#ue4-general

1 messages Β· Page 371 of 1

prisma ridge
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im guessing i need to key in the door transform as well but i have no idea how to do that or if it even is the right way

crude jasper
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guys for some reason

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my program for android

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isnt sensing when i use 2 fingwers

fierce tulip
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try three

coarse prawn
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In the tutorial for level streaming, there is this step and when I click on my Level Streaming Volume the plus is grayed out along with no "Initially Loaded" and "initially visible" checkboxes, anyone know why? World composition is enabled and I've tried placing the volume in the persistent level, and tried instead in the sublevels themselves but both don't work

boreal shadow
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guys, is there any way of using 16bit alpha brush textures?

prisma ridge
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NVM IM A DUMBASS

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I got it

light bobcat
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how do I undo

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like mouthans

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or mataries

whole quarry
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what are those?

light bobcat
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idk my english bad

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lol

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lIke If I miss place something how do I undo

static viper
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you can make a screenshot

light bobcat
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it

whole quarry
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ctrl-z ?

light bobcat
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k thx

plush yew
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have to right it in console

merry gazelle
next badger
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@merry gazelle "colliders"...sure, that's their purpose

merry gazelle
next badger
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@merry gazelle collision events are triggered based on the type of movement, they could be static, dynamic or physics simulated

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the list on the screenshot is just a presets

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actual collision settings are the checkboxes

merry gazelle
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my bad, maybe I used inccorect terminology. I basically mean't can they communicate via overlapping spheres rather than colliding as physics actors. I might use a different setup now though

fading raptor
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hey

next badger
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@merry gazelle yep, you need to enable the "generate overlap events"

ancient otter
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How can i add high quality anti-aliasing

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Like a really good one

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idc about optimization

merry gazelle
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Blueprint is really bad for OCD / designers lol

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I can't help myself perfecting every node

ancient otter
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My antialisaing is really bad

junior solstice
dry merlin
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So, I am having some troubles with materials. I have a base material specular or metallic, then I have detail materials like cracks, rust, snow I want to overlay on the base. To avoid having to make colored textures, I use the grayscale of the base texture then multiply it by the color. So, question is, if I have a grayscale of the detail texture, how do I show the cracks and not the whole texture while overlaying it on the base texture? I have tried a opacity mask, just turns the whole texture transparent even the base with exception of the details.

light bobcat
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how to get perfect grass

fierce tulip
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by making it perfect πŸ˜ƒ

cold prawn
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Looking for cool blueprint guy to make a cool VR shooting game about Chechen war (Russian vietnam lmao). I make 3d models. Oculus rift for tests.

grim sinew
cold prawn
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@grim sinew have no access to this board unfortunately

grim sinew
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Read the pinned message for instructions.

cold prawn
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thx

fierce tulip
bitter iris
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I'm not sure if to believe what my shader complexity and quad overdraw looks like

grim sinew
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Sure why not

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Quad overdraw in deferred rendering isn't really a thing, it's mostly there for forward rendering profiling

bitter iris
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Considering all my trees where green and red, with 1 ticked box it all went away

tired cove
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Hello, I need help. Could someone help me please ?

abstract relic
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An answer cannot be given to an unasked question

tired cove
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Ok, I'm French and I would need help to know how to play my game with my friend. But on the EU forums I can not find

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How to work with two on a project more clearly

abstract relic
tired cove
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Merci

bronze cedar
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hello guys

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i have been watching Breakout tutorial and following it

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any one who can help me

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when it hits the corner of the paddle it slow down , plz help guys 😦

light bobcat
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how do i make grass

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lol

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or add grass

fierce tulip
mental shale
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Are they ever going to make lighting in orthographic view work again?

abstract relic
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It’s probably low priority

mental shale
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grrr...

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they had it working before....

fierce tulip
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there might be some workarounds, but id personally would fake it with a really flat fov camera

mental shale
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man

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the only thing is- it would be a huge pain to work with in the editor

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especially with composition and stuff

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or maybe not?

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im not too sure

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Ill see how it works out

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oof, yeah. even with an fov of 2, somethings arent lining up 🀷🏼

fierce tulip
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but this worked for me

mental shale
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wonder why it broke between .14 and .15

fierce tulip
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Β―_(ツ)_/Β―

mental shale
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should I ask graphics or visual-fx?

fierce tulip
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graphics prolly

mental shale
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aight

true siren
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how i could add rigidbody to actor? like i do this in Unity Engine?

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i need actor have weight and physics

fierce tulip
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sometimes something in bp does break when updating, but generally easily fixed

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id backup just in case though

plush yew
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I know this is a basic question, but I've been told like 5 different things in the past 24 hours. Is UE4 open source to the point that I could rework parts of the engine to fit my needs (assuming I don't release it for my own benefit)?

I've been told:
It's not open source
It is open source
You can edit it for personal use only
You can edit it and use the engine for a large company if you want
You can't do either because it's against TOU (Terms of Use)

It just goes on and on and confuses me like crazy. A for sure answer would be appreciated ^^

mental shale
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From what IVE heard, it is open source

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you can do whatever you want to it

grave nebula
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@plush yew UE4 is not open source.

mental shale
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but youll still have to pay Epic that 5% royalty, even if you edit the engine

fierce tulip
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you can edit it however

plush yew
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ok, so the code is simply there for a learning tool but you can't copy the code if you're making your own engine, but you can edit it however you please, and since it's still their engine if you edit it you still owe them the 5% royalty if I understand right

fierce tulip
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yup

mental shale
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that's what Ive always thought

fierce tulip
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5% afaik is only when you make games, videos/movies etc are mostly excluded from it

plush yew
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kk ty for telling me ^^

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yeah, I'm making a game so I still would owe 5% per quarter

mental shale
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ye

heady bridge
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I generated a BP of my C++ class and put a collision box on it in the BP, is it better to just create one in C++? because can't seem to call it in my C++ code

topaz quest
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Is something like this possible in Unreal? Or is there a way to achieve the same result?

sudden agate
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LogPlayLevel: Error: ERROR: System.IO.DirectoryNotFoundException: Ein Teil des Pfades "[...]\Unreal Projects\ARPG\Content\FMOD" konnte nicht gefunden werden.

Friggin hate cooking assets :)

plush yew
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Do you guys recommend using World Creator or world machine for importing large-scale landscapes into UE4. I am working on an open world project with a high res landscape

tame ocean
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I've had great results with World Creator

mental shale
weary basalt
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They dont have the resources to commit to addressing it at that time. Its on the "Todo" list .

mental shale
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aw

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even for such a big issue πŸ˜”

sudden agate
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backlogged actually means "never gonna fix"

meager hemlock
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Hey I need some help can I ask here or is there a specific channel I need to use

weary basalt
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@meager hemlock Choose a channel that best encompasses your issue.

plush yew
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i cant seem to click on unreal in the epic games launcher

meager hemlock
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@weary basalt well idk I'm new to this

weary basalt
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Read the descriptions of the channels, choose one that is relevant to your question, or ask it here.

meager hemlock
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Well theres this guy who moved some assets from a game that uses frostbite engine to ue4 and he explained how but I still don't get it I was wondering if anyone else had done something similar so I could get some help

weary basalt
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Ripping assets from other games is illegal and frowned upon here.

high stone
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Yeah, this isn't Steam.

fleet needle
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whats good place to get free audio files?

meager hemlock
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Well it wasn't for another game or something he just used it to make wallpapers and I think animations @weary basalt

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I just wanted to figure out how to do it because as far as I know they use two different engines so it confused me

high stone
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@fleet needle I think they still sell a royalty free sound effects disc on Amazon? Worth every penny.

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Yep, it's still up there.

fleet needle
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How much? don't mind paying tbh

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lemme google really quick πŸ˜ƒ

high stone
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Don't scroll down too far. Lol they got some questionable sounds on there.

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$9-$20 is the range.

abstract relic
dry moon
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"sell a royalty free"

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πŸ€”

gleaming creek
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That means selling a licence to use the asset without paying further royalties on it

dry moon
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Yeah I know

high stone
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@dry moon This is Amazon we're talking about.

gleaming creek
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Also, can confirm that freesound is great

dry moon
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Just seems funny to sell music and expect royalties too. Should be one or the other

gleaming lotus
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Hey all! I'm looking for game testers for a small project I've made. Just looking for some feedback πŸ˜ƒ Please DM me and I'll send you a link to the download.

Apologies if this is the wrong section.

fleet needle
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what kind of game is it @gleaming lotus :)?

gleaming lotus
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Its a small pirate prototype game, you raid sea forts by sea and land.

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Got quite a few people testing right now and found a lot of bugs

fringe crest
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I have a question about level streaming. Let's say a player moves a physics object in one sublevel, and then moves along, and that sublevel gets unloaded. If the player returns, will the object still be in the place they moved it to in the sublevel?

If so, how is that information stored in memory? Do I have to be concerned about GC after a certain amount of time? If these changes aren't GC'd, how can I manage memory correctly so that many changes in many sublevels don't take up too much memory? Would I need to use a save file and load level states when sublevels are streamed in?

short radish
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HI

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Who is the Online For NOw

ember hull
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is the problem because I merged vertices ?

dry moon
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Might not be triangulating properly?

ember hull
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im new in modeling, what do you mean by not triangulated properly, or is the problem from the normals ?

grim sinew
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There is a long list of what -could- be wrong, but I notice your horn's normals are backwards

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So you might want to check into that

dry moon
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Yeah check that

short radish
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Hi

ember hull
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yea, thanks, the problem was from the normals

plush yew
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suk my pp u gay fags die of aids and ligma

high stone
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A UV trick I use is mapping the best angles, X, Y, Z perspective. Then sew in the sections. Use a grid, checker board pattern to see the results. There's also a lot of modern auto UV mapping software.

mental shale
jolly nest
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Ok, i have an issue

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im getting "undeclared identifier"

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for a private float value in the .h file

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and it is not recognized in the cpp file

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BUT

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all the other values in the same private space is recognized, but not this one

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even the other float values are recognized

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nvm

wintry crescent
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Anybody wanna play fortnite with me?

weary basalt
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@wintry crescent This is an Unreal Engine 4 Discord, we discuss the Engine specifically. If you have offtopic discussion topics please use #lounge

wheat sphinx
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Hey, i think i found an odd engine bug but im not exactly sure. Basically the nav mesh shows up in the editor but when you play in the editor its gone . I have a streaming level setup with the nav bounds volume in the master and meshes in sub levels separated by grids
playing in the editor no nav mesh even though i ran the console command show navigation
https://cdn.discordapp.com/attachments/479799428073521154/533915608455053313/unknown.png
and in the editor viewport, you can see the nav mesh is infact generated
https://cdn.discordapp.com/attachments/479799428073521154/533915763820724234/unknown.png
Levels setup
https://cdn.discordapp.com/attachments/479799428073521154/533915877800935424/unknown.png
Oddly enough it works randomly sometimes, and runing the console command "rebuildnavigation" in the console after trying to play fixes it always

upper sluice
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Hey everyone quick question: How do I move the camera up/down in a first person game?

whole quarry
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By rotating it?

upper sluice
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umm i dont have a camera in my world outliner πŸ˜›

whole quarry
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its in the player character bp

static viper
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plater character bp

whole quarry
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we're talking to each other again? πŸ˜›

upper sluice
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thank you sir GWtloTip

plush yew
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Here is what I did for vertical rotation:

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FPSCamera->AddLocalRotation(FRotator(MovementComponent->DesiredCameraRotation.Pitch, 0, 0));```
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and for horizontal rotation, i rotate the character itself so it would automatically calculate for movement that are dependent on the forward vector.

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AddActorLocalRotation(FRotator(0,MovementComponent->DesiredCameraRotation.Yaw,0));
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I use my own custom made character movement component so I'm not sure if this would work with the already existing character class shipped with UE4.

true siren
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iam creating simple box, after creating box collision on it and making physics on i recive warning massege after hit play: Invalid Simulate Options: Body (NewBlueprint1_2.Box) is set to simulate physics but Collision Enabled is incompatible

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what iam doing wrong?

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oh i setting up physics on collider....not on object...so whats why was error, thanks for help all of u

left flame
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Hey dudes, I'm here to share something (to those of you who don't know) I just read on Wired Magazine of may of last year about this 14 years old kid who broke into Epic's servers and made millions of dollars pirating Gears of war 3 pre-release. Take a look:

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They hackers gang even hacked into pentagon trough zombie studios server tunnels, because they had contracts for the making of an apache simulator

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Imagine urself with 14yo with millions of dollars by forcing a worldwide company to ur knees xD

broken pawn
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anyone know how to delete an object and all its children?

plush yew
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Hope in mankind restored.

broken pawn
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i tried a loop to get its children and delete each but that didnt work

left flame
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It didnt end well for them tho

plush yew
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@broken pawn Garbage Collection should take care of them if they remain unused. just make sure there are no references to those objects by setting the pointers to null.

left flame
broken pawn
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why do i need to do GC when I know what the children are?

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GC wouldnt work in this case since the children are other blueprints

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also yes i just tried it anyway

left flame
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Hey noob here is for chatting :(

plush yew
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using DELETE wouldn't work as well to free up memory, cause there are other references to it.

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maybe look into GC see if it has any functions for manually deleting objects.

novel schooner
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hey folks, do you know some GDC/conference talks about making open world game via ue4?

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i am highly interested to find out more details about tools/LOD system and general optimization tricks someone one while developer open world game

light bobcat
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nvm

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I find a way

fading raptor
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where do 3d model questions go?

teal tulip
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or in here

fading raptor
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what kind of 3d model does UE4 support

graceful sky
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Anyone know how i can add already installed engines to the epic launcher?

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I had to reinstall the launcher and now it wont detect my engine versions nor projects..

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auto detect would be great...

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seems like renaming folders, intializing new install, pausing, replacing newly created folder with old already installed folder solves it

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slow, but it works

static viper
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using a different skeleton for armor pieces is very bad nonono

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thats just wrong

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you apply the same skeleton to each armor piece

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or use static meshes which will look dumb...

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there is a reason ue2 was wrong XD and isnt available anymore

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oh god its you...

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🀦

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you are still asking weird simple questions

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what advantage would that have

dark depot
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Having multiple skeletons doesn't sound time saving at all

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Animation retargeting

static viper
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if you need 6 animbp for 3 races, then they must look hell alot different

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why not have a master skeleton with all bones

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you can just exclude the ones not needed

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did anyone tell you gamedev is hard?

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XD

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riggers get alot of money

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did you plan this ahead?

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okok..

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what succesful mmo did you made

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i am curious now

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ofc you cant

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bc you didnt made it

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XD

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there is issue posting a simple name tht i can google

dark depot
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Look up the fortnite Dev days talk on animation and how they handle so many characters

grave agate
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Is there a place where I can post for collaboration in UnrealSlackers?

static viper
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do you look for a team?

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or so

marsh swallow
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so i have a guy who just did his initial sync with perforce and compiled the game on his side, he is unable to open any BPs or Maps, his UE crashes

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he has resynced, reinstalled UE4.20, created a new BP and tried to open it, etc

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still nothing

plush yew
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anyone trying to develop a game from scratch alone? should i try to or ill be wasting time?

merry gazelle
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I'm doing it and very happy with my progress

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I'm making something complex and I'm a designer (no prior game dev experience)

light thunder
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@plush yew it has to become more fulfilling to you beyond your other hobbies for sure , and you need to treat it like a hobby and discount any possibility of money

grim ore
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google solo game dev?

light thunder
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You have to love doing it so much and learning that it creates a self-sustaining passion, when you are that passionate about it, you will live, eat, and breathe game dev, and as you do that, you will gain in skill

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@grim ore That pin never gets executed....what am I missing here? I am pretty sure this matches

vale silo
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Googling solo game dev is dangerous @grim ore

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A lot of horror stories come back in search results

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😝

plush yew
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i have some skills in 2d\3d art but no idea about blueprints and programming, they seen to be hard af

light thunder
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What one person can do, another can do

whole quarry
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its easy

grim ore
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can I solo game dev without any other info is a really broad topic tho so yes you will get back every possible answer

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can i solo game dev.... and make a living? can i solo game dev... and finish a game? can i solo game dev... and not kill myself before releasing a game? etc..

vale silo
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Solo game dev is daunting πŸ˜’

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But doable

whole quarry
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time management is more daunting tbh

grim ore
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well it's no more daunting that anything else in life so shrug

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like if you asked my dad how hard it is to strip and put together a race car he would be like "no problem" but I can't even fucking change my oil correctly lol

plush yew
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any tips about where to start learning blueprint?

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a youtube channel, udemy course?

light thunder
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Honestly I'd take a course first Haluy

grim ore
light thunder
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They hold your hand and walk you through the basics

whole quarry
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pick a small old game with simple gameplay and try to remake it :d

still bay
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@plush yew virtus learning hub and tom looman for c++

light thunder
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Udemy has some good ones, just pick one with good reviews - you need to decided between forgoing C++ (no coding) or if you have a coding background, take that

vale silo
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I think it's a good idea to learn how to code in Quick Basic first. Just to understand how to plan code structure and make basic algorithms

whole quarry
light thunder
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I go back and forth on it @vale silo - Logic and Syntax are both hard to learn at the same time, which is why they typically say the first language is the hardest

merry gazelle
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you asked about being a game dev, not making money

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two different things πŸ˜›

light thunder
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but blueprint, even though it has its own syntax perse, is a lot more forgiving and helps teach you the logic, and being able to follow the flow of the nodes helps a newcomer process and understand the logic easier, than a wall of text, even with something like SublimeText

vale silo
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I did some programming before and I didn't even have to watch too many BP tutorials to get going

grim ore
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lol my channel is overkill for trying to learn from beyond the intro MVP series. I would hate to send a newbie into that minefield.

plush yew
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xD

merry gazelle
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I would be stuck trying to turn on lights without mathews channel

vale silo
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But sometimes people who don't know anything about programming make bizarre BP code

plush yew
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ill check. thx ppl

grim ore
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there is no bizarre BP code, there is just happy little code that got lost on the way to optimization!

light thunder
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That's beautiful

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Nobody is an idiot, they just have so many wonderful opportunities for intellectual growth

static viper
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oh boi

light thunder
grim ore
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I was looking at that but my first question is where is the default out execute?

static viper
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yee it looks bizarre

light thunder
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um, not using it

static viper
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this is not usual

grim ore
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I don't think you can not use it can you?... off to the editor!

static viper
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you need to ask him which engine version first...

grim ore
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whoah you can shut it off, that seems dangerous

light thunder
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It's been working for me, this particular use case is pretty narrow, but I need to display something as strings, like with fractions, before converting it to floats (and from floats to strings agian)

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so it fails silently if I don't I guess

grim ore
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so does the code just simply stop then when you feed in the 1 1/4" ?

light thunder
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yeah but now it goes to default

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I checked both switches (the one in the widget designer) and the one pictured and I can't seem to find any leading spaces or anything

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maybe printing char length between all of them will help?

grim ore
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the first thing I would try is maybe re arrange it so it's in the correct order?

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I mean it's stupid but that would atleast make it look right and eliminate any weird issues with default actually being an issue

light thunder
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I feel like sometimes I try to "teach" the engine to behave normal by not catering to its nonsensical behavior. They are not in the same order on the designer tab but that shouldn't make a difference. Probably not a good idea on my part

grim ore
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other than that test it the hardcoded way. Unhook the selection, copy the value you have in the 1 1/4" slot on the details panel, paste it in the selection input box and run it

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this way you are technically forcing it to go to that 1 1/4" out wire because you are literally using the same exact string reference

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if it works then yeah your input is bad, if it fails then.... restart the editor lol

light thunder
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When will Unreal get it's version of Clippy, "It looks like I am inexplicably fouled beyond repair. Would you like to restart Unreal? "

static viper
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you should print before switch

grim ore
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that is cool tho, I never knew you didn't have to have a default in a switch in cpp/bp

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it always seemed bad not to have a failsafe lol

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"OH CRAP YOU GOT TO THE DARK PART OF THE CODE, ABORT ABORT!"

light thunder
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@static viper I did but it read the same thing

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I'm convinced it's either an editor needs restart but, or a hidden space somehwere

static viper
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what did it read

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print out what you put into the switch

light thunder
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1 1/4"

grim ore
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well even if it's a hidden space, if you ctrl-a (select all) in the spot in the details to copy out your exact item you are checking against and put that in the input string then it should go thru

static viper
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you should really just print out what you feed into the switch

light thunder
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I did but the leading space wasn't visible

static viper
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leading space?

light thunder
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sorry, trailing space

static viper
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trailing space??

light thunder
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we see this "I do not know how to work with strings."

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but it sees ""I do not know how to work with strings" "

static viper
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show me how you create the string

light thunder
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I figured it out

dim plover
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On another note, do you need to switch on string?

light thunder
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Yes, this is rather unique use case, regarding fire hose diameter that are practically always displayed as fractions

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usually 1 1/4, 1 1/2, 1 3'4

grim ore
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sweetch on enum?

light thunder
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it needs to be a float to calculate though

dim plover
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Alright, sounds reasonable.

light thunder
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I did make the mistake of not planning well enough and should have had an enum originally

static viper
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this is why i tell people

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plan your code.

light thunder
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instead i started with the float values because I was building the calculation functions

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this was a mistake I needed to learn though

dim plover
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I don't think you need to, but it wouldn't be that hard to add the enums.

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You just map the strings to enums before whatever handling stuff.

light thunder
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At some point though I had to do a switch on string, because some of the string values will not process to floats

dim plover
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Oh, yeah, true...

light thunder
dim plover
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You could also map the enums to floats.

light thunder
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that would have been a better option, true

dim plover
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But it's not /really/ worth it.

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But it's not particularly annoying to add.

grim ore
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enums were invented because trying to remember if the thing was called "AwesomeFireballOfDooom" or "AwesomeFireballOfDoom" was always messing up the interns!

light thunder
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So for a combo box, instead of having the preset options, just loop through an enum to add them?

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that additional level of complexity between the cosmetic data and the actual data also threw me off some

bitter iris
honest vale
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looks like DFAO

bitter iris
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can i turn that off?

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or make it normal lol

gloomy fox
#

UE complete newb is looking for some help with spines by anyone who is bored enough. Just DM me since I'm pretty sure I'm missing some very basic step but I can't figure out what I'm doin wrong..

gloomy apex
#

Hey Folks, I plan on making a level for Killing Floor 2, which is still on UDK, any of you know good discord communities for UDK, similar to how this is for UE4

static viper
#

the official killing floor discord could work

#

i am sure they have one

gloomy apex
#

Alrighty

#

Kismet is so weird..

gleaming narwhal
#

@gloomy fox It's better to post the question, if someone knows the answer they'll respond :)

fierce tulip
#

welcome vic!

gleaming narwhal
#

Hey Luos!

fierce tulip
#

i saw that

gleaming narwhal
#

;)

#

Auto correct

static viper
#

πŸ™„

gloomy fox
#

even if it's a stupid question? Just wondering sorry, I just joined :p Actually I don't even have a question, it's like my SM gets insanely deformed instead of just creating a route

gleaming narwhal
#

@gloomy fox There are no stupid questions

#

Welcome to the server!

static viper
#

πŸ¦‰

livid haven
#

It's generally preferred to ask openly, because other people might learn from the troubleshooting/problem solving process.

versed pawn
#

Hey guys! I've encountered a really weird problem which I've never seen before. I'm trying to render a movie out of a scene using sequencer, but some of my materials are getting some weird black stuff over them. And the weird thing is, this also occurs in PIE, but only if I make the editor window fullscreen. The issue looks like this: https://streamable.com/51dqw Can anyone help me please?
The issue disappears when the editor window is not maximised... Any idea what causes this? I tried disabling post processing, increasing mesh bounds and many other things but nothing helped so far...

static viper
#

yee i see

#

this will need detail surgery

versed pawn
#

oh sorry. Thanks

static viper
#

no worries it would just get too big as we need to see alot details

bitter iris
#

damn i love geometry brushes

violet portal
#

Hey people. Anyone from around London, or Uk who can recommend some good dev events in London or nearby?

light thunder
#

when I made this map off an enum, it wouldn't let me order it the same way, it kept saying I couldn't add a key while the default value exists.....why do I have to do it that way? this through off my entire order

rapid geode
#

does attaching to components detach from a previously attached component?

sudden agate
#

@light thunder because a Map (and Set aswell) cannot contain duplicate values by definition.
Adding a new Value means it is set to default, hence not possible if a Key with the default value already exists

light thunder
#

Then how can you actually add anything? I understand why, but why not have it not set it to default when you are adding to a map?

#

Why not just set the next value to the next enum of the map?

pallid compass
#

Ez fam

#

.add

rapid geode
#

yeah but does attaching to components detach from a previously attached component?

pallid compass
#

U can't have an entry with out a key

#

If I specify no value it will default

light thunder
#

But look, when I started this, the first line of my enum (not it's default, there's no option to set or not set a default"

#

So I wanted to add 1", then add another one for 1 1/4" and so on

#

but rather than choose the next enum as the next key (because there were no duplicates of it) it gives me this lazy, "meh, make it backwards if you want this to work"

pallid compass
#

Yeah that's how maps work fam why would it add next enumeration

light thunder
#

How how do you add anything?

#

if you have an enum of 1- 10 and you want to make a map of 10 static meshes

worn granite
#

Yeah maps kinda suck for this

#

Just add the others in order, except the first one (which you end up having last)

#

Then you can copy the entire map, move the last to the first, and then paste it back.

#

That's the beauty of properties being copied to plaintext.

merry gazelle
#

Can a BP like this still be efficient in a game? It's one of the popular character packs from the marketplace

abstract relic
#

That is a beautiful spaghetti

manic pawn
#

someone doesn't know what functions are

abstract relic
#

Yes, they can be. If you want to squeeze every drop from your computer though, use cpp

merry gazelle
#

that's just for the "cloth" of the characters

lone yoke
#

collapsed graphs, functions, macros, function libs, macro libs. it's not like the tools aren't there. It may still be efficient in terms of performance, but if another dev wants to make changes, it can get really messy.

merry gazelle
lone yoke
#

It's an art pack, in many cases bought by people with coding/BP experience. Not sure if this should contain Blueprints at all or if they make it more complicated than it should be.

abstract relic
#

Usually they’re not very efficient

merry gazelle
#

maybe I can just use it for cut scenes

crisp fable
#

why does unreal take literally 4 hours to delete ~20k assets?

graceful sky
#

Alot faster to do it manually

#

I guess ue gotta check them first?

#

For references etc

rare stratus
#

hey guys

#

How do i get the bottom and left menus back

#

i got rid of them and i need them back

#

Please someone respond

#

Im new to unreal

graceful sky
#

Dont spam :) your missing stuff can be found under the Window tab up in the left corner

#

Content browser is one of them

rare stratus
#

That was not spam and thank you very much

#

And how do i get the one on the side

graceful sky
#

Drag and drop

#

Ohm. Erh

#

Dont know what its named

#

Should be one of them

rapid geode
#

@rare stratus its called Modes

silent lotus
#

Sup

rapid geode
#

if i'm doing procedural generation where i have to spawn around 20,000 of an actor that requires interaction (albiet simple interaction) what would be the best way to do that?

#

I am using Spawn Actor and it isn't horrible, but i feel like there's a better way

#

i want to use hierarchal instanced static meshes but i have no idea how to get the closest instance and remove it

#

bcuz im doing stuff involving the destruction of said instance/actor

rare stratus
#

@rapid geode thanks

rapid geode
#

np

graceful sky
#

Closest actor being clicked or closest to player?

rapid geode
#

its VR so closest to player

graceful sky
#

With ism or hism you can get a specific index by clicking it

#

Closest to the player could be done with a collision sphere i guess

#

Or calculations based on location

rapid geode
#

yea but wont it just return "x_BP" instead of the specific instance

graceful sky
#

You can get the combo. X_bp at index AB

rapid geode
#

i mean when doing an overlap

graceful sky
#

You might be right, i didmt myself venture there yet

#

I use click events ;p

#

Which can be replaced by trace events

rapid geode
#

kinda hard to click when you arent using a mouse

#

but idk

graceful sky
#

Thought VR was all about linetraces ;p

rapid geode
#

i might just stick with Spawn actor

#

nope

#

not at all actually

#

all about Overlaps πŸ˜›

#

literally every single thing i've done has been with overlaps

rapid geode
#

@graceful sky i just realized that since i have to apply damage to each one (its a tree being chopped down) i wouldnt want it to damage all of them on each one so im kinda forced to use individual actors

graceful sky
#

If theres 20k of them , id consider making it with ism ,

#

And replace them as the player interacts with them

rapid geode
#

but would that be any better than spawning them

graceful sky
#

Spawning 20k actors can be pretty heavy on the gpu

rapid geode
#

at the moment you don't usually see more than 10-20 at a time

#

yeah ik

#

i use line traces to spawn them

graceful sky
#

Well if you got logic that handles it i supoose its ok :p

rapid geode
#

handles what?

graceful sky
#

That handles the spawning of said actors without it being a problem ^^

rapid geode
#

i didnt say it wasnt a problem but when you look at a lot at a time it can lag

graceful sky
#

Youll know if you struggle with the fps or not ;p might kot be an issue at all with the proper logic

rapid geode
#

usually you dont

#

i mean the majority of the time its far away

graceful sky
#

With ISM youd handle it all with a few drawcalls etc etc ^^

rapid geode
#

and with VR's low resolution atm can i use LODs to lower detail at a closer distance

graceful sky
#

Instead of 1 call per actor

rapid geode
#

yeah i guess

#

what if i spawned an actor without a mesh at each ISM

#

would that still need a drawcall

graceful sky
#

Im not sure tbh. Dont know the specirics around it :p

#

Ive just been told 1 ism actor component is 1 drawcall ^^

#

An actor with no visual dont count as a drawcall I think, but dont quote me on it

rapid geode
#

ok

graceful sky
plush yew
#

Hey very sorry, but don't know if this is a #graphics question or not but does anyone know how to increase the amount of nVidia FleX particles in a static mesh?

merry gazelle
misty creek
#

@merry gazelle Open the console, using this key `, and enter DisableAllScreenMessages.

merry gazelle
#

thanksπŸ™ƒ

misty creek
#

No problem. πŸ˜ƒ

misty creek
#

Could you just divide it by 100000?

plush yew
#

Does anyone here have any experience with the Procedural Landscape Ecosystem package from the marketplace?

vast shadow
#

How well does UE4 handle sounds, more specifically, how well does it handle sound travelling through walls and other physical objects and the effects that has on what the player hears? So if I have some music playing and I walk behind a wall, is UE4 capable of producing the effects on the music being behind the wall would have in reality?

plush yew
#

@vast shadow yes. It's just setting up the sound so it can be heard at a distance.

wary ruin
#

Hey all, not sure if this is the right place to ask but im looking for resources on making movement based blueprints like jump, sprint, climb, etc. but all I can find is the really basic stuff; im looking for motion with acceleration or gravity manipulation and was hoping there might be a specific forum or site dedicated to movement tutorials in unreal4

velvet finch
#

where these weird black lines in the middle come from?

#

nvm figured it out

#

needed to edit vertex normals

scarlet owl
#

vertex normals

#

oh

#

nvm u fixed it

velvet finch
#

having another issue now though

#

there is this one modular asset of all of this in the scene that i exported

#

for some reason the low poly version of the one above is super tiny

#

everything else is normal size for some reason o.o

#

decided to just specially 100x and freeze the low poly one in maya

#

and send it over

#

so strange though i used the same setting as everything and even the high poly soft edge version is derived from the low poly one

#

yet the high poly one goes in just fine

#

okay i fixed it too

#

turns out a setting in fbx needs to be set to centimeters

#

i don't get it though everything i do is in meters

#

but when i set it to centimeters it tallys

#

any harm adding collision to all my static meshes?

#

i heard it might be unoptimized

#

in comparison to using collision volumes but as it stands the player would be able to interact with all the currently known modular assets around

#

except for a few which i've left collision out of

grand knot
#

Anyway need any help for a small fee $$$

#

@velvet finch should be fine just don't use complex collisions

velvet finch
#

alrighty

#

i'm not using complex collisions haha

#

just the box ones

#

does LOD systems automatically or offer the ability to remove the loading of collisions associated with a static mesh

#

if we are far enough?

#

if so i could disable all collisions beyond a 50 meter radius of the player although i wonder if that will complicate static enemies who are already spawned in rooms

cloud cobalt
#

Yes

#

Just untick "collision" on lower LOD meshes

velvet finch
#

gotcha!

plush yew
#

Does anyone here have any experience with Unreal Engine 3?

#

Or modding in UDK in general?

sterile stream
#

what tutorial would you suggest for a new and aspiring game developer

#

ive watched some modeling tutorials and some unreal ones, but i was wondering if theres one or someone who has a youtube dedicated to developing full playable games from start to finish to learn every process

astral rain
#

I think the closest you'll get to that is dev vlogs or something.

plush yew
#

my buddy is telling me its better to use unreal engines third person blue print instead of creating my own "which is too late cuz it took me a whole day to get animations etc in" is that true?

astral rain
#

As long as you're only running what you need to and are getting the results that you want, it's fine.

#

The template is just a good place to get a quick start or if you are new.

abstract relic
#

Really it just allows you to skip initial input and camera setup

plush yew
#

How can i make a introduction?

whole quarry
plush yew
#

Wow...

#

Oh no you understand. A introduction in a game (Racoon studio)

#

Or video mp4 importing

languid shard
#

took me 2s to type and press enter on google

plush yew
#

Thanks

gloomy fox
#

Hey everyone, I'm trying to get the hang of splines functionment but it feels like I'm doing something wrong. Basically I want to build a tunnel in which my character can run (some sort of endless runner). I followed a couple tutorials on youtube but my SM shape_tube gets deformed every time. When adding a new spline point it seems to create another piece of my tube on the side of the previous one instead of placing it in front of the previously placed one.

shrewd gorge
#

Hi, I'm a newb making an asteroids clone.

Just a few questions I wasn't able to find googling:

  1. Do you need collisions setup for hit events on actors (asteroids)?
  2. Is SetActorLocation ok for floating movement, does that method work well with collisions?

I need a projectile to hit asteroids, and asteroids to bump into the player ship, destroying it.

left citrus
#

Uh oh spaghettio

whole quarry
#

@shrewd gorge

  1. Yes, else you wont be able to hit it.
  2. SetActorLocation sets the actor location , the collision is part of the mesh, which is inside the actor.
shrewd gorge
#
  1. Thank you.
  2. Got it. Should SetActorLocation allow collisions to overlap?
whole quarry
#

I found Overlap being the 'easiest' way for shooting stuff, but Block should be good enough too. Don't forget to enable Simulate Hit Event in the collision settings

shrewd gorge
#

Thank you very much.

coral talon
cloud cobalt
#

It's in a plugin now, IIRC

coral talon
#

AH CMON

cloud cobalt
#

Since it's a shitty unmaintained Nvidia feature from 2006

#

We previously used it, removed it from the game with 4.19 or something when it was moved to a plugin and broke Linux support

#

IIRC there's a modern replacement for it too

coral talon
#

that will do the trick, or i need to dl more?

cloud cobalt
#

Looks like the legacy destructible meshes yeah

coral talon
#

the plugins for ue4, that are they? are they safe or like mods for skyrim?
had a bad exp with Fmod one

cloud cobalt
#

They're just optional components

keen flicker
#

i have a question i am making a survival coop game but i wonder should it be sci fi or simple military?

languid shard
#

some are good, some are bugged, some are experimental, some have been left aside and forgotten for eons

cloud cobalt
#

@keen flicker That's kind of up to you πŸ˜›

keen flicker
#

kind of wanted some views

cloud cobalt
#

Ask people who play games what they want

keen flicker
#

like a survey?

#

what will u like?

cloud cobalt
#

I don't know, anything but asking here - people here work professionally in game development, their tastes are not the same as the general public

keen flicker
#

oh wish i had friends who played video games

cloud cobalt
#

My opinion is going to be that shooters are boring, though shooters are a big market that people who play games like πŸ˜‰

#

Do what you like

#

You're going to be in it for years

keen flicker
#

its like sort of warframe

cloud cobalt
#

I hope you sort of have 300 employees

#

πŸ˜›

whole quarry
#

I would like to see a reversed survival game, It would be more of a suicide game but everything in the world tries to keep you alive πŸ˜›

keen flicker
#

lol i am indie

cloud cobalt
#

Warframe has 200 devs, so don't even attempt anything like it

keen flicker
#

i am not making totally warframe

#

i mean coop like warframe

#

4 ppl play to complete 1 objective

coral talon
#

are u making it alone?

wary wave
#

I'd be surprised if the Warframe team is anywhere near 200 people

#

feels closer to 40

static viper
#

.

#

My chat keeps scrolling up

keen flicker
#

@coral talon yes

#

using survival game template

plush yew
#

Hey, how size changing works in crouching? Does it call some function to change size? I have capsule root component, so it has it's own size changing methods. How about others?

keen flicker
#

i needed irafting and saving system for muliplayer

sudden agate
#

@cloud cobalt speaking of apex. is there an alternative in UE for Destructibles?

#

thanks Discord for not scrolling again <3

cloud cobalt
#

Yeah there's one IIRC, but I couldn't care less about destructibles tbh so I just dropped that from our game πŸ˜ƒ

#

I'm a "no plugin" guy now

#

The experience of maintaining a game over many years makes me very suspicious of anything that's not a core feature everywhere

wary wave
#

rather than be 'no plugin', I prefer to stick with a single engine version and just work with it

#

if the plugin works, it works

#

there's Nvidia Blast now, but I'm not sure that's integrated into the current version of the editor?

plush yew
#

How can i make a enemie the can only move when i look away.

#

@plush yew i doit allready

#

Cast to firstperson character

keen flicker
#

does anuone know about any gud sci-fi weapon pack with tones of weapon

#

not too much sci-fi just simple sci-fi

ruby robin
#

Guys, where is no Reference Viewer in last couple of versions. How Do I open it to check references?

#

Has it been removed from the engine?

keen flicker
#

@ruby robin i used refrence viewer in 4.20

ruby robin
#

@keen flicker Where is it now? I don't see it in context menu

keen flicker
#

i dont rember now

#

maybe right click the asset and u get options it was one of them

#

@ruby robin

ruby robin
#

@keen flicker It was. But now i cannot find it

keen flicker
#

hover on asset actions or asset localization

#

when i am at home i will look into it

ruby robin
#

Nope, nothing there

sudden agate
#

Speaking of Localization alex

#

How would I make my Gameflow dependent on the locale?

#

Some Languages have longer dialogues and need some more textboxes.

#

How would I manage this?

#

In japanese, I may need only one Textbox,
for european languages, I may need two textboxes.

plush yew
#

Gow can i get free weapens?

#

How*

cloud cobalt
#

Just like you get free cars and free computers, steal it

plush yew
#

Hehe

cloud cobalt
#

Seriously though : do it yourself, or buy resources

plush yew
#

Its hard

languid shard
#

nothing is easy

plush yew
#

My weapens looks like a pickaxe

cloud cobalt
#

Game development is hard 🀷

fierce tulip
#

hard is an understatement :p its walking to mordor

#

pre-transit era

#

and no gandalf

#

or a sam

plush yew
#

#gandalf

cloud cobalt
#

Here's my tip : if you can't afford something, financially or because of lacking skills, do something else

#

Don't attempt doing something that's not going to be good enough in the end and will just drain you

#

Start with the smallest possible game, and move up until it's too hard

plush yew
#

I have worked with 6 years with unity

#

Now is my character designing very bad

cloud cobalt
#

So don't have characters

plush yew
#

Adventure game and horror game with no characters?

cloud cobalt
#

I'm dead serious right now, character design in games is usually 6 months - a year of work per dev.

plush yew
cloud cobalt
#

If your game requires human characters, then your game project might not be doable for you as an indie

#

Planning your game well is all about what you can actually do

plush yew
#

I have all plan

#

Plannet? Plant?

#

I dont no

cloud cobalt
#

Like I said, plan a project you could be able to pull off alone. If you're not a great character artist already, or aren't paying one, you might want to drop characters & weapons from your concept

#

There is a reason you don't see many games by single developers

plush yew
#

Its a idea

sudden agate
#

make your character a silent blob slime with no face. problem solved

plush yew
#

But i need scps, otherwise it is not a scp game

cloud cobalt
#

If you're Naughty Dog or Bungie or Rockstar, you can afford to basically do anything you want. As a single dev, any idea that can't be done alone in a few months just sucks

#

Just because you want to do it doesn't mean you can

#

It's important to be realistic about that

sudden agate
#

Just because you can't, doesnt mean you shouldn't :P

plush yew
#

Yea

digital anchor
#

as i said to someone else, u cant make a scp game in unreal, it uses a copyleft license, so you cant sell it

plush yew
#

@digital anchor i got a permission from a developer

digital anchor
#

doesnt matter, against ue4 EULA

plush yew
#

Yea?

cloud cobalt
#

Depends on the actual license of code you reuse from another project

#

Some copyleft licenses are perfectly fine with UE4

#

All of our game code is under BSD, which doesn't put any viral licensing on the engine, and thus is fine

plush yew
#

Oh common

digital anchor
#

scp is CC BY SA 3.0 which requires you make the game same license

cloud cobalt
#

Only if you reuse its contents though

#

Which wouldn't work in UE4 anyway

#

🀷

digital anchor
#

i dont understand much about licenses so i will concede

plush yew
#

Wow

#

πŸ˜‚

#

Now im saad

cloud cobalt
#

Anyway, I don't know what's your skill set but if you're not an artist, don't want to work with one, or can't pay for assets - I'd recommend thinking twice about making that kind of game

fierce tulip
#

start out with simple tutorials, try to make a map for ut4 or whatever

plush yew
#

So map?

#

I maked allready simple tutorials

#

Trees mountens

#

Alls this things

fierce tulip
plush yew
#

And now i need weapons

fierce tulip
#

try the free ue4 content

plush yew
#

Theere are free weapons?

fierce tulip
#

not sure if they are around atm, but there is free ue4 marketplace and learning tab content

plush yew
#

Yes i see it

#

And what is with the new released game? Thats not licens free?

ruby robin
#

Guys, is it possible to start the game in console without render? There is -log to show console, but no -norender or something like this to disable window spawning

fierce tulip
#

<_< when you are recording tutorials and your dog starts barking like a madman because reasons

#

hehe

#

silly doggo

normal burrow
#

anyone know if player controllers can exist without pawns? (realistically)

cloud cobalt
#

Yeah

#

They definitely can and do

unreal spoke
#

Is there an easy way to stream a real website(not owned by me) to a texture in ue4?

unreal spoke
#

@cloud cobalt Great, thanks

normal burrow
#

i'm just wondering stranger because for the thing i'm prototyping having a pawn would be kind of just a layer of hacking, might make more sense to just have the hacks in a custom pc or seomthing

#

@cloud cobalt the player controller isn't set up like AInfo right? like it is expected it has a scene component root and world transform and all that?

cloud cobalt
#

PC is just a regular actor that happens to own a camera, and most of the time, a Pawn

#

The game mode class will spawn a default pawn for it, but that pawn can be destroyed, or never spawned in the first place

wary wave
#

you can easily override the function that spawns the pawn

#

(including in BP)

cloud cobalt
#

The basic design is that PC should handle non-pawn related stuff, like the HUD, UI, etc

fierce tulip
#

s-pawn

wary wave
#

heh

cloud cobalt
#

Pawns handle stuff like movement

#

My current design has a single PC own three pawns over short times, for example

plush yew
#

@cloud cobalt what is when i say that that a fan game is?

cloud cobalt
#

What ?

plush yew
#

Okay Γ–hm...

#

What is wehn is say that the scp game a fan game from contaiment breatch is?

cloud cobalt
#

No idea what you're saying here. It's a fan game ? I guess ?

normal burrow
#

yea that makes sense stranger, i don't have any movement for the test game i'm throwing together. its a rhythm game, and its multiple things relying on the input that wouldn't really fit into pawn or ai

leaden dust
#

Could you guys recommend me some game development news and tutorial website. Thing is, I can't seem to stick with a single part of game dev and am switching again and again. So I am in need of some inspirations from all the fields so I can choose one. Its just so terribly hard choosing a category of development. Programming, 3d artist, vfx, design, etc. just so many alluring choices.

whole quarry
#

@leaden dust if your indie or new, learn a bit of them all

leaden dust
#

@whole quarry alright thanks

#

but please check out my original request

#

because I am having a hard time with that

#

Any sort of blogs will also do

whole quarry
#

Well it comes down mostly to what yiu enjoy the most

#

Then specialize in that

leaden dust
#

No sorry not that

#

The very first sentence

#

about tutorial, blog, news and etc. websites

whole quarry
#

Other then news being posted here, i dont follow any sites nor read any blogs so I dont know any :>

cloud cobalt
#

People don't really have "tutorial websites"

leaden dust
#

Alright

whole quarry
#

Google is the best tutorial site though

fierce tulip
#

for general dev thingies

keen frigate
#

Hey everyone. πŸ˜ƒ

steady owl
#

@cloud cobalt regarding the PC and UI, I’ve being doing all my UI creation in the PC ignoring the HUD class which seems almost like a legacy class, is it fine to continue doing all UI stuff in the PC and just have the default blank HUD class specified in the GM?

cloud cobalt
#

HUD class is where I do all menu management, but you can disregard it if you like

#

I don't like having mega-5000-lines objects

steady owl
#

So it’s like a way to tidy all UI stuff away?

#

I don’t really have more than say 10 separate widgets to spawn

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So it’s pretty clean in the PC

#

But functionality wise it’s the same as doing it in the PC in the HUD?

cloud cobalt
#

Yeah

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Except it's a bit cleaner

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PC runs on the server for example

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So anything UI related shouldn't be there

steady owl
#

Single player game here so that’s fine

#

Thanks for explaining

sudden agate
#

how do Blueprints behave when I have a Class Reference? will it load the Blueprint of that class when the Object with the class reference is loaded?

#

In #blueprint someone uses Class Variables in a DataTable. I wonder how it behaves tbh.

steady owl
#

So you know how Fortnite takes 373636373 years to start up initially? Other than the server checks I would imagine the game is also loading in assets so once you’re in the game, levels load quickly

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Is there an easy way to preload assets? Or maybe I should just include many of the main ones in the main menu map?

sudden agate
#

With C++ you can preload assets

vale silo
#

I have this issue with projectiles being spawned inside player's collision capsule and stopped if I have Pawn stopping Projectiles (happens in VR, since controller can end up inside player's capsule). The problem is that if I overlap Pawn and Projectile, then I can't easily apply damage since damage is applied on projectile stopping. I could have another custom collision channel for AI (so that Pawn and Projectile overlap, but new custom channel stops Projectile), but if I have another collision channel for AI, then AI won't be able to use same projectiles player uses - they would pass through player. Any idea how to resolve this peculiar situation ?

steady owl
#

@vale silo can’t you ignore the owning pawn of the projectile to prevent self overlapping?

vale silo
#

how?

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I figured I might have to check who shot it and if player did, then I'd have to switch response to overlap for a moment and then switch it back to block

vale silo
#

but I wonder if there is some simple built-in way

steady owl
#

Either that or offset the projectile spawn location out of the capsule before firing

vale silo
#

that post is for melee stuff.. If I ignore actor when projectile is moving, then projectiles shot by AI will still ignore player

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(Player and AI use the same projectiles)

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since it's for VR, I can't offset projectile spawn location - looks so bad in VR πŸ˜ƒ

steady owl
#

Is there no way you can pass in only the owning character (the one that is doing the shooting)?

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Then the AI would hit the player since he isn’t the owning shooter

vale silo
#

well, I wonder how would I do that in BP

steady owl
#

I imagine it would be as trivial as passing the shooting character ref to the projectile via the weapon bp

vale silo
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probably by querying parent actor class

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aye, going to have to try that

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thanks

steady owl
#

Np!

fierce tulip
#

@gleaming narwhal when was the first time you went "omg, lerp is a thing, people will be making lerp jokes.."

gleaming narwhal
#

@fierce tulip Who's saying I didn't make the joke? πŸ˜‰

fierce tulip
#

on a 0-1 scale, how bad are the jokes?

gleaming narwhal
#

It just so happens that I tend to enjoy the company of people who make the connection

fierce tulip
#

thats a good point hehe

vale silo
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@steady owl actually, that won't work (at least I don't see how). Collisions are handled automatically. There is no option to set owner not to collide with projectiles.

steady owl
#

It seems there absolutely must be a way since this would probably be an issue even in robo recall? Worst case you could spawn the real projectile outside of the capsule but spawn a dummy non colliding visual one at the intended place then blend to the real location

vale silo
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the only thing that comes to mind is that I spawn projectile with collision response set to overlap between Pawn and Projectile, then somehow check when projectile stops overlapping owner's capsule and once it stops, then set collision response to block.

steady owl
#

Yeah you’d have to check on each update if the overlapped actor is the owner and if so keep collision off

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That would work fine I think

vale silo
#

aye, thanks

bronze cedar
#

guys anyone who can help with UE4 physics, i am working on BreakOut or Arkonoid or Bricks Breaker game, i want to ask some questions about it

wary wave
#

the first question is probably "why are you using physics"?

grand knot
#

exactly lol

#

simple get rotation and locaiton on overlap would do fine @bronze cedar

bronze cedar
#

because i saw one tutorial and follwoing that

wary wave
#

yup, from there you can basically get the angle of reflection and change velocity as appropriate

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which tutorial?

grand knot
#

exactly right

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u could run it with physics

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but it would be a waste of processing power

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when u can get better results with simple math

wary wave
#

physics can also be quite unpredictable

bronze cedar
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the only tutorial about breakout game in UE4

grand knot
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i saw 4 parts with 20 minutes a video

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its all i need to know

bronze cedar
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i am new in UE4 that's why i don't know much about UE4, before i was using a 2D game engine and now I am in UE4

wary wave
#

this doesn't look like it's using physics

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this looks like it's doing it correctly?

grand knot
#

yep hes using impulse

bronze cedar
#

the thing i am stuck in is , when i hit ball with paddle corner it's speed increased, yes physics is kinda unpredictable

wary wave
#

so it is using physics?

bronze cedar
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yes physics material

wary wave
#

aha, yeah, I see it now

bronze cedar
#

with i mean, so i think it's physics

wary wave
#

oh lord

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yeah, this is using the physics engine

grand knot
#

yep

wary wave
#

it's probably not a great example to follow tbh

bronze cedar
#

yes but it's the only tutorial in UE4 😦

grand knot
#

its actually not bad sisnce hes running it in a 3d enviroment

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but yeh i still wouldnt go down that road

wary wave
#

it'll work, but I wouldn't do it, haha

bronze cedar
#

i can't find anything else, i was thinking if i can even get a website or PDF file tutorial it will be good

#

yeah i want to do it as a 3D environment because there is lots and lots of things to do that's why

grand knot
#

have it run on overlap events on each object

wary wave
grand knot
#

so your character object and the bricks themselves

wary wave
#

very outdated now, but still

grand knot
#

then get current rotaiton along with the forwards vector and have it change on overlap

bronze cedar
#

yes thx for the help

grand knot
#

wish u the best of luck bud πŸ˜ƒ

wary wave
#

tbh, this kind of game if you take it step-by-step, you shouldn't need a tutorial

bronze cedar
#

there is a game on android called ancient bricks, i really like that game, and that's why i want to make that kind of game, i mean with physics and kinda 3D

wary wave
#

just try a quick google when you get stuck on something instead

bronze cedar
#

yep i always google before asking haha , but i don't know why i don't get

wary wave
#

this ancient bricks game looks completely 2d?

bronze cedar
#

one more thing, how to make ball run on a constant speed, i mean so that it don't slow down or get too fast incidentally

wary wave
#

if you're using physics, you'll have difficulty controlling speed

grand knot
#

have it always move in x dirrection

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and just use on overlap rotaiton change

bronze cedar
#

so should i go with non physics , i am really very new to UE4 haha , i wonder how i will do that

grand knot
#

well since u are new

bronze cedar
#

with 3D environment i can use lights and other things

grand knot
#

just follow that tutorial

#

the way he does it is similar he just runs physics with it

#

like i said get rotation, then flip it and reverse it on overlap

#

"yes i was singing as i typed that"

bronze cedar
#

@wary wave i got that example but it's not opening my side

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haha

wary wave
#

yeah, when making this kind of game I would disable all the physics engine stuff

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and I would manually calculate how far the paddle / ball should move each tick

bronze cedar
#

ok i will try that than

wary wave
#

this is quite simple to do

bronze cedar
#

so ball can move with projectile i think

wary wave
#

location + (delta seconds * movement speed * direction vector) essentially

bronze cedar
#

on x and y axis

wary wave
#

that will give you fairly fine control

#

then you will want to manually control bounces on event hit

bronze cedar
#

i am a blueprint guy haha and for me they are also new

wary wave
#

i.e change velocity based on input velocity and surface normals

grand knot
#

honestly i was just have it tick on a constant movement

bronze cedar
#

ok i am getting a little bit what you are telling me , i will try that

#

πŸ˜„ πŸ˜ƒ

wary wave
#

if you don't use the built in movement stuff you can add the more advanced controls a bit more easily

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for example tweaking the direction of bounce based on paddle movement (yes, the original game did that)

grand knot
#

and run movement in only 1 axis

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the rest will come automatically on rotation

bronze cedar
#

1 axis means just up

grand knot
#

can mean even down

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dependng on the rotation of the object

bronze cedar
#

so when ball hit we have to set the rotation of the ball

grand knot
#

correct

bronze cedar
#

oh ok

#

i will try that

#

i just made my paddle and ball what UE4 has, that's cube and sphere is that ok or not

#

just for testing purpose, the guy in the tutorial made them in Blender 3D and imported in UE4

grand knot
#

its fine

#

that guy is weird

unreal spoke
#

I'm using the webbrowser widget. It works but the rendered content is too big, like if the web browser screen were like 256x256 pixels. Any way to make the rendered content smaller?

plush yew
#

Is there a plugin or anything to measure network bandwidth for developing a multiplayer game?

sudden agate
#

@plush yew

wary wave
#

^ - also you could start looking at the replication graph tools

maiden sundial
#

Uhm, i'm having a small problem.
It's about the brightness. When i start it i have the brightness which i wanna have. But the brightness get's for like ~5 seconds always higher until it reaches the max brightness

wary wave
#

this is pretty much the most asked question ever

#

I've seen it three times this week already :/

maiden sundial
#

Oof, sorry for that then xD

wary wave
#

lol

#

people have been asking it for 4-5 years

plush yew
#

@sudden agate @wary wave thanks guys.

wary wave
#

Epic REALLY needs to disable that eye adaptation by default

grand knot
#

its a gross feature

#

dont care how realisitc it looks

vale silo
#

why do Mobile Preview and SM5 Preview look different (even with the same simple materials and all the post process effects disabled) ? Mobile looks washed out and SM5 look high-contrast with vibrant colors ? How can I make both look the same?

wary wave
#

they're different renderers, so they will look different

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it can be quite difficult to get them to look the same

#

tends to come down to hand tweakign

grim ore
#

also depends on which mobile renderer as well so... good luck!

vale silo
#

renderers don't look different on their own

#

without any PP and color grading, with simplest materials and baked lighting, ES2 should look almost identical to SM5

fierce tulip
#

it doesnt

vale silo
#

only in UE4 in doesn't

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it used to look identical in 4.9 - 4.12

fierce tulip
#

tonemapper also has some influence, and I cant speak for other engines :/

vale silo
#

I recall there was a conversation about tonemapper changes that made Sm5 look totally different than mobile

fierce tulip
#

it does, i had the hardest time trying to get sm5 look the same as high end mobile for a project hehe

vale silo
#

or maybe it has to do with AutoExposure too ?

#

just saw something about setting it to Basic should help making preview in SM5 look similar to preview for Android

wary wave
#

renderers on different hardware actually do look different on their own

fierce tulip
#

i cant remember the name, but it has to do something with whatever the renderer does.. but cooking so brain going meh. i need food

wary wave
#

it's not so bad these days, but PC GPUs used to produce noticeably different results

#

(the same renderer, that is)

#

different renderers are much more likely to produce noticeably different results

fierce tulip
#

@wary wave I had a gpu that refused to render semi-solids in the UT days

wary wave
#

I had two 8800GTs a while back that produced noticeably different results, hehe

fierce tulip
#

helped a lot during ctf-face

wary wave
#

same 'card', different manufacturer

fierce tulip
#

gt 8800, that brings back memories

violet portal
#

Hey guys, is there anyone here with some experience uploading to steam works? I've got a problem with steam DRM, I've wraped the game exec with their tool, but now the game fails to launch when trying to test it...

wary wave
#

I don't think that option even exists any more

vale silo
#

🀦

#

My guess is that something in the Editor is disabled for Mobile preview and I need to disable that for SM5 preview too

wary wave
#

that is a possibility

maiden sundial
#

Are there some disadvantage if i use for all static meshes the Use Complex Collision As Simple setting for the collision ?

static viper
#

the general 2 ones

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performance

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and the other is interaction

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as you can easily get stuck on complex geometry

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you should know what you do if using complex

maiden sundial
#

Alright

bronze cedar
#

@grand knot and @wary wave thanks for the help, i am still wondering how i can do that, but yes i will find my way, haha, now the mission is to make it without physics πŸ˜„ πŸ˜ƒ

crisp arrow
#

I'm moving a project from one version of the engine to another - I've gotten most of the work done - however there's one big task ahead of me. I have a bunch of levels, each with a lot of objects that have variables set per instance. Due to a compatibility issue, all of the values for these variables were wiped out when importing to the new engine. Is there a reasonable way that I could export the values from the old version, and, via some script, import them into the new one? I looked at the umap format, and it's not human-readable, so that makes my initial idea of parsing the files and updating the new ones impossible. Any ideas?

static viper
#

show the values

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like with screenshots is ok

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engine settings can be export as well as project settings

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but data inside level cant without extra help

#

how big was the engine jump?

crisp arrow
#

it was 4.17.2 to 4.20.1

static viper
#

now show

crisp arrow
#

but I have to move them to new, custom variables, since the original constraint values can no longer be changed per instance due to how the project is set up.

static viper
#

yes its likely those changed

crisp arrow
static viper
#

your jump was pretty large

crisp arrow
#

like I said, this all works

#

I'm just looking for the smartest way to automate the conversion

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i.e. if the umap files were easy to parse, I'd write a simple command line program to copy the values from the old maps to the new maps

static viper
#

your values likely got deserialized

#

but

#

it prolly happened dirty

crisp arrow
#

(I'm assuming the values were wiped out in the new version when I imported them)

static viper
#

so you upgraded the entire project at once

crisp arrow
#

yes

static viper
#

as one would love too

#

well

#

close editor

#

gra map files from 17

#

put into 20

#

that way a serialized editor can look at it

#

where everything is loaded

#

that way it should be able to ready the values

#

its a bit weird yes

crisp arrow
#

like I said though, these values can no longer be set per-instance in the new version

static viper
#

but you are also weird

#

doing 3 steps

crisp arrow
#

so I need to move them to my new, custom variables

static viper
#

well then it cant be helped

crisp arrow
#

which can be set per instance

static viper
#

i mean you could create 2 plugins

#

one reads the data and exports it

#

one creates custom variables

#

XD

crisp arrow
#

that's exactly what I said I'm looking to do lol

#

I have the custom variables created

#

I just need to set them to match

static viper
#

you know it would be easier to just copy paste by hand?

#

or are you looking to change 1000 objects