#ue4-general

1 messages Β· Page 387 of 1

tawdry basalt
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I am spawning in object such as walls at runtime but getting a weird visual glitch at times when either turning quickly or moving around a corner, where a part of the wall is invisible for a split second, and I can see the sky, any one have any ideas what may be causing this?

fierce tulip
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@latent moth while not really a nade shot, there are some nice water particles in the infinity blade vfx free pack on the marketplace.

@proven oxide while there is still a place in cascade, its better to focuss on niagara from now on, while knowing cascade might help a bit, i'd focus more on learning how to set up textures, shaders, and meshes for vfx

fallow ginkgo
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Is there any other way to install UE4?

fierce tulip
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either install binary, or from source

fallow ginkgo
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Which site?

fierce tulip
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you are only legally allowed to download it from unrealengine's own website

latent moth
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thank you luos i was looking at those but haven’t seen anything re a splash, more like dropping water or such

honest rover
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Can I ask for tech support in this channel, or is it just for discussion?

frosty copper
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You can, but anything lengthy or specific would be best aksed in the channel most appropriate

honest rover
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Alright, I think this question is pretty general. I keep getting the Texture Streaming Pool Over xxxGiB Budget message.
Every solution on the forum is to increase the pool size, but it keeps growing, so how do I reduce it?

frosty copper
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πŸ€” does it need to be reduced?

honest rover
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It went from 600MB, to 800MB, to now 1.103GB over budget.

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Like if your sink is plugged do you buy a bigger sink or do you try to unplug it πŸ€”

frosty copper
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Non power of two textures will cause issues.

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And the "never stream" checkbox is arse upwards apparently; unchecked means its only loaded when needed,checked : its always loaded

fierce tulip
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no

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unchecked it means it gets loaded whole before its shown, checked means a lower mipmap is loaded and shown while a higher mip is being loaded

honest rover
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Ah yeah, I saw this thread, but didn't know how to find where those options are

frosty copper
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Well, there ya go~! :p

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πŸ€”

honest rover
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Hey Yoeri, I follow you on twitter πŸ˜„

frosty copper
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Power of two isnt an option, its the pixel dimensions of the texture

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And, if i had to guees, id imagine the never stream option is found inside the texture viewer window

fierce tulip
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yup

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and there is a power of two option, but it just adds black edges to a texture to make itpower of two, instead of just resizing the texture. which.. i find odd

frosty copper
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.... Well, that's new to me. XD

fierce tulip
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been there for ages :p

frosty copper
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Ive not been using the engine for ages unfortunately

honest rover
fierce tulip
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if you want massive longer loading times, sure

frosty copper
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Life has pulled me away from it, and ive been trying to code a launcher for Linux in the mean time :p

honest rover
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Well thank you, I'll try unchecking the 'Never Stream' options.

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Also, is anyone familiar with the image I posted in #cinematics ? Not sure how to google this problem.

frosty copper
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Making sure all textures are Po2 will help a lot more afaik

honest rover
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@frosty copper All textures are from a pack, I don't think I should edit those

frosty copper
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Any non Po2 texture is always loaded by the look of it πŸ€”

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The power of fwo option luos mentioned.

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But that will be the biggest contributor to your pool size issue

proven oxide
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@fierce tulip I am using the latest engine but it appears to be using cascade, how can i learn the niagra if its not in the engine?

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and I am using a texture for fire, but its coming out as squares, how do you make it look like fire, all the video tutorials load up pre prepared materials they never show how they are done

grim ore
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IF you want to use niagara you turn it on in the plugin manager

fierce tulip
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@proven oxide I have a plethora of tutorials on youtube, but it'll take a while before you get the hang of making shaders for vfx. its not just a few sentence solution, and yea, you need to enable niagara first

true leaf
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also im running into an issue here... Im using a skel/vert type emitter for the first time but the 'Associated Bones' field is not working at all !!! even if i make it blank , the particles spawn ALL OVER the actor and if i make it a value bone name, the particles spawn ALL OVER the actor

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what is up w that :[

fierce tulip
true leaf
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yeah i followed that

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to a T

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what in the world

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how is that possible >.>

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no valid bones

grim ore
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well no valid bones because you didnt set it, it's none by default so nothing wrong there.

true leaf
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if i put in a crazy bone name like crazy_bone_name55 then it still works

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fire all over the dude

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😐

grim ore
fierce tulip
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poor mannequin

grim ore
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It's his jorb to get burned alive!

hot drum
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I'm so confused rn

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I also have another separate BP That is a mushroom, that bounces the character up when he hits it

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For some reason

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the red outlined thing, right after I added them

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caused the mushroom bp to launch the character every 4-5 seconds

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playing the mushroom sound

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I have nooooo idea why this is happening

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the mushroom is not linked to the cannon at all

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I've also looked in the BP during gameplay for both, no activity is happening in the mushroom

inland lintel
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the fire projectile could have something

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and use a timer

hot drum
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what event do I attach it to

inland lintel
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attach a new event called anything, dont attach beginplay

hot drum
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will it just automatically start when I play?

inland lintel
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yeah, beginplay sets up the timer and if its looping, the new event will loop

hot drum
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I tried a custom event

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I have no idea how it works obviously lmao

inland lintel
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it's just the red line that goes on the new event

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the white still goes on beginplay, to start running the timer

hot drum
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o

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ok

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the timer works no

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w

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but i'm still bouncing

inland lintel
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there's something else running the mushroom code

hot drum
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I've checked it up and down

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nothing connected

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ok

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so now I just found another enraging problem

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whenever I teleport to the cube so I can get to the room I need to get to

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the cannons just

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stop

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and so does the bouncing

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oh wait no

inland lintel
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sounds complicated

hot drum
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never mind

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it just plays o n c e

inland lintel
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the white is the execution, follow it and you find your problem

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maybe you didn't put the spawnactor function on the new event, the event that should be run with every timer time

hot drum
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.>

inland lintel
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that's the problem, the spawnactor goes on the white line of ea Event

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your mushroom code must be somewhere else

hot drum
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yay so uhm

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it works again

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but I'm still bouncing rip

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here lemme send pic of the mushroom code before I go

inland lintel
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it's looping the animation. when BeginPlay happens is at the beginning of the Play, when the game starts, so it's looping all the time

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correction, BeginPlay happens when an actor is spawned, in this case, the actor exists at game start, so it's happeneing from there

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actor = the mushroom

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wait, now I'm not so sure

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maybe it's about the overlaps

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right, so the actor, the mushroom, must be overlapping any other actor to play the animation. you must check that the overlapping actor is actually the player

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in this case, instead of having GetPlayerCharacter, connect the OtherActor

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to Object of the Cast

spark wolf
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So I got a model made. Animate it then import into Unreal for results?

pallid compass
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sure

calm sphinx
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Anyone here have knowledge about epic's new physics engine: Chaos ? Has anyone made it work successfully from source code of master branch?

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I only got new blast destruction plugin working with chaos, but other physics systems were failing to work with it. I don't know if there is a plan to support an only chaos mode for 4.22 .

plush yew
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whats a good beginner game to make other than pong?

zenith flower
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Answer to my own question:
If the match is put into InProgress before the second client can get its controller, it wont have begin play called on it.

grim ore
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make a simple collect game. Make a level, put X items in the level, you have to collect the X items before the timer ends and get to the exit. Teaches you most basic game loops you need.

plush yew
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so what would a tutorial be called

spark wolf
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Hmm

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But it's a time trial checkpoint system game

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Or you could try to remake the first Super Mario Brothers in side-scroller. lol

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Has all the necessary elements beyond collecting all coins but that's a minor tweak

novel ember
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did something happen to Submixes in UE4.21.2?

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I had to verify my engine and now the submix references have a gray thumbnail instead of an orange one and my listener delegate doesn't seem to be getting called

zenith flower
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Why on earth do I keep finding weird issues

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How the hell am I supposed to work with this?

manic pawn
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what's the issue

zenith flower
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All my clients are calling begin play on the first players controller

manic pawn
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makes sense

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clients only know about their own controller which will have id 0

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without the context for these 6 log messages its hard to say anything more

zenith flower
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You are right, im looking in the wrong place

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@manic pawn
Thank you, this was running on the server (I forgot to change old code)

grim ore
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Yeah that screenshot is correct no issues there.

zenith flower
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im like 99% done converting my game into network compatible code, so i'm just weeding out the few places I forgot to "multiplayer"

manic pawn
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oof that doesn't sound like a fun activity at all

novel ember
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okay well i'm one step closer i guess

zenith flower
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I've kept the game "barebones" and "modular" over the last two years, because I knew this would come. I've only spent about 3 weeks getting this all working with replication and all

novel ember
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why would the new audio engine crash the editor a couple seconds into a game starting?

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by game i mean simulating or new window / standalone game etc

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it's been fine this whole time and then yesterday it just started crashing even without the events actually being called in-game

pallid compass
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Did you update recently?

severe glen
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hi there

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I m working with material editor on unreal but compile shader is not working fast. it is slow

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I dont know what happened

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it was work faster then now

novel ember
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I updated around this past monday to 4.21.2 i think but this issue didn't show up until last night

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i verified the engine version and it specifically seems to be the new audio engine that makes it crash

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it can play fine using the old one

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trying to use the envelope listeners for the current build though

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uninstalling visual studio doesn't appear to fix it either

pallid compass
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You need debug Symbols

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So you can check the callstack

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and see what is going on

true leaf
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okay well i am getting closer to solving this particle emitter on surface issue !!!

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That same test worked for me too, i can make an emitter only appear on a single bone of an actor

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The issue is .... my actor has a sub-component which is a Skeletal Mesh

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and I am trying to put the fire just on the one bone that is in THAT skeletal mesh

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and I cant figure it out for the life of me...

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its a sword

pallid compass
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Attach Particle emitter to a socket on the bone

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you need to add a virtual socket for that

true leaf
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it has to be to a socket ? what about surface rendering

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or vertex

storm burrow
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Not getting messages like "Compiling Shaders" or "Lighting needs to be rebuilt" in my viewport anymore (top left corner)

pallid compass
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I doubt it

storm burrow
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anyone know how i can fix this?

pallid compass
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Just use a socket or something

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Cant 100% remember

true leaf
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then its just a single point of emitter spawn

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: |

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hmmm

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OH I GOT IT

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I had to attach the emitter TO the actor as a subcomponent

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the emitter couldnt just be in the world

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it cant scope down into the actor's subcomponents without being a subcomponent of the actor itself

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maybe -.o

novel ember
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@tulip vault did you accidentally DisableAllScreenMessages or something?

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alternatively try the drop down and make sure nothing's unchecked

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@pallid compass I've got debug symbols now but I still don't know what to make of this callstack

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although bizarrely now the game survives for a few more seconds before crashing

pallid compass
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paste the whole thing in here

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or pastebin actually

novel ember
true leaf
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welp i gave up for now. Im not sure its possible to do a vert/surface particle emitter on a bone thats in a subcomponent of an actor's mesh (weapon) so i am just 'cheating' and making a regular old cylinder emitter to make it look like the swords shape is kinda glowing >.>

pallid compass
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Il take a look now

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@novel ember Your AmbisonicsMixer is not valid for some reason

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So something is not setup right

abstract relic
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Jesus, how long have you been playing with unreal Toast? I’ve never seen someone learn a new engine this quickly.

novel ember
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currently i'm only worried about getting it running on Windows

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what do I need to do though? i'm confused as to what between last night and the time before would have caused it to just give out like that

lunar bobcat
pallid compass
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You can toast

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But its not handed to you on a plate

storm venture
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so im stumped, been at this for a while now.
im using a cel shader in my post process material, and when the viewport is moved to anything other than the default size, this happens:
(left is normal, right is when i move the viewport's side in a bit)

novel ember
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do you have TexCoord plugged into your UVs?

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it's something to do with preservation of the aspect ratio it looks like

storm venture
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this is a cel shader i purchased on the marketplace.
it used to work, but one of the newer updates caused this to start happening

true leaf
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@pallid compass yeah ill have to come back to it

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indeed its quite an advanced topic

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lol

storm venture
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one other person had this issue before and they solved it by adjusting quality settings back and forth, although that didnt work for me, unfortunately 😦

true leaf
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so some part of the processor is not considering the viewport size ?

severe glen
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ok I found a video about my problem which unreal is not do fast shading compile on my pc

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how can I solve this? I have ryzen7 2700x

true leaf
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@abstract relic yeah to be fair ive only been using unreal for 6 weeks so i cant expect to understand everything so fast πŸ˜› but ive come really far really fast im happy. Im a programmer tho so, mostly javascript/ruby. My computer does pretty slow shader compiling too btw, are you sure that isnt just normal ?

shy silo
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So I’m a beginner and I was trying it think of a small project just to get me to use the engine and was wondering, how hard would it be to make a game that loops in blueprint

true leaf
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you can make an impressive game with just blueprints , esp if you use some plugins

north shale
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is it posable to set the walkable floor angle to be calculated off the pawns Z instead of the world Z in blueprint

fierce tulip
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@true leaf ofcourse

novel ember
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well now that i've been backed into a corner trying to get this demo out i finally had to use my brain and figured out a simple workaround for the audio visualizer

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instead of a progress bar tied to amplitude envelopes I just make an image of the .wav file's amplitude, turn it into a 1D texture and pan it based on how far into the song it is

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obviously a loss of precision but it works for now

hazy sparrow
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So, I'm not sure if this breaks the rules or not but I've got a team together but none of us know how to work Unreal Engine. We'd really love someone with some experience to teach us how to use the program and get to work on our first game.

fierce tulip
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read the pinned message

hazy sparrow
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Ok, thank you for the help!

shy silo
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can someone tell me how to add the first person character to a blank template?

abstract relic
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Import >>> add packaged content (or something similar to that name)

shy silo
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import in the content browser?

abstract relic
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Yes

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The lovely giant green button. It’ll give you options to import templates

shy silo
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ohhh add new, not import got it thanks

abstract relic
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Whoops πŸ˜…

shy silo
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no worries

true leaf
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i get this a lot when packaging /cooking my project... the fix i think is to just rename my structs. is this a bug in unreal or what

zenith flower
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beginplay is useless trash once you go networking.

abstract relic
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bug it is

zenith flower
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@true leaf From my experience, I would go into each of those referenced blueprints and:
Do a search for the referenced structure: Delete the structure pin/node
Re-create the structure pin/node, and reattach.
Then refresh all

A possible quick fix is to just "refresh all" in each of those blueprints

true leaf
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ty !

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epic pls fix

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lol

zenith flower
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It usually happens when you move the structures or rename them

abstract relic
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Look at how old the issue is 😜

zenith flower
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they don't like updating the references correctly

dry moon
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Yeah I get that issue as well, never renamed or moved it

zenith flower
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(if you store a structure in a blueprint as a variable, and then cross reference it between blueprints, and then move one of those blueprints, or rename, you can get the same effect)

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It will also happen if you add/remove pins to a structure (sometimes)

abstract relic
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What’s the point of a redirector then?

dry moon
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Still stupid

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and needs to be fixed

zenith flower
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I just usually, "refresh all nodes" in the effected blueprints
That will usually "error" out the stubborn pins. Then I just manually delete and re-create those pins/nodes

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yea, they will fix it as soon as they get MAP variables working over the network xD

dry moon
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I still can't get fucking images uploaded to trello

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is it just setting a httprequest content as string as the JSON paramaters for the file

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so confusing

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I can add a file with a simple POST through a URL here with the correct params

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just won't work with HTTP requests

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I sent it as {"name":"bugreportss.jpeg","mimeType":"image/jpeg","file":"FILE BYTES HERE but it cuts off

shy silo
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one more question, I want to destroy a sphere when It hits a specific wall, so I have the on actor hit->destroy target actor, but it only works when I run into it, not the sphere, how do I fix this

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im sure this is very basic sorry

clever kelp
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hi guys, my homing projectile (sphere) looks like an egg :D, does any one knows why it's possible?

plush yew
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guys i need help
i uploaded a game to google play
and ads still not shows up

zenith flower
manic pawn
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bp debugger is weird

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they're not actually different

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unless you called these from different places and managed to change owner inbetween ...?

zenith flower
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nope

weary basalt
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Remember that non execution pin Nodes get evaluated when they are called by an execution pin node, so the value they hold may go stale or not display correctly.

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Honestly, i never use the BP debugger, its to buggy πŸ˜›

manic pawn
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I wonder how bp debugger even works

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if you pause like a blueprint event called from a native method

weary basalt
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If you want to debug Blueprints, use PrintString.

manic pawn
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it would have to freeze the main thread for that to not die

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but then how can the ui run πŸ€”

severe glen
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does somebody know how can I increase the number of ShaderCompileWorker.exe ?

manic pawn
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what?

severe glen
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my shader compiling is working so slow

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when I check it from task manager I see that ue4 spawn only one ShaderCompileWorker.exe

abstract relic
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That’s

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Not how performance works

north shale
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does anyone know how i can create a calculation to check the angle of the surface my character is on

severe glen
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@abstract relic Finally I found the problem and I solve it. the problem about a software which is Incredibuild. I just delete it.

fleet cedar
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Does anyone have good recommendations for ways to check the performance on C++ code?

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I want to compare the vehicle physics code that I wrote to the UE4 ones

pallid compass
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Check how much ms or how long it takes to execute?

delicate tusk
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Hey, does anyone know a good method for ensuring struct values remain updated across various BP's? My idea was to send them all to the game mode BP, and call references from there, will this work or is there a better method? Thanks!

proven oxide
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depends where its needed

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i was reading, if its global then gamemode, otherwise possibly playerstate

delicate tusk
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Thanks @proven oxide , I'll check those links out

fallen gust
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@north shale you're going to need two raycasts from the character and some math.

dry moon
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Finally got bug reporting to work with this god damn API

grim sinew
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I don't think a single user would call a bug they report anything but high priority

dawn vessel
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Personally, I choose high priority all the time when Bug Reports come in with that Button 🀣

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Fix the damn thing ASAP! πŸ˜ƒ

dry moon
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That's why I got it set to Low Pri as default so I don't get spooked if its like "rock is floating above ground here"

grim sinew
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"Yes, this bug that affects me is low priority and I don't mind if it never gets fixed" - Nobody

dry moon
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Well game breaking stuff should be first πŸ€”

dawn vessel
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What we're all trying to get at is... No one is going to use Low Priority πŸ˜ƒ

dry moon
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Well I'mma hope people use it correctly

grim sinew
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Also, expect high priority to be a bunch of troll reports too

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"High priority issue - Your gun doesn't shoot waffles"

dry moon
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I'll just move it low when I check the list, no biggie

maiden swift
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I don't think you should have a priority dropdown at all on the form. The developers should set that, not the user.

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It's likely you'll have to change it after the fact anyway. Most users will assign an incorrect priority.

dry moon
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yea ik, its pretty much a few of my testers trying it out so really only for them

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I'm hiding it in public demos/builds

maiden swift
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Ah I see.

fallow ginkgo
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Ue4 uses c++ right?

dry moon
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Yup

plush yew
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Do you guys know how to automatically brighten a map without lights through usage of a sort of fullbright technique?

opal spade
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Looking for help, I'm not sure exactly where this falls under but I'm having trouble with a level. I made a landscape and when I add foliage the performance takes a hit, frame rate drop, etc. It's any kind of foliage. It happens exactly when I begin painting on the foliage using the foliage tool.

  1. The level is size is at the maximum space allowed (could be the problem)
  2. I'm using foliage from several different sources on the market.

If this isn't the correct place please let me know and I'll move it to the correct channel. Thanks for all the help!

toxic hatch
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I was wondering if anyone else has had glitches with the newest version of unreal engine where you bake your lights, click on something and it looks really weird/wrong. But then sometimes it goes back to being correct if you do stuff like changing the intensity of a light.

cerulean nova
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@opal spade Lower your Editor Preview settings could help. Dont forget that making games often takes a more powerfull computer because u tend to see alot more then ingame however it depends. Whats your GPU ? Mine for example is also quiet old and gets in Trouble with foliage quiet easy because of the shader complexity (to dense foliage) because the engine "masks" out the foliage and the more layers are on top of each other that are "invisible" the more complex does it get Therefore more performance hit. Try to make it not to dense i know i know it looks awsome and all that but performance always comes first ^^ The most beautiful game is still shit if it doesnt run smooth πŸ˜ƒ

fallow ginkgo
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Hello, I want to dowbload UE4 but for some reason my epic games launcher isnt working. Has anyone got this problem before? I tried giving it administrator priviledges but It wouldn't work. I also tried repairing and reinstalling it but it still isnt working. How do you fix this issue? Help will be appreciated.

opal spade
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@cerulean nova I'll definitely try that next. I am due for an upgrade, I'm using a 1050Ti and it's done me solid work until now. I'll PM whether your solution works or if I find a different solution. πŸ˜ƒ Appreciate the help!

cerulean nova
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1050 should be fine tho i would then say its either the density or there is something wrong with the foliage. Quick Tip : Hit "Play" in the Editor and when ingame Press F5 that may give u a look on whats maybe the problem ^^

fallow ginkgo
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Can anyone help me?

weary basalt
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You need to provide more info man, just saying "its not working" helps no one.

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HOW is it not working.

fallow ginkgo
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I downloaded the installer for the epic games launcher. It work fine. But when I tried to launch the game it doesn't do anything.

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The first time I tried launching it, it starts updating then it closes.

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Is this enough?

weary basalt
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Is this for a game you bought:?

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On the Store?

fallow ginkgo
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No, its the epic game launcher for ue4

weary basalt
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So your Editor isnt opening is what your saying?

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You may need to check if its crashing. There will be some crash logs in the Saved folder

fallow ginkgo
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Editor? I dont think it is

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Wait

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Epic game launcher cant open

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So since i cant open it i cant download ue4

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You still there?

toxic hatch
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what happens when you try to open it

fallow ginkgo
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Nothing happened

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The firsr time it says it updating then closes. Once i open the launcher again it doesnt open ever again unless I reinstall it. And after reinstalling the same thing happen

grim sinew
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Running as admin doesn't help? Letting it through your firewall?

fallow ginkgo
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Running as admin doesnt help

grim sinew
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C:\Programs Files\Epic Games\ no crash logs you can find anywhere in one of the directories here?

fallow ginkgo
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Wait let me check

grim sinew
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It also has a debug mode that I found out about through 5 seconds of google you could have tried

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that will output all the info to a log and probably say what went wrong

fallow ginkgo
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Can you give me the link?

grim sinew
fallow ginkgo
#

L

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K*

fallow ginkgo
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Ok thx once I finish ill let you know

fallow ginkgo
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Ok the diagnostic startup doesnt work

fallow ginkgo
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Ill install ue4 with github

next badger
#

Is anyone here who uses VisualAssist?

north shale
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@fallen gust what do you mean?

abstract marsh
#

Hey people can you DM me your game pitches please?

fierce tulip
#

lol

tall pendant
#

πŸ€”

ionic oxide
#

Unreal Bot has good game pitches

fading cobalt
#

hey guys, is there a way to limit the amount of ram ue4 can use?

outer prawn
#

& sorry if I posted under the wrong chat/section, I'm kinda new here

fierce tulip
#

@outer prawn do you know what lightmap uv's are? and if so, does the shader use emissive/unlit?

outer prawn
#

I'm almost a complete beginner so sadly I don't know what lightmap uv's are, but if that is causing the problem I'll read up about them

desert lava
#

Android app on ue4.21 crashes with googlevr plugin. Does anyone know how to fix the bug?

fierce tulip
#

@outer prawn you already win a cookie for mentioning you look it up!

buoyant mulch
#

Yo

outer prawn
#

aye, thanks for telling me what I need to look up tho, I was completely lost πŸ˜„

north shale
#

@fallen gust you said i need to ray cast and do some math ok but doesn't ray casting uses a lot of the computer calculations i.e. its expensive

atomic sandal
#

sup anyone up

north shale
#

does anyone know how i can get the normal of a given 3d plane my character is on?

tribal pebble
#

any cheesters that use Html5 Packaging in ue4 .-. ?

atomic sandal
#

hello anyone can help me with floor

frosty copper
#

That's... Vague.

atomic sandal
#

hey

north shale
grim ore
#

any reason why he is floating?

#

his capsule should be way smaller than that gap and I assume the collision on the terrain would be way closer to the visible mesh

runic fern
#

put the player in the middle of capsule

north shale
#

the reason for him floating is cuz thats where the collision mesh is i don't know how to make it more accurate thats what i m asking help with

#

he is

tawdry sierra
#

hello guys

runic fern
#

Hello

abstract marsh
#

Not sure why everyone found it weird for me to ask for game pitches

tawdry sierra
#

i want to change a character i spawned with a buton

north shale
abstract marsh
#

I'm looking to see how people present their games

#

@ me

tawdry sierra
#

basically i want to transfor my character/ change actor

runic fern
#

make capsule littlebit bigger and try

#

@tawdry sierra you wanna change the button or the character ?

grim ore
#

@tawdry sierra that code would never work because when you hit your E button nothing happens, nothing is hooked up to the execute wires on the Flip/Flop

north shale
#

i imported a blender .obj sphere and when i walk on it the character floats even though its in the mid of its collision box

tawdry sierra
#

i want to swap an actor with another one

runic fern
#

connect flipflop with the branch

tawdry sierra
#

with a button press

runic fern
#

Flip-Flop A and b

#

connect it to the Branch and try

tawdry sierra
#

what about the event play?

grand knot
#

i have a math problem

#

who can help

tawdry sierra
#

ooo emud

grim ore
#

@north shale what does the collision lok like on your surface then?

grand knot
#

i have a animaiton set to play speed on velocity

#

but i want to make sure max play speed is 100% not higher

#

so i need a math equesion that limits it to 100 while still using velocity

#

any ideas?

north shale
#

what do you mean

grand knot
#

i have a custom running animations play speed set to play depending on characters forward velocity

#

tho i dont want it to play over 100% speed as the velocity can go as high as 25000

north shale
#

the collision looks like its bigger and out of place from the visual mesh

runic fern
#

Emud im not sure about your question but you wanna set the player walkspeed 100 limited

#

but with velocity can be more than 100

#

with velocity value

inner mountain
#

@abstract marsh at first, you have to decide what's your target for pitch. Is it publishers/investors? Or gamers? developers?

grand knot
#

ns it can be more then 100 thats the problem

#

hence we need a math solution that still uses veloity but limits it to 100

runic fern
#

you can Set the max walk speed at 100

#

but you can use Add to the variable of walkspeed

#

or you can use condition when velocity reach for example 1000 the max walk speed will increase

#

if the velocity reach 1000 set max walk speed to 500 and if velocity decreased set max walk speed to 100 again

north shale
#

is there a way to visualise the collision mesh?

grand knot
#

i dont think you understand man

runic fern
#

navigate your worldoutliner @north shale

grand knot
#

i want the animaiton speed to allign with a custom run event

runic fern
#

oh i thought the movement speed xD

grand knot
#

so if character is walking 1km i want animaiton to play at 10% and if hes flying at 25000km i want the animaiton to play at only 100%

north shale
#

your saying walk around?

inner mountain
#

@grand knot use Clamp node

grand knot
#

oh shit didnt even think of that

#

see guys

runic fern
#

@north shale no i mean check the colliosion on the worldoutliner maybe its box not visible or something

north shale
light bobcat
#

how to undo XD

north shale
#

ctrl Z maby?

grand knot
#

still how would i use clamp for animaiton play speed to be same in percentage as character velocity

light bobcat
#

okay thanks I forget it ever time XD I starting to make my own game like 2 mouthXD

#

@north shale

north shale
#

@runic fern

inner mountain
#

@grand knot how are you playing your animation? Are you using an Animation blueprint?

north shale
#

when you say "its box not visible" you mean the eye?

#

what @light bobcat ?

runic fern
#

thats weird

north shale
#

what im wanting to know is why my guy is floating above the visible mesh

#

what ist like is as if the mesh as been estimated then thats the collision so it goes down a bit in the dips and up a bit on the peeks https://imgur.com/a/xxN927A

grim ore
#

the visibile mesh is not always the collision

#

open up the mesh in the editor and click on the collision button to view the collision

north shale
grim ore
#

find your mesh in the editor, double click it to open it up in the mesh editor, click the collision button at the top

north shale
#

when you say fined the mesh you mean is the components tab?

grim ore
#

no I mean find the mesh in your content browser, that above is your blueprint

north shale
#

sorry im new and have only been using unreal for about 3 weeks

#

aa

tawdry sierra
#

question: How can i make a mesh that doesnt recieve light from a specific point light?

grim ore
#

change it's lighting channel?

tawdry sierra
#

how do i do it? im only 2 months into ue4

north shale
grim ore
#

on the mesh type channel in the search details, or go down to the lighting section and open up advanced

tawdry sierra
#

i see

#

there are 3 channles

#

now?

grim ore
#

@north shale that is the blueprint, is says blueprint class at the top. I would guess the one to the left of it that says planet is the static mesh

#

now what? The light emits light on a channel(s), the mesh accepts light on a channel(s).

north shale
#

no thats a nether blueprint

grim ore
#

if you want the mesh to accept light from everything else but that one you need to set that light on another channel and exclude that one mesh

#

and then tell everything else to use that one channel as well

north shale
#

aha

grim ore
#

then I don't know. You imported the mesh so I don't know where you put it. Use the filters at the top of the browser to turn on Static Mesh if needed

north shale
#

found it

grim ore
#

I want to say offhand that the mesh is super duper tiny

north shale
#

yes it is πŸ˜„

#

i was just wanting a quick mesh i could check to see if a peace of code worked on

#

im trying to get the angle of the surface in on because the default wont work

#

in= im*

grim ore
#

firing a line cast down then getting the normal would do that but your collision might get in the way if it's this broken

north shale
#

ya

#

πŸ˜„

#

so now that im in the mesh editor do i need to do something specific?

grim ore
#

click collision then simple and it should show your collision

north shale
#

kk thats so simple for me so i put it to complex now how do i apply this to the actor?

grim ore
#

complex is not going to work for that, simple is what your character is going to use. if simple is not correct then you need to fix it

north shale
#

green

grim ore
#

yes that top one is what you are colliding with so you need to fix it in your 3d program or create new collision in UE4

atomic sandal
#

So is there possible way in Ue4 that i can sent file

lofty hollow
#

Hey moving around in the editor is extremely slow for me, anyone knows how to fix this?

north shale
#

so? fix it hum... thats going to be a pain cuz i dont know where to start XD

grim ore
#

@lofty hollow top right corner of the viewport is the Camera Move Speed if this is the issue

lofty hollow
#

oh thank you!

grim ore
#

@north shale fix it however you created it in your 3d program or use Collision -> Delete Collision then Collision -> Auto Convex Collision the hit apply on the panel that pops up and see if it can make you a new one

north shale
#

have you used blender?

grim ore
#

nope I am not an artist

north shale
#

ya its a pain πŸ˜„

#

dont use it

grim ore
#

try having UE4 create a new one then like I listed above

north shale
#

kk

honest vale
north shale
#

kk its made me a new one and its not 100% perfect but its tones better, but now how do i apply this to the actor?

#

@grim ore

grim ore
#

the world or the player? the player doesn't need it

#

the player just checks the collision of the item it is on so fixing it on the planet should make it better

north shale
#

i was wondering how to applt the changes on the mesh to the object that uses the mesh but it doesn't mater now because iv realised it does it automatically

#

so whats the difference between the complex and the simple mesh other than ones more complex and doesn't appear to work

#

is there a way to make the collision super accurate to the visuals @grim ore

fading cobalt
#

hey guys, is there any way to avoid a huge memory leak while importing an alembic file?

true leaf
#

So let's say I make a house using about 1000 little actors (walls pieces floor pieces stairs etc) for my level and I want to clone that house around the map. What's the best way to do that

#

Seems like grouping the actors is not .. ideal. Maybe converting to a static mesh w collision ??

#

Is that the 'right way'?

pallid compass
#

You could use a BP actor as a wrapper for it

#

Design the house in bp

#

little overhead

#

But easy af

plush yew
#

Had an idea for a game. What about a game where you play as a super hero. My idea is, you have your secret hideout to yourself, but when you decide to leave, you’re thrown into a massive world full of villains and heroes. You can find NPCs which will give you missions to increase your strength and unlock new abilities. In your hideout, you can also participate in β€œsimulations” which throws you yin to another map where you can fight against other players

#

Just a random idea I had.

#

where i can download visual basic c++ tools ?
i need to build a project

pallid compass
#

The instructions are on ue4 github repo

lofty hollow
#

Unreal closes down when i stop debugging in visual studio, anyone knows how to fix this?

north shale
#

@grim ore ok i did a line trace to the ground and it works except the line trace is parallel with world Z not my players Z do you or anyone else know how to fix it

frosty copper
#

πŸ€” something along the lines of local vs world stuffs

abstract relic
#

I saw. My apologies 😜

north shale
#

NP πŸ˜„

static viper
#

you cann that a line trace to the ground?

#

you know you can just sorta... world location z - 10000

#

as end

#

and world location z as start

#

XD

north shale
#

what do you mean

#

im not quite following

static viper
#

up vector

#

why do you need that

pallid compass
#

Don't click stop

#

Click detach

north shale
#

because the up vector is the position im trying to work the line trace off i.e. i get the up *-1 to get the invers and set that as the direction the line trace will be in

fierce tulip
#

or you know, read the rules

north shale
fierce tulip
#

either make it yourself, try that collision generator inside the mesh viewer, or if it needs to be 100% accurate but most costly, set the collision to "use complex as simple"

north shale
placid arrow
#

Is there a place where I can find information on how to create a tutorial level in my game? I've already created one without needing to refer to any other source and want to compare what I've done to how others do it

#

The problem is searching for "how do I add a tutorial level to my game" or any similar query just brings back a million and a half results of "unity tutorial for how to create a game". Google really does not understand this concept...

#

If I adjust the query to remove any results including "unity" and only show those including "unreal" I really get little of relevance still.

whole quarry
#

is there even a standard way of making a tutorial level?

dry moon
#

uhh not really

#

people like less intrusive tutorials though

#

instead of holding hands throughout the whole way

whole quarry
#

Dark Souls 3 has one of the best tutorial levels

dry moon
#

just a pop up "hey you can do this' and let people do what they wish with the info

whole quarry
#

and it doesnt tell you anything

#

thats best indeed

#

and maybe some clever level design for the first few levels

grim ore
#

maybe someone here has an idea. I want to somehow use UMG in a parent/child relationship. I want a master UMG that has data I can set (parent) and have maybe 10 children that are all identical just differing in the data (children). The problem is they are not all the same "class" so I can't just reference them all the same when trying to process data on them 😦 any ideas?

pallid compass
#

Interface

grim ore
#

how would that work?

pallid compass
#

If your struggling to just reference them, or / and keep track of alot of mixed references

#

Then ref too there interface pointer should do it

#

Interface with a base set amount of functionality all the classes will have to process the data

#

Assuming you can get a classes interface ref in bp

grim ore
#

say I have 10 UMG widgets and I want to add 3 of them to the screen. Unless I hard reference widget1, widget2, widget3, etc. I can't generically reference them as say widget

pallid compass
#

What do you mean by add

#

Add to viewport?

grim ore
#

Master widget, it has a panel. I want to add a couple widgets to the panel. The widgets are say CoolWidget1, CoolWidget2, CoolWidget3, etc.

#

meh... I think it's just the issue with child/parent

pallid compass
#

I am not 100% following your problem

#

If you know what widgets you want too add

grim ore
#

yeah its complicated lol

pallid compass
#

Then i dont see the problem

grim ore
#

yeah lemme explain it better. 1 master widget, a playbook. It holds a scroll panel that is supposed to show plays. The plays are all widgets that visually represent data.

#

the first issue is I can't make a master "play" widget and then make children from it that all inherit from the parent

#

where the children just have differing data

north shale
#

is there a way to have complex collisions on and physics?

pallid compass
#

let me reword that

#

phone went full potato

#

Why does your playbook and play widgets have to be related

grim ore
#

they don't, the playbook just holds the plays

#

the plays should be designed visually in UMG and are just different representations of data

#

but I completely forgot I can use new blueprint and subclass a widget...

pallid compass
#

No matter what the class there sholdnt be any problem at all

#

just reference it as a UWidget

#

or UUserWidget

#

The same way you can pass around UObjects

spiral island
#

I think he wants to have a single generic widget which can hold data representing something, but he wants to be able to create them or reference them dynamically

grim ore
#

yeah It's a confusing mess, I forgot about just pure subclassing widgets as it's not the normal workflow for them

pallid compass
#

Well if thats the case just have a data struct and a base class with a function you can override to drive the widget data display

spiral island
#

if you're willing to use C++, then the solution should be much more trivial

pallid compass
#

It shouldnt even matter RAV

grim ore
#

yeah the data struct was the next idea but then you can't visually set up the system you have to data drive it

pallid compass
#

wat

#

I am so confused man

#

This is making no sense

#

What is the data

grim ore
#

2d vector data

spiral island
#

are you making a replay browser?

grim ore
pallid compass
#

You need to display FVector2D?

grim ore
#

each icon is data I want to be able to pull out later, it's position

#

so I am visually displaying the data as you can see here and later I want to get access to that data thru the widget

pallid compass
#

Still confused as fuck, try again
Give some solid details

grim ore
#

I've given all the details lol

#

thats a widget, it has some images and those images have positions in the widget.

spiral island
#

maybe you can make a class which has pointers to all the onscreen objects, and then can generate the widget as needed?

pallid compass
#

Thats better, keep going

grim ore
#

I want to make say 10 of these widgets all with different positions on those images

#

now say I want player 1 to only have access to 3 out of the 10

pallid compass
#

You want 10 of them Widgets that had little image widgets inside of them correct?

grim ore
#

I want 10 of what you can see in the picture

#

the only different is the images, the little blue/green/yellow icons, will all be in different places

#

if I wanted to do it in just data then it's an array of V2D and its no issue but I want to visually store this data in the widget basically

pallid compass
#

So yes then

dark depot
#

might be better to just use 1 widget that you create then set the images

grim ore
#

yes that was the other option but then you visually can't set the images at design time

pallid compass
#

TArray<TArray<FVector2D>>>

#

An array of arrays of pos

#

or you can even use a struct wrapper for it

#

to include extra info

dark depot
#

should work in Preconstruct right?

#

or whatever its called

grim ore
#

how would I define the positions, like where?

#

I could make a data table with the positions and feed it in sure but then that data is in a data form and not visual when editing/setting up

pallid compass
#

no data table very bad, dont do that

#

Okay so the first question is, ignoring everything else

#

How are you going to keep track of 5 green, 5 blue, 1 yellow

grim ore
#

visually lol

pallid compass
#

No you need away to store the actual data

grim ore
#

and internally in the widget they are in an array

pallid compass
#

Putting it all in 1 array would get confusing

grim ore
#

nope it's 12 icons 0-12

spiral island
#

would an array of structs work for you?

grim ore
#

It's literally simple the problem is I am trying to figure out how to make it more dynamic instead of fixed and it's stuck

pallid compass
#

maybe im dumb af but this seams trivial to make flexible

spiral island
#

add / remove from array

#

and then redraw the widgets to reflect the array

grim ore
#

yep the problem is having to not keep a hold of it as "widget1" which is of type "widget1" and "widget2" which is of type "widget2"

spiral island
#

that's what arrays are for
unless there's some part of your situation that I'm not understanding

pallid compass
#

Display Widget
Display Widget Struct
TArray<what ever these things are>
TArray<FVector2D> Mirrored to above array
SomeDataType Reference to me
SomeWidgetRef Reference to my owner/creator

grim ore
#

but each widget would be it's own unique thing and I don't think I can get around that if I want to do it visually.

#

unless I can make some sort of data object to just hold data and then visually make up that data object in a separate thing =/

spiral island
#

what are all the things you need to store?

grim ore
#

just positions, vector2d but I want to be able to visually set it up

pallid compass
#

What do you mean own unique thing

grim ore
#

not just "oh look here is a struct with some data in it"

spiral island
#

and the best thing I think is to store the data in one place, and then have a separate system which can visually represent the data

pallid compass
#

THey would be instanced, why would that matter

#

Its not static data

#

you keep a Array ref too all the play things you make, then the play things contain that stuff i posted above

grim ore
#

ok let's try this. Say I wanted to have 2 widgets on the screen

#

each widget holds 1 image

#

each image is different.

#

this would require 2 widgets that are unique unless you created them at runtime and passed in the unique image right?

spiral island
#

not necessarily

#

you'd have a property for the image

pallid compass
#

Nope, you just pass the image u want for it during a constructor or some way to init

#

Because obviously, you need to know what images you want

#

If u want it at design time

grim ore
#

... I said unless you created them at runtime... that would be using the constructor or init

spiral island
#

as long as you design it as a flexible generic class, then you should be able to do it at runtime or design time

pallid compass
#

You can expose a property that you can set an image ref too, and have it populate at run time from that, similar too data blueprints

grim ore
#

but visually was the key 😦

pallid compass
#

You can have it populate visually in design time

#

1 sec

#

let me boot my engine up

#

You want this stuff at editor design time right?

grim ore
#

I think I am overthinking how to do it is the issue

spiral island
#

is there a reason you want to do this at design time visually?

#

because it seems harder

grim ore
#

I would still need a ref to all of the individual layouts somewhere so using that to populate unique widgets would be fine

pallid compass
#

nah its good reason to do it at design time

#

Why dont you use data assets then

#

If u want that

grim ore
#

if you look at that image it's a layout of stuff, doing it at runtime or in code or with data means you still need to visually figure out what goes where but then you just convert it to the data separately

#

yeah I think I am overthinking it is the issue, maybe trying to abstract it down to a layer that is just not doable

#

something somewhere has to keep track of "this widget = this class" or something similar so you can keep track of what player knows what from that list for example.

#

so I still need to create a master list of the plays somewhere, I think forgetting that I can manually subclass a widget is what caused my tangent lol

pallid compass
#

wat "this widget = this class"

#

u dont need to track that

#

you should know or u can even get the engine too tell u

#

what class something is

grim ore
#

say I have a list of 10 plays, 10 widgets.

#

and I want the player to know they should show 3 of them when the playbook is on the screen.

pallid compass
#

10 plays 10 widgets what

#

10 Players?

spiral island
#

store in the struct a hashset of which players can access the data

pallid compass
#

He cant

#

Stuff like that wont replicate

#

TMaps and shit dont replicate

spiral island
#

rip

pallid compass
#

Mirroring arrays can slove that problem though, or mirror lists

#

But that is unrelated

grim ore
#

say you have that as your "playbook" and there are 4 "plays" you are showing

pallid compass
#

Yup i follow

grim ore
#

you have a potential of 10 plays total that "could" be shown

#

the player has unlocked 4 of them

#

each "play" is a separate widget that contains the data for the play that the designer set up

pallid compass
#

Yeah

grim ore
#

so internally the player has to store something that knows what they have unlocked. Either a simple list of values that are mapped to something that shows which class to spawn in

#

or something else.

pallid compass
#

Well you would not separate the different plays in too different classes

#

Your just loading some sort of data set in too a Generic display widget

grim ore
#

....which

#

is the problem we keep getting back to lol

pallid compass
#

These data sets would have some sort of reference

#

ID, FGamePlayTag, FName, what ever u want really

grim ore
#

doing this without data driving the display but the display driving the data

pallid compass
#

Displays should never drive Data

grim ore
#

each widget has positional data already in it that can be used for data purposes, the position

#

requiring a designer to layout a visual representation of data without doing it visually is just not right

pallid compass
#

Your Data should be driving your displays period, how you create that data is another story.

#

Your asking for away to serialise the data in from some sort of design system right?

grim ore
#

well I don't have to if I just use the widget itself, it has all the data in it.

north shale
#

is there a way to push or pull an object with physics disabled?

grim ore
#

@north shale you can just change the location of the item when you touch it to simulate that effect

pallid compass
#

Yeah you can do that, but that is super bad practice imo

#

But u can just yolo fuck it

#

and subclass a base one

#

Set it up

#

then give it a FName or tag

#

or some way to track it

#

or u can class track, but then u will struggle if more than 1 of the same class

#

But yeah this is what i mean

grim ore
#

yeah I think I got it now. I never said this was smart but I am trying to work around limitations of the editor tools we have access to now in UE4. Once we get the new editor utility widget I think this would be a ton easier

pallid compass
#

system is flawed already doing it that way,

#

Im actually about to make a pullrequest

#

That would let u do this

#

for UMG customization

grim ore
#

it's super simple in Unity, just realizing how much more annoying stuff like this is in pure BP in UE4 right now without being able to do editor utilities easily

pallid compass
#

But no idea when it will be in, or if epic will accept

north shale
#

ok what im wanting is for my character to be drawn to an object but i cant use Add force or add impulse because if i have physics on the player cant walk he just hovers

pallid compass
#

Yeah the editor is complex, thats why its hard to do

#

But its complex for alot of good reasons

grim ore
#

well 4.22 should have the editor utility widget which will let you design editor utilities using UMG, works quite nicely.

pallid compass
#

jfc that sounds gross af lmao

grim ore
#

this is basically getting the location of the item this code is on, finding the player, figuring out the direction from the player to the item, and adding input on the player to push it towards the item

#

@pallid compass thanks for the help btw. I never thought this was a good idea just an idea I was trying to do πŸ˜ƒ The chat helped me remember I could subclass directly so it was helpful.

pallid compass
#

There is actually a ton of dodgy ways to do what u want

#

But i wouldnt recommend it

#

I do it all the time for my UMG splines plugin

#

lmao

#

Dodgy designer stuff

grim ore
#

yep yep. It was a silly project idea for the superbowl, designing plays in UMG and having a display you can click on then having the characters on the field below moving to that position. Just to show off stuff like event dispatchers and some basic AI and interaction between UMG and other objects thru BP communication. I kinda got fixated on making it super dynamic and robust rather than just working lol

pallid compass
#

Really need a custom data type and data editor window for it tbhg

grim ore
#

yep I agree which is what I was trying to use the UMG editor for lol

#

I am so used to full file and data access in Unity

spiral island
#

is there a way to force the engine to drop frames?
on my tower PC my game runs at 120fps, but on my laptop it runs at about 40
this is fine, except that instead of dropping frames on my laptop, the game just runs more slowly

#

everything moves more slowly

grim ore
#

drop frames or run at a lower frame rate?

spiral island
#

I want the events to happen at the same speed, and drop frames to keep up

grim ore
#

t.maxfps XX in the console where XX is your max Frame Rate limits the frames

#

you can adjust that in the project settings as well

#

you might be having actual bottlenecks or hiccups and I have no idea how to simulate that

spiral island
#

I'd record it but my laptop is so slow that recording the screen would make it look like it's doing the right thing lmao

pallid compass
#

If your dropping frames and shit is running slowly

#

Your game is 100% setup wrong

#

Sounds like your doing stuff on tick

#

and not compensating with delta time

spiral island
#

is there a different event than tick I should be using?

celest creek
#

Hello all - I'm looking for a way to have a ship rotate around its own axis no matter what way its facing. Seems very simple but I'm missing something I'm sure..

grim ore
#

@celest creek how do you rotate it now?

celest creek
#

I just tick up rotation values per axis

#

maybe a naive 'solution'

#

a project is available to download to show it better but that's it

pallid compass
#

@spiral island Its not reallt to do with Tick, the problem is tick fires every frame, so more frames = more ticks

#

So you need to compensate for this

spiral island
#

ok

pallid compass
#

This is what the float variable that comes off it is for

#

Delta time

spiral island
#

so I would use this to scale the amount that my stuff moves

#

but what about things that I don't control directly, like a physics object where I set the initial velocity?

pallid compass
#

Prob wouldnt be setting velocity on tick

spiral island
#

I set it when its fired, but it still seems to move tied to the frame rate

#

so even if I scaled my control speeds, the projectiles would still move more slowly

pallid compass
#

can u show me

#

that does not sound right at all

spiral island
#

one sec

#

ok i forced it on fixed framerate and it seems to work
but when I use smoothed frame rate it runs slower

pallid compass
#

Yeah thats still a massive problem

#

if u plan to give it to anyone else

spiral island
#

I'll update my movement logic first and then see if I missed something in my projectile

north shale
#

is there a reason why the player cant walk when you enable physics?

pallid compass
#

because your trying to drive them with physics?

north shale
#

how does the gravity work without physics can i change its direction?

pallid compass
#

Not in bp afaik

#

Might be wrong though

north shale
#

afaik?

pallid compass
#

as far as i know

north shale
#

kk

#

thats a pain i really need to have it changeable

#

im trying to make a character who walks on a planet

pallid compass
#

Yeah that sounds like c++ stuff

spiral island
grim ore
#

yeah it all seems to be running on tick or on axis for movement so it's fps limited, your not really taking into account the frame rate on the input

spiral island
#

i know that for the tanks
but why is the bullet moving more slowly

#

I left that up to the physics engine

grim ore
#

what's the actual code for your bullet?

spiral island
#

its got basically no code
a tank gives it an inital velocity, which it just hands off to ProjectileMovement's initial velocity when it is created

#

then the bullet has no code running except on BeginOverlap, where it spawns an explosion and destroys itself

north shale
#

is it posable to do a few things with C++ and the rest with blueprint?

spiral island
#

you can call events to / from C++ and blueprint

north shale
#

is it worth learning C++ i only know a bit about C#

spiral island
#

yes

pallid compass
#

You need to learn general c++ before u touch ue4 c++

celest creek
#

I like this one myself, worth the money imo

north shale
#

kk thanks

spiral island
gilded plinth
#

so confused : P I recently triangulated in maya and re-imported, but not much else

#

I'd post the avatar, but the bot blocked it i guess cause it's a naked avatar : / tried a new basic opaque material, but still a no go

#

appears to have something to do with the physics asset : / wtf

#

if i remove it, i get better shadows

#

ah answer is that unfortunately i have to re-create my physics assets after skeletal mesh re-import cause the physics bounds were off

native cradle
#

Just curious

#

Do we need to install Unreal engine on the mac we want to use for remote building ipa from windows machine?

#

I have done this in the mast mindlessly. It really came up just as I was about to set up a diff mac machine

regal mulch
#

What's the practice if you have different SkeletalMeshes with different AnimBPs that technically all need to do the same thing (and have the same named bone affected by it)?

#

They all have the same "basic" bones, but each of the meshes might add some extra bones for some unique parts of it.

#

Don't want to copy paste code 10+times

weary void
#

Hello ! I don't know in which channel in should ask this

#

I hope this one will be the right one

#

I've been working on a video game for the past 3 years

#

I today I wrote a publishing document using google slides

#

I wrote it in english in a matter of comprehension for every one I could send it to

#

However, I'm french

#

which means, my english is very baguette pain fromage

#

the document is checked and complete, but I would still need someone to help me fix the wrong sentences

#

could anyone please help me ?

#

There is ~10 slides like this one which need to be checked 😊

plush yew
#

hey, how to load object in runtime? I tried to use StaticLoadObject, but failed, it always return nullptr

regal mulch
weary void
#

yup

#

want me to move it away ?

polar hawk
#

@regal mulch I know someone is trying to do this with anim subinstances and stuff

#

but

#

going through all that shit

#

it caused some problems and they switched back to 2 anim bps

#

<_<

#

There is a smart way to do it, but

#

Β―_(ツ)_/Β―

regal mulch
#

Yeah if it would be 2 BPs I would just not care.

#

But we have a handful, one for each weapon.

#

Might just find a way to modify it from within the WeaponBP instead of AnimBP

light bobcat
#

why you bully me

bronze cedar
#

why there is a spot , that light spot

#

i am using directional light, and making this light like on the top,so that i get shadows but not that much long , but than this aura or light area is coming, i understand why it's coming, but is there a way to make it invisible

#

when changing the angle of the light, that spot go away but i get some bad shadows what i don't want, i want shadows but very little

static viper
#

thats no spotlight

#

its the materials roughness

wary wave
#

could be specularity, but tbh it does look like a pointlight

static viper
#

well he said angle

#

so it must be a highlight

bronze cedar
#

it's a directional light, yeah might be a material problem, like reflection , but how to get right from that

wary wave
#

change material roughness values

bronze cedar
#

oh ok , thanks for the help guys πŸ˜„ πŸ˜ƒ

#

OMG it's go went and gone, haha thanks guys @wary wave and @static viper

polar hawk
#

@regal mulch I wonder if you could like

#

procedurally generate an anim graph

#

right

#

like oh man

regal mulch
#

It feels like it's the same shite as with UMG Inheritance

#

You kinda could just inherit from a parent class, but then feature XY breaks it

polar hawk
#

yeah

#

object oriented my ass

wary wave
#

hahaha

#

"When Encapsulation Goes Too Far, an Epic Games Story"

fierce tulip
merry gazelle
#

I've noticed that linetrace seems to bias towards (0,0,0,0), can anyone explain to me why this is the case?

In my example, the arrow(start of trace) is pointing directly down. In spite this, most of the line traces seem to generate towards the middle of the map

digital anchor
#

well because end is a world position

#

and 500 randomly from the center of the world, is still near the center of the world

merry gazelle
#

can I convert end to a relative position?

digital anchor
#

yep, just End + Arrow.GetWorldLocation

merry gazelle
#

ok cool got it, so are all vector pins by default world location

digital anchor
#

humm.. they are a location but what kind depends on the context

#

if you add to a actor location, they are relative to that actor, if you subtract that actor they are back in world position

merry gazelle
#

ok thanks πŸ˜…

mental salmon
#

Help, My shader is not compiled for GLS_ES2, no error, nothing, it's just not there 😦

fierce tulip
#

you enabled es2 preview in the shader?

mental salmon
#

It's not an Editor shader, it's a usf file. Pretty basic

#
#include "/Engine/Private/Common.ush"

void MainVS(
    float2 InPosition : ATTRIBUTE0,
    float2 InUV       : ATTRIBUTE1,
    out FScreenVertexOutput Output
)
{
    DrawRectangle( float4( InPosition, 0, 1 ), InUV, Output.Position, Output.UV);
}

float4 MyColor;
#if (COMPILER_GLSL_ES2 || COMPILER_GLSL_ES3_1)
    TextureExternal InTexture;
#else
    Texture2D InTexture;
#endif
SamplerState InTextureSampler;


void MainPS(
    FScreenVertexOutput Input,
    out float4 OutColor : SV_Target0
    )
{
    OutColor = Texture2DSample(InTexture, InTextureSampler, Input.UV);
    OutColor.r = OutColor.r + MyColor.r;
}
#

If i set r.ShaderDevelopmentMode to 1, and run in vulkan mode, i see my shader compiled in Saved/ShaderDebugInfo/VulkanSomething, but i want to run it on android

north shale
#

does anyone know how i can set an actor to calculate complex over simple collision every tick in BP? ik how to get the character to do it if its walking but i want other actors to have it

merry gazelle
#

Anyone know of a reason why this black plane "substrate" component is seemingly being hit, yet the "oncompnenthit" doesn't trigger anything

grim ore
#

on component hit in the bp where the black thing is? if so a line trace is not physics it's not going to trigger a physics hit, you need a collider for that

digital anchor
#

alternatively, do your stuff after the line trace result, instead of OnComponentHit

merry gazelle
#

the line trace is fired from a child actor and the parent actor has the plane I want to hit

#

I'll take a look

grim ore
#

yep the line trace is just a line trace, a representation of a thingy checking for colliding layers but not using physics so no physics interactions (overlap/hit)

#

this is a good use for a blueprint interface, after you hit with the trace you just tell the object you hit that you hit it and trigger an interface event on the thing you hit to do whatever.

merry gazelle
#

I was watching one of your tutorials that involved using BP interface with linetraces but I can't remember what it was called πŸ˜…

grim ore
#

well I won't remember either so I am no help lol

merry gazelle
#

it's cool I'll find it

#

MVP FPS #5 - Setup Our Hit Event ( UE4 ) this one

grim ore
#

yeah I was going to say it's probably in the FPS one. I dunno what's actually in the interface one lol shrug

earnest cape
#

So I know that currently the only way to access these variables is if you are using a C++ project, but it would be great to have them exposed to blueprints

grim ore
#

vote for it on the answerhub as a request?

north shale
merry gazelle
#

got imy HIT stuff working now πŸ˜„

vale silo
#

someone needs to make a plugin for split screen multiplayer for the Marketplace πŸ˜‰

plush yew
#

Hello everyone! I am brand new to this server. I have been working on a particular part of a game I am developing in UE4 for the past 4 days or so. I made lots of progress, but am currently stuck on a specific part. Been trying to figure out for the past 5 hours. Could anyone please help me?

cloud cobalt
#

Ask your questions

grim ore
#

Restart the PC, it will probably fix the problem. If not it's a good time to make some tea and reflect on the problem away from the PC.

plush yew
#

Would anyone be willing to hop in the voice chat with me and try to help me?

cloud cobalt
#

Just explain what's going wrong, what you're trying to do etc

plush yew
#

Ok... so I have been trying to add a flying animation to my character

#

I have retargeted the animations from the animation set i wanted to use, and now I have the animations and the blend space

grim ore
#

maybe we can convince Epic to hire someone to just expose every missing BP feature as their primary job πŸ˜ƒ that would be so nifty.

plush yew
#

when I apply the blend space to my animate graphic, and created the proper event graph with the right variable, and then added the function of button "F" to start the flying, everything works right besides the fact that the space blend animation for flying is not triggering !

#

it flies with the walking animation.

north shale
#

ya that would be so good @grim ore

plush yew
#

I never used UE4 before last week, and have worked in it for about 70 hours already

#

if anyone could help me with this, I could even live screen share and show you what I did.

grim ore
#

so how are you checking to see if it is flying?

plush yew
#

I pressed the play button, pressed my assigned key of F and it is going in the air

#

and it is moving with the camera as my direction as I set it as such

#

so the flying is proper

plush marsh
#

there is a plugin for a proper flying

plush yew
#

I am in the GENERAL tab for voice chat if anyone could hop in and help me

#

would be easier to explain it via voice

plush marsh
#

without it , or custom code, flying is not supported properly iirc

grim ore
#

ok so that's how you are making him fly, but how are you checking to see if they are flying. You said you created the proper graph with the right variable.

plush yew
#

mathew one moment, a is helping me

plush marsh
#

Nope, I'm bad at animation

#

So, the issue is that animation is not switching for a proper one when char is flying.

#

As i understand there is a bool var to check if char is flying

plush yew
#

Yeah I have it set

grim ore
#

where are you setting it and how are you checking to see if they are flying in the anim bp?

plush yew
#

I am not sure what that means Mathew

#

If anyone could hop on a voice chat with me and try to help me, I will forever be greatful to you. I will even give you credits in my game!

grim ore
#

well the anim bp determines what your animations do, somewhere you have to tell the anim bp that you are flying so it can use the flying animations. where are you checking to see if it flying

plush yew
#

Let me check quickly.

grim ore
#

yep I was reading that and it's still a missing default node 😦

plush yew
#

Mathew, where would I go to tell my animation bp that I am flying?

earnest cape
#

D:

wary wave
#

seems weird Epic would do a split screen category when you can't properly do split screen in BP πŸ€”

grim ore
#

usually in the main graph when it is getting variables like speed you would set a is flying variable or something like that so you can then later check that as part of your state machine

#

so epic needs to fix splitscreen in BP first! I had no idea it didn't work that's.... weird isnt it?'

earnest cape
#

Yeah it seems like that should have been exposed a long time ago

plush yew
#

Mathew, is there any way you can hop on a call with me for 5 minutes

#

I think you are on the right track of what is wrong here.

grim ore
#

I am at work so nope

plush yew
#

ah dang

#

am I allowed to send screenshots here in this chat>

grim ore
#

the basic animation tutorials on the docs pages walk thru how it works

earnest cape
#

At least I can do a lot of things with local multiplayer right now, just not that lol

#

@plush yew yes

plush yew
#

so this is my flying bp - called "travel_bp

#

and my ThirdPersonAnimation has this anime graph created

#

the travel bs there is the flying animation

#

and from there...

#

i made the variable is flying?

grim ore
#

and you set that where?

plush yew
#

and assigned to true and not treu

grim ore
#

where do you go "IsFlying = true" in your flow

plush yew
#

and then coded this into my player character

#

ill show you

grim ore
#

and if you say on the character then.... lol

plush yew
grim ore
#

the character != anim blueprint

plush yew
#

in third person animation bp

#

i have this line

#

and "is flying?" connects to the speed

#

when I play test it

#

and press F

grim ore
#

ok then I take it back you are doing that right atleast

plush yew
#

everything seems to work perfect

#

besides 1 thing

#

the flying animation is not playing on pressing F

#

it just keeps walking

grim ore
#

when you hit F do you change the movement mode on the character to flying?

plush yew
#

but it does get off the ground and goes about any direction iw ant

#

how can I check that?

#

I have only been using ue4 for 1 week

#

so I am super new