#ue4-general
1 messages ยท Page 386 of 1
If I do a raytrace and specify a start and end point... Does the ray stop at the end point or go on forever ??
Dumb question
Like do I also need to do a distance check ?
no the end point is there for a reason i think
Yay
I doubt it would go on forever
Same just trying to make sure since a ray in math goes forever
i think it'll go on forever only in the predict projectile path node
cause there you specify a launch velocity
and btw if you hover over the end point pin it'll tell you that it's the end point of the line segment
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.
Ooo
never touched the terrain system
@true leaf it stops at end point 100%. With BP and with C++
Stop drooling toast ๐
@elfin jacinth @wicked tiger @gleaming narwhal Is it normal for XB1 dev forum to be pretty much dead ?
yup
@wary wave was that for me? ๐
yup
well, I mean, do you have access to XBOne dev resources ?
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)
@vale silo I am not allowed in there. I don't know
I normally defer to the UDN, but I don't think ID@Xbox users have access to that
he asks in public
you can ask, but I can't answer, so it would be kinda pointless
i miss udn
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
@vale silo Are you in the ID@Xbox program?
I am
Well talking specifically about things against the NDA, but if its just general UE4 development regarding Xbox its usually fine so just be careful
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
Even on XB dev portal ?!
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
Other than that, its very sketchy to talk about specific things or code outside
You'll have to speak to the help area in ID@Xbox to get specific help so you can get access to those place
Scroll down to the Support section to learn more
@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
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
this kind of stuff
Anyone knows how do i get a boolean variable data from a blueprint using a behavior tree task blueprint ?
just make a variable object reference to the bp with the variable ?
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 ?
I have it set to win64 too ... x.x
nvm solved it ...
my actual configurations for building were wrong
'Development Client' didnt mean development client
i think its working now ๐
Can I assign a boolean variable's value from ThirdPerson blueprint to a blackboard key boolean variable ?
@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
Ahh well its hard, not much help anywhere on that
wow, that sucks.. I am starting to regret getting into console development :/
see it through man. If you release even a half solid game, you'll do pretty well
If you replicate a tutorial's work onto your project to learn how to do it, is that considered plagiarising/copying someone's work?
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? -.-
the xb1 market is an enormous magnitude smaller than PC and mobile games so stick to it ๐ (smaller in relative competition I mean)
fewer games etc
@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
Thats what I thought.
My father's a dumbass, just as I always thought.
He called it copying
And even stealing, in some cases
Well it is copying but that doesn't necessarily mean you're not allowed to do it
Cuz lets be honest, not even half of us are able to just figure it out
We'll need the tutorials one point or another
If you're not allowed to copy the code then what's the point of a tutorial?
I have never used stackexchange to find the answer to a problem before never ever ever
Yeah. Im... So mad rn.
I wanna straight up tell him "How about you effing try it on your own"
Im sorry for causing a bit of drama but, I needed to double check.
Since he thinks he knows it all...
He's gonna be doing a coding course this summer
What is that called
A TUTORIAL.
it is actual plagarism
According to my prof lol
So there was 1 incident on 1 of my modules that uses unity
this course mate of mine learnt from the tutorial word for word, code for code
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
matches the tutorial video 100%, prof considered it plagiarism and gave him a 0
but this is subjected to whichever organization u are in
Well not for something simple as teleporting something
in actual company who cares if u copy on9
He got mad at me for that
you'll be fine
if it works it works lol
No Im not, he uninstalled the daggone thing.
lol just don't take it to the heart
otherwise @grim ore gonna need to get his lawsuit pants on and start suing people lol
I just wanted to double check with you guys. I want to prove him wrong.
@honest rune that was the whole premise getting on ID@Xbox program. Hopefully I figure out the specifics related to XB1 and Blueprints ..
yeah man, I hope so. Good luck with everything. I hope it works out
Don't try and prove him wrong, see if you can get him to understand your point of view as well.
there is more than one way to do stuff and more than one answer sometimes
@grim ore mind looking at pm ?
No. You.. really dont know my dad.
He doesnt want to look through people's pov.
Answers usually gets him
@humble stag I have PM's disabled on my side, no real reason for them for me lol
oh ok
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
For some reason, UE4 has a tutorial for everything but what you, me, or we are looking for
ah. #gameplay-ai , try stuff, and the googles, and ask in here lol
On YouTube, on the webs, all that.
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 ๐ฆ
like "I need a tutorial on making a battle royale game but this exact way I want it" is ๐ฆ
Okay so i'm making a game where the player shines light
Flashlight?
let me finish lol
Sorry.
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
Let me take a screenshot
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
I'm just putting it in there to test to get it working before i move the nodes into move away task blueprint
where do you set the variable on the target? and after you set it how are you checking it directly.
assuming NPC var is valid that should set a bool yep. how do you test that variable in your npc?
in the focusonplayer task blueprint
sure that's the task but how is that getting the variable from the NPC that holds it?
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
Do I need a ref from the TPS ?
well I mean that is a task, it's self contained. How is that Focus Light boolean being set?
I set it in another blueprint, so do i have to cast to that blueprint and get the variable ?
i'm getting confused here
so one blueprint has a variable and another blueprint has a variable...
your NPC has a variable, and this task has one... are they the same?
ok let me clarify
FocusLight in task bp is supposed to receive the value I set from the TPS blueprint
is it?
Hey, is anyone here proficient with deving for VR?
because I don't see you setting it
I set it in the TPS bp
I see you setting a variable from the TPS -> NPC
I dont see you setting a variable from the TPS -> Task
yes
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
otherwise like I was saying how does your task have any idea about the variable you gave to something else.
your NPC is in mordor, your Task is in the shire.
you need a way for them to talk to eachother if your goal is to get information from one to the other
you would do it the other way, you would ask your pawn for it's bool value and use it.
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
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
hmm okay let me try now
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
nope, the output on the Event Receive Execute AI
it won't work
so dragging off that pin and doing the Cast to NPC whatever does not work?
yes
huh... what does it do?
so breakpoint on it, F9, and see what it says is coming out of the controlled pawn
I mean if this task is running on your NPC then it has to be on your NPC lol
nothing happens on f9
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
you can then mouse over the controlled pawn output and it should say what it is
yep its an npc
so you should be casting to NPC not third person character
since your variable is on the NPC not the third person right?
since I assume this task is run on the NPC which is the controlled pawn
yep so replace your Cast to ThirdPersonCharacter to Cast to NPC
whichever works
then drag off the As NPC output pin and get your boolean you set on it
well you want to check the npc that your player sees because you set the variable on the npc that the player sees right?
didnt you want your npc to know if it was seen?
npc i know is seen
nono
u got it wrong
I mentioned earlier i put it in there as a temp place to test
the actual blueprint is another but because it won't pass the variable value over there so i can't test it
i have to test on a working bp
task bp*
ignoring all that what is the goal? wasnt it for the NPC to know if it was seen?
no
well the light was on it I mean
the character holds a flashlight sort of object
so char shines like on npc
npc will move away if detected light collision based on the bool
yep so you set the bool on the NPC right?
yep but shouldnt you set it on the NPC to tell them they were seen and need to run?
that is why i'm trying to get the bool value from player and pass it to the NPC
from TPS -> task bp
you cant do that, you were doing it right by setting it on the npc itself
then the task BP asks the NPC it is on for that boolean
actually
i set it on the task bp
not the NPC itself
NPC bp*
since the task is suppose to have the value
i'm not sure if i'm correct in this implementation
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)
because the NPC bp can't give the blackboard or the behavior tree keys
I mean technically you could always set the BB variable and skip the task if you wanted but that's weird
so only the task bp can be done so
hold on let me take ss
my concern was this part
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
the details
yeah so if i cast to TPS from the focus task bp i can get it to print out false
but it is not the correct value
you cant do that
rip i'm confused
the focus task is running ON the npc, not the player
so you cant say "hey npc, you are now a player"
as far as I know you were doing it right, you just never finished what I suggested
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.
so the variable should be from the NPC or task bp ?
I would assume the variable of "hey I was seen" is on the NPC.
the Task BP asks that npc (controlled pawn) what the value is and then sets the blackboard key to that value
ok just to clarify to be clear on the above
- I create a bool in NPC bp
- in TPS after the line trace hit result is out -> create an object ref variable to the NPC to set the bool to true
- From task bp controlled pawn drag out search for the bool from NPC bp
am i understanding this correctly?
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?)
well is that the setting it to true or setting it to false?
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
if the light don't shine on the npc should be false
so setting to false to be correct?
yes but setting it on what npc
if you didnt hit one with the line trace how would it know which NPC to talk to
which I mentioned earlier was going to be an issue
where do you set that to the one npc?
in player bp after line trace
after i stop the game after hitting the npc with light once
those errors will pop up
so that branch before that, what is that hooked up to?
so if the trace hits anything at all it will be true in this case? what if it hits a box
it won't hit my player
its ok lol
the projected light cone is away from the player by a little no worries
wait still missing the actual "set npc var" part of the code
well no as that would fail on the false and its not hooked up to anything
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
if its false then you shouldnt do anything since your not talking to anything you care about
?
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.
am I guessing the goal is to have that variable be set back to false if the line trace fails?
yes
ok and are you only going to ever have one NPC or are you going to have more later?
i guess might be more
i'm not the level designer for now
so they probably will put more of this
yep which is where you have to plan on more open ended logic.
like can you have more than 1 npc being seen at once that wants to flee
yes
ok this concept sounds weird but
they want to make a shop
so the shop will have customers aka npc
so it will be overcrowded
so u use the light to shine them away
and should the npc determine if it's safe or should it be "safe" if the player no longer can see it
lol
so the light is just to cause the AI to scatter away
yeah
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
thats why i need that bool
so the blackbaord key
will determine with the decorator
if set = run
if not set = do other task
like moving to the player
yep which I covered how to do it earlier you just have other stuff causing issues as well
the behaviour tree is the least of the issues if your base code for the lighting system is a little wonky
light turns on based on left clicking
toggle on/off
with energy system
if light on u start to trace
else no
yep the part where you track which npc you are hitting and talk to it is the issue right now
if i have multiple npc, doesn't they all count as the same thing ?
just difference names
but same bp
is this some reference issue?
since i am casting to "NPC", shouldn't npc1 npc2 npc3 all counts as NPC still ?
if you have multiple NPC's you have multiple instances of them all with unique values
casting to NPC will work yes but you have to make sure you cast to the correct one
i thought the only unique thing would be their id?
nope, every item in the world is unique so if you have 5 instances of NPC character they can all have their own values
they have common values and unique values that i understand
but generally 95% of the info should be identical
all of my NPC i will not give them different values manually
yes true but they are all still unique
or this was seen boolean lol
its like i'm constructing a class obj -> all the var will be init with the same defaulted values
even if i loop to construct 1000
the only thing should be diff is the id
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
i thought the line trace will have the info of who u want to hit if u face directly
like u shine the light
whoever is infront will get hit
let me on line trace to understand what u mean
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
https://i.imgur.com/p7eUCzN.png this is pretty much what you have but this is the working basics
it checks for the pawn to hit, it makes sure its an npc, and it tells that npc to set a bool variable
https://i.imgur.com/Mjk0Hx1.png the task runs when it runs, it asks the person it is running on for that variable and sets the blackboard
yes
https://i.imgur.com/vLE7C2x.jpg here is the AI running with it being false
https://i.imgur.com/LFJhoS0.jpg and here you can see the line trace hit it and its now true
after that you do whatever you want with that knowledge. At some point the AI should reset that variable back to false
yes that is what i wanted!
and oh i get what u meant
on the many npc thing
if i have like 2 npc infront of me
it will only trace the first one it hits
thats one of the issues yes, but its also only hitting directly in the middle and not an actual cone
you can get around the first with the Multi line trace and telling all the objects you hit that they were seen
oo
you can always ask
I've got a short demo video with the blueprints uploading, give it a minute lol
it's super not good as you need a real cone trace to simulate the light but the loop is there and working
frikkin hate recording one screen at 1080 lol, no real estate
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.
no voice because kids don't understand the concept of quiet after school lol
its ok i understand via pictorials
hahaha
ok now 1 final thing to do
i need to make them scatter
i tried doing this
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)
problem is
the maker of the character
did some weird setting on the cone light
i can't detect collision with player LOL
well the find location in navigablahblah node works just lower the area to search in or make it flee from the player
i mean NPC
the fleeing part
i think i failing the math part
i did something like this
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.
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
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
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
i think it depends
if u aren't doing software like maya, auto cad etc
u don't need calculus ?
You might for figuring out animation or adding in custom scripts to do simulations for cloth or other stuff.
Has anyone used redirectors to trick world comp into thinking it has sub levels?
@grim ore thanks man i'll go take a nap first before i work on it again
:)
๐
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
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
Hey guys, i'm kinda new to unreal, could someone help me solve a problem i have when i try to package my game :/
no I mean like how mighty number 9 is kinda megaman but not really
so...would it be a bad idea to try to make an action rpg as a first game?
I don't know. ๐
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.
What takes up less memory? Using complex collision, or converting a mesh to a blocking volume?
not colliding take less
@plush yew So that means blocking volume?
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?
Just some static buildings and I am trying to make sure the character does not run through them.
How do I make sure my character's current health never goes above a certain value? I am trying to curb my regeneration.
Every time my character shoots bullets, I keep getting an error that says "Attempting to access BP via K2Node".
@sudden agate My character actually can shoot bullets, it is just I get annoyed everytime it happens in my log.
Forums or something?
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
@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
Hey guys ๐ 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
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.
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
@digital anchor Ah thank you very much ๐
@atomic sandal you can post in #looking-for-talent if you like.
@atomic sandal Don't ever use everyone
To answer my question, I deactivated the SkyLight on the Camera that records that specific mesh
OverrideAnimationData doenst work at runtime? any way to set which frame to play on a skeletal mesh?
seems to only work in editor
Nothing in the Source code stating this doesn't work outside of editor though
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?
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...
I am trying to get the game done before midnight.
i uploaded an app to google play console and then this shows up
@plush yew you need to change your project to shipping and not debug in your project settings
its already in shipping mode
some said that the google chrome cookies are the reason
dont know but i'll try
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
Hello anyone know how to make 3d moddels trees bushes... Looking someone to make game together
Please PM me
Like you were told earlier...
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
doesnt it have a boolean switch to affect volumetric fog?
this setting worked
can someone help with experimental virtual keyboard for android not showing up
using ue4.20.2
https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content---february-2019 , better link there are 2 other items perm free apparently
Anyone heard rumors of next dev grant award announcements? last year was in January
(I know it's recurring and randomish)
^...
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." ๐
no more grants. the money is needed for a few more AAA's to be a EGS exclusive for a short period.
aww don't talk like that, Tim seemed to enjoy the dev grants stuff and I am sure it's still intact
they haven't dropped any in quite a while now
Yeah well I wish they would lol....and so would my amex
https://www.unrealengine.com/en-US/blog/epic-games-announces-over-800k-in-unreal-dev-grants november 2018..... that's uh.. not that long ago
I seem to remember them doing a similar announcement the previous november
Bah,
lol
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
That's the spirit lol
next few months ? you mean starting tomorrow
^
there are 2 more in the blog post, some wind system and some dungeon assets
Aye, don't think I have those
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
Well, you could basically have a simple Hearthstone game with these assets actually
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
sooo. Updated Version in Main to 4.23 just popped up this morning in the master branch
is that a typo?
nope it means that 4.22 is probably being staged soon, the master branch was 4.22 up until this morning
4.22 is supposed to release in March, so they have to start stabilizing it
Is there a way to compile a project with the version 42.1 for linux ?
I found this here; https://wiki.unrealengine.com/Compiling_For_Linux
Buut - v11 clang 5.0.0-based - for UE4 4.19 (includes extra tools for LTO compared to v10) :S
Go to the doc page, not the wiki
Alright
Haven't built 4.21 for Linux but 4.20 was fine
I just compiled 4.21 in Mint and had 0 issues. The git download grabbed what I needed, setup downloaded any missing packages, and generate project files fixed any issues remaining, then a make and it worked. I used the first time setup from https://wiki.unrealengine.com/Building_On_Linux
It was literally easier than using VS to compile it on windows
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?
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
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.
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
hello
Why not migrate the bps to a new project and send them that?
how can i make snow flor
just if i want to paint the flor
hello
If not a landscape, youโll need to look into vertex paintings. Itโs more or less the same concept though
ok
@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?
and how to make so i move faster with camera
Hey guys when should i use repnotify in the replication can someone explain to me .....thanks
@atomic sandal if you mean move the camera in the viewport, the camera speed is in the top right of the viewport.
Ok?
@runic fern http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf (page 55) also #multiplayer is better to ask if you're still stuck
Ok thanks i will read this @safe rose
Does anybody know a way I could re-create the undertale battle system?
I tried to do Virtus's mech tutorial, and somehow the enemy numbers go into the negative.
which numbers?
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
@lime gull you would break it down into parts and make the parts, thats how anything is made
Widgets can have animations right?
@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.
Are you clamping it?
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
@bold wyvern If you are decrementing it, what control do you have to stop it to decrement past zero?
dont you want an event to fire when it hits 0 to spawn a new wave or whatever?
if(enemiesleft <= 0 ) { stopLevel();}
@proven oxide The tutorial is in Blueprint.
you can set an if in blueprints
Yes, but are you asking how to stop it becoming negative?
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
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
I know i can use Prefix/alias to look for DM CTF etc
@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)
The game is supposed to be an endless survival.
so you want to respawn and restart?
i think spawn a new wave
@proven oxide Yes.
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
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
@light thunder I think i just understood
the 2nd enemy decremented it to zero remaining I think
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
Everytime an enemy spawns, it is supposed to increment, and everytime a enemy dies, it is supposed to decrement.
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
@proven oxide Virtus actually throws in a check when the remaining enemies equals zero, but somehow it does not work for me.
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
Could an "Event Tick" replace this function?
@bold wyvern not necessary and bad blueprinting
break through their control
you know how to use break on a blueprint node right?
No.
Is there an event that you can call only when you open a level?
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 ?
I am
if you need an event for the level, just have the level BP do Begin Play
But event begin play doesnt work
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)
What do you mean break?
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
F9 didnt do anything
show me the node...click on the node and hit FN9
Wait i made a white dot after apsmming it
By hitting it once?
it should function like a toggle
so it hit again
Here is a UE4 tutorial about debugging blueprints and using breakpoints. It is a primer for beginners to debugging with blueprints. See my social profiles he...
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
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
Im not ignoring you i just dont know anything about c++ ) but when using a is level loaded node, what should the target be
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.
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
Did you follow a C++ tutorial ?
Does this make any sense? And What should i have as the target
the begin play in the level should fire off if the level is loaded https://docs.unrealengine.com/en-US/Gameplay/Framework/GameFlow
that node is used when using streaming levels
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
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
@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.
i did find this
and in terms of making a C++ project, you need c++ classes first to generate the project.
so create a C++ class first then you can generate the project if needed
@proven oxide Adding a new C++ class manually will convert the project to C++
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.
apparently you need to make a new project C++ and copy your resources over
or... or... you could do what we suggested...
How can you tell them not to be?
@lime gull tell them not to be what? streaming levels or sub levels? They are not unless you tell them to be.
@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.
@bold wyvern use a clamp node to prevent it from going negative.
smashes head into KB
I tried within the death function (wherein decrements are called) but all I get is the number of enemies freezing.
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
@bold wyvern We already suggested what the problem was, have you checked the increment code is working?
@lime gull how do you know it;s a sub level?
or is it just being set at spawn
and you created it like that or you dragged it in?
I just created a new level and it put itself there
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?
I did both and i got the same output
then you might need to reinstall the engine
Even if i go into the content browser and create a new one
levels -> create new will add it, file new level should make a new base level
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
@lime gull is it a C++ or BP project
BP
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
I created a new level and its not showing up there at all
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
Would I put this where i keep my levels?
@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.
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
Where do i find basic asset level?
@proven oxide Needed to play a death animation.
@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
Is there a way I can stop it from being a child?
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
Does it have to do with me having enable world composition on?
i think the BP runs its own instance within each actor, if i am right it will fix it
Thank you for helping me as much as you can, I am sorry to be as stupid as I was
where is that setting?
How do I allow the player to set controls?
Create a control menu that changes controls
I know, but how should I code it?
Start by learning menus, I guess ๐
Anyone run into this after updating engine? Hah
The level is just white other levels load ok it's strange eh
Unlit lit doesn't matter just white
what do you guys call this kind of slider
This video was posted on Twitter by โ@keiichiban who is working at Leap Motion designing UI solutions for augmented reality. He was using Leap Motion's new n...
@vast pine that happened to me too. idk why
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
lol after trying to turn it down before deleting them
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?
hey,on what channel I can see you guys arts?
@frank grove Check #work-in-progress and #released to see what people are working on.
thanks
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?
Huh. Your UI is all sorts of messed up, try resetting it
I was able to bring back thr blueprints and the class defaults, but not the viewport
Yeah, but see your toolbar, and how it somehow went to the left side? That's.. not normal. Your UI is broken. Reset it.
With reset layout?
Yeah
That is the most beautiful editor ui yet
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
2d or 3d?
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
Wouldnโt matter. Learn how to make pong, minesweeper, spacewars, or the likes first
I got my event graph bsck but im missing compiler results and viewport
Perhaps replaced the config file?
Are you using some kinda UI mod?
so is there anybody here that does commissions for 3d modelling and texturing?
I might need one at some point
A whole bunch of people in #looking-for-work probably do
Many have experience the joys of freelancing
alright, thanks
what is the difference between Event BeginPlay and Construction Script?
@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)
Yeah, I'm working on a road tool, and it mainly uses the construction script. Super useful
hey,if I want a pc that runs unreal engine 4,do I need alot?
basically a pc that can run modern games
yes,but do I need anything specific?
Build your lighting more often
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?
If you cancel you risk having to wait longer
Nothing will make this faster
That's not lighting, that's shaders
It just needs to happen
Why does it gotta be done before then? Csnt you leave your computer on?
It'll only get faster with a faster CPU at this stage of development
Itโs for a college application.
Their deadline is tonight.
How long can you estimate?
When the number drops, how many does it drop by
It has stayed at 13700 for a while now.
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
It is at 100% CPU.
Exactly, you don't say
I have been looking at the Task Manager.
Open task manager and close any thins that might take up memory
Every CPU on earth is 100% CPU when compiling shaders
Never mind
There is no magic button you can push, it's going to take however long it takes right now.
Can you just record a video for the application?
Yeah, if you can just record a sequencer video instead of packaging it, that might be faster
Well, you should have done something sooner then
You're kind of stuck, just watching this progress bar
Screw the Engine.
Make a video and have text saying somethig like : Packaging the product would have taken too long
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
That's the worst thing about this. Any potential fix requires stopping the compilation process, which risks losing the progress you've already made.
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
I used to procrastinate just like this. I wish I could tell my past self it's not worth the incredible stress.
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.
Wait, is it a laptop?
Yes.
It's going to compile even slower if you unplug from wall power.
Plug it in
It is fully charged.
Yea if its not plugged in it loses potential
Oh shit, the shader count just dropped!
Even if it's fully charged, most laptops throttle performance on battery power.
By how much did it drop?
In what period of time?
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
It is now at 12144.
In like 7 minutes?
OK, so it's compiled about 1,000 shaders in 5-10 minutes.
It was at 13700 at 10:00
Is it 10:32 there now?
It dropped to 12144 at 10:30.
Plugging it into the wall may be the difference between life and death here, you need to do it
Ouch. That's ~30 minutes per thousand. Is it plugged in currently?
Yes.
Oh. Well there goes that
Should I email the college?
I think you should email them and attach a video of the game, or a screenshot of the shader compilier count
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"
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.
Thanks. I will do that.
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
It may still reflect poorly on you, but it's better than saying nothing, missing the deadline and potentially having no chance at redemption.
Good luck man
yea, from my experience they'll still react negatively^
but its something at the very least
Maybe you'll get lucky and not need to email at all
Obviously still email, but if the project apckages then delete the email
I recommend doing it no later than 11:00.
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?
Yeah I was going to say the same, 11pm sharp at latest.
ha, I remember the internet falling out at the last hour. dem deadlines
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.
@onyx berry you could try making your own, or seeing if there's an animation lol that somewhere
The SlideRoom application for my school says it is due in the time zone it is in, not the one I am in
Well go do timezone math then
I am in EST, they are in PST.
Oh you're fine, it's not even 8pm here
@lime gull so i would have to animate them running but am i really not able to blend it to a running animation
Hey
@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
ddam thats a shame
nevermind found a video and turns out you can @lime gull
thanks for the input
Youre welcome, glad you could get the help you need!
Layered Blend Per Bone is going to open a whole new world for you ๐
@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.
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
Does anyone know the API for trello attachments?
I was wondering about the deadline.
Everything seems really out of date on google, most is discussions on old API stuff
why would an actor on the map with no actual functions being fired (nothing connected to beginplay / construction script) cause the editor to crash?
@bold wyvern USC GameDev program?
yes.
Lucky
I got rejected for my freshman year.
Hm, you didn't try hard enough
๐
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
@dry moon Have you already checked the Trello API docs? https://developers.trello.com/v1.0/reference#introduction
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
All the attachment docs appear to be under the Cards section, not Actions.
Is that what you're already trying to work with?
Yeah I checked that, its only really for GET rather than PUSH
ohh I see it now
Bit of a wonky API explorer. ๐ค
Yeah that was the URL I found while wondering around
but not sure how to properly POST with a httprequest
just by SetContent?
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?
Yeah through C++ with some simple functions to just send out strings, and just a screenshot taken into bytes
@dry moon What response do you get when you attempt to submit a request with an attachment?
I get a HTTP 503
I'll figure it out tomorrow, just too brain pooped tonight
but thanks tho!
No worries! Goodnight, and good luck. Hope I at least pointed you the right direction. ๐
yeah definitely, thanks and night to you as well
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?
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
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?
Hint when hovering over what?
Event On Initialized, Pre Construct, Construct...
And all some of the nodes that connect after them have this sentence in hint too.
Interesting, I gotta see that for myself when I get the chance. The best I can guess is that itโs a general warning not to handle anything but ui related task within the bp
That can be a good guess.
Hi guys! How do you go about doing lip sync between characters and voice overs?
does this come under #audio or #animation?
Thank you @grim sinew !
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?
I'm trying to find something similar to what can be seen at the end of this effect
https://www.youtube.com/watch?v=gzE9ZE9OK0U
Night/Dark settings. Wip, 99% done.
are there any really good particle tutorials
@regal mulch i do not... i'm looking into the infinity blades effects but can't really find something
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
hmm
afaik niagara still needs some time
so it might be still worth learning cascade
Welp, idk, I wouldn't invest much time into Cascade. Niagara just got support for Switch too.
I am talking particles in 4.21.2
oops sorry ๐
@proven oxide That's not telling us anything
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
Somesthing that simple is probably somewhere in the ContentExamples
i had to buy a tool in SL to make the particles there
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
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?
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
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
are you adjusting a master material or a material function that affects a lot of different "child" materials?
I just created new material. I didnt apply it any statich mesh or object yet.
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
Oh good at least they did a stream https://youtu.be/ZOc9fV6Sap4
Announce Post: https://forums.unrealengine.com/showthread.php?127674 In this session, Sr. Technical Writer Wes Bunn takes a look at a few different local mul...
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
Hello, I am still new to UE4. I'm suppose to download it from epic games launcher?
@fallow ginkgo Yes
@true leaf Because if you're layering textures, it needs something to be layer 0
Well, the thing is. When I tried to launch epic games launcher I can't open it. It just stuck.
oooo .. can i tell it to always make grass the default layer 0 or something ? 0.o
@grim sinewoh
try reinstalling or run as administrator .. also check processes with ctrl alt delete
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
.>