#ue4-general

1 messages · Page 376 of 1

unreal spoke
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Can I add a timeline to a component? Please say yes... Because I cannot find it and I really need it

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auto-answer: nope

cloud cobalt
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Components in UE4 are pretty gimped overall

pallid compass
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Also timelines are actually pretty heavy weight

wary wave
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components don't tick, so they can't have something like a timeline

cloud cobalt
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They can tick if you enable it

wary wave
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well, they get told to tick by their parent actor

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they don't strictly tick themselves

cloud cobalt
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Ah, didn't know that. That's fun.

wary wave
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IIRC they more recently made changes that allow components to have different ticking groups to their parent at least

next badger
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Instance Meshes does not support per mesh culling?
I've read that they are culled by whole group. Also that group may be culled when most of the instances are invisible.

dry moon
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Yeah its not per mesh culled, they are rendered together

wary wave
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it's more efficient to render them all than it is to try to calculate the culling, hehe

keen frigate
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Evening ladies and gents 😃

wary wave
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o/

gloomy acorn
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hey guys, anyone knows where can i upload my client (9GB) or 3GB rar for free? google drive seems not to be uploading for me for some reason

wary wave
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define 'client'?

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game client, for free public distribution?

gloomy acorn
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yes, i've built my game client, and i want to send it to some people to test it out together

wary wave
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google drive is usually a good bet tbh, but I don't know if there are file size limits

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otherwise I'd normally set up an actual file server, not use a free service for this kind of thing

gloomy acorn
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google drive has 15gb size limit, but every time i try to upload it just stops after like 1 hour without giving me a reason why

cloud cobalt
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Steam ? 😛

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$100, but depending on whether you plan on releasing...

wary wave
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tbh, $100 for a space to just dump builds and distribute for testing isn't bad xD

gloomy acorn
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i was actually going to release the game later on steam

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but after the unreal store, not sure anymore :p

wary wave
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I know back in the greenlight days one UE4 dev just had a spare appID purely for using with random stuff

grim ore
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if its timing out with the large upload, just split it up into multiple rar archives

plush yew
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I'm testing out the physics and gravity with a character's mesh. I've set the mass in kg to 70, 68, 64, 60, 50, 8.0, 7.0, etc. Each time it falls it falls within 3 seconds no matter which mass I use. Is this just used as a general gravity, something I have to tweak in BP or something?

cloud cobalt
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@gloomy acorn Early in the Epic store's life, Steam will 100% be relevant anyway

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Hell, go Itch at worse

gloomy acorn
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@grim ore it's not even giving me an error that it's timing out, or anything else, but i will try ur suggestion

cloud cobalt
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Itch is free and requires way less setup, so

grim ore
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well I mean it doesnt finish with the large size so try smaller sizes 😃

cloud cobalt
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Also you could publish Fortnite's source code and missile launch keys on Itch

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And no one would notice

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Privacy through millions of trash

plush yew
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hellloooo

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?

wary wave
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@plush yew - you probably want to read a high school physics text book :/

plush yew
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Uh?

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What?

wary wave
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heavy things don't fall faster

plush yew
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According to online calc they do.,

wary wave
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what online calc?

plush yew
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"The Splat Calc"

wary wave
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yeah, no it doesn't

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a fall from 10 meters has the exact same fall time regardless of whether it's 10 or 100kg

plush yew
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Uh.... no it doesnt

wary wave
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dude

plush yew
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What happens when you do a trick on a ATV and fall off?

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While mid air?

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ATV falls down faster.

wary wave
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I can't tell if you're trolling or not :/

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and no, it doesn't

plush yew
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LOL yes it does

wary wave
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from your own website example

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10kg or 100kg, fall time is 1.43 seconds

plush yew
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Your problem is that's the same HEIGHT

wary wave
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um

plush yew
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Now do 70kg at 100m, and 60kg at 100m, and 70kg at 1000m and 60kg at 1000m

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They're different.

wary wave
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"I'm testing out the physics and gravity with a character's mesh. I've set the mass in kg to 70, 68, 64, 60, 50, 8.0, 7.0, etc. Each time it falls it falls within 3 seconds no matter which mass I use."

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okay you must be trolling

plush yew
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Uh...

wary wave
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given constant gravity, fall time is based exclusively on distance

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mass is totally irrelevant

plush yew
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K.

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In any case the timing is off for gravity in unreal according to that calc, as well.

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Actually I don't care anymore. Who wants to stay in the air for a whole minute anyway

graceful sky
novel ember
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Is there a way to constrain a widget element's aspect ratio without specifying actual dimensions?

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To clarify, I can use the size box height/weight override and scale box/scale to fit to achieve that, but the idea is to have it occupy as much space as possible

plush yew
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Strange because I JUST dropped a 5lb weight and a 2 lb weight from 6ft, and the 5lb weight fell first....?

manic pawn
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are you really trying to debate physics 101 here

wary wave
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@novel ember - try #umg - I suspect there is a way

novel ember
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i.e. if I specify 1600x900, if the screen is larger than that, it'll eventually stop filling up the entire thing

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Kk, thanks

wary wave
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@manic pawn - it's an obvious troll

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<@&213101288538374145>

plush yew
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No it's not a troll?

ashen brook
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Misrepresentations of established natural laws are obviously illegal and will be punished by collective ridicule

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...sup?

manic pawn
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@novel ember try a scale box

fierce tulip
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someone seems to be homeschooled :p

next badger
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@graceful sky the air resistance is negligible when the fall distance is relatively low...otherwise bowling ball falls first

wary wave
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we don't have air resistance in the engine anyway

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but yeah

graceful sky
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Yes as it states, only neglible because of the distance :p

next badger
graceful sky
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I've never checked what the engine handles, but i assume theres no simple way to add air resistance either then ?

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I like that effect. Its named after me

wary wave
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you could add it without too much difficulty

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depending on how detailed a simulation you want

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for the vast majority of games though, it's just irrelevant

next badger
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air resistance is drag force (dampening force)

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to simplify it's just a force of friction

livid haven
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Have fun processing this. 😄

odd musk
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Hey guys, I am looking to create a big map using POLYGON series assets, so no terrain but only static meshes. What is the best approach to make it as stable and hardware friendly as possible? I appreciate any help, because I think glueing thousands of them together is a bad idea for a big map, isn't it?

wary wave
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look into instancing

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also there's a magic HLOD system that's worth reading into

pure jolt
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Does anyone have 3dsmax 2019 who can help me with a 5 second task??

plush yew
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Love how one moment everything is working fine, and then the next everything doesn't work because something that wasn't missing is now missing 😅

next badger
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@livid haven but sizeof(bool) is platform dependent isn't it?

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    sizeof(char), sizeof(signed char) and sizeof(unsigned char) are 1; the result of sizeof applied to any other fundamental type is implementation-defined. [Note: in particular, sizeof(bool) and sizeof(wchar_t) are implementation-defined.69)]

Footnote 69):

    sizeof(bool) is not required to be 1.
livid haven
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Implementation dependent. Meaning build tools.

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GCC, Clang, Intel, MSVC - they could all treat it differently.

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Could.

next badger
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@livid haven doesn't matter, every programmer who dare to use memcpy should know that

livid haven
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What's your point?

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The int8 thing?

marble saffron
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Hey guys. I got my vehicle working. Now I'm working on modelling basic road tiles. Im wondering what I should be prioritizing next. The end goal is to make a cross country driver with elements like gas and flat tires and such

livid haven
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Doesn't really matter - you see a function that has a return statement that can evaluate to 0 or 1, yet somehow it can return other values. That's unexpected and unintuitive.

next badger
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@livid haven the tweet about "undefined behavior"

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is &bool defined?

livid haven
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?

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Can you get the address of a bool? Yes.

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Of course.

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You can get the address of any type of variable.

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I don't want to try to be pedantic and get all the cases of what you can get an address of, because it's complicated and probably involve lvalue/rvalue shenanigans too.

novel ember
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Oh speaking of this sort of thing

next badger
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my point "don't use memcpy trying to prove that bool is inconsistent"

novel ember
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Via Blueprint, I'm having a lot of music and sound effects synced via an arbitrary tempo value, submixes, etc

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In order to distribute that tempo value properly, what's going to be the best way to do that considering various actors / UI elements work off it?

next badger
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@novel ember event?

novel ember
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I have something similar where a "palette manager" actor physically placed into the map gets all actors of relevant classes, each of which has event dispatchers that are assigned to them

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Meaning despite being relatively complex via the construction script it'll even work in the editor

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For a single float value I didn't know if there might be a better way to handle that though

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Or if I should just make an actor to pull in all the tempo-related actors and assign those event dispatchers as well

next badger
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@novel ember does tempo changes during the life of an actors?

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i.e. should they update it?

novel ember
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I'm thinking they'll ultimately have to

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Fire and forget once would be nice but presumably I might have circumstances where there are music changes

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Tempo changes in-song are a possibility too albeit very uncommon

next badger
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if they need to monitor the tempo, you may just add an event listener on creation

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if they need do it once it may be a good thing to request it on creation and don't make a listener

novel ember
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What does that mean in the context of UE4? You mean a form of dispatcher right?

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Listener that is

next badger
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@novel ember yes, it's a dispatcher, in the terms of ue4 (listener is actor with event bound to that dispatch event)

novel ember
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Ah okay

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Yeah I'm already doing that for the palette manager

next badger
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you could add dispatcher to the level BP BTW

novel ember
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Which is basically a smoke-and-mirrors day/night cycle

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I've considered that too, and that's actually how my old palette system worked

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iirc I switched to the listener setup because I wanted it to work via construction script so I didn't have to run it to see what it would look like but it's way more optimized now

next badger
novel ember
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Early optimization, I know, but now I am questioning whether my palette manager could be set up better

dreamy quartz
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Anyone here used WebBrowser widget? Every time I try to access a website it shows me old version of the website, like there is some weird cacheing? How can I disable it?

novel ember
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As-is there's a single call event with the updated palette (array of colors), and then all the relevant actors listen for it. Once it fires, relevant actors then call back to the palette manager, and the colors are changed via the manager actor itself

livid haven
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@next badger my point "don't use memcpy trying to prove that bool is inconsistent" was never their point though.

novel ember
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I'm wondering if it'd be better to just send the palette on call and handle the actual color changing logic in its respective actors

livid haven
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Their point was that this function that explicitly says "return 1" or "return 0" can return other things, on a particular compiler, because <complex reasons>

novel ember
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Re: tempo, I guess listeners are gonna be necessary at least in part provided I go more advanced with it

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i.e. Mario Odyssey esque sound effects that dynamically shift key depending on where the song's at

next badger
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@livid haven i believe

int stuff (bool feature)```
may return any int
novel ember
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I feel like programmatic key changes are gonna be better than rendering unique sound effect key progressions per song because that'd be a nightmare otherwise

livid haven
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@next badger I feel like you're over complicating it. If you saw return SomeBool ? 0 : 1; you'd believe it would return 0 or 1, period.

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And you'd be wrong because bullshit unintuitive stuff. That's all.

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Really.

next badger
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@livid haven i see that, but does compiler?

livid haven
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Does compiler what?

next badger
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see that

livid haven
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That's the point. Compiler can see it differently.

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It's not intuitive. Because complicated reasons that they cover in the thread.

manic pawn
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so the issue here is a broken compiler optimization ?

livid haven
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For some definition of "broken", yes.

manic pawn
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since the code never told it to replace the branch with xor or whatever

next badger
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@manic pawn i'm not sure if it's a broken compiler, but they are memcpy random values in the bool and expecting it to behave as expected

livid haven
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You're so concerned about the memcpy.

manic pawn
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but the memcpy is irrelevant, you have a function that either has return 1 or return 0 and it's doing something else

livid haven
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^THIS^

manic pawn
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though I'm not understanding what is actually happening

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if you copy something to the bool that has 1 in the lowest byte

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how can the result ever have something other than 1 in the lowest byte

next badger
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@livid haven i am, cause it's the way they are bypassing the variable typization

manic pawn
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oh wait.

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the 1 will be in the highest byte with arbitrary garbage after it

livid haven
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The memcpy isn't writing garbage.

manic pawn
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the printf is ending up with garbage though

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so I was confused where that came from since it started with 1 and did an xor

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that doesn't turn things into random numbers

livid haven
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It's less about memcpy copying garbage so much as it is causing the compiler to not assume certain things and thus produce code that behaves in a very unexpected manner.

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The last one I pasted shows the same concept.

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Do something that seems intuitive. Except the compiler makes some assumptions in order to optimize and ends up running code you never thought it would.

manic pawn
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interesting how that last one still wasn't fixed 4 versions of clang later

next badger
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    //    xor with the value instead of 
    //    first converting to bool```
manic pawn
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why can you put () directly after a function pointer instead of having to do something like (*Do)();

next badger
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@manic pawn afaik you could bypass () for empty arguments functions

manic pawn
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huh

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oh is it because (*Do)() looks like another function pointer and it can't parse it properly

livid haven
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🤷

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Probably because of some insane bullshit C++ reason with complex parsing.

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Standard would say, somewhere.

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I love C++, but the fact that Foo() could mean a hundred different things is kind of insane.

manic pawn
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br_boi actually reading the standard

livid haven
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Is that a call to the Foo constructor? Is that a call of operator () on a thing called Foo? Is it calling a function called Foo?

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Or, hell, a method of the current class, where the method is called Foo?

ivory crag
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can somebody help me with a C++ build error?

next badger
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@livid haven operator int() const { return 42; }

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every int is now 42

livid haven
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That's not what that does. 😛

next badger
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well it's for casting

livid haven
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The fact that you are const-qualifying the invoking object should make it clear that this is a method.

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And therefore doesn't turn every int into 42...

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... only when you try to convert that class to an int would it evaluate as 42.

safe rose
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We got an ETA on 4.21.2 ? (Looks like maybe next week)

halcyon marlin
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Or a new Unreal/UT game? :3

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I'm sorry. I've been watching the development of this engine for so long now. It still surprises me that there's no talk (that I've heard) of a new one of my favorite games.

grim ore
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There is an unreal tournament game, it's just been shelved

dry moon
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Hmm is there a way to stop End Overlap from firing when streaming to a new level

next badger
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UT is a community driven project

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@dry moon put a volume on a persistent level?

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i'm not sure why it's even triggering, it should not

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at least if you're not unloading the level

dry moon
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Yeah I know it shouldn't, though I'm trying to keep specific level stuff in the streamed levels

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just to be clean about it

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idk I'll figure it out

dull oyster
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Hello i have a question. I dont know how to enable decal blend mode to enable opacity to plug in my alpha channel. How can i do that?

grim sinew
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Also you can turn off two sided if it's a decal, it's redundant

dull oyster
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@grim sinew i turned it off.. Still cant set opacity

grim sinew
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I circled the spot where you can set it to be a decal, like you asked

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Actually, re-reading what you asked and looking at the screenshot, I don't think you asked the right question.

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A leaf card is not a decal. It's just a normal polygon.

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So keep it surface, then plug your alpha into opacity mask.

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and tick back on two sided.

dull oyster
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@grim sinew thats exactly what i want to do. But opacity map is switched off

grim sinew
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No it's not.

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Re-read what I said. "Opacity mask"

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There are two different pins for the different types of expected opacity.

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You have it in the wrong one.

dull oyster
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@grim sinew thanks 😃

dull oyster
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@grim sinew can i ask u one more question? why is normal map not showing any effect except the preview in material editor ?

grim sinew
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Because you're in unlit mode.

dull oyster
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@grim sinew ok. Now it works. Thanks man 😃

zenith flower
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You still can't send MAP variables across the network

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2019, and you STILL can't send a basic variable type across the network

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Trash.... Just trash....

signal minnow
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lul

polar hawk
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holy midpoint arrows

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look like a god damn flight plan chart

signal minnow
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Anyone have any suggestions? Upon trying to use GameSparks in a fresh UE4.12.1 C++ project it just crashes due to files not existing

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hahaha allar

zenith flower
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Did you just ask about 4.12???

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You mean 4.21?

signal minnow
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lmfao yes 😄

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i mean 4.21

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4.12 was released like what, July 2016?

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😛

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Obviously I mean 4.12

zenith flower
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lol

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GameSparks hasn't gotten their IOS bug fixed in over a year

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They blame apple

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"fix coming soon" since 6 months ago

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Are you sure you want to use GameSparks?

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On their main webpage, they have a "Trusted by" and it doesn't list Unreal Engine.... Hmmmmm xD

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They lie xD

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Are you making a mobile app? Their showcase seems geared towards that

signal minnow
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i just want Pc and android compatibility

zenith flower
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Build the game first

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Unreal is releasing their crossplatform stuff this year

signal minnow
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i have a prototype

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thats the thing, just testinf gamesparks on a new project

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so i dont damage and have to repair anything

zenith flower
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what I mean, is unreal is releasing their OWN crossplatform stuff this year

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like built in to the engine

signal minnow
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i heard

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but i doubt itll support steam

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itll support like epic store

zenith flower
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This will support all 7 major platforms (PC, Mac, iOS, Android, PlayStation, Xbox, Switch)

worn granite
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Also its made by epic

zenith flower
worn granite
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and not tied to the store

signal minnow
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i guess ill wait haha

zenith flower
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I bet you 10$ someone manages to abuse it, and get steam into it

worn granite
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Get steam... into... it? wut

zenith flower
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(into unreals soon to be built in cross play)

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Like steam support has always sucked

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so people made plugins merging it into the engine

signal minnow
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which then got merged, yeye

zenith flower
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sort of

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but yea

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Anyways, when I found out about this, I stripped out the Advanced Sessions Plugin

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and started on just making sure that the networking and replication works

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basically getting it ready for whatever unreal throws us for crossplay

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2019 will be hell of a year for me if all goes well

signal minnow
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u made that plugin or..?

zenith flower
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nooooo

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lol

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I just stopped using it for more than hosting a game

signal minnow
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oh haha

zenith flower
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If you can press play in the editor with each option, then you are ready:
Dedicated (on and off)
players (1 and more than one)

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And if everything still works, then you are good to go

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Do note, that cross play wont give you the features that GameSparks has

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like leaderboards, goals, region management ect

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You would still need to to that yourself

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You could work on that

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Or wait till gamesparks fixes their 4.21.1 bug

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or make sure you installed it correctly into your project

signal minnow
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its loading the plugin that kills the project from opening

strong python
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Is it impossible to save a default asset? If I alter the first person template blueprint to remove gun + crosshair, I cannot save it, unless I save it as something else

zenith flower
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restart the editor

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no reason you can't save it

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It fails to save because something has it open

strong python
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hmm

zenith flower
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(other than the engine)

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make sure you don't have the same project opened twice

strong python
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I've restarted the computer, the project, the editor, everything multiple times over multiple days

zenith flower
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load teamviewer and I will help real quick

strong python
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haven't used that in quite some time, would need to re-install

zenith flower
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just use the quick support download

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no need to install

strong python
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oh ffs

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I restarted it yet again

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going to re-produce the error

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and NOW it saves

zenith flower
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lol

next badger
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it may be that 2nd ue4 was running after all

strong python
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No idea why its working now, did the same thing. boot up UE 4.20.3, delete the arms, guns, and BP code related..

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Maybe yeah

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I guess something wasn't shutting down right until now

left flame
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Someone knows if I can delete this folder?

signal minnow
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Why would you want to remove that?

left flame
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there a lot of materialss there I dont want

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you should delete VREtidor too dude

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look at these files

signal minnow
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But they don't get packaged into your final game, though?

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So it really only takes the 10gb or w/e on your ssd?

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Like 10gb/2000gb doesnt really bother me

left flame
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let me see the final build trough command line if it inst cooked togehter

signal minnow
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I don't believe it should be

left flame
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so on your final version you shall have a folder called engine

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if you open it and go on its content

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you should see this

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so yes the final build will get cooked tegether

signal minnow
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That just depends on your cooking settings, though?

left flame
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I dont think so o.O

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Good night dude

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Im going to sleep

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Also, I dont know if you know it

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thats a good topic

signal minnow
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ty 😛

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damn epic spending there time on Fortnite than adding this functionality into the editor,

sonic pagoda
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@strong python you might have had 2 instances of the same project running

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that will cuase you to not be able to save assets

brave heath
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Hello, I'm trying to fix a problem for almost a week.
My character always looks at the camera in flying mode while it moves up or down. Can anyone help me ?

grim ore
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lol well I am glad that person brought up the issue with engine content being included in packaged games because it sure as heck seems like it is. the option to remove it doesn't remove all of it either just like 3MB out of 58MB lol 😦

plush yew
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@brave heath is flying mode by pressing W and S?

brave heath
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Yes

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Haem, no

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I activate the flying mode by pressing "F"

plush yew
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I'd make a guess it has to do with the animation controller that originally W and S would make him turn forward and back, and it's still there

brave heath
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And I move up/down pressing W and S

grim ore
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the easiest way might be to lock the rotation of the character axis, to fix this

plush yew
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but then the character can't turn at all

grim ore
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but then.... its gonna look weird when turning perhaps

plush yew
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PRETTY sure that will be handled in the animation blueprint for the character

brave heath
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Yeah Mathew, I've already try that and the rotation was ugly and not smooth :(

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I haven't checked that Luca, thanks :d

plush yew
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It's 100% because pressing W and S is still tied to making him turn that way and you never removed it

next badger
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@signal minnow oh, they will be packaged

signal minnow
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?

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you can exclude directories from being cooked tho

plush yew
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Fortnite is MADE in UE

signal minnow
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fortnite is made with disgusting garbage gameplay**

plush yew
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😮 I love Fortnite

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ah typical hippie against "popular" things I see

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You don't have to like Fortnite but you can't say it's not a decent game, especially when playing with friends it's so fun

signal minnow
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I prefer to play actual games.

plush yew
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oh geez lol

signal minnow
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The RNG ruins the game

plush yew
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"actual" games

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I didn't know Fortnite wasn't a game? Hmm

signal minnow
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Shooting has little skill.

plush yew
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oh god

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stfu

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at least make correct statements

signal minnow
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Bud, you aim at someone. Head shot on their head and it will hit their neck

weary basalt
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Guys

plush yew
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Doesn't make it any less of a game, though...

weary basalt
zenith flower
#

This gets weirder and weirder, I create an actor on the server, and the clients begin play starts before all the variables that I set in the creation of the actor have even been replicated.

#

Like really?

#

I put the freaking variables there during spawn for a reason!

#

begin play shouldn't be running before the "expose on spawn" variables have replicated........

manic pawn
#

if that's a c++ actor, I think there was some function you could override to send some variables as part of the initial bunch

zenith flower
#

no, blueprints

#

I swear to god, I will do everything in my power to avoid c++

#

When I have the $$$ i'll get someone to fix all the stupid shit in blueprints

#

then push it to unreal

#

There is NO REASON after all these years, that blueprints have some stupid limitations at times

manic pawn
#

hmm I think you need a few more $ symbols for that project

zenith flower
#

in all seriousness, if they would just expose a bit more to blueprints, i could work this out

manic pawn
#

the same would happen with a c++ actor regardless

zenith flower
#

why

manic pawn
#

replication is just very br_big_brain

zenith flower
#

why would you spawn an actor, with empty variables?

#

Like, wtf?

#

why?

manic pawn
#

I don't know

zenith flower
#

why start being play, if begin play is not ready?

#

why EVEN HAVE begin play, if it acts like this

manic pawn
#

you might also wonder why it is possible for a client to have a pawn before having a player or game state

zenith flower
#

This c++ machoism shit is starting to get under my skin, all this fucking work to create a blueprint system, and the general response is "use c++"

dry moon
#

Definitely gets frustrating yeah

manic pawn
#

blueprint is not intended to replace c++

zenith flower
#

Its like it was someones project baby, and they got fired

#

and unreal was like, meh. Next

manic pawn
#

both are meant to be used in combination

zenith flower
#

no, screw that.

#

I've got 99.5% of my game done in blueprints,

#

been two years like this

#

I worked around all their shit

#

but now, i get to add 20% more blueprints to my game because they can't expose basic functionality

#

like NOT STARTING BEGIN PLAY WHEN INITAL VARIABLES HAVN'T EVEN REPLICATED

#

fuck!

manic pawn
#

(that is indeed pretty br_big_brain )

dry moon
#

or letting you lock rotation/position physics in blueprint

#

not being exposed for some reason

#

only giving you presets in their enum

zenith flower
#

They only expose shit they would use in blueprints

#

We get their left overs, while they act like they do it for us

#

Cross play? They BRAGGED that its from fortnite

#

They didn't give a shit about it before

manic pawn
#

where do you see someone acting like that

#

it is pretty obvious that 100% of unreal development happens either because epic needs a feature or one of their AAA partners

zenith flower
#

You know, instead of retroactively refunding their reduced %, they could have put that money into a Quality of fucking life update

manic pawn
#

just make unreal engine 5 br_big_brain

zenith flower
#

oh thats funny, the owner is replicated before begin play, but none of the exposed on spawn variables

#

how cute

#

Lucky for me everything is owned in a special hierarchy I can depend on

worn granite
#

Evo when you get the money... Im ur guy

zenith flower
#

Don't worry, I wont forget

static bramble
#

Newish to UE4
Doing an RPG and so far its 100% blueprint
I'm assuming a full BP game will have performance issues vs a C++
Any resources/tips for when its recommended to use BP vs C++ or vice versa?
I dont know C++ but willing to muddle through it for a better outcome

brave heath
#

Don't make a RPG if you can't even make a tic tac toe game on UE4

#

That's my advice

fleet cedar
#

So there has been a ton of resources written on this I’d recommend googling for a more complete answer but, put stuff that happens on tick in C++ and event based functions in blueprint

static bramble
#

Thanks, that's about what I was assuming but nice to know I'm not completely full of it lol

fleet cedar
#

Personally I’m trying to go 99% C++ in my project since I want the experience of it, but also because I want to be able to ship to the oculus quest and PSVR so I’ve got to have pretty efficient functions

dry moon
#

Avoid ticking as much as possible and if you need to, let it tick for what you need and then untick. If you absolutely need to, try adjusting the tick rate

#

And use interfaces as much as possible instead of casts

fleet cedar
#

^ I have to use tick though since I’m running my own vehicle physics

dry moon
#

Well if its player/NPC yeah no way around it

fleet cedar
#

I’m actually really proud of it, it’s all done in C++ and doesn’t rely on simulate physics

#

I’d like to see how it compares performance wise to the vehicles UE provides but I’m not sure how to measure C++ performance

dry moon
#

But those are the most simple and effective things off the top of my head

static bramble
#

At the very least, I'm hoping to be able to build a concept in BP and use that as an understanding to implement the same in cpp

fleet cedar
#

Yeah it’s pretty 1:1, a basic understanding of C++ syntax is needed though

abstract relic
#

Bps are indeed nice for quick experimental iterations

static bramble
#

I know just enough to screw up a wet dream 🙃 lol

fleet cedar
#

For example;

UWorld::LineTraceSingleByChannel

bool LineTraceSingleByChannel
(
struct FHitResult & OutHit,
const FVector & Start,
const FVector & End,
ECollisionChannel TraceChannel,
const FCollisionQueryParams & Params,
const FCollisionResponseParams & ResponseParam
)

It’s not explicitly clear there that OutHit is being set on the line trace since the function doesn’t return it

#

But if you understand that since the value of outhit is passed by memory therefore the function can write to it and modify it without having to return it then you should be good

#

Personally for me it was all those little concepts that kept me away from C++ since I tried to learn it in the UE4 setting at the same time, but taking a step back and learning just C++ was really helpful

devout gulch
#

in c# its kind of similiar

#

all calsses are passed by reference by default

#

like hitresult here

#

which if you don't know about, can be really surprising to your demise

#

especially since in c# class reference can be null

latent folio
#

does UE3 still get updates? when was its last update?

#

just curious

cloud cobalt
#

UDK was

tall pendant
#

nope

cloud cobalt
#

Whatever Rocket League uses now is probably the most up to date UE3

latent folio
#

oh so epic stopped support for ue3 since launch of ue4 right?

tall pendant
#

there was support after ue4 release

#

but not anymore

cloud cobalt
#

It's been 5 years since UE4

tall pendant
#

and thats only the public release

latent folio
#

do u think its reasonable for devs to think to shift from UE3 to UE4 especially for long running games like RL and paladins. it will take time but them game can survive even longer and be more stable

tall pendant
#

ue4 is around for longer hehe

#

I doubt it's reasonable. For many reasons.

#

and tbh UE4 isn't more stable than lets say ue3 😄

latent folio
#

like what reasons?

cloud cobalt
#

If your game is on UE3 and released, moving to UE4 would basically be a new game

#

Every texture redone from scratch for example

coarse osprey
#

Depends on what you're doing

#

New technology is way more stable in ue4

#

Sometimes not even possible in ue3

latent folio
#

i am not talking bout myself just curious why dont game devs who plan to support their game for many many years switch to ue4 from ue3

tall pendant
#

Because it's just not reasonable. 🤔

#

you would have to allocate lots of resources

cloud cobalt
#

Because it would be recreating the game almost entirely

tall pendant
#

yep

coarse osprey
#

A game wont survive longer bacause it is in ue4

#

Changing the engine is throwing money away

cloud cobalt
#

Even updating to newer UE releases is far from the norm

#

Because most of the time, you don't need the new features

tall pendant
#

^

cloud cobalt
#

And you don't need the new bugs or the breaking changes either

latent folio
#

gotcha

#

then what was up with the dota2 engine port to source 2

cloud cobalt
#

Source was ancient at that time

latent folio
#

is it just they r 'valve' or something else

cloud cobalt
#

Source was ancient when UDK was out tbh

paper kernel
#

[2019.01.19-10.44.11:726][ 0]LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0003 seconds. Added 0 classes and 0 folders. [2019.01.19-10.44.14:148][ 0]LogWindows: Error: === Critical error: === [2019.01.19-10.44.14:148][ 0]LogWindows: Error: [2019.01.19-10.44.14:148][ 0]LogWindows: Error: Fatal error! [2019.01.19-10.44.14:148][ 0]LogWindows: Error: [2019.01.19-10.44.14:148][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x1e023370

#

any idea what is corrupt?

#

it's crashing but none of the asset loads failed

#

looking at older logs, next up on the list should be font loading

#

[2019.01.17-08.44.54:417][ 0]LogSlate: Took 0.000258 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)

cloud cobalt
#

Launch it through Visual

paper kernel
#

it doesn't have project files generated

#

sec, it opens up in 4.20

#

ill generate them

#

..then I'll have to update VS before I can build

frank escarp
#

@latent folio Source 2 renderer was designed to be back compatible with source 1 renderer

#

thats why they did it. They did not rewrite the game

#

they just updated some of the engine DLLs with a new one

paper kernel
#

🤔 no issues when launching through VS

#

what's that about

frank escarp
#

this Quake 2 raytracing

#

holy shit it works

#

and holy shit is smooth as silk

#

that denoiser is black magic

manic pawn
#

did you try it with your 2080?

frank escarp
#

yes

plush yew
#

how do i start using unreal engine 4

manic pawn
#

wait, this is using purely rtx, not just for fancy light effects?

frank escarp
#

yes

#

its pretty much Cycles

manic pawn
#

that's pretty cool

#

but what's with the 48 fps video 🤔

#

how well does it run?

frank escarp
#

perfect 60 fps at 1080p

#

runs perfect

#

in fact, gonna try a time demo

manic pawn
#

time demo?

frank escarp
#

65 fps

#

average

#

@manic pawn tink of it as mega-temporal antialiasing

manic pawn
#

how is it possible to turn that noisy garbage into that on the right

frank escarp
#

that denoiser is straight up black magic

#

and it could be inserted into other renderers

plush yew
#

how did u guys get so gud at coding n stuff

frank escarp
manic pawn
#

what is bvh update?

#

does rtx have to constantly re-build a global bvh?

frank escarp
#

yse

manic pawn
#

oof

#

if that already takes 0.45 ms with as little geometry as this game has

wary wave
#

depends on how much geometric complexity actually adds to the cost, to be fair

frank escarp
#

gonna run it through nsight

#

see how the accel structure looks

#

unreal engine uses 1 block per object, nvidia has commented that if your objects are static you should merge them into bigger blocks

#

becouse that way the accel structure builds faster

#

and it raytraces faster too

#

nsight doesnt seem to respond that well, its been trying to load the accel structure for a while now

cursive dirge
#

those quake shots would probably look way more awesome without those textures :p

frank escarp
#

i could try to hack together a no-textures mode

manic pawn
#

yes

amber moat
#

hi there, i'm following a tutorial where the we create some basic movement in BP_PlayerController (BP created from a c++ class, not sure if it's important). Every moves works juste fine, except mouse related inputs. I can't get the "camera" to rotate, but pitch and yaw seems to be well configured in the BP. The character have a SpringArm with a camera under it. Any thought ?

somber condor
#

Hey guys, I'm looking for a quick and handy way to record flythrough videos of my ue4 levels in-editor. I like to be able to record the normal WASD navigation in my scenes but it's hard to get smooth camera rotations when rotating realtime with mouse. also the sequencer method although is the best but takes lots of efforts to setup

fierce tulip
#

create keyboard shortcuts for rotate left/right/up/down along with back/forth/left/right

unreal siren
#

Hey guys, I'm wondering how I should handle the Input with my pause menu, when I try to modify the input mode after closing menu the menu the mouse just goes out of the PIE window in the editor, not sure if it's an actual problem in the game or it's just an editor issue.

unreal sonnet
#

Hey #ue4-general, do you guys have any recommendations for recording GIFs? I want to make more GIFs or MP4s that I can paste into Discord for #work-in-progress. Most everything I see out there, though, is really bulky or annoying (e.g. they want you to make an account on their website). I'm just looking for some simple dumb app.

somber condor
#

@unreal sonnet for gifs I use the simple free app called "Gifcam"

glacial pecan
#

how can I see the performance impact of my textures? I'm using a lot of 4k textures which seems unnecessary in VR, but I don't know if I gain much by downsampling them

static viper
#

the most obvious 2 things are RAM

#

and loading spikes

#

you can use the profiler

bitter iris
#

Guys any ideas on how to stop the camera from doing this

static viper
#

near clip

bitter iris
#

what should i do for no clip

wary wave
#

there's no such thing as no clip

#

but you can adjust the near clipping plane

bitter iris
#

is it lower the closer to no clip or higher the number?

wary wave
#

lower

#

in any case, it looks like the mesh is intersecting with the camera, at that point no value in the near clip plane will work

bitter iris
#

okay thanks

#

so 0 wont work but will 0.1? lol

wary wave
#

it's a distance

bitter iris
wary wave
#

yep, just be careful that your animations for stuff like recoil don't send it back into the camera and you'll probable be fine

bitter iris
#

will do thanks

static viper
#

@wary wave would you advise to generally set clip distance for a game?

#

or leave it as default?

#

its highly useful for fps

#

why not use it always

digital anchor
#

it decreases depth precision, so only chance when you need

static viper
#

is that a heavy issue?

#

i cant find results to this

digital anchor
#

you get problems with stuff very far away, i never made a game with a big world so i dont really know

#

i would guess the default is a middle ground

static viper
#

ah

#

so i shouldnt care then

#

bc my next game will likely only have max draw of 5000 to 7000

#

and that is gonna be DOF zone anyways

#

or is this clipping Z away too?

#

for sky and fog

glacial pecan
#

huh... did TAA kill the need for mip-maps? everything looks nice and there's no shimmer

static viper
#

do you know what mip maps do?

#

XD

#

TAA makes it worst

glacial pecan
#

yeah, they remove all of the normal mapping and ao from distant textures, making all meshes look completely smooth 😛

#

with no mip maps, I see detail all the way to the horizon

#

and TAA takes away the shimmer that you used to get back in the day

static viper
#

well it just blurres it

#

so you get the opposite effect really

glacial pecan
#

I just turned off mip maps and I am telling you what I am seeing

#

because I had a texture that wasn't power of two and I noticed it was MUCH sharper and more detailed in the distance

#

so I just killed mip maps and suddenly, my level looks fantastic

queen arch
#

anyone here can help me with some dice math?

static viper
#

you can always ask the question

plush yew
#

Can anyone tell me what use the arrowcomponent actually has on a character mesh, and can it be removed, if so, how?

queen arch
#

I want to calculate probability of X successes while rolling Y dice. 4 and 5 count as one success. A 6 counts as 2.

So what is the probability of getting at least 2 successes when rolling 4 dice? What about at least 3 successes when rolling 4 dice? I need a formula!

gleaming creek
plush yew
#

of dice ^ 6 - successes? Not actually sure.

queen arch
#

That doesn't look right :/

#

And binomial distribution works when you have two results. I have 3

#

Unless I didn't understand how Binomial dist works (which is probable)

gleaming creek
#

I think you'd use it twice, once for the 4-5, once for 6

#

but it might be overkill

wary wave
#

@queen arch - work it out in steps:

on a single roll, the probability P is equal to the number of desired outcomes X divided by the possible outcomes Y; (P = X/Y). Ergo the chance of rolling nothing is 0.5, of one success is ~0.333 and of two successes is ~0.167.

for two rolls the probability of a given outcome (Px) is the probability of the first outcome (P1) multiplied by the second outcome (P2) - Px = P1 x P2, ergo the probability of getting no successes is 0.5 x 0.5 = 0.25, the probability of getting one success is 0.5 x 0.333 + 0.333 x 0.5 = 0.333, of two successes is 0.333 x 0.333 + 0.333 x 0.333 + 0.5 x 0.167 = 0.306, of three successes is 0.333 * 0.167 + 0.167 * 0.333 = 0.111 and of four successes is 0.167 * 0.5 + 0.167 * 0.5 = 0.167.

#

I don't recommend extrapolating that by hand for three dice, but there is a something you can observe

#

you can work out the probability of rolling a 4+ quite easily, and you can work out the probability of rolling a 6+ quite easily

sudden agate
#

What's the point of "Verify" in the Launcher?

wary wave
#

so the probability of one die being 4+ = 0.5, subtracted by the probability of that die being a 6 is 0.5 - 0.167 = 0.333

plush yew
#

File integrity?

queen arch
#

I think I'll have to read that 4 to 5 times to really get it

wary wave
#

haha

queen arch
#

but it looks about right

wary wave
#

this is just the intro

sudden agate
#

@plush yew doenst do shit apparently. Deleted some files and files are not recovered or redownloaded

wary wave
#

unfortunately, things are going to get more complicated if you want to calculate the odds of any given number of successes generically, but you can fudge it in an algorithm because you don't have to do it all in one step 😄

#

what is this calculation being used for?

queen arch
#

For balancing the game

#

I need to know how many successes I can expect per die

wary wave
#

just an average?

queen arch
#

and the percentage of at least X successes

#

to know how many hit points to give my enemies

wary wave
#

I mean for number of successes per die, the average result is 0.5 * 0 + 0.333 * 1 + 0.167 * 2

#

so it's 2/3rds, basically

#

if you're rolling 10 dice, you can expect 10 * 2 / 3 successes as the average result

#

(6.67)

merry gazelle
#

guys my UE4 crashed, this time I tried restoring and it's wiped all my control inputs in project settings. Is this normal?

queen arch
#

I also figured out that I could balance things out by thinking that 6 counting as 2 successes, is almost identical to just rolling +1 die and counting 6 as a simple success...

merry gazelle
#

It's going to take more time just to add those damn inputs again -_-

#

Also it saved over the version I was working on

queen arch
#

But I got a little obsessed with finding a simple formula that will give me the probabilities of rolling everything

wary wave
#

there'll be a formula, but it won't be that simple

#

you could write an algorithm to calculate it more easily, hehe

#

if you look above when I unrolled the two dice probability by hand - the benefit of computing power means you can just do that in loops 😄

#

it'll be pretty fast so long as you're not rolling hundreds of dice

queen arch
#

yeah, I'll see what I can do with it!~ Thank you ^^

wary wave
#

no problem - but I think it's probably a good idea to do the algorithm and put a dev debug statistic in there somewhere that shows you the probability of success 😃

#

also I must admit I'm a bit disappointed that this is the first proper game design question we've had for bloody ages and it's sod's law it isn't in the game design channel

maiden sundial
#

I hope someone uses the Qt-Creator for the UE4 cpp part, bcuz i need help :S

wary wave
#

I doubt anyone does

maiden sundial
#

Some use it, but the question is if this ppl are in this server and also see my message :c

wary wave
#

the second example link even includes source code

bronze cedar
#

what are the necessary steps for making a paddle movement left and right, i cannot make it done, no matter what i do , i have tried several times, now i am thinking it might be problem in my UE4

#

@wary wave plz help

wary wave
#

SetActorLocation( GetActorLocation + MyDirectionVector) ?

bronze cedar
#

how to do that with BPs

#

@wary wave , with input axis

#

is player controller necessary , and game mode too, because i tried that too, but i can't make it done

wary wave
#

input axis *delta time * direction is your direction vector each tick

bronze cedar
#

ok i will try, in BP i don't get it fully but try and error makes thing work and give some experience too 😄 : thanks @wary wave

wary wave
#

if you're really struggling with it, doing some basic tutorials wouldn't hurt

bronze cedar
#

ok but i have seen so many tutorials, but yes it's always good to learn something, there is very less tutorials about what i want to do , it's a paddle game and i want to move it left and right, tutorials on other types of games are so much , but what i am looking for is rare i think , i find very less what i want to do, i do the same thing but the result is null , @wary wave

plush yew
#

can someone tell me what the arrowcomponent actually is, and if it can be removed?

static viper
#

it has a use

#

it shows x and can be used for that

gleaming creek
#

It's used so you can see which direction your character is facing

static viper
#

you cannot remove it

#

its inherit

plush yew
#

"Useful for indicating which way an object is facing." - it doesn't sound that useful

#

it doesn't even sound necessary

static viper
#

well

#

it isnt distracting either

plush yew
#

It is for me...

static viper
#

it does nothing gameplay wise

#

well

#

to bad then ^^

plush yew
#

You say it can't be removed?

static viper
#

its inherited

plush yew
#

An inherited mesh can be removed

#

Yeah I don't need it...

#

so if I delete the .h and .cpp classes it will be out of my way?

pallid compass
#

It's an editor only comp I'm sure

#

But

#

There's prob a param in u macro to disable it

#

U can't just delete the .h and .cpp

static viper
#

dont tell him :/

#

you also dont say yes

#

bc yyou dont want people to know right away.

plush yew
#

Uhm. Will the game crash?

pallid compass
#

U won't even be able to compile the engine

#

Never mind crash u won't even be able to get that far

plush yew
#

doesn't the camera already tell the game which way a character looks -.-

static viper
#

you are unreasonably upset about this little arrow

#

its fantastic

plush yew
#

yep

#

It doesn't really make sense

#

like i said it's unecessary

pallid compass
#

It makes alot of sense

plush yew
#

how so

pallid compass
#

Arrow

#

Always point forward on games orientation axis

#

Very handy

plush yew
#

Camera.... does the same thing

pallid compass
#

No it does not

#

That makes no sense

plush yew
#

You don't need to know the axis, if you have the camera

pallid compass
#

Your assuming at best cameras would be locked forward

plush yew
#

no

#

I'm saying it's not needed

pallid compass
#

Yes it is

#

Your just lack developer experience to understand why it's there

plush yew
#

what for

scarlet birch
#

It saves so much time having that little arrow when troubleshooting things .

pallid compass
#

What if your outside of camera

#

What if it's on another entity in the world

plush yew
#

how often do you run on an angle in real life?

#

lol

pallid compass
#

Animation and character orientation are not paired

plush yew
#

k

#

so whats your reason?

pallid compass
#

How often do you decide? Not alot

#

Your getting mad over something you don't understand

plush yew
#

then explain your reason

pallid compass
#

You can't expect the engine to be tailored just for you

#

I just gave you a bunch

scarlet birch
#

He did.

#

"Animation and character orientation are not paired"

static viper
#

pls continue to annoy rei

pallid compass
#

If anything AFAIK if I remember correctly

plush yew
#

no you didn't. all you said was that it locks the forward axis

static viper
#

its highly entertaining

pallid compass
#

It's attached too the bottom of the capsule

plush yew
#

and that is necessary because?

pallid compass
#

Which is even better

plush yew
#

whats your reason for it being necessary?

pallid compass
#

No it doesn't lock like thst

#

U misread what I said

#

It always followed it's attached entity compounds forward vector

plush yew
#

for the 4th time, EXPLAIN it

pallid compass
#

Follows

#

Typing on a phone

#

For the 3rd time I have

next badger
#

oh, it's Skyrip Time! always fun to read

plush yew
#

sorry, and that does what, exactly?

pallid compass
#

Points forward

#

Very handy

plush yew
#

so does a camera...

pallid compass
#

What if camera is not locked to forward axis

plush yew
#

camera is attached to mesh

pallid compass
#

Yours might be but not everyone's might

#

So?

plush yew
#

by a location

#

its locked to that location according to the mesh

pallid compass
#

U don't think that can change?

plush yew
#

yep.

#

by yep, I mean no, why would it

next badger
#

in most 3rd person games camera is ribbon one

pallid compass
#

Maybe I don't want it locked like that

#

Maybe I want smoothing for one

plush yew
#

it doesnt change

pallid compass
#

Offsets maybe

#

For u no

#

Your being super narrow minded

plush yew
#

place your camera facing behihn the character

#

the arrow still points the direction char faces

pallid compass
#

Then u got shit camera

plush yew
#

therefore useless arrow

grim ore
#

.... he has been doing this for a while now, you seriously need to just ignore him and move on.

pallid compass
#

What if char orientation is not locked too controller

plush yew
#

that makes the arrow irrelevant

#

why wouldn't it be

grim ore
#

he doesn't want help he just complains, read his history..... seriously lol, no 🥘 🍖 the trolls

static viper
#

he trolls the right person

pallid compass
#

No it's not

next badger
#

@static viper who?

static viper
#

cant

#

has blocked me

#

😄

pallid compass
#

Arrow stays locked to char orientation

static viper
#

he will never realize

plush yew
#

whats your point @pallid compass

pallid compass
#

My point is the question u asked

plush yew
#

uh what

pallid compass
#

Just need to clarify

#

Do you know what a vector is

plush yew
#

you're not even speaking english now

#

direction

pallid compass
#

Nope

next badger
pallid compass
#

Incorrect

static viper
#

😄

#

i only block really really really bad people

#

i have only 1 blocked.

plush yew
#

it can be direction or location

pallid compass
#

I can explain vector to you if u want

plush yew
#

no.

#

I want you tp explain the reason for Needing the arrow component

pallid compass
#

You sure because you don't seam to grasp some basics

#

Might help clear things up

#

Do you know what a left and right handed orientation system is first

#

There is so much I can talk about how an arrow can be useful

plush yew
#

Don't carea about that. I don't need to know it right now.

pallid compass
#

I mean fuck it guys

#

Let's remove the rotation and movement gizmo too

#

Camera points forward

plush yew
#

K

next badger
#

1D First Person Shooter?

pallid compass
#

Yes

plush yew
#

That's not what I said, but K

pallid compass
#

Your implying it

plush yew
#

Implying what?

#

To remove rotation and movment gizmo?

#

lol no

pallid compass
#

That things can be removed because camera always forwsd

plush yew
#

Now you're just being nonsensical

pallid compass
#

If you come back and ask me about the arrow once you understand basics of vectors and transforms

#

It might help

plush yew
#

Knowing location and directions within the engine is going to make me understand a component inside a game, where the engine already knows everything without the arrow component?

pallid compass
#

Sure

plush yew
#

NOPE.

pallid compass
#

Why render anything

plush yew
#

W....what?

next badger
#

all this chatting is about difference between forward vector and camera vector?

pallid compass
#

No

#

He wants to remove arrow component from engine

next badger
#

Why?

pallid compass
#

Because he thinks it is pointless

plush yew
#

Word.

next badger
#

oh...what about actors that don't have camera?

#

like AI

plush yew
#

I've thought of that already.

pallid compass
#

Already tried it Alex

plush yew
#

And I just answered that for you.

next badger
#

@pallid compass I see

pallid compass
#

He's going maximum potato right now

#

More than I do

plush yew
#

Okay. But see. This is what gets me now.

#

IT CANT BE REMOVED

#

Why?

pallid compass
#

Because it's inherited comp

#

Actually

#

U prob can

#

With u macro param

plush yew
#

Why do I need an arrow component on a usable character?

next badger
#

@plush yew you can remove it actually

pallid compass
#

Same way u. An remove the skeleton mesh

#

Can*

#

Only hard coded piece in char is the capsule

plush yew
#

If I don't have AI in my game, I don't need the damn arrow

pallid compass
#

Engine is not tailored for u

plush yew
#

lol what

#

Then why do we need to constantly add collision to our chars?

pallid compass
#

The fuq

next badger
#

@plush yew it's a generic class that has things that are useful for "most" cases, not every case, if you want to - you could make own class with "blackjack and hookers"

pallid compass
#

This is worse than pillows

#

At least he is polite

frank escarp
#

@plush yew the arrow is removed on a build game, its only there for editor...

pallid compass
#

He don't care fam

plush yew
#

lol wut

pallid compass
#

Told him this already

plush yew
#

why would it be removed for the build?

next badger
#

@plush yew ue4 uses physx library, and that collision is well optimized for 3d...way better then most devs could do themselves

pallid compass
#

It's editor only

tall pendant
#

The Arrow Component is extremely usefull for many aspects of debuging your game like the orientation of sockets, attached objects, muzzle flashes, projectiles etc etc

plush yew
#

Oh you mean visible in the editor and not the build. right.

#

But I mean removing it altogether for my project.

pallid compass
#

You can't

frank escarp
#

it doesnt even compile in editor wtf

pallid compass
#

And it's not shipped with games

frank escarp
#

the entire component is removed in shipping games

pallid compass
#

VB he don't know what vector is to give us a little scope

plush yew
#

then why is it needed

pallid compass
#

To point in a relative direction too it's attached components

tall pendant
#

for one its used for debugging

scarlet birch
#

Is it definitely removed on build? I've seen its transform used as a reference by more than one person.

next badger
#

@plush yew for the purposes you may not comprehend

plush yew
#

I've got one person telling me it's needed, and one person telling me it's removed from builds.

#

That makes no sense.

pallid compass
#

It makes much sense

plush yew
#

If it's needed, why does it get removed? lol

pallid compass
#

I already told you it's not shipped

plush yew
#

Uh.

pallid compass
#

It's used for development

plush yew
#

Uh.

#

lol that contradicts your previous reasoning

pallid compass
#

Not sure how I can dumb this down anymore really

plush yew
pallid compass
#

No it does not

plush yew
#

you just said 10 minutes ago, what about use with AI

pallid compass
#

Yeah for development

plush yew
#

so... it's not needed?

pallid compass
#

Got nothing to do with final ship

bronze cedar
#

why ue4 is making that much list

tall pendant
#

For some people game development will just be a dream they have.

pallid compass
#

Because things need to be spawned in the world

#

Lmfao diz

fierce tulip
#

@grave nebula and they keep annoying us with it

bronze cedar
#

i don't have that much things in my level, two spaceShip and all that, two camera

scarlet birch
#

Before this degrades further please take a moment to read the pamphlet provided by our brethren of the arrow. It will shed light on why the arrow must not be removed.

plush yew
#

@pallid compass what for? If the camera does exactly that?

pallid compass
#

Where do you think your controller goes?

#

Camera does not do that

plush yew
#

uh?

pallid compass
#

The arrows is literally just to show you a direction in development

plush yew
#

WUT

pallid compass
#

Idk how to make this any more simple

plush yew
#

"direction in development"

pallid compass
#

ARROW DO POINT

#

Yup

#

It don't ship AFAIK

plush yew
#

PlayerStart does point.

pallid compass
#

That's nice but that has nothing to do with this really

plush yew
#

Placing meshes face in direction, is the direction you want it to face, then you place camera. Mystery solved.

pallid compass
#

It always point in Xyz direction of what ever it's attached too

#

I think u might need to take a basic udemy course

#

Your in over your head

plush yew
#

but animations are what "turn a character"

pallid compass
#

I honestly can't simply this anymore if my life depended on it

#

No there not

plush yew
#

the arrow component isnt needed...

pallid compass
#

If your trying to quote me you are pretty far off

#

Go delete arrow cpp

#

See what happens

scarlet birch
#

I was feeling despair at the lack of good posts elsewhere. Logged in to see a somewhat interesting discussion on probability and then this....

plush yew
#

and you just said it's only used in editor, that it doesnt get built in the game, that its removed. you're not making sense.

scarlet birch
#

Don't forget the .h file too

pallid compass
#

I'm making alot of sense

#

Can't imagine how many people are lerking this right now

plush yew
#

probably no one.

merry gazelle
#

kind of spamming the discussion tbh

pallid compass
#

Arrow gud
Arrow do point
Arrow only used in development
Arrow comp can't be pulled out engine because dependencies

fierce tulip
static viper
#

hail satan

plush yew
#

is the mesh not connected to the pivot point of the camera?

pallid compass
#

Mesh has nothing to do with camera

#

So no

plush yew
#

unless its connected in the components....

pallid compass
#

What

#

Is the mesh connected to parent component? Yes

fierce tulip
#

its been a while since I wanted to bash my own head in

regal mulch
#

¯_(ツ)_/¯

pallid compass
#

Luos pls I am in public

static viper
#

this is lounge now!

fierce tulip
#

I would love to revisit the conversation where someone thinks ue4 doesnt have a renderer

static viper
#

and lounge is VIP

plush yew
#

we'll revisit that later.

pallid compass
#

I'm actually writing my own engine and renderer at the moment from scratch

#

Hardware rastrization that is

#

But having to write a my own build tool rip

#

Because spoilt my ue4 UNT

#

Ubt

raven nest
#

Epic Launcher won't read mouse events if the window isn't on the primary display =p

pallid compass
#

Really?

raven nest
#

FYI

pallid compass
#

Pretty sure it does

#

I don't have mine on primary window

raven nest
#

hmm

plush yew
#

I JUST WANT TO REMOVE THE DAMN ARROW FROM PLAYER CHARACTERS

pallid compass
#

I already told you how

raven nest
#

well the editor has weird window drawing bugs that seem to come and go from release to release, and the bug database is 15gb, so who knows

plush yew
#

😡

next badger
#

@plush yew why care? it's not like it is visible in game

plush yew
#

You did?

pallid compass
#

Yup

plush yew
#

One that can compile and build?

pallid compass
#

Twice

#

Yup

grave nebula
#

That is a lovely conversation you are having here.

fierce tulip
#

sigh

next badger
#

@raven nest mine launcher does work fine on 2nd one

pallid compass
#

I'll give us a good kick in the right direction

#

If you subclass char class

raven nest
#

maybe I'm due for a restart 😃

pallid compass
#

U should be able to place a parameter inside your new uclass macro above the class declaration

#

That disable arrow inheritance

#

Same for default camera and skeleton mesh

#

What that macro Param is

#

No clue