#ue4-general

1 messages Β· Page 396 of 1

wary wave
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you're just going to have to debug it

languid sandal
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Would you guys suggest dedicated servers for multiplayer ?

wary wave
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I would suggest dedicated servers if;
A) You know why you need them.
and
B) You can afford the infrastructure costs.

languid sandal
#

@wary wave if you didn’t do a dedicated server what would be your alternative?

wary wave
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listen servers

languid sandal
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Thank you πŸ˜ƒ

lusty vigil
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any idea how i can get my original third person camera boom back? the spring arm only has a "default" category and this leads to strange behavior q_Q

bleak basalt
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Hi folks, I have two players (second player is created in level blueprint) and I have two pawns placed manually in the level. I also have two gamepads connected.

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What I expected was that one controller would control PawnA and the other would control PawnB

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instead both gamepads control PawnA

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Does anyone have advice to rectify this

dim dragon
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@wary wave Drat. Oh well :^)

wary wave
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hehe

torpid hedge
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usually it's better practise to spawn the pawn from controller PostLogin and possess it

wary wave
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^

torpid hedge
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not in every case tho

dim dragon
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@bleak basalt I mean, they're sending the same commands. What's your input parser? Are you using the built in controller system, xinput or something else?

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Have you created Player 2?

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As in, not just a character but a controller ID?

bleak basalt
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So, I'm new to this and clearly I'm missing some key information after reading your questions πŸ˜„

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I have input events defined in the project settings

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in my Pawn I'm using the PlayerInputComponent to bind to the axis names I setup

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in my level blueprint I'm creating the second player with a Controller ID of 1

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I'm trying to have local multiplayer without splitscreen

dim dragon
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Under project settings, "Maps and modes", "Local multiplayer", uncheck "Use Splitscreen"

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Also

torpid hedge
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don't do it in level blueprint

dim dragon
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When you create a player, you need to create a player with a Controller ID of -1 which will take the next available controller instead of treating both as a single input

bleak basalt
gleaming creek
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Thanks @maiden swift , I hadn't seen Texture Haven before, looks nice

languid sandal
#

Hey guys how do I go about assembling a team?

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Do we all just kinda understand that we are a indie group trying to make a game, or would I have to pay minimum wage?

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Or would we split total earnings ?

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What do you guys usually do?

dim merlin
dim plover
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How do people load assets, particularly in a packaged project? There is so little documentation or examples from people using TSoftObjectPtr/TSoftClassPtr. Things work (albeit somewhat mysteriously) in PIE, but it's failing to get the asset from a the .pak in a packaged build.
EDIT: Fixed -- Asset was not included in a packaged build. :(((((((((((

unreal spoke
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How to hide an actor only when in editor mode?

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I mean something like the "Hidden in Game" checkbox

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well... for practical reasons I think it makes more sense to hide just a component, not the whole actor. Then, how to hide a component just in editor?

sick escarp
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That does also cause it to become invisible while playing but if you want to not see it while doing something you can hide it

unreal spoke
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@sick escarp Thanks but I was looking for a more permanent solution. I guess there is nothing like that.

dim plover
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Maybe there is some Blueprint code that is something like, "If Editor".

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You could do it in C++.

native cradle
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Hi,

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I was playing around the ARkit plugin code. But when I compile and run the project, plug in files are not updated

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Do I need to compile the plugin separately?

gleaming creek
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@unreal spoke A bit of a hack, but you could make it invisible, and then set it back to visible on BeginPlay inside a Blueprint

unreal spoke
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@gleaming creek hmmm, cool. I'll try πŸ˜ƒ Thanks

flat trail
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How do i go forward on hiring someone to make a script for me in unreal engine? πŸ˜› Is it here on discord? Because i need an evalution on how long time it takes and price etc ..

rocky kayak
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the #looking-for-talent board has loads of postings for things like that, check what others have posted for an idea

wary wave
abstract marsh
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I consulted folks maybe a year ago on a few things and

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All I can say is I was right all along lol

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You can trust the expertise of people more experienced with some things you haven't worked with but

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In the end, your research is what matters

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Right now I'm looking into IK rig animations, created real-time procedurally

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I was told this tech isn't really out there and it's expensive, and all I'd need is 2-bone IK

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That's completely wrong since full-body IK can produce some awesome results

abstract marsh
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This is old but I'm rewatching it for a third or fourth time

rocky kayak
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yea it's a great presentation

abstract marsh
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I'm researching heavily into animation technology atm

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I even bought a mocap suit in 2017 for use with my project

timber relic
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Something really weird just happened to my account. Can't download anything from the marketplace or, well, even a new engine.

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Anyone seen that happen to them?

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Tried multiple computers, it's clearly the account, not the install.

wintry willow
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like it doesn't download when you click it?

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the tree on left is a foliage painted instance of the mesh on the right. why are the uv's on the bark scaled all wonky?

timber relic
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Yeah, I push the button and nothin' happens.

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I can log in and out of the account, so I'm not locked out.

wintry willow
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What does the downloads section say?

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Maybe reinstall the main epic application

dire coral
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any one know how fornite is making their map is it made in ue4 or some modeling program

plush yew
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in unity i heard

dire coral
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πŸ‘ πŸ‘ brvo

timber relic
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I literally installed it on a new computer on a different network. Same results. (Cell hotspot) Everything looks normal.

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Welp, if people don't recognize the issue, that's probably good

sonic tinsel
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Can anyone help me with exporting from blender into unreal?

dire coral
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have you tryd to export it as fbx file ??

sonic tinsel
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Yeah that's what I'm doing

vale silo
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can someone tell me if 4.22's Niagara works on Android, por favor ?

abstract relic
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There’s near 5000 people on this server. Just ask your question

vale silo
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I just did

wary wave
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I believe Niagara would work on Android

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I see no reason why it would not

vale silo
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I know it wasn't supported on Android in 4.21 and there is no word in release notes for 4.22 about Niagara + Android..

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I wonder if @glad saffron has some info about that 😏

fierce tulip
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stream last night he said there will be mobile support, but it takes time. first focus on pc, then optimize/change stuff for mobile

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with possibly a clean cut depending on how old/weak the phone is

timber relic
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Mornin, Luos

fierce tulip
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ello

plush yew
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allo

vale silo
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@fierce tulip so basically no android support in 4.22 ?

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it's not for the phone really, but for Oculus Go (Qualcomm 821) and Oculus Quest (Qualcomm 835 presumably)

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which are Android based

gleaming creek
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More out of random curiosity than for anything else, but is there actually a market for more "normal PC games" to be ported to phones?

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I'd imagine that the touchscreen controls would be crippling in most cases

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As would the tiny screen

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Yet apparently Fortnite on phones is very popular

vale silo
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depends on the game, but usually no, it doesn't work well when normal PC games are ported as-is to mobile

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on top of that the audience is quite different on mobile and their expectations are quite different from PC crowd.. Fortnite is Fortnite, you can't just use that as a reference and apply across the board

gleaming creek
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Yes, I don't think phone players want to actually pay for anything

wary wave
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Fortnite is F2P, but also massively popular

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PUBG has more players on mobile than PC now, to my knowlege

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which is insane

plush yew
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phone games are meh

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i dont understand anyone who finds phone games entertaining

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pubg players must be playing durring lessons in school lmao

wary wave
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Chinese market, mostly

gleaming creek
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I have that same problem, but I think I'm just an obsolete fossil out of touch with the youth of today

plush yew
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PC games are the most addicting thing eva

gleaming creek
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I did once have an old Windows Mobile Device which could play the original Lemmings, that was cool

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But it worked because the thing had a stylus

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Playing it with touch controls would have been impossible

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But I mostly prefer first-person games, and those just don't work well on anything but PC

plush yew
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im hungrey

vale silo
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I haven't seen too many adults playing on phones

lofty mountain
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chicken wings

vale silo
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and whoever I saw played Candy Crush

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cuz there isn't much time / opportunity to play games when you are at work

sonic tinsel
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I'd say yeah considering you've got old school PC/console centered games coming to phones like GTA SA, 3, VC, plus diablo (ugh) and pubg

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@gleaming creek

vale silo
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but Diablo for mobile is not a straight port of Diablo

sonic tinsel
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Well neither is PUBG

gleaming creek
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GTA might work

vale silo
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and most likely it will appeal to Asian gamers

sonic tinsel
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tru

gleaming creek
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Though I'd imagine some of the challenges would be insanely hard

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like that boat race

sonic tinsel
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Moral of the story is yes there's a market for pc-like games on mobile

gleaming creek
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I don't think you're meant to play phone games at work, but rather when on public transport or something

timber relic
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sez you

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πŸ˜ƒ

sonic tinsel
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I'd probably play arma on mobile if it were available and they could find a way to make it not shit lmao

timber relic
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(I am catching them all as we speak, I admit)

gleaming creek
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When I'm at home I'd rather play on my PC

vale silo
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public transport in USA? Maybe in some selected coastal cities only πŸ˜›

sonic tinsel
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that'll never happen but...

gleaming creek
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Weren't we just saying that mobile gaming is popular in China and Japan, where they have a lot of public transport?

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There's also a lot more of it in Europe

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... just not in the part I live in

wary wave
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I think it's more that space in the home is much smaller, and that mobile devices are quite cheap

gleaming creek
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That is true, but if you have a PC, I don't see why you'd want to use a phone

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(For gaming, anyway, they're useful for other things of course)

wary wave
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if you have a $200 PC....

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PCs are less common in Asia

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internet cafes are still very much a thing

plush yew
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lol

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asia is like

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3rd world

wary wave
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a while back I went to a gaming cafe in KLCC and it had something like 500 seats

plush yew
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lol

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oh i watched chinese anime

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and it was about playing games in cafe

frosty copper
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I mean.. Phones arw still personal computers πŸ€”

plush yew
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my phone is top tier

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but so useless cause battery lasts for 2h

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LMAO

frosty copper
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X)

fierce tulip
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bit off-topicey <_<

timber relic
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Phones are cyberdecks

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you have to jack in to the matrix.

gleaming creek
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Only moderately off-topic; I was wondering if it would be worth porting a UE4 game to Android

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The engine supports it handily

frosty copper
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Depends on the game

gleaming creek
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But you'd have to handle a way of getting the controls to work

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and I'm not sure it'd be worthwhile at all

frosty copper
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Ye, hence;depends on the game and how much you'd want to test the controls πŸ€”

gleaming creek
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Would probably be okay for something with fewer controls, like a walking sim

wintry willow
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@sonic tinsel what's the blender export question?

sonic tinsel
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can you dm me?

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its kind of complicated

wise barn
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Hey
If I have seperate mesh: head + body
I don't want to merge them I only specify the location of them. If I make specialy animations can I walk in game with head following body?

sonic tinsel
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@wintry willow

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yes @wise barn Just parent your head mesh to your body's neck armature in the viewport

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I could be wrong im a little new to all this, but afaik that will work

wise barn
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In blueprint

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When I want to cast 3rd person character

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Cast it to body?

sonic tinsel
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Not sure

wise barn
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@sonic tinsel where do I parent?

sonic tinsel
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In the viewport of your character

wise barn
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I don't want to merge both squeleton

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U mean socket head on body?

sonic tinsel
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Yeah

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To your armature's neck bone

wise barn
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Not stupid Idea

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Will try

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Ty

sonic tinsel
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lol you're welcome

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If you're trying to make head movement separate from body you can use an animation blendspace for that

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That way you can just have 1 model for the head and body

wise barn
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Stupid question

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When I created my project , I used no template

sonic tinsel
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No such thing as stupid questions πŸ˜ƒ

wise barn
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Can I add 3rd person character template now

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Or impossible?

sonic tinsel
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I believe if you create a new 3rd person template project, you can just copy the assets from it into your project

wise barn
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Ty

wise barn
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Wow very realistic

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Nice work

frail hornet
wise barn
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Hair could have been a little better

abstract relic
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You can import templates directly from the project. Push that lovely green Add button in the editor

wise barn
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@frail hornet which app do u use to make meshes?

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@abstract relic thx

abstract relic
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That’s zbrush

wise barn
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Ik

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I want the app to make meshes

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@abstract relic zbrush is for textueing I believe

abstract relic
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Also, this is not the place to be showing off your art 😜

wise barn
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If he can help us why not

frail hornet
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Hi guys, I've been working this Project called "Batman:Knightfall" since like 6 months (planning from more than an year). So Everything seems perfect (working on the albedo texture tho) in Zbrush and Blender.. But when I get this in UE4 it seems disappointing.. What am I missing?

plush yew
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Stop advertising

frail hornet
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Thank you @wise barn

plush yew
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Your sht game

sonic tinsel
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lmaoo

frail hornet
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This is not advertising.

sonic tinsel
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tough crowd

plush yew
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It is

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Lol

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How is it not

frail hornet
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I'm asking for help...

wise barn
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He needs help

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XD

plush yew
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It's still advertising

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Lol

frail hornet
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It looks like shit in UE4, you guys can see that right

wise barn
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Sorryy I am still new to UE4

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Cannot help

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I need more help than u xD

abstract relic
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Is it rigged yes?

frail hornet
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No not yet.. But it's going to be with the help of Morphs @abstract relic

wise barn
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@frail hornet which app did u use for mesh?

frail hornet
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@wise barn ZBrush

wise barn
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Free?

abstract relic
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Lol no

frail hornet
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Not it's not free mate

vale silo
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@wicked tiger @elfin jacinth @gleaming narwhal by chance, do you guys have any news about UE4 roadmap? Is it dead yet?

wise barn
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Can any of Maya/Max/Mobu used to create meshes? Or only anims?

next badger
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Any Niagara users alive?

frail hornet
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Yeah sure, but they're not free either (I dont know about Mobu tho)

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So any expert fellas online here who can help me please?

vale silo
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@wise barn Blender is life

wise barn
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@frail hornet I got 3 free years for all AutoDesk apps

frail hornet
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@vale silo well said, mate!

wise barn
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If u sign up as a student

frail hornet
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@wise barn Yeah? Great! πŸ˜ƒ

next badger
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@wise barn Modo? yes, each one of them is capable of making models

wise barn
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@frail hornet do u use a graphic designer tablet to make ur models?

next badger
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MoBu - Motion Builder?

wise barn
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Yea for anims

next badger
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motion builder is not

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just for animations

frail hornet
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@wise barn Yeah, Wacom ctl-671

vale silo
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if you plan on joining some AAA studio @wise barn then for sure grab Maya/MAX/Modo on student license and learn it. If you are an indie dev, get yourself Blender, Akeytsu and GIMP.

frail hornet
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Ok, Could guys at least tell me what's the best to get suggestions and help? Please _/_

next badger
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i have to admit, Motion Builder is probably the best tool for making animations (cant compare to Messiah)...but hell expensive

vale silo
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eeeh, no, it's not the best tool

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although it's good with mocap

wise barn
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@next badger u can get free 3 years

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Mocap suit is very expensive

abstract relic
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Check your normals make sure you export as fbx. I’ve never had an issue importing zbrush to blender asset into unreal πŸ€·β€β™€οΈ

frail hornet
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Mocap is not expensive if you use kinectt....

next badger
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@vale silo the best i've worked with...i've worked with mocap as well, the one from Vicon

wise barn
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@frail hornet I was THINKING the same

frail hornet
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@abstract relic was that last one for me?

wise barn
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Does it work?

frail hornet
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@wise barn Works awesome!

wise barn
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Needs specifc apps?

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Other than Mobu

frail hornet
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@abstract relic I followed the same thing.. But there's something I'm missing.. I think it's the eyes part.........

next badger
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@frail hornet how does it look in Marmoset?

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the model

wise barn
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@frail hornet mind asking how much costs the tablet?

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I'm still a teenπŸ˜…

frail hornet
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@wise barn yeah probably.. I mean I never heard Mobu before but Kinect needs Brekel Mocap Studio or something similar to it

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@next badger I didn't try

pallid compass
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Kinnect is trash for mo cap

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Don't forget that

frail hornet
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@wise barn Ummm... like 112 usd dollar? I'm from India.. so here it was 8000 rs

pallid compass
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Unless you are doing an old person :p

vale silo
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iPi Soft with several PS Eye cameras is good, or so I heard

wise barn
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@frail hornetoh it works well?

frail hornet
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@pallid compass Yes, but If you have the refining skills. You can do it

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@frail hornet It's been 6 years since I bought it.. No issue at all

pallid compass
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Honestly I'd rather work from scratch than with kinnect

wise barn
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@pallid compass I am not a company. + I am still learning

pallid compass
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Data is always insanely dirty

wise barn
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I am not willing to pay 4000$ + for a suit

pallid compass
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But that's just me

wise barn
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If Kinect is decent no pb

vale silo
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you can make a sculpture with a rusty nail.. Doesn't mean it's the best way to do it @frail hornet

pallid compass
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I paid 2000 ish for my suit

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Howevet

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Kinnect is so good for facial

frail hornet
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@pallid compass Yeah you're right

plush yew
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Hello guys I have a problem with my project: The first project is when the character that runs when he is dead the movement is disable-okay but I can move the camera-how to fix this problem?

abstract relic
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You don’t need mocap

pallid compass
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I think kinnect is insane value for quality for facial capture but body capture is so meh

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Mo cap is good for providing a good base if it's not dirty af

vale silo
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if you are not willing to pay for anything @wise barn , then get free tools and make do with them

frail hornet
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Yep @pallid compass

pallid compass
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But even my suit has issues

wise barn
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@vale silo I didn't say not paying

plush yew
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anyone can help me?

pallid compass
#

Neuron perception is amazing but

wise barn
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But I am still dependant of my parents

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I cannot get everytjing

pallid compass
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Is weak af if I get someone to do acrobatics

frail hornet
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@vale silo So that means that sculpt doesn't look like Jon Hamm ( at all ) ?

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@pallid compass and at Fighting scenes too

vale silo
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what's your goal anyway @wise barn ?

wise barn
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Learning

pallid compass
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Perception is not bad for fighting if it's choreographed

vale silo
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right, but the end goal I mean.. Working for AAA game studio ?

pallid compass
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Because u can change combat momentum easily

plush yew
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anyone?

frail hornet
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Yeah, exactly.... @pallid compass

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@plush yew What's your problem mate?

pallid compass
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Well I say easily but u know

plush yew
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I have a problem with my project: The first project is when the character that runs when he is dead the movement is disable-okay but I can move the camera-how to fix this problem?

abstract relic
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Grab blender, gimp, and watch some tutorials on YouTube. All are free

plush yew
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@frail hornet

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the game is like subway surfes

frail hornet
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@plush yew I'm also in trouble.. but I'm replying you because I don't someone like me to get out of this place disappointed again..

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*I dont want

plush yew
#

?

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I couldn't understand you

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aaa okay

abstract relic
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Use Disable input node

plush yew
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can you help me? @frail hornet

wise barn
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@vale silo not familiar to much with names like AAA/RPGπŸ˜… But my end goal is to make a decent multiplayer shooter game with nice anims and nice characters

frail hornet
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@plush yew Have you created collision boxes or something so he doesn't fall where don't want him to

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?

plush yew
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in my project I found 3 problems but let's solve them one by one

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no, I didn't create a collusion boxes

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hmm

vale silo
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lol, if you are not familiar with "AAA" and "RPG", you are doing it wrong.. Go play some games first, a lot of games, then come back

plush yew
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I created on the tile when he runs this collusion:

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@frail hornet

frail hornet
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Then where is he falling to? Like out of the entire scene? or something?

plush yew
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no

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he isn't falling

frail hornet
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So?

plush yew
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when he is dead the moevement is disabled, but I can move the camera when I move my mouse

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I want to fix this problem

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do you understand me?

wise barn
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So u want to lock camera mouvement when he die

frail hornet
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This try disabling input node or use Respawing or something...

plush yew
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yes @wise barn

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but I don't know how

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say me the steps please

frail hornet
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Can anyone at least tell me what's the best place to get MY problem solved? Please.. I'm begging I've been working on these characters like from 3 months and I get same kinda result for every one of them... PLEASE

plush yew
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when he is dead the screen is this:

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? @frail hornet

frail hornet
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Check this out..

plush yew
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okay

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and?

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aaa

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ops

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thank you for now

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lol

frail hornet
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Check if it might work

abstract relic
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πŸ€¦β€β™€οΈ

plush yew
#

i did this bro

wise barn
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@plush yew try to disable camera

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When he die

plush yew
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okay]

frail hornet
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Thanks sherlock

plush yew
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but in the "death function" or to disable it in thirdperson bp?

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lol

wise barn
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I don't know what u did

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But

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Say

plush yew
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or here?

grim ore
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WTF?! lol πŸ˜‰

wise barn
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When x Dies -> Disable camera

plush yew
#

?

abstract relic
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Speak of the devil

plush yew
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okay so in the third person bp to disable the camera?

frail hornet
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disable in the camera because if it's a game like Subway surfers you would only need the camera to go forward not any others..

wise barn
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@plush yew idk where

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When x Dies -> Disable camera

plush yew
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okay

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hmm in thye death function I think

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hmm

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πŸ€”

wise barn
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Maybe

frail hornet
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Ok guys.. Thanks for the help everyone

wise barn
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Try

plush yew
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😭

wise barn
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@frail hornet soeey but still new

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XD

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Not like this

plush yew
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hmm

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how?

abstract relic
#

At such point @grim ore , your video is the last line of defense 😜

plush yew
#

what is the name of the command for disabling the camera?

wise barn
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Wait opening my fps project

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I forgot

frail hornet
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It's in the details tab I guess. It's been a long time for me to create games in UE4/

plush yew
#

then?

wise barn
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Oh yes

#

IsDisabled

#

Try to search for IsDisabled

plush yew
#

hmm

#

😭

#

again

#

xD

wise barn
#

I forgot

#

I used it when Aiming

#

So I disable follow camera and enable aiming camera

plush yew
#

a ok

#

I will wait anyone to remember

wise barn
#

I am trying to remember

plush yew
#

lol

#

okay no problem

frail hornet
#

@abstract relic Thank you for replying sir/ma'am.. You were the only person who gave at least one suggestion

plush yew
#

yes

frail hornet
#

Ok guys.. Bye

plush yew
#

Bye @frail hornet πŸ˜ƒ

wise barn
#

@frail hornetbye

#

πŸ˜‰

plush yew
#

πŸ˜ƒ

frail hornet
#

"I am thankful for all of those who said NO to me. It's because of them I'm doing it myself" ~Albert Einstein

plush yew
#

I have one general question: When I have question to use this link that you sent me and there to write my question and 99% it will help me?

#

😭 @frail hornet

frail hornet
#

@plush yew It might

#

@plush yew Best of luck for your project !!

wise barn
#

@frail hornetI didn't say no. I don't know. SryπŸ˜…

frail hornet
#

I wasn't talking about you, pal @wise barn They know!!

#

Bye guys!

wise barn
#

Bye

frail hornet
#

Keep learning! @wise barn πŸ˜ƒ

plush yew
#

yes

wise barn
#

Good luck for ur project

plush yew
#

thank you for the help

#

I am still waiting lol

frail hornet
#

@plush yew welcome

plush yew
#

?

frail hornet
#

@wise barn thanks

plush yew
#

good luck for your project too @frail hornet

grim ore
#

they linked you a video on how to disable input, that is what you need to do. disable the game input that is allowing the camera to move.

frail hornet
#

@plush yew Thank you so much

plush yew
#

πŸ˜‰

#

πŸ˜ƒ

frail hornet
#

@grim ore BTW, I'm a huge fan sir!!

plush yew
#

lol

grim ore
#

πŸ˜ƒ Glad to hear

sudden hazel
#

Hello all. I have a collisions related question. Can I ask that here ?

frail hornet
#

The Glorious Pictures have left the chat.

plush yew
#

I typed "how to disable camera" but I found other results not this that I want to see

wise barn
#

Wait

#

Opening proje t

plush yew
#

then?

#

I opened it @wise barn

wise barn
#

I am openong my project

#

To look for it

plush yew
#

a okay

#

I am waiting lol

#

πŸ˜ƒ

wise barn
#

@plush yew get a reference to the camera

#

Than search for Deactivate

plush yew
#

okay

#

cool

#

okay but where to match this? after which?

#

I want to deactivate the camera after he is dead

wise barn
#

When the player die

plush yew
#

after this?

wise barn
#

Yea i think

plush yew
#

okay

#

I will try

#

omg

#

I can move the camera up and down with my mouse again 😦

#

@wise barn @grim ore

whole quarry
#

just make a boolean IsDead, set it to true when dead, have all inputs check that bool before moving anything

plush yew
#

okay and this that you describe me how to looks like

#

and one more question the default value of the boolean to be true? @whole quarry

whole quarry
#

is the player by default dead?

plush yew
#

nope

whole quarry
#

then no

plush yew
#

okay

#

something like this? @whole quarry

wise barn
#

u can share ur blueprints with us through

plush yew
#

a okay

#

cool I don't know this thank you bro @wise barn ❀

wise barn
#

WelcomeπŸ˜‰

plush yew
#

how to paste them copy and then paste?

#

only?

#

thank you

wise barn
#

Yes

plush yew
#

okay

#

which is the link to send to you?

#

this ?

naive burrow
#

How do i add a character to my game in UE4?

wise barn
#

Yep

naive burrow
#

im new to UE4

#

very new

wise barn
#

@naive burrow 3rd person character?

naive burrow
#

have been using Unity for over a year

#

3rd person yes @wise barn

wise barn
#

Or NPC?

naive burrow
#

or 1st doesnt matter that much but preferebly a 3rd person

#

player character

wise barn
#

Do u have a mesh already?

naive burrow
#

no isnt there like a standard asset?

#

that comes pre-installed?

wise barn
#

It is a robot

naive burrow
#

can you control it?

wise barn
#

Yep

#

Just press play

naive burrow
#

okay how do i add it?

wise barn
#

Just choose 3rd oerson character temppate

#

When creating project

#

Or using the green button

plush yew
#

did you see the bp that I sendt in pastebin?

naive burrow
#

but i chose blank project

wise barn
#

Click on the green button

#

Add New

plush yew
#

@wise barn

wise barn
#

Yea?

naive burrow
#

then ? @wise barn

#

how do i control the robot?

plush yew
#

did you see the bp? @wise barn

naive burrow
#

i can't control the robot

wise barn
#

@plush yew yea

#

I think it should work

maiden sundial
#

Is there a way to change a mesh into gravity particle ?

wary wave
#

'gravity particle'?

plush yew
#

okay

#

but not

#

😭

#

I can move teh camera again

maiden sundial
#

Well, particle which are slowly falling πŸ˜„

#

Or flying, depends

naive burrow
#

@wise barn why cant i control it?

plush yew
#

@wise barn

#

how to fix?

grim ore
#

@naive burrow if you imported the third person content pack you now need to set your default game mode to the third person game mode. Project settings -> Maps and Modes -> Default Game Mode

naive burrow
#

ok thank you @grim ore

plush yew
#

how to disable the camera when my character is dead? @grim ore

#

what happened with you @wise barn

grim ore
#

you need to disable the input on your player controller to prevent any input event from firing (mouse look move, character move, etc.), a video was linked when you first asked with that information.

plush yew
#

okay can you send it again?

#

so to don't make this that you describe with if condition? @grim ore

whole quarry
#

If IsDead = False, then set it to true etc

#

it doesnt make sense if IsDead is True to set it to True..

plush yew
#

hmm

#

I don't understand you completey

#

the default vlue of the variable is set to false

whole quarry
#

the Branch checks the value of the IsDead boolean

#

if the value of IsDead equals True, then it doesnt make sense to set it to True again..

#

so if IsDead equals False..... then set it to True

plush yew
#

okay

whole quarry
#

so next time the function is being called, it sees IsDead equals True, so no need to redo that again, its already True

plush yew
#

okay

#

yes

#

I understood now thank you for the explanation

#

now is this

#

then what to do?

hearty aurora
#

hi

plush yew
#

hello πŸ˜ƒ

#

@whole quarry

fierce tulip
hearty aurora
#

i cant written this channeol

fierce tulip
#

read the pinned message in that channel

hearty aurora
#

dont working ...

fierce tulip
#

read.
the.
Pinned.
Message.
thank you πŸ˜ƒ

wise barn
#

Hello

#

Any1 can help me with particule systems pls

gleaming lotus
#

I'm having issues getting rid of a plugin I am removing from my project - every time I load up I get this.

hearty aurora
#

yes

#

yes

plush yew
#

eho @whole quarry

whole quarry
#

Hi

plush yew
#

hello

#

whatt o do

#

what is the next step? @whole quarry

#

when I made this?

whole quarry
#

disconnect the True part, and connect it to the False part

#

then where you process the player input, check the IsDead boolean, if False do input stuff, if True, dont set input

dire coral
#

im modeling something in 3dsmax and i was wondering what are the mesurments of the wall in fornite

#

the x and z cords

gleaming creek
#

UE4 uses centimetre units

#

1 unit in Max = 1 cm

dire coral
#

thx

#

i put 3x3 squars in Max Grid is set to 10 so is that like when you go and edit in fornite and a 3x3 grid shows up

plush yew
timber relic
#

So, apparently, if you have more than 1000 'entitlements' in the UE marketplace vault, bad things happen to your account

#

This is a temporary situation on Epic's end, and they're going to fix it, and there's a mitigating tactic, but it's nice to know.

plush yew
#

hey guys

#

is there a way to move vertices of a mesh individually using blueprints?

sudden agate
#

@plush yew Procedural Mesh : Yes

plush yew
#

I did this @whole quarry

edgy totem
#

I have a custom actor blueprint that stores some variables i would like to access from a pawn blueprints C++ code, is it possible to store a reference to this custom actor so i can access it s variables in my code?

latent merlin
#

Erm... what’s that little effect called, where little smoke clouds go after feet when running/walking

grim sinew
#

A particle.

noble marsh
noble marsh
#

Im russia men i don't understand (build)

lament saddle
#

I don't know. Maybe special characters in the C:\users\XXXX\Documents folder are confusing it?

noble marsh
#

Folder user name in Russia language

#

Im gonna change user name

latent merlin
#

@grim sinew No, I mean.... the little clouds that go off your feet, well yeah - it's a particle. But doesn't it have a name?

abstract relic
#

Trail particles

latent merlin
#

Alright, I'll check that. Thanks!

lament star
idle haven
#

i must build the light in game with dynamic lighting?

lament saddle
#

Not sure what the context is, but no, it's possible to turn off static lighting entirely in your project if desired, and then it'll never ask you to build lighting. (This'll have a profound impact on many other things, though. I'm currently working on such a project.)

spare sun
#

many other things? πŸ€”

lament saddle
#

aside from the usual benefits of baked lighting -- GI and etc. -- you also don't get any (static) reflection captures

#

which throws a wrench into some aspects of the PBR shader model

#

so if you're turning off static lighting, you're basically committed to creating your own aesthetic

mental shale
#

Anyone know any cool tricks you can do using/manipulating UV maps?

fierce tulip
#

i could write a book about cool uv tricks :p

dim plover
#

I don't really know how to search this, but how does Unreal decide what gets automatically included in a packaged build?

fierce tulip
#

there is an option to exclude unneeded content iircc

high stone
#

My UV trick is taking shots at the X, Z coordinates. Then I auto the rest. Works really good on faces.

novel ember
#

that's a new one

#

just ended up migrating my content and settings to a completely new project and it's mostly back on track, but i'm trying to use the envelope followers

#

now it looks like standalone game works fine but viewport crashes the editor / game and the debug symbol callstack is saying Ambisonics is failing a validation check

#

Why would it fail in viewport but not standalone game though?

sweet elm
#

Can someone explain to me how to import assets into ue4? I'm trying to use it as foilage

grim ore
sweet elm
#

thank you

copper elk
#

guys i'm completely new to unreal engine, and i made my scene in blender and i'm trying to import it into the engine as static objects, and i was wondering how to use a static mesh as a landscape, importing it normally had some weird results with the collision, idk what to do please send help T-T

maiden sundial
#

How can i create my own enum class as variable in a blueprint ?

mint raptor
#

So the default forward axis in Unreal is the X axis yes?

ember shadow
#

Anyone got good free models ?

#

Like a website?

mint sequoia
#

@mint raptor that's the standard yes

dim plover
#

Is forward X inconsistent in UE stuff? The default 3rd person mesh is with forward Y, and thus all skeletal meshes rigged to the Epic skeleton is with forward Y.

#

Also, I think the FRotator stuff is also with a forward Y orientation. Or at least, a wonky orientation.

cobalt scaffold
#

anyone used splines for driving vehicles on multiple lane roads (highways etc) ?

#

i create the road with spline mesh components from a master track spline that is imported from outside, create parallel splines for the lanes

#

in most cases it works ok

#

i've spent more then a week trying to massage the tangents with no luck, even manually tweaking things i can't iron out all the problem areas completly

#

i'm curious how other racing games, endless runners etc approach this problem

#

(traffic on multiple lanes)

reef python
#

So my editor UI is very zommed in everywhere on the editor, I have one solution and that is to change the application scale to 0.8 from 1.0 but I've heard that I shouldn't use this for daily development. Is there any other way to zoom out the editor without using the widget reflector?

earnest cape
grim sinew
#

The red line is X, so still forward X. Not sure what the gizmo is doing there

#

Could be someone just made a mistake and rotated it

grim sinew
icy wind
#

ah sry, looked but didnt see it. just woke up x.X ty

fierce tulip
#

@cobalt scaffold for a second I thought you mapped the blueprint editor along a spline

grave nebula
#

@cobalt scaffold Well, gotta use the same interpolation for the spline, as used for road mesh.

cobalt scaffold
#

@grave nebula i do use the same interpolation, at spline points it's perfect, depending on the curvature and length of segments, things may start to get out of whack..

grim juniper
#

This is something I'll need to tackle as well at some point. I'm making a road tool, but I'm still in the early stages of creating the road mesh itself and not anywhere close to doing AI traffic on it. I've messed with splines a lot so I can see how there can be issues trying to make parallel splines due to differences in tangents. I'm thinking it might be better to somehow add more points than the master spline. Maybe even go so far as to have the spline have linear points and just add a ton of points to have the curve exactly how you want it, but it's really hard to say without having tried anything myself yet.

paper kernel
#

computer says, spline looped is [false]

#

that looks a like a loop to me

grave nebula
#

The tangents should not be different between lanes

grim juniper
#

If the road curves then each lane will be different lengths and have different tangents

grave nebula
#

Magnitude should be different, but not direction

cobalt scaffold
#

according to maths you can't properly offset cubic, bezier and similar type of curves

#

for vector fonts etc some trace a brush along the curve to rasterize the stroke ..

grave nebula
#

I used linear interpolation for a likewise task before. Knowing offsets from the central spline at current and next vertex you can calculate tangent magnitude change. Hermite and other fancy interpolation will give you headache

cobalt scaffold
#

i tried generating points along the spline and just do linear, but for player vehicles i need to make it curve along the road not be linear, it's too jarring at high speeds

grave nebula
#

Yep, that is a bit of a challenge.

grim juniper
#

Maybe keep the points idea, but use automatic tangents?

#

Not linear

grave nebula
#

Have you considered running all traffic along one spline, and just offset cars into their lanes and modify their speed depending on the lane ?

cobalt scaffold
#

yeah but it's tricky

#

how do i exactly modify the speed

grim juniper
#

Another idea. Not sure how this could work on this case, but for my road tool to generate the mesh I first create the parallel splines along a straight line, generate the mesh there, and then convert it to the master spline

grave nebula
#

By a factor derived from ratio of the spline segment length they follow, to the spline in the lane ?

#

But... I honestly think if you calculate proper tangent magnitude change, the error will be more than acceptable for games with any kind of interpolation.

grim juniper
#

I'm converting the mesh's vertex to the master spline instead of the other splines themselves, so I'm not sure how it'd fit here

cobalt scaffold
#

inner lane has shorter distance then outer lane of a turn, and they switch based on the direction of the turn.. i'd need to figure out the maths for this to properly adjust speeds

#

@grim juniper in theory i could see how your method might work

#

but i'd probably run into the same problems when converting to spline

grim juniper
#

It'd probably work to just generate the lane splines with a ton of points really close together and not even worry about setting tangents, just leave it as a default clamped curve

cobalt scaffold
#

was thinking of trying that out if all else fails

#

dense enough points to be able to do linear interpolation between them and it feels smooth

#

might saturate only the curved parts to save some memory

grim juniper
#

Just like the mesh generation

#

A while ago when I was first experimenting with mesh generation for roads I made it automatically make it more dense in corners

cobalt scaffold
#

for now i used a tilable mesh and generated splie mesh components along the track spline

grim juniper
cobalt scaffold
#

which has it's own problems

#

ideally i would need to make my own road mesh

#

do you also generate uv's ?

grim juniper
#

Yeah

paper kernel
#

that sounds like a major pain

cobalt scaffold
#

it does sound like it, since i haven't done anything similar yet

#

not sure how to generate the uv's so they arent stretching

paper kernel
#

you could world project them

#

like do slightly-overlapping squares ontop of the mesh. but that would waste some resolution

grim juniper
#

Believe it or not UV generation is actually pretty easy since the road is basically a grid plane. You can also just take the XY coordinates and use those to make it world aligned just like projecting would

paper kernel
#

I guess you could un-rotate the vertices using the spline curvature πŸ€”

#

which would result a somewhat straight sample, but UV density wouldn't be even

grim juniper
#

Or generate the UVs before converting to the master spline, but yeah that would have some slight stretching. I don't think there's a way to prevent any stretching at all. Just keep it from happening too much

#

Unless you use world aligned of course

paper kernel
#

now I'm running into issue with this looped splines

#

I wanna use the same class for both non-looped and looped race tracks

#

but spline loop check only reports the default value, not the instance value

cobalt scaffold
#

i have my own flag for loop

grim juniper
#

Make it not looped, then for the looped spline just set the last point to be basically a copy of the first point?

#

Or have two spline, looped and not, and have it switch which one is used

paper kernel
#

πŸ€” I wonder would that cause issues with the AI steering

#

since that relies on spline continuity

wary wave
#

@cobalt scaffold - I'm online now if that helps

#

how is that master spline imported?

paper kernel
#

eeeh I could do a check if the distance > spline length : distance-splinelenght

cobalt scaffold
#

as a csv i export from blender

#

wasted a bunch of time to figue out the magic number for tangents

wary wave
#

what happens if you don't import the spline from Blender?

cobalt scaffold
#

same thing

#

@wary wave i tried your solution, do you have an example generated road you can show? or a wireframe of your road tile mesh

wary wave
#

in my case it's for a board game, but one sec

cobalt scaffold
#

@paper kernel i used modulo to loop traffic on non looped tracks as an easy hack

#

not sure what you are after, but i have one class for both looped and non-looped track, same with pawns

grim juniper
#

Before I messed with mesh generation I started with a bunch of spline meshes and trying to make them parallel for lanes on the road and things like that. Probably wouldn't have been good for performance if it worked, but that's besides the point. I think I got it to work to an extent, but there was a problem with certain kinds of curves. I think if it had roll variation it'd mess it up and the different lanes' spline meshes wouldn't line up. Wait... Roll was my problem. Maybe I did figure out this exact problem...

wary wave
#

UE4's spline setup doesn't support twisting

grim juniper
#

Splines have an up vector

wary wave
#

splines might have an up vector, but they still don't support twisting

#

there's a fix for it out there somewhere on the web (C++)

#

I bookmarked it whilst I was at Bohemia, left the company, then could never find it again, lol

#

@cobalt scaffold - whole track top left, close up of bottom center corner wireframe, and a wireframe of a single tile

#

all lines up flawlessly for me

cobalt scaffold
#

top left image looks like the track is varying in width ?

wary wave
#

yup

#

deliberately

#

I can vary the number of lanes in that BP I sent you

cobalt scaffold
#

the only thing i'm unsure, and found a difference is that you normalize and multiply the tangents by segment length

wary wave
#

yup

#

to get the correct tangent length

cobalt scaffold
#

i just copied the tangents from the original spline

wary wave
#

those are probably wrong

#

incorrect magnitude

grim juniper
#

I think that's what I did too

#

The normalize and all that

cobalt scaffold
grim juniper
#

That was a while ago, so I don't remember exactly. Sounds right though

cobalt scaffold
#

this is what i get, which is very decent most of the time

#

just can't have any crazy track designs

grim juniper
#

I still don't get what you mean by not supporting twisting. I can rotate spline points to make banked curves just fine. (See top right)

cobalt scaffold
wary wave
#

now twist it 180 or even 360 degrees

cobalt scaffold
#

seems okayish for all the points i checked

wary wave
#

though nothing looks banked in that screenshot

#

@cobalt scaffold - looks better, I think?

#

hard to tell without zooming right in

cobalt scaffold
#

those are straight copies

#

nvm, i do that step on master spline construction

grim juniper
#

I should be able to do full 360 twists. It might just need a few points in-between to keep the roll between points less than a 180 difference

cobalt scaffold
#

still i should do it for each copied point because segment lentgths are slightly different for offset splines

wary wave
#

@cobalt scaffold - for every point, yes

cobalt scaffold
wary wave
#

I recalculate tangents at every point, on each lane

cobalt scaffold
#

red is your bp, which i just fed my spline to

wary wave
#

weird

cobalt scaffold
#

yeah ignore the weird mesh for now

wary wave
#

something not right with mesh length there, I think?

#

what's going on at the top?

cobalt scaffold
#

would need to tune the mesh tile and segments to better fit

#

some deleted points, ignore that too πŸ˜›

#

was just some problem areas i'm interested to compare against

#

separation seems to be better and more even in your solution

#

now i need to translate that to regular spline components

#

hopefully i should get the same result, i'm assuming spline mesh component is using the same thing underneath

wary wave
#

I believe it does, yeah

cobalt scaffold
#

or it's just the fact that you have broken it down into more segments

#

it's easier to cope with curvature

wary wave
#

this is also a possibility

#

I effectively have a small mesh and a point at the end of each one

cobalt scaffold
#

ok i get a slightly better result recaulculating the tangets for each offset spline instead of just copying it

grim juniper
#

Okay, yeah, doing whole 360 twists has issues, but for a normal road with banked curves you never really need to go over 45 or in extreme cases anywhere close to 90

cursive dirge
#

oh, my pretty curves showed up again on the answerhub post :p

#

the thing is, you can do 360 twists using spline component, you just have to be careful on the axis you rotate it

#

like I mentioned on my post, you have to rotate it as you go, so it will not get twisted automatically on some axis

sour glacier
cursive dirge
#

here's some modified "roadtool" based on the discoveries others have made (it's using that ancient spline tool tutorial + has bunch of hacks to fix things or make things easier)

#

that version was updated for 4.18 but I don't think they've modified these components in newer versions so that should just work as is

#

@cobalt scaffold

#

in general though, you'll get better results with custom generated meshes without the splinemesh approach

#

even landscape splines deform nicer

grim juniper
#

What if instead of using the spline's up vector you just calculate it yourself based on the rotation of the spline points around it?

#

to solve the twisting issues

cobalt scaffold
#

wish i found that spline tool earlier, would save me some time

gleaming creek
#

Dropping in halfway through the conversation without reading all of it - sorry - but have you normalised the tangents to get around that bug ?

cobalt scaffold
#

yes πŸ˜ƒ

gleaming creek
#

That was what always gave be problems with odd twists

#

Okay, ignore me and carry on :)

sour glacier
#

Can someone help me pleasee

cobalt scaffold
#

but thank you anyway for the suggestion, as it turned out earliear i didn't normalise the splines i offset from the original

#

trying to generate splines for lanes.. i don't have problems with twisting

grim juniper
#

I actually really like my idea of calculating the twist manually for my road tool. Seems pretty simple in my head

gleaming creek
grim juniper
#

Oh, earlier when I said there's probably no way to completely avoid stretching I might of been thinking about stretching from curves, but I think the conversation might've been about tangent stretching. If that's the case then generating the mesh UVs doesn't have stretching because it uses distance along the spline and doesn't care about tangents. (from the conversation a little bit ago)

maiden sundial
#

Is there a way to run multipy timelines in the same event graph ?
I basically wanna let one timeline run until it's done, even when i call another timeline in the same event graph

cursive dirge
#

@grim juniper that's what that tool does (it uses up vector for each chunk)

#

oops, you said instead

#

well, the earlier version I had solved this bit differently, I just liked the up vector approach more

#

in earlier setup I fixed that but just rotating the mesh 180 degrees and flipping it on one axis to avoid the twist

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but that required the mesh to be able to work on mirrored layout (so had to use symmetrical mesh)

paper kernel
#

yea I don't even know what is happening with splines anymore, this one just refuses to a) set last point to same location as first or b) add new point entirely to first ones location

#

making it, impossible to loop based on construction params

grim juniper
#

You know, what looks like what is happening here is the last point is being only 90 degrees off from the point before it, but it's trying to calculate the twist like it's 270 degrees off.

#

I could be wrong, but that's just an observation from this one test

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My idea is to just calculate the roll manually by sort of averaging the rotation between the two points it's in-between weighting for the distance between them. Then to make it smooth use a curve and look-up the weighting along that curve.

cobalt scaffold
cursive bridge
#

Hello

cobalt scaffold
cursive bridge
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@cobalt scaffold It looks good XD

dire coral
#

does anyone now the size of the wall in fortnite but in cm

fierce tulip
#

he asks again

grim sinew
#

Figure it out through trial and error. There's literally only 3 possibilities.

fierce tulip
#

you can seriously google it to get an answer

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anyhoe, easiest to go by is 2x2 meters

gleaming creek
#

Now I started looking at twisting splines, only to find out that my spline tools don't even support it at all, they just ignore twists in the spline (how did no one who bought it complain about this?)

cobalt scaffold
gleaming creek
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Ooh, nice

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You got the seams working properly?

cobalt scaffold
#

yes, it's seamless, visually and when i move pawns

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splines align perfectly

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i expected that to be hard but it wasn't

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had way more trouble modelling the pieces properly

gleaming creek
#

Cool, that's something I wanted to build myself, also imagined it would be hard to get it seamless

plush yew
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Hello guys I have a bgig problem with my project

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yesterday I closed it normally and it works

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today I opened it and I saw this:

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I tried to migrate the thirdperson character bp into the broken and delete the previous compile but it ddin't change

gleaming creek
#

Sounds like your engine settings (e.g. input bindings) got messed up

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Restore them from source control

plush yew
#

help me to recover the project because I made this over 2 weeks and I can't start it again

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how to do this? I do't know how to restore them

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can you say me step by step if you want in DM?

gleaming creek
#

Are you using source control?

plush yew
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I don't know

wary wave
#

I'm going to assume not

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in which case, I don't know how you expect to restore something?

cobalt scaffold
#

look into project settings / input and see what happened there

plush yew
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I don't know how to recover my inuts

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a okay

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I will try

frosty copper
#

It aught be an easy fix of just recreating the bindings, letter for letter and case sensitive

wary wave
#

if it's just inputs, then it's as easy as going into project settings and updating it there

plush yew
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yes

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I fund the problem but why they are not exist?

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there aren't any inputs

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omg

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how was it happened?

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hmm

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how to recover them?

gleaming creek
#

Recreate them exactly as they were

plush yew
#

how?

gleaming creek
#

You have the list of names in your error log

frosty copper
#

....

cobalt scaffold
#

can't recover if you dont have a backup/source conrol

plush yew
#

I haven't got it maybe @cobalt scaffold

azure monolith
#

anyone here getting proficient with blender 2.80?

frosty copper
#

Lookup how to use a search engine? πŸ€”

plush yew
#

I don't know how to use source control to save my things and then to recover them

gleaming creek
#

In any case, make sure to backup regularly, preferably using source control. Google "git in UE4"

cobalt scaffold
#

luckily it's not a lot of input mappings to recreate

frosty copper
#

^

plush yew
#

okay

frosty copper
#

As for how: search engine.

plush yew
#

yes I have one more with the default

frosty copper
#

There's a plethora of tutorials

plush yew
#

okay so to recover them by opening a second project and looking and writing it the same way do you help or?

frosty copper
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.... No.

cobalt scaffold
#

look at the errors to see exactly which input mappings are missing

frosty copper
#

^

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It blatantly tells you which ones don't exist.

plush yew
#

okay I will show you which are missing

cobalt scaffold
#

we already saw

plush yew
frosty copper
#

You already did. :|

plush yew
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these are missing

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no problem

#

sorry

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xd

cobalt scaffold
#

yes, you need to add these

frosty copper
#

Le sigh

plush yew
#

okay how to add them with git?

lost ember
#

Can I safely uninstall the epic games launcher after installing UE4?

frosty copper
#

... You don't.

gleaming creek
#

A lot of those input mappings are probably default ones from the template, so yes, you can copy those from a new project

plush yew
#

okay

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I made new project

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but I don't know where are the inputs in the directory

gleaming creek
#

Git is a source control system, basically a system to manage backups. You make changes, then you push them into git so they are kept backed up

plush yew
#

okay

lost ember
#

git isn't made to backup projects mmLul

gleaming creek
#

Just open the same project settings window in the new project

plush yew
#

I will learn it lately

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okay

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and? @gleaming creek

frosty copper
#

Dude, please. Go look up a tutorial on inputs and how to use git.

gleaming creek
#

You can see the the default ones there and copy them over if they are missing from your project?

plush yew
#

okay

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so hope to work then

plush yew
#

yes

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the problems dissapeared

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but we have one more problem

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When I start the game it shows me the menu and when i press the start button the person doesn't appear and to start running

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hmm

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why?

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@gleaming creek

gleaming creek
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I have no clue

plush yew
#

okay

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hmm

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I know where is the problem

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but I don't know how to fix it

#

I said that when I saw these errors I mograte one more third person character

#

a

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yes

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I fixed now I must to restore the bp that I make in the thirdperson character bp

thin stag
#

Im working on a Lightsaber combat Game, and i got a problem, my AI is damaging himself when ever he attacks, ive putted collision on the blade and it keeps overlapping to owner, here is the Setup:

edgy totem
#

@thin stag can you not do some kind of check whether the blades owner is the actor collided with

lusty vigil
#

did anyone ever manage to get a really good object rotation? something like rotate a cup and if you turned it 90Β° its not suddenly moving in the wrong direction when you try to turn it upside down?

thin stag
#

@edgy totem I dont know how to do that, im following a tutorial and ive done exactly the same. here is some details: ive created a child actor from the Third Person Character, made it as a bot, then on my lightsaber i ive setted the other actor to "owning char" and "self", the overlap ignores the player but not the bot, its using the same weapon as the player does btw.

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i mean, i have SOME experience with UE4, but im still new to it...

edgy totem
#

well i'm quite new, but can't you get the owning char/actor of the blade which you have stored already, then draw an equals node and compare it with the actor collided with

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then you can ignore the collision if it returns true

thin stag
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you mean the "!="?

edgy totem
#

sure

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just an idea, i assume it'd work

thin stag
#

btw heres some more details the "owning char" is casted to Third Person Character, and the object is "Get Player Character" i think thats the problem, but i have no idea which other object i want to cast it to: here's pic:

finite slate
#

Where did the mouse cursor bool go?

plush yew
#

hello guys I have a problem with my game

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when I start the game it shows me a menu when I start the game it must to transfer me from one levekl to other

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I wrote the bp but it odesn't work

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why

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how to fix the problem?

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this is on the first level

whole quarry
#

how do you open the next level?

plush yew
#

hmm

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why my character is this?

thin stag
#

ok, solved my problem: instead of having "Get Player Character" i instead replaced it with "Get Instigator"

plush yew
#

@whole quarry

#

with this I transfered it into the other level

finite slate
#

I hate this engine so much wtf

#

I have an entirely blueprint project

#

and it is telling me to install visual studio 2017

#

(I have visual studio installed)

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I can't package my project]

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I had this issue a while ago and spent 2 months fixing it

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I can't even remember how I fixed it

plush yew
#

😦

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@whole quarry I need your help

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please

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😭

finite slate
pallid compass
#

will help for 50p an hour

#

@finite slate Sounds like you have something that needs to do a good ol c++ compile to package

finite slate
#

I am using the Online Subsystem Steam plugin

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which I assume is causing the issue

grim sinew
#

Well that would do it.

finite slate
#

But I have VS2017