#ue4-general

1 messages · Page 385 of 1

next badger
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no reasons really

novel ember
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it looks a bit better with 7x7

bright plume
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that looks very tron like

novel ember
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problem though is the widgets that need AA'd can get very small (see the ammo counter in the bottom-right), to the point that even 16x16 textures start not working

next badger
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@novel ember i mean, why it's not x2 ? gpu still adds one pixel...or that was the goal?

novel ember
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oh i gotcha

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hmm let me see

next badger
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you could disable the mip generation for the textures

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so they would be always the same size no matter how much texels they have

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but i think i've already read such suggestions for your ui

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*i may be wrong

novel ember
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8x8 does look a little better

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although i'm doing the AA texture differently than I was before

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I think the original intent was optimizing the levels of opacity, i.e. only having 1px of fully-opaque image as opposed to 2x2

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although it looks like that isn't necessary anymore

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do you just do that via NoMipMaps in the LOD settings?

next badger
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yeah, in the Mip Gen Settings dropdown

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texture compression settings also better to be set to UserInterface2d

novel ember
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oh weird, it looks like my old ones (5x5 etc) were already set that way

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more specifically I think the hangup was that I had padding set to 1.5px with one of the elements as opposed to a whole number

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since I disabled that they all look fine using the methods that had been suggested before though

bright plume
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ue4 is still not responding but i kinda wanna wait for it

novel ember
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try alt-tabbing

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that works for me sometimes

bright plume
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if its still frozen 15 minutes from now ima close it out

grim ore
bright plume
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blender froze when i exported it

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and took like 5 minutes

wary wave
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in the early UE3 days, I could lose an entire afternoon to compiling almost nothing

next badger
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renaming BlackNoble to 2000BonesMan

novel ember
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oh btw, do you guys have any idea why selecting a map and loading it in standalone game just crashes the window sometimes?

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not the engine proper, just the standalone game

bright plume
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idk

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havent gotten that far

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i cant even get my character in the engine yet

abstract relic
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Those 2000 bones just might be the cause

grim ore
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well I would assume it crashes because something broke...

novel ember
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starting any given level directly via viewport works fine, it's just going from one to another that breaks it

abstract relic
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Grab the logs wahrer

next badger
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@novel ember um...what? selecting the level and loading it in a standalone game?

novel ember
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i start out in a map in standalone game

grim ore
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is going from one blank level to another blank level using the Open Level node causing it?

novel ember
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let me break it and get the logs

next badger
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can someone explain me "selecting" part?

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you can select level in the content browser and start it?

novel ember
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selecting a map via content browser and starting it in a standalone game works

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I have a custom level select screen in-game though

abstract relic
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I’m just as confused

novel ember
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starting the standalone game and trying to load a new map via level select crashes it

grim ore
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I can say that loading one level to another in 4.21.2 using Open Level does not crash my project using Standalone Game from the Menu Bar.

abstract relic
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Running the exe would help 😜

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And not the uasset

bright plume
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derp

next badger
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selecting a map via content browser and starting it in a standalone game works <- that really confuses me...

gleaming lotus
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Any idea how to see where a print string is coming from?

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aside from going through all my code 😃

grim ore
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do the blueprint find for the string that is printing or the node?

gleaming lotus
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I guess I could do that 😛

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Not sure which actor its coming from though, will the log tell me?

next badger
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isnt PIE only starts the level you loaded?

stray smelt
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Blocking refuses to work for my Camera. Any ideas? I've created both blocking volumes and camera blocking volumes

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those collision settings are on the capsule

abstract relic
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The spring arm is where you want to look for blocking

grim ore
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@gleaming lotus also if you check the Output Log you will get something like this : LogBlueprintUserMessages: [BP_MyActor_2] Hello LogBlueprintUserMessages: [Map1_C_5] Hello which shows you where the log came from assuming you didnt change it to not output to the log

gleaming lotus
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[2019.01.30-17.59.45:483][214]LogBlueprintUserMessages: [BP_OreNodeRespawnManager_2] Client 1: 32

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gotcha 😉

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Cheers mate

grim ore
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lol

novel ember
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uhhhh hang on

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i was recording what was going on and now it isn't going on so i may have fixed it

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need to check a couple things though

next badger
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dang it...i wanted to llook how to start a map w/o opening it

abstract relic
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Still confused on how you can run a stand alone without running it

stray smelt
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@abstract relic thanks. i need to read up on how it works. seems like it just zooms to the ground whenever a blocking on the side is hit

plucky reef
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anyone here uses leap motion project? can someone tell me how to add move functions without VR?

novel ember
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okay well now it's all working completely fine and i can't replicate it so i can only assume I threw in an IsValid node somewhere in the last few days and that fixed it or something

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but tl;dr my old problem was:

  • load any map in content browser -> play in standalone game: works fine
  • load one map in content browser -> play in standalone game -> use in-game map select to try and load in a new map: crashes during the level transition
next badger
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ooooh

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the console load?

novel ember
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the in-game map select is just using the Open Level node

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oh actually you know what, I think it may just be that UE4 culled some archived stuff

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does UE4 fix any directory-related stuff when it updates?

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because I think that may have been what did it

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months and months ago some of the maps had different names, and while the strings to open the maps have always been correct, I had wondered if maybe the engine was tripping up because it was still trying to work off of old directories or something

next badger
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not sure if it does, you may try to fix redirectors

novel ember
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yeah I think the the 4.21.2 update fixed my issue, although I doubt that's something they actually intentionally rolled out

coarse prawn
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Yeah I don't understand why UE4 isn't able to track moving files like IDEs do for programming languages but obviously I'm not Epic 😃

novel ember
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probably just that it's a lot of moving parts

coarse prawn
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Gets annoying when I have to reorganise something and it messes everything up

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Yeah

next badger
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@coarse prawn ide doesn't track moving files...for sure

novel ember
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i love when it turns out game-breaking bugs are through no fault of my own and are some kind of engine hiccup

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actually wait i wonder

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let me try one last thing

coarse prawn
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@next badger As in, for example moving an imported Java file from one package to another would automatically update

next badger
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@coarse prawn outside of ide?

coarse prawn
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Nah inside

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UE4 doesn't let me move inside (from inside a folder to outside)

next badger
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well, inside ue4 it does track them

coarse prawn
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However it lets me move from outside a folder to inside

next badger
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it does work both ways

novel ember
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oh well nope

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i'm out of ideas then

next badger
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you need to check if you have no stale redirectors

novel ember
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gonna just say 4.21.2 did it

coarse prawn
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@next badger You're able to move a file from inside a folder to outside? e.g. From /Content/SomeFolder/ to /Content/?
How does one do this in the Content Browser

next badger
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@novel ember you can try go editor preferences - level editor - play, and add -log to Additional Launch Parameters for standalone game

coarse prawn
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RIP I didn't have the sidebar showing, didn't know that was there haha ty

next badger
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there's also view options on the bottom right...just in case

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@novel ember hmm...looks like session frontent log works the similar way, less hassle

plush yew
novel ember
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@next badger thanks, i'll look into that

grim sinew
plush yew
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does anyone know were the world outliner is

dry moon
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Window -> World Outliner

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second last

plush yew
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thank you

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im trying to make pong and when i move nothing happends 😦

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this is my first game btw

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its supposed to be pong but it spins like mad

abstract relic
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I see no issues here 😛

plush yew
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did u see the vid

abstract relic
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As a note, the human eye cannot track 10000+ rpm per tick. As amusing as that function is 😛

tight harbor
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is there a reason you are using add force instead of just updating location?

plush yew
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i was doing a vid idk how to do that

graceful sky
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Anyone know if its possible to include some bp's in all new projects by default ?

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like a macro library and such

grim ore
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You can make your own custom template or feature pack and do it that way.

worn granite
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Iunno about default, but you can totally make yourself a custom template

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Drat, foiled by verbosity again!

graceful sky
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That means i can also add it to all the existing templates i suppose

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abit troublesome tho

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maybe its easier to just make a script 😛

worn granite
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why

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literally the templates/feature packs are for that

graceful sky
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feature packs?

grim ore
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the green add new button, it's a template that you can add into a project.

graceful sky
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At the end of the day i guess it was a dumb question. I'm not really making that much new projects that i cant put in the libs 😛

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Ohhhhh

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never seen that lol.

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4 years..unseen Thanks! 😄

plush yew
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hey there! is there a specific channel i should go to if i want to ask for help?

fierce tulip
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take a look at all them channels, pick the one closest related to your problem

plush yew
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i want to know a way to detect if the player's character can see a pawn

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thats my question

fierce tulip
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blueprint prolly

plush yew
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im also relatively new to unreal engine 😛

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what do you mean by "blueprint"

abstract relic
plush yew
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oh those

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so thats what people call them

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i want to make a pawn that moves if the player doesn't look at them

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and stops moving if the player looks at them

abstract relic
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I'd suggest running through this. Once you get the basics down, it won't be difficult to make a slender clone

plucky reef
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sooooo what's better? VR Rift or this acer wmr?

grim ore
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different items to achieve similar goals. The rift will be more compatible as it's a primary VR device for devs.

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windows mixed reality devices have "support" for SteamVR but they are usually lesser devices compared to Rift and Vive

plucky reef
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so for devs I'll go with rift?

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I wont game on it

wary wave
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I'd take the Vive every time

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can't imagine why anyone would want a WMR device

hoary silo
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Is it possible to cast shadows on only certain objects?

plush marsh
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shadow cast in properties

hoary silo
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where?

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I'm making FPS arms with no body, but I want the gun to cast a shadow onto the arms without casting on anything else

plush marsh
hoary silo
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Thats not what I mean

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I only want the gun to cast a shadow onto the arms, nothing else in the game (the floor, walls, ect.)

plush marsh
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ah

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well, in that case i donno . Use the different light channel + attach light with that channel to a gun ?

hoary silo
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Idk, I'll try

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thank you so much, that worked 😃

iron linden
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Quick question; I'm currently building procedural spline meshes at runtime. They do not have the ability to bake collision at runtime, so I am also creating a procedural mesh and baking collision there. The procedural mesh is not visible. Is the mesh still technically being stored in memory, or is just the collision stored in memory due to it not being visible?

wooden thistle
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Substance painter > unreal engine. Roughness is totally different, I read up they have different colour spaces so i unchecked sRGB but then the texture disappears on the mesh ... Any idea how to linearize this workflow ? Also my albedos seem over saturated.

versed tulip
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hey, im very new to ue4, how can i make a flash lightning particle trail, like in the CW show, please dm me if you can help

grim ore
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you can look into something like a ribbon trail and have it follow them

versed tulip
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How would i do this? Im very new to ue4

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how can i make it follow the player

safe rose
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@versed tulip What made you start using UE4?

versed tulip
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I just wanted to change from unity because i was getting annoyed at how complicated it was

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and now i love it, its so fun to use

safe rose
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Hm

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Terrible reason to come over to UE4 then

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😃

hoary silo
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I knowm, right

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XD

versed tulip
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?

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howcome

hoary silo
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UE4 is about 10x as comlicated as Unity

versed tulip
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oof

hoary silo
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Reason being is that you can do a hell of a lot more

versed tulip
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yea

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thats also why

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can u help me learn if i have any questions

hoary silo
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sure, although i'm a bit of a noob my self

versed tulip
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ok

hoary silo
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Does anyone know hot to create a blood effect like in Half Life 2

fierce tulip
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google "ue4 blood tutorial"

hoary silo
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What I mean is when you shoot something the blood sprays behind it

worn granite
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ue4 blood spatter

abstract relic
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But seriously, there are an incredible number of blood splatter tutorials

hoary silo
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I couldn't find one to help what I needed to do 😦

fierce tulip
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instant gratification is such a drug

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you learn from a tutorial, so you can apply what you learned to do what you want it to do

abstract relic
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Now I know you're bsing 😛

hoary silo
fierce tulip
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google "ue4 blood decal tutorial"

abstract relic
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have fun

fierce tulip
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wanna bet he goes for the free download one

fierce tulip
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which is fine, but if I was you, id watch the tutorials 😃

hoary silo
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I'll just watch the tutoirals

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wow, I found it

abstract relic
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free things are nice 😛

hoary silo
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yep

versed tulip
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IGOT IT! YESSSD!!! i made it follow the player, it works very good, however sometimes the particle teleports infront of the player and the line is infront of the actual player

hoary silo
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?

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oh the trail

versed tulip
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yea

hoary silo
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can you show me the blueprints you made, or the particle you made

versed tulip
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yea

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imma try to screenshot it

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i was standing still and the particle did this

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usually it stays behgignd the player

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and follows the hand joint

hoary silo
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ok

versed tulip
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so what shoul;d i do

hoary silo
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take a screenshot of your particle

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in the editor

versed tulip
hoary silo
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oh, its just a ribbon emmitter

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I thought it was that other trail effect

versed tulip
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ye

hoary silo
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GTG

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see you guys later

versed tulip
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ooooofff

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cya

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<@&213101288538374145> can u guys help?

maiden swift
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With what?

upper heart
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Please don't ping mods with technical questions.

versed tulip
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scroll up

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im making a trail

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to follow player, and i have it following the player's joint

abstract relic
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really mate?

versed tulip
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but sometimes it goes infront of the player

fierce tulip
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really?

versed tulip
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im new to ue4

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dont judge

maiden swift
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Please don't ping us for support questions.

versed tulip
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oh, but can you help?

fierce tulip
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Cedric! Jan! Erebel!, Luos!, Roy! with your powers combined, I am Pfist!

versed tulip
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my bad guys

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sorry

abstract relic
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Everyone here volunteers their time. Do not treat them like support slaves running to your whims

maiden swift
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It's OK. Just be sure to look over the #old-rules before posting so you know what to expect.

versed tulip
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Okay

snow crown
novel ember
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on a tangentially related note, googling around now

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but there's nothing akin to the new amplitude envelopes but for frequency, right?

plush yew
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sup guys

steady owl
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Is the level blueprint a good place to spawn main menu music?

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Have tried through multiple widgets but it seems easier to remove global menu music from any specific widget

dry moon
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Create a music manager instead

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so you can check the gamemode, if its main menu start X

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if its normal gameplay, do Y

steady owl
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Thanks!

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I only really have other music in specific event based cases

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So its probably easier to just spawn when specifically needed

dry moon
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Not really, you can handle it all in one area and use interface to send it to the music manager to when you need it

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And you won't need to tick either

steady owl
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@dry moon I mean its a bit overcomplicated in the sense that the menu music always happens once on begin play of the menu map and any other music is triggered either on win state or on some other one off special event

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The interface would just be an extra step to play the sound

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Unless there was some shared logic in the manager

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Then it might be worth it

bold wyvern
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How do I clean my SwarmCache? I really need help here please.

plush yew
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Please help me why is my player start MODULE detecting collision?!

fierce remnant
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I’ve been working on a doom 2016/ portal combination game and it’s going very well so far.. the game takes place in a cheesy 80s alternate universe where you are on a game show for 1 MILLION DOLLARS just one catch to win the million, you have to go through rounds of monster killing and problem solving adventures if you seriously want that money. and then there is a final twist to the story at the last boss fight. Switching the whole happy light-hearted mood of the video game to a dark and intense atmosphere.

next badger
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@primal edge Greetings! Is it possible to search for specific features of the assets via Python? Like Two Sided materials?

primal edge
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could be at some cases

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but not all the engine api is exposed, an example, in python you (yet) can't get the number of emitters used in a particle system...you can't even have a huge control over anything in particle syste.

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@next badger

spark wolf
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Is there a quick and easy way to view the c++ product of blueprints?

next badger
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it's not human readable, so...

spark wolf
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Hah, well. Nevermind

next badger
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it may be useful for learning ue4 c++ tho, i.e. how to do some particular things in c++

spark wolf
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Well I'm in the wonderful position of knowing no c++ and trying to learn to use UE4 and c++ at the same time.

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Was hoping to generate something I can reverse engineer

next badger
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you have to know c++ to read ue4 c++

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there are many tutorials for ue4 c++ on the web

spark wolf
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I know a little bit of other languages. It's not so different.

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In the basics, anyways

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I've been watching the tutorials for a while now. Still don't feel like I know much

next badger
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you may ask #cpp for a good tutorials

abstract marsh
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@sturdy spindle can you teach @waxen wedge something?

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You two should DM each other.

dim arch
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anyone know if it is possible to split a skeletal mesh by individual objects

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I have a 10 meshes which needs to share the same animation file, but have to be seperate objects in the scene

keen frigate
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@dim arch Do you want to split a skeletal mesh into different objects during gameplay (like having a human lose his hand that still uses the human's animation) or simply have different objects that use the same animation?

dim arch
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I think I need different objects which use the same animation

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because they need to use the custom depth buffer

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so have to be seperate skeletal mesh components

plush yew
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@dim arch yo 😃 how are you

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thought - maybe try assigning a material ID element diffrently to each different mesh segment you want in the buffer?

dim arch
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hey dude, doing well, went to the global games jam last weekend, good fun

plush yew
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nice man

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you physically attended? 😃

dim arch
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yep

plush yew
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i've never been to one of those, it must have been great.

dim arch
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me and a friend made a game with 6 highschool students

plush yew
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where was that?

dim arch
#

shenzhen

keen frigate
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@dim arch Nice

dim arch
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just me and a finnish guy

plush yew
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nice!!! 😃

dim arch
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were the only foreigners heh

plush yew
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were you discussing unreal with all the peeps you saw? lol

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i would imagine its a real chat fest

dim arch
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actually, only a few people used UE4, Most were Unity

plush yew
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ah

keen frigate
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lol

dim arch
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out of 50 projects, 3 were UE4 iirc

plush yew
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BTW - hi Sutorcen 😃

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cool Toku

keen frigate
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hey goth 😃

plush yew
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Toku - I will DM you some stuff i found on animation it might help answer ur Question u had

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hold on a sec

dim arch
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Also, I need to use custom-depth per mesh because of how the BP system is setup

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alright cheers

plush yew
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how do I import Zbrush models into Unreal

keen frigate
#

@plush yew It works fine on my Ryzen 7 and 1080ti. Which UE4 version and what are you trying to do?

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Have you tried this before? Anything particular in the scene you were trying to edit? Particles, high poly meshes etc?

valid lotus
keen frigate
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@plush yew Ok let me see if I can replicate your problem. Oh another thing, how much RAM do you have installed?

fierce tulip
inner mountain
#

Hey everyone!

Is it possible to allow the system-wide hotkeys when entering the fullscreen mode? E.g. Alt-Tab, Alt+F4 and such.

For me it does not work at all for some reason.

plush yew
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does anyone have an idea why i get this when i try to build the windows server?

atomic sandal
#

Hello if someone know C++ please contact me we need support cuz time is money so if some know C++ we need guy for coding based on game... Rpg please Dm me

fierce tulip
atomic sandal
#

@fierce tulip I cant sent

fierce tulip
#

read the pinned message

atomic sandal
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Ye

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And now what

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I still cant sent

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Can i get premission @fierce tulip

fierce tulip
#

if you read the pinned message you'd know what to do

atomic sandal
#

?

static viper
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i just red it too

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its obvious what todo

atomic sandal
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Ye go there an sent it

static viper
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sent what

atomic sandal
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Im on phone

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And never check for pinned message

fierce tulip
#

you just said you checked it O_o

magic kettle
#

this could be old news but did Unreal take away the modding section as i cant find it within the launcher :S?

wary wave
#

the mod SDKs are (for some irrational reason) on the store page

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you have to scroll past all the MAHOOSIVE IMAGES for games to get there

magic kettle
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oh wow cheers, just seen it

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that took a while to scroll down aha lol...they should consider moving it somewhere else

wary wave
#

yeah, it's really stupid

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once you've installed an SDK (once ever), it appears in your game library

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(I don't know why it does that, either)

magic kettle
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lool

bold wyvern
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Should I clean my appcache?

next badger
#

@fierce tulip what was your opinion on that tweet? worried?

fierce tulip
#

more like, I would like to see what they are promising to the game shop for the marketplace.
Tim even tweeted to someone saying "we want to use a same approach to the store as we do the marketplace" and that has got me significantly worried.

graceful sky
#

+1 worried

next badger
#

we want to use a same approach to the store as we do the marketplace
Ahahhaha. Well, good luck Tim!

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Militaty Weapons (c)

fierce tulip
#

looking for the tweet so it doesnt seem im talking out of my arse

bold wyvern
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@fierce tulip Should I clean my appcache? My computer is running out of memory.

fierce tulip
next badger
#

appcache is web browsers cache?

fierce tulip
#

@bold wyvern you can clean the ue4 cache
C:\Users\xxxx\AppData\Local\UnrealEngine but it might fill up again.
its better to try and use disc cleanup with administrator access so you can clean as much as possible.

graceful sky
#

There are countless issues with the marketplace review system tho...

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Its not a very good template to go by

next badger
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@graceful sky there's a review system????

next badger
#

the stars?

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i thought they are like...legit reviews

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not the Metro style

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al least it has some functionality in it

bold wyvern
#

@fierce tulip How should I do the cleanup?

fierce tulip
#

in theory you can go to
C:\Users\xxxx\AppData\Local\UnrealEngine
and remove everything

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though try to keep the config files

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C:\Users\XXX\AppData\Local\UnrealEngine\Common\DerivedDataCache surely can be cleaned

bold wyvern
#

@fierce tulip I just deleted the config files.

fierce tulip
#

lol

next badger
#

well, i have no config files there

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for some reason

bold wyvern
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@fierce tulip What would be the consequence of deleting config files?

next badger
#

probably mine are stored in the engines directories

fierce tulip
#

might need to reset keyboard shortcuts, menu changes, etc

next badger
#

oh, yeah...i have the config files...

#

it seems those for Rocket builds only

thin stag
#

I have a problem, whenever i press attack the attack animation starts and ends, but then i press attack again and hes not doing anything, to put it simply: I can only attack once, what am i doing wrong?

copper flicker
#

Trying to make a simple inventory....

#

Madness

#

From the beyond

#

O o

#

I wanna kill myself

#

jus sayin...

#

Nothing makes any sense....

next badger
#

@thin stag do you know how to debug blueprints?

copper flicker
#

I watched like 4 series on youtube

#

it's absolutely horrible to debug UIs

thin stag
#

@next badger no

copper flicker
#

I have a vague idea of how to debug BPs in general...

#

but it's pretty confusing

frosty bloom
#

Buy an inventory system, get one of the free ones from the community, reverse engineer them @copper flicker

#

There is options

copper flicker
#

reverse engineer is even harder

#

I don't know, basically, how to adapt an inventory to my game

next badger
copper flicker
#

ALL of them create grids

frosty bloom
#

@next badger Beat me to it, was just about to link it 😛

copper flicker
#

yea, I know, I've watched and tried that

#

the problem I have is.. how things communicate

#

cuz the Player is able to pick up things just fine

#

and store them

#

but the UI is completely another software, from another planet

#

I don't know how to update it

next badger
#

@thin stag watch few videos on YT then, once you'll get an idea you could find the reasons of issues quite easily

copper flicker
#

the inventory system these guys are making ALL rely on automatically creating slots

#

I've created them manually

frosty bloom
#

Follow one of the youtube tutorials from UnrealEngine @copper flicker pretty sure I've seen one or two that covers "Blueprint Communication"

copper flicker
#

what do u mean by BP communication...

#

my problem is not in BP

#

but with UI widgets

#

I'm not creating or deleting the UI on demand.. each time I open the window

frosty bloom
#

Interfaces/Delegates/Inheritance/Casting - If you understand all of these, you can skip my previous comment. If you do not, I can do nothing but repeat the suggestion

copper flicker
#

I'm using a Widget Component

#

yeah, Interfaces are weird stuff... I don't understand them

#

😄

#

nor do I wanna use them

frosty bloom
#

¯_(ツ)_/¯

next badger
#

Interfaces/Delegates/Inheritance/Casting - If you understand all of these there is no point of asking anything on #ue4-general then

copper flicker
#

casting.. I KIND OF understand it, but it's confusing as hell

frosty bloom
#

That's why I hinted at a "Communication" tutorial heh

copper flicker
#

dunno what tutorial u r talking about

#

can u link it pls?

#

I've looked at a few

frosty bloom
#

I won't google it for you

copper flicker
#

and all of them are incredibly badly covered

frosty bloom
#

BP Communication - All the words you need

copper flicker
#

okok, let me try

#

amazing, the first one that comes up is a 2 hours 22 min chilled ramble from Epic

#

Epic Live Training...

static viper
#

its epic

copper flicker
#

worst way to learn Unreal

#

by far

static viper
#

you said

#

you have a vague idea of unreal

#

and now you are the pro of deciding how to learn ue4

copper flicker
#

no.. not of Unreal

thin stag
#

ok, i solved it, the issue was that i didnt understand the Delay Time so i thought 30.0 was 30 seconds and not 30min xD

next badger
#

i think some streams are actually have more in depth info than even official documentation has

static viper
#

dont use delay for something that long

next badger
#

@thin stag delay is actually in seconds

copper flicker
#

but come on, u don't have to be Jesus to understand that Epic rambles are awful

#

I watched a few back in the day...

frosty bloom
#

Being able to do research is step 1 in GameDev

thin stag
#

ah ok, thx!

copper flicker
#

absolutely awful content

#

😄

#

they take hours to show off a bunch of features

#

and nothing practical

ember hull
#

guys, some of the mesh are invisible in ue4, but its visible in blender, even when all of the normals are in the correct side

static viper
#

thats why its a show off

#

oh god what happen to him

#

his horns are deformed

frosty bloom
#

@ember hull #graphics Should be able to help you out

ember hull
#

thx

#

the normals are all flipped to the correct side I dont know what is the problem

coarse prawn
#

to be fair I share the same thoughts as @copper flicker
I started UE4 around 2 weeks ago and my god those Epic Games tutorials were awful, not because they didn't teach anything (they did) but they just rambled and I get that they want to keep people engaged because (I think) it's live at the time but it isn't helpful for people watching after. Luckily I have years of programming experience so I didn't need to rely on them

static viper
#

that live training isnt supposed as tutorials really

#

its live

coarse prawn
#

Yeah thought so

static viper
#

so people can ask questions live

copper flicker
#

there are much better videos on youtube. Epic content is abysmal

#

😄

#

anyway, to the point.

frosty bloom
#

Live Training aka it got an audience

copper flicker
#

anyone knows how to create an inventory that's parented to the Player?

static viper
#

i agree that 90% of the tutorials on youtube are garbage

#

yes live training got a steady audience

copper flicker
#

so basically.. I'm trying to make an inventory that updates when u pick something up, and it's NOT a floating window, but a Component Widget

static viper
#

component widget?

#

whats that

copper flicker
#

widget component

#

on the player

static viper
#

but that is a floating window

copper flicker
#

well, it lives inside the player

static viper
#

where would itt live else?

#

XD

copper flicker
#

ok........

static viper
#

are you having an actual issue?

#

or just asking on "how to do this"

copper flicker
#

I can't get it to update

#

yeah, I can't find any info

static viper
#

show images and code then.

copper flicker
#

all the inventory tutorials are creating floating windows

static viper
#

that doesnt matter

copper flicker
#

and are grid based

static viper
#

the code can be used anyhow

#

not grid based inventories are actually easier

copper flicker
#

I don't know what to show come on.. I have a ton of objects here

#

well, if I could make ONE.. slot... update

#

that would be EPIC

#

😄

static viper
#

you could start by showing us how it should look

#

like screenshots from games.

#

that always helps

copper flicker
#

forget the visuals, I'm talking about ONE slot : ]

#

any shape

#

any size

static viper
#

what

copper flicker
#

but placed by hand, not built by code

frosty bloom
#

Then pretty much ALL inventory systems out there can help you. All the tutorials, all the community samples etc

static viper
#

you are making no sense now.

copper flicker
#

have u guys built inventories?

static viper
#

inventory is a container for multiple objects

#

and a slot is that singular

frosty bloom
#

Yes, i spent 6 months building a very complex one

copper flicker
#

okok

static viper
#

what do you actually want VM

#

you clearly dont know

copper flicker
#

dunno how to ask.. it's complicated

static viper
#

seems like

copper flicker
#

because I don't really understand this system

static viper
#

then why do you want to build it

#

that makes no sense

copper flicker
#

no man, I don't understand the systems created by all these tutorials I've been following

#

none of them explain clearly

static viper
#

that might not be the main issue.

copper flicker
#

how things communicate between Slots and Player

static viper
#

i agree that tutorials are usually highly bad

#

but lots of people get their solutions anyways

#

bc they understand the basics

#

and know what they look at

#

did you ever created any inventory system before?

#

and sorts

#

in any language

copper flicker
#

yes

#

in UNity

#

so look, I have a BP, separate from player, that contains all the functions. it has an Add Item function, which calls an Update Slot event.

static viper
#

show that code

copper flicker
#

too much

#

😛

#

Ican't show u like 10 windows of BPs

static viper
#

its exactly what i ask for

fierce tulip
static viper
#

oh luos

copper flicker
#

I know... but it's to complicated

static viper
#

its gonna get swamped away here

#

XD

#

it is VM

#

its complicated with you not wanna show me

#

you are making my life hard.

#

your life

copper flicker
#

haha.. I can't even print screen it, it's huge

static viper
#

you can snipping tool

copper flicker
#

it's wawy larger than 1 screen

static viper
#

can you

#

make multiple?

#

i dont need any bit

#

i will ask if i need

copper flicker
#

anyway, I was trying to explain... but I guess it's not working like that

#

😄

grim ore
#

ok so whats the actual issue ignoring all the i cant show it and i dont know how to do it. The actual issue you are running into right now?

static viper
#

you werent trying to explain XD

#

you are zigzagging

#

and i only take my time so i can wait for my package.

copper flicker
#

and it doesn't work because I'm not building slots from scratch

grim ore
#

why not?

#

if you are following the tutorial why not follow it.

static viper
#

mh lets see

grim ore
#

follow it, learn how it works, then adapt it to what you want.

copper flicker
#

because Im not trying to make a GRID

static viper
#

tutorial is from 2016 also

#

it might be outdated

copper flicker
#

and what he makes only makes sense for a widget that's built on demand

static viper
#

you know

grim ore
#

"I want to make a car that has 4 doors but this tutorial only has one that has 2 doors. I better not learn how to do that first then change it for my needs"

copper flicker
#

not one that's inside the player

static viper
#

if you had shown me an image of deus ex...

#

i would have understand right away.

#

you are having a hard time communicating

copper flicker
#

Math... I did follow this tutorial

grim ore
#

so you finished it completely and it worked for you?

static viper
#

this one is slot bc it auto sorts the items in row

copper flicker
#

no, it doesn't work

static viper
#

and grid is location wise size wise

#

why are you doing something that complicated right away

copper flicker
#

haha ffs....

#

I don't wanna do something complciated

#

I need a very simple UI

#

Inv

static viper
#

you are

#

just make a vertical container menu

copper flicker
#

I can't find any info on how to make a simple inventory that works for my game

grim ore
#

its not that. Everyone programs something different and its super hard for us to help you if we don't know what you are doing. That is why they are asking for screenshots so we know where to go from there. The way I would do it is not the same way you would.

copper flicker
#

I don't know how to update the slot

fierce tulip
#

follow some tutorials about it

copper flicker
#

okok, let me see

#

haha wtf..

#

I just said I can't find one

grim ore
#

"update the slot" is very generic. I guess add child to vertical panel is what you want?

static viper
#

you are making your life so hard.

fierce tulip
#

I just googled "ue4 inventory tutorial" and got dozens.

copper flicker
#

add child to panel will not create a slot.. from scratch?

static viper
#

ofc it will

frosty bloom
#

^ not to mention several free examples

fierce tulip
#

^

copper flicker
#

I don't want to CREATE it

#

it's already created

#

😄

static viper
#

if you add child you can completly create one

grim ore
#

what is created?

copper flicker
#

the slot...

fierce tulip
#

but its not working, so follow more documents/tutorials

copper flicker
#

I want to add slots manually, not with code

grim ore
#

so you add the slot to the panel?

#

drop in a panel then drop in the slots?

copper flicker
#

I already said this like 3 times...

#

ok

static viper
#

you already didnt show code

#

why dont you show some code...

frosty bloom
#

Soooo... Skip the CREATION of the slots and use the rest of the code to update slots?

copper flicker
#

because showing code would be like.. snipping kilometers of code

grim ore
#

this is only frustrating because you want an exact answer to your exact problem and we are all literally guessing lol

static viper
#

how can you be angry with us... if you dont comply either?

copper flicker
#

I know I know... sorry

frosty bloom
#

I'm pretty sure i nailed it though.

grim ore
#

use a grid panel, drag and drop in your slots, done? uniform grid panel if you want it to be uniform?

static viper
#

drag n drop does imply code too tho

#

that cant be it!

copper flicker
#

so this is inside the player

grim ore
#

and what does InventoryWindow look like?

frosty bloom
#

You need to pass the information from whatever you are overlapping to your inventory grid

#

"add Item" or whatever

gleaming star
#

Has anyone had this problem in 4.21:
in any blueprint graph, when you right click and bring up the search popup then press W or S, instead of typing the letter it thinks you are pressing the UP or DOWN arrows and changes focus on other UI elements!? You get a tiny dotted line moving around UI elements...
Don't know if it makes sense? I know it's weird. A few of us are having it and can't explain.

copper flicker
#

this is at start. on begin play, in the player

#

creating the Inventory BP

#

which contains all the functions

grim ore
#

and what does InventoryWidget look like in the designer

copper flicker
#

wait

#

this is AddItem....

#

well, part of it

#

just one branch

#

it should call a slot update

#

THAT.. part is where the tutorial breaks for me

#

this is inventory SLOT

#

the inventory window

#

no code

honest rune
#

is there a way to manipulate SaveGame files into emulating datatable storage and querying/updating against it at runtiime?

copper flicker
#

on Inventory BP there should be more stuff.. which creates the inventory window

#

but I can't do that

#

cuz I'm doing it in the Player, with WidgetComponent

#

datatables r not supposed to be updated at runtime... jus sayin... 😛

honest rune
#

emulating datatables

copper flicker
#

oh I see..

devout gulch
#

?

#

what are yoy trying to do with saves ?

copper flicker
#

anyway, that's most of the stuff, the rest is a bunch of functions taht I copied from the tutorial and work fine.. ish

#

my problem is in Inventory BP

#

which is supposed to have an UpdateSlotAtIndex function

honest rune
#

I'm hoping there is a way to store structured data that I can treat similar to datatables that could be queried/updated at runtime as well. I'm tired of fighting with the engine to get SQLite to behave properly

devout gulch
#

just serlaize your objects to json

#

and store them that way

copper flicker
#

and there u go.. was it at all helpful to post a ton of Snips?

devout gulch
#

build in save system is really not meant for this kind of data manipulation

#

it simply store binary blobs in/out

honest rune
#

I know but that seems to be the direction everyone points to when someone mentions packaging databases

#

I thought json files get cooked?

grim ore
#

it was helpful to me atleast, it looks like you got lost during the tutorial and never finished it so now you have half a working system that you don't know how it works 😦

devout gulch
#

you don't need to cook them

#

you can store them anywhere you want

#

and you can serialize any UObject into json

#

i do it for inventory

#

i simply serailize items to json

#

and I can store them locally or in database

honest rune
#

I'm fine with using json if thats the case 😃 Is there any gotchas?

devout gulch
#

controll what you serialize

#

otherwise it will dump everything

honest rune
#

do you have an example you could link to by chance? Just something that shows doing it for arbitrary data would be great

devout gulch
#

`void UNxItemsComponent::SaveItemsToJson()
{
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();

TSharedPtr<FJsonObject> Root = MakeShareable(new FJsonObject);

TArray<TSharedPtr<FJsonValue>> EntryItemsObjects;
for (const FNxItemEntry& Entry : ItemsArray.Items)
{
    TSharedPtr<FJsonObject> JsonEntry =  FJsonObjectConverter::UStructToJsonObject<FNxItemEntry>(Entry, CPF_SaveGame);

    TSharedPtr<FJsonObject> JsonItemContainer = MakeShareable(new FJsonObject);
    FSoftClassPath ItemClass(Entry.Item->GetClass());

    TSharedPtr<FJsonValueString> ClassType = MakeShareable(new FJsonValueString(ItemClass.GetAssetPathString()));
    TSharedRef<FJsonObject> JsonItemObject = MakeShareable(new FJsonObject);
    UStruct* asd = Entry.Item->GetClass();
    FJsonObjectConverter::UStructToJsonObject(asd
        , Entry.Item 
        , JsonItemObject
        , CPF_SaveGame | CPF_Edit | CPF_BlueprintVisible
        , 0);

    TSharedPtr<FJsonObject> Dupa = JsonItemObject;
    JsonItemContainer->SetField("itemClass", ClassType);
    JsonItemContainer->SetField("itemObject", MakeShareable(new FJsonValueObject(Dupa)));
    
    TSharedPtr<FJsonValueObject> JsonItemEntryObjectValue = MakeShareable(new FJsonValueObject(JsonItemContainer));
    EntryItemsObjects.Add(JsonItemEntryObjectValue);
}

TSharedPtr<FJsonValueArray> ItemEntries = MakeShareable(new FJsonValueArray(EntryItemsObjects));
Root->SetField("ItemArray", ItemEntries);

FString PathMain = FPaths`
grim ore
#

There doesnt seem to be any correct flow, you might want to rewatch the video and see what is missing. Your search free stack has a slot index that is not being used for example.

honest rune
#

@devout gulch thank you. I'll take a look at that. If this works well, I'll have to buy you a coffee or something lol So tired of trying to get SQLite to behave correctly

devout gulch
#

my advice

#

use database

#

that support json

#

either NoSQL

#

or SQL with support for json datatype

#

game data is exactly what the NoSQL databases are good for

honest rune
#

I've never used a non-relation db before. SQLite has a json extension but I had so many issues getting sqlite to work with UE4s build system

devout gulch
#

you need embedded database ?

honest rune
#

exactly 😃

devout gulch
#

meh

#

not worth it

#

just store files on HDD 😄

honest rune
#

in an older version of the engine I was able to embed sqlite source directly but as of something like 4.17, .c files cause compilation to go haywire and fail. I changed to just linking pre-compiled sqlite and while I can get it to compile and package, it fails to initialize sqlite correctly and no idea why. returns nothing but null pointers

#

I wasted 2 weeks at least messing with it so decided to look at alternatives

atomic sandal
#

Failed to copy "C:/Program Files/Epic Games/UE_4.21/Templates/TP_ThirdPersonBP/Config/DefaultEditor.ini" to "C:\Users\Kevin-Lorena\Documents\Unreal Projects\MyProject1/Config/DefaultEditor.ini".

cerulean nova
#

Hi im having a brainfart right now 1.5e+04 whats that in a numeric value?

#

wasnt e = x10 or something

wary wave
#

1.5x10^-4

cerulean nova
#

Thank you @wary wave ^^

atomic sandal
#

so anyone can help hello anyone have idea why i cant open
Failed to copy "C:/Program Files/Epic Games/UE_4.21/Templates/TP_ThirdPersonBP/Config/DefaultEditor.ini" to "C:\Users\Kevin-Lorena\Documents\Unreal Projects\MyProject1/Config/DefaultEditor.ini".

wary wave
#

please don't keep posting the same thing over and over again

#

it says you can't copy the file, it says nothing about opening it

grim ore
#

I think he means open the project perhaps

wary wave
#

maybe

#

the paths look all screwed up

ember hull
#

Guys, how to change the emissive material glow distance ?

static viper
#

glow distance?

ember hull
#

my english is bad, let me show you a pic of what I mean

paper kernel
#

you can't use emissive material as light source, you gotta add same color light ontop of it to get that glow "distance"

ember hull
#

somehow im blocked from adding pic

static viper
#

just make a new oic

#

pic

grim ore
#

use something like imgur.com if you want to share a pic

wary wave
#

you can't use emissive material as light source
this is false

#

I do this all the time

ember hull
#

not light source

wary wave
#

I believe it's also how Koola does his lighting

ember hull
#

this what I mean, I meant the fake glow, when I move bit away from the model, the fake glow disapear, how can I edit the glow distance

wary wave
#

looks like it's emissive working as intended to me?

ember hull
#

yes its working, but it disapear when I move bit away from the model

#

I want to edit that a bit

cloud cobalt
#

That's expected, because your eyes get too small

#

Rasterization being what it is

wary wave
#

the 'far' shot, the eyes are something like 4 pixels across?

static viper
#

the bloom shader is space spaced

wary wave
#

I'm not sure what you're expecting to see?

static viper
#

so if there is not enough it cant glow

wary wave
#

it is glowing though

cloud cobalt
#

Small surfaces at a distance are always going to look like that

#

Use a sprite

ember hull
#

the pink glow is gone when I move bit away from the model

plush yew
#

howdy, i've got a question. Using blueprints, how would i get the position of another pawn?

graceful sky
#

that inventory tut your following is one of the better ones imo VM

plush yew
#

and access it from another pawn

copper flicker
#

I managed to narrow the problem... I can't send info from my InventoryBP to my InventorySlot. the BP is aware of what item I picked up at Index 0. In the Slot I'm using an InventoryBP reference. and if I get item info at index.. in the BP, all's fine, in the slot it fails to see the contents of the BP. any idea....?

graceful sky
#

Getting any errors?

ember hull
copper flicker
graceful sky
#

Errrorrrs VM?

copper flicker
#

no

grim ore
#

@plush yew there are 16 different ways of getting that info but it depends on how your stuff is setup and the other pawns info so.... Get Actor Location would be the general way to get the actual position of the other pawn

earnest cape
#

I wish I could just right click a bool pin and split it

copper flicker
#

I don't know how to send info from a BP to a UI widget.. basically

#

I hoped it would work with a reference

graceful sky
#

Hence the BP communication hint a few texts ago

copper flicker
#

yeah man but that's why I'm here, to ask

graceful sky
#

Reference is a typical way of doing it. Just make sure its set and not a nullpointer

#

Typicly youd be better of asking in the cotrect forum/discord tho :)

copper flicker
#

I'll get banned if I spam other chats

#

: ]

#

this here is safe.. I guess

grim ore
#

so InventoryReference is invalid?

copper flicker
#

I don't know what u mean

grim ore
#

or it's null, or its not the right one or?

copper flicker
#

ok let me check

grim ore
#

and the better question would be where do you tell your project that "InventoryReference" is the one you are using specifically and not some other one in some other place or some other time.

copper flicker
#

it

#

oops.. it's not valid, I think...

#

not sure I understand ... how do I tell my UI that the inventory object I'm using is a specific one?

graceful sky
#

Bp comms.

plush yew
#

whats a good way to check if a pawn is being looked at by the players character?

grim ore
#

yep. if you made 5 different instances of Inventory BP with 5 different sets of info, how does this know the correct on you want?

#

thats BP communication, that is using references

copper flicker
#

exactly.. if I have 2 players

#

I don't understand how to use references in this context

graceful sky
#

They spawn their own bps

copper flicker
#

I need a specific inventory, that's related to player 1

graceful sky
#

For handling their unique inventory

copper flicker
#

ooooooooooooooooooooooooooooooooooooooooooooooooooooooooohhhhhhhhhhhhhhhhhhhhhhhhhhhhh

#

😄

#

so the Inventory Ref I set after begin play, on the player

graceful sky
#

So you create the initial referebce there yes

copper flicker
#

I'm making that a variable

graceful sky
#

Thats the first valid reference of it

copper flicker
#

I had no friggin idea why

#

that's following a tutorial and not understanding wtf

graceful sky
#

Then you need to inform your widget about it

#

And i know for a fact that you spawn the widget in the player aswell

#

So there you have a communication route.

copper flicker
#

hmm.... so I need to grab somehow this ref from the player

graceful sky
#

Player knows of both the inventory, and the widget

copper flicker
#

dunno how to make the player know about the widget either... but I don't think I need that

graceful sky
#

Using the widget variable saved in the player, you can access the widgets variables

copper flicker
#

the InventoryBP has all the info I need to access

#

Thanks Squize!

graceful sky
#

Yeah but the inventory dont inow about any widgets , as its not set up that way :)

copper flicker
#

the Inv indeed, doesn't know

#

but the code is in the slot widget

#

and I need to get info from the Inv

graceful sky
#

Yeah

#

So typicly youd wanna pass the reference into the main inventory to create the last latchpoint from the inventory to the slots :)

plush yew
#

do pawns count as actors?

#

im asking in terms of break hit for raytracing

#

i've got the break hit blueprint here and im curious to what result is for detecting a pawn

wary wave
#

cast to actor and find out.

copper flicker
#

omfg it works..

#

a bit crashy a bit broken.. but now I'm updating my friggin UI slots

#

it's like magic

#

😱

plush yew
#

thank u ambershee

#

works now

#

is there a way to comment out a blueprint block?

#

temporarily

grim ore
#

@plush yew as a hint on if a pawn counts as an actor, open up your pawn BP and look at the parent class in the top right

plush yew
#

ah i see

grim ore
#

you can pretty much count on most things "in the world" as being some sort of a child of Actor* *Your results may vary, this is not a guarantee, seek professional help if your problem lasts for more than 4 hours.

plush yew
#

im using the thirdpersonexample map, how do i select what "character" i play as? i seem to spawn in as a different pawn

grim ore
#

the "Default Pawn" is what spawns in when you spawn in normally. the "Default Pawn" is controlled by the Game Mode you are using.

plush yew
#

how do i change the "default pawn"

cloud cobalt
#

In the game mode

grim ore
#

Project Settings -> Maps and Modes -> Default Game Mode -> Default Pawn if you have done nothing else

plush yew
#

aight i found it

#

thanks

#

can i import the firstperson example character into another project?

#

im not sure how

grim ore
#

2 ways. click on it, right click, asset actions , migrate, and select the other project

#

or in the new project click the green add new button, at the top add feature pack, and add the third person feature pack

teal citrus
#

I added some paragon assets to my game and I start to get a texture streaming pool warning message pop up in my editor when I add them to my map

#

and I notice my editor RAM usage spikes to 6-7 GB

#

is this dangerously high? I don't know much about what kind of limits I am near in terms of texture usage, but usually my editor runs at around 2-3GB memory usage

#

I notice it specifically when I add grux or boris skeletal meshes to my map, haven't changed anything on their default

maiden sundial
#

Please tell me that it's possible to change the amount of spawns from an emitter while runtime

fierce tulip
#
  1. that should be posted in #visual-fx
  2. yes, by changing the distribution to "blueprint"
maiden sundial
#
  1. I'll keep that in mind for the next time
  2. I'll try it 😃
cerulean nova
#

what could be the reason for a black texture sample?

#

im working with a texture obj. and a custom rotator into the UV´s

plush yew
#

Hi, when i wanted to compilate a little C++ code, it took me some hours, how knows what i need to upgrade in my PC ? Or there are any solves ?

glacial pecan
#

unreal fortnite on mobile uses forward renderer? same as VR on desktop?

cerulean nova
#

@plush yew "a little C++" code doesnt take any time to compile however if ur working with the UE4 Source and compile the engine with your modified code that can take very long since the engine is "tons" of code ^^

plush yew
#

when i save my code in vs studio

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i just clicked on "build"

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or compile

unkempt lotus
#

Hello! Is it possible to build games for IOS on windows?

cerulean nova
#

@unkempt lotus ofcourse...

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if your in the engine just hit File -> Package Project -> iOS

unkempt lotus
#

I've tried that but then I get the error message that the SDK for the IOS platform is not installed and a Remote server is needed

#

if i press tutorial / docs in the error log a Itunes window appears, but is just installing Itunes enough to build a game for IOS?

cerulean nova
#

no

#

but there is more to it

#

i dont do anything for mobile maybe ask someone else ^^

unkempt lotus
#

no problem I only have to build it for desktops, my teachers use macbooks for god knows what reason so I'll just enable the plugins that you have as well

#

thank you!

cerulean nova
#

they are not installed

#

its just a direction where i would search

unkempt lotus
#

hmm for me the same ones are enabled

cerulean nova
#

u better watch some youtube tutorial

#

UE4 Packaging for iOS

unkempt lotus
#

yeah that might be better indeed, I'll search for the SDK first

#

but still thank you!

plush yew
#

whats a good start game to make?

#

why c++ compilation takes so much of time :c

grim ore
#

because there are millions of lines of code and only 1 hamster pieces them together

#

@plush yew most people suggest PONG as a basic game to recreate and learn from

plush yew
#

is there any others

midnight mantle
#

I remember someone telling me ctrl+click to orbit an object, but that doesn't seem to work anymore

#

did they change this?

plush yew
#

@plush yew you could just play through some of your favorite games and find a good genre and then begin to develop the game using a template either in the unreal project new project settings or with a marketplace template. What I did was I followed a series of tutorials and the tutorial that I was following actually helped me to make a template that I was later able to use in my game

#

ok

grim ore
#

@midnight mantle it's ALT-Left Mouse Drag to orbit a focused object

static light
#

What are the pro and cons for choosing pixel streaming vs html5?

unkempt lotus
#

@grim ore Indeed I'm on a windows and I don't own a mac so I'll search for some more solutions but thank you for sharing the link to the documentation that is very helpful!

grim ore
#

A MacOS VM or a physical Mac machine will work for building out to. You could technically use a remote building server as well but shrug

unkempt lotus
#

a VM set up is probably the easiest I assume

#

or maybe at school I can find and use a mac depending if it will run ue4

#

though why is it so difficult to build for ios? is there a specific reason for it?

grim ore
#

technically you dont need the mac to run UE4 if you use the windows remote build option. It just needs XCode to build out

#

and it's difficult because it's apple.

cloud cobalt
#

@plush yew There are trick for faster builds

#

Basically, never include in headers unless forced

#

Forward declare everything

#

Don't include large general purpose headers

unkempt lotus
#

hmm interesting I'll look into setting up a remote build server, but it just depends on if I need a ios developer account for it, don't really want to spend 100 bucks just to submit a school assignment hahaha

grim ore
#

You don't need one unless you want it to stay on the device working for more than a week, you can get a temp certificate for 1 week builds without paying

unkempt lotus
#

good to know! thanks! sigh apple.... hahaha

static light
#

is html5 dead? not recommended ?

grim ore
#

pixel streaming solves a different problem. html is a 1 person viewport into the game basically, it's just a web game. Pixel streaming is remote streaming so you can have 1 game being viewed and interacted with by multiple people all with the same interface

#

so think of pixel streaming more like interactive twitch and less like a game

#

Alternately Pixel Streaming puts all the graphical rendering onto the server instead of the client so you can use it for higher quality interactive displays that are running lower end hardware (dummy terminals)

static light
#

then if two users are moving the same object in their individual web browser at the same time, what would happen?

grim ore
#

using which one?

static light
#

pixel streaming

grim ore
#

I would assume it would fight as each update comes thru. That would be up to the dev to decide what happens as they would code in the code to handle moving objects

static light
#

yeah, like how to manage the "state" of the interact-able objects in unreal through web trigged events

#

so A clicked the button to change the color of wall to blue, will B see that on the other end?

grim ore
#

with pixel streaming you are working on 1 game basically broadcast to everyone else so yes it should work

static light
#

while html5 is to create multiple instances, right?

grim ore
#

html would basically all be separate games yes. You could add networking but thats a separate thing

hoary silo
grim ore
#

multi line trace

hoary silo
#

That worked, thx

humble stag
#

I made a new folder remade a set of it again, the new one doesn't move

#

I named it as NPC

#

so the AI char can move , but the NPC char just stood there

#

Anyone have any idea?

grim ore
#

did you duplicate and rename the AI or make a new one?

humble stag
#

make a new one

teal citrus
#

does anyone have any experience with texture pool streaming limit warning messages?

#

I started getting some and don't know how severe it is

grim ore
#

there could be many things wrong, your AI controller is not set up. The AI is not set to posses on spawn or in world. The blackboard is not set to run, etc.

humble stag
#

If i follow the tutorial same as the AI i setup for NPC

#

it should not have problems right?

grim ore
#

yes but you didn't or it would work, right?

abstract relic
#

You’re forgetting human error on your part

humble stag
#

i redid it for like 4times

#

now i deleted the entire folder

#

redoing a 5th time

grim ore
#

welp check those 3 things I suggested,

humble stag
#

ok great somehow deleting the whole folder worked

#

i changed the implementation node a little and it worked

#

Alright I have question on behavior tree and normal blueprint

#

So my game is ThirdPerson, so the character is TPS, inside the TPS blueprint I have done line trace to NPC via a cone

#

I would like to let my NPC character know that that the cone has hit it via the line trace.
Do I make a boolean in TPS blueprint and set it to true after line trace register a hit and access it via the NPC behavior tree's task blueprint?
Or do I do the other way round, NPC behavior tree's task blueprint make a boolean and let the TPS line trace after hit set that boolean to true and get it in the task blueprint?

grim ore
#

talk to the item you hit, tell it you hit it.

#

you can have a task in your BT on your NPC that runs and checks to see if this variable is true and then do whatever

#

it would be up to you to change that option at some point back to false obviously

#

so your 2nd option you asked about

humble stag
#

aye thanks! let me go work on it now

true leaf
#

Honestly this is strange and hilarious. I think I've been visited by the good luck fairy. I started with UE4 one month ago and have just been straight grinding on it, learning and picking up concepts fast. Now I have a fun multiplayer MVP and about to do an alpha test with my friends this weekend. Everything I've tried to do in the editor has been a dream. I'm not really trying to do anything super crazy/hard but even still, this is amazing.

#

Now granted I've been making games and programming for a long time with other systems but good work Epic 👏

#

Likes here's an example... I wanted to put a simple map menu in my game when you press M. It took me all of one hour after I watched a YouTube Tutorial and I had no idea how to even begin. Crazy!! (I added a scenecapture2d to my character and linked it with a render material set to UserInterface mode and dragged that into UMG). bravo

humble stag
#

how do i make an AI move away from a player? so far I have the AI move towards the player but to do the opposite?

abstract relic
#

By literally doing the opposite. The AI needs to know where the player is then pick a point away from the player

humble stag
#

and how do i do that?

#

this is for movenear player

#

so what additional node do i need to add in to make it move away?

hollow mesa
#

So if you take the difference between the AI's coordinates and the player's coordinates you get the direction of the player compared to the AI. Times that by -1 and you get the opposite direction, then add that to the AI's coordinates and plug that into getrandompointnavigableradius.

plush yew
#

ahm any help in the #audio channel ?

humble stag
#

ah ok

#

if i get the forward vector and * -1 ?

plush yew
#

no

hollow mesa
#

doesn't that mean the direction the object is looking at, not the direction of the other player?

plush yew
#

get the world location of both the player and the AI and then do Player - AI then that'll give you the position of the player compared to the AI

humble stag
#

i just need it to move away in random direction

plush yew
#

if you reverse the subtraction process by easily multiplying the result by -1 it'll give you the position of the AI relative to the Player

grim ore
humble stag
#

so if i have the move to player in random direction, i can just * -1 to that right ?

#

actually i'm trying to avoid EQS

#

because i'm doing a fast prototype for next week's playtest

plush yew
#

ok let me tell you something easy

grim ore
#

I was just saying that tutorial gives you the basic concept as well just using EQS as the method to implement it.

plush yew
#

try to get the location boundaries of the level (do this manually inside the level can't do this with code as far as i know) then create 3 random floats between these boundaries and take each as the X, Y and Z coordinates

#

then you'll have it move into a random loc

humble stag
#

hmm

plush yew
#

that's if it's an open level

#

else you can just use that node you used and set the origin as the AI's location

humble stag
#

i'm not the one designing levels yet, i'm just making simple AI for teammates lol

plush yew
#

ok then do this

#

:

#

instead of what i said

#

take the image you posted above and instead of get player pawn location

#

you can get the AI's location (by just typing "get world location" into the bp search thing) and then just putting that inside the origin pin

#

then you set the range as much as you want

#

cool ?

humble stag
#

ah ok

#

cool

#

i'll try that

plush yew
#

ok now can anyone please help me in the #audio channel ?

hollow mesa
#

I just started with unreal engine, I haven't touched audio yet