#ue4-general
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Compiler should optimize that out
Same thing really
20f
20.0f
Etcc
FML can't type on mobile at all
the same thing? Then why code it as a decimal place if it isn't needed?
obvs unless it has decimal value
No idea I'm only a few years old engineer
20f is hex 20.f is not
Prob legacy requirement
Ah there u go
Wait u sure?
Does compiler convert itthen
If it's in a float parameter for example
what do you mean @normal burrow
@normal burrow you sure it's not binary
Hex converts to 20.f
my bad base32
Feel like I've accidentally done similar in the past
The missing 0 basically
mud channel
you can't write 20f?
blocked showoff channel
I actually don't know even
@static viper ?
c# world only
ah
popcorn channel
why have a hex and a float value when compared to the same object that has all float values?
Forget about the hex
Non!
yea you need the 0x in front
focus on hax
0x20f
hax is best for gamedev
hacking isnt developing lol
ok, I go troll #lounge now
but... hacky workarounds are still at the heart of gamedev, you'll do it all the time (just ask any seasoned dev in this industry)
I still don't get it. Why have 20.f and not a decimal value like the rest?
it's just one way to mark it
you save one char too
If the value is 20.0f, you can forget about the 0
theres no reason skyrip tbh, same thing as 20.0f, 20.f is
20.1f however you probably want the 1
If you want it to be an integer, yeah
like 20.000000f
20 is an integer
so theres a decimal, but you dont carea bout any zeros?
float Value = 20 will be integer? 
Yeah, cause maybe you calculate later with it
whats the reason for that
zeroes to the right are irrelevant, thats like third grade
If u leave .f off a parameter that is for float so it's basically an int does compiler auto convert it?
20.0d is 20.0
no but there will be a conversion, eighter compiler or runtime
but if you declare it as a float, the 20f is a float......? why would you call it an integer
hello ๐ค
0lento
You can easily read up on this via google mate
This goes beyond what #ue4-general is about
its related
(: It's a final suggestion to use google for this.
where do i put questions to programming, just in the relating programming channel or can i also ask here, its not that big of a question atleast i don't think it is
sure?
@warm tulip This channel is only for stuff that doesn't fit
I'll not hire you ๐
So if it's c++ or Blueprint, just move there (:
ok ๐ฎ
Hire me pls
I'm not a programmer anyway. I'm not even a scripter.
Who would have guessed
lmfao
hey now, let's be civil here
Oh man I can't cope
you can do it skyrip, stick to it ๐
I love this discord
you can just do float(20) too if you prefer no decimals, thats all the .f does
you can?
Lmfao what
they have ctor on float?
so hold on.
If I put object = 20f it automatically knows it's a float?
20.f yes skyrip
I've always either done (float)intValue
Yes spookie
then I wouldn't need to call Float
yea its essentially the same thing to cast to float that way
Hi guys. I saw this edit and its really good https://www.youtube.com/watch?v=lzl1obUufps ๐
Read Please BlenMiner, MCDmaker, Devostated, Fuze, TheRoundTable, Daerik I want to thank you guys for helping/teaching me, and ofc making this possible, you ...
because I did that in division math usually, forcing the numerator to be always float
Its made with ue
so you don't need 'float UArrowComponent::EditorScale = 1.0f', you just need UArrowComponent::EditorScale = 1.0f?
Are u trying to make it tiny lmfao
Love it
Hacks
Take notes boys
And girls and other
skyrip you might want to google it, you need the whole specifier, but theres a lot more going on than just that there
hm?
You just said it wasn't needed, I was just confirming that's what you meant...
but now you're saying you need ... what?
the places where you need that float at the front, you still need it yea. but if you are just setting it no, you don't need it
U know u cAn just hide it in editor with 1 click
seriously tho
if your initializing it you need to yes
wym initializing?
but since it's weekend, I'm going to just make my own judgement on this ๐
(you never see these conversations any other time)
you mean like welding?
but seriosuly whats the point of initializing if your programming already readsthe float value, why need to state "float"
Get some basic skills seriously
it can already tell the differnece...
Will answer everything
but the programming already knows what a 20f is... vs just saying int 20
@wary wave output 2d {0,0,0,1,1,2}
Sometimes you just got to accept it
it makes so much sense when someone points it out to you
And roll with it
Can we have role "Special" on this discord?
Can I have it please
@pallid compass are you sure?
I am very sure I'm special
I think the issue is that Epic Launcher doesn't like the display being in Portrait mode
@plush yew btw 20f is wrong notation, compiler will throw an error...20.f is a proper one
That was my mistype before because on phone
@pallid compass just looked at the code:
UArrowComponent defined in Runtime/Engine/Classes/Components/ArrowComponent.h
Dare u to delete it
@pallid compass probably not =)))))
Do it
just to be clear, i'm using master branch, so i need this file to compile the engine
DO IT
Wait are we allowed to delete things from the engine? Or change values?
Yes
Oh cool
U allowed to delete what ever you want
UArrowComponent defined in Runtime/Engine/Classes/Components/ArrowComponent.h
:)
It's where things oveap
And cause an event
in what context is this overlapping?
Collision
Nope
Itโs sarcasm. Look in that channel. Half the post will make you laugh
Right now I'm using character movement for the player. I need the player to be pushed back by objects that are moving , rotating etc. I'm thinking I could add some kind of pushback functionality to the character or the other option I see is not using the character class anymore and setting up my own movement using physics instead of character movement. Leaning towards the second one. Any suggestions or solutions I'm not aware of?
Rip I suck with physics
I mean, researching and looking up programming in google kind of defeats the purpose of Unreal Slackers tbh
Google is your first stop. When all hope is lost, you come here
But it's called 'Unreal Slackers'
Yeah but common sense
What I mean is, that it's too professional
You better have professionalism. Youโll get slapped around otherwise
Especially with a trout
how do I make a MMO?
@limpid star just looked through #looking-for-talent
Looking for a female voice actress generally in the age of 20-25
pulls out large trout
Add a lot of player slots
prepares for mega slap
@whole quarry you need to click on the intersection of viewports
Have you tried turning it off and on again
I did, there is now smoke coming out of the engine. Thats a good sign, right?
@whole quarry smoke and mirrors are in action
btw, i can't remember when last time i've seen depth fog being used for clipping large distances
scroll scroll scroll scroll that's one long argument about an irrelevant arrow
Ah, a long quest to expand the minds of all involved
Yes
Question: with online multiplayer networking and coding, all information, even movement get sent to server? So, my char sees an enemy open a door, that information from an enemy is sent from server, just like their position..... is there a way to optimize or shorten the instruction that gets sent/read from the server?
educational debate? I thought this all was just beer talk
That is not how it works
Is there a difference?
@plush yew you decide which information being send, last twitch stream was about server optimization btw
Or should I say how u want to do it
not today there's not
No, but.... let me explain
Pls no
there was a book on network programming in ue4...was it by Cedric?
Network compendium
You have a char with blueprint, and it has all inputs and instruction...
Can you pass that info down the line to "player has crouched", "player has pushed button", to the server instead? Is there something like that, or it can't be done?
@pallid compass thank you
literally RPCs
fuck no
without an RPC?
Re-write the entire network system to be client authoratative
cry as nobody plays your game
makes sense
cake with ketchup makes perfect sense
giant pork pies
Oh this is not lounge
agreed
Ops
@pallid compass yep, @plush yew make you fooled
You don't need to rewrite the entire network though, only player actions and whatever you want that's client authoritive? But what I mean is having it client authoritive, without it client authoritive ykwim? Like an instruction tells the server to tell the enemy client that the char at that position made x action...? @worn granite
Sooooooooooooooooooooo
Yes u do
Rear parking car
Sorrryy
No not rpc, a separate entity
Just "this player crouched" instead "player x pushed input C and input C made crouch, player crouched" etc
I suppose the latter
controls are not being replicated...bad example
Wasstt
Or am I missing what you're referring to
@plush yew only server events being replicated, cliend request a permission to make an action, that is RPC
Doesn't that mean networking is automatically optimized?
No
@plush yew you only use RPC for things that need to be synced between clients
But otherwise inputs aren't sent anyway?
Input is never replicated
Right.
State information is
No
?
That makes no sense
@plush yew only if you do so, default player controller does that, but you may not use one
Nothing is auto optimized
But inputs aren't sent...?
Yup
So then that makes it optimized.
we need "whatever" emoji
ship it
No one can be this potato
well, it's still weekend
Oh ye
At least it isnโt as bad as, โcan I mix engines?โ
But can you? ๐ค
Get out
Learn some basic engineering and you will figure it out
Meh. Just steal the code and whatever plugin and make it work with UE I suppose.
Can I get some advice, I'm wondering where gametime should be tracked. There's no tick or anything in instance
I want to bind the total time spent in game to my UMG
@merry gazelle there's variable called RealTimeSeconds in world object
you may use getWorld on actor to get world reference
Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped.
yeah but I'm just not sure where to put it, maybe the player controller?
Game mode or p state
Right thanks, I'll use gamemode
I was wondering because I thought it would have to be in game instance to track across all levels
It depends on your needs really
It probably will if thats the functionality you want.
GameMode only exists per session, once the level is changed the GameMode is recreated.
I suppose I can cast from gamemode to game instance then
You can get the GameInstance from where ever you like.
Works ๐
@merry gazelle nice currency you have there, in discord we could be rich already
yeah my game pays in text blocks
Words are powerful after all
Unreal engine needs an "Editor script" section for actors. A place to do blueprints that will fire only when you place the actor in the editor and any changes to static meshes will get baked
RTFM or GTFO!
seems compression works on those
@lament star it's called Blutility
This is the place to show, share, and link to your stuff!
@lament star well, it does scripting for Editor...so i assume you may make "any" functionality
yeah, many good things for ue4 are experimental and may stop to work
like LPV
Epic team is small, and most of the people working on FN now
I guess that it isn't going to come out of experimental anytime soon :/
FN?
Fortnite
Whyyyyy
$
Why not expand pubGeeee
@next badger Number of employees 700[3] (2018)
?
Yeah that's not small
@plush yew pubg is not Epic games
@cursive dirge i'm aware, most of those employees are not devs...
and many is working for UDN only
700 devs would be monumental
they would've published UE 4.42 by now
I'm working my way through the official UE4 third person tutorial (which does things heavily in blueprints) and I'm concurrently trying to correlate things they do in blueprints with the things that are done in the third person example C++ project generated with the editor
I'm on the portion which focuses on creating animation graphs and state machines here, and I can't seem to find out where this is done in code; there doesn't seem to be a character animation blueprint generated anywhere
Am I missing something somewhere in the C++ project, has this functionality been moved somwere else?
You almost never actually want to handle animation graphs in C++
And I'd be surprised to see docs covering their construction in C++
I figured that, but I can't seem to find where this project defines those either way
Maybe I'm not looking hard enough in the content structure here, I'll go look again
Oh shit I found them
Different place in the project structure
Ohhh wow, so much more makes sense.
hopefully here I can get some help. Does anyone know if the UWeb Class handles downloads and redirection? This is in Unreal Engine 2 btw.
Thatโs pretty ancient
true, especially Star Wars Republic Commando
which decided to not have Co-Op nor a proper downloading/redirection script for multiplayer(game was rushed)
What? Rushed? I don't believe you, that last mission was in no way cut halfway through at all. /s
Multiplayer existed. I played it a few times, and that was it.
no instagib, only 4 modes, etc...
ye I know but when gamespy went down was when alot stopped playing
but we still have a scrim community that plays
But yeah, I actually don't know if it does handle ingame downloading, but you might want to give UT4 a try. It might have a thing for downloading custom maps if you join a server? Maybe?
I actually have no idea but it sounds like a thing that might make sense
well it does actually download maps, the problem is that it's slow af
You can thank American internet for that, still being usually 1/100th the upload as the download
That combined with the fact that Unreal maps aren't exactly small...
true, but many tried it too, an EU clan called TX tried too and they still had the same problems
but what i'm tryin to do is get a redirection method setup to see if that'll work much better
Might need to do something custom, but it's possible I just haven't heard of it. Unreal generally likes to be pretty self contained and not rely on external stuff.
Can't even read/write a text file without custom plugins
right, the question I was gonna ask is does the class UWeb handle that or is it solely IPDrv?
or Engine.Download?
I'm not sure myself, but maybe someone in #multiplayer would know? Or someone might just spot it here and answer
Ok, I'll ask there thanks tho
Search the engine source and you are sure to find what u need
Ok, I'll take a look
Admiral: hopefully here I can get some help. Does anyone know if the UWeb Class handles downloads and redirection? This is in Unreal Engine 2 btw.
That is one of a kind question here.
I've just took a look on it, and it seems like it's a HTTP protocol overlay. UWeb.WebConnection extends IpDrv.TcpLink.
WebRequest is GET/POST request, and WebResponse may have binary payload.
@hidden stream https://www.etc.cmu.edu/projects/coyote210/Docs/undox/
Ok this is a new wiki, nice, but yeah the game i'm trying to mod to mod doesn't have UWeb.u at all.
Class: Boulder. Mesh name: Rock. Come on Epic, fix your naming conventions from games 19 years ago!
@hidden stream it's a web manager, main network logic handled by TcpLink (or UDP if you need faster connection)
i think you could write a websocket and connect to raw tcp on ue2, however i'm not sure how much of that is exposed
oh, wait...no, if http library is not part of it, you won't be able to handshake
are there any plugins like ODIN Tracker that work in 4.20?
mainly to take screenshots of full blueprints
there's https://blueprintue.com/ but it's not great
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
@rustic panther well, if you have own build of ue4, you could use this: https://github.com/EpicGames/UnrealEngine/pull/1833
BTW, am I reading that answer right?
This looks like something that could be useful to a lot of users! However, seeing as you have your own qualms with the implementation (and the fact that we don't feel it is a core functionality feature users would expect), I'd suggest you share it here: https://wiki.unrealengine.com/GitHub_Sharing_Hub. This is a portal we've set up for users to find helpful tools and source for features that we normally wouldn't adopt internally.
Thanks for you contribution!```
Means, `it's a useful feature but since we don't need it no one else needs one either` (except people who could compile own engine) ?
@polar hawk sorry to poke you, but is it possible to make a plugin from that?
I have a weird audio bug. I'm spawning in some sounds at different locations using "add audio component" node. When running the game in the editor everything sounds good, all the sounds are coming from the proper direction. But when launching it on my phone the same sounds suddenly become stereo. Any clue what might be causing this?
I finally got some basic functionality going in my project. (Throttle, steering, fuel). What else would be cool to see in a sandbox driver?
@sonic gust audio component is a part of an actor you spawning it within...it automatically attaches to root if other is not being set
Today was the first time that I used Blueprints instead of cpp, to create a non game program, because I was feeling lazy and bps are good enough for simple programs
@next badger Im working on a C++ project in 4.20
seems like a weird response, it would be useful for everyone to be able to easily screenshot a graph
adding this looks like I might break something
oh this takes source version of the engine not just a C++ project
thats too much work
and its old, does it still even work
Is anybody free to help me with some issues I've been having with trying to retarget animations?
@green urchin #animation
thank you
Hey allz, I'm a bit desperate to figure out either how to get rigidbody dynamics back on sub components of a mesh in a character BP or figure out why animation blending changes don't also affect the sub-components of the main mesh in the character BP. I posted about this in the #animation channel and on the forums here: https://forums.unrealengine.com/development-discussion/animation/1574653-components-of-skeletal-mesh-in-char-bp-not-changing-animation-on-player-input-desperate-for-help
Hey everyone. I'm a bit desperate to solve an animation blending puzzle. I have a modular mesh character BP, meaning I have the primary skeletal mesh and a bunch of
suffice it to say any help very welcome and if it takes some time and work I will $$
@gilded plinth
There is also the limitation that any children of the Master Bone has to be a subset with the exact matching structure, you cannot have any other extra joints or skip any joints. Since there are no Bone Buffer data for extra joints, it will render using the reference pose. Also, you cannot run any other animations or physics on any children. ```
@next badger totally I read that also which leads me to believe set master pose node is something i can't use
I think Copy Pose From Mesh should work for you
that's why i'm wondering about my second question more so. If I could just find a way to blend animations across all sub components of the main mesh and not just the main mesh
so that i can still use physics since i need the rigidbody dynamics
you may copy animation from base mesh to all clothing pieces
https://docs.unrealengine.com/en-us/Engine/Animation/Working-with-Modular-Characters it is described here
yup, i dunno why i didn't read on to that part of the doc. ahhhh im excited. gonna try now
@gilded plinth it's mentioned there, but you sjould keep in mind this is more expensive (basically each element of the clothing will duplicate your character)
ya : ( welp we'll see how my framerate goes. if i can get away with it, i'll def do it and keep the level scene light
@next badger no idea how "copy mesh" is supposed to be hooked up in the anim graph : P
i mean "copy pose from mesh"
im wondering i need a new anim bp for every clothing item now or...
@gilded plinth you need an anim bp for each respective component (they could share the same bp ofc)
ya that's what i was afraid of. im currently creating the anim BP for the first piece of clothing and trying to figure out how to reference the skeletal mesh in the main mesh anim bp now
since the pose will be copied from the parent, you don;t need any other logic in it
you need to make a variable for storing the reference
i don't need to cast though right? any casting needed?
It happens.
6 months...no wonder
@cyan burrow i'm not blaming you or telling you did wrong thing, it's just from the perspective of other people
@next badger ya think im just newb. I created the skeletal mesh component object reference variable in my clothing component anim bp then
I mean, how can you be critical of someone who doesn't want to work on the project right now, if you yourself haven't worked on it for six months?
then in my character bp i changed that clothing component animation mode to: the new anim bp
this happens to be hair (not clothing)
but animation didn't copy
@gilded plinth you probably forgot to set the reference component in the character blueprint
i.e. you made the variable but it's unset
ah ok shoot i dunno how to set it lol
Hey guys. I'm modelling different road assets off my base straight. Can I add new planes to the existing uv map?
@gilded plinth
@gilded plinth this is inside your pawn bp...mesh is your root (main) mesh component
i called variable in anim BP - "my main component reference"
yes i figured i did need to cast to something! i think u mean my character bp. Im not using a pawn bp
im gonna try now!
@gilded plinth yeah, character bp ofc
@gilded plinth and you cast to your clothing animation bp
@marble saffron UV's are mesh properties
UV it just texture space nothing more
each vertex has 3d position and uv position
I just already have a uv created for the main portion of the road. But added to it to make a turn
How can I add the new planes to the map
@marble saffron i'm confused...you what to add what to where?
This. I textured the base road tile. Then used that same textured road tile to build a turn off
Now I'm trying to add those white planes to the existing map
@marble saffron select the polygon ,then use planar mapping it will add the UVs to those verts, then just align the verts on the UV plane
you probably should ask that on Blender discord
Probably. I'll try that though. Hopefully I dont fuck it up lol
@marble saffron save, often
@marble saffron also, incremental save is a good thing (i.e. my_file_01 .. 02 etc)
@next badger hmm still not animating : / here's my char bp graph
woh weird, i can't post the anim bp graph lol it says it's explicit haha
I dont care what it was, our #old-rules are clear, no Discord links.
I suggest you refresh yourself on what the #old-rules are.
@weary basalt not sure what u mean, but let me know if i'm breaking any. i don't think so. it wasn't a link just an image. I think the algorithm thought the running man was a naked person or something so i cut it off
You werent breaking any rules mate its ok.
hnmm think the casting is failing
@gilded plinth yeah...ofc...my bad
@gilded plinth you should get an anim bp from clothing not from root (main mesh)
?
main has differen anim bp
ya it does
main mesh has the bp with the animations i want to copy
clothing now has its own bp
anim bp i mean
but i dont get what we messed up?
@gilded plinth
@gilded plinth have you set the animbp for the hairs?
oh wait!! no im not getting a fail
it's not animating but i think it is acting successfuly!
casting*
yes casting is sucessful. progress!
OK! rigidbody physics are not working but it is animating now and blending animations is working!
why no rigidbody physics hmm?
@gilded plinth have you added it ?
@next badger I didn't add it to the hair anim bp because i thought the animation including rigidbody dynamics node is all copied?
maybe i need to add that node in the anim graph?
copy pose only copying bones afaik
this worked! I needed to add the node to the new hair anim bp i guess
WE did it!!!!!!!! : P
@next badger now I just need to decide if it's really worth all this trouble to have rigidbody dynamics OMG. I need a blueprint for every clothing now... : /
you can also assign anim bp to component in the char bp
i think you can (never tried)
for example, second clothing component is wings. So if I want to re-use the hair BP for the wings and other components i would have to add it to the cast object no?
@next badger wings are at the bottom there.
but how do I add them : /
@gilded plinth gimme a minute
coo
@next badger this is kinda working, but for some reason the wing animation isn't working hmm
@gilded plinth does main skel has wing bones?
not sure what ya mean. the main mesh imported without wing bones but the wing import has the bones that get added to the skeleton
the animation for the wings is actually just blendshapes though
can't figure out why it wouldn't work hmm
ok!
i moved the wing blendshape animation from the main anim bp to the new anim BP we created and it worked
here's how you cycle all the sk components
amazing! i'll try and set that up right now
@next badger what kind of variable is that?
dunno how to find that array version
you could define the array right in the settings, in case you referencing some pre existing items
im trying to create it as a variable
yes create one, then click the blue button on the right
so you could switch it from single variable to array
OOOHH
@next badger do i have to add any elements to the array in the details?
I think that's what "add items" does no?
@gilded plinth only if you adding components dynamically
i.e. from the content browser
@gilded plinth i've used "ADD ITEMS" to add those
yup!
@gilded plinth you may try, but you won't find any component in this list
cause you probably can't make skel mesh component instances in the content browser
you also could set anim bp class dynamically
@gilded plinth i think that one is right
clothing isn't animating for some reason
@next badger doesn't the for each loop need to execute multiple times or no?
i dunnno just brainstorming
no, for each cycle each element in the array
@gilded plinth hm...you casting it to hair bp?
ok
I assigned both the hair and the wings to it
i need to change the name once i get this working : P
this how you select animation for debug
everything was working without the array thiugh
I have a picky question. How do I get the editor window to always open on my second monitor, or to "remember" its last opened location. When testing out blueprints, its annoying to have the window pop up on my workspace.
@next badger unfortunately i have no idea how to debug, but no idea what to look for. everything is still working if i bypass the whole array thing and just connect one clothing item to the get anim instance
so the issue i suppose must be in the array
@gilded plinth well, since you have only 2 elements just chain them, i'll test array
@delicate needle by default it opens where last tab was opened, you may have one tab opened on your 2nd screen then every other will open there
@next badger , I think I found the issue, there is a toggle for "always center window to screen"
@next badger Thank you!
@next badger fixed it. i ditched your [make set] and the [add items]. what do you think?
@next badger now i just have one new problem doh... in order to get the heels look right i had to retarget all the bones below the foot bone from animation to skeleton. This worked great with my first anim bp. Now that I have this setup and the heels (shoes) are using the new clothing anim bp, they're folding up like they used to doh
@gilded plinth found interesting thing in copy pose, there are 2 checkboxes
1st one using source from the parent
that allows you to skip all this nonsence with arrays
2nd once allows you to copy curves (like morph)
looking now
@next badger omg lol ya. i don't need to cast or setup an object reference at all!!!
@gilded plinth magic...well, it worked for me at least, hope for you too
@next badger yes and copy curves works also for the blendshapes
haha so much work not needed, but i learned a lot!
@next badger all good so happy! of course still kinks to figure out. Now for some reason the blendshape animation on my main mesh is not working (it's facial animation)
blendshape animation is working fine on the clothes though
@gilded plinth it should not affect main sk mesh animation
@next badger but i want it too : )
ya im so confused
the GCB_test is the facial animation
just blendshapes
the wing blendshape curve IS working but not the facial animation on the main mesh
in the character BP the main mesh is still set to use the first anim BP which is that screenshot. the second anim bp is just the copy mesh pose and the clothes are assigned to it
play GCB_Test
p.s. i fixed the heels by using set master pose in the construction script!
since they don't use rigidbody dynamics it's fine
@plush yew the reticle one?
MVP (Minimum Viable Product) Series showing how to create the basic prototype for a FPS (First Person Shooter) from scratch in Unreal Engine 4. In Part 3 we ...
.
Got here a small particle problem.
They alway look at me. Can i make it a bit more const for the direction in which they look ?
hey so do you guys know of a way to keep the momentum of a physics object when it rescales? for example, if a small ball suddenly triples in size, it should push itself off of the floor from the resizing.
@maiden sundial there's a option under "Required" tab for rendering style
Emitter Render Mode I think it's called
Alright
What linetrace do you suggest to setup a bomb that fires projectiles in multiple directions (sphere or random).
you can use line trace
do a sphere overlap check
get actors you want
loop with trace for hitcheck
done
might be a difficult thing
be aware
10 minutes at least
:P I was trying to set it up last night, I could only get the projectile to fire once in a random direction
wait
why would you want a bomb that fires projectiles?
is that a special thing in your game?
would be ok
i thought of grenade
or csgo
Well actually it spawned emmiter / sound but I might also create a radial damage BP_Bullet that acts like a projectile. The projectile could just spawn at the hit impact
I tried to find a good example but basically the bomb in Resistance. It's a ball that bounces in the air, then releases a several spikes (projectiles) in 360 direction
I've already setup the bounce part
ah
so the ball bounces into air
and then explodes into projectiles
thats a mine
Yep that's it
yes i do think there is a correct answer to this
Yeah it's a mine I supose, in my game the player con throw it
you want to take all 3 axis for this
you should do the paper math before
like
how many projectiles you want
with a ball it could be alot
if you cut every axis into 45 tho...
or 23.5
you want to spawn up and down too?
Yeah I was thinking 45
i would leave up and down
and just spoawn the outer hull
so 3 every 45
4
yes
it would be 4 times 6
mh
or maybe 6
Got it, so would I need to define the translation for each direction?
yes but rather a function that eats angles
you create a function for one projectile
and then a function for a full circle
excluding up and down
and then that with rotation
what an interesting thing
i will need todo this too
Yeah I'll give it ago a bit later. I will also try to make a sticky one that latched onto a surface
thats easy
you just stop physics simulation on hit
and if you want a bounce
you count the bounces with an integer
until number is reached
ha snip
5 seconds thing
Cool ๐
Hi, anyone knows its possible to save a screenshot ingame (like for a save system) ?
im guessing they want a screenshot of their game screen when saving to display it in their load menu
@tawdry basalt exactly
you may use a capture sphere like when you create an hdri https://www.youtube.com/watch?v=eRtX1ZqADHo
How to Create 360 Screenshots in Unreal Engine Intro | Part 1 of 3 Embed 360 scene viewers are becoming increasing popular for showing off art and environmen...
need some advice here, i'm making a game fully opaque low poly style, don't want any fancy rendering effects, no transparency, no lens flares,
no animated materials. Just meshes, textures, and single directional static light. Do you guys know of a guide or tutorial to disable all the "extra" features that ue4 has by default and are not needed for a game like that?
Thatโs a rather confusing statement. Simply donโt implement them.
you can disable some features yes
with mobile
and lower shader model
but
its not really advised
well i have already diisabled almost all postprocessing, but i'm pretty sure there'is more room for optimizations
not using stuff is already a great thing todo
If you're insane, you can use SimpleForward
and you can deactivate pp
Which is a dumbed down super barebones rendering mode not even exposed in the editor that's so simple it doesn't even support normal maps
oh boi i didnt know that existed
now that is really interesting
Go for it, if you want.
It'll kind of disable everything along the way, since it supports practically nothing XD
All the fancy features are out
They mean it when they call it simple
They should be... but they're not. It's as simple as it gets.
So it sounds like exactly what @hushed delta wants
awesome
thats the thing. Removing normal maps is going way too far
does that even have shadow maps??
simple forward is good. But normal maps? man games had those in 2004
lightmaps also get worse without normal maps
becouse you dont get the directional radiosity
maybe there are some another shaders models out there that we don't know about?
ive thought of modifying simpleforward so it has normals
Deferred, Forward, and SimpleForward.
and the shader models you can switch
it would have been a great mode for VR
UT4 supports Simpleforward, btw, if you want to see how crazy it gets
it prolly looks shit
Those screenshots were from the UT4 forums, people complaining that the maps they made looked like that when people turned it on
But hey, if that's the look you're deliberately going for, more power to you
This hurts my artist soul
mh
maybe its not that limiting
maybe with that you could have more high poly meshes
and more 4K overall
No, we really don't. It's complex enough as is in 3d rendering.
i really want to see a highpoly area with that shader model
theres are plenty shader models in ue4.. they're just hidden.
And they need driver support
or are we talking about renderers? i mean we do have 3 or 4 of them too
yea renderers
zincr0Today at 5:20 AM
need some advice here, i'm making a game fully opaque low poly style, don't want any fancy rendering effects, no transparency, no lens flares,
no animated materials. Just meshes, textures, and single directional static light. Do you guys know of a guide or tutorial to disable all the "extra" features that ue4 has by default and are not needed for a game like that?
^That
its 3 by now
deferred forward and now simple forward
or is there more
oh boi...
this all happened 4.14
Well there's the mobile ones, but they aren't really for PC.
but pc should be able to handle mobile just aswell
theo. there is the oculus one iirc
PC can't magically run APIs it doesn't have, like Metal.
mh
Oculus is just their own forward rendering, not really much different
but i thought vulkan was a cross platform thingy now
true yeah
Vulkan is cross platform, but Metal has its own dedicated rendering stuff in the engine
Mobile is confusing. I normally just use that sentence and a little hand wave, since it's such a deep and complex topic since nobody on Mobile can agree on anything.
well
i agree some sort
id rather do a default based game with ue4
not custom stuff
But yeah. @hushed delta back to your question, I would just tick on either forward or simpleforward, sounds like what you would need. The one you go with obviously would depend on whether or not you really -do- need some features and just didn't think of them yet
Like losing normal maps is a huge deal
i'll tell u a secret guys, i was toying with opengl es 3.1 on pc and works fine, but this, this is way more interesting
Oh we didn't even get into APIs yet, this is just the rendering path
XD
For rendering, honestly just use DX11 in Unreal. Always. It's the only one Epic really tests thoroughly enough to be fully stable.
Unless you have a legitimate reason not to, like platform support, use DX11.
also how is opengl es 3.1 something you need for the game you described?
its way too fancy
i don't know much of the technical side
but when i use it, i pass from 45 fps to 120 fps
xd
i kind of followed this guide https://www.unrealengine.com/en-US/tech-blog/how-disc-jam-reached-60-fps-on-intel-processor-graphics-using-unreal-engine-4?sessionInvalidated=true
but it's outdated, you can now enabled it just changing a .ini configuration
Yeah SimpleForward is even more low end than that
It's so low end I actively made 2 people cringe just by saying its name
๐
a truly potato mode it seems
It was on a GTX 1080, but on a test scene where I used SimpleForward, I was getting around 1,800 FPS
I love that video
mmm google only tells me how to enable forward shading
looks like simpleforward is not very popular xd
Yep. You're gonna need to do some digging around for it.
I could tell you, but that takes the fun out of it.
I'm convinced there's only like 4 people that know how to turn it on in the world XD
Most don't even know it exists
i've been meaning to see how my game looks at potato quality
still looking for a way to enable it, when i found it, i will post a screenshot here
meanwhile, you can toy with the opengl es 3.1 adding +TargetedRHIs=PCD3D_ES31 to your defaultengine.ini
is there a console command to disable postprocess effects across the board?
trying to do mobile preview but i keep getting the brickwall texture
@novel ember lower the PP in scalability
oh duh thank you
unrelated to that i'm having a weird issue that's plaguing like half my UI now
show?
so the ticks at the bottom are supposed to be the same white and bluish-purple that the numbers are
should this setup get a random point in 360 space?
the main two places i'm noticing it are the widget that manages the horizontal bars for those ammo ticks (think overwatch health bars), but my menus are doing it too
the top button is being clicked, but it should be turning that blue instead of darker
they're both having their colors assigned in the same way and bizarrely it's not an issue exclusive to just text or images
some text colors fine but some doesn't, and same goes for the images
oh
yes
i see now
thats also an issue with how thin the pixels are
i cant even make out what that is supoed to be
so what should be the render target setting for exporting .png?
none of them (except RGBA8) seems to work, however RGBA8 seems to add opacity all around my image
here's another example
it doesn't appear to be explicitly related to size because there are some elements that take up a decent chunk of screen space but still have this issue
i think in general
you should go for graphics with less detail
and these cubes
they only slightly look different
but its the color really
use static borders for them
and then have different fillings
white borders
with a bit of blurred glow
that will fix it
might be worth to take this to #graphics
kk
anyone here uses gamelift with gamesparks?
@dim merlin render target uses inverted opacity
@next badger any change i could save a render target to png? what settings do i need
behold, the potato simpleforward render mode
there are no dynamic shadows, but i see normal maps for some reason
@next badger i use exact same settings, however i think something changed since i did something yesterday with another render target
it basically keeps rendering alpha
i used to render a top view camera as minimap, but since yesterday that also stopped working
not sure what caused the problem
here you got the settings to enable simpleforward. It gives 25fps while the opengl es 3.1 gives 45. The simple forward does have normal maps working on ue 4.21
@wary wave , haha i think i got the solution , my ball character is moving how it should be and how i want it to be, with some tweaking in projectile (ball) i got the same effect how I was looking for and now it's really reacting how it should be, i am kinda really happy, thanks to you @wary wave
hello
im trying to learn c++ but havent found any tutorials for it
i usually find blueprint tutorials ( which is not i want )
so can anyone help me by finding any c++ unreal tutorials
thanks in advance
@somber sonnet on youtube or you need ebooks
@bronze cedar - you're welcome - hopefully you've learn a lot in the process ๐
have fun with unreals "different" c++ approach
yeah i am learning and want to learn so many things, haha i just want to make some games and sip coffee haha that's the main goal of my life lol haha ๐
Hey guys, so i had unreal years ago but decided to give it another go, installed it, created new project but cant even open project. Tried compiling it through Visual studio but i get The command "C...\Build\BatchFiles\Build.bat" *Editor win64 Development *.uproject exited with code -532461766. I have win10 sdk installed. Has anyone had this problem? I kinda wanted to avoid reinstalling either Visual studio or unreal engine because its so slow, but if you guys think its better
(also hi, i just joined the discord)
close the error list and look at the full message in output tab
it will say what the problem is
Unhandled Exception: System.ComponentModel.Win32Exception: The system cannot find the file specified
2> at Tools.DotNETCommon.ManagedProcess..ctor(ManagedProcessGroup Group, String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary2 Environment, Byte[] Input, ProcessPriorityClass Priority) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\ManagedProcess.cs:line 369 2> at UnrealBuildTool.ParallelExecutor.ExecuteAction(ManagedProcessGroup ProcessGroup, BuildAction Action, List1 CompletedActions, AutoResetEvent CompletedEvent) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\ParallelExecutor.cs:line 252
2> at UnrealBuildTool.ParallelExecutor.<>c__DisplayClass8_3.<ExecuteActions>b__1() in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\ParallelExecutor.cs:line 166
2> at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
2> at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
2> at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
2> at System.Threading.ThreadHelper.ThreadStart()
what's above it
1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: ArenaFighter, Configuration: Development_Editor x64 ------
2>Performing full C++ include scan (no include cache file)
2>Building 9 actions with 4 processes...
---- PRoject not selected to build? what
@somber sonnet then you got a fuck ton more c++ and general engineering to learn
do you have game dev with c++ tools installed for vs
ok thanks
hum, i will run the visual studio installer, but last night i did not see any option for that
its one of the big options right when you open the modify page
I have Game development with C++
but im seeing on the right an unclicked "Unreal Engine installer".... so maybe that? ๐
fair, but yeah, i have Game development with C++ checked
see if there's a more detailed log telling you what file is missing maybe
not that i can see, i've pasted all the output logs
is it possible to freeze something so that it cannot be selected, because i just get lots of things from selecting from the top view
@bronze cedar you need to see them?
if yes - sublevel is your only way, if not - you may use layers
layers or folders
oh ok thanks, what i do now , i am them invisible
@next badger one more thing i am confused about, when i play when it's top mode i see two paddle and when i play from perspective view there is only one paddle character, what's that , i cannot find this why it is happening
and thanks for the help
@bronze cedar what is paddle character? also how are you switching views?
ball and paddle game, paddle is just a cube, converted to mesh in UE4 itself and is a BluePrint
i change my views from the top left corner
um...but you can't play in top view set in the editor...you need camera
Hey everyone, is there a way to change the project directory location for UE4 projects? I bought an External HD to back-up/Sync my project in the event something happens to my PC but when I create a Mirror folder and place the Unreal Projects folder within it (to sync any changes I make in my game instantly) I can no longer open the project in UE4
you mean the project doesn't show in the launcher anymore? the .uproject should always open if ue4 is installed
yep i have the camera , @next badger
@bronze cedar show a screenshot of your issue pls, i'm really confused here
ok sorry for that
np, i just won't be able to help if i won't understand what is happening
There is no second Paddle Character
There is another Paddle Character, when running the game from Top View
it's not hurting me, because for now that's not the problem , but just want to know why it's happening
yeah, that's not screenshot i was asking for...where are you taking them from?
from UE4
you can't run game from "top view"
oh ok that's fine than , thanks for the help,
can you just let me know one more thing,
no matter what , i cannot make my paddle move left and right, this is really killing me, can you tell me what are the things necessary to make it move, i mean like game mode and player controller are needed
you mean this right?
yeah that's right, yes
when i render the game from the perp view it's all good, but when i go to other views and make it run, things get changed, why i was doing that because i am working with top view more than other views, so i just run the game without knowing haha ,
and the results are really different
@bronze cedar i have no clue why this happening, game should not have any differences if it was run from one window or another, you may use PIE
what is the easiest way to make a paddle left and right, nothing more for now haha
oh ok thanks for the help , i don't know what is PIE but will find it out on google, for now i am trying to make my paddle move but i can't , don't know why ๐ฆ
oh ok thanks for the screeshot ,:D
@bronze cedar to move the paddle you need to make input events, for keys, and then feed them in to function that will change paddle position (is paddle inherited from the character class?)
see what i did and doing ok , let me write
i bind the keys , that's left and right in project setting, than i made a BluePrint and gave a cube mesh to it, i scaled it so that it looks like paddle than a cube, in paddle BP i and calling input axis LeftRight and than add movement input, i just search on google and do all this because still learning haha
@next badger
i just run the mobile version and that another paddle is visible in that , haha
check this
that's not a big issue because i can make another new project , for now i am just trying and learning
but it's not showing in windows standalone
oh i don't know that,
than what to do, i mean if i want to make it move with my keyboard left and right , how to do that, because all i can find is this when i searched the google
@bronze cedar oh sorry, those are project defined axis
but yes, that;s how you do it, but you also need to set the vector to move along
world direction
in your case it probably will be 0,1,0
depends if left is +1 or -1 and if you're moving along Y
Iโd just put Get Right Vector
@abstract relic that's a proper way to do it
thanks guys, i will try and keep trying until i get it work , haha that's the way i work lol
hahaha yes and this is what makes me keep going lol
i just thing to do one thing everyday , it's kinda mission for me, now it's Mission Move Paddle haha
@abstract relic
๐ ๐
i know i am not doing the right way how it should be in the UE4, that is what i have to find out haha , it's hard to find 2D tutorials or help because it's not that much on the web , but if you want to make a Full 3D FPS game there are so many tutorials on the web , haha ๐ ๐ I think i always do what should not be done lol
@bronze cedar 2d...like ue4 2d game?
ue4 lacking 2d features cause most of them are not officially supported, even paper2d is side project of one of the employees
a breakout clone should be doable tho even with paper2d
@tall pendant what you mean by that, is the work behind the game you are talking about
@next badger yes i understand that, but 3D games with 2D look, kinda i mean, i have been searching and searching so much and trying to learn, like for example moving left and right a character is hard to find, i mean the exact tutorial or help i mean
@manic pawn Just wanted to tell you that i ran Repair on visual studio, still didnt work, then i deleted Binaries and intermediate folder, ran "generate visual studio project files" and ran build and it seems to be working. Just wanted to update you and say thanks for the help ๐
@bronze cedar I mean that a breakout like game should be doable in UE4. It's not that complex like an fully fledged 3d game. A good starting point into gamedev by the way.
some people here start way too ambitious
and about paper 2D i think there are lots and lots of devs who want to make 2D games, i am not forcing but epic should also look that point too , i am not saying that it should be done but just my thinking
haha yes @tall pendant you are right, i was also that kind of guy before, i have been in gamedeving from past several years, was using a 2D engine before and now i switched to UE4 when i was free, i get very less time to learn but i am trying haha how much i can , yes it's doable i understand but for a noob like me is kind hard i think, so that will make me learn some of the working of UE4 and can also complete one game on the way to go for the next game or just make this game more good and so on
@tall pendant if you real game developer you should start with MMO
@next badger 
Don't - some people actually take this seriously ๐คท
i cant
fools can't take advice regardless