport before I press play
even though I have the camera attached with a spring arm to my pawn
as you can see here, the viewport changes the in-game camera
anyone know why?
do cameras behave weird with pawns vs characters or something?
right, so, i recently downloaded WaveWorks branch of the NvPhysX fork of Unreal Engine i followed all the steps, extracted it, ran setup.bat, then ran GenerateProjectFiles.bat then opened UE4.sln in visual studio, built UE4 and then built ShaderCompileWorker, once done i tried debugging it or opening the editor manually from within the downloaded files but it just opens the default project selector that i get when i open ue4 from the epic games launcher, i can't see any example/sample projects and when i make a new project there's no sign of waveworks in there at all, i don't know if anyone is familiar with this kind of issue but any help would be very appreciated, i'll probably post this question on the forum too in a bit...
please @me if anyone can help
hey all, whats the best way to go about attaching a text overlay to an object to say for example "Use E to interact"
@fleet needle Add a text component in the blueprint, set it to say "Use E to interact", Hide it by default and make it visible when player overlaps a larger collision box
wicked thanks, keep finding HUD still on google 😃
Is it easy to make the text rotate to wherever the player is? I'll have a go now
No worries, that method will make text floating above the object but if you want it to come up flat in the HUD I havent done it before
Ah yeah, shouldnt be too hard. Maybe get the look at rotation from the text to the player and use that to set the position. Might be inefficient to do it every tick but if you set it when the player initially overlaps that should make it clear to the player
Alright cheers mate, I'll let you know how I get on 😃
Alright cool! 😃
Posted this to level design but not entirely sure it's the right place: I am struggling to figure out the best way to set up precomputed lighting scenarios and level streaming in my game. I have 3 maps that are switched between often at runtime. They all share the same basic house walls, floor, roof etc. but with different prebuilt lighting scenarios and some differences in smaller meshes. It needs to be playable, atm I have the core house as one level and load additional elements on top but this is restrictive with baked lighting. Does anyone have any ideas? Thanks!
I have a problem when pausing and unpausing my menu, my UI disappears
@calm portal ayye, this works well for the rotation, need to make a few changes so only does event tick when nearby etc but works well great start cheers mate
when it comes to job prospects regarding developing on UE4
is there a market for someone just adept in BPs?
Awesome! glad it's working
or is it expected for anyone seeking work to know C+
@velvet finch I think it would depend on the job
I got into unreal engine as someone working at a visual effects studio for movies. The emphasis there is on movies and visual experiences so Blueprints was more than enough to do cool prototypes and pitches. Being able to quickly iterate on cool looking stuff to show creative leads was more valuable than complicated coding. And if a concept was approved they would just hire on other coders.
But I imagine if you want to be a programmer at a mid to large studio then C++ is probably a much more important thing
ah i see that's good to know!
i'm looking to learn how to develop realistic weather systems in UE4
Oh, awesome, that sounds cool! Check this out if you haven't seen it already, kinda related; https://www.unrealengine.com/en-US/spotlights/floods-and-fires-how-the-weather-channel-uses-unreal-engine-to-keep-you-safe
oh i've seen that one
Thats more visually impressive than simulation focussed
I think they would have used houdini for the cool looking stuff
Are you interested in something that looks cool or something that is more of a simulation?
more of a simulation at least for now
Like a set simulation or one that you can change variables at runtime?
houdini seems like a whole new monster to learn haha
i'd say the variables change at runtime
but not directly controlled by the player
just a natural moving weather system
with day and night cycle
Yeah learning houdini is hard for most people but it is so powerful. Sounds like it's not necessary for what you want but you can check out the unreal integration. Off the top of my head it could possibly help create dynamic cloud meshes etc.
Have you seen that unreal livestream where they show off fortnites day night system?
nope
check this out maybe it could be helpful
Have questions about setting up lighting in your environment? This is the stream for you! Anton and Jordan will cover different lighting techniques, includin...
alrighty thx for the share dubbs
the premise from memory is them creating nice looking waypoints with the variables and then blending between them
No worries, good luck with it!
yups
think for now houdini does offer a lot of options for me but the learning curve is pretty steep
i can handle most of my needs with maya for this period of time but
i might have to look into other options if i'm going to do extreme weather conditions like hurricanes i reckon
yo, anyone know why I cant change these settings inside PP Volume?
(sorry for interrupting btw)
Yeah for sure man, getting that stuff looking AAA is so hard. I worked on this trailer last year: https://youtu.be/oZzhVx1DNBI There were at least 6 artists at just my studio working for months on all the hurricane, shit flying around, fire stuff. Even the dust and muzzle flashes took me weeks to do. Good effects take a lot of time. Check out Niagra though, it looks to be a similar premise to houdini but inside unreal. Really powerful looking stuff
Pre-order the Gold Edition of Just Cause 4 NOW! http://justcause.com/buy-now Just Cause 4 introduces a new adrenaline-fuelled chapter for rogue agent Rico Ro...
nice! amazing stuff!
Just for the trailer, the assets we used were too high poly etc. for the game
@mental shale Thats real weird man. You aren't simulating or something silly? Looks like its being overriden somewhere. Maybe try adjusting those settings on the actual camera if there is one. I've only changed that kind of stuff on cinecameras using sequencer
How would I measure in meters? I want to make a quick gun range to test guns
10m, 20m, 50m, 100m etc
@bitter iris one unreal unit is once centimeter
hmm alrighty
they should just use a bsp system like sabrecsg (its a free unity asset)
and just leave that as there bsp editor
cause the current one is garbage
Heh
They really are
ay squarepeg
ayyy @plush yew
didnt know u were on this server
I am everywhere 😄
i guess you are 😂
https://docs.unrealengine.com/en-us/Gameplay/Localization/Setup - is this link locked?
Hi there folks! I'm a new around here. waves
@next badger it’s empty. You’re not crazy 😜
@abstract relic it's not empty
There’s not much to see
does indeed seem to be locked
In other news
Epic Games = F
@safe rose F for Fortnite
Hey folks, not sure if this is the right place to ask for some advice?
@thick herald if it's ue4 related and don't fit any other channel - sure
To be honest am not sure what the problem is (with my ue project) I can describe what I'm expecting happen and what actually is happening. But I'm at a loss as to why.
I was following a tutorial on setting up localised fog. All was going well, I even managed to improve on it a bit. Then I did something. I have no idea, but I must have. Because now, even though I've restarted from scratch twice now it's not doing what I expect.
I'm using a particle emitter cylinder and an exponential height fog. I should be seeing a nice stable round blob of fog. What I'm getting is a mess
@thick herald i believe you would need to provide screenshots at least, also visual effects - #visual-fx
video is better
Made a request there, as you suggested 😃
does anyone happen to recognize this error by chance?
wait
I think I may have found it
it was a custom Icon I was using for the game
So I get this error when trying to run code from Visual studio, what's going on?
@modern sinew What it says?
But how do I fix it I mean
@modern sinew i'm not even sure why it referencing this file...it shouldn't exist
I didn't touch any settings tho, and I don't know how ti fix it
I'm just following along with a tutorial, and they didn't run into this problem
@modern sinew you're using vanilla ue4 from the launcher?
no, i mean, what ue4 engine do you use
4.21?
you asking me?
you've generated the c++ project with it?
yep
which one?
wym "Which one"
When? Where?
@modern sinew i'm not sure what tutorial you following but probably it is misleading
Learn to make games in Unreal Engine 4 C++ today with Tom Looman in this step-by-step video! In this intro to C++ tutorial I will quickly take you through th...
@next badger
@modern sinew oh, you're using downloaded project?
yea
you've generated the c++ project with it? then answer should be - NO
@modern sinew yeah, but the project you've downloaded is for 4.20
you need to switch its version and you may face some other issues
But this tutorial has only been out since September >_<
it uses Tom Looman's project
and?
So how do I fix it?
got the same error
you've rebuilt the project?
yep
@modern sinew show the output log
the output panel?
yes, the VS output log
well, i have to go...you may ask on #cpp since it's c++ related question
ok
I had same error, but fixed it. You need to upgrade your VS
then rebuild project files
anyone know how i'd include third party assemblies for use in my Build.cs file/s?
how can I light the room inside with the light from outside? the light doesn't seem to enter through the window
Build lighting, add skylight
Boost the sky light
@sleek hearth Not sure your knowledge level so forgive me if this is basic. Unreal uses static or Dynamic lighting. If you want light to bounce around that room with a natural look you will need to build your lighting. To improve the quality you can place light portals over the windows which will focus the computation on those areas.
If the image above is with built lighting go to world settings and increase Num Skylight Bounces.
may I redirect you to https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows then @sleek hearth
I increased the Num Skylight Bounces, but it doesn't seem to change anything
alright, I'm gonna take a look
thanks ! @languid shard
@sleek hearth If your environment is dark (i.e. your interior) there is not much light to bounce around.
If you want to increase the amount of light bouncing off of surfaces, your need to increase the Diffuse Boost of your Material, in your Static Meshes or in the Lightmass World Settings
huh so apparently you can use the unfinished mesh editor in the live ue4 releases
just in the console type MeshEditor.Enable and it's there
Are they still working on it? Or is it dead?
it's listed under future releases on their trello roadmap so they're probably still working on it
so uh, I tried cooking my content and it gave me an error
saying that my .ini configuration was borked
I had to rename [/Script/Engine.RecastNavMesh] to [/Script/NavigationSystem.RecastNavMesh]
it cooked, but now the navmesh wont generate
deleted the ini and it fixed it ;/
Hi so I'm trying to make an interactive product demo. Using the product viewer template. Very simple interactions like you press the R key and a railing opens and closes. What I did for this is made the opening/closing animation in a level sequence and bound that to the r key in the level bp. I'm wondering if there's a better way to do this. Because right now what it does is it plays the whole animation from start to finish with one click. What I'd like to do is press r once to open and then r again to close. Or even better click on the railing to open if it closed and close if its open.
Any help is appreciated thanks.
The railing is just an example there's a bunch of components that id like to make interactive that do a specific thing when you click on them
Like what nodes should i look up stuff to get me started
Got 3 material functions, I want to use them based on a texture (I'm using black for the first, grey for the second and white for the third). What's the best approach? I'm trying to use material attributes with the material functions, so I can work easily in each material function but I'm not sure how to blend all together. Ideas?
@prisma ridge you can make the railing into its own blueprint
when its clicked play a timeline which controls the animation
wake up, read the epic games & improbable thing..
hehe
Don't forget Crytek getting in there too! haha
So I can't seem to find a way to save arrays. They just access none.
guys, what is the proper way of importing alpha brushes? im using a heightmap that ive made in world machine, but when i select it in ue4, it switches back to the default alpha texture
That's my save bp
This is how I'm saving
The other variables work fine
actually I just found a tutorial https://www.youtube.com/watch?v=MLqypbTyZG8
This is quite a specific tutorial but the applications really are endless. Wanting to save the location of multiple objects within a world? Look no further. ...
hopefully it works
@dim arch thanks lol coincidentally i juuust found out about timelines so I'll look into that
Does importing Skeletal alembics into unreal take ages on all versions or is it just 4.19 and 4.20 that it's so slow on?
@flint oxide hello 👺
So I have heard, and anoyying price
Got the old G501 from Asus
love it,
but the fans are killing it...
constant fan noise
I got the GS63VR with the 6gb 1060
But I just hate MSI quality
So after wanting a Razer all my life I think it's the right time
Didnt know Razer = =Quality 😛
Well the build itself is quality
The way they execute it
...
Could be better
So far my old work XPS 15 has been the best quality laptop I have owned
Very solid machine
that razer laptop from earlier, its the new blade ?
2080Qmax ?
QMAX != 2080 though
Yeh
Yeh as long as thermals are nice
like 80% of the perf, isnt it ?
somewhere along these values yeah
Still amazing for a laptop
still more powerful than a 1080
but damn its powerful
Lol
120hz 1440p screen
Yeh so you're also thinking of going down the Razer road ?
nah
first models
I mean 1440 120mhz would be perfect
next will surely have 1440p
Nah the next models are the same
But on a laptop ?
They have been announced
on a 17" its alright
The next model is coming late March
lower size though, questionable
It's a 240mhz 1080p display
hz*
And a 4k oldest
I feel thats abit excessive for UE4 work 😛
Sorry autocorrects
240Hz monitor
1080p sucks to work on after getting used to 3440x1440
Dunno why there isn't a 2080 4k pannel option 🤷
And I'm not waiting for oled due to it going to cost a kidney more and burn in
its the cheap one if you get away with just paying 1 kidney lol
Quality over Quanity
I need a idea for a jumpscare
Once U go down full 100 RGB with a high brightness nit screen it's actually really good even at 1080
I need that 4k model because it just looks more quality lol
Can't stand the plastic bazeps on the 1080p model
Need that glass
I'm using a triple 1080p screen setup at work
Me too
lemme tell you, I'd trade that for a single 1440p 120+hz any day
Same haha
I'm much more comfortable at home on my 27"
I had 3x 1440 screens at work
Would you trade it in for a 4k 60hz screen?
if its bigger than 27" yeah probably
had my eyes on a IIYAMA 4k screen a few years ago
Nice
TV sized
So U guys think it's a better idea for me to go for a 4k 2070 Razer rather than the 2080 1080p 144hz model?
shits too big to go on the screen supports I have at home though
4k is too big on a 15" laptop
even for UE4 dev
4k for the price of 2k suggest that quality drops
The 4k model is the same price as the model with the 2080
I'd rather get a lower res screen and a beefier GPU
Yeh I guess you're right
you can plug a 4k screen later if you want
a separate screen will almost always be better, won't it ?
- laptop screens arent really good for art
Though if the 2080 isn't more than 20 percent faster than the 2070 I'll go 4k
yeah
not the QMAX
Ewww Asus
I'll admit they've dropped in quality
Compared to that nice glass
ah screen is plastic yes
everything feels like butter/plastic tho. its just so thin.
Is that actual glass?
i can only imagine that breaking..
Using "move to Location" is there a way to add acceleration and deceleration?
Okay what about this
U guys rekon the 9th gen CPUs will be any good or just to pull the trigger on the 8th gen model
9th gen won't have hyperthresding
But will have 8 cores
¯_(ツ)_/¯
knowing intel, there will be like a 5% improvement per generation
Wasn't the junp 30% from 7th to 8th Feb
Gen*
And the 9th gen is going to run on a 10mm architecture
So idk 🤷
We where more discussing on what would be better for running ue4
This chat is unreal
Any idea what's causing my Hierarchical instanced meshes to pop in/out (flicker)? I'm pretty sure it''s related to culling but all the meshes are set to start culling at 999999
The BP works fine unless it's spawned in game
This should always be WORLD location right?
yes
What am I doing wrong here? I'm simply trying to linetrace and set the location of an actor to a 2D location (like moving pictures on a wall) Since line trace component returns a hit locatoin, shouldn't I be able to move the item on that? but contstrain the movement on one or more axis?
@wary wave Do I need to subract some of the hit location? Weird, glicthy things are happening and the valve is disappearing but when check location it's not at 0,0,0 or anything
actually it is at zero zero
it partially works, but as I move down the panel, it disappears into it or comes out to much...even though I am constraining that movement access....obviously I have to find a way to normalize that angle ...any ideas how?
Any way of checking whats the node that crashes?
@plush yew yes, it's called debug, you set the breakpoint and then using step to get to crash
@plush yew check your crash log or just put in breaks and work backwards until it doesn't crash
great game that
How would I take the current location of an actor in the world and make sure that something is perpendicular to it? In the screen shot above, those valves are being moved for customization along the 2D axis...but I haven't set up some control to allow for the difference in world angle of the panel, so as you approach the end of it, the valve disappears or comes out to far
hey, small question, has anyone tried Xenko? if so it is worth the trial of making a game with it?
seems tempting but dunno if it an horrible software or it is decent
watch youtube videos aboutt it
Seems some people like it. Give it a go if it has what you need.
@plush marsh but how would impact normal work for angles?
In terms of making so the actor I am moving stays perpendicular?
That and a function that makes a valve perpendicular ,something to do with getting right vector?
well, i would get a forward vector
ok, i don't know how you are doing it but there is a function to look at in c++ UKismetMathLibrary::FindLookAtRotation(Origin, Target)
maybe it is in blueprint too
so, basically your perpendicularity is a look at
as i understand
without this function , you can do trace, dot ( forwardVector,impact normal), get angle and add it to rotation of what you want to be perpendicular
Hmm, that sounds like it would work
But here's what I don't get ,if I am getting the location, and only moving the actor along only two axis, then why is it moving out of alignment, unless the valve wasn't completely perpendicular when it started? I used a placeholder asset to spawn it but I guess the rotation could be off ,even half a degree would affect things very quickly
Guys, how do I speed up shader compiling? It was pretty fast before couple of updates, but now each change make me to wait like 20 seconds. Now I've made small change to some material and it compiles 2k shaders Oo
RAINBOW SIX SIEG
It is one material, removed all textures and make simple color. 2k shaders, wtf..
yo is there any way to make certain meshes not clip trough other meshes? like the viewmodel in csgo, if u get really close to the wall the weapon doesnt go into the wall
It's possible you re recompiling for other platform support, opengl es 3.1 or SM4 or metal for example and that is the issue.
or you are changing a master material and it has to recompile the children
@grim ore No children, just one simple material with 3 textures
Even if I remove unused nodes, it compiles 50 shaders -_-
It was much faster before 4.21
And almost instant like 5 or 6 versions ago
is it possible it's trying to compile for other platforms at the same time?
My experience so far with 4.21 and before has been no change 😦
Maybe, but how do I disable it?
well did you ever enable other platforms? if not that should not be it.
other alternatives is the cache might not be working correctly so it has to recompile every time. alternately your material usage section might be borked and resetting it might fix it (but if you are doing this on a new material and just saving/compiling causes this then it's probably not that)
I would say nuking your DDC folder and letting UE4 rebuild it might be a good start
Yes, I did enable other platforms, and switched to rendering model
that would probably cause it then. The engine has to compile all permutations of the material
Thx
so does anyone know is there any way to make certain meshes not clip trough other meshes? like the viewmodel in csgo, if u get really close to the wall the weapon doesnt go into the wall, i tried googling and stuff but couldnt find a proper solution
Ik skeleton set up maybe ?
Or just use a complex physics set up
Someone please remove that guys video
@wary wave sorry to bother but can you please remove that guys video
👀
i missed it :c

what happend? :E
I almost expected s3x ads like any other server
Some streamers got no limits on how they get viewers
ta!
@graceful sky lol, just make a bunch of actors and widgets in unreal that show the links and ask to describe, then ask unreal related questions, "How can I scale this actor using blah blah blah" ....it's brilliant and undetectable
Haha. Dodges the mods 😂
They suspect nothing...
Did you get the curve working btw?
lol, hey guys, I have a 3D widget named "Win FREE IPAD @Ipadscam.com", but it keeps returning none, what am I doing wrong? (then never responds)
yes and no
I was overthinking fluid hydraulics
So, the way fire nozzles actually work is they function like a relief valve
So it is literally an engineer relief value designed to "release/relieve" a certain GPM of water given a range of pressure
so you can actually think of the friction loss as static, given that, because the nozzle is rated for that pressure
once I realized that, I could use the curves more reliably since I'm not using any iterations on it, just a single one
@light lark AAAAAAAAA
bbbbbbbbbbbb
And put the video under a adfly link
If I'd like to develop games for android, do I have acces to the play store api using ue4?
or is there any special way to put ads in your application
?
Does anyone know how to make the splash screen stay until the game has finished initializing? Mine only pops up for a second and then disappears and I get the black screen for a bit while it loads.
the first splash screen is engine initialize
the content is only loaded after that
but i think it is changeable in c++
its sorta epics decision todo it that way
the first thing it usually does is applying settings
like screen res
and fullscreen
and then it opens the level
@stoic cobalt try spring. I saw something similar yesterday in wip, but it is gone
well, first of all no-clipping = proper collision. But i assume you want to move hand with the gun away from wall when you are close. This could be done with spring-arm
component
Uhm, i need some help 😅
In the editor i puted the game view out and i accidentally closed it.
How can i get it back ?
Thx 😃
then you need to have proper collision
so a collision will prevent my mesh from clipping through wall?
yes
Hello, i cant seem to get unreal to recognize Visual Studio 2019
these are the only ones that show
Does UE4 support it yet ?
well crap, that didn't work
@stoic cobalt https://docs.unrealengine.com/en-us/Engine/Physics/Collision Start with overview
oh, so they dont support it yet
i guess i could try launching it from the snl instead
Visual Studio 2019 is not even released
no, but its in preview
Expect a few months for UE4 to support it
Okay, I'm setting up a customizable panel where you can place the valves exactly where you want them....- I just wanted to make sure that this is the right way to do this?
I have an interface call when you linetrace and hit an actor, then that sets an event tick to true that allows you to set the movement ....initially I was probably overthinking it, trying to constrain one of the axis so you could only move it in two directions of the panel, not realize that if I was hitting the panel itself, the linetrace would constrain the impact point axis itself -
This DOES work but I'm just making sure this is the best way to do it and any other good practices - (like a good performant way to not let it overlap other valves, maybe a linetrace first to see if you are colliding with the box collision of another valve actor and then not doing the next line trace (the one pictured here)
@stoic cobalt weapons have their own collision models. So weapons have DynamicBlock and wall has DynamicBlock - result they will block each other
@stoic cobalt from link that i gave you - By setting both of their collision settings to block each other, you get a collision.
csgo uses forward renderer, it can just render the guns in front of everything else
@stoic cobalt y u no download UT4 and see how they did it in there?
ue4 is a deferred renderer, it cant do that
oh
wait
they did that in ut4
this is what i meant @digital anchor
well sad
cuz ye
if u unlock the camera in first person in csgo
then you have to find alternatives, such as pulling the gun out when colliding with the wall
if u go behind some wall u can see the gun
yea thats what i did exactly
so whats the problem?
or faking it with extremely small gun really close to camera, since only player sees that instance of the weapon
well
id prefer if the gun would be still if u go close to the wall
instead of animating it
u can download ut4 uproject or what
@fierce tulip
cuz i dont remember exactly
Yeah can download and play the game
As well as teh editor
Not sure how much of the Blueprints are available but the c++ source code is
oh ye
hope its a blueprint or something
cause i dont know shit about coding
ok thanks anyway 😁
i think battalion 1944 also has this
so that when u get close to the wall it doesnt clip the weapon
I have a static mesh component added after runtime but I cannot set the material in blueprint for an event?
Can't seem to get the mesh to come up as a component
Why the client is not spawning with the correct pawn? I will send some images here.
1
2
3
Someone can help? Pls
Left: Client (Problem)
Hey guys, I'm doing a directory cleanup and wondering how other developers organize their content folders. Mostly curious about organization of in-game assets. Current Legacy structure looks something like this...
Environments
- Decor - Assets that have no gameplay function (such as trees, rocks, clutter, etc.)
- Props - Assets that have some gameplay function (such as destructibles, chests, doors, etc)
- Skybox - Assets that aren't part of the playable space, but add visual impact (clouds, mountains)
- Terrain - Assets that form the structural core of the level (walls, floors, cliffs, etc.)
Would love to hear what others do.
@cloud cobalt if the trends continue, we can expect VS 2019 support in 4.22 in about month or so. Otherwise, in 4.23 in about 4 months.
# Q1|Q2 2019 VS 2019
- 07.11.2018 UE 4.21
- 16.07.2018 UE 4.20
- 14.03.2018 UE 4.19
- 23.10.2017 UE 4.18
- 07.08.2017 UE 4.17
- 24.05.2017 UE 4.16
# 07.03.2017 VS 2017
+ 15.02.2017 UE 4.15: Support VS 2017
- 15.11.2016 UE 4.14
- 01.09.2016 UE 4.13
- 01.06.2016 UE 4.12
- 31.03.2016 UE 4.11
+ 11.11.2015 UE 4.10: Support VS 2015
- 31.08.2015 UE 4.9
# 20.07.2015 VS 2015
- 08.06.2015 UE 4.8
- 24.02.2015 UE 4.7
I'd like to get std::source_location so much.
Need a trick here - I need to ignore a line trace on a Panel (like a wall) because I'm using the impact point to drive movement of objects I'm placing on the wall (and the Panel stops the linetrace from going through)....but I'm trying to change the items that are hit that are on the panel, and the panel itself is blocking them like it's in front of them...any ideas?
Is there a hotkey to give focus to the main PIE window so that I don't have to click on it which will trigger my breakpoint in VS? 😅
make the panel's collision ignore visibility for the channel if you never intend on using a line trace against the panel itself. If that won't work make the item you are moving when you are moving it temporarily ignore collision so it doesn't stop the trace. alternately make a new collision preset for the panel so it will ignore the trace when you trace against the wall to move it.
Hello everyone, I have an issue concerning foliage distance view and I wanted to see if anyone could help me with this. My foliage is disappearing when I'm in a certain distance, I want it to be visible from far away because I'm working on a large landscape. Any clues ?
video.mov
881.59 KB
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
@grim ore That helps! Now I can't see to change the materials of the primitive components - the line trace is built into the motion controller and I'd prefer not take it apart, is there a way to get all the static meshes from the primitive component, save their materials and then change them?
https://cast-soft.com/wysiwyg-lighting-design/ Anyone done anything like this in Unreal? I wonder how to program light patterns on several dozens of lights in a sane way...
@glacial pecan You're just toggling states, so if you could find a relationship of how the lights are relative to eachother, you can use that pattern and then have anything else drive it, like audio
@light thunder hmm... I actually want moving patterns, so I wonder if I could move around invisible trigger actors which toggle states when they collide with the lights....
@glacial pecan You could do that, or spawn them and just destroy them on impact, then you just toggle the event that fires the spawn
if you have Two main events that spawn 5 actors each, and you alternate around those 10 total actors, so 5 would be in unison
I’m going to have about 50/100 imported static meshes with emissive materials... so ideally, I’d make a blueprint actor that flew around the stage looking for proximity to that material and if so, increasing the emissive strength....
Why not just loop through an array of them? Is the user supposed to see a flying object?
or is it like dancing christmas lights?
yes, at some point I want to attach that blueprint actor to a car that’s going to trigger lights as it races past
Just use an interface
On the car's actor, add an OnOverlapEvent, drag off hit actor or whatever, and fire the interface
then on the lights themself, call an event of the interface
You can control the proximity by just having an overlap box/sphere on the car and changing it's size on the Car BP
Can I use a beginplay event that searches the entire level for actors with a certain material and then attaches that interface to them so I won’t have to add anything manually?
No, you should only have two actors to worry about, the car and the box
so make an Actor for the Boxlight
add that interface, compile
You can pass in material object references if you want to, or just toggle them on the BP
As I said, I will have perhaps 100 emissive meshes that the car can pass and light up
no, you have 1 Emissive Actor, and 100 instances of it
So if that function exists on the Emissive box actor, it will fire on all of them, but ONLY when the box overlap triggers that specific instance
The entire arrangement of lights will be imported from 3D studio Max. I don’t want to do anything manually to that import as it might change drastically. The only identifiable unique thing will be the material.
Ohhh
I'd have to see that model but while it's not the best way performance wise, this could work for you, something like it
the trick part is it is actual one single actor
You'd have to either make a collision bod for each light
or find a way to equate their relationship on the actor to their material element, because 3dsmax may have no pattern
Can I make that collision bod a blueprint component (or actor component, I’m uncertain of the correct type here) and in that loop attach it to the static mesh actor with the specific emissive material in beginplay?
yes but you need location data
Yee first tweet to 50 likes thanks to unreal 😄
can you screenshot a picture
You can make a placeholder collision box that is the exact size and overlay your first material box, then make a loop that spawns a certain one, but it takes the location data of the previous and adds the distance to the next one....think like a type writer
But certainly there must be a node that gets a list of all staticmesh actors in a level, and from that list, I can check the material of each one, and for the ones with the correct material, get the location and transform data from them?
oh yeah
The collision body can be the same size for them all, as it will probably be significantly larger than the actual light
get all actors of class
In order to light up from the proximity of my triggering actor
then select static mesh, then run a loop on that array and get material , then = to start your branch...as long as you only fire it on begin play
wait, you said this import was a single actor
screenshot me your window in 3dsmax
So that sounds great
Thank you
I’m at home now so that will have to wait until Monday 😃
But this was a great informative and fruitful conversation, thank you for all the tips!
I’ve screenshotted it and mailed it to myself 😃
they are now under the store so open the launcher click store and scroll to the bottom
guys, this is an awesome vault:
Public UE4 Curated Training Resources and Reference, Open for the public to add/modify https://www.reddit.com/r/unrealengine/comments/af0h1v/public_ue4_curated_training_resources_and
Let's upvote it
check the other sheets
Maybe it's set in the next frame?
it never gets set, i'm checking the designer part to make sure but I cna't see why it wouldn't be set unless default is being a jackass?
It's obvious the SetSelected option never actually works and I have no clue as to why
evening folks.
Does anyone know if it is possible to get the splash screen to stay until the level has finished loading? Right now when I start my game the splash screen shows for a second and then I just get a black screen for a while until the main menu level has loaded. I want to display a video right away (instead of a black screen), but I need to be able to play music at that same time. I can't have the music inside the actual video because I want the music to continue playing at the main menu (after the movie has stopped) and I want this transition to be seamless.
@safe shoal Sorry for the ping but I ran into your tutorial on loading screens and I'm wondering if you have had to do anything like this. https://wiki.unrealengine.com/Loading_Screen
I haven't done that to be honest, in my case the splash screen fires up then there's a brief period where the starting movies are loaded
To get around the load times we load into a completely blank level until the startup movies complete, then load the actual main menu
means there's a loading screen, but I'm cool with that
a loading screen after the startup movie completes?
yeah
that's what i did for sat com
otherwise the startup movies just juddered anyway
Are you taking about a loading screen when your game starts, or when you load a level?
When my game starts
I want to play a video and a separate music track right when my game starts up. The music track needs to be separate because I want to continue playing it at the main menu (after the startup movie).
For the music I guess you'll have to manage that in the game instance or something, create an FActiveSound directly
So, like Oblivion does for example, it starts playing a little video while loading but the music continues into the main menu
yes exactly
the music is a loop that will play through the startup movie and main menu
Would the short video then stop once the level is loaded?
The video should play until the player presses a button or it ends
It shouldn't stop when the level is loaded tho
good day, i have this black shadows on my bulding that i make to mesh, any one know way ? thanks
I don't really have any advice for you on the technical side of this, because I've never tried this kind of thing myself
But could you not load a blank level, play the video, and then use the dynamic loading systems to load in the rest of the menu level?
e.g. the same mechanism that gets used for streaming parts of levels
That is an interesting thought, that might be worth looking into
Also, a completely different angle: do you really need a video there?
In most cases, people are going to watch it the first time, and then skip it the rest of the time
Yeah Start-up movies are pretty one-dimensional. Using the media framework might be a better shout
So why not just have it only play on the first run (or so), and then have a button on the menu to replay it if you want to?
Yeah I need it to play the video. Either way I still need the video to play and the music to seamlessly continue on to the main menu
ah so startup movies play while the engine loads up.
But using an empty level for the 1st level should help mitigate that and I could play the video and music from there.
But then I need to either stream in the rest of the main menu or load the main menu level and use bIgnoreForFlushing on the sound.
well i looked into ut4 firstperson models and the technique for the clipping looks the same
looks like gun is rendered ontop of everything somehow
@stoic cobalt It's at the material level
It's more complicated than other engines, so they have to do it at the mat level
yea cuz of the deferred rendering right
is there a console cmd to hide all static meshes while playing?
kind of on topic, ish: lets say i release my game and i put it on the epic store, steam, itch.io, gog, and a whole load of other places. they all take a different percentage cut, and out of whats left, for some stores i owe epic games 5% of what remains if ive earned over a threshold, and for others i dont. do i have to manually monitor all those sites and/or build something myself to aggregate all that marketing data together and work out how well my games selling as a whole, or is there some affordable programs that can manage my listings on all these sites and monitor my sales, tell me what total figure i need to put away for when epic send me an invoice?
i need to make sure im putting aside the correctly calculated percentage for epic, basically, right? this is why i ask.
Are there any ways to preload a level without level streaming?
Why would you need to preload, just to load faster?
yes, to load faster to make a transition shorter
It's a menu level. But yeah not a travel or anything network related
The way I do it is make the initial load when you boot the game into the main menu level but putting often used assets in there so they load there
and then when I transition to the other level, it'll load in between faster
other than that, you'd need level streaming
Is there a big difference in UE performance between 16gb and 32gb ram?
Not really no, just means you can load up more with more ram
but if you are loading 16GB into memory, you got other issues
More so I was wondering if it affects the final compile?
Not unless you have gigantic textures
It'll be the same, final compile mostly uses CPU
Glad I got that 8700k.
I haven't seen UE use that much memory, but I have managed to eat up most of my 16GB by running UE4 + other related programs at the same time
Kite Demo, Infiltrator demo, getting bored and running 2 editors at once 😛 it can nom nom that memory fast
but hey just opening chrome on top of UE4 will probably eat the other 16GB memory anyways
That's why you should use Firefox.
I think someone said Brave is even better? But I'm not brave enough to try it.
atlas best game 
Hi, I just failed to cook a project
What is the possible cause for this?
This is my log
@peak vigil Step 1: use pastebin to post your log
make your own font, like from scratch, or make your own font by importing a ttf file?
oof. You might need something like shoebox or something else to convert that into a bitmap font file but even then 😦 bitmap font
Bitmaps in 2018?!
Hello
Giant hugs to Unreal for their awesome reaction to the Unity-Improbable thing going on.
What's up with that? I haven't followed the news. Is Unity doing something dastardly?
well, to be fair, they are supposed to look aliased
https://forums.unrealengine.com/development-discussion/content-creation/1757-custom-bitmap-fonts is an older post on the basic process
Talk about Level Design, Static Meshes, Physics, and more.
Idk if this is informative enough buut: https://youtu.be/0b9eGSJBfDs
So the Unity vs Improbable Spatial OS saga continues... in a hilarious way. Epic Games pilled on, by announcing a $25 million fund in partnership with Improb...
This why you honor grandfather clauses. Anyone know if @elfin jacinth is on tonight?
Why?
Grandfather clause means whatever was signed originally, stays in effect for said person(s).
It's actually important to my gaming experience because I play "Worlds Adrift" heavily, which uses SpatialOS. However, it helps my Game Dev Club decision making, because I used to put Unity and Unreal on "the same level". It's now going to be Godot vs. Unreal xD
Why?
I used to be biased against Unity for guesstimated assumption reasons(they just "seemed" to be this way), now I know.
I am on, whats up?
I sent you a question, dm?
So, I just failed to cook a file.
I mean project
Here's part of my error log, what's going wrong?
Is there a place for me to ask for a mentor by chance? I know it's a long shot but doesn't hurt to ask 😉
probably a long shot 😄
we have #looking-for-talent I suppose, I dunno if it covers things like these
people on groups like these tend to help you mainly on specific issues you may come across
which is usually fine
as one on one support would just take too much time from individuals
I supposed that's true
it's just that I've never used UE4 with C++ before, so I was wanting help with knowing where to code what
I'd suggest going through the docs intro to ue4 c++ part first, then maybe seek some individual tutorial up or if you feel like exploring already, start implementing something and try to solve issues you face one by one
you can ask help for individual tasks here, for c++ you'd just use #cpp
Yeah I just found it as you posted it ^^
hmmmm, that intro is for 4.9 😄
that's old
there might be small api changes since
its not fundamentally different now tho
kk
briefly scrolled it through, seems fine at first glance to me
most things are still very relevant
In all honesty, I thought the only documentation was for visual scripting (aka blueprints) so I was thinking this would be a lot harder than it will be
Well, time to grind through documentation and then start working on an action combat system 😄
there are docs and some c++ tutorials from epic to get you going
it's actually going to get harder only afterwards when you try to figure out undocumented c++ api side
ue4 wiki also has lots of small code snippets but you need to be more cautious with them as they are community generated content (and many can be really old or just funky in some other ways)
still great resource
no idea how many APIs I'll have to deal with in the future
thing is, I've never dealt with a single API before so I could see it causing some issues for me. when it comes to learning them to start with
make atlas 2
oh shit wrong server my b
I tried doing C++, but basically gave up, I'm not a fan of blueprints, I prefer coding, but gotta do what I gotta do I suppose
Well, thing is, my game is going to be large to the point that the code vs. blueprints performance will matter
Yeah I understand that, I wanted to do C++ for performance reasons too, as well as not being able to figure some stuff out in BP's that I know I could do in code lol
well, not just that but
I've never done C++, so while it might sound dumb, I might as well learn it while doing UE4 since it'll pose a challenge for me which will keep me entertained, so I'll always want to keep going (learning through conventional means bores me and makes me quit the learning process as a whole)
I learned C++ through making console command games, and then basic rendering engines
I'd suggest doing some c++ primer first
and I plan to then use that C++ knowledge down the road to go for a job or some sort
it'll save you from a lot of trouble later on
what's C++ primer?
I went over one a long time ago, but I'll go through it again to remind myself
It was like 2 years ago I think
I'm proficient in C++, but UE's C++ is on another level lol
well, you can then always refresh the topics when ever you face things that you don't fully understand, that's fine
also ue4's c++ isn't all that hard, you just have to learn how certain macros work and when to use them
Definitely not the best site, but I used sololearn just to go through the topics
if anything, best advice I can give at this point is to always read the error message from visual studios output window
I just have issues with the UE syntax, and when I search up things on the site, there is next to no explanation on what it should look like, I understand what they do, just unsure how it should be written out because I'm always missing something
don't try to look at error window
Yeah I agree
as error window doesn't have unreals own error reporting
https://gyazo.com/ec3bc2ef6cf39d11daf288ed48297ca1 I also have some reference code for the stuff I previously struggled with ^^
like stuff that unreals build tools can generate for you
I use the output to read errors when I was building my little rendering engines and what not lol
SO I guess I'll be fine as long as I learn from the documentation and refer to sites when I don't understand something like say... pointers or something
I like pointers 😃 they are a lot easier than a lot of people online say
I'll try and keep working at the C++ then, try and get used to the macros and everything
https://gyazo.com/862d513dd61e61095d32582f59a9deb1 yeah I don't think pointers will be an issue
or wait a second...
That's not a pointer...
If people are looking/get better at c++ I would suggest that you google The Cherno Project.
wait, those are pointers in C++
I'm so used to -> being pointers in other things
Do you guys know any good places to use as reference to get used to the UE4 macros and syntax? I don't tend to have much luck when searching the C++ api reference tag
that sounds like me navigating the UE4 documentation. I can barely ever find what I need
you learn best by doing and looking at what UE4 codebase and templates do
This is a link to there coding standards: https://docs.unrealengine.com/en-us/Programming/Development/CodingStandard That should be somewhat helpful
I think those official intro to c++ docs cover the basics
basically you'd want to read all those docs from that section really
there aren't that much there
Okay thanks, I'll refer to the coding standard and the introduction
oh
and if you ever see that some compilation error (05)
it probably always means that you have some macro issue
you'll see that a lot in the beginning 😄
@heady bridge @plush yew
I can't remember the exact wording but it's with the code five
Okay thanks for the heads up, and I'm pretty sure I've seen it before lol
@heady bridge that drew me crazy in the beginnig as I didn't connect it to macros, just hated to get some generic warning without any pointers where the error was
I'm glad the movement is easy to implement lol, so I can at least have a quick start into it, but my second step is picking up an object, and that is what I was having issues with all day lol
I have an issue with the player when it stands ontop of a physics actor, the player moves erratically, I tried toggling CCD on and off, it didn't do anything
character controllers physics interactions can be pretty funky
CMC (character movement component) which drives chars is actually code based, not physics driven
it uses physics engine for queries but movement is done by it's own code
Yeah, I figured the reason would be because the player isn't physics based
there's physics pushing capability of some sorts (on CMC), if you don't need it, you probably want to turn it off (I have no idea how it's setup by default, I've barely used ue4's chars)
Do you create your own character setup?
sure
but if you do multiplayer, you don't usually want to do that
as all the fancy netcode for char movement is in CMC
I just thought it could be cool to knock over guns leaning against objects, but maybe it doesn't matter?
I definitely need the guns to be physics objects because I want to drop them and have physics, but can they ignore the player collider while a physics object?
In the collision properties I didn't see anything like "Ignore character" or something like that
just setup them in different group and use the collision filtering to ignore chars for them
this is all in collision setup
I'm just creating a new C++ project with a template this time lol, I'll take a look at the collision in a min so I can understand better
I understand that
how do you get the distance between 2 vectors?
nevermind, just saw you can subtract 1 vector by another and then plug that into vector length
to get a float distance
i also came across this
free stuff
Get Distance node
is there a way to designate the center of a sphere mesh, as the source of gravity? i want to be able to walk around a sphere mesh like a planet, any help appreciated 
i imported a landscape into ue4 via l3dt with tiled landscapes, and i find my z value to be too high up, i want to lower it, yet it is locked, therefore i cannot. is there a possible to transform this landscape as a whole a few units down so i can add mountain terrain?
If you know exactly how much it needs lowered you could probably redo it and lower it in the landscape creation panel
How do I remove this sphere?
After creating a new blank bp project. All i did was add a geometric box and camera. I changed the dimension of the box, the location and rotation of the camera and set the camera to Player 0. Every time from the second time i click play. This sphere will be on or behind the camera and can be controlled by the w,a,s,d,space and ctrl key. It also casts shadow and I cant find it(not even from world outliner) when I am not playing.
hello
I need some help
with my game
I keep getting error on my own mainmenu it is saying character error something like that
I can show you the pichturce of it
saying error
nvm haft to start from the start
Starting from the start is indeed a good place to start
how to fixs it
@abstract relic
I will fixs it later becuase I haft to go boxing
brb
but dm how to fixs it
@snow crown
thanks
Always google the error before asking people. You'll find most problems, you'll be able to work out on your own that way.
Im pretty new to this XD but thx
All the more reason why google is your friend. Every single question you will ever have when you're just starting out, at least 200 people have probably already had and posted about online.
Im gonna do it later because It is like 20 m left that I haft to go to workout
hey does anyone know the official website where you can download unreal powerpoints
@strong shoal https://www.unrealengine.com/en-US/resources
thanks
hi so im trying to make this door open and im using a timeline and its not behaving properly. any advice?
this is the original door state
this is what happens as soon as i press d. the mesh just rotates 180 on the z axis
and this is the end of the timeline. the animation is correct but the orientation is messing up the whole thing