#ue4-general

1 messages ยท Page 386 of 1

plush yew
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this is the only problem i have inside ue4 rn!!! it's ridiculous!!!

true leaf
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If I do a raytrace and specify a start and end point... Does the ray stop at the end point or go on forever ??

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Dumb question

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Like do I also need to do a distance check ?

plush yew
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no the end point is there for a reason i think

true leaf
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Yay

hollow mesa
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I doubt it would go on forever

true leaf
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Same just trying to make sure since a ray in math goes forever

plush yew
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i think it'll go on forever only in the predict projectile path node

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cause there you specify a launch velocity

true leaf
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Ok. I didn't even know that was a thing.. lol

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Nice

plush yew
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and btw if you hover over the end point pin it'll tell you that it's the end point of the line segment

hollow mesa
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I have general question regarding terrain. Is it possible to manipulate terrain runtime, or at least load it from a heightmap which I can generate within the engine? My goal is to make procedurally generated terrain. I am not asking for what algorithms I should use, but rather what tools within the engine I need to manipulate the terrain.

true leaf
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Ooo

plush yew
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never touched the terrain system

plush marsh
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@true leaf it stops at end point 100%. With BP and with C++

abstract relic
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Stop drooling toast ๐Ÿ˜œ

vale silo
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@elfin jacinth @wicked tiger @gleaming narwhal Is it normal for XB1 dev forum to be pretty much dead ?

wary wave
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yup

vale silo
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@wary wave was that for me? ๐Ÿ˜ƒ

wary wave
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yup

vale silo
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๐Ÿ˜ฆ

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are you ID@Xbox dev by chance @wary wave ?

wary wave
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nope

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not indie

vale silo
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well, I mean, do you have access to XBOne dev resources ?

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I am just wondering if there is a more useful place with more help for UE4 XBox One devs than official UE4 forums (I haven't had a chance to look into MS's XBOne Dev portal yet)

elfin jacinth
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@vale silo I am not allowed in there. I don't know

wary wave
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I normally defer to the UDN, but I don't think ID@Xbox users have access to that

vale silo
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nah, I don't have access to UDN

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can I ask you stuff about XBOne dev in PM?

fierce tulip
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he asks in public

wary wave
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you can ask, but I can't answer, so it would be kinda pointless

fierce tulip
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i miss udn

vale silo
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So, registered devs with dev kits on hands and all the papers signed with MS can't talk to each other about development for Xbox using UE4? Bizarre

dry moon
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@vale silo Are you in the ID@Xbox program?

vale silo
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I am

dry moon
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Well talking specifically about things against the NDA, but if its just general UE4 development regarding Xbox its usually fine so just be careful

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Its why you don't see anything posted outside those forums because most of the time they are posting code that uses the Xbox plugin

vale silo
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Even on XB dev portal ?!

dry moon
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Yeah I'm in the program as well, they don't offer really much help but they do give you the spaces to ask questions if needed

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Other than that, its very sketchy to talk about specific things or code outside

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You'll have to speak to the help area in ID@Xbox to get specific help so you can get access to those place

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Scroll down to the Support section to learn more

wild kestrel
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@vale silo it not just UE4 overall console devlopment is under NDA, to prevent any officall information land in hands hardware hackers and homebrew devs as well leak unannounced and even unused features which may sit in SDK

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For example most people are not aware that PSN name changeing was not coming out because of a design flaw which now shows up when it was finally introduced after pressure :p

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this kind of stuff

humble stag
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Anyone knows how do i get a boolean variable data from a blueprint using a behavior tree task blueprint ?

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just make a variable object reference to the bp with the variable ?

true leaf
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so im in Visual Studio and i try to build my game for 'Development Server' and it works. Then I try to build my game for Developmetn Client and get an error... why ?

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I have it set to win64 too ... x.x

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nvm solved it ...

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my actual configurations for building were wrong

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'Development Client' didnt mean development client

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i think its working now ๐Ÿ˜„

humble stag
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Can I assign a boolean variable's value from ThirdPerson blueprint to a blackboard key boolean variable ?

vale silo
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@wild kestrel @dry moon well, I am not even asking XBox One XDK / SDK / whatever details. I am more interested in knowing Blueprint side of things in UE4 related to XB1.. I'll email my rep to see where I can get help on the subject and whatnot

dry moon
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Ahh well its hard, not much help anywhere on that

vale silo
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wow, that sucks.. I am starting to regret getting into console development :/

honest rune
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see it through man. If you release even a half solid game, you'll do pretty well

plush yew
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If you replicate a tutorial's work onto your project to learn how to do it, is that considered plagiarising/copying someone's work?

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Considering also that it's just a basic thing that I can easily change up too.
Say for example I was learning just how to teleport something, because idk how to. Is that "copying" someone's work? -.-

honest rune
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the xb1 market is an enormous magnitude smaller than PC and mobile games so stick to it ๐Ÿ˜ƒ (smaller in relative competition I mean)

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fewer games etc

grim ore
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@plush yew there are only so many ways to do something and if your following a tutorial showing you how to do something one can probably assume they want you to use that information

plush yew
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Thats what I thought.

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My father's a dumbass, just as I always thought.

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He called it copying

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And even stealing, in some cases

grim ore
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Well it is copying but that doesn't necessarily mean you're not allowed to do it

plush yew
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Cuz lets be honest, not even half of us are able to just figure it out

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We'll need the tutorials one point or another

misty stone
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If you're not allowed to copy the code then what's the point of a tutorial?

grim ore
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I have never used stackexchange to find the answer to a problem before never ever ever

plush yew
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Yeah. Im... So mad rn.

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I wanna straight up tell him "How about you effing try it on your own"

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Im sorry for causing a bit of drama but, I needed to double check.

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Since he thinks he knows it all...

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He's gonna be doing a coding course this summer

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What is that called

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A TUTORIAL.

humble stag
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it is actual plagarism

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According to my prof lol

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So there was 1 incident on 1 of my modules that uses unity

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this course mate of mine learnt from the tutorial word for word, code for code

honest rune
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most tutorials that provide code in "code" form will include a license or disclaimer releasing it etc. If not but it is freely and publicly available, its generally accepted that the author has forgone any copyrights

humble stag
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matches the tutorial video 100%, prof considered it plagiarism and gave him a 0

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but this is subjected to whichever organization u are in

plush yew
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Well not for something simple as teleporting something

humble stag
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in actual company who cares if u copy on9

plush yew
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He got mad at me for that

honest rune
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you'll be fine

humble stag
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if it works it works lol

plush yew
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No Im not, he uninstalled the daggone thing.

humble stag
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lol just don't take it to the heart

honest rune
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otherwise @grim ore gonna need to get his lawsuit pants on and start suing people lol

plush yew
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I just wanted to double check with you guys. I want to prove him wrong.

vale silo
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@honest rune that was the whole premise getting on ID@Xbox program. Hopefully I figure out the specifics related to XB1 and Blueprints ..

honest rune
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yeah man, I hope so. Good luck with everything. I hope it works out

grim ore
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Don't try and prove him wrong, see if you can get him to understand your point of view as well.

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there is more than one way to do stuff and more than one answer sometimes

humble stag
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@grim ore mind looking at pm ?

plush yew
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No. You.. really dont know my dad.

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He doesnt want to look through people's pov.
Answers usually gets him

grim ore
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@humble stag I have PM's disabled on my side, no real reason for them for me lol

humble stag
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oh ok

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because i have some urgent questions on behavior tree blueprint that i can't seems to find ans for and not much ppl have knowledge on it

plush yew
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For some reason, UE4 has a tutorial for everything but what you, me, or we are looking for

grim ore
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ah. #gameplay-ai , try stuff, and the googles, and ask in here lol

plush yew
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On YouTube, on the webs, all that.

humble stag
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i looked up the forums

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don't think much ppl have asked about it

grim ore
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There should be a place you can request tutorials and people make them but there is a place like that and then people don't make them because the requests are not good requests so ๐Ÿ˜ฆ

plush yew
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..yeah

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Explains the internet, dont it

grim ore
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like "I need a tutorial on making a battle royale game but this exact way I want it" is ๐Ÿ˜ฆ

humble stag
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Okay so i'm making a game where the player shines light

plush yew
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Flashlight?

humble stag
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let me finish lol

plush yew
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Sorry.

humble stag
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So I am suppose to shine the light at the NPC, NPC detects it collides with the light via line tracing which will then set a bool to true.

I am trying to set that true for my behavior tree's task blueprint but apparently its still appear as false eventhough the Thirdperson blueprint that has the set bool to true is printing true

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Let me take a screenshot

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Based on the screen shot above, in ThirdPerson character blueprint I have created an object reference variable to the NPC_FocusOnPlayer task blueprint for behavior tree

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I'm just putting it in there to test to get it working before i move the nodes into move away task blueprint

grim ore
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where do you set the variable on the target? and after you set it how are you checking it directly.

humble stag
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hold on

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inside thirdperson blueprint i have this part

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if true set to true

grim ore
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assuming NPC var is valid that should set a bool yep. how do you test that variable in your npc?

humble stag
grim ore
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sure that's the task but how is that getting the variable from the NPC that holds it?

humble stag
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So in theory, when light shined on the NPC, the bool for Focus Light should be true and it will then be set to blackboard value as bool to the key

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Do I need a ref from the TPS ?

grim ore
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well I mean that is a task, it's self contained. How is that Focus Light boolean being set?

humble stag
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I set it in another blueprint, so do i have to cast to that blueprint and get the variable ?

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i'm getting confused here

grim ore
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so one blueprint has a variable and another blueprint has a variable...

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your NPC has a variable, and this task has one... are they the same?

humble stag
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ok let me clarify

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FocusLight in task bp is supposed to receive the value I set from the TPS blueprint

grim ore
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is it?

cosmic stratus
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Hey, is anyone here proficient with deving for VR?

grim ore
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because I don't see you setting it

humble stag
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I set it in the TPS bp

grim ore
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I see you setting a variable from the TPS -> NPC

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I dont see you setting a variable from the TPS -> Task

humble stag
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yes

grim ore
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chances are you want to drag off the controlled pawn on that task, this gives you the pawn the task is ran on (NPC probably), cast it to your NPC class (NPC definiately!), and then get the boolean variable you set on your TPS ->NPC and feed that into your blackboard

humble stag
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hmm

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so i set it in another bp, i have to cast to that bp to get that value out ?

grim ore
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otherwise like I was saying how does your task have any idea about the variable you gave to something else.

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your NPC is in mordor, your Task is in the shire.

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you need a way for them to talk to eachother if your goal is to get information from one to the other

humble stag
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yes that is wad i'm trying to do

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pass the set bool value into task bp

grim ore
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you would do it the other way, you would ask your pawn for it's bool value and use it.

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your task runs on the NPC -> your task goes "yo pawn I want your variable and then I want your value" -> your task now has that variable to do what it wants with it

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the pawn really doesn't know tasks are running on it, you cant just go "hey i got a variable, let me give it to all the tasks that need it and that are not even running right now" because.... it has no idea about the ones that are not running for example

humble stag
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hmm okay let me try now

grim ore
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it should pretty much be what I wrote earlier, drag off the controlled pawn (that's the pawn that is running this task right now), cast it to your NPC (because that NPC class has the variable you want, not a "Pawn"), grab the variable you want from it, and then profit

humble stag
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?

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the controlled pawn if i drag it to the object in cast to TPS

grim ore
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nope, the output on the Event Receive Execute AI

humble stag
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it won't work

grim ore
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so dragging off that pin and doing the Cast to NPC whatever does not work?

humble stag
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yes

grim ore
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huh... what does it do?

humble stag
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i tried to print

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nothing comes out

grim ore
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so breakpoint on it, F9, and see what it says is coming out of the controlled pawn

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I mean if this task is running on your NPC then it has to be on your NPC lol

humble stag
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nothing happens on f9

grim ore
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hook up that cast to note to the controlled pawn output, click on the cast to node and hi F9 on the keyboard and it should get a red circle, run the project and it should stop on that node

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you can then mouse over the controlled pawn output and it should say what it is

humble stag
grim ore
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yep its an npc

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so you should be casting to NPC not third person character

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since your variable is on the NPC not the third person right?

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since I assume this task is run on the NPC which is the controlled pawn

humble stag
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yes

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erm

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i can make variable

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on either sides

grim ore
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yep so replace your Cast to ThirdPersonCharacter to Cast to NPC

humble stag
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whichever works

grim ore
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then drag off the As NPC output pin and get your boolean you set on it

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well you want to check the npc that your player sees because you set the variable on the npc that the player sees right?

humble stag
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erm

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i said before i only put it in there

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just to test

grim ore
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didnt you want your npc to know if it was seen?

humble stag
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npc i know is seen

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nono

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u got it wrong

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I mentioned earlier i put it in there as a temp place to test

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the actual blueprint is another but because it won't pass the variable value over there so i can't test it

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i have to test on a working bp

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task bp*

grim ore
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ignoring all that what is the goal? wasnt it for the NPC to know if it was seen?

humble stag
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no

grim ore
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well the light was on it I mean

humble stag
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the character holds a flashlight sort of object

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so char shines like on npc

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npc will move away if detected light collision based on the bool

grim ore
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yep so you set the bool on the NPC right?

humble stag
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no

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i set it on the TPS

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which is the player

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because flash light on player

grim ore
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yep but shouldnt you set it on the NPC to tell them they were seen and need to run?

humble stag
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that is why i'm trying to get the bool value from player and pass it to the NPC

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from TPS -> task bp

grim ore
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you cant do that, you were doing it right by setting it on the npc itself

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then the task BP asks the NPC it is on for that boolean

humble stag
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actually

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i set it on the task bp

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not the NPC itself

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NPC bp*

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since the task is suppose to have the value

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i'm not sure if i'm correct in this implementation

grim ore
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the task has whatever it is given, you cant directly set the task variables the task sets them itself (asking outside sources for info for example)

humble stag
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because the NPC bp can't give the blackboard or the behavior tree keys

grim ore
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I mean technically you could always set the BB variable and skip the task if you wanted but that's weird

humble stag
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so only the task bp can be done so

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hold on let me take ss

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my concern was this part

grim ore
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what you were doing was right as far as I could tell. the light hit an npc, you told the npc it was touching the light, the task should then ask the controlled pawn if it has that variable and then set the blackboard key

humble stag
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the details

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yeah so if i cast to TPS from the focus task bp i can get it to print out false

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but it is not the correct value

grim ore
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you cant do that

humble stag
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rip i'm confused

grim ore
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the focus task is running ON the npc, not the player

humble stag
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so which is right again

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yeah

grim ore
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so you cant say "hey npc, you are now a player"

humble stag
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ok so where do i create the variable

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TPS bp, task bp or NPC bp ?

grim ore
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as far as I know you were doing it right, you just never finished what I suggested

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player does the line trace, anything it hits it sets a variable on it, the task bp runs and asks its controlled pawn for that variable and sets it on the black board.

humble stag
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so the variable should be from the NPC or task bp ?

grim ore
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I would assume the variable of "hey I was seen" is on the NPC.

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the Task BP asks that npc (controlled pawn) what the value is and then sets the blackboard key to that value

humble stag
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ok just to clarify to be clear on the above

  1. I create a bool in NPC bp
  2. in TPS after the line trace hit result is out -> create an object ref variable to the NPC to set the bool to true
  3. From task bp controlled pawn drag out search for the bool from NPC bp
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am i understanding this correctly?

grim ore
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1 and 2 are good and I think you have them already. for #3 you would drag out from controlled pawn, cast it to your NPC class, then from that (now that it knows its an NPC and has a was seen boolean), you get your was seen boolean and do whatever you want with it (set it on the BB?)

humble stag
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I'm getting error from 2

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variable type should be NPC object ref?

grim ore
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well is that the setting it to true or setting it to false?

humble stag
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yes

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in player bp

grim ore
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i assume false as you are going to have problems without a valid npc to talk to when you have no npc to talk to

humble stag
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if the light don't shine on the npc should be false

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so setting to false to be correct?

grim ore
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yes but setting it on what npc

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if you didnt hit one with the line trace how would it know which NPC to talk to

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which I mentioned earlier was going to be an issue

humble stag
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theres only 1 npc

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lol

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so it should definitely know which npc

grim ore
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where do you set that to the one npc?

humble stag
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in player bp after line trace

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after i stop the game after hitting the npc with light once

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those errors will pop up

grim ore
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so that branch before that, what is that hooked up to?

humble stag
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ignore the top right part

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just print function

grim ore
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so if the trace hits anything at all it will be true in this case? what if it hits a box

humble stag
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it only hits a pawn

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and nothing else

grim ore
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ok so it's set to pawn yeah I see that now lol

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assuming it doesnt hit your player

humble stag
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it won't hit my player

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its ok lol

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the projected light cone is away from the player by a little no worries

grim ore
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wait still missing the actual "set npc var" part of the code

humble stag
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like this?

grim ore
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well no as that would fail on the false and its not hooked up to anything

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if you only want this line trace to work on your NPC it should check to see if what it is hitting is the npc. you can get the hit actor and cast to your npc and then if its true set the npc var to your hit actor

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if its false then you shouldnt do anything since your not talking to anything you care about

humble stag
grim ore
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thats good for the first part, the 2nd isnt so good because your not going to hit anything you want (the false branch) so you wont have a hit actor so it wont ever cast to it.

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am I guessing the goal is to have that variable be set back to false if the line trace fails?

humble stag
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yes

grim ore
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ok and are you only going to ever have one NPC or are you going to have more later?

humble stag
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i guess might be more

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i'm not the level designer for now

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so they probably will put more of this

grim ore
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yep which is where you have to plan on more open ended logic.

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like can you have more than 1 npc being seen at once that wants to flee

humble stag
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yes

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ok this concept sounds weird but

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they want to make a shop

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so the shop will have customers aka npc

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so it will be overcrowded

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so u use the light to shine them away

grim ore
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and should the npc determine if it's safe or should it be "safe" if the player no longer can see it

humble stag
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lol

grim ore
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so the light is just to cause the AI to scatter away

humble stag
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yeah

grim ore
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i am mocking up something now but my thought would be to have the AI flee when it's told to flee then, when it's done it resets the variable itself back to false, and then the player can make it true again. Only make the player responsible for setting it if it can see it

humble stag
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thats why i need that bool

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so the blackbaord key

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will determine with the decorator

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if set = run

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if not set = do other task

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like moving to the player

grim ore
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yep which I covered how to do it earlier you just have other stuff causing issues as well

humble stag
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first time doing this behavior tree

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confusing OTL

grim ore
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the behaviour tree is the least of the issues if your base code for the lighting system is a little wonky

humble stag
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light turns on based on left clicking

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toggle on/off

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with energy system

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if light on u start to trace

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else no

grim ore
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yep the part where you track which npc you are hitting and talk to it is the issue right now

humble stag
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if i have multiple npc, doesn't they all count as the same thing ?

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just difference names

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but same bp

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is this some reference issue?

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since i am casting to "NPC", shouldn't npc1 npc2 npc3 all counts as NPC still ?

grim ore
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if you have multiple NPC's you have multiple instances of them all with unique values

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casting to NPC will work yes but you have to make sure you cast to the correct one

humble stag
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i thought the only unique thing would be their id?

grim ore
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nope, every item in the world is unique so if you have 5 instances of NPC character they can all have their own values

humble stag
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they have common values and unique values that i understand

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but generally 95% of the info should be identical

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all of my NPC i will not give them different values manually

grim ore
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yes true but they are all still unique

humble stag
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all of them will have the same value except name

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or id

grim ore
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or this was seen boolean lol

humble stag
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its like i'm constructing a class obj -> all the var will be init with the same defaulted values

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even if i loop to construct 1000

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the only thing should be diff is the id

grim ore
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ok so here is the basic setup I just setup to make it hit something I want to hit, see if its want I want to hit, and tell what I hit something. Then the task checks that variable every execute and then I could do whatever

humble stag
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i thought the line trace will have the info of who u want to hit if u face directly

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like u shine the light

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whoever is infront will get hit

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let me on line trace to understand what u mean

grim ore
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yep that's what it does. your issue your going to have is the trace is a line and hits only one thing with what you set up for now

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it checks for the pawn to hit, it makes sure its an npc, and it tells that npc to set a bool variable

humble stag
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yes

grim ore
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after that you do whatever you want with that knowledge. At some point the AI should reset that variable back to false

humble stag
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yes that is what i wanted!

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and oh i get what u meant

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on the many npc thing

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if i have like 2 npc infront of me

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it will only trace the first one it hits

grim ore
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thats one of the issues yes, but its also only hitting directly in the middle and not an actual cone

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you can get around the first with the Multi line trace and telling all the objects you hit that they were seen

humble stag
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oo

nimble jolt
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hey

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so I need to know a question if that's fine

grim ore
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you can always ask

humble stag
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hmm

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so how to get it back to false?

grim ore
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I've got a short demo video with the blueprints uploading, give it a minute lol

humble stag
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wow cool

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thanks!

grim ore
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it's super not good as you need a real cone trace to simulate the light but the loop is there and working

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frikkin hate recording one screen at 1080 lol, no real estate

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the simple loop is there. Line trace -> set a variable. The BT will check for the variable and then find a flee location, flee to it, then reset the variable so it goes back to waiting.

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no voice because kids don't understand the concept of quiet after school lol

humble stag
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its ok i understand via pictorials

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hahaha

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ok now 1 final thing to do

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i need to make them scatter

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i tried doing this

grim ore
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i like the idea tho. something to consider might be using something like an overlap collision mesh to simulate the light rather than a line trance (more performance cost, more accurate)

humble stag
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problem is

#

the maker of the character

#

did some weird setting on the cone light

#

i can't detect collision with player LOL

grim ore
#

well the find location in navigablahblah node works just lower the area to search in or make it flee from the player

humble stag
#

i mean NPC

#

the fleeing part

#

i think i failing the math part

#

i did something like this

grim ore
#

math is hard but the dot product from the player to the npc is a smart place to figure out away from the player

#

well the origin is going to be the controlled pawn as you can see in my task node

#

since you want the npc to flee in some direction away from where it is now

#

finding a point that is not still in the cone of light is kind of an issue but if you say screw it and let it keep running around until it find a spot out of the light eventually then you can use that lol

#

you can use math to figure it out but.. math is bad for me lol.

humble stag
#

that means i have to cast to player

#

because that is where the cone is

grim ore
#

yes. an alternative would be to set the variable on the NPC (to start fleeing) and ALSO send over a safe location that you calculate on the player using math then it can move to that spot

#

so you move the figuring out where to flee to on the player side since it has the light and can do the math easier and just tell the npc (passing the variables to it, letting the task get those variables and set them on the BB, using a task to move to that spot) what to do

#

but again this is where I am out, it's math and I need way more math skills to handle that lol

humble stag
#

yes i got those done except the math formula

#

shit i forgot how to compute whether i am in a region

#

OTL

#

been awhile since i touched vector math

grim ore
#

I was told when I was in school that my future career wouldnt need more than algebra 1. They were wrong and I wish I paid more attention to the vector maths

#

Thankfully there are some awesome free maths learning courses on the YT but... time costs time lol

humble stag
#

i think it depends

#

if u aren't doing software like maya, auto cad etc

#

u don't need calculus ?

grim ore
#

You might for figuring out animation or adding in custom scripts to do simulations for cloth or other stuff.

humble stag
crisp fable
#

Has anyone used redirectors to trick world comp into thinking it has sub levels?

humble stag
#

@grim ore thanks man i'll go take a nap first before i work on it again

grim ore
#

:)

humble stag
#

๐Ÿ˜ƒ

nimble jolt
#

so casn one make a spiritual successor to something and not be sued? like could one do something to mighty number 9 for a now dead franchise?

#

or things like spiritual successors to cancelled games

grim ore
#

you can do whatever you want but if you don't have the right licensing to something someone else owns don't expect to be able to keep it

#

Dead or not does not mean someone else does not own it

loud coral
#

Hey guys, i'm kinda new to unreal, could someone help me solve a problem i have when i try to package my game :/

nimble jolt
#

no I mean like how mighty number 9 is kinda megaman but not really

spark wolf
#

That's fine

#

You couldn't call it Megaman though

nimble jolt
#

so...would it be a bad idea to try to make an action rpg as a first game?

spark wolf
#

I don't know. ๐Ÿ˜„

#

I'm going to attempt a multiplayer game so what do I know?

#

Frankly what I want to do is capture the same feeling as Rocket League with an FPS. I'm not even going to attempt that now though.

#

Highly cooperative, competitive, skill based movement, and is action packed despite games only being 5 minutes.

humble stag
#

hmm

#

anyone have good female 3D model to recommend for customer?

bold wyvern
#

What takes up less memory? Using complex collision, or converting a mesh to a blocking volume?

plush yew
#

not colliding take less

bold wyvern
#

@plush yew So that means blocking volume?

plush yew
#

Sure, It probably has only six sides to calculate. Unless you pick some other shape, but even then it's only simple shapes.

#

What you need it for?

bold wyvern
#

Just some static buildings and I am trying to make sure the character does not run through them.

bold wyvern
#

How do I make sure my character's current health never goes above a certain value? I am trying to curb my regeneration.

bold wyvern
#

Every time my character shoots bullets, I keep getting an error that says "Attempting to access BP via K2Node".

sudden agate
#

reference is null

bold wyvern
#

@sudden agate My character actually can shoot bullets, it is just I get annoyed everytime it happens in my log.

whole quarry
#

Forums or something?

deep basin
#

Hey guys, I am a beginner programmer. I know some languages and design patterns as well as some theory, but lacking practice. I was wondering if UE4 is a good point to start to learn more industry standart workflows and get more practice with C++. So far I only made some small games with unity

plush yew
#

@deep basin yes and the great thing is that you can alternate between blueprints and c++. Probably the best way to incorporate cpp into your work is to look at books on the subject and then follow along with the reference material there are some good tutorials out there as well

ember shadow
#

Hey guys ๐Ÿ˜ƒ I have a question, when i use the foliage tool it paints all of them and i dont want that is there a way to stop this

regal mulch
#

Can I somehow remove the Light Effect of an Atmospheric Fog from a Mesh?

#

The Fog is blue and there is a one mesh in the scene I don't want to be colored blueish because of that.

digital anchor
#

hover over those

#

there is a checkbox

atomic sandal
#

Sorry for pinging @everyone but i need to ask we are looking for people to make RPG game and we need people for C++ and designers so we make funcional game so please Dm me

ember shadow
#

@digital anchor Ah thank you very much ๐Ÿ˜ƒ

plush yew
cloud cobalt
#

@atomic sandal Don't ever use everyone

regal mulch
#

To answer my question, I deactivated the SkyLight on the Camera that records that specific mesh

digital anchor
#

OverrideAnimationData doenst work at runtime? any way to set which frame to play on a skeletal mesh?

#

seems to only work in editor

regal mulch
#

Nothing in the Source code stating this doesn't work outside of editor though

bold wyvern
#

I have an urgent question. I have three levels, and I want my player to be able to gain different high scores for each of them. Should I use the same Saver Class?

graceful sky
#

Not sure how it classifies as urgent but.. you could have a map where each levels current and high score are kept

#

That way the same save actor could be used

#

You could have an array for each level in the same savefile...

bold wyvern
#

I am trying to get the game done before midnight.

plush yew
dark depot
#

@plush yew you need to change your project to shipping and not debug in your project settings

plush yew
#

its already in shipping mode

#

some said that the google chrome cookies are the reason

#

dont know but i'll try

dark depot
#

it also says you didnt sign it

#

yeah it can be glitchy like that good luck

#

#mobile is a good place to post if you cant figure it out

atomic sandal
#

Hello anyone know how to make 3d moddels trees bushes... Looking someone to make game together

#

Please PM me

abstract relic
cloud cobalt
#

Like you were told earlier...

wary wave
#

more than once

#

actually, four times looking at message history :/

merry gazelle
#

is it possible to remove this spotlight glow without altering volumetric fog? The volumetric fog is already adjusted according to other lights in the scene, I just want this pink light casted onto the floor

whole quarry
#

doesnt it have a boolean switch to affect volumetric fog?

merry gazelle
desert lava
#

can someone help with experimental virtual keyboard for android not showing up

#

using ue4.20.2

grim ore
light thunder
#

Anyone heard rumors of next dev grant award announcements? last year was in January

#

(I know it's recurring and randomish)

grim ore
#

^...

#

It's recurring and randomish lol. If you get one it's normally before they announce it, the announce is just a summary.

#

lol the next dev grant announcement will basically be "We bought these companies, grats." ๐Ÿ˜ƒ

tall pendant
#

no more grants. the money is needed for a few more AAA's to be a EGS exclusive for a short period.

grim ore
#

aww don't talk like that, Tim seemed to enjoy the dev grants stuff and I am sure it's still intact

wary wave
#

they haven't dropped any in quite a while now

light thunder
#

Yeah well I wish they would lol....and so would my amex

grim ore
light thunder
#

I seem to remember them doing a similar announcement the previous november

safe rose
silver crown
#

lol

safe rose
#

This month's freebies not so good for me.

#

But, at least we'll have a crapton of CCG games on Steam in the next few months

light thunder
#

That's the spirit lol

teal tulip
#

next few months ? you mean starting tomorrow

safe rose
#

^

grim ore
#

there are 2 more in the blog post, some wind system and some dungeon assets

safe rose
#

Aye, don't think I have those

light thunder
#

This sounds like conversation 1 of 3 that results in some dev challenge to make a game using all of those free assets listed, combined, and nothing else

#

and ironically making more money than fulltime endeavors

safe rose
#

Well, you could basically have a simple Hearthstone game with these assets actually

light thunder
#

I don't believe you. (beginning conversation 2 of 3)

#

Although, now that I look at those assets, a platformed that had you build a 3d platform, then pulled you into 2D to transverse it, could be an interesting gameplay mechanism that isn't seen too often

grim ore
#

sooo. Updated Version in Main to 4.23 just popped up this morning in the master branch

light thunder
#

is that a typo?

grim ore
#

nope it means that 4.22 is probably being staged soon, the master branch was 4.22 up until this morning

cloud cobalt
#

4.22 is supposed to release in March, so they have to start stabilizing it

maiden sundial
cloud cobalt
#

Go to the doc page, not the wiki

maiden sundial
#

Alright

cloud cobalt
#

Haven't built 4.21 for Linux but 4.20 was fine

grim ore
#

It was literally easier than using VS to compile it on windows

unreal sonnet
#

I need to send some blueprints and cpp files to a friend but the Perforce server is down and I gotta leave for the airport in a few hours. I can't just zip all of the relevant .uasset files along with the .cpp and .h files and send it to them to drag & drop into their editor....... right?

grim ore
#

Technically you can zip up the entire project directory and send it as long as they have the correct source version if needed or binary install from the launcher they would be fine

#

You can eliminate some of the directories like intermediate and binaries to reduce the size

unreal sonnet
#

That does sound like a good idea, though I'm not sure it'd be viable since the Content folder is pretty big due to assets unfortunately.

grim ore
#

Yep that's where the issue you're going to run into it's going to be

#

You have a couple gigabytes on Google drive as an alternative

atomic sandal
#

hello

abstract relic
#

Why not migrate the bps to a new project and send them that?

atomic sandal
atomic sandal
#

just if i want to paint the flor

plush yew
#

hello

abstract relic
#

If not a landscape, youโ€™ll need to look into vertex paintings. Itโ€™s more or less the same concept though

atomic sandal
#

ok

unreal sonnet
#

@abstract relic That's also a good idea, but it'd also involve broken references to assets in the BPs and whatnot. Wouldn't that break things when migrating them to the new project?

atomic sandal
#

and how to make so i move faster with camera

runic fern
#

Hey guys when should i use repnotify in the replication can someone explain to me .....thanks

grim ore
#

@atomic sandal if you mean move the camera in the viewport, the camera speed is in the top right of the viewport.

atomic sandal
#

Ok?

safe rose
runic fern
#

Ok thanks i will read this @safe rose

lime gull
#

Does anybody know a way I could re-create the undertale battle system?

bold wyvern
#

I tried to do Virtus's mech tutorial, and somehow the enemy numbers go into the negative.

light thunder
#

which numbers?

tough quartz
#

hello talented folks. I saw many of you doimg amazing work , sadly in my case im not as impressive in programing and development manner but i got few ideas that could be cool to work on. Anyone with extra time and open mind can msg me so we can do something together. Tnx

grim ore
#

@lime gull you would break it down into parts and make the parts, thats how anything is made

lime gull
#

Widgets can have animations right?

bold wyvern
#

@light thunder Whenever I kill enough enemies, the number for the enemies that are left decrements into the negative.

#

@light thunder If you watch the tutorial he has on the wave spawning, the problem integer is the Number of Enemies.

light thunder
#

Are you clamping it?

proven oxide
#

Ok I have been reading up about GameMode, Its a world setting, what if you want to change GameMode dependant on the level/map you are using? or have i mis understood the World Settings stuff

light thunder
#

@bold wyvern If you are decrementing it, what control do you have to stop it to decrement past zero?

proven oxide
#

dont you want an event to fire when it hits 0 to spawn a new wave or whatever?

#

if(enemiesleft <= 0 ) { stopLevel();}

bold wyvern
#

@proven oxide The tutorial is in Blueprint.

proven oxide
#

you can set an if in blueprints

light thunder
#

Yes, but are you asking how to stop it becoming negative?

bold wyvern
#

Yes.

#

I can show you the function that I use to kill my enemies in game.

light thunder
#

Then use a clamp node, so it can't go less than zero, and like Theresa is saying, use an IF statement to end the game or whatever

#

go ahead and paste screenshot

proven oxide
#

as i said i have been reading up on GameMode but it doesnt make sense to me, I start the game I am in a menu, i start a level then i am in another mode, dependant on the map

proven oxide
#

I know i can use Prefix/alias to look for DM CTF etc

light thunder
#

@bold wyvern So, you need logic when you destroy something

#

so every time it destroys, think, hey, am I the last one alive? if so, end the game (since the event is called on destroy)

bold wyvern
#

The game is supposed to be an endless survival.

light thunder
#

so you want to respawn and restart?

proven oxide
#

i think spawn a new wave

bold wyvern
#

@proven oxide Yes.

proven oxide
#

so if level <=0 then reset enemies left and spawn new wave

#

if there are 0 enemies left how are you getting it into negative anyway

light thunder
#

Okay, then when you decrement the integer, you can either make a branch that only decrements if if it is greater than or equal to 1

#

because he's still decrementing on the last destroy guide

proven oxide
#

@light thunder I think i just understood

light thunder
#

the 2nd enemy decremented it to zero remaining I think

proven oxide
#

5th when do you set the number of enemies left and how

#

is it Set number of enemies in the wave then set enemies left

#

or is it set enemies left then enter the loop for spawns

#

when you create a new spawn you need to reset your counter back to the number of enemies being spawned

bold wyvern
#

Everytime an enemy spawns, it is supposed to increment, and everytime a enemy dies, it is supposed to decrement.

proven oxide
#

as i think its getting to 0 then going negative as the new wave isnt incrementing

#

so i would be looking more at the increment code not the decrement code

bold wyvern
#

@proven oxide Virtus actually throws in a check when the remaining enemies equals zero, but somehow it does not work for me.

proven oxide
#

it must be as i assume its spawning the new wave

#

but its not resetting the counter to the new number of remaining enemies

#

thats the only way it can go negative

#

it spawns 10 enemies you kill them - the count will be at 0 you cannot kill more than the 10 enemies you spawned

#

so then it spawns new enemies

#

and doesnt reset the count correctly meaning that you kill the next 10 and you are now on -9

#

or -10

#

so the only way this can happen is if you spawn more enemies than you set the count to, or not reset the count on new wave

bold wyvern
#

Could an "Event Tick" replace this function?

light thunder
#

@bold wyvern not necessary and bad blueprinting

#

break through their control

#

you know how to use break on a blueprint node right?

bold wyvern
#

No.

lime gull
#

Is there an event that you can call only when you open a level?

light thunder
#

ah, this will help then...select the node before the control is checked, and hit F9

#

@lime gull OnLevelLoad I think

#

I mean, why aren't you just using the Level's BP ?

lime gull
#

I am

light thunder
#

if you need an event for the level, just have the level BP do Begin Play

lime gull
#

But event begin play doesnt work

light thunder
#

that will start once the level loads

#

have you put a break on it?

#

if that break fires, that means the event fires and there is something wrong with the event itself, (probably references being not populated yet)

lime gull
#

What do you mean break?

light thunder
#

Hit F9 on any blueprint executiion node, like a Set Var or begin play...

#

you'll see a red dot...that will pause execution so you can "step" through the order....essential when you are debugging

lime gull
#

F9 didnt do anything

light thunder
#

show me the node...click on the node and hit FN9

lime gull
#

Wait i made a white dot after apsmming it

light thunder
#

ah...don't spam it then ๐Ÿ˜ƒ

#

you want red

lime gull
#

By hitting it once?

light thunder
#

it should function like a toggle

#

so it hit again

#

I have to go pick up my kids from school but that should be enough to get you through it

#

Check the values of your variables, if they haven't been created in the world, none of the functions will work obviously

proven oxide
#

Ok I am looking at the FPDemo project, it has no ability to look at C++ code nor has it any sign of the gameMode class how can i look at it when the C++ option is disabled

lime gull
#

Im not ignoring you i just dont know anything about c++ ) but when using a is level loaded node, what should the target be

grim ore
#

C++ code needs a C++ IDE like VS Code or Visual Studio installed. What is on the game mode that you need to view? At the worst you can pull up the code from GitHub if you don't want to install anyhting.

proven oxide
#

I have that but on the file menu thge Generate C++ project file is greyed out

#

I just clicked on the parent class top right of the blueprint and it opened the .h file but there is no visibility of any of the other files

cloud cobalt
#

Did you follow a C++ tutorial ?

lime gull
grim ore
#

that node is used when using streaming levels

proven oxide
#

I created the standard FPS Blueprint demo, but why can't you switch to using C++ later?

#

I thought that it should have the ability to switch later

lime gull
#

When i make a level, will they all be off of the persistent level?

#

Or can i have actual seperate levels with their own begin play eventz

grim ore
#

@proven oxide If you don't have a C++ project then you won't be able to open an actual SLN file to view the entire project code. IF you just want to view the engine code like you suggested, with the clicking on classes in engine, you will have to navigate to the source folder to view what code came with the engine. with that said most of the code itself is in a source build not in the binary build unless you told it to install it.

proven oxide
#

i did find this

grim ore
#

and in terms of making a C++ project, you need c++ classes first to generate the project.

grim ore
#

so create a C++ class first then you can generate the project if needed

cloud cobalt
#

@proven oxide Adding a new C++ class manually will convert the project to C++

grim ore
#

but that will still not give you a C++ project but a BP project with C++ classes

#

@lime gull a standard level is a persistent level unless you start adding in sub levels or streaming levels. They are all separate until you tell them not to be.

proven oxide
#

apparently you need to make a new project C++ and copy your resources over

grim ore
#

or... or... you could do what we suggested...

lime gull
#

How can you tell them not to be?

grim ore
#

@lime gull tell them not to be what? streaming levels or sub levels? They are not unless you tell them to be.

bold wyvern
#

@grim ore Do you know how not to make an integer decrement into the negative? That is the issue I am facing following Virtus's tutorial.

grim ore
#

@bold wyvern use a clamp node to prevent it from going negative.

proven oxide
#

smashes head into KB

bold wyvern
#

I tried within the death function (wherein decrements are called) but all I get is the number of enemies freezing.

lime gull
#

I think im just not understanding. When I create a level it's a sub level from the persistent. Is there a way to stop thiz

proven oxide
#

@bold wyvern We already suggested what the problem was, have you checked the increment code is working?

grim ore
#

@lime gull how do you know it;s a sub level?

lime gull
#

What does this mean?

proven oxide
#

or is it just being set at spawn

grim ore
#

and you created it like that or you dragged it in?

lime gull
#

I just created a new level and it put itself there

proven oxide
#

that means its a child

#

all levels have to parent the Base class

grim ore
#

how did you create it? did you use the Levels -> Create new drop down in the Levels panel or did you do file -> new level?

lime gull
#

I did both and i got the same output

grim ore
#

then you might need to reinstall the engine

lime gull
#

Even if i go into the content browser and create a new one

grim ore
#

levels -> create new will add it, file new level should make a new base level

lime gull
#

File is what i want if i need begin play to be seperate right?

#

File new level*

grim ore
#

File -> New Level or right click Level in the content browser all make new levels without parents

#

creating one thru the the Levels drop down adds it to the current open level

proven oxide
#

@lime gull is it a C++ or BP project

lime gull
#

BP

grim ore
#

even then all that means is the new level is added to that open level, you can still navigate to it normally and open it up from the content browser and it is a stand alone level

lime gull
#

I created one through file - new level snd its still a child

proven oxide
#

I created a new level and its not showing up there at all

lime gull
#

What version are you using

#

Cause im on 4.19 so maybe theres an issue?

proven oxide
#

4.21.2

#

with me each level has a persistant level entry but neither are linked

#

try right clicking on the content browser and selecting create basic asset Level

lime gull
#

Would I put this where i keep my levels?

proven oxide
#

its a BP just try it

#

you can put it wherever you want

bold wyvern
#

@proven oxide I do not see anything wrong with my Increment Code. It follows the same vein as the one Virtus laid out. However, the Decrement Code does have a delay afterward.

proven oxide
#

ok put the delay before the decrement

#

swap them over so it decrements and deletes the actor at the same time

#

Why do you have the delay anyway

lime gull
#

Where do i find basic asset level?

bold wyvern
#

@proven oxide Needed to play a death animation.

proven oxide
lime gull
#

Ooh

#

I just found it

#

Im so dumb

#

Its still a child

proven oxide
#

@bold wyvern ok, I think i know what we need to do

#

when the health is at 0 set a flag on the actor and decrement immediately but if its triggered again it cannot decrement

lime gull
#

Is there a way I can stop it from being a child?

proven oxide
#

no idea sorry @lime gull

#

so if(alreadydead != true) { alreadydead=true; decrement();}

#

as i think if you shoot it after its dead then its triggering the decrement during the death animation

lime gull
#

Does it have to do with me having enable world composition on?

proven oxide
#

as the health check is <0

#

not = 0

lime gull
#

WOOOOWWW

#

THATS WHAT IT WAS

proven oxide
#

i think the BP runs its own instance within each actor, if i am right it will fix it

lime gull
#

Thank you for helping me as much as you can, I am sorry to be as stupid as I was

proven oxide
#

where is that setting?

lime gull
#

Under world setting

#

Its the forst one

proven oxide
#

where can i find world setting - i have no idea ๐Ÿ˜›

#

found it

#

๐Ÿ˜ƒ

bold wyvern
#

How do I allow the player to set controls?

cloud cobalt
#

Create a control menu that changes controls

bold wyvern
#

I know, but how should I code it?

cloud cobalt
#

Start by learning menus, I guess ๐Ÿ˜ƒ

lime gull
#

@proven oxide all the way to the righy

#

Theres details and world settongs

vast pine
#

The level is just white other levels load ok it's strange eh

#

Unlit lit doesn't matter just white

plucky reef
#

what do you guys call this kind of slider

toxic hatch
#

@vast pine that happened to me too. idk why

vast pine
#

looks like the change of lighting measurements did something

#

the skylight is somehow making it all like its intensity 2million ;D

#

removing these items and re-adding them after a build of no direction or skylight

vale silo
#

If I need to find a C++ programmer with ID@XBox, but I don't have immediate paid "vacancy", do I still need to post in the #looking-for-talent?

frank grove
#

hey,on what channel I can see you guys arts?

maiden swift
#

@frank grove Check #work-in-progress and #released to see what people are working on.

frank grove
#

thanks

lime gull
#

Anyone know how to fix this?

grim sinew
#

I didn't know JJ Abrams used Discord

#

Try again, but with a screenshot instead

lime gull
#

This is a smart idea

hollow mesa
#

I'm making an actor that should delete itself when it goes too far away from the player, it's not very important that it does so immediately, so it seems pretty stupid to check the distance every event tick. What is the common way to check something regularly, but not very often, let's say once every second for example?

grim sinew
#

Huh. Your UI is all sorts of messed up, try resetting it

lime gull
#

I was able to bring back thr blueprints and the class defaults, but not the viewport

grim sinew
#

Yeah, but see your toolbar, and how it somehow went to the left side? That's.. not normal. Your UI is broken. Reset it.

lime gull
#

With reset layout?

grim sinew
#

Yeah

abstract relic
#

That is the most beautiful editor ui yet

lime gull
#

Didnt work

#

Same thing

#

And i dont have a viewport tab under window

nimble jolt
#

so where would I start learning? I would want to make an action rpg but I want to learn first so it can be good

lime gull
#

2d or 3d?

nimble jolt
#

3d

#

the idea is to take the idea that never happened that is FF13 versus as a very dark and grim modern fantasy but also use aspects of other dead things I draw inspiration from

abstract relic
#

Wouldnโ€™t matter. Learn how to make pong, minesweeper, spacewars, or the likes first

echo onyx
#

๐Ÿ‘

#

and get back to gaming roots and use 6502 assembly

lime gull
#

I got my event graph bsck but im missing compiler results and viewport

abstract relic
#

Perhaps replaced the config file?

vast pine
#

Are you using some kinda UI mod?

nimble jolt
#

so is there anybody here that does commissions for 3d modelling and texturing?

#

I might need one at some point

grim sinew
abstract relic
#

Many have experience the joys of freelancing

nimble jolt
#

alright, thanks

hollow mesa
#

what is the difference between Event BeginPlay and Construction Script?

cursive dirge
#

@hollow mesa The Construction Script is designed to execute upon creation of the Blueprint object, and again whenever that object is updated in some way. This means that whenever it is moved, rotated, scaled, or has any of its properties adjusted, the Construction Script fires again. This is useful for elements of a Blueprint Actor that need to be calculated prior to gameplay. (https://docs.unrealengine.com/en-us/Resources/ContentExamples/Blueprints/1_4)

#

main difference here is that other runs when gameplay starts, and other runs immediately when it's put anywhere (even in editor, which makes construction scripts good candidate for things like different spline etc tools that spawn things in editor already)

grim juniper
#

Yeah, I'm working on a road tool, and it mainly uses the construction script. Super useful

frank grove
#

hey,if I want a pc that runs unreal engine 4,do I need alot?

spare sun
#

basically a pc that can run modern games

frank grove
#

yes,but do I need anything specific?

bold wyvern
#

My god. How long will this take? I need it done before 12:00.

lime gull
#

Build your lighting more often

bold wyvern
#

All of the lighting for my levels was built beforehand. Only one did not have lighting built. Should I cancel my build and rebuild for 32 bit Windows?

#

Would that be faster?

#

Would I get that done before 12:00?

lime gull
#

If you cancel you risk having to wait longer

grim sinew
#

Nothing will make this faster

#

That's not lighting, that's shaders

#

It just needs to happen

lime gull
#

Why does it gotta be done before then? Csnt you leave your computer on?

grim sinew
#

It'll only get faster with a faster CPU at this stage of development

bold wyvern
#

Itโ€™s for a college application.

#

Their deadline is tonight.

#

How long can you estimate?

lime gull
#

When the number drops, how many does it drop by

bold wyvern
#

It has stayed at 13700 for a while now.

grim sinew
#

You can't estimate, it depends 100% on your CPU and how fast it is

#

If you look at the task manager you'll see it going as hard as it can

bold wyvern
#

It is at 100% CPU.

grim sinew
#

Exactly, you don't say

bold wyvern
#

I have been looking at the Task Manager.

lime gull
#

Open task manager and close any thins that might take up memory

grim sinew
#

Every CPU on earth is 100% CPU when compiling shaders

lime gull
#

Never mind

grim sinew
#

There is no magic button you can push, it's going to take however long it takes right now.

lime gull
#

Can you just record a video for the application?

grim sinew
#

Yeah, if you can just record a sequencer video instead of packaging it, that might be faster

bold wyvern
#

The program I am applying for is highly selective.

#

Maybe I could let them know?

grim sinew
#

Well, you should have done something sooner then

#

You're kind of stuck, just watching this progress bar

bold wyvern
#

Screw the Engine.

lime gull
#

Make a video and have text saying somethig like : Packaging the product would have taken too long

grim sinew
#

The engine isn't to blame for your time management, saving something as important as building this late. I don't know if there's -anything- you can do to make this go faster where you wouldn't spend more time fixing it than you save

#

Maybe if you cancel the build and check off some graphics APIs you aren't using, but I don't know if that would save any significant amount of time

#

And in the worst case, it may make it worse and make you need to recompile it all from scratch

maiden swift
#

That's the worst thing about this. Any potential fix requires stopping the compilation process, which risks losing the progress you've already made.

grim sinew
#

And the engine hates having mismatched shaders. If you go and make any core changes now to try and reduce it, the engine may say "Oh well these are old shaders, time to delete them and recompile it all" which takes even longer

maiden swift
#

I used to procrastinate just like this. I wish I could tell my past self it's not worth the incredible stress.

bold wyvern
#

I am actually going to have to carry my computer back with me while it is compiling those damned shaders.

#

The room I am in is about to close.

grim sinew
#

Wait, is it a laptop?

bold wyvern
#

Yes.

maiden swift
#

It's going to compile even slower if you unplug from wall power.

grim sinew
#

Plug it in

bold wyvern
#

It is fully charged.

grim sinew
#

Computers throttle like 80% lower when not plugged in

#

It doesn't matter

#

Plug it in

lime gull
#

Yea if its not plugged in it loses potential

bold wyvern
#

Oh shit, the shader count just dropped!

maiden swift
#

Even if it's fully charged, most laptops throttle performance on battery power.

#

By how much did it drop?

#

In what period of time?

grim sinew
#

Trust me, if it's a laptop, you MUST plug it in. The CPU is going to be running at less than half speed if it's not plugged in

bold wyvern
#

It is now at 12144.

lime gull
#

In like 7 minutes?

maiden swift
#

OK, so it's compiled about 1,000 shaders in 5-10 minutes.

bold wyvern
#

It was at 13700 at 10:00

maiden swift
#

Is it 10:32 there now?

bold wyvern
#

It dropped to 12144 at 10:30.

grim sinew
#

Plugging it into the wall may be the difference between life and death here, you need to do it

maiden swift
#

Ouch. That's ~30 minutes per thousand. Is it plugged in currently?

bold wyvern
#

Yes.

grim sinew
#

Oh. Well there goes that

bold wyvern
#

Should I email the college?

lime gull
#

I think you should email them and attach a video of the game, or a screenshot of the shader compilier count

grim sinew
#

A video will be good. Just say "Hey, here it is working, it's just taking a while to compile, I'll have it in as soon as it's done"

maiden swift
#

I concur. Emailing them ahead of time, giving them everything else related to the project, and explain that you're having technical difficulties and you'll send the compiled project as soon as possible.

bold wyvern
#

Thanks. I will do that.

grim sinew
#

No matter what you say, they'll still hold it against you probably for holding out this long, but at least it's better than silence and just getting rejected outright. They'll see you're trying

maiden swift
#

It may still reflect poorly on you, but it's better than saying nothing, missing the deadline and potentially having no chance at redemption.

lime gull
#

Good luck man

spare sun
#

yea, from my experience they'll still react negatively^
but its something at the very least

lime gull
#

Maybe you'll get lucky and not need to email at all

maiden swift
#

But that's not worth banking on.

#

Don't wait until 11:59 to send an email.

lime gull
#

Obviously still email, but if the project apckages then delete the email

maiden swift
#

I recommend doing it no later than 11:00.

onyx berry
#

quick question if you animate the top half of the mannequin (i.e Reloading, pick up motion) is there any way to blend it to the walk cycle / run?

grim sinew
#

Yeah I was going to say the same, 11pm sharp at latest.

spare sun
#

ha, I remember the internet falling out at the last hour. dem deadlines

maiden swift
#

Nowadays I try to do things early. I've procrastinated too much in my life, and it always leads to terrible but completely avoidable stress.

lime gull
#

@onyx berry you could try making your own, or seeing if there's an animation lol that somewhere

bold wyvern
#

The SlideRoom application for my school says it is due in the time zone it is in, not the one I am in

grim sinew
#

Well go do timezone math then

bold wyvern
#

I am in EST, they are in PST.

grim sinew
#

Oh you're fine, it's not even 8pm here

onyx berry
#

@lime gull so i would have to animate them running but am i really not able to blend it to a running animation

buoyant mulch
#

Hey

grim sinew
lime gull
#

@onyx berry there might be a way, but i dont know. I think tue hest option is animating a walk and reload, or making it so you cant move when you reload

onyx berry
#

ddam thats a shame

#

nevermind found a video and turns out you can @lime gull

#

thanks for the input

lime gull
#

Youre welcome, glad you could get the help you need!

abstract relic
#

Layered Blend Per Bone is going to open a whole new world for you ๐Ÿ˜›

bold wyvern
#

@grim sinew FYI, it was the USC transfer application I am applying for. The email says the deadline has to be 11:59 pm, but my slideroom application says the deadline will be on California time.

grim sinew
#

Oh, that's not far from here actually. Never been there in person, admittedly

#

Yeah it's only 8:26pm here right now, you've got time

dry moon
#

Does anyone know the API for trello attachments?

bold wyvern
#

I was wondering about the deadline.

dry moon
#

Everything seems really out of date on google, most is discussions on old API stuff

novel ember
#

why would an actor on the map with no actual functions being fired (nothing connected to beginplay / construction script) cause the editor to crash?

safe rose
#

@bold wyvern USC GameDev program?

bold wyvern
#

yes.

safe rose
#

Lucky

bold wyvern
#

I got rejected for my freshman year.

safe rose
#

Hm, you didn't try hard enough

#

๐Ÿ˜‰

#

I would have been accepted without question for two reasons. And wouldn't have needed a portfolio.

#

You may be able to guess one of those reasons due to my name. The other is they want Uncle Sam $

#

If you can, try to Minor in Computer Science

#

Well, depends on what you are actually wanting to do @bold wyvern

maiden swift
dry moon
#

Yeah but nothing really for attachments besides the action stuff, which doesn't work well with httprequests

#

I got posting working fine, and know the API urls, just won't submit attachments for some reason

maiden swift
#

All the attachment docs appear to be under the Cards section, not Actions.

#

Is that what you're already trying to work with?

dry moon
#

Yeah I checked that, its only really for GET rather than PUSH

maiden swift
#

There's docs for both GET and POST.

dry moon
#

ohh I see it now

maiden swift
#

Bit of a wonky API explorer. ๐Ÿค“

dry moon
#

Yeah that was the URL I found while wondering around

#

but not sure how to properly POST with a httprequest

#

just by SetContent?

maiden swift
#

I guess it depends on how you're interacting with the API. Is it C++? I'm guessing you're adding a bug report sort of tool to your game?

dry moon
#

Yeah through C++ with some simple functions to just send out strings, and just a screenshot taken into bytes

maiden swift
#

@dry moon What response do you get when you attempt to submit a request with an attachment?

dry moon
#

I get a HTTP 503

#

I'll figure it out tomorrow, just too brain pooped tonight

#

but thanks tho!

maiden swift
#

No worries! Goodnight, and good luck. Hope I at least pointed you the right direction. ๐Ÿ‘

dry moon
#

yeah definitely, thanks and night to you as well

toxic hatch
#

When I go view options>show engine content it doesn't show the folder. And its not there in my file browser. Do I have to download it or something?

grim sinew
#

No, you need to hit the little button to show directory view

#

It doesn't pop up in your content folder

#

It's in the content browser, but not the content folder

novel spire
#

I'm in widget blueprint. What does it mean that the hint says "Cosmetic. This event is only for cosmetic, non-gameplay actions"?
It seems to do things just fine. Is it not gonna make it to the final build or what?

abstract relic
#

Hint when hovering over what?

novel spire
#

Event On Initialized, Pre Construct, Construct...
And all some of the nodes that connect after them have this sentence in hint too.

abstract relic
#

Interesting, I gotta see that for myself when I get the chance. The best I can guess is that itโ€™s a general warning not to handle anything but ui related task within the bp

novel spire
#

That can be a good guess.

median vale
#

Hi guys! How do you go about doing lip sync between characters and voice overs?

toxic hatch
#

Thank you @grim sinew !

latent moth
#

does anyone know if in one of the unreal packs there's an effect of a water splash similar to what a grenade in the water would do?

regal mulch
#

@fierce tulip

#

Do you have anything with just the water splash?

proven oxide
#

are there any really good particle tutorials

latent moth
#

@regal mulch i do not... i'm looking into the infinity blades effects but can't really find something

regal mulch
#

That question was for Yoeri

#

@proven oxide Given we are on the way to getting Niagara, you don't want to learn cascade anymore

#

At least that's how I understand it

tall pendant
#

hmm

#

afaik niagara still needs some time

#

so it might be still worth learning cascade

regal mulch
#

Welp, idk, I wouldn't invest much time into Cascade. Niagara just got support for Switch too.

proven oxide
#

I am talking particles in 4.21.2

latent moth
#

oops sorry ๐Ÿ˜ƒ

regal mulch
#

@proven oxide That's not telling us anything

proven oxide
#

I can get smoke

#

I want to make a puff of dust

#

i have no idea and currently i made it small but its now just a puff of spheres

regal mulch
#

Somesthing that simple is probably somewhere in the ContentExamples

proven oxide
#

i had to buy a tool in SL to make the particles there

proven oxide
#

Gah! watching an intro to particvles from UE team

#

it requires me to get some content i don't have

#

and I cant find it

#

prolly a prior version demo items

severe glen
#

hi there

#

I bought new processor. Ryzen 7 2700x. With this processor Compiling shader takes too much time. I dont know why. When I check CPU Usage it just shows % 25.

#

Does somebody encountered with that situation?

novel ember
#

Are you talking about when it initializes?

#

or is this like every startup of the engine

#

also, would someone mind taking a look at a crash report?

#

I think I know what started the crashes, but even with that particular issue fixed it's still crashing

#

to the point I even tried migrating everything to a new project and it was still failing

severe glen
#

I m working with materials right now. Whenever I changed something it takes around 2 min. And 300 shader takes 2min

#

I think something wrong

novel ember
#

are you adjusting a master material or a material function that affects a lot of different "child" materials?

severe glen
#

I just created new material. I didnt apply it any statich mesh or object yet.

earnest cape
#

Why isn't there any split screen/local play documentation?

#

I'm trying to set the ID of the local player controller or player character that pressed pause. But I'd imagine that there will be future issues with getting the IDs

true leaf
#

hey uhhh so i have some terrain and when I paint different material on it (grass/sand/mud/rock) that works but theres a super annoying thing it does....

#

when i paint on a new square of terrain for the first time

#

it makes the ENTIRE SQUARE that paint

#

why is that o.o

fallow ginkgo
#

Hello, I am still new to UE4. I'm suppose to download it from epic games launcher?

grim sinew
#

@fallow ginkgo Yes

#

@true leaf Because if you're layering textures, it needs something to be layer 0

fallow ginkgo
#

Well, the thing is. When I tried to launch epic games launcher I can't open it. It just stuck.

true leaf
#

oooo .. can i tell it to always make grass the default layer 0 or something ? 0.o

grim sinew
#

No, you just kind of do it ๐Ÿ˜›

#

And for it not opening, no idea.

true leaf
#

grumble grumble... lol

#

well ty

fallow ginkgo
#

@grim sinewoh

true leaf
#

try reinstalling or run as administrator .. also check processes with ctrl alt delete

fallow ginkgo
#

Already did that and it still false ๐Ÿ˜ข

#

Fails*

true leaf
#

epic games launcher just will not open ? weird

#

you will need it eventually for the vault and stuff if you are going to use the marketplace

#

but in the mean time you could try to run the UE4 editor from the source code

#

.>

grim sinew
#

Yeah. Honestly though at the end of the day, you're going to -want- that launcher working

#

A ton of stuff depends on it

#

Including like... 300gb of sample content you can study

#

So go find a log or something somewhere and find a way to make it work ๐Ÿ˜›

fallow ginkgo
#

K

#

This sucks ๐Ÿ˜ฐ