#ue4-general

1 messages ยท Page 400 of 1

glad stone
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anyone knows why this tutorial uses "Absoluteworldposition" instead of "TextureCoordinats" for Uv tiling on landscape ?

glacial pecan
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there's an "Add Collision Convex Mesh", but no "Get Collision Convex Mesh"?

glad stone
#

this channel really needs a help page xD

grim sinew
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And there is a help page. The documentation. ๐Ÿ˜›

glad stone
#

ah cmon thats just harsh

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๐Ÿ˜‚

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ah so it seems I cannot have all kinds of custom parameters on landscape materials like I have with VertexBlend material ?

grim sinew
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Wat

glad stone
grim sinew
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Yeah.... you can do that... why wouldn't you be able to

glad stone
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this is 1 layer for my material used on objects

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oh you can ? ok sweet

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so i can basically re-use my vertex blend material for landscape ?

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just switch the type of blend to landscapeblend

grim sinew
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Well you're not going to be vertex painting anything on a landscape...

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But there's no reason why it wouldn't work, it's just possibly a bad idea depending on how you did your UVs, how complex the layers are, and how many you have

proven oxide
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Any idea how to find the location under content of a level file?

glad stone
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im just confused why this example I see uses absoluteworldposition for UV tiling

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instead of TexCoor

proven oxide
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it says the name in the viewport but i can't find the level in the content browser

grim sinew
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I'm not saying it a third time, RTFM ๐Ÿ˜› I'm even linking it for you

pallid compass
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Zero he's been doing this for like a week I think

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Kept telling him u don't vertex paint landscapes

proven oxide
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o/ rei, I am also a girl who likes anime. whats your fave series? mine is CLaymore

grim sinew
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@proven oxide Either use filters to find it or just remember where you save them with good folder naming

proven oxide
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its the fpdemo i have no idea where the level file is

grim sinew
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Then go ahead and use the filter to find it.

languid shard
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@proven oxide careful, you might be trapped by rei

proven oxide
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why would i be trapped I have hundreds of anime and still more to rip from DVD

languid shard
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by trapped I mean

pallid compass
languid shard
#

indeed

pallid compass
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I'm a real engineering girl ok

languid shard
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yes you are rei ๐Ÿ˜‰

proven oxide
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I have 209 series on my plex

glad stone
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@grim sinew ah oke thanks , I overlooked this

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just confused as im new to shaders, thanks again

pallid compass
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Polygreen go watch basic landscape tutorial

languid shard
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I think @proven oxide mind hasnt ticked yet

grim sinew
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Basic tutorial that Epic made, if you can find one.

languid shard
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ah well

proven oxide
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I am also an engineer, Amateur radio operator and Computer programmer

grim sinew
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Trust Epic over randos on Youtube

pallid compass
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Tick rate set to 5 mins

languid shard
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slowpoketime

pallid compass
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That's me

proven oxide
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I am only giving this channel 1/100th of my mind at the moment as I am at work and watching youtube as well as coding C++

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and working on my UE4 project

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The beauty of 2 screens on a desktop + 2 laptops

dim plover
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Did you fix the problem with UE not building? If so, what was the solution?

proven oxide
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not yet, I won't be on that machine until next week now

dim plover
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Hmm. Alright, well, if you figure it out, I'd be interested in knowing what was wrong.

proven oxide
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so would i, It would be good if there was a way to run the build manually by command line so i can see if its the UnrealHeaderTool or UnrealBuild.exe failing rather than any specific compile issue

languid shard
proven oxide
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it could also be that its running 64 bit and not 32 bit

pallid compass
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You can literally just read the output log for ubt

proven oxide
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ubt?

pallid compass
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For uht generation uht it's self will tell u

proven oxide
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i am using VS2017

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the output log is saying literally starting build ... Object not set to instance of object

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nothing more

upper iris
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Is it possible to add variation to a tile texture so everytime it tiles it randomizes the texture

pallid compass
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There's an example of macro veriation in the landscape content example

languid shard
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actually in the starter pack there's materials with macro variation too

pallid compass
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Oh really?

languid shard
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yeah

bronze cedar
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why my launcher is messed up like this, from past 10 days or more ๐Ÿ˜ฆ

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unreal engine screen is normal , but other pages like stores or marketplaces or such are messed up like this

grim sinew
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Looks cool

dapper idol
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lol did you try reinstalling?

bronze cedar
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haha lol, but i cannot check stuffs haha

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i updated it twice

dapper idol
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hmm is there a support website? Maybe you could ask there

bronze cedar
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but not re installed, i afraid if i lose all those engines , UE4 than I have to download lots and lots of data which is kinda hard for me with slow speed net

dapper idol
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hmm yeah that could be

bronze cedar
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yeah i want to ask if anyone faced that problem now or before

dapper idol
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is there a support website?

bronze cedar
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support for such issues

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guys is it possible to add more components or plugins in UE4, i was wondering ๐Ÿ˜ƒ

dapper idol
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idk just ask here, that wouldn't fit 100% but just try. If it's wrong a mod will move your question for sure

dim plover
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Are you on Windows 7?

bronze cedar
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nah windows 10 pro

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thanks friend @dapper idol

dim plover
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Oh, well, I used to have a similar issue for clients, never fixed it, though.

bronze cedar
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haha , than i think i have to be like this until it gets fixed by itself, maybe in up coming updates haha

dapper idol
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rip

bronze cedar
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i want to ask , i am making a Paddle and Ball game, like how to do when ball hit right side of the paddle it goes to right direction and same for the left, if it hit in middle of the paddle it go straight

dapper idol
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ping pong?

bronze cedar
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Breakout type

dapper idol
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ah

bronze cedar
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like Paddle , Ball and Bricks

dapper idol
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hmm yeah I understand

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sorry i can't help I forgot basic blueprint

bronze cedar
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what i was thinking is to put three collision box, and when the ball hit those box it goes to that direction , but i don't know how to make it in BP, because i am not good at it

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you forgot basic BPs, haha it's ok

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brb

lusty carbon
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Hey everyone. Question: Substance Source materials in the UE4 project via the plugin. too taxing on GPU for VR projects?

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or does it make sense to use in vr?

grim sinew
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They're just normal textures, they have no secret sauce.

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It will have no more demand on your computer than regular imported textures

lusty carbon
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is it?

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good to know

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I am wondering why my shader complexity is super red all over the scene though.

grim sinew
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Going to need a lot more info than "It's red" to figure it out

languid shard
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What's your material setup

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Is it running in forward or deferred

plush yew
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hi guys what are some ways to back up my project

grim sinew
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External drive

plush yew
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whats a drive

languid shard
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Okay

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This is yamero material here

gleaming creek
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Print out the code on paper

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For binary files, print out the hex code for the data

plush yew
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no printer

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Im trying github

lusty carbon
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@languid shard Forward

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and just substance source materials

languid shard
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Isn't the shader debug kinda bugged in forward ?

grim sinew
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Not bugged, just more complex than deferred.

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Since it counts the lighting in it

languid shard
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Ah yes

proven oxide
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๐Ÿ˜ฆ Why does nothing ever work as expected, I run up PIE 2 players with the FPdemo, i get 2 screens but neither are linked

grim sinew
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Sounds like everything but your code is working as expected

proven oxide
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This is the FirstPersonShooter demo

grim sinew
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Yeah. And?

proven oxide
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the tutorials say it supports networking

grim sinew
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For movement. And nothing else.

proven oxide
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and everyone says - use it

grim sinew
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We told you this the other day, I remember distinctly people saying that you'll need to add multiplayer support yourself.

proven oxide
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the problem is, that BP only it works perfectly

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C++ doesnt

grim sinew
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Well, go make it support multiplayer then if you need it. Either that or you did something wrong. I don't know which the case is, but the end result is the same, right? It's not like it was going to handle -all- multiplayer for you anyway, you still had to do it no matter what.

proven oxide
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I am trying to learn how to do that

grim sinew
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Glad to hear it

proven oxide
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but there are no clear tutorials

grim sinew
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You are not the first person to try and get multiplayer in the engine. Somewhere, there must be a tutorial for it.

proven oxide
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(if and when i understand it i may create a blog post to give it)

grim sinew
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Epic probably has a dedicated training stream for it, wouldn't surprise me

grim sinew
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That's called the manual, not tutorials

proven oxide
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They are Epic made tutorials but written for blueprints.

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from what i already understand, GameMode details the rules, gamestate is the client side for the state of the world

grim sinew
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So wait, you're saying you didn't manage to find a single UE4 C++ multiplayer tutorial?

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Not a single one, right?

proven oxide
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if you enable replication it works

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links?

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rather than images

grim sinew
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Are you seriously asking me to link a youtube search for you

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If you insist.

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Try the Tom Looman one, he knows what he's doing.

proven oxide
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@grim sinew if i search for something you also search the same thing, we will both get different results

grim sinew
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Not different enough where you would be coming up with nothing.

proven oxide
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but i prefer books/code examples not videos.

grim sinew
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Well that's a mistake, with how often the engine updates, books are outdated by the time they get published.

proven oxide
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any idea what castello govender is like?

grim sinew
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Is there a reason you're asking?

proven oxide
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he has a complete tutorial set showing on my linnk so i was wondering if it was worth me using his

grim sinew
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Figure it out.

whole quarry
grim sinew
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Turns out, I don't know every tutorial by every person for Unreal ever made. If you want to see if something's good, find out for yourself.

fierce tulip
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lol remco

whole quarry
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You don't know every tutorial by every person?

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tsss ๐Ÿ˜›

proven oxide
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@whole quarry its a bit small but he looks a little bit like curiosity cats

grim sinew
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Shouldn't need to hold your hand to even find a tutorial, come on now. You're going to need to be able to look this stuff up on your own or you'll be hitting roadblocks every 10 minutes in game dev.

whole quarry
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Its our PFX god, Luos

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@fierce tulip an idea for your jprg: A boss called Luos that has ridiculous amount of spell attacks, just to throw in pfx as much as possible

fierce tulip
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obviously

proven oxide
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@grim sinew Well UE4 is new for me, i regularly do gamejams with LibGDX myself

grim sinew
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Everything is new for someone. You will literally always be running into things you don't know how to do. You need to have the skills to find out how to get the information you need.

fierce tulip
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though, my brother only once made an rpg maker game, only thing he ever did gamedev-ey wise, and you had a small town, you could enter the bar. one big guy standing there telling you not to bother him.
after talking to him 3 times he gets angry and you fight him. some level 1000 ultra-boss kicking your ass.

so want that as an easter egg

whole quarry
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would be a nice wtf ๐Ÿ˜„

fierce tulip
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my bro would love me forever

lusty carbon
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Is there a way to quickly check for non-static lights in your scene without going over each one of em?

grim sinew
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Highlight them all at once, if any aren't static then no options will be selected

lusty carbon
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thanks

grim sinew
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Same goes for anything in the engine. If you select multiple of the same type, if the variables are different in the selection it'll leave it blank

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And if you change it, it'll apply to all

trim trail
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is it possible to clean up derived data cache from selected projects?

grim sinew
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All or nothing

trim trail
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ok, thanks

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i guess i just delete it all and rebuild on projects im using atm

lusty vigil
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anyone knows if there is an minimum a DOF can manage?

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this should be in focus since im using a autofocus

left ridge
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I'm trying to figure out if a physics component is spinning clockwise or anti clockwise and trying to adjust the rotation of another component accordingly.....but not having any luck .....I'm trying the Get Angular Velocity node but the results seem all over the map

true leaf
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Howdy! Quick question. I have a multiplayer dedicated server game. I want servers to be able to change a little text file to specify their name, global IP address, port, game mode, map, etc... What's the best way to pull that off? Perhaps a 'SaveGame' ??? I realized that using DefaultEngine.ini is NOT a good way

abstract relic
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Didnโ€™t you just pick up unreal a month ago? Good lord man ๐Ÿ˜œ

true leaf
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Almost 3 !

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๐Ÿ˜‚

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My Linux server works I loaded into it from my client

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๐Ÿคค

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I'm just trying to figure out the 'canonical way' to allow a dedicated Linux server to configure text files. There's some sparse documentation but honestly pretty poor. I guess I can buy this marketplace plugin ConfigBP but even it's documentation is not 100 % ๐Ÿ˜—

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I'll try that I guess

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I'm coming from web development where documentation is a bit better ๐Ÿ˜…

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No offense

abstract relic
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Linux support doesnโ€™t get much love

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Unfortunately

true leaf
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Maybe I'll write some blogs with how I do it when I'm done

timid grotto
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Where would be the best place for feature requests? I'm looking at the answerhub feature request page and there is very little staff activity. Is the forums or any other place better? It's a pretty small request.

wary wave
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the forum has a feedback section

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but tbh I would not expect any requests to go anywhere

idle garden
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LogRHI: Error: GetAndOrCreateGraphicsPipelineState RenderTarget check failed with: 232 !

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How I resolve this?

timid grotto
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All right, thank you.

wary wave
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@idle garden - more context needed - what are you doing?

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...and what isn't working?

idle garden
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I'm working on the level and that error is showing up in some levels

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that, after some time, crashes

wary wave
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it's referring to a render target, but without more information there's not much anyone can say tbh

idle garden
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I like to be more info too

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but it doenst say nothing

wary wave
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there might be more information in the log

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in any case, the problem is a render target, which narrows things down a lot

deep basin
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hey, is there some kind of a "roadmap to learn ue4"? I am currently doing the udemy course, but am quite sure I am not ready to go into making my own stuff after it. are the official unreal tuts a good next step? or is it more worth to get into their sample projects?

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my goal is to get the knowledge of building a 3d topdown action adventure. inspired by games like zelda a link between worlds

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... as my first bigger project

sharp crest
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||Light theme||
||Tabs vs spaces||
||Javascript sucks||
||PHP sucks||
||Java sucks||
||HTML is a programming language||
||Arrays start at 1||

||I was bored, so what a more entertaining thing to do than triggering people CatDance||

abstract relic
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There isnโ€™t a right way of learning no

sharp crest
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@deep basin I suggest just think about a small game you want to do and google everything you don't know along the way

abstract relic
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Iโ€™d suggest making a simple arcade game as a starter. Breakout, spacewars, etc

grim ore
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10 Make Something. 20 GOTO 10.

sonic pagoda
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Arrays are so played out

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Im on sets and maps

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Thanks Mathew

grim ore
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Looking for functions/variables that are not exposed to blueprints right now that would be "nice to have". If anyone has any examples feel free to offer them up ๐Ÿ˜ƒ

coral shoal
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the .ini read/write stuff

grim ore
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Is it new stuff that needs to be written or are those functions in C++ and just not exposed to BP?

true leaf
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Game version

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For some reason it's not a blueprint..

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I wrote a c++ class for it and it builds but still doesn't show up in BPs for me lol but I'll figure it out ?

sonic pagoda
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@grim ore idk about functions or variables that ive ever needed but the fact you need a source version of the engine in order to enable certain post process features in split screen is an issue a couple of people still have.. but idk if thats what you were asking about though, you are looking for things to make a tutorial about?

coral shoal
grim ore
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@sonic pagoda yeah, tutorial. Mainly on introducing C++ gently to a Blueprinters life by exposing stuff they might need.

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@coral shoal yeah looking at the config stuff now ๐Ÿ˜ƒ

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@true leaf so like the project version? if so that's a good one ๐Ÿ˜ƒ

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and if it's not showing up are you doing it in it's own class or in a blueprint function library?

sonic pagoda
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@grim ore idk if this exists already, but i think a great tutorial for blueprinters would be like... this is how you cast in c++, this is how you set a variable, this is how you get a variable.. etc.. it would be basic enough and yet super useful, at least for me

coral shoal
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there are some tutorials for converting bps to c++ that will contain that kind of info

grim ore
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@sonic pagoda I might do something like that at some point but that, besides the casting, is pretty basic C++ stuff which I don't know if I want to do. My main goal will be to try and show people that C++ is not inherently evil and even if you have a BP only project you might still have uses for some C++

idle garden
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@wary wave when I delete Skylight the error doenst show up

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when I put it again I have the error

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can be everything, no?

sonic pagoda
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in my case, i had to use c++ to expose a splitscreen function that was c++ only to blueprints, i think that would be useful to a lot of people

wary wave
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have you built lighting?

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sounds like a reflection capture problem

coral shoal
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c++ifying all your heavy ticks seems to be a good idea generally

grim ore
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@sonic pagoda yep stuff like that is what I want to show how to do. Not a "hey lets learn c++" but a "here is why we might use C++ and a few examples on how easy it is" type stuff. maybe get the user interested in C++ at a base level by seeing how they might use it and encourage them to learn more.

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so far splitscreen, config, and project version are ones to add to my list ๐Ÿ˜ƒ

idle garden
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Let me see

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I already did some

grim ore
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doing "heavy" stuff in C++ is something I want to avoid in general to try and avoid the "BP is slow, C++ is faster" stuff that seems to pop up.

paper kernel
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you can do heavy stuff in BP too if you're not in a hurry, splitting loop content over several frames is probably easier in BP

idle garden
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Nope, doenst work

lusty vigil
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if i want this Blueprint to Add A widget to my HUd. how thee FKKKK do i do this? i tried cast to player character and then cast to hud, left out the player character...

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it always says that its not inherited by everything

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dang wrong channel

coral shoal
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"ctzn_no7Today at 10:49 AM
you can do heavy stuff in BP too if you're not in a hurry, splitting loop content over several frames is probably easier in BP" There an example of how to do this in bp?

idle garden
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I continue with the same error

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I dont know what to do more

grim ore
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I have an example on my channel but its a really crappy example lol. Basically if you need to say move 200 things you would loop thru them, after X items break the loop and store the X number. then on the next frame you continue the loop from where you left off (X) and do it again for X items or until done and repeat if needed.

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adjusting the value iterated over each frame during the loop lets you adjust how much of an impact that loop has over time

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my example used spawning items in the world over multiple frames rather than one to keep the machine from hitching

pallid compass
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You can also use ASync tasks, and do them over a period of time, to stop lockup

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doing things is parallel is also very handy

grim ore
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can you do that in pure BP?

pallid compass
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Yup BP has Async tasks afaik

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Dont have engine open so cant 100% confirm, but 99% sure

glad stone
#

cant upload images ehre ?

pallid compass
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Take a slightly different image and try again

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sometimes the bot goes full potato

grim ore
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or use imgur.com and spam to your hearts content

idle garden
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@wary wave this is a very boring error

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'cause I can't do nothing

grim ore
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you can keep trying stuff at random?

idle garden
#

I dont know what to do

grim ore
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the other 232 errors point to the lighting not being built but you did that so weird

idle garden
#

and its in all levels

grim ore
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could be a driver issue or PC issue as well if it just happened. if it did just happen can you roll back to a previous version before you made the changes that crashes it?

wary wave
#

I'm going to suspect that lighting has actually not been built?

idle garden
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yes

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has been built

grim ore
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switch all the lights to realtime and see if it still happens lol

pallid compass
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Link log

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il take 20 seconds too look at it

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gud deed for the day

wary wave
#

are you sure it has been built?

pallid compass
#

praying its engineering error

idle garden
#

give me a minute

sonic pagoda
#

Disable on screen error messages ๐Ÿ˜

opaque salmon
#

was the procedural foliage spawner removed? ๐Ÿค”

idle garden
pallid compass
#

Have i not fixed this for you before?

idle garden
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No

pallid compass
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/AppData/Local/UnrealEngine

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Delete everything (back it up incase)

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then delete your intermediate and binaries folder in your project

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That should fix the first 3 errors

idle garden
#

ok, one moment

finite slate
#

When school is closed and there's only .6 inches of snow outside

idle garden
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in 45% Rei

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Compiling shaders..

craggy flax
#

So I know the answer to this is complex, but is there a reason I wouldnโ€™t want to program my game as opposed to use blueprints?

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I imagine it depends on complexity of game?

grim sinew
#

Using C++ instead of blueprints doesn't stop you from using blueprints. You can expose all your C++ stuff to BP pretty easily and then designers can then go and iterate using blueprints just fine while all your actual code is still C++

pallid compass
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Right tool for the right place, 95% of the time you can do it all in BP.

grim sinew
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That's the whole original point of blueprint actually, not to make entire games but to shorten the iteration process for designers

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Blueprint being able to make whole games is a happy accident

finite slate
#

because pointers

pallid compass
#

wat

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"because pointers"

deep basin
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mhhh I think epic made a pretty good job to not needng to be a malloc genius when using pointers in ue4. feels safer than in other frameworks

pallid compass
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GC ftw

deep basin
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^this so true

idle garden
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@pallid compass that worked

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thank you so much

pallid compass
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no worries

finite slate
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people scared me last night lol

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I have nightmares about pointers now

mint umbra
#

Bought an asset pack. Can anyone explain me how to apply these materials properly?:

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There's one material for a multitude of different assets, i.e stone, wall and plaster, but it's one material, not an instance. How would I change one wall to be for example, just wood?

pallid compass
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Master material with paramaters id say

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You direct the textures in the instances of the master material

fierce tulip
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  1. jebus 3 drawcalls for a tiny wall.
  2. replace them with a mask in a material.
  3. edit the texture in e.g. photoshop
mint umbra
#

There is no instance, the texture contains all the textures in one. Never seen anything like it, I'm used to parenting and instances haha. There's multiple meshes which has these textures applied differently, but it's the same material.

finite slate
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I have no idea what to add to my game

waxen apex
#

oh finally I can talk here. Cool.

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Okay hello!

finite slate
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sup

waxen apex
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Not much. UE is making me rip my hair out.

finite slate
#

why?

digital anchor
#

@mint umbra different UV layouts

mint umbra
#

Oh okay, so I can't change it in-engine? @digital anchor

waxen apex
#

right well. I'm trying to create a gear transmission system.

finite slate
#

I thought that was built into the Advanced Vehicle Example Map

waxen apex
#

I know there's a template that has something similar already but I'm forced to make one from scratch. I've found this screen shot of one someone else took but...it doesn't fully explain everything.

finite slate
#

What do you have so far?

waxen apex
#

So I've managed to figure out most of it but there's one thing I just...don't know what it is.

digital anchor
#

@mint umbra yep need to open on a 3d editor

finite slate
mint umbra
#

Ahh... sounds strange to me to use that method, takes more work for a customer than using material instances - thanks for the quick response, guys ๐Ÿ’ฏ

plush yew
#

Is someone good on creating multiplayer system. Login, server hosting and basic multiplayer stuff like that?

maiden swift
#

@plush yew I recommend asking about that stuff in #multiplayer.

grim ore
#

OooOOOoooh... pointers and referencing oh my.... OooooOOOOhh.... * & !

idle garden
#

@pallid compass that 3 errors show up again .. but now I can working more time than before

pallid compass
#

No idea whats causing it tbh

charred cloak
#

I think GameSparks doesn't care anymore

static light
#

how to import point clouds in unreal?

pallid compass
#

What is a point cloud?

#

appears to be 1 plugin

#

and thats it

#

Cant say how legit that is as its not off market place

#

So be careful

static light
#

thanks!

split wedge
#

quick question if i were to use i experience table from a different game as is would i have toi check with them or would that be ok

pine grove
#

What's an experience table?

#

Regardless of the type of asset, if you didn't make it and if the creators didn't give you explicit permission to reuse it, then it's best to ask them.

#

Unrelated, but does anyone here use BLUI or Unreal.js?

pallid compass
#

@split wedge Make your own Krak, much easier than playing with fire.

split wedge
#

its just like a level up guide like lvl 1-100 set experience

pallid compass
#

yeah im aware of what they are, still would not copy something from another game, lines get blurry

split wedge
#

kk

#

thanks

pine grove
#

I was going to use BLUI to make HTML+CSS+JS HUDs, but then I found that its only form of inter-process messaging to Unreal is through primitive types (string, boolean, integer, and double) :v

#

It also has no capability of subclassing/extending the built-in classes

#

Then I found Unreal.js which has everything I need... almost

#

It seems to have no UI capability, which is the primary focus

magic kiln
#

probably been asked a ton, but do any games use ue4 that have tons of enemies on screen ticking at once? (like rome total war or something?) and if so, do they all ahve movement components for nav or are they programmed differently? movement components seem expensive

fierce tulip
#

first one that comes to mind is KH3, which has a few high density enemy encounters

#

though, heavy use of lod-ing, and replacing skelmeshes with vert animated mesh ones in the distance.

magic kiln
#

thanks, will look into it as a case study. have been building a shmup, but have been having issues keeping framerate at 60fps on console

#

might have to drop to 30fps cap, but really don't want to for this genre

fierce tulip
#

keep as many of the enemies vert animated meshes instead of skelmeshes

#

combine groups of enemies that are always in the same pattern together, vert collapse ones tht get hit

#

and no, you dont want 30fps for a shmup hehe

magic kiln
#

ya, for clusters i've considered grouping which is good, but wasn't aware of vert animated meshes. will study up on this. thanks!!!

fierce tulip
#

also, anything that can reduce drawcalls and overdraw are important.

#

try to prevent use of dynamic lights, sometimes a modulated sprite can give the same effect as a glow

magic kiln
#

well, that's the catch in this project. the game board is procedural, so dynamic lighting is in use, but only a couple things cast shadows

fierce tulip
#

(worked on a shmup once, so yea.. framerate and controls are most important hehe)

magic kiln
#

that ambient lighting looks promising. i had to disable SSAO which took away a lot from visuals but drastically improved frame rate, so maybe this alternative light system might work

fierce tulip
#

also, get a coder who can rip out/disable as much unneeded fluff as possible from the engine.

#

sorry for spamming advice, stockholm shmup syndrome :p

magic kiln
#

i've done that for the most part, but profiling says movement components are still high on the list. will try out the vertex animations, and all good re: lots of advice. the more the better, and this shmup has been a fun and challenging technical study

#

thanks again man

fierce tulip
#

oh, last bit. get a vfx artist that knows his optimization :p

magic kiln
#

yeah, keeping shader calcs cheap for particles

static light
#

Has anyone done some pixel streaming custom UI project? I'm looking for some sample project to learn...

pallid compass
#

pixel streaming custom UI?

static light
#

I'm new to the unreal world, just want to add some buttons to switch between different levels for now

pallid compass
#

Oh right that okay, yeah no idea

static light
#

๐Ÿ˜‚

pallid compass
#

Not sure why you want a pixel streaming player system to switch levels?

static light
#

just to display different scenes, point clouds, photogrammetry is huge dataset, we want to view it from a web browser

#

so we don't need beefy computers to view those heavy assets

pallid compass
#

Ah okay, well that custom player is still experimental

static light
#

i know, but that's something my boss want .. can't find much info on the internet

pallid compass
#

well my dude i hope your a good engineer if not you need to hire one

grim ore
glacial pecan
#

great, so I replaced my defaultsceneroot... then figured I need it back, created a new scene component and made it root, renamed it to "defaultsceneroot", and Unreal 4.21 crashed

#

yay Unreal!

#

you go girl

finite slate
#

LMAO

#

I just realized

#

I left in the little documentation coin

#

in my game

merry gazelle
#

Any idea what might be causing this issue with my widget. I can't click / hover over any buttons. It looks like there's a transparent black layer but I don't see anything in the widget layers

#

The widget also works fine (+not dark) if I switch from world to screen view

grim ore
#

are you using a widget interaction component?

merry gazelle
grim ore
#

weird. if just swapping the widget from world to screen space fixes it then it shouldnt be anything on the widget itself =/

merry gazelle
#

yeah I even tried creating a new widget, I'll try making a duplicate and removing various components

graceful sky
#

are you manually spawning the widget?

#

you might even be using widget interaction component? if so then im clueless ๐Ÿ˜›

grim ore
#

for the interaction widget, what is the interaction widget on?

#

I bring that up because unless the item you have the widget interaction on is the player or something else then the World settings for Interaction Source is not going to work

merry gazelle
#

hmm Discord won't let me share the screenshot. Basically it's just a generic BP with widget and widget interaction as children of a scene root

grim ore
#

yep so you are telling the widget that it can be interacted with by itself as the interactor

#

the world settings on the interaction source, mouse over it, it tells you that the item this widget interaction component on is the source of the trace to see if it finds a widget to interact with

#

change it to mouse if you want mouse to be the trace origin

#

also on the Widget itself under interaction make sure receive hardware input is on if you want the button to handle itself naturally without having to force input yourself in your player

#

the darkness can be explained as a side effect of the item simply being in the world now and the lighting hitting it

merry gazelle
#

ok cool I just need to create a new character and add widget interaction to it then. I was using the default archviz characters with point (i guess it doesn't have interaction)

grim ore
#

you can keep it on the blueprint that is holding the widget component if you are just using the mouse for clicks

merry gazelle
#

ok thanks it's working now ๐Ÿ˜ƒ

grim ore
#

yay

next badger
#

files in description

lethal breach
#

Good evening everyone, I have a question. My game has over 200 active skills, currently I have it set so that the damage calculations occur when you deal damage to an enemy (as each skill has different damage calculations) but I'm wondering if I can eliminate potential lag from large fights by updating these damage values when a piece of equipment is changed. My concern is that this would cause a spike of lag when you swap a piece of equipment as all of these damage calculations would be occurring at once. What are your thoughts on how to handle when to apply these damage calculations?

pine grove
#

200 active skills meaning 200 that the player could switch to at any given time?

#

I don't know anything about your workflow but I would store the damage values in a precomputed table

lethal breach
#

That is correct, 200 active skills that the player can swap to at any point, assuming they have allocated at least one skill point in it to unlock the skill.

#

A precomputed table does what exactly? Has the calculations memorized, takes in an input (such as raw player damage stat), performs the calculation and outputs the finalized skill value?

pine grove
#

Yes, it has the calculations memorized beforehand

#

How you would go about doing this is dependent on how many factors go into the final damage calculation

lethal breach
#

Ok. Any tutorials that you're aware of that show how to setup a precalculated table? When I do a search for it I'm getting things resulting in visual changes as opposed to mathematical calculations. Each calculation has at least 5 variables being taken into account, the more complicated skill calculations have around 15 variables.

pine grove
#

I haven't encountered any tutorials; I've only worked them in practice on my own. I hadn't expected this many variables to influence the final amount, so I think its best not to go down the table route as the table gets very large very quickly.

#

A function would suit your needs better

lethal breach
#

Ok, that's what I'm currently doing, a function that does the calculations immediately before dealing damage. Perhaps I could have the calculation take place when it is placed on the action bar, then when a piece of equipment is changed, it updates only the skills on the action bar. This calculation could also take place when moused over (to display the damage via tooltip). I'm thinking this would be a good middle ground.

pine grove
#

If the function still might take a long time to return and stalls the game, you may want to look into making another thread to compute it

lethal breach
#

Ok, sounds good. Thanks for the input! Going to look into threading in the event more variables get added later.

pine grove
#

you're welcome ๐Ÿ‘

cerulean harness
#

Beginner here, Should I head straight into my dream game or make a few projects first?

lament saddle
#

The latter is the usual advice. Without some experience, one tends to underestimate the total complexity of their "dream game".

pallid compass
#

@cerulean harness The first is not so good, hit that dream game up in 3-4 years.

oak temple
#

anyone know if the HBAO, or whatever Nvidia is calling their new lighting thats in metro, is coming to unreal? I know rtx is in 4.22 wondering about that lighting though

pallid compass
#

RTX is the lighting?

#

or do you mean there is some sort of new AO?

digital anchor
#

RTAO

#

and yes its comming to unreal, vblanco posted some images with RTAO

primal parcel
#

some one know about a tutorial or documentation about modular characters with "Copy pose from mesh" ?? i posted a issue on #animation if some one can help :p

cerulean harness
#

Thanks guys

#

I really want to learn the engine a bit more moving away from Unity and I also need to improve with C++ aswell with 3D Modeling in general

bold wyvern
#

I have version 4.21.2 installed on a new computer. When I brought in a game that I made in the same engine from a different computer, the engine keeps crashing at random. In the past 30 minutes, it has crashed three different times, and the crash log displays no errors.

grim ore
#

the crash reporter?

#

if it is not showing anything make sure you have the debug symbols downloaded in the launcher for that version

oak temple
#

@digital anchor thanks m8 looks pretty cool

novel ember
#

what's the best way to add / remove / modify etc submix effects during gameplay via BP?

#

just tried something simple by getting the effect chain and adding but it doesn't appear to be working - or rather, it does get added to the array, but doesn't affect the audio

finite slate
#

I'm having a silly issue here

#

I was messing around with respawns

#

trying to make a respawn option

#

and when it is disabled

#

you get put into flying, no collision, invisible mode

#

That part worked

#

But for some reason my character won't move

#

it just spazzes out

#

wait I might have fixed it

#

of course

#

it was spamming the respawn function i'm stupid nvm

grim ore
#

heh

wary ferry
#

So Iยดve seen @pseudo sinew question about the maya apex workflow and since I went through the same process I figured why not drop my solution into some sort of primer for others to find and maybe learn from in the future. Its not a full documentation but it should help anyone who is willing to follow the basic tutorials that are already existing. Its also a little outdated since this is meant for Unreal 4.15

plush yew
#

hello, ue4 noob here

#

i have a question

#

i have been stuck for a couple of hours on water

#

im seeing all of these water tutorials and they can see the "water ceiling" from underwater

#

and i cant see anything

#

lemme add a pic

#

i know im doing something wrong but i cant tell what, i should be able to see the top of the water

grim ore
#

have you looked at the water examples in the learn tab? also is your material set to 2 sides?

plush yew
#

i just searched it up, 2 sided materials should be under details>materials? because its not there

grim ore
#

it should be part of your material itself

plush yew
#

OHHHH

#

ok tysm

#

couldnt have done it w/out you

#

:))

grim ore
#

yay ๐Ÿ˜Š

lusty vigil
#

i see a red door and i want to paint it black... sing

#

eh a white ball

grim sinew
#

Willing to bet it's your emissive.

plush yew
#

@grim ore omg i just found your youtube channel just digging around for tutorials XDDD

lusty vigil
#

dundundundun

#

zero and how do i fix that? :ยง

grim sinew
#

Darken your emissive. Pretty straightforward.

lusty vigil
#

like multiply with 0,001?

thorny cipher
#

whats that linter plugin called

#

allar made

#

"Linter is dead. The announcement at Discord said "For reasons I can't say at this point, Linter is going to be discontinued. This is for some very cool reasons. If you recently bought it and would like a refund because of this, please email Epic's marketplace support team and they'll refund you as soon as possible.""

#

aw

#

i thought he got a dev grant for linter? ๐Ÿค”

lusty vigil
#

whats linter?

thorny cipher
#

basically a plugin which makes sure you're naming your assets correctly and i believe it had bulk renaming functionality which i was after

lusty vigil
#

maybe he got employed by epic

#

or they bought this to include it in future releases of ue4

#

from the 44 second video i found

#

that would be a smart move

#

๐Ÿ˜„

thorny cipher
#

nah hes working for someone else

lusty vigil
#

strange

eager anvil
#

are there any tips for making background building assets for a scene with open windows?

lusty vigil
#

is there a smart way to check if a player has >10 floatvalue, >20 floatvalue, >30 floatvalue etc

#

i thought i could just get a switch on int and set the values on that switch but it only allows me to go for 10,11,12 etc

#

dont want to put like 10 branches in a row ://

manic pawn
#

divide it by 10 first?

lusty vigil
#

hm mm

#

๐Ÿ˜„

eager anvil
#

Cool

plush yew
#

What is most affected by the following setting? CPU or GPU or both?

[/Script/Engine.RendererSettings]
r.ViewDistanceScale=0.4

#

--
Trust me you dont want to try 0.4 lmao...

deep basin
#

btw, how does unreal handle ingame cutscenes and gameplay transitions? so for simple things like you enter a room in an action adventure and the camera moves away from your character to a locked door for examples. or a boss spawns and he has some sort of intro cutscene. I remember that stuff like that was quite troublesome in unity with default tools, since you had to freeze all objects and basically pause the code and disable all inputs while a cutscene was running. does unreal have a simpler solution here?

sudden agate
#

"by design"

#

thanks epic

manic pawn
#

of course. didn't you see design requirement A27462.2.b: "dynamic lighting must be broken"?

plush yew
#

@deep basin you can definitely do stuff like that with cinematics

#

I don't understand it much though :p

keen flicker
#

does anyone knows when epic will release there own networking and in app purchase functions?

#

i read that they will do it soon in an article by epic games but i dont know when

sudden agate
#

they said Q3/Q4 2019

#

so probably 2021

keen flicker
#

well i cant wait that long so i will have to go with steam networking

#

epic also said they will make save the world free by the end of 2018 but they never did so

#

is there a way we can do steam in app purchase or a DLC check in UE4 with blueprints

deep basin
#

there must be some interfaces to connect third party stores. there are several mobile games made in ue4, using an itemshop to gain income

keen flicker
#

moblile games use google or iso services

#

provided by apple and google

#

i want to know that can i do inapp purchase by using blueprints?

glad stone
#

can I make a parameter from the landscapeCoordinate node ?

#

i want to change tiling relative of each other

plush yew
#

log on this morning and everything in my level is duplicated twice?

glad stone
#

sounds like a bug, try to reload older file or try file on older version

plush yew
#

I just deleted stuff

#

No wonder it was moving very slow

sudden agate
#

@glad stone multiply it with a 2D Vector

plush yew
#

Not just meshes, everything, lightmass volume, navigation etc

remote roost
#

tfw switching over to unity

sudden agate
#

accidentally duplicated everything and saved?

plush yew
#

some weirdness with making lightmass bigger... then it said scene too large... then everytime i tried to type in google i got a wall of code... then i had to force restart

plush yew
#

Out of curiosity, I tried to get UT Pre-Alpha to run at the same frame rate as DOOM 2016 does with Vulkan API at max settings on my toaster PC. Not pretty ๐Ÿคฆ . I still have no idea why UE4 is as demanding as it is. Could there be some incompatibility issues with older CPUs (ex: Intel i7 970, 6 cores, 3.2Ghz).
https://youtu.be/L1BMRt9ZNMU

My hardware runs DOOM 2016 at Max Settings at 120-140fps. Other games like Witcher 3, Star Wars Battlefront, etc. run similarly. However, all games that run ...

โ–ถ Play video
grim sinew
#

"Could there be some incompatibility issues with older CPUs (ex: Intel i7 970, 6 cores, 3.2Ghz)." As people on here have told you in the past, yes. Your CPU is likely causing a bottleneck in the UE4.

#

The answer has not changed just because you're asking again a week or two later ๐Ÿ˜›

plush yew
#

Potentially sure. But i think it's really weird that it only affects UE4 games.

grim sinew
#

Different engines put strain on different parts of the computer. It happens.

bronze cedar
#

i do got a old pc, like 9 years old, but i can run UE4 normally , i mean no issue until now,

plush yew
#

That's what I thought

#

UE4 is really old

#

It's been in dev for a long time

bronze cedar
#

just learning ue4 so that can be , because no heavy scene have to be loaded

plush yew
#

I don't think my CPU would actually be a problem.

#

In August 2005, Mark Rein, the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development since 2003.[58] Until 2008, development was "basically" done by Sweeney.[59] The engine targets the eighth generation of consoles, PCs, and Tegra K1-based devices running Android announced in January 2014 at CES.

#

Core i7-970 - July 2010

#

lul almost 10 years old now

#

๐Ÿ˜‚

#

๐Ÿคฆ

manic pawn
#

and? target specs change over time

plush yew
#

Well, if the new CPUs are literally twice as powerful as my old one. It would put the r.ViewDistanceScale in a decent range to get a decent gaming experience.

#

So, my CPU is probably not as powerful as I thought it still is

bronze cedar
#

I got Core i7 W3520 2.66 GHz, i bought this pc in Year 2009

#

4 GB Ram is upgraded to 16 GB ram

#

and got new graphics card some years ago , that Nvidia 750 ti

#

i know my pc is kinda old haha

#

but it's running good and nice haha so it's ok for now haha

plush yew
#

Im just amazed to see that I can run pretty much any game on my hardware at high-max settings.
And the difference with UE4 games is quite dramatic in terms of drop in FPS and quality to just run the game oky.

#

I was expecting that a new engine would actually be more optimal.

#

Like maybe go from 110fps to 60fps to get better graphics. But no, it's to get the lowest graphics that look like crap

#

that's a whole other thing

bronze cedar
#

yeah

plush yew
#

Oky, so turns out it's really just all about the ViewScaleDistance.
I maxed out the rest and the game looks pretty good for approx 90fps steady

#

oky not steady.. it drops down to 70 fps... but still

bronze cedar
#

so you mean to say running the game using UE4 is slower than running a game exe

plush yew
#

I just dont understand then why... changing all other settings isnt doing much. Byt the viewscaledistance has a huge impact here

#

I just mean that running a fully meshed map in UE4 is surprisingly demanding.

bronze cedar
#

yeah i can understand

#

@plush yew impressive site ๐Ÿ˜„

plush yew
#

lmao

#

depends on who you ask hahaha

bronze cedar
#

๐Ÿ˜ƒ ๐Ÿ˜„ haha

plush yew
#

I got a lot of feedback about it today, artists felt it looked like straight out from the 90s

#

XD

bronze cedar
#

haha yeah it's simple but good haha , i like the information you got on your site

plush yew
#

Hopefully, I'll have time to add more

bronze cedar
#

yeah that's nice and good

#

๐Ÿ˜„

plush yew
#

It was gun, because I had the opportunity to see what people actually expect ''modern website'' to look like

glad stone
#

@sudden agate thanks this works !

#

question.. I want to be able to set UV's tile per landscape layer.. BUT also want a "master UV tile"

#

however.. the switch parameter only allows 1 output

#

im looking for a Do this OR that

sudden agate
#

put something into the false

glad stone
#

but it only allows 1 input

#

and 1 output, i want to control UV per layer

sudden agate
#

eh? there is literally 2 inputs

plush yew
#

To clarify something I said above... turns out that the
r.ViewDistanceScale

Is really what has a massive impact on frame rate in UE4 games, at least on my PC. By changing it I go from 120fps (0.4) to 60fps (1.0) and with Epic settings it drops to 40 fps.

sudden agate
#

True and False

glad stone
#

yes.. but if its False I want to set L1 UV tile AND L2 UV tile

#

i need something with multiple conditions

#

and multiple outputs

sudden agate
#

no you dont

#

you can utilize the same switch/parameter multiple times in a material

glad stone
#

hmm oke let me try

sudden agate
#

what are you even trying to achieve?

#

L1 and L2 go to two different things, dont they?

glad stone
#

I want to be able to UV tile ALL my landscape textures together

#

OR being able to tile them seperately per layer

sudden agate
#

you need to use the switch before every UV input of the layers

#

why dont you just multiplay both Tile values though? why so complicated?

glad stone
#

wooow it actualyl works haha

#

uhm let me see

bronze cedar
#

guys i need a guidance , making a Paddle, Ball and Brick game, what i want to do is to make when ball hit right side it go to the right, for left side it go to left and when hit middle of the paddle it go straight top, any suggestions

#

what i am thinking is , i got 3 static mesh in paddle that's LEFT , RIGHT and MIDDLE, now I don't know how to make that when the ball hit those different meshes it goes how it should

glad stone
#

@thehorsemand007 maybe post your blueprints @programming section /

hybrid mica
#

I have in blander this bones structure

#

BUT onece imported in UE4 the bones reposition like this:

#

DOes anyone know about this issue?

#

Why is that the root bone gets collapsed like this?

fierce tulip
#

what are you trying to do with that saw?

sudden agate
#

ironing

fierce tulip
#

ahh, so thats how we get those fashionable pants with damage and scratches

pallid compass
#

@hybrid mica not a blender user

#

but is that a constraint i see

#

constraints wont come in

#

needs to be a full bone chain

lusty carbon
#

Any blender users here who know about Rigging to UE4? I have trouble importing my skeletal mesh correctly

hybrid mica
#

Hey guys not a constraint, just an armature with some bones

#

so anyone had my prblem with bones from Blender to ue4?

#

@pallid compass a constraint? no I didn't use any constraints in my rig

lusty carbon
#

Basically I import my mesh and everything is fine but in Anim tab it just disappears

fierce tulip
#

maybe its at a weird location?

pallid compass
#

@hybrid mica What is that black line from bone to bone then?

lusty carbon
#

@fierce tulip Nope it just doesnt exist

hybrid mica
#

black dashed lines indicates parenting

digital anchor
#

In blender you can have disconnected bones, but ue4 nor fbx support it, so it will import as connected bones

#

but it will work fine

#

theres no problem in that

#

and animations from the pivot of the disconnected bone will also work fine

#

so you can animate like that and it will import correctly

hybrid mica
#

hey! good to know unreal doesn't support disconnected bones, but some hours ago I had that rig with no disconnected bones and had same problem

#

I don't know why my parent bone in the chain (the red one in unreal) gets collapsed

pallid compass
#

Not a blender user but looking at it with that dc bone, that is just a no for fbx

#

Show bone hierarchy in ue4 and blender please

fierce tulip
#

@hybrid mica was wondering why a saw needs a bone unless you want it to wiggle

hybrid mica
#

I want it to wiggle certainly ๐Ÿ˜„

pallid compass
#

Material would be easier imo

hybrid mica
#

and I need to practice how to use in VR actors with skeletal meshes and physiscs

pallid compass
#

Ah okay

lusty carbon
#

I have a grip here with a master bone (the one in the middle) that when moved down, all 3 teeth close

#

with constraints

#

whether I bake the animation keys or not, It does not appear in UE4 once I import it

#

it works fine in unity

#

any ideas?

hybrid mica
#

@lusty carbon sorry I can't help you I'm to busy with my fu**ng saw ๐Ÿ˜„

lusty carbon
#

np man.

#

I've always had trouble importing blender animations into UE4 while in unity it is so fucking easy. it's killing me

#

^ Solution! yay.

hybrid mica
#

yes at my office we work with Unity and it blends perfectly with Blender, much better than more famous 3D packages

#

but Unreal is not so Blender friendly...

#

I've captured a video about the RED BONE ๐Ÿ˜„

#

my original armature in Blender just have three bones, but once in unreal it has a red root bone

#

aaghh being a noob in this makes me angry

lusty carbon
#

Also my shading is weird in the skeletal mesh. same mesh imported without skeleton is just fine

#

ideas?

paper kernel
#

normal calculation is different

#

check import settings

pallid compass
#

turn AO off on the skeleton

#

or is it self shadowing

#

i forget

grim sinew
#

It's weird, almost looks like the normal map for the skeletal mesh got flipped somehow

paper kernel
#

aint AO if you see triangles

hybrid mica
#

@lusty carbon check the beggining of the video I've post some messeges ago: it talks about exactly this smoothing issue. it has something about exporting tangents

pallid compass
#

looks like self shadowing i think

dire sentinel
#

Hey, can someone help me with the thing i posted on teh marketpace channel?

sonic tinsel
digital anchor
#

LMAO

pallid compass
vale silo
#

I wonder if 4.22 will have LOD tools for skeletal meshes

next badger
#

why?

#

Simplygon updated their plugins afaik

sullen wraith
#

what's the name of the thing similiar to branch, but instead it goes down a list of orders to do?

#

im trying to remember

pallid compass
#

sequence

sullen wraith
#

thank you ๐Ÿ˜ƒ

vale silo
#

@next badger why did Epic create their own decimator for static meshes? To not depend on 3rd party solutions. And I don't want to depend on those either if engine can offer something comparable. Nor I have the budget for those tools.

wary wave
#

they created their own decimator because Microsoft bought the previous third party one

#

ยฏ_(ใƒ„)_/ยฏ

vale silo
#

that's my point @wary wave

#

"FREE" or really free ?

#

"Content data used by Microsoft to improve the products" duh

kind mural
#

Hey guys, does anyone have any tips on how to detect the collision between two blueprint classes? I want to use this collision to spawn another object i.e If object A and B collide, spawn C.

lilac ether
#

Hello guys! I have simple question. I have material with adjustable Rust/Oxidizing effect. I want different items have different amount of effect, so i need to make material instances for every separate item or i can somehow change this effect without creating additional instances?

sullen wraith
#

does anyone know a tutorial where if hold down mouse right, you rotate camera?

next badger
maiden sundial
#

Guys, please tell me i can select all sides of a geometry object with 1 click.
I'm going to using here like ~100 geometry-cylinder with 7 sides and if i imagine to make at least 7 clicks just to set 1 material for this kind of object ๐Ÿ˜จ

lament saddle
#

@lilac ether You could potentially achieve that with vertex painting, or with blueprint scripting (w/ "material instance dynamic")

#

so I'd google both of those and see which fits what you're trying to do

misty creek
sullen wraith
#

does anyone know a tutorial where if hold down mouse right, you rotate camera?

misty creek
#

@maiden sundial I can't remember off the top of my head, but I'm pretty sure that you can by either holding B and clicking or holding shift B and clicking

maiden sundial
#

Ow god, thank you verry much ๐Ÿ˜ƒ

misty creek
#

What you mean rotate the camera? Making to rotate around the player or what?

#

No problem. ๐Ÿ˜ƒ I hope one of those works

maiden sundial
#

Yeah, shit B + click ๐Ÿ˜ƒ

#

Wait, actually select into shift + b xD

lilac ether
#

@lament saddle @misty creek Yeah, i know about dynamic materials. I just wanted to easily adjust parameters like "Choose sword, change effect for it, choose shield and change effect for it too and now they are looking differently but with same material instance"

sullen wraith
#

@misty creek yes, like holding down mouse, being able to rotate around player

lilac ether
#

That would be great to have something like this in editor

#

Like when you change light options (color, intensity e.t.c)

misty creek
lilac ether
#

But i guess that's blueprint part

sullen wraith
#

@misty creek ill take a look, thank you ๐Ÿ˜ƒ

misty creek
#

No problem. I hope that is what you were looking for. ๐Ÿ˜ƒ

sullen wraith
#

i cant find input axis turn

#

all i got is turn rate

vale silo
#

@next badger I understand it's free, but tomorrow wind will change and I'll be stuck with the same issue I have now - no solution for LODing. Having a built-in tool beats having to use Simplygon.

#

btw, that's exactly what happened with InstaLOD, in case you forgot

#

ohh, so it's severely limited free version.. pfff

#

on top of that I am using custom UE4 build and I wouldn't be able to use Simplygon's UE4 integration

hoary silo
#

quick question, how did 2K get there guns in Borderlands to look like they're on a seperate redner pass?

wary wave
#

they had a seperate render pass

fierce tulip
#

lol

hoary silo
#

oh, I know it's made with Unreal, and how did thay get it on a seperate render pass?

#

how do you do that is my question

wary wave
#

well, they used Unreal Engine 3

#

...which has it built in

hoary silo
#

true

wary wave
#

they basically just copied the way UT3 handles weapons

#

it's a completely different renderer

hoary silo
#

oh

wary wave
#

the engine Borderlands uses is pretty different to what we have now

#

there's some 11-12 years difference between them

hoary silo
#

yeah, that makes sense

#

it's too bad epic could'nt somehow implament that feature in ue4

wary wave
#

annoyingly they don't tend to implement features they don't use themselves

hoary silo
#

exactly the problem

wary wave
#

UT4 has it's own technique though, I presume based on panini projection

hoary silo
#

yeah

vale silo
glad stone
wary wave
#

why is your camera sideways for starters?

grim ore
#

the darkness? Might need to turn on shared wrap for the material since there is a hard limit by default

glad stone
#

I tried doing that

wary wave
#

it's also kinda blurry?

glad stone
#

on my textures but nothing changed

#

@wary wave lol you cant see anything atm ๐Ÿ˜›

#

its very strange

wary wave
#

no, I mean the sky is being smudged into what I presume is the landscape

#

it's weird

swift elm
#

Hello all I have a problem i've been wrestling with, is anyone available to help?

dense mountain
#

Any way to do per instance vertex animations for hierarchical instanced static meshes?

wary wave
#

@swift elm - just ask the question

#

@dense mountain - there is a per instance random variable you can use

#

how much you can get out of that is another question

elder temple
#

Hi! Does anyone know any techniques to retroactively disable LODs/force meshes to use their highest LOD during runtime? Thanks!

dense mountain
#

@wary wave yeah, but its not random, seems to be bugged and the same for each instance (at least when i tried to mobe 100k instances with time, the perinstancerand and world position offset. I think i can see whats wrong and I'll make a PR if i can fix it) also thinking more about vertrex animations from external tools like alembic, i know you can do it for static meshes, but not sure how well i'd enable it per instance or if it even works with ISMs...

wary wave
#

definitely works with ISMs because I've used it

#

can't recall what the range is

#

might be 0-1

iron wadi
#

Hey, If I set IgnoreMovement on PlayerController to true while hoolding Axis, it doesn't reset the axis to 0 unless I move the axis again. Is that intended?

#

I let go of movement stick while the movement is ignored, but it still fires as if I'm holding the stick

wary wave
#

docs say "The output value will be a whole number between 0 and RAND_MAX for the target platform."

#

not totally helpful xD

#

@iron wadi - doesn't sound unexpected tbh

#

it's stopped receiving input so it gets no delta from the sticks

iron wadi
#

shouldnt it only affect the movement, not sticks themselves?

wary wave
#

that is true actually

#

at least that's what the variable name seems to indicate

sullen wraith
#

hey all, I'm trying to make it so when I hold down right mouse button, my camera rotates following mouse movements, Ie. similiar to battle royales when you're falling and you can freelook

#

im looking at tutorials and cant seem to find anythingh

#

can you guys find any?

iron wadi
#

@wary wave ok I think I know the issue
I am using virtual cursor which uses Input Preprocessor and it will eat the delta when I let go of sticks

#

so it doesn't have anything to do with ignore move input

wary wave
#

that would make some sense

swift elm
#

Ok so my issue is i'm trying to change a string variable which is exposed inside of an actor blueprint from a widget...

#

Someone enters text into the widget and then it's supposed to, on commit, change the string variable, casting isn't working well, i tried binding the event, any other suggestions? i'm probably just doing it wrong.

lament saddle
#

Why isn't casting working well?

dim merlin
#

Hi, any one knows what technique is used to create water buoyancy?

swift elm
#

I don't know how to answer that

#

It's not accepting the object wildcard

#

no matter what i put it as

dim merlin
#

@swift elm that's its having a ocean manager class missing, this seems to be the oceanplugin..

#

But I'd like to know how more about the technique

abstract marsh
#

Check out allright rig. NOWWWW!

grim sinew
#

Eh, I guess it's alright...

lament saddle
#

@swift elm Check what type of object the cast-to node's input pin is expecting. (Hover your mouse over it.)

grim sinew
flat scroll
#

Is there any addons for UE4 engine that allow me to use mouse to set scale of position similar to how you can do with rotation? Kinda like Unity lets you do that

swift elm
#

@lament saddle object wildcard or what are you asking?

lament saddle
#

I don't know what's on your screen, but it sounds like you're unable to plug a thing into a thing?

#

(Or are you getting a compile error?)

swift elm
#

I get a compile error if i cast from the actor to the widget to retrieve the value, OR from the widget to the actor to set the value.

abstract relic
#

Use blueprint interface. Casting is bad form for widgets

knotty storm
#

Hello. I'm a new UE4 user and I would like to learn how to use unreal from a beginner stand point. Is there any resources you guys have I can use to learn?

swift elm
#

@abstract relic I'll try this, thanks.

grim ore
next badger
#

Why are you even casting UWidget in to AActor? they are not related

#

@grim ore I'd rather recommend your MVP series

#

academy has no starter guide afaik

grim ore
#

it has the editor basics class , BP Essentials, and the projects and file structures stuff. No real A-Z I guess but it does have some newbie stuff

knotty storm
#

cool, thank you @grim ore

swift elm
#

@next badger if you had been reading then you would have known.

stone fjord
#

I'm not sure why there isn't a 3d channel (or if there is I can't find it), but I'm new to Unreal (converting from Unity), and I can't quite figure out how to center 3d models that were imported from elsewhere. I see the pivot point as being extremely far away, and I could move it with W but then the pivot point is still far away and the model isn't any closer to it

#

on import my model is here:

#

vs pivot point

#

For whatever reason it isn't importing anywhere close to where it should be - I'm sure it's something I'm overlooking but does anyone have any thoughts?

#

And I can't seemingly pick up the mesh and drag it, or if I can I don't see where

digital anchor
#

you cant move the pivot permanently on unreal, use your 3d application

stone fjord
#

It's unreal that's doing it though

#

it's centered in the application

merry gazelle
#

maybe try importing in a different format just to see if it does the same thing

stone fjord
#

Good idea, thank you

next badger
#

@swift elm so, bind event didn't work for you?

grim ore
#

@stone fjord by "centered in the application" do you mean the pivot point is centered or the mesh is at the 0,0,0 origin in your DCC program? UE4 uses the 0,0,0 point as the pivot when importing Unless you change it during import/reimport

next badger
#

^ what he said, UE4 uses fbx 0 as pivot point

gleaming lotus
#

Anybody know a way to change the player collision colours in the editor? I've been doing my collisions for a couple days now and my eyes are hurting lol

wraith acorn
#

Guys can someone do 3D models

#

i need help

next badger
#

@gleaming lotus i believe those are hard coded

merry gazelle
#

@wraith acorn You'll prob have a better chance finding what you need in the marketplace or one of those sites with free models. (Unless you've got a budget to hire a 3D artist)

stone fjord
#

Yes at 0,0,0 in the program it ends up way off to the side, but I think I've got it - thanks guys

wraith acorn
#

@merry gazelle Erm, 0 dollars ?

gleaming lotus
#

God dammit

#

thanks @next badger

merry gazelle
#

yeah there's some cool sites out there with free models, they won't be perfect but they'll be better than any freebie creations

wraith acorn
#

Anyone here tho

#

Uh what's the name of one of the pages

merry gazelle
#

@wraith acorn https://free3d.com/

wraith acorn
#

Yay

#

Thx

merry gazelle
#

I want to make this child actor a variable (in construction scipt) so that I can swap it out in UMG. It's greyed out however, I'm running out of ideas for how to replace target actor since it's greyed out.

grim ore
#

you want to make the child actor component swappable or the child actor in the component swappable?

merry gazelle
#

child actor component swappable

#

ok the guy in the vid just said I'll need to use communcation

grim ore
#

I think I am confused on what you are trying to do

#

the CAC is the item that holds a child actor, the component would not be swapped out unless you somehow have pre built CAC's

wraith acorn
#

any other pages, couldnt find what i need @merry gazelle

merry gazelle
#

So the "add child actor component" is currently a BP_PlantA. I want to be able to swap the component for BP_PlantB or BP_PlantC

grim ore
#

ok so the Child Actor Component itself is not a BPXXX

#

it's a child actor component and its child class is BPXXX

#

you would add the child actor component without anything set up, it would be blank. then you would set the child actor class to your BP you want

#

then set the variables on it using communication

merry gazelle
#

ok makes sense ๐Ÿ˜ƒ

wraith acorn
#

ANSWER ME

merry gazelle
#

@wraith acorn I just used Google lol, I don't know of many sites

grim ore
#

the Target you are trying to set is an input of Actor so it would be the actor you are adding this child actor component to which is why you can't set it like you wanted to

wraith acorn
#

Lol ok

grim ore
dire moon
#

thanks to @trim steeple for helping me like a god!

trim steeple
#

My pleasure ๐Ÿ˜„

dense vine
#

Oh boy

dense vine
#

Finally found a server for UE4

grim ore
#

oh no.. I would run if I was you, it gets weird in here

dense vine
#

Is this the right channel for beginner questions?

#

@grim ore I mean.. how weird are we talking

grim ore
#

Every channel is right for questions, it just depends on how much you want to get laughed and yelled at for asking in the wrong one ๐Ÿ˜›

dense vine
#

๐Ÿ˜ฆ

grim ore
#

this one is generally good for general chat about UE4 tho unless something else fits it better

dense vine
#

OK w/e, not like I would be discouraged.

grim ore
#

It's more "hey how do I make art" in the #gameplay-ai channel that might get you laughed at lol

dense vine
#

Ah

#

Background : I know C++ and C#, and Solidworks/Inventor for CAD work. Migrated from Unity to UE4 cuz vehicle behaviour there weird and not in line with what I want. I'm working on a grad project to create utilities that simulate realistic vehicle model behaviour, objective being that we can see telemetry and how it's affected by tweaking car parameters. I've tried out the vehicle templates, tried importing a rudimentary car from Blender with no success, and am now getting into 3DS Max.

#

Has anyone here worked with vehicles? If so, did you try a realistic simulation, or settle for arcade driving? Since I have yet to delve in the background of UE4 (Blueprints and C++ classes) how did you go about accessing car parameters?

graceful sky
#

Is it possible to find a key axis value via bp?

vale silo
#

@dense vine I am guessing you switch for a wrong reason, since UE4's vehicles aren't great ๐Ÿ˜›

grim ore
#

you can get the key axis value easily if it's set to an input

graceful sky
#

Assume its not

#

I guess i gotta dive into c++ for that

#

Trying to extend my keybinding component

dense vine
#

I mean, from what I've seen on UE4, vehicles behave a lot better than in Unity. Wheelcollider source in Unity isn't available either, and we have to resort to doing it ourselves, with unsatisfactory results. I am on a tight schedule here, so I ditched it.

graceful sky
#

but its tricky to bind analog sticks..

dense vine
#

Also most parameters required for simulating vehicle behavior are readily available in the vehicle BP, I just wanna go one step further and access them via code.

grim ore
#

if it's available in BP you can get it in C++ for sure. BP is just C++ on the backend exposed to a pretty UI

#

so you can create your entire system in C++ just like you could in BP and do whatever you wanted with it

graceful sky
#

yeah no, i cant find it in bps,

#

there's no such lookup possibility

#

i could probably hard set them all

#

but that'd be weird

#

Nvm turns out i've missed an update!

gleaming lotus
silent cloak
#

Could any1 give me a quick teory about polys on player char and map size etc ?

gleaming lotus
#

kinda hard to see in the image, not sure how to explain it

maiden sundial
grim ore
#

@silent cloak there is no answer. It is based on your target platform and goals.

maiden sundial
#

@gleaming lotus Fairly sure you have to build the light again to fix this

grim ore
#

@maiden sundial what is the actual problem? the material not tiling well?

maiden sundial
#

Yes

grim ore
#

does your material actually tile properly? if not then you need to fix it or stretch the material so it doesn't tile.

#

it's possible the material tiles properly but your mesh has bad UV layout so it's not tiling correctly.

maiden sundial
#

Maybe i should also add more informations.
This are 2 Geometry objects. Both have the same scale value

grim ore
#

yeah I think we would need more info or to see more of the picture. first off tho is the Texture a tiling texture? does it tile seamlessly edge to edge

maiden sundial
#

Yes it does

grim ore
#

ok so is that seam between 2 different meshes?

maiden sundial
#

Yeah, one is using a box while the other one is a linear stair

grim ore
#

if it is you either needs to adjust the UV's to fix alignment, change it to 1 mesh if you want it to line up, or change your material to be something that uses world coordinates to align it's uv's to seam correctly.

#

for that instance you can always drop the stair down 1 level and move the top floor as the top step

maiden sundial
#

adjust the UV's to fix alignment
Never heard of the term ๐Ÿ˜…
change it to 1 mesh if you want it to line up
I'm working atm at 1 biig building which i wanna create into 1 static mesh, so this solution wouldn't be really good for me.

#

Ahh, that could work

gritty root
#

i didnt see that ill delete this and post it there! thanks!

stone fjord
grim ore
#

from the looks of it your animation is not set to use the same skeleton as the mannequin so they are not compatible

stone fjord
#

Damn, Mixamo doesn't wanna play nice I guess, in Unity generally it will detect a standard rig and make it work - is there any capability like this in unreal?

abstract relic
#

Retargeting

grim ore
#

the issue is Mixamo can export out to unity rig, they removed the UE4 rig at some point so you have to manually retarget ๐Ÿ˜ฆ

maiden swift
#

Trello roadmap has been updated. ๐Ÿ˜„ https://trello.com/b/TTAVI7Ny/ue4-roadmap

#

They added a Done In 4.22 list now, so you can get an idea of what's going to be ready when it releases.

abstract relic
#

I wish weโ€™re allowed to publicly display their wall.

maiden swift
#

What do you mean?

regal mulch
#

That, is nice

#

Specially the last one

maiden swift
#

Indeed. I think a lot of people will appreciate that.

plush yew
#

guys can someone help me in ue4, its really quick

abstract relic
#

In HQ they have a wall filled with projects goals. Itโ€™s a truly impressive roadmap

plush yew
#

this is a different blueprint (actor)

maiden swift
#

@ebon ridge Please don't ping Epic staff for trivial matters.

ebon ridge
#

Won't happen again.

maiden swift
#

Thanks. We love having them here, so just be respectful of their time. ๐Ÿ™‚

ebon ridge
#

๐Ÿ˜„ Will do!

plush yew
ebon ridge
#

Cast to your player bp

maiden swift
#

@plush yew Is this an actor that the player is overlapping?

plush yew
#

basically when the player character presses a button, i do a line trace and at the location this actor is spawned

ebon ridge
#

oh

plush yew
#

and at the locatino this particle is spawned

ebon ridge
#

Oh

plush yew
#

i put a box collision and when the box collision overlaps

#

i want the player locatino to be set

#

but how would i modigy the players location from here

ebon ridge
#

you don't need a separate actor to spawn a particle.

maiden swift
#

Hold on. Why do you need to set the player's location after spawning this particle?

abstract relic
#

Drag from Other Actor pin >>> search Cast To [char bp], then use that as target for world position

plush yew
#

@abstract relic i want it to be for all actors, my game has more than 1 character

#

@maiden swift do you know the show, "The Flash"?

maiden swift
#

I'm aware of it.

#

I know about the superhero.

plush yew
#

oh

abstract relic
#

Then make an array

plush yew
#

basically il explain more simply

#

the character spawns a particle at a location when he left clicks, and when he clicks again at a different point, the location of that point is stored

#

when the player walks over the first point, i want him to telpoert to the second point

#

ive made all the logic