#ue4-general
1 messages Β· Page 391 of 1
who taught you level blueprint?
unteach it
If both, Cannon and Platform are previously placed in the level
You can just make a variable in the platform
Make it of type "Cannon"
And make it Editable
The nyou can assign the cannon to the platform in the level
If that's all telling you nothing, please check the pinned messages in #blueprint and watch the BlueprintCommunication video
actually the "platform" has a trigger box on it, hence the whole "on actor begin overlap"
@hot drum "it casts to the class bp" which means what bp? who are you trying to tell it should not be able to fire anymore?
Already told you what to do
not final design lol
ok so you want specific ones or all of them?
Ok shit exi uhm
He should watch the blueprint communication video
aight
well I know he should but I was trying to walk him thru the basics lol
ah I appreciate both of you
but how do I assign the cannons to variables
I already got the trigger box part down
so no need to set a variable for that
how did you get the trigger box part done?
I placed a trigger box and made a On begin overlap node
which starts the cast
to set the bool
Ignoring that tho, if you are in the level BP you can click on any item in the world outliner in your level and then go back to the level blueprint and right click and add a reference to that item directly.
so you could do this for all of your items individually and then tell them all individually to stop firing
you could always add them all to an array as well on begin play and then just loop thru the array and tell them to stop firing
with that said using the level blueprint is bad and you will be sent to your version of hell for using it π
Idk
thought it was appropriate for this case
as it's a specific trigger box located in the level
it would seem that way but if you ever wanted to do this again somewhere else you would have to duplicate all the code again
or... if you used a blueprint to hold the trigger box and the guns and all the parts you could make it re usable as needed in any level or project
it obviously works but lets say you decide later you need to remove or add a gun then you need to go back into the level bp and fix the references that are now changed and you have to remember that those things are in the level blueprint
someone else can't just come in for example and click on the trigger and figure out what uses it and where easily. The level blueprint was pretty much the only place to do code in the UE3DK days so it's more of a holdover than anything (even tho some stupid stuff still needs it)
hmm
yay
how do i modify the character if it only spawns when the game is playing?
Modify the C++/BP Class?
that sounds annoying, like its easier to just edit things in unreal imo
modifying things in unreal is the "BP Class" part
well I meant, when you have something in the scene you can click on the detail of it and just modify it that way
that is modifying an INSTANCE
not the default values
if thats what you want, you can eighter subclass it or modify after spawning on code
how would I modify it in c++?
if you have Blueprintable tag to your UCLASS, and right click > create Blueprint on your C++ class in editor, you can edit them in editor
if you want to modify it in C++ its just a matter of writing whatever you want to modify, on constructor or beginplay
modify is kinda broad, what you want to do?
i'd say subclass it, and edit the blueprint
so
I click on the c++ class in unreal
create blueprint based class
of this class
wow
there is a whole new window thingy
what do i do now?
it doesnt seem to have all the settings
it shows settings of the selected component
yea
but now in my GameMode
ABaseGameMode::ABaseGameMode()
{
DefaultPawnClass = ABaseCharacter::StaticClass();
}
this will be wrong?
Subclass your gamemode, and it will show up to choose which class you want as your DefaultPawnClass, just choose the correct one
tbh
its easier to just subclass the gamemode
and choose there
oh its working!
thanks man
there are so many small things
i have to like remember
yeah, things generally go like that
a C++ parent
a BP child so you can configure it
I know that a lot of people do a lot of gameplay through BP, is it okay to just do it through code?
do it through what ever u want
yeah its a matter of preference
BP is easier for newbies, and youtube tutorials aren't exactly aimed at the highest skill level most of the time
its much easier to test, and teach, than C++
dont you have to know c++ to do BP?
no you dont
but classes
BP is a language by itself
The whole point in fact is that you don't. BP is meant to be easier for non-coders to pick up on
proper BP is not easier to teach tho
Like yeah you can just teach shoddy BP quite easily.
BP is x10 more forgiving than c++
I think they mean general engineering
not literally BP
due too the background fuckery
DONT CONFUSE THIS POOR GUY
π
Also do not take youtube BP tutorials as gospel, a lot of the non-epic ones have some bad habits in them.
Don't be afraid to question why they're doing things certain ways and think on your own about them
Good rule of thumb, if you can't get a decent answer to "why" three times, its negligible.
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I'm bored 
Usually dont consider 'because i was taught this way/because someone told me" to be a valid reason, either ;p
Also, tabs over spaces any day.

what? there are people that use space?
Yep... And my god is it annoying x.x
Spaces are wonderful if you want to have a risk of typos for no particular reason
Manually scrubbing the curser through lines that have spaces e.e
"Oops I pressed it 3 times, not 4, now it won't compile"
makes me remember of how everytime i open .cs files in VS, it changes from tabs to spaces, then my source control starts annoying me then suddently 10 filles are changed
btw like, is it only me or does the unreal community feel very small?
wym
I mean, finding videos and just googling is a lot harder than Unity
Eugh, takin, Vs drove me up the wall with minute things like that
good tuts are hard to find
and refs can be, sure.
there's a plethora of videos covering the basics and how to (mis)use them to reach a goal of <insert mechanic>
Well there are 16,000 people in this Discord alone...
But yes, Unity is significantly larger than Unreal. Unreal is pretty solidly in second place in terms of size
Finding videos should not be difficult however, Epic has released hundreds of hours of training content on their official youtube channel
And they continue to add to it constantly
There are tutorials for everything
Okay maybe not for everything making the Online Subsystem Steam work but for 99.9% of the things
About Marketplace assets... It could be better....
But UE4 is still better in so many other ways π
any idea what is it that needs to be done in order for the player controller to register key states?
it has an is input key down function I want to use to check if shift/cnrl etc. are pressed or not but it always returns false π€
can I check key states without setting up actions using those keys?
Probably, not sure how, why would you want that?
What? You donβt want to pay $20 for primatives doughnuts in the marketplace tbjbu? π
π€¦
You want to check that in C++ or what
normal key bindings via ini files have a setup for this
@abstract relic 
@wary wave ?
input settings in config
so I can't check a key state without using that key for an action binding, right? π€
not from BP
but why would you want to do that?
if you have an action binding, you can check to see if shift or whatever is held for that binding
When Unity developers move to UE4
because I just do a quick prototype thing for fun so we can test our own boardgame online with some people who are far away
and i want to do different actions with mouse button click + modifier key combos
You can do that with the input actions
cause that's just stupid and too much work to setup, sigh
seems like there is no way around that
it's less work with input actions?
^
what can be less work than calling a single function which checks if a key is pressed?
I mean obviously it is not possible here cause of reasons
but that would be the easiest way
calling a single function that checks if any combination of 2+ keys are pressed :p ?
I'm in the mouse button pressed umg function in the first place π€·
anyway, thanks for the answer
cmd.exe failed with args /c "C:\Users\Sahl\Documents\Unreal Projects\SahlEndlessRunner 4.21\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleRelease
help please i cant package my android project
hmm, no input function is called on my playercontroller bp, neither action binding nor direct input π€
never gets called π€
rofl
the function I tried to use works but I set the SetInputMode to UI only earlier π€¦
using UIAndGame everything is perfect, I don't have to setup anything to check if shift/cntrl/etc. is pressed or not
oh that would make perfect sense, I'll take a look
I handle the input in UI so doing action bindings would be pretty meh for this
you can handle action bindings in UI with the node that lets you handle them π
which is? π€
umg widgets does not seem to support that
anyway, asking key state from controller works if the input mode is game & ui
and since there isn't really any game, just ui in this case it does not cause any trouble for me to go with that mode
Listen for Input Action
umg input is incredibly 
oh that's kinda interesting
yep, not much you can do about that as all input goes thru the player controller which needs input mode to be game
but then is there any way to have any info about keys if the input is UI only? π€
nope, you can't get input actions while in ui-only mode
not that I would need it right now, just interesting π
that would be too useful
you override the key down event in the umg widget assuming it's taking input in that widget that you are overriding
KeyDown Map[Key]->IsDown = true;
KeyUp Map[Key]->IsDown = false
key down event is mostly worthless as you'd have to hard code the key then
keep in mind there is nothing stopping you from just binding events to a manager or something as input comes in then passing it along as needed
If so, then you don't have to hardcode anything
oh there is
in this case it is called common sense
im perfectly fine with hardcoded input binding
the others will have to accept the control scheme I design, hehe
for a proper game I use c++ with proper input action/axis bindings
but imo it's pretty cool to have the option to check keys directly for some diry quick prototype thing
but the UI only input mode makes like 0 sense to me π€
it actually wouldn't be that hard to have rebindable keys for UI input mode but you do gotta roll it entirely yourself and have some way to handle bubbling
which means that it is easier to use UI and Game and fix your game not to handle keys when you are in UI π
the UI mode makes sense when you just want non input to happen. prevent your dude from moving, prevent stuff from exploding, etc. You just need input from mouse/touch and such
the fact that you can't check control keys for mouse is still weird
it's pretty common in every rpg to add functionality to shift click, etc.
in UI
so it would make sense but it is too limited imo
Can someone give me a foliage pack
I have a college project and have no assets
Or money to buy one πππ
Theres nothing stopping you from just checking if shift is down when the button is clicked tho in the UI, you can use the is shift down node in the on key down and set a bool if needed
I have nothing and I am not an artist π¦ There should be some free stuff in the learn tab on the launcher like the open world collection, boy and his kite, and uhm.... the content examples and the BP examples ones
you deserve it then tbh
@grim ore I know, my problem was solved when I switched from ui only to ui and game mode π
There are atleast 8 packages for free on the Learn tab on the marketplace that I can see that have some form of foliage in them
I can give you some assets I've used for testing foliage related features in the past
I've got copyright & distribution rights to em, as I created them =D
Does anyone know how to get this fov-like effect?
I want the left and right peripherals to be squished, and as you turn the camera, it un-squishes the direction you're turning towards while simultaneously squishing the opposite direction.
I dunno but https://answers.unrealengine.com/questions/160433/how-to-make-lens-distortion-work.html is using post processing to affect the view and you might be able to change it to fit your needs. our basically just distorting the edges kinda like a fish eye effect
@grim ore I'll give that a try. Thank you.
ugh, making a game work well with gamepad and mouse is a hard problem.
its not just a matter of plug in some nodes and set up input mappings, lots of things have to be carefully considered about user experience
plus i have very non-standard context sensitive controls
:/
i have multiple levels and want multiple spawn EX. i have a town i head to a new location in the east i go there i want to spawn back on the east side of the city
anyone got a video or just general advice
is it hard to make a sort of modular character creator, or are there tutorials for it?
anyone got a tutorial for swimmable water in the context of a sea?
A physics volume will do that
Sorry Iβm quite new, do you have an explanation or tutorial of sorts I can use ? Thanks for the help
This is episode 37 of my unreal engine 4 beginner tutorial series, in today's episode we go over how you can create a simple pool of water inside of unreal e...
Does unreal engine 4 have server software built in?
it will but you should consider updating that dinosaur
Does unreal engine 4 have a server software that is built in it?
Yeah there is a way to make just a server build using the code
tho I haven't touched server stuff, you may need to google it
So, I want to model a sword and rig it.
I want it to be able to grow in length.
Does anyone know how I could accomplish this?
@ me or DM me π
Use a skeleton as you would for any other vertex deforming asset. You can either use a bone or morph target.
@grim ore u around?
anyone knows how to change value of boolean after X secs?
delay doesn't seems to work for me
cast to BP -> set to true -> after X secs -> set to false for example
Delay should work fine
are you sure you are setting the bool to the correct value once you initialize?
so the idea is that it collides with my light it will be true, after i switch off the light, the boolean should go false
its an added layer to make sure it doesn't constantly fire
meaning i should branch after cast to npc?
yeah
branch -> false -> set bool to true
branch -> true -> delay -> set bool to false
is that correct?
if(bool = false) -> Set true - > Delay -> Set false
you don't need to check if its true
if you check if its true, it'll constantly fire the delay
if its ticked
if(bool = false) -> Set true - > Delay -> Set false
is all you need to do
and you don't need to double cast either
branch cond = false -> false branch -> set true -> delay -> set false
if i don't cast
i will get error
since the bool value is not from the bp itself but from another bp
still can't get it to work to set to false
Ehh I don't know what you mean cond = false - > false branch
because you already casted it
you can just drag it off and use that same cast
you don't need to do it multiple amount of times before you want to do something
basically i have to cast to set the value again
if not the ue4 will trigger error after i stop running
the BT value shows false -> true
the bool keys from my BT will change to true and never change back to false lol
i only put up 1 actor in the scene to test
so can't be telling me that the one and only NPC actor in the scene is two different actors lol
yeah it is weird i have no idea why i have to double cast
ok
ok somehow it works now but the value displayed is not the correct value
but correct behavior output movement on the screen
@dry moon thanks for now i'll go figure out later on gtg now
np good luck on the project
What starter project should i use to make a game where you are in a spaceship and you click where you want to go and you go there, (3D)
ie you select from a list of destinations and the ship then autoflies to the destination
You could try the top down template
Or use the blank project and add what you need
Thereβs also an rts example in the launcher. Within the learn tab
but you aren't controlling the player pawn directly
think eve online type of view/control
The starter projects aren't substantial. You'll need to do something custom anyway
Just pick one that feels right and go with it, you'll need to redo everything anyway
You might as well start with the blank project because using the templates can really bloat your game
That starter content file made my export over 1GB
Once i deleted a bunch of stuff I didnβt need, I got it down to 200mb
Starters donβt have much in them regardless
π I guess i need to research AI and pathing
Thereβs some built in path finding routines
Its all learning
Pretty easy to use
I don't like the tutorials that just say "get this pack of assets and load it up " there it's done
The engine has no built in 3d pathfinding, btw. So yeah, gonna need that 100% custom
Unreal's pathfinding/navmesh only works for things that walk
so a C++ project will save me pain in the future
Epic did a live tutorial of player control pathfinding a while back
C++ vs blueprint doesn't matter, you can add C++ to blueprint and you can add blueprint to C++
as its not doable in BP only
Everything you do when you make that project initially is inconsequential
anybody running Unreal Engine with DXR?
Only a handful, seeing as how DXR/RTX is still a heavy work in progress and not officially out yet.
It's so heavily work in progress, in fact, that every 4 days it may as well be completely different both in terms of feature set and performance
i know
is just because im using the github release
and im having some issues, just wondering if other ppl had the same
It would help to say what the issue is
Well that's impressive
i created a shortcut and use -dx12 -raytracing
-raytracing is no longer used, btw
yes
But yeah they changed it so now you need to have raytracing enabled with a console variable
same way you do with LPVs
project settings?
i see
i only have this issue when i use dx12
and i just open the editor normal probably dx11, it doesnt happen
weird
Could just be a random bug in the commit you grabbed
yeah maybe
im going to check it tomorrow, is kinda like here in CA
Thanks @grim sinew
Also of course, make sure you're on the latest version of windows (1809), have the latest nvidia drivers, and have an RTX capable GPU
Otherwise, raytracing won't work in the first place, even if the engine decides to stop being inconsiderate
im 1809
im running rtx 2080 in SLI
i was doing some shunt mods and overclocking, so i just want to test it with unreal engine
i hate that i cant afford to get a better GFX card thanks to the coin mining
Why? Ebay and craigslist have rock bottom prices right now
People are dumping mining GPUs for practically nothing
yeah, just work more, do uber and make some extra cash π
I have a 960GTX atm and I would like a 1060 or 1080 GTX / Ti
You can easily find a 1080 Ti (used) for $500
Like, that's just the average price right now
not allowed to work another job
Which is nearly half what it launched for
why not?
i did that, now im running sli 2080 ti on water
and i did shunt mod, risking losing 3k dollar in graphics card haha
but, is fun
Also btw, pretty sure overclocking a 2080 Ti won't increase raytracing performance
Since it's a different part of the chip
Not the CUDA cores
well
I question your sanity π
i did help me on port royal
im top 21 port royal
i cant push more because of thermal
i need a chiller
It'll help with rasterization parts of it, for sure. Just not sure about the raytracing
did you saw raytracing fallback layer?
The fallback layer also requires a totally different implementation, it's not plug and play
It's not compatible with regular RTX uses
well, for ppl that doesnt have rtx, is the best that they can get π
Everyone has DXR, technically. It's just not enabled.
Since there's no point on non-RTX cards, it would be unplayable
Less than 1/10th the speed
Every DX12 AMD and Nvidia GPU could -technically- use DXR, if driver support was made
I've got a SceneCaptureComponent2d set up and working. Is there a way to crop it so that only a specific part of the camera feed is shown?
Adjust the resolution to what you want it to be and move the camera.
that seems to stretch the image, unless im missing something
You are.
Textures do not need to be power of 2
It's good to do it, so it can mip... but it doesn't -need- to be
Especially with render targets, it's a good idea to make it as low as you need
i think for the sake of ray tracing
they need to add SLI
if we had SLI working on BF5 DXR
it would be awesome
SLI breaks a ton of effects in Unreal, so it wouldn't be 1:1 anymore. But yes, they used SLI in the star wars demo
I have so much to learn, Thanks all of you for being understanding for a newbie learning UE4 π
im a newbie too, im working at google, but i always dream to work with games
so, im trying to learn more about unreal engine
I work for the government as a Senior Developer but I havent done much on games except some libGDX game jam
So you're the guy reading all my emails π
ofcourse
we have access to all emals
emails
but in our training, we are not allowed to use admin and check other ppl emails
Sad part is I can't tell if you're joking or not
π
well I have access to all criminal cases in the UK
I have my own email from my website, I just never use it because it's longer to type than gmail XD
I could just flip a switch and own all my own email, but I don't because it's longer to type
and used to write satelite control software
i have a friend who used to work at google, he left and now works for Linked in after a stint at blizzard
nice
I'm boring, I just make pretty pictures as a 3d artist.
this is my goal
Nowhere near as interesting as making spy satellites or reading everyone's emails
i used to work with video editing and 3d
with maya
i did some animation and tv commercials
but i was not making too muich money
I'd love to see your video editing in Maya, as someone that uses Maya every day for the last 9 years π
and ppl from india was working for way less
this was my last video
before i moved to US
i just have being doing it for 2 years, and i was the only one there, so i was learning and doing the animations and rendering...
a lot of cgpersia + lynda.com
@grim sinew Regarding the camera thing again: Is your solution appicable even if the camera moves with the player?
Surewhynot
I'm basically trying to extend the peripheral vision by having extra cameras tilted a little further to the right and left of the main one.
That's silly, just increase the FOV
Is there a way to leave the center untouched by the fov though?
You're rendering the whole game 3 times when you do that, that's mildly insane
yeah i'm slowly learning this is not the way, lol
Yes. With very advanced projection math. But you can still do it.
What you're doing now is absolutely insane and will make your game run horribly
I'll scrap this idea then. Any pointers on how I'd go about setting the fov up?
The cameras already have a slider. Use it.
https://www.youtube.com/watch?v=f9v_XN7Wxh8 Or you can learn graphics programming and implement these yourself
Blinky is a proof of concept of enhanced peripheral vision in video games, showcasing different kinds of lens projections in Quake (a mod of Fisheye Quake, u...
has anyone seen the 4D stuff done in VR?
Try at http://h3.hypernom.com and http://h2xe.hypernom.com. Controls: wasd rotates, arrow keys move, numbers change decoration, c changes colours. Also works...
thats crazy
someone did a game with non euclidean and you have to switch dimensions to get past blockages
I too miss snake oil and false hope
hahahah
That's def a way to make your VR player ruin the floor
Is there any way to create a cubemap that doesnt need photoshop (i will never pay their silly prices)
all the UE4 tutorials tell you how to do it in Photoshop
use the 30 day trial ?
I have 6 images named correctly but how to make the cubemap
it talks about rotations and such but doesnt explain how to turn the 6 images into the map
When using the NVIDIA Texture Tools plug-in for Photoshop
WTF i dont want to use photoshop
its another thing i would have to learn
I have the dds tools already just don't want to have to mess around with photoshop
i mean photoshop is expensicve
Β£238.42/yr
Photoshop is $10 per month.
nope Β£20 a month
No. $10.
Single App
Β£1997/mo
inclusive of VAT
Your choice of one creative app like Photoshop CC, Illustrator CC, or Adobe XD CC
Includes: 100GB of cloud storage, Adobe Portfolio, Adobe Fonts, and Adobe Spark with premium features
Not single app
Compare pricing and features to determine the Adobe Creative Cloud Photography plan thatβs right for you.
Adobe's photography plan includes Photoshop and Lightroom for $10 per month.
It's the cheapest one they offer
Even cheaper than Photoshop by itself
what is a photography plan (20gb) max allowable files = 20gb?
and what is cut out of photoshop- they will not give you lightroom + photoshop for less than just photoshop?
I would have thought this would give that away.
And photoshop by itself is more expensive, yes
Adobe's pricing is nonsensical, just roll with it
its still Β£9.98 a month i can't afford, I would have to cancel my github, AWS and Crunchyroll
Why are you paying for Github if it's free now
not for private repos
Yes it is
then why are they still charging me
Because you didn't cancel it?
I have the pro
Okay? And?
Also you can just sub to photoshop for one month, cancel it immediately, and then just make all your cubemaps all at once
I HAVE GIMP why do i need PHOTOSHOP
But yeah, competition is wonderful. If Adobe makes the photography plan any more expensive, it would lose to their competition and they would lose sales
its producing an image
For the same reason that you can have blender and also need zbrush? Sometimes tools are just objectively better at certain things, and therefore are the ones to get support for various plugins and addons.
but UE4 says use some plugin for photoshop when there is a command line tool that the plugin calls
Don't get married to a program
Why would you need PS for making Cubemaps?
Because there aren't many ways to make cubemaps, and the ATI tool hardly works anymore on modern systems
use gimp dds
Not to say the Nvidia plugin is much better, the Nvidia plugin is still pretty buggy
whats gimpdds?
GIYF
Or just buy photoshop cs6. Not like photoshop been updated for over a decade honestly π
also, you can make cubemaps in ue4 directly
Finding a legit CS6 license is hard nowadays
Most of the ones still left and unregistered are pirated
Damn
quick question to anyone who's not in the uk
would you use the phrase "stuck a spanner in the works" or "stuck a wrench in the works"?
ok using gimp i managed it but i think either my top / bottom are either in the wrong place or rotated wrong
apart from that the front back left right all match
@placid arrow I have no idea what either means.
I know what a spanner/wrench is, but what the hell does the sentence mean?
wrench, but i would reconsider the sentence
And yes, at least in Germany I would assume "wrench" is more commonly used.
its important to the game to use that catchphrase, it means to cause issues with something to stop it from going ahead
like if i changed the spec on a project at the last minute that might "put a spanner in the works"
in my game, thats quite literally what one of the powerups does though, you put a wrench into a machine to stop it temporarily
to what?
almost like a direct translate kinda thing
youre saying it doesnt properly translate to other cultures
much like saying "the tail wagging the dog" or something
the norwegian saying with a direct translation would be to "Put a stick in the wheels"
"Put/stuck a wrench in the works" is perfectly understandable here. It's rarely used... but everyone would understand it. As for a spanner, I don't think anyone here knows what that is.
according to google, "Throw" is more commonly used
so the original text would have been "put a spanner in the works; machine disabled for 20 seconds"
"Throw a wrench in the works"
perhpas instead "nice job breaking it hero; machine disabled for 20 seconds"
Personally i've never heard that phrase but that may be a me problem, and not a phrase problem
that would avoid cultural phrases altogether and instead use a trope name
Go for whichever feels better π To your original question we seem to land on wrench
i think spanner is a uk term for wrench
and also an insult if you use it to describe a person e.g. "you total spanner"
but ive never ever heard anyone call someone a wrench
if i was only targetting uk i could make a joke out of that "you spanner, you threw a wrench in the works"
yup however iirc in america i think thats a homophobic insult?
here it just generally means an idiot to me
urban dictionary doesnt list what i thought the issue was
so perhaps thats fallen out of fashion
it may be ok to use
UD says it just means a general arsehole
I also never heard it
What makes it hard for me is the "works"
But I'm also from Germany, so I don't have all the vocabulary at hand.
exactly, the works part is the offset in the sentence for me aswell
I first somehow understood you make use of a wrench by working with it
altho i guess we're pretty close in language.
If you say "Stuck a wrench in the gears." or so I would probably understand instantly what you want/mean.
I would stick to the actual phrase if it's important to you
And make sure to localize the game properly
another question, why has the skybox become so badly blurred, i have a 1024x1024 set of cubemaps but it looks like it has been shrunk down
screenshot?
Try with "never stream" ticked, or mip bias changed
quick question , can i go after converting brush to mesh , go back from mesh to brush ?
What does it look like in the content browser if you open it @proven oxide ?
did you made that in spacescape?
"No mipmaps" is probably accurate for skyboxes anyway
yep much better now
Since it's displayed at a constant scale
but still seems too large is there any way to make it smaller ie further away in the skybox
mine are aways ~50mb
i didnt mean size i meant apparent distance, in the skybox it looks way too enlarged not as far/distant looking as the originals
That might be due to your FOV settings
where can i see that?
The default should be in your project settings
the default was 90 100 looks better but the mesh is stretched now
Yeah.
90 is pretty much a normal value
You can always look for nicer skyboxes that have more detail
how can i attach a mesh to the player start? I cant seem how to do it - and I need to offset like 3rd person view
to write into the Game & Engine .ini file i have to download the source from Github and compile the engine or is there a work around?
No need for either
You should be able to edit DefaultGame.ini / DefaultEngine.ini in your project
alrighty Thanks for the info
Ok, so if i want a custom player pawn i .need to make one based off the default?
<grumbles> why do all tutorials use demo ones and don't explain how to start from scratch
I think i get it, I need to make a pawn but then on the player start it will have to be changed to spawn one of mine instead of the default (changed in the default ini files)
please tell me if i have it wrong
@regal mulch and @graceful sky thanks for your feedback re wrenches/spanners
i think im trying to avoid localisation, as i dont speak any other langauges well enough, and i cant afford to pay someone to do it, i know it can be very expensive.
my objective is to make the best game i can on the most shoestring budget i can, even if it meant taking longer
@placid arrow where is pinky? can't he help π
i sent him on a mission to fetch six zucchini and a marching band
for my plan to take over the world
You can change the default pawn class in GameMode.
you know the fan theory that brain is the idiot
Which you can set on a map basis.
heh, my pawn is a camera object. thats it.
Well, there's a default GameMode specified in project settings.
@proven oxide You've been asking beginner questions here for quite some time - You should really spend a few weeks looking at all the tutorials on the documentation pages, Learn tab, etc.
and under the content there is no level
@cloud cobalt I have been but a lot are based around making FPS shooters, and not what i want to do,
Forget about your specific project and learn the engine first
why do something i am not in the least interested in just to follow a tutorial that is needing me to buy some content pack to follow anyway
@cloud cobalt you know what ue4 lacks? an official e ntity relationship diagram showing what classes relate to what, e.g. where game instance sits, where game mode sits, etc. i saw an unofficial image showing the instantiation order of objects in PIE vs standalone, that was awesome, i think i saved it. but, nothing seems official.
i really struggled when i was a newbie although i consider myself pretty good with C++, ive been using it professionaly for years
Brain, can you show me that image?
@placid arrow here it is : https://docs.unrealengine.com/en-US/Gameplay/Framework/GameFlow
sure
Generally here : https://docs.unrealengine.com/en-us/Gameplay/Framework
This stuff is actually explained π€·
someone else here sent me this ages ago
That's from the official doc I just linked
bear in mind when i started using ue4 in 2015, about 2 months after it became free, the docs were more lacking
Stranger also a lot of tutorials are BP based, I want to use C++
Start with BP, use C++ later when you understand the basics
I can't do what i need to in BP
You very probably can
its not designed for that
@proven oxide its worth noting that not everything that can be done in C++ in UE4 should be done in C++. blueprints are designed for fast iteration and gameplay code, i suggest you stick to it unless you have a real reason not to, e.g. performance or just lack of an interface
Seriously, you guys should read every thing under this page - https://docs.unrealengine.com/en-us/Gameplay - it's a very complete introduction to the engine
youll thank me later :)
All of that is very basic stuff that's always useful
Including @placid arrow 's requested image
btw
ok Brain, can you show me how to make a player where there is no direct control but the camera is 3rd person a spaceship
how does HUD relate to UMG?
i get the impression from reading around that technically 'HUD' is depreciated/discouraged and instead we should just use UMG widgets (i have been using UMG for HUD since day one)
@proven oxide There's a Blueprint template for 3d person
3rd person space flight simulator?
but then ive not been doing third or first person games
@placid arrow HUD is still useful in many cases, but UMG (BP) is a pretty good tool for regular HUDs
HUD class is useful for rendering onto textures
i found a really weird bug with UMG recently
i also have to think about how to have the starfield generated on the fly based on where you are in the universe
i dont know if its fixed in newer versions, im still on 4.14 and ive feature-frozen ue4 for my game until release.
now thats another level of shit i am not even thinking about yet
@proven oxide Just start with a simple project over a month to learn the engine
You're trying to build a space shuttle before inventing the plane
if you place an image completely outside the bounds of the widget, and have an animation to translate its coordinates into the bounds of the image when ran, if you run that animation in some instances the image still doesn't appear, the engine excludes the image from rendering and never refreshes its cache, even if you set volatile = true
I am trying other things, i have learnt a lot about the BP system and UMG etc
it happens more often in shipping mode in standalone, so i didnt find it until i tested my copy just before i was about to push it to steam
but in the context of a fps
in the end i hacked around it using scale starting at 0.0001 and opacity starting at zero, and quickly scaling up its X coordinate and ramping up opacity to 1 before i start to slide the image in
@proven oxide The engine is the same for a shooter or a space sim - having shipped both of them with the engine myself
Just really do spend some time working on a simple project ? Setting the default pawn is pretty well covered in every introductory material
And read the doc
Seriously
yeah I get how to make a pawn in the FPS world but I am now trying C++ because someone told me you can't do what i want in a BP based system
You probably can π€·
There really isn't that much that only C++ can do
Doesn't mean everything should be Blueprint either, but you rarely positively need it
silly question: why is gamemode an actor?
shouldnt it just be derived directly off UObject and therefore be UGameMode, not AActor -> AGameMode?
is it somehow the top of the 'tree' of actors?
@placid arrow - means it ticks and has other actor specific behaviours
a bit weird, but it is what it is, hehe
ah, so its just to get the relvant interfaces for it, seems a bit hacky
but it doesnt exist in the level, as an actor you can find with 'find all actors of class' does it?
I suspect it does
is there anyone have that can help me in #gameplay-ai
but I've not tried it
not that you'd need to, as you can find it via the gameplay framework
/**
- Info is the base class of an Actor that isn't meant to have a physical representation in the world, used primarily
- for "manager" type classes that hold settings data about the world, but might need to be an Actor for replication purposes.
*/ Comments from the AInfo c++ class
GameMode inherits from this class
ah, not AActor
AInfo inherits from aactor ^^
i always thought AActor was the root class of all classes with the 'A' prefix
yeah, it's still an actor, it's just a specific type of actor
replication is another good reason for it to be an actor
Yes @placid arrow
GameMode <- GameModeBase <- Info <- Actor <- UObject
Reasons for Actor include ticking, replication, components, and generally more features than UObject
Same goes for PlayerState which clearly doesn't really need to be in the world, but absolutely needs replication
Anyone is able to help on MultiTraceObjects?
?? do you mean shotgun pellets π
ok so i asked in #gameplay-ai doesn't seems to have reply had to ask here let me get the photo
I'm trying to do if(bool == false) set to true; after 3s delay set to false
this looks weird to me, what is it actually supposed to do?
but i realized after the first loop, it is doing it all at once instead of the 3s delay then set to false
ok i shine my "flash light" at npc, if hit return true
since i might have multiple npc hence i am doing the multiple
i'm linking the bool to the blackboard's bool
if i removed the delay part and just set it to true
the blackboard's bool val don't update to true like it was before when i did a single line trace
I want to use a class for a bunch of objects that have the same code but I can not retrieve data from sub classes because casting only casts to the child class. Is there any way to reference a class with sub classes.
inheritance problem?
yes
I was using an object variable
then when I created a class based on the first one that works the cast fails
it tries to cast to the orginal class not all inherited classes
so u trying to make a parent class?
did
I want to use an object var
that could be many diffrnet classes but all of the same base class
object var -> access parent or child ?
parent
if I understand
There is data that is the same for all of my base class
I want to get to that data but I do not know what child class is in my object refrance
sorry I am still new to this
@humble stag - there is a better way to do this whole thing π
so object reference variable of a class trying to access its parent class @warm palm ?
@wary wave how ?
yes
what I would do is attach collision geometry to your flashlight
i have it though
conical, as you'd expect
i changed to line trace since it works better
and from there you can register / unregister NPCs on begin/end overlap events
when you have a registered NPC
you can trace from bones in the NPC to the source of the flash light to see if they are obscured
can't do that, why?
the above is how I've done stealth systems in the past and it works very well
because the cone has a child actor
since you can get %ages for how much light is case on characters etc
I would recommend never using child actors
just that the value is not getting updated into the blackboard's bool var
they can be unpredictable
yes but i can't make the change now
its a team project
so i can only make do what they have done
and try to make it work on my side without modifying their work
as their work on the cone is linked to other stuff that is already completed
not modifying other's work is a bit strange - I mean in a real development environment things change all the time
SingleLineTrace was working
it's the nature of iteration
so i changed to multi line trace to be able to hit multiple npc
so right now result hit is always true
multi line trace should be able to hit multiple NPCs, yes
only on multi trace the value is not updated into the blackboard's variable
though the actual BP you sent over looks kinda wacky
for example I would never, ever put delays inside a loop
yeah its kind of spagetti
I try not to use them at all
what is the timer for?
Build powerful visual scripts without code.
so i set to true, it won't auto go back to false
i have to do something to set it to false after awhile
since i cannot do overlap begin or end
i am using line trace
if hit = true
var will be always true but currently its not updated
on the blackboard's side
I figured it might be the setting of the behavior tree nodes
since i added a decorator to check if TouchLight is is set
I only wanted when the TouchLight = true then perform the task so the condition for it should be is set instead of is not set
it will update correctly if i set it to is not set
but it won't move
the task has been tested to be working with single line trace
but on this multi line trace its not moving for weird reasons
I'm still not sure what the timer is actually for?
to set the bool back to false
Light hit npc is the bool in the blueprint
Touchlight's value will change according to that
right now i reversed the order in the behavior tree it works now
but its not moving
Bonic I read what you sent
helpful but I still have this issue
selected spot is my object var
Spot Type is data I want that is inherited to all child classes
should it go to false once the enemy is not hit by the light? @humble stag
@graceful sky yes
I think ambers suggestion is alot easier to implement than your current method π
with a collisionbox
on beginoverlap/endoverlap
ok i found out the issue
someone accidentally remove the navmesh vol
no wonder no movements -.-
ok now left the setting back to false part
makes sense, but still the method is... unorthodox at best π
Is there a good way to get inherited vars if you have an object reference.
@warm palm can't think of it right now sorry i have to solve my issue first
@graceful sky well there are so many approaches, i have to at least complete this unorthodox way to make it work
@warm palm np man
I wont argue that π a hundred ways to reach the same goal. You'll notice if it becomes a problem later on. If not, then all good ^^
trying to figure out some minor details
now it works somehow if i put the task move away on both sides
but if i remove on the is not set 's side it won't move the way i wanted
so i'm guessing there's some inbetween steps missing to pass the bool val
ok @graceful sky i have checked the value is indeed false at the end but it is not updated into the blackboard's bool value from true to false
I think I understand my issue better now
How do I cast to a parent class so that I can do things that are inherited by every sub class
I think that might work u can try first
ok finally solved my issue can move on to the next npc type lol
I figured it out
I actualy understood how casting and classes worked I just had an diffrent error at the same time. I just thought because I was new to really using classes I had a mistake there. Thanks for the help
Guys, what is RHIT in UnitGraph?
Rapid Hamster Interface Terminal
Cmon.. It says 48ms and I have no idea, what is that
48 milliseconds
I assume the Rendering Hardware Interface
I vote its about hamsters :p
Basically a high level interface to make rendering stuff platform independent
Which then, depending on the platform, calls the lowlevel stuff
And RHIT might just be the task behind that
hi, has anybody worked on ndisplay ? I am looking for some help.
@regal mulch But why is it so high?
I get it on android device on a simple scene. Check #mobile
it's a thread that processes the command lists generated by the render thread and submits opengl commands
Hey all, is there a way to make collision work for a masked material to a trasparent (glass), for GPU particles with mesh distance fields enabled? I basically have lateral moving snow particles that I'd like to remain out of the window
Question
Sequence 0 work, Sequence 1 doesn't update the value on blackboard any idea on this?
both have same implementation
try #blueprint
cast fails? but yes #blueprint
cast worked
the npc in the scene has the correct output on the details
the printing all are correct
but somehow the blackboard's bool value is not setting it ?
hmm let me try remaking a bp to do it then
oo somehow making a new blueprint works solved lol
Any good tips and tricks on foilage when it comes to lightmap res and optimization ?
panic
but more seriously, I would keep them either low res, or dynamically lit
most foliage moves anyway, so being dynamically lit makes some sense
Is 8 a good res for small spread around foilage ?
depends on what 'small spread around foliage' is and what your use case is
but 8 is quite low, so it might be
this is all the foilage
So not sure if a scene like this can have higher res cause its not some mountains filled with foilage or if I should just keep it low at all times
I'd imagine you're not rendering all the foliage all the time though
you can always set your res to one thing, do a lighting build test to see what it looks like and how much memory you're using
Thanks Amber, just one more thing do I see the memory usage at static mesh lighting info ?
can't recall where you'll see the info, but running the game you can use stat commands to see memory usage etc
there are also profiling tools, though not the easiest to use
Ah yes the profiling tools! Thank you π
Hey, i'm trying to create something where there are multiple 'pedestrians' controlled by an algorithm. Each has its own velocity, goal etc defined in C++ code, to implement collision avoidance between them I need each pedestrian to be able to see all of the others variables to check if a collision will occur, what would be the best way of going about this?
look into RTS path / avoidance techniques
there is no easy answer to this question as it's tremendously difficult
out of suspicion though, you're like the fourth person to come in here asking this in as many weeks
what is this for?
is this how you do dmg to player from the behavior tree task bp ?
@wary wave Am i? I'm working on a implementing a collision avoidance model to make a crowd simulation
last one asking was something to do with a city builder
but in any case, most games avoid doing this kind of thing
well that throws a spanner in the works lol
@humble stag that would not be the way to do it unless the AI behaviour tree was controlling the player
also, why would you damage a player from a behaviour tree task 0_o?
@edgy totem - it's hard, but it is a common problem for RTS pathfinding, so there are probably quite a few articles out there
but a large amount of the implementation is going to depend heavily on the absolute specifics of your requirements
How "long" is acceptable for an optionsString when openeing a level?
I'm passing quite a lot of data atm :D
Most of the gameMode settings
How do I make a hole in a mountain made with landscape brush?
@regal mulch shy not using SaveGame ?
Cause that stuff is able to be passed to a DedicatedServer on startup
- that's kinda what the options are for
Savegame is also slow :p
Ah I see. I thought you want to start a Map with Options
Mine was 26mb and took like 8 seconds to load
Ok dont quote me on 8. But it was slow as hell..
FString UHLFunctionLibrary::ToOptionsString(const FHLOptions& Options)
{
FString OptionsString = "";
OptionsString += "?game=" + Options.GameModeShortCode;
OptionsString += "?" + OPTION_MAXPLAYERS + "=" + FString::FromInt(Options.MaxPlayers);
OptionsString += "?" + OPTION_BOTCOUNT + "=" + FString::FromInt(Options.BotCount);
if (Options.bRequireFullLobby) OptionsString += "?" + OPTION_REQUIREFULL;
if (Options.bRequireWarmup) OptionsString += "?" + OPTION_REQUIREWARMUP;
if (Options.bRequireMinPlayersToStart) OptionsString += "?" + OPTION_MINPLAYERSTOSTART + "=" + FString::FromInt(Options.MinPlayersToStart);
if (Options.bMapVoteEnabled) OptionsString += "?" + OPTION_MAPVOTE;
if (Options.bOvertimeEnabled) OptionsString += "?" + OPTION_OVERTIME + "=" + FString::FromInt(Options.Overtime);
if (Options.bTeamDamageEnabled) OptionsString += "?" + OPTION_TEAMDAMAGE;
if (Options.bAutoBalanceTeamsEnabled) OptionsString += "?" + OPTION_AUTOBALANCE;
if (Options.bRespawnByHandEnabled) OptionsString += "?" + OPTION_RESPAWNBYHAND;
if (Options.bWaitBeforeRespawnEnabled) OptionsString += "?" + OPTION_RESPAWNWAITTIME + "=" + FString::FromInt(Options.RespawnWaitTime);
if (Options.bForceRespawnEnabled) OptionsString += "?" + OPTION_FORCERESPAWNTIME + "=" + FString::FromInt(Options.ForceRespawnTime);
if (Options.bForceWarmupEnabled) OptionsString += "?" + OPTION_FORCEWARMUP;
if (Options.MapCycle.Num() > 0)
{
OptionsString += "?" + OPTION_MAPCYCLE + "=";
for (int32 i = 0; i < Options.MapCycle.Num(); i++)
{
OptionsString += Options.MapCycle[i].ToString();
if (i < Options.MapCycle.Num() - 1)
{
OptionsString += ",";
}
}
}
return OptionsString;
}
Who says you should save the SaveGame Object on disk?
You can easily use it to transfer data from A to B
There is currently a lot that gets passed into the options string
Specially the map cycle
isnt that more like stuff for a Config ?
But well as long as it doesn't break
Also no, as the player can change that in the hostMatch UI
Didnt you say you open the game with Arguments?
Both
ListenServer and DedicatedServers are supported
ListenServer uses the Options when opening the level, while the DedicatedServer gets them passed when being created.
oof
All fine, I will just see if that all works out
In the end it's just a string
can't be that brutal
I can imagine that this becomes really slow. since you need to parse the string every time you want to get an option
Once when the Server loads the map
Now the big question is, can I get my hands on the options string later on
Apparently I can
Awesome
Guess i just never thought about not saving saveobjects to disk. Would it be faster to push it into a savegameobject variable and push that instead ?
@wary wave Well my plan was for each pedestrian access the position and velocity of the others in the simulation, so that they can work out their future position to see if a collision will occur
that'll get exponentially expensive the more pedestrians you have
You also won't get much more simulated with these solutions
I dunno, for this kind of thing do it right or don't do it at all, hehe
If you have 10k peds you will have to make sure to filter them all
And it will still go downhill
for 10k pedestrians I would probably start looking at compartmentalisation and flow mapping
Welp, it works with normal navigation too
Well what i'm doing is implementing a collision avoidance paper, following their algorithms so i have to do it their questionable way
But yeah, flow mapping is def a good thing
at the last unreal academy, there was a session which showed a pedestrian simulation using animation baked into a texture using a shader that was essentially "free"... I want that demo...
We've implemented collision avoidance in 3D (space combat) for 20-50 objects at a time
@glacial pecan -that sounds like flow mapping
Helium Rain is a realistic space opera for PC. See us on Steam : http://steamcommunity.com/sharedfiles/filedetails/?id=596486326 Find out more on http://heli...
The idea of using velocity of the agents, together with the radius and stuff, to calc for all of them where to go to not run into each other is good
It still just sounds like a boid system to be honest
But also heavy
it'll rapidly spiral out of control performance wise, hehe
Well you def won't get 10k peds on your screen with simply spawning Characters haha
