#ue4-general

1 messages Β· Page 392 of 1

regal mulch
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Not even with empty actors that just have a mesh

wary wave
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I think using a naive technique like that you'll be lucky to get 100+ without multithreading

regal mulch
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We have a lot on the screen atm. NDA sadly.

wary wave
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I got 14k odd on one project I worked on

edgy totem
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I was more wondering about how i'd go about accessing variables of the other pedestrians from a given one

wary wave
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but the requirements were pretty flexible

regal mulch
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By writing a good system that can query other agents

wary wave
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might as well just query them directly for now if we're going naive

regal mulch
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e.g. you can put them in a grid and only query the same and the surrounding squares

wary wave
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later it will make more sense to store that information into a data structure

regal mulch
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Yop

edgy totem
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I see, i've been writing initial code for 1 pedestrian in a blueprint so each pedestrian will be an instance of the blueprint with a different goal/velocity etc

humble stag
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@wary wave do you know how to play a specific animation in a task blueprint ?

wary wave
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I would never do that :/

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why would a task blueprint have any control over animation?

humble stag
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hmm

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then the npc bp should handle the animation ?

wary wave
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the animation BP should control animation

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said anim BP should get it's data directly from the thing it animates

humble stag
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so its just setting up a boolean to play animation ?

wary wave
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something like that, yeah

placid arrow
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hmmm

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is it safe to say that these days unreal engine is a general purpose engine, we see lots of games written in it that arent an FPS deathmatch game right?

wary wave
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plenty

placid arrow
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that being the case there seems to be a ton of UT specific, or FPS-deathmatch specific stuff hard coded all over the place when i really dig under the surface, that is of no relevance to a game like mine.

wary wave
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it's pretty much always been general purpose

placid arrow
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e.g. in gamemode, NumBots, numSpectators, etc

wary wave
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those concepts could apply to any number of different types of games

placid arrow
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i wonder why they left it all in the engine core

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only really FPS

wary wave
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I see no reason why, e.g. a racing game wouldn't have those concepts

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MOBAs, RTSs

grim sinew
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Why would an RTS not have bots or spectators?

placid arrow
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it looks like for most cases we shouldnt even use AGameMode

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"GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game. It has default behavior for picking spawn points and match state. If you want a simpler base, inherit from GameModeBase instead."

grim sinew
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Okay. So why would you not want spawn points in a racing game, moba, rts, or fighting game?

placid arrow
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well, it depends on the fighting game

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for a 1v1 fighting game, like street fighter iv, there are exactly two spawn points :)

grim sinew
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But still spawn points.

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So........

placid arrow
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in my game, there are exactly zero spawn points, no bots or spectators (its not multi player). seems to me for stuff like mine, i should really just inherit from AGameModeBase

wary wave
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also those games have things like tag-team modes, so there are more than two spawns, hehe

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also you probably have at least one spawn point, even in a singleplayer puzzle game or whatever

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even if said point is 0,0,0

placid arrow
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nope

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there is no spawn point

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in fact, no real player pawn

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unless you count the camera

wary wave
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I count the camera, yes

grim sinew
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In all seriousness, there are way too many people that end up under the impression that they need to arbitrarily avoid general Unreal coding convention because they feel like it, when in reality it won't -hurt- and you may have benefits down the line you aren't directly anticipating.

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And you are one of them.

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Unless you have a strong reason not to, try and follow standard convention for the engine, it can save headaches later.

placid arrow
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in my case, that isnt 'spawned' as much as it is part of an actor called 'level' which is attached to a boom arm, and can be rotated and zoomed around a centre point

grim ore
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You are correct tho, they split off GameMode into GameModeBase for just your issue

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well more made GameModeBase and then based GameMode off it but backwards because why not lol

placid arrow
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in fact if i look into my source code, i was kind of railroaded to follow some convention, to be able to receive input events etc

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so i do have a player pawn technically, and its just an actor that is nothing but a camera component

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rather than the assumed behaviour of perhaps a skeletal mesh etc

grim ore
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The engine has extra stuff, it's always going to have it unless you have a completely modular engine or you make it yourself. Just ignore the stuff you don't use and make the game

wary wave
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I've made games without pawns before

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but I've always had a PlayerController and a spawn point of some description

placid arrow
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the player controller is the essential bit isnt it

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my previous game before this one was based on the third person template, there player controllers, pawns, ai controllers, etc, all made much more sense

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and to not use them there would have just been masochistic

wary wave
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player controller is the player interface of sorts, so yeah, it's kinda essential

placid arrow
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iirc even if i didnt define one, it will still spawn a default one

grim ore
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the PC kinda takes most input events so if you don't need them then ignore the PC, if you need them then yeah you want one πŸ˜ƒ

placid arrow
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the only thing i really did that i know is bad, is bypassing the input mapping system.

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im having to undo that now, and define axis etc in the project settings

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without it, im basically shooting myself in the foot in terms of providing a way to remap keys

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i basically bound events to the "W key" for 'forward' etc

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thats gonna be an hour or two's work soon to fix

grim ore
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thats a bummer but weird it should take that long. define inputs, replace inputs, move on.

placid arrow
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yup

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the only reason it will take that long is that as i change each event, i need to test it to make sure ive not broken something

grim ore
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makes sense πŸ˜ƒ

humble stag
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@grim ore i have a question on level maps problem

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on the default example map level, my npc location key can display the coordinates hence the npc can move properly

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but when i create a new level map, the npc location key kept showing invalid aka cannot find my player's location

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why is this so ?

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i'm not sure what modifications my team mates made but i just created another new level and it works

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hmm....

grim ore
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weird for sure

wary wave
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no

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all down in here

plush yew
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just us chickens

grim ore
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cluck cluck click

wary wave
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if you have a specific problem you can ask

grim ore
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we can try if we know the questions, you can also try in #graphics and #google

abstract relic
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There are nearly 5000 chickens on this server

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One of them will give you a nugget of information

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If only you ask

grim ore
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I like that pun

plush yew
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i can watch a stream and usually hang out in voice chat while here

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whats the question though before im horrified by your desktop

grim ore
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the level map or the variable map.... come on be specific... gosh

abstract relic
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Lol

plush yew
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πŸ‘€

abstract relic
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Was that a live reaction Matt?

grim ore
plush yew
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or Blender

grim ore
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is it surrounded by water or nothing?

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sculpt it using the terrain system, drop a water place in at 0 Z, and profit

abstract relic
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Add some sharks in there for good measure

grim ore
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Sharks with Frigging lasers man

plush yew
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and chickens

grim ore
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🦈 πŸ“€

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make it water and kill them if they go in it

plush yew
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You can build "Forknite" ..so we can make fried chicken for sharks on an island.

abstract relic
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Or just have blocking volumes

grim ore
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you still can use the landscape system to make the landscape if you want landscape

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other wise you use meshes and build terrain from meshes

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or... do both..... πŸ˜ƒ

hardy spruce
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hi, I' m looking for a tutorial "from scratch" as in: a tutorial that starts with nothing and slowly builds up with a playerstart and so on. It's very nice to have all the tutorials starting from a template, but then I don't follow 80% of what is actually happening ( not seeing the forest for the trees).

grim ore
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There are atleast 3 examples of terrain in the Learn tab on the Marketplace you can look at and learn from if you want a start.

plush yew
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American saying "There's more than one way to skin a cat." You can find a multitude of methods, workflows, and tools for every aspect of the design process. @atomic sandal Have you built any assets yet?

proven oxide
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someone broke our character position / camera

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we are now looking one way and the arms are pointing back (as is the gun) what could they have changed to mess this up

plush yew
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So then you can build assets; what was the question in regards to the island though then?

proven oxide
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camera and movement are correct

grim ore
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@hardy spruce you might have trouble with that as the templates are a core part of the engine. Most people would use one so they have a foundation to build on. You can learn the missing parts before that or try and recreate it from the docs if needed. Also what if a from scratch doesnt use a player start or whatever you are expecting a "from scratch" to be?

plush yew
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You are talking about advanced replication stuff if you mean the scope of size. You should look at the open world project. Games use illusions, and large open worlds often are multiple smaller maps tiled for loading.

fierce tulip
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sometimes I wonder if we should have a minimum age requirement for this channel XD

grim ore
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@fierce tulip unfortunately Age is not always equivalent to knowledge so it would be unfair to the smart little shits out there

misty creek
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Thanks for that... XD

abstract relic
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No

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Delete that

fierce tulip
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too late

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boom

abstract relic
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Much appreciated

fierce tulip
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@grim ore I know age isnt always equivalent, but in some cases..

hardy spruce
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@grim ore the issue is that even with an empty level, I can still press "play" and the engine does -things-. Meaning that if I want to make my own game I will first have to remove -things- and have no idea what all the -things- do compared to a real-real empty scene where I can enable the stuff I need without worrying that the game is trying to make a first persone shoot out of my space-opera simulator.

grim ore
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reaching deep with that 21 jump street gif

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@hardy spruce even with an empty level the engine is still doing those things, you just don't see them as apparent as they are blank things instead of things with presence

hardy spruce
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I noticed that πŸ˜ƒ

grim ore
hardy spruce
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now I have no clue whether my blueprint works, or whether it's unreal-default-doing-things-for-me.

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but I guess I' ll find out soon enough.

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thanks for the link!

grim ore
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well the intro to UE4 series on my channel tries to cover the basics of the engine and I know the MVP FPS series starts from scratch but again no idea if it will have the info you want

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having a "complete" game or lesson is going to be subjective based on the presenter and person watching it

humble stag
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Not sure if it covers why my ai not detecting player location

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πŸ˜‚ πŸ˜‚ πŸ˜‚

grim ore
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It wont lol

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Paste the code in here or #gameplay-ai and someone might notice the issue

abstract relic
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Make a series that will solve all imaginable problems 😜

grim ore
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I tried but it just ended up being me uninstalling the editor and going outside and I don't think anyone wants a video on that lol

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Can't have a problem with ue4 if you don't use ue4 πŸ˜‰

abstract relic
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You’re not wrong. Sounds like the prefect April fools at least. 😜

grim ore
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LOL I did an April fool's video a couple years ago where I said I was switching to unity

gusty flame
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When everyone here are really good with UE4 And I'm literally a minor

abstract relic
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The truth is. We have no idea what we’re doing

gusty flame
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Fair point

hardy spruce
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at least the PC is not on fire (yet)

grim ore
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oh I know exactly what I am doing. It's the how and if it works that I am at a loss about knowing πŸ˜ƒ

gusty flame
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I am so eager to get a new laptop because my other one broke but nobody in my family can afford a new one yet

grim ore
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I keep trying to buy a new one but I can't justify the money just to surf reddit in bed on a bigger screen lol

gusty flame
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The new agus mothership laptop seems pretty good but again I'm broke

hardy spruce
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I buy my laptops from a broker, half the price and nice professional quality ( not the fastest, but cheap and good build quality).

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refurbished FTW.

gusty flame
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If it's not fast download a driver for whatever graphics card it uses

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And then apply some settings

wary wave
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I harvest my laptops only from finest laptop forests of darkest Peru

hardy spruce
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ah, yes, those excreted by civet cats are the best.

grim ore
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yep I've got my eye on a used one here locally for a good price, I just can't pull the trigger on it with GDC so close

gusty flame
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I am actually scared now

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I just saw someone sitting on the corner of my brothers bed then I looked again and they were gone

hardy spruce
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wasn' t me.

gusty flame
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That's pretty obvious

hardy spruce
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is currently watching VIRTUS education on youtube, if there are better tutorials about blueprints out there I' m all ears.

gusty flame
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Unreal Engine does

inland granite
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@hardy spruce for blueprint stuff Unreal engine official youtube channel. For C++, I recommend UDEMY

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Was like 10 bucks and over 100 hours of pure c++ stuff

hardy spruce
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next week I hope to have a look at the amount of gamepads UE supports, but first: WEEKEND!

hardy spruce
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aaand there goes my weekend. thanks @grim ore

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-bookmarked-

grim ore
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lol

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would be quicker on the uptake but playing division 2 and UE4 is taking a backseat this weekend lol

hardy spruce
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... I am still fighting with a moose in Destiny2.

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-> moose disconnect.

plush yew
proven oxide
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our mannequin arms are rotated for some reason (90 or 180 degrees clockwise) cant see any reason why , any suggestions where to look?

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When you jump its the right way round

proven oxide
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ok found it someone messed up the anims

timber python
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i need a help

vale silo
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@ionic sedge do you still mess with Blender for UE4 ? I am wondering if that LOD hack for FBX works for FBX in Blender 2.8

dull oyster
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Can someone explain me why i have this weird white color on my material? i used vertex paint on it. Im following tutorial to make this, but im not satisfied with the effect, cuz of this white color around. In the second screenshot i ll show my material blueprints.

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with diffuse

ivory crag
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How do i make a "scene" in my game, sort of like a game intro where for a minute or two, NPCs and the player are controlled and told explicitly where to go by the game, then the player takes control and can move

maiden sundial
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Is the basic integer well defined in the blueprints, or will i run into a UB if this type overcome his max value ?

true leaf
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Well.. you can use world-placed cameras of course. Then you can place walking waypoints around and write code (a system) that makes the characters walk from waypoint to waypoint

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You can possess and unpossess the character via BP . Unpossess the character and set the player view to a world camera

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To make a waypoint I would make a new actor and place an invisible collision sphere in it. I would also make a instance editable Actor variable for it called NextWaypoint maybe

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That would be a neat trick 😁

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So then in your level you can link the waypoints together by editing their instance settings ...

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You can tell the character to walk indefinitely toward the next waypoint and you know if they got their because they collided w the sphere

regal mulch
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@ivory crag Check out "Sequencer"

true leaf
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Good luck πŸŽ‰

lofty hollow
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how do i check velocity of characteR?

true leaf
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Get the players MovementComponent and it should be in there

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Characters ***

lofty hollow
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CalcVelocity?

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or GetLastUpdateVelocity()

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I mean, I just want to like see the velocity of the character while im in-game

spiral island
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I'm trying to make my pawn rotate to face the direction of travel
this is the code I'm using (I don't want it to rotate instantly to the new orientation)

 FVector v = GetVelocity();
        FVector loc = GetActorLocation();
        FRotator newRot = UKismetMathLibrary::FindLookAtRotation(loc,loc+v).Add(0, 90, 0);
        FRotator current = GetActorRotation();
        UE_LOG(LogTemp, Warning, TEXT("newrot = %f"),newRot.Yaw);
        //set the rotation
        if (newRot.Yaw - current.Yaw < 0){
            SetActorRotation(current.Add(0, -5 * deltaTime/evalNormal, 0));
        }
        else{
            SetActorRotation(current.Add(0, 5 * deltaTime/evalNormal, 0));
        }

It gets the current position, and the current velocity, and then uses FindLookAtRotation to get a desired angle
however, this just causes the pawn to spin around or shake
any ideas?

gleaming creek
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sigh
Just wondering if there's any way to get around the fact that fullscreen doesn't work in PIE

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Find a post on answerhub from myself asking that question two years ago

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Where Epic staff link to a bug

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Which has since been marked with "won't fix", because of course it has

spiral island
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why do you want fullscreen play in editor?

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trying to test something?

gleaming creek
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Well, why wouldn't I want fullscreen?

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I mean, the view of the editor in the background isn't exactly useful

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But especially if trying to see how something like UI would look in-game

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There's a workaround where you do play in current viewport, maximise the viewport, and then fullscreen the whole editor, it's kind of fiddly though

true leaf
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Guys you should also make bat files to test launch your game

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Esp of you are making a multiplayer game

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Super helpful

dim plover
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Isn't F11 like fullscreen?

gleaming creek
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It's supposed to be, it doesn't work

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When using Play In Editor > New Window

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It does work when you are playing inside the editor viewport (so you have to F11 / Shift F11 to toggle it)

dim plover
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Oh, wouldn't setting fullscreen via... game settings or other methods work for New Window?

gleaming creek
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Haven't found any way of doing so, even if you set the window height/with the border and title bar remains

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so the bottom of your view is off the bottom of the screen

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Could probably use AutoHotkey to forcibly move the editor window off the top-left of the screen by the height of the title bar and width of the left border ?

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A bit of a hack though

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Especially considering playing your game fullscreen seems like pretty basic functionality for an editor?

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I also have the vague idea that it used to work years ago

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But I may be mis-remembering there

dry moon
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How the hell do you rotate each object individually but together

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in Maya

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I legit did it so they all point up from their pivot

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but can't do it again

spiral island
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you don't
you can group them all, rotate the group, and then ungroup

dry moon
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Yes you can

spiral island
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you might be able to press D, move the pivot to where you want, and then rotate, but i don't remember if that works

dry moon
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I legit did it

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but don't remember how

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The way you are suggesting is moving them as one

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I'm trying to rotate them individually

spiral island
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Oh I know what you mean
go into tool settings, and set pivot to Object

dry moon
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Ahh okay

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thanks

spiral island
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there's a hotkey for it as well (i don't remember what it is)

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you might have hit that

dry moon
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ya I'm terrible at the tiny stuff of maya

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just know how to broadly use it

ivory crag
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I downloaded a plugin from the UE forums that has a .uplugin file, but no binaries/intermediate directory
how do i compile it?

teal tulip
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you have to place them on the proper folder

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should compile at execute the engine

ivory crag
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i have them in the engine directory

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i have it with all the other plugins

lyric reef
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if someone who knows Vectors and Rotators well could answer my question in "cpp" section I would be very happy ❀

hollow mesa
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what do I need to add to my c++ actor to give it a transform?

gleaming creek
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I got annoyed at the lack of PIE fullscreen that I was complaining about earlier, so I wrote an AutoHotkey script to work around it

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(Don't know if anyone else will find that useful)

plush yew
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I feel like this is one of those β€œstupid questions” but should I invest in maya or 3ds for assets creation or can I get away with blender and still have good quality assets (with practice ofcourse because goodness knows that I am bad now) I never used maya before but alot of research and lurking on here shows people using it. Its not a cost thing its a quality thing is all.. I just know blender

grim ore
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might be better suited for #graphics but I would say whatever seems to work for you should work for you. They both should be capable of doing the same stuff but it's up to the artist that is using it.

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with that said some of the artists in Epic use both programs and the ART toolkit and live link is in Maya so if those are important to you then Maya might be worth a look/trial

plush yew
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Thanks! I have been doing this on my own for yr or so now and I have made several mistakes :/ thanks for the input (edit: hillbilly autocorrect-.-)

grim juniper
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If I use PIE I just hit F11

gleaming creek
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F11 doesn't work for me

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It makes the editor window in the background fullscreen

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not the new PIE window

grim juniper
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I have it use the viewport and not open a new window

fathom hollow
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Hi guys! I have a small live-link issue. I've tried searching over the net and all I could find is a youtube comment with a similar problem to mine
I'm trying to test out live-link with UE + Maya. Once I click "Enable Camera Sync", the unreal view camera is out of sync 90 degrees on its Y axis to the maya file
I've tried re-exporting the FBX and re-linking Maya and unreal together. Has anyone come across this issue and fixed it before?

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I posted this in the #animation and realised not many people must know about the issue there

maiden swift
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@gleaming creek When you open PIE in a new window, it uses the resolution settings for your game, not the editor. If you want the game to launch in full screen you need to set the game to use a full screen resolution on BeginPlay somewhere.

gleaming creek
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You can change the resolution, e.g. with console commands

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but setting the resolution to a fullscreen one can't go fullscreen in a PIE window

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It will go mostly fullscreen, but you still have the border and window title and taskbar visible

maiden swift
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That shouldn't be the case. You're talking about window maximizing. Are you adding the f to the end of the resolution string?

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For example: setres 1920x1080f

gleaming creek
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Yes, I also tried wf

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Which IIRC is supposed to be fullscreen-windowed

maiden swift
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wf is my fav. Borderless window mode. πŸ˜„

gleaming creek
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r.setRes 1920x1200wf

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I'm amazing how much more you see problems in your own projects, than you see in games when you play them

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A fair while ago, I was working on a system for reading books, by putting a book in front of your view and animating it to turn the pages

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Just looking at it again now because I never finished it, and I remembered an issue I'd had with it - that if your camera is so close to the book, turning the page makes the edge of the page go off the edge of the screen during the animation, which really bothered me

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Out of curiosity, I went to check the book animations in Skyrim... their book pages go off the edge of the screen while turning the page too

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Of course I never even noticed that while playing it

vale silo
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that's why when I play games, I don't deconstruct them

gleaming creek
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But how do you stop deconstructing your own game while you are making it?

vale silo
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that is a million dollars question

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πŸ˜›

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I guess that's all you do when you build your game - it's always in the deconstructed state

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I had to take a break after I was done with my projects in order for me to play it without deconstructing it

gleaming creek
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Even back when I used to do modding for far more primitive engines, things like a misaligned texture would annoy me... and probably no one playing it would have noticed

vale silo
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oh, I notice this like that in other games.. I just ignore it

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if I catch myself deconstructing a game, that usually means it's a meh game

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(for me at least)

gleaming creek
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True enough, you should have better things to do

plush yew
#

hi

silver crown
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hi

vale silo
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hi

worn granite
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hi

agile walrus
#

hey anyone around to help me with a project been in the works for a little while now and im ready for the whole concept to start really coming into play and need a team or someone to help out this is my first time reaching out.

abstract relic
agile walrus
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ive been trying to contact a couple of peoples

abstract relic
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I hope it wasn’t unsolicited

oblique sorrel
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Is there some plugin/tool/whatever that'd allow me to capture the entirety of a large Blueprint graph at full resolution without having to stitch multiple screenshots?

abstract relic
maiden swift
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Someone was working on a tool called ODIN Tracker that does graph capture at some point, but I don't know if it's still in active development.

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Last updated 2017. 😦

honest rune
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I'm considering giving world composition a shot but I don't understand something about persistent levels.
Are you only able to have a single persistent level in a game or are you able to have multiple completely separate persistent levels that you can switch between, each having their own streaming sublevels?

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Not sure if I'm just misunderstanding the purpose of the persistent level or if I'm missing something in the editor

shy silo
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Sorry if this is probably really basic, but how do i fence in my player since I don’t want them to go everywhere they see through blueprint? Thanks for your time

honest rune
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blocking volumes

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they create an invisible collision boundary

shy silo
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Ah ok thanks. I’ll have to look at that

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@shy silo

honest rune
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no worries

proven oxide
#

I am trying to understand how the "airtime" is done with the demo characters, I have tried overriding the stop jumping to apply a negative force to the character but they are still floating down

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When i release the key i want them to completely stop and fall with little control once they stop jumping, how can i do this?

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is that the "air control" 0.2 setting?

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I have tried everything, cannot make him stop arcing

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its an unnatural float how can i stop it

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if i step off a ledge i want to drop straight down with no float down

tall pendant
#

@maiden swift you might want to ask @scarlet echo if he's still actively developing odin tracker.

ember shadow
#

Hey guys, im just wondering if i bought this for Β£0 would i have to pay Β£74 later?

#

seems to good to be true??

tall pendant
#

nope. you don't have to pay those later.

ember shadow
#

WHAT! thats amazing

maiden swift
#

@ember shadow It's free for the month of February. No strings attached as long as you get it before March 1. πŸ˜ƒ

ember shadow
#

@maiden swift So you are sure i wont get Β£74 out of my bank account later?

maiden swift
#

Yes.

ember shadow
#

Thats amazing

maiden swift
#

They release free content every month.

#

Get it during this month and it will remain in your library indefinitely, at no cost to you.

ember shadow
#

Ok thanks for clearing it up πŸ˜ƒ Im shocked that they do that as it was Β£74

maiden swift
#

Yeah some of the items are pretty expensive.

#

But they pay the developers, so don't worry. No funny business going on. πŸ™‚

ember shadow
#

Ahhhh!!!

maiden sundial
#

The total value of my library is probably already over 400€ just bcuz of this πŸ˜„

ember shadow
#

I was about to say, i feel sorry for the devs

wise prism
#

Anyone looking to join a team working on a tactical swat game message me.

ember shadow
#

@wise prism I could do some level design if u give me the objs, im quite new to it tho

tall pendant
hot drum
#

Could anybody kindly tell me what to connect to "object"?

#

This is the button class bp

runic fern
#

actor

hot drum
#

it is trying to refrence another class bp

runic fern
#

other actor

hot drum
#

Oh ok!

#

Thanks

runic fern
#

np

hot drum
#

It's kinda weird but it doesn't seem to be working at all

#

hmm

#

(the capture gif is kinda weird)

maiden sundial
#

A good method is always to try all 3 :D
component, other actor, other comp

grim juniper
#

Big chungus GWqlabsMonkaSs

hot drum
#

You got it πŸ˜‰

#

@maiden sundial Lmao I legit tried that after you said that, still didn't work

#

rip

runic fern
#

ok what is level_1_puzzle_block is it gamemode or character ?

hot drum
#

basically there's a puzzle3

#

or platforming thing

maiden sundial
#

Hmm, i guess the problem is that your button doesn't have a overlap component.
You could add manually one

hot drum
#

you gotta press five buttons

#

and when you do that the cube blows up and you can advance

#

wait huh?

#

I got a trigger box lol

maiden sundial
#

Is the trigger box in your blueprint or in the world ?

hot drum
#

bp

#

for the button

maiden sundial
#

Show

hot drum
maiden sundial
#

Is the code in your char or in the button ?

hot drum
#

I made this fox boi jiggle

#

in the button

#

the code is in the button

maiden sundial
#

Ow, then ofc it wont work xD

hot drum
#

Level BP?

maiden sundial
#

Your block does not know what he should cast when he can't refer it to anything.
When your player runs over it you can activate it, but that's not enough informations for the button

hot drum
#

well the button is casting, not the block : P

#

basically

#

there's a value in the block

#

for the amount of presses

#

and if that hits 5 it will die itself

maiden sundial
#

You could set a reference to this in your character. Then cast your char when he triggers the block and then you can access the reference to whatever from your player

hot drum
#

a refrence to what?

#

ok ok

#

explain this to me step by step

#

I'm still a huuuge noobie to this

#

lol

maiden sundial
#

Actually, there is a easier way

#

If i understand your need correctly

#

Your button has a counter which should increase whenever the player triggers it, right ?

hot drum
#

well

#

The block needs the counter so it knows when to explode

novel spire
#

How can I design an automated test for my inventory system?
I'd like to simulate user input, like hitting "Tab" key to open inventory, clicking on buttons to add or remove items, and so on. How can I do this in Unreal?
I've seen the doc regarding automated testing but I don't know how to implement one in my case.

maiden sundial
#

@hot drum Go to your block BP

#

And create a new variable in there. This variable should be a reference to your player

#

@novel spire Your character can have key events

#

if you mean that

novel spire
#

Can I "simulate" a keyboard input, without me touching my keyboard?

hot drum
#

infoman I would help you if I had any clue how the hell this engine works lmao

static viper
#

we are not really supposed to tell you how the engine works

#

are you back again at basics? still

hot drum
static viper
#

man wake up

hot drum
#

I mean, I do come here for help

#

soooooo

#

we all know I suck at programming

static viper
#

have you checked out the pinned messages in #blueprint ?

#

you need to put some effort in learning at least...

hot drum
#

I tried that but it's all so confusing

#

it's easier to have somebody I can respond to in realtime

maiden sundial
#

That's how the world works xD
It will be always confusing until you put some time into it

hot drum
#

πŸ€”

static viper
#

if we hold your now like.... Then you have no chance

#

you dont get the privilage of easier

hot drum
#

thanks

#

on the brightside I learned how to refrence other objects n shit through variables

#

buuut

#

it still will not work

maiden sundial
#

Did you also set the refernece ?

#

If not, this is the problem

hot drum
#

I did

maiden sundial
#

How ?

hot drum
#

I made a variable

#

went up

#

variable type

maiden sundial
#

That's just the type, it's not settet

hot drum
#

put in the class name

static viper
#

you have alot of bravery @maiden sundial ...

#

some people like pain

maiden sundial
#

I choosed C++ as my first and only language, soo πŸ˜‚

hot drum
#

oh

#

It's an object refrence

#

so it is very clearly refrencing the thingo : P

static viper
#

its not.

maiden sundial
#

^
xD

hot drum
#

I followed a tutorial for this

maiden sundial
#

You still have to set the var

#

It has no value yet

static viper
#

you didnt follow it through then

maiden sundial
#

You can drag and drop your this variable into your blueprint.
Then you can see that you can get and set

#

And you have to set it, but for this you need to get somehow your object in your blueprint

hot drum
#

so it just brought me back into a loop

#

i'm tryna refrence another class bp outside of the button

#

that's been stated

maiden sundial
#

If it would be code, then i would just do

std::cout << "Magic" << '\n';

But sadly i can't do that with blueprints xD

hot drum
#

crap

#

i'm very tempted to just make the buttons in the level and individually refrence then in the level bp (same with the block)

#

and just have it all exist in the level bp

static viper
#

thats ok

#

go back to hell ^^

#

make your life super hard!

hot drum
#

you aren't helping tho

static viper
#

i dont want too.

hot drum
#

then why respond?

static viper
#

i really want you to pick up the rope yourself.

#

this is so basic stuff

hot drum
#

every time i do try to get help from another person you are always here to fuck with me

#

I know

#

we were all noobs at one point

static viper
hot drum
#

you think i didn't do that before

static viper
#

as a good noob why not go and read the message?

#

if it is confusing

#

try harder

maiden sundial
#

Or just ask for help when you are confused

static viper
#

i mean this is natural selection.

#

if it is too hard for you

#

then ue4 is not for you.

hot drum
static viper
#

a simple challenge.

maiden sundial
#

That's literally just toxic to say xD

hot drum
#

yes

#

I've looked at it

static viper
#

why is that toxic

maiden sundial
#

That's like saying;
"If you can't calculate 50^125 now, then you'll never make it" xD

static viper
#

well it isnt supposed to come over like that.

#

more like

#

if you cant 50 yet

#

then learn it first

#

then you can 125

maiden sundial
#

Well, with that i can agree πŸ˜„

static viper
#

we are not supposed to teach people everything about ue4. We are literally having bigger issues XD

hot drum
#

I already know how to do it through level bp

#

I'm learning doing it through class bps

static viper
#

i give you keywords.

#

that would be the best

#

You get: Public Variables, Blueprint references.

#

you can now google these with ue4 before them

hot drum
#

you mean the E y e ?

#

this lil shit?

maiden sundial
#

For Public Variables, yes

static viper
#

yes

#

and now use it

hot drum
#

what's the point of a public variable if you can't access it through all bps

#

i've tested it

static viper
#

the point is that it is public... you can change it yourself.

#

If you guys keep answering all his questions with insta solutions... you will end up making his game for him.

#

while you could spend your time on so much better things. Like, reading a book! Watching tv! Food!

hot drum
#

do you really think I'm trying to make this a game

static viper
#

if you have specific blueprint issues, go to #blueprint by the way.

maiden sundial
#

Imho, sometimes it is better to show the solution, but just sometimes

hot drum
#

And the thing is I have tried to get this stuff my self

#

so I come here

#

but then I get shut down by you

#

literally every time

#

you are the most toxic person I've seen here

static viper
#

and you didnt thought about why yet?

hot drum
#

no joke

#

because you are toxic?

static viper
#

the thing is... i am not the only one telling you this

#

the very same stuff.

#

soooooooo

#

wanna think about why now?

#

i might be their master

hot drum
#

literally nobody talks to me this way

#

because a lot of people are people that know how to give advice

static viper
#

are you now offended that i tell you to go and google?

#

are you offended that i dont pet you

hot drum
#

like i've said before

#

I've looked shit up multiple times

#

and when I still don't get it

#

I come here for real time help

static viper
#

but you come with so tiny basic issues.

hot drum
#

because I'm still learning

static viper
#

its unbelievable how less you learned then...

hot drum
#

you really think I'm trying to make a game out of this

#

yeah

#

nos hit ovo

#

but the thing is

#

i'm still trying

#

aren't I?

static viper
#

that doesnt matter. If you have blueprint go to #blueprint from now on

#

so people can use this channel again.

hot drum
#

I've had trouble with casting for a while

#

and there's a reason I call it a tough subject for me

#

so we can pollute the blueprint channel with our bullshit?

maiden sundial
#

Just keep learning.
I know back in the days how confused i was about such c++ code πŸ˜‚

std::vector<std::pair<int, std::string>> someStuff;

But at somepoint it's just normal xD

hot drum
#

well at least Yinsei and the other guys I've ran across here are nicer

#

thank you, btw

static viper
#

you mean they are petting you more?

hot drum
#

yeah sure

#

if you wanna put it that way

static viper
#

@maiden sundial it would be nice if you could at least guide him to #blueprint instead

#

its better there

hot drum
#

if petting means legitimately helping

opal hornet
#

so recently EGL has been maxing my CPU usage. it has no pending tasks. I've seen a bunch of people experiencing the same thing online, but no solutions. any ideas?

#

nvm, simply restarting it helped apparently

cursive dirge
#

saves you from lots of frustration

lime gull
#

In ubrral engine, wheres the option to turn sprites to nearest neighbor

#

Ubrral? Definitely what i meant

grim juniper
#

Probably in the texture's settings somewhere

plush yew
#

Hello guys I have an error with my project

#

yesterday all was good I could start the game vut now I can't when I start the game it writes me this:

#

How to fix this problem?

#

I haven't got any loop in the MasterTile

#

omg?

pallid compass
#

good ol blueprint bugs

plush yew
#

what to do? @pallid compass

#

now here @pallid compass omg

pallid compass
#

no idea, google

#

its a bug though

earnest cape
#

When you figure something out after a few days of tinkering, and the problem was the foundation of the entire project

#

currently copy pasting like a mad man

#

well migrating

#

One feature at a time

frail coyote
#

How long should it take to build lighting on a 2x4 map?

#

With a good deal of foilage

plush yew
#

how to fix the problem man? @earnest cape

earnest cape
#

infinite loops mean something is flowing back into itself

plush yew
#

the bug fixed alone aahahahahaaha

#

thank you

grim sinew
#

@frail coyote How long is a piece of string?

#

(could be literally anything, nobody has any way of knowing that. Depends on scene complexity, your system specs, quality, and a ton of other factors)

#

(also don't bake lighting on foliage, that's stupid. Foliage lightmaps are stuck on only a 1k lightmap and that's not sufficient for foliage baking)

earnest cape
#

Click build and time it lol

frail coyote
#

@grim sinew That is fair. I was just unsure how to know if I needed to adjust something or if it was working as normal

grim sinew
#

I just told you everything you -can- adjust

frail coyote
#

this is my first time working in this engine, and I am making a forest scene for a short video

grim sinew
#

Yeah. Use dynamic lighting.

#

You don't have a choice with a map that large

earnest cape
#

you need to know about overdraw

frail coyote
#

ok, I will try that out. Thank you for your help

frail coyote
#

That worked very well, thank you guys

earnest cape
#

Just know that transparency can get very expensive very quick. Especially foliage

frail coyote
#

yeah, I had no idea

#

and the lightmaps were making the trees very dark also, so this is great.

earnest cape
#

Dynamic lighting is also expensive. Which is why you can set the draw distance on lights

#

also turning off shadow casting lights can help

frail coyote
#

Ok, I am not super worried about the expense, I am going to animate a camera and render that out, for a bumper video

earnest cape
#

It's just a few things I point out to everyone

frail coyote
#

What would cause a mesh to filcker/ dissapear

#

I apricate it

earnest cape
#

LOD settings probably

#

It could also be culling

frail coyote
#

There is only a single LOD

#

should culling be high or low?

earnest cape
#

I haven't had many issues with disappearing meshes.

#

You can find a lot of answers in the documentation and live streams

frail coyote
#

Ok, I will check that out.

#

I am sure it has something to do with the fact that it is a mesh that I created

earnest cape
#

Check the mesh doc

frail coyote
#

on it

earnest cape
#

they explain pretty much everything from collision to LODs

frail coyote
#

Ok, I think that I figured it out. When I imported the mesh it was tiny, so I boosted the build scale to 100, I changed that down to 20, and rescaled in the level, and it seems to have fixed it

earnest cape
#

Ah yeah it's best to just have it at the right scale from the start

frail coyote
#

that is true

earnest cape
#

like it's fine to scale meshes, but there's always some risk of weird things happening lol

fast crystal
#

And so it begins

sharp crest
#

Hey, let's say I have a multiplayer game, and I let people build structures that let them use the web browser widget thing. And it's only showing for their client (website they are in isn't replicated to other players), and I want to put my game on Steam, is there anything that can go wrong?
For example someone going to a bad website, picturing it, and reporting the game?
Even tho he chose to see that content and it's only showing for him.
Is there a better place to ask this?
Ping me for answers please

earnest cape
#

@sharp crest People will 100% go to porn sites if you let them. It's the same thing with creation games, people will always make penis shapes or whatever just because.

sharp crest
#

@earnest cape I'm not asking if they will, I'm asking if it can cause issues with Steam and people reporting the game for that in an attempt to take it down

earnest cape
#

I would look at how other games handled it, but from what I've seen, steam is very lax on that stuff

#

They do have guidelines somewhere too. You'll have to look that up

plush yew
#

hello

dry moon
#

Hi

plush yew
#

Hi

#

im very new to ue4

shy silo
#

how do I make a blue tint from my post processing volume? seemse differnet from vid im following

#

found it nvm

abstract marsh
#

Hey all, does anyone have enough experience with morph targets to answer a few questions?

#

I want to know performance hit. We have a character creation system that allows people to customize characters. Some things use bones, others use morph targets.

#

Players will make a character with the creation system, and the game has to load the characters into the scene.
If they all use the same 2 base meshes (male and female) with morphs applied, how heavy of a performance hit might this be?

#

Please @ me when you can. I could use your expertise!

shy silo
#

can I do something akin to commenting out with //in java to blueprints?

maiden sundial
#

How can i move the CapsuleComponent to the following position from an Animation Sequence which moves the character ?
I start this animation from a BT, if it matters

hoary silo
#

quick question, is it bad that my UE4 doesn't make a wooshing sound whenever I stop simulating?

abstract relic
#

it makes a whooshing sounding? πŸ˜›

spiral island
#

It used to

#

There’s a setting if you want it to continue whooshing

dry moon
#

LOL

#

I've never heard someone ask about the wooshing sounds

shy silo
#

amazing the things people wont question

#

my destiny raid group has never questioned my method of checking that everyone's ready by telling everyone who isnt here to say their name and it's never gone wrong

raven ledge
#

I'm using 3DSmax and Unreal isn't using local axis points when importing. am I gonna have to manually set all my objects to 0,0,0 to get it to inherit my rotation points i've set?

fierce tulip
raven ledge
#

oh, neat!

dry moon
#

Max doesn't have a game exporter?

fierce tulip
#

oh, his website is down. lame

#

not as proper as this tool no

raven ledge
#

generally speaking no Max doesn't have engine-specific import/export options

dry moon
#

Neato, they should get on that

fierce tulip
#

hehe

#

autodesk doesnt care about us small fries

raven ledge
#

I've been considering swapping to Blender once 2.8 is more stable and has better documentation.

#

as it is currently the documentation on features and changes is super sparce

#

worked like a charm!

#

gonna have to learn how to make collision meshes at some point though., seeing as it read the collissions as just a box for the pod inside

fierce tulip
#

ue4's auto generator handles collision generation quite well, but in some cases yea, you might need custom ones

raven ledge
#

I'm gonna be working with VERY low poly assets, so the sooner I learn to custom build my collissions the better.

fierce tulip
raven ledge
#

somehow it read the edges of the door as flat, which means there's a possibility that if I were to make it a physical prop it would just stand on it's edge rarely

#

oh, this is very easy.

#

I've done this sort of collision mesh before.

fierce tulip
#

if your mesh is super low poly (just a handful or so) you could opt to set the mesh to "use complex as simple"

raven ledge
#

oh? where is that?

fierce tulip
#

mesh viewer

#

you can actually generate quite a few collision primitives in the mesh viewer

plush yew
#

unreal wont run on my main local host account

#

:/

raven ledge
#

ok that was easy enough then

plush yew
#

😦

spiral island
#

Using primitives like boxes and capsules is even better

fierce tulip
#

^

plush yew
#

bc its says Eva^^

raven ledge
#

I can now have the player actually start inside the pod now.

spiral island
#

If your mesh can be approximated by a couple of boxes, that’s much better than using a complex shape

plush yew
#

i cant change it

fierce tulip
plush yew
#

no its bc i cant launch the editor

#

with my local account

raven ledge
#

the pods themselves won't be physical objects under normal conditions. if I feel like using them as such though, I'll set the collision back to simple as there's no reason to keep them in complex mode.

#

they're intended as static objects mostly.

plush yew
#

the path may not contain the following characters ^

#

i get that error

fierce tulip
#

whats your full path name?

plush yew
#

C:\Users\Eva^^\Documents\Unreal Projects this

#

i cant change it

fierce tulip
#

people making projects on their c drive hehe

#

then you'll need to move your projects to a place where it doesnt say eva^^

plush yew
#

yep

#

i figured it out lol

fierce tulip
#

yes because I just told you

plush yew
#

yep ^^

prime nymph
#

hey

#

im making a single player rpg game and want to have a guild/faction system with guilds giving the player good buffs on being a member. later i wanna have guilds become manageable by the player, but i cant find a way to implement this system. would anyone have an idea of how to go about this?

junior maple
#

hello anyone here that can answer me a question

worn granite
#

~6k

keen frigate
#

@junior maple Ask away and we'll see what we can do. πŸ˜ƒ

abstract relic
#

6k chicken specifically

junior maple
#

i want to start learning about making a game

#

but i been looking where to start with moeling a character

#

unreal engine doesn't have tools to model characters?

abstract relic
#

no

#

use blender, it's free

keen frigate
#

No it doesn't

#

Yeap blender is a great tool.

abstract relic
#

or maya or 3ds if you have 2k to spend

junior maple
#

wich one is the best, for stuff like thus

#

this

worn granite
#

what you can afford

junior maple
keen frigate
#

But, I have to say that learning to make a game and modelling a character are two entirely different things.

abstract relic
#

zbrush

junior maple
#

because i want to learn stuff like skin stretching

#

and all that

#

yes i know they are different

abstract relic
#

they're all tools, you can achieve whatever you want. They're merely different paths to the same thing

junior maple
#

but i have to start out with my character lol

worn granite
#

not really

junior maple
#

yes i know that but for example

#

blender has the stuff needed for all that?

abstract relic
#

yes

junior maple
#

okey thanks

worn granite
#

and if not, then you can find other tools

junior maple
#

they are all compatible?

worn granite
#

you'll need to get comfy switching tools

keen frigate
#

Why do you HAVE to start with your character when you don't know the basic rules/theories about making a game?

worn granite
#

^

#

Actually starting with a character model might even be a bad idea.

junior maple
#

why is this so

worn granite
#

It might totally not suit your game.

junior maple
#

where should i start then

abstract relic
#

indeed, you can use some starter assets and paragon

worn granite
#

you might find something fun but it doesn't feel right with your model.

fierce tulip
#

@keen frigate it takes a few years or more before people understand that the visuals are pointless if the gameplay isnt set in stone

#

but, its good practice one way or the other

keen frigate
#

Because you have to learn game design, game theory, flow and so many principles regarding proper game development.

junior maple
#

i mean, im not gonna start and make a game out of the poket my idea was to start learning modeling

worn granite
#

If you're going to one-man-army it, then go have fun. Don't let me tell you how you gotta go about it.

abstract relic
#

honestly, you should start out making spacewars, breakout, etc

junior maple
#

and once i make something i like, see how can i make that model do stuff

#

like mining

#

runing

#

ect

#

you know

abstract relic
#

your scope is too big

junior maple
#

lol i've got time

fierce tulip
#

if he just starts out, let him have some fun playing around before he focusses on actual gamedev

keen frigate
#

Nope, you have jumped ahead, if you want to make a game you have to fiirst learn about game design. Otherwise you will end up making a crappy game and not because you are stupid or something because you will be trying to create something without a plan/blueprint. design.

junior maple
#

of course

#

like i said, im not gonna make a game out of the pocket, if something make litle projects

#

that i can learn out of my mistakes

#

lol

keen frigate
#

@fierce tulip How many year must pass? We are some decades after pong????

junior maple
#

if it was that easy everyone would be making games

#

my point now is to learn

abstract relic
#

yep yep

#

just be prepared

keen frigate
#

All we are saying learning to model a character as your first step is a waste of time and resources if your end goal is to make a game.

abstract relic
#

for the headaches πŸ˜›

junior maple
#

yes i know lol

#

then where should i start then

fierce tulip
#

@keen frigate when you begin, its better to play around imho

abstract relic
#

In the epic launcher. There's a learn tab

#

In addition, all paragon assets are free

#

use those

fierce tulip
#

if you are not having fun when your journey just begins, meh can just as well go home

keen frigate
#

@fierce tulip Yeah to see if you like it after all, problem is that everything seems fun when you're at the beginning and learning new things.

junior maple
#

i agree

hoary silo
#

if you can, how do you wrap a decal around an object?

#

like in cry-engine

abstract relic
#

project image?

keen frigate
#

@hoary silo I suppose without stretching?

hoary silo
#

yes

#

that is what i mean

#

is it possible?

keen frigate
#

Not that I know of. What kind of decal do you want to wrap around?

hoary silo
#

A cube, or any other rounded surface

wary wave
#

decals don't work like that I'm afraid

dry moon
#

Uhhhh I think you need to do extra stuff in the material to warp it correctly

keen frigate
#

Ahhhh then you need this...

wary wave
#

tbh, UE4 decals are a bit rubbish in general

fierce tulip
#

they are powerful, but could use some under-the-hood updates

hoary silo
#

hmm

dry moon
#

Just look into how light functions are done and apply it to a decal material to warp it correctly

keen frigate
#

@wary wave @fierce tulip Yeah they need updating...

dry moon
#

Its almost the same kinda deal

hoary silo
#

@dry moon show me what you mean

junior maple
#

so the first thing i should learn is blueprints

abstract relic
#

some like to use bp starting off, others prefer cpp

keen frigate
#

@junior maple Actually the first thing I would suggest learning is game design theory but tbh you can learn whatever you like first.

junior maple
#

alright

keen frigate
#

Picture it like this. It's like you want to cook a meal but you decide to buy the materials first without learning the recipe.

junior maple
#

is there a class for that in UR

#

epic games

abstract relic
#

yes

dry moon
#

@hoary silo I think it would be better to use @keen frigate method of mesh decals

#

It'll be better for your performance

hoary silo
#

ok

abstract relic
#

epic games has a bunch of live streams

hoary silo
#

i'll look into it

abstract relic
#

udemy if you have a few bucks on hand

junior maple
keen frigate
#

Coursera has a fantastic game design course the only downside is they use Unity.

abstract relic
#

and use the doc

hoary silo
#

@dry moon just curiouse, but those mesh decals wrap around the objects and act like a decal?

keen frigate
#

You basically use part of the mesh as a decal hence they fit perfectly no matter the surface.

dry moon
#

^

hoary silo
#

interseting, can you send me a good tutorial on how to use them

keen frigate
#

So if you want to wrap a decal around a cylinder you create a cylindrical decal etc, etc,

dry moon
#

because there is no good method to have it warp correctly without having issues of moving the mesh with triplanar projection

#

the thing would stay in world space rather than the object space

#

Its best to use that method

hoary silo
#

thx

novel ember
#

How would I go about doing the math needed to scale a rotated mesh along a "world space axis" as opposed to scaling it in local space?

hoary silo
#

@keen frigate im not understanding how i would set up a mesh decal

novel ember
hoary silo
#

oh, thats easy

#

are you doing this through blueprints or editor

novel ember
#

BP

hoary silo
#

that node right there

#

or you could use this, and right click on the transform node (orange node) and click "split struct pin"

novel ember
#

the mesh is the child of a scene component

junior maple
#

i opened a project file i downloaded from the epic games and it all looks black

#

when it should look like this

hoary silo
#

@junior maple i've had that problem before

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solution: get new graphics card

junior maple
#

what can i do

#

lol

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i have a 1080ti

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wtf

hoary silo
#

huh, wierd

#

try creating a new level and see if its still black

whole quarry
#

the map you have open is Untitled, its empty

#

have you tried to open a different map?

hoary silo
#

thats what i said

junior maple
#

nop

hoary silo
#

it just the map then

junior maple
hoary silo
#

try opening it again

junior maple
#

i've tried reopening it several times

whole quarry
#

it makes sense to be black

#

there is nothing in it

junior maple
#

i downloaded it from the epic games classes

whole quarry
#

look at the Wolrd Outliner

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its empty

junior maple
whole quarry
#

open that map then

novel ember
#

using world scale 3D is still working off of a local rotation

junior maple
#

what do you mean open that map

whole quarry
#

those stuff is in a example/showcase map

#

the map is called Blueprint_EssentialsConcept

junior maple
#

oh i see

#

how do i open it as a map

whole quarry
#

find it in the content browser

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double click it

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and it opens then

keen frigate
#

@hoary silo If you want to just wrap a simple design decal around a corner, just create a corner in any 3d software, unwrap it so the that the texture of the decal warps around the corner properly, export it as .fbx then follow the instructions on the links I posted.

If you want to wrap it around a corner of a particular mesh, export that mesh to a 3d software of your choice, delete the mesh except the corner you want to apply the decal to then follow my first instruction.

junior maple
#

look

whole quarry
#

weird

finite slate
#

hey guys, I am trying to change the texture of the sun

whole quarry
#

check if its there via the windows explorer

finite slate
#

but I have no idea how

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I can't find the texture for it

fierce tulip
#

dont look right into it

whole quarry
#

@finite slate open the material and study it

finite slate
#

I can't find the material

#

there is none

whole quarry
#

select the mesh of the sun and look at the material

finite slate
#

Again, there is no mesh

#

I can't find the sun

#

I can't click on it

fierce tulip
#

the sun is in the skybox material

whole quarry
#

if you mean the sun from the skybox, its in the material of the skybox

fierce tulip
#

and I think mathematically added

keen frigate
#

if you mean the Directional light just change the color of it.

finite slate
whole quarry
#

its set in the construction script of the blueprint

finite slate
#

Could I make a reference in my blueprint and replace the math with it?

#

also that isn't the final product that is just a test to see what it would look like

whole quarry
#

its changing a few nodes in the material

keen frigate
#

Just click on the sky sphere, open the material and replace the color node with a texture node and add your texture.

finite slate
#

thats it?

#

I was thinking I could replace that whole thing with a texture node

#

geez

#

it's even simpler

keen frigate
#

Well that is what's giving the sun it's color.

fierce tulip
#

doubt thats going to work properly hehe

keen frigate
#

Yeah with the intensity of the sun no matter what pattern /texture you place it will still be bright.

#

@finite slate Care to share with us what exactly you are hoping to achieve?

finite slate
#

Something pretty similar to outdrive

#

I wanna get the things right that they get wrong

#

in my own version

#

I wanna make a more artistic version of outdrive with less gameplay worries

keen frigate
#

That sun would be more easily achieved with a plane, a texture and a mask.

finite slate
#

Exactly what I was about to get to

#

I was thinking if I could figure out how to move the anchor point, I could attach the sun to the car]

novel ember
#

"a more artistic version of [game] with less gameplay worries", huh

finite slate
#

Yeah

#

People were saying they played outdrive for the aesthetic, the music synchronization

#

they said they found themselves worrying about the not so great gameplay too much

#

and couldn't enjoy it for what it was

#

I bought the game since it is on sale and I agreed

#

The game doesn't sync with the music very well

#

the gameplay is kinda clunky

fierce tulip
#

try Thumper

keen frigate
#

@fierce tulip oooohhh that game rocks

#

especially in VR

fierce tulip
#

yea, especially when you are high on life :p

keen frigate
#

yeap πŸ˜›

finite slate
#

Ok is there a way I could move the anchor point of a blueprint component?

#

I tried using arrow component

keen frigate
#

@finite slate You could always treat it like a camera and attach it at the end of a camera boom

#

or create the sun in your 3D software with the anchor point where you want it to be.

finite slate
#

both great ideas

#

lemme try the camera boom first

#

dang it wait I can't add constraints to the cameraboom

ebon thistle
#

Hey guys! Does anybody here work with world machine + ue4 and willing to help a fellow newbee ?

keen frigate
#

@ebon thistle Hi πŸ‘‹ I'm here but haven't used world machine.

plush yew
#

πŸ˜ƒ

plush yew
#

can some people recommend me some cheap full-body mocap

#

that would be tasty

vale silo
#

no such thing

#

but then again, "cheap" means different things to different people

#

what's your budget ?

plush yew
#

like nothing above $300

#

@vale silo

vale silo
#

Brekel Kinect 2

plush yew
#

I have a kinect, but i works like shit

#

with that

vale silo
#

don't expect clean capture

plush yew
#

how do I clean it up?

vale silo
#

you need Kinect 2

plush yew
#

I have it

vale silo
#

dunno, never used mocap myself

plush yew
#

ok

#

thank you

vale silo
#

np

storm venture
#

hey, anyone know a solution to the rolling ball template bug?
where the ball gets popped up when rolling over seams between meshes

#

apparently it's a floating point rounding error, so the ball thinks one surface is higher than the other, but surely there should be SOME solution, it's been a bug for years

oblique sorrel
#

Is it possible to create a library of buttons, text boxes, etc. that look the way I want, and then export them for use in other projects?
If so, any tutorials on the topic?

thorny cipher
#

best way to do switches in bp?

#

e.g you have a value, and you want to check if its < 100, > 200 >300

#

i guess lots of branches

#

Β―_(ツ)_/Β―

oblique sorrel
#

Yep, a lot of branches. There's nothing like if, else if, else in Blueprint.

thorny cipher
#

😠

oblique sorrel
#

And switches don't really work on bools regardless Β―_(ツ)_/Β―

#

You can make it into a macro/function library for future reuse, though

abstract relic
#

Eh, you can do a for loop and run a check through that

oblique sorrel
#

Only if the increments make sense, and you check x>y where y grows in increments of 10/20/432/5543 or whatever

#

Doesn't work if you need to compare to 20 first, then to 6665 and lastly to 739002

eager anvil
#

hi everyone! what is the best poly limit for props?

grim sinew
eager anvil
#

Fuck ya, thanks @grim sinew !!

grim sinew
#

The list is a little old, but still accurate since there hasn't been a new console generation just yet. It was compiled by the polycount forums, when someone from turbosquid asked for guidelines on what the site should consider to be game ready assets. So that list is generally what the polycount community, or at least those that saw the thread, agreed upon

eager anvil
#

this is still amazing nonetheless, extremely thankful someone took the time to type this out

#

you saved me alot @grim sinew !

storm venture
#

can you give 3d text / widgets normal maps or some way of mimicking depth?

grim sinew
#

UI is unlit, so you need to just paint it onto the texture before you import it