#ue4-general

1 messages ยท Page 403 of 1

bitter iris
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o.O

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2 secs

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try that

thin stag
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Hi! Im Working on a Lightsaber Combat game and ive ran into an issue, right now i have multiple saber modes: Double Saber, Single Saber and Saber Staff, ive setted up so that the actors get destroyed depending on which mode i switch to, i can switch to saberstaff no problem but when i try to switch back to previous mode from saber staff, the actor isnt getting destroyed and i got three lightsabers, when i close preview i get an error telling me "Actor is pending kill" or whatever its called, how do i set it up properly? Hope this makes sense.

lament saddle
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@bitter iris Type "stat unit" into the console, and figure out whether the drain is coming from GPU, "draw" (CPU draw calls), or "game" (CPU game logic).

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If it's GPU, you can type ProfileGPU while looking at stuff and compare the results

bitter iris
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Okay

lament saddle
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GPU is the highest number of the three, so yeah.

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profilegpu on that

bitter iris
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So `ProfileGPU?

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okay

lament saddle
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yeah, from there you just have to compare stuff and figure out where the drain is coming from

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there are a lot of tutorials on Unreal Engine GPU profiling on YT

bitter iris
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Looks like most are coming from StandardDeferredSimpleLights

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4ms from that

sullen wraith
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my build lighting is stuck at %0

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i did it earlier, and it got to %100 eventually then crashed

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now its stuck at %0 :3

whole quarry
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did you use a Lightmass Importance Volume?

waxen marlin
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Hello guys, I'm new to UE4, coming from the dated Infinity engine (so I have basic knowledge about programming, modelling and stuff) and would like an up to date guide for UE4. The Virtus channel on YT looks good but is from 2014, I'd like something more recent of possible, any advice appreciated, thanks!

whole quarry
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check the UnrealEngine YT channel

thin stag
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When i switch back to previous weapon i get an pending kill error, how do i setup so that the previous actor get destroyed when switching to the other weapon?

sullen wraith
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i've got a bunch of actors in the world, is it possible to add them to some kind of table?

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so ai can randomly pick between them?

plush yew
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You can assign each one a different int

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Then do random int in range 1-n or 0-n and pick one with the random number

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Depends how many you have or if they are spawned at runtime or pre existing could be complicated depending on situation

sullen wraith
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thank you

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also my game wont build lighting

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i ran swarmagent

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and its stuck on skylight radiosity

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anyone had this issue?

plush yew
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idk anything about lights except you should use lightmass importance volume

sullen wraith
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my games just not building lightign :3

plush yew
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could be that its big and you have no lightmass importance

sullen wraith
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what is lightmass importance?

plush yew
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it tells (swarm agent I think) what places to light more

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Otherwise when you build lighting it calculates it for the whole scene which takes ages

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Something like that

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Just a cube that you put around the places where you care about lighting

sullen wraith
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just added a lightmass importance to test

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still at %0 taking forever :\

plush yew
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If you have a lot of lights outside that volume it will do still

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DO you have a lot of static lights?

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Have a volume around every static light you can have multiple

sullen wraith
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litterally have none :3

plush yew
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It could be your problem is something completely different

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Can you give a few screenshots?

sullen wraith
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i changed the polygon setting

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now im not even getting errors

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saying i need to rebuild lighting

plush yew
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Oh nice! Where did you find that

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I need to know lol because it always tells me that

sullen wraith
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it was in the light thingyou told me to add

plush yew
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Did you change to 'separate'? I changed mine to 'merge' and it got stuck at 0% and I think mine was 'separate' before

sullen wraith
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no i mean

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i didnt even rebuild lighting

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the error just went away

plush yew
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oh lol idk then no idea

fierce tulip
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the more lights you have, and the worse your ram/cpu, the slower itll be

sullen wraith
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hey guys, im going to implement countries into my game now, i want countries to hold a bunch of data, money, alliances etc

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what is the best way to go about doing this?

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and in terms of the variable in the ai, is there a way i can make a drop down to select what faction it belongs to?

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or easier just to use bool values

fierce tulip
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you might want to check fo4's editor thingy, on how to set all that kind of stuff up

tall pendant
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game state

primal prairie
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make your skybox just emissive?

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or change the material

fierce tulip
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or reduce bloom/auto exposure

primal prairie
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strange

sullen wraith
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@fierce tulip fo4's?

primal prairie
sullen wraith
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@tall pendant cany you explain?

primal prairie
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it doesnt rebuild, because it says it cant be compiled

fierce tulip
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fallout 4

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or 3 forthat matte

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though NV would be better in that case, more factions

sullen wraith
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how would I retreive information from the gamestate while ingame?

fierce tulip
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4.22 has editor utility widgets

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that will be a lifesaver

sullen wraith
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is there a way for me to make some kind of table in blueprint which stores bunch of info, for example

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england - 100 gold - peaceful true- etc etc

plush yew
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make a blueprint class 'country' with editable variables like gold and 'peaceful/hostile' bool etc

sullen wraith
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hmm

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fair enough

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can I use numeration to make a dropdown menu to select faction?

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enumeration*

fierce tulip
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you know, you could google that information.
while we gladly help, we arent your personal google.

sullen wraith
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I'm trying to create ai, and it only chases the player if the faction is different

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im having trouble figuring out how to get the enum from the ai

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and then comparing it :3

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i have the enum in the character for the ai

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something like this?

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would that work?

plush yew
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hey guys, i plan to make my own dancing game like just dance and i wonder if there is a way to make the movements work with wiimote plugin

sullen wraith
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"ai ship" does not inherit from ai ship cont :3

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when it does?

fierce tulip
sullen wraith
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i feel like im so close, i just cant figure out how to get the ai character :\

plush yew
sullen wraith
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oh i got ya

plush yew
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back to my question, is it even possible to make a movement file with wiimote plugin? when the player comes close to the axis of the movement file, they should get a score like perfect, good, ok

fierce tulip
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you might be better off asking in the wiimote plugin thread. odds of finding people using it is very low

manic bluff
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is it worth trying to make something like FPS-ish if you have never touched programming, beside editting valuables in the past? ๐Ÿค”

fierce tulip
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good learning experience imho

frozen hinge
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any one can tell me examples that their/their studio did as a modification to UE4 source code ?

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๐Ÿค”

fierce tulip
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material node for each platform, cascade module for each platform, additional notifiers in animation editor, disable features not needed, yada

graceful kraken
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uh

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...

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How can I make a cube "cut" a hole into another cube ?

gleaming creek
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Are you using CSG Geometry?

graceful kraken
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uh ....

gleaming creek
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Set the second cube to subtractive if so

graceful kraken
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I did unly create a cube

gleaming creek
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Otherwise, make a model in your 3D software

graceful kraken
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ok where can I set it to subtractive ?

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so which catecory

gleaming creek
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Details panel on a CSG brush

graceful kraken
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ok I 'll try

gleaming creek
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Did you create the cube from the Geometry section on the left?

graceful kraken
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yep

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oh god I don't find it ๐Ÿ˜‚

gleaming creek
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It's a drop-down

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Probably set to additive

graceful kraken
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uh ok ...

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ok

high citrus
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guys is that normal that if i reference child class in a data table, it starts to reset any variables in it to default ones? (at editor restart)

plush yew
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Hello guys I want to ask you I need textures but which person need to make them? the designer or the 3d moddelist?

fierce tulip
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generally the modeler

plush yew
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Hi is there any way I can edit game mode variables in my editor

gleaming creek
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Your question is a bit vague

plush yew
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custom variables

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I have a few levels with the same game mode, when a certain event happens I want to set a new view target to an actor which is level dependent, I have made a custom variable of type 'Actor' in my game mode blueprint

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any good site where I can find good and beautiful textures for wood and stone? FREE

waxen marlin
plush yew
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thank you

azure shore
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ok great I got bad issues
ue4 has decided to do a thing where its running "at 40fps" but it goes all choppy then just freezes entirely but I can still hear game audio in real time, then maybe a few seconds later itll come back to really choppy for about another second then another long freeze

narrow magnet
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how do you create your own character instead of using the marketplace?

azure shore
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b r u h

narrow magnet
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what

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how do u create your own character

abstract relic
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Use a 3D modeling tool of your choice

plush yew
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@narrow magnet
You can download Blender, learn howto use Blender and create a game character.
But you'll also need to learn how to add bones, learn how to skin and animate the character.

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Not something you'll learn and do in a week.

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If you want a detailed character, you might want to get into Zbrush.

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Or pay someone else to make you a character.

azure shore
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so any help?

silver warren
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you got the logs?

azure shore
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wait where are logs again

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stupid question but can I still find logs without it crashing

digital anchor
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<@&213101288538374145>

azure shore
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ue4 it literally unusable like this

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it feels like its against me EVERY DAY theres SOMETHING it does like is it me or is ue4 really glitchey?

wary wave
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it's you, unfortunately

ashen brook
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@digital anchor sup?

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@azure shore logs are in project folder/saved/logs

azure shore
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but like, when does it create logs

maiden swift
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It was a misleading link @ashen brook. Deleted it and dealing with the user.

wary wave
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there is a problem with Nvidia graphics cards and UE4, but it's not super common and manifest as specific types of crashes

azure shore
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after its closed or what?

plush yew
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@azure shore
Where are you coming from. What is your background or experience in game dev.
What is your current hardware?
What are you trying to do with UE4?

azure shore
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I have a radeon thingey

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no literally ue4 itself the whole viewport is just doing the freezing thing I already said about

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it was fine the other day and I havent changed anything since

plush yew
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At what frame rate do you run UE4 games normally?

azure shore
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around 40

plush yew
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is that at lowest settings or max?

bitter iris
azure shore
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I typed `stat fps and it was showing around 40fps

plush yew
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make sure your windows is updated, radeon cards are more peculiar about that than nvidia, dont know why

azure shore
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well I always have to use lowest settings to run ue4 but still

plush yew
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In UE4, there is a setting named ''Smooth frame rate' you can turn that off.

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esp if you are at win7

azure shore
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but like, it was fine just the other day

plush yew
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Scalability, is it set to the lowest?

azure shore
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yep

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always

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I keep it there

plush yew
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I dont care about the other day. i care about now

azure shore
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well I said always

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which includes now ๐Ÿคท

plush yew
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Your current scene, what is it based on?

bitter iris
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is there a way to visualize the draw calls?

plush yew
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What template are you currently using?

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@bitter iris
stat scenerendering

bitter iris
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thanks dude

azure shore
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wdym

bitter iris
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Mesh Draw Calls = 1800 ish, Sattic List draw calls 1150 ish, jeez

azure shore
bitter iris
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How many meshes are on your scene?

azure shore
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it doesnt matter how much of anything is in a map my pc is shit, but normally I should get at least 50fps when the res is that low

bitter iris
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umm okay

plush yew
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@azure shore
There are several options that you can turn off to increase your FPS.
My PC is 10 years old with a 5 years old GPU and I can easily get my FPS up to 300-700 fps. Of course, that's with an empty template. A fully meshed map would drop to 60-110fps.

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If you get 40 fps at the absolute lowest settings, then I wouldnt recommend UE4. Maybe try Unity.

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or get a new PC

vagrant pasture
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Hey everyone .I'm new to unreal engine 4 ,can anyone suggest me some intermediate to advanced blueprints tutorials please!!!

plush yew
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Hello guys I have a problem with my model I put it textures and made the materials

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but there are places where the textures aren't rendered why?

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how to fix this problem?

fierce tulip
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bad unwrapping

plush yew
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?

fierce tulip
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bad materials

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bad masking

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could be anything

plush yew
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in blender?

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Wrong UVmap?

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idk

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my classmate made it

vagrant pasture
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Hey everyone .I'm new to unreal engine 4 ,can anyone suggest me some intermediate to advanced blueprints tutorials please!!!

fierce tulip
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decoy, please stop spamming same question over and over

plush yew
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never trust classmates (joke)

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you are new and you want for advanced-the fuck? @vagrant pasture

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what to tell him? @plush yew

vagrant pasture
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just did twice bro!!!

fierce tulip
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thats once too many

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be patient

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@plush yew and you behave

plush yew
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okay

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I wait

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It seems like bad unwrapping.

vagrant pasture
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@plush yew I'm new to unreal but has been working in unity for quite some time now...

plush yew
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a okay

vagrant pasture
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I just want to switch to unreal

plush yew
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Open blender and check

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if you dont know blender, great. An opportunity to learn

fierce tulip
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@plush yew

  1. does the mesh look good without a material?
    if yes, its probably the material
  2. does it look good with the material?
    if no, its either uv's of the mesh, or the way the material is set up. so check the uv's. if they are right, check the shader.
    etc
dusky hound
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Anyone out there do much World Machine LAndscape work?

wary wave
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ugh, turns out the UE4 Prerequisites installer has dumb fucking bugs in it

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I can't launch any UE4 games because of this

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it's not updated the XInput DLL because it has the same file size as the old one

proven oxide
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is there any way to make the system suto load a specific level no matter what level you are trying to run if certain flags are not set

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or would you have to add that to ALL level blueprints?

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could i put it in the BaseGameMode.cpp that if certain flags are not set to true it will instant load the starting level so it will load that level which sets the flags when run

bleak copper
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@bitter iris >110 FPS is still pretty good of course lol.

bitter iris
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its 110 cause im in a different view

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that view is around 70 ish fps

bleak copper
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Ah

bitter iris
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which isnt good as there is bearly anything on scene

bleak copper
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Riiight forgot that you were on complexity view.

bitter iris
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lol

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just noticed my landscape is 8,128,512 Tris and there is 16 tiles

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4 loaded at a time

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so thats 32 million tris loaded with just landscape

bleak copper
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Oh 8 million per tile?

bitter iris
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yeah

bleak copper
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Not 8 million in 16 tiles of which 4 are loaded lol

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Okay

bitter iris
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each tile sorry

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i dont know how to reduce the tris

plush yew
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there used to be a bug with landscape that it showed the lod0 tri count in stats, not sure if it is fixed

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as long as you have good lod scaling on the landscape, it shouldn't be that much tris

bitter iris
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its LOD0 default

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tbh i dont even know how to create lod's for the landscape

plush yew
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doesn't it auto generate lods and switch to those seamlessly?

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are you forcing lod0 for all components?

bitter iris
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how can i check how many LODs a landscape has

plush yew
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there is an lod visualizer for the landscape, it changes wireframe colors for the landscape

bitter iris
plush yew
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I haven't worked with landscape for a few years, so can't remember if you can see how many lods it has, but you should be able to set the amount of lods in landscape settings

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also you should be able to override lod bias per component, ie give this component higher detail so it preserves it shape better etc

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yeah I think so

azure shore
plush yew
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I'm not sure if they fixed it after all this time, but stats always showed lod0 tri count regardless of the landscape lod state

azure shore
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and you get 60 - 110 on a 10 year old pc damn

bitter iris
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either way landscape is showing 8 million tris

plush yew
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does the tri count change when you get farther away?

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if not, it is still bugged

azure shore
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also Im quite familiar with what general settings affect fps by now

bitter iris
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is there a way to display tris on screen instead of in the statistics

plush yew
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if you check the wireframe, you can clearly see it reduces its tri count pretty effectively

azure shore
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usually have to use commands in games to set settings lower than default values

earnest pawn
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please can someone help me, i have been trying to package the ARCore example app for android

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and i get this error ERROR: cmd.exe failed with args /c "...\gradle\rungradle.bat" :app:assembleDebug

bitter iris
plush yew
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@azure shore
yeah, that's my 10 years old PC, but my GPU is a AMD R9 290x.
https://youtu.be/SBtcQehBa3s

if you are getting 40 fps on an empty project, as you get further with your project... it might quickly become unplayable as you keep adding stuff.

bitter iris
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So guessing that landscape has its own LODs setup

plush yew
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I can't tell the scale from the gif, but if it is 3-4k heightmap with landscape scale at 100 (ie 1 quad is 1 square meter) then it should be fine

bitter iris
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that tile is 2017x2017

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total map is 8x8

plush yew
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you can fiddle with lod distribution and max lod for further reducing its count

azure shore
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yeah Ive found I can spawn a lot of stuff without fps drop

bitter iris
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i think i need to reduce those ๐Ÿ˜‚

azure shore
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that looks sweet though

plush yew
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thats a lot of tris

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๐Ÿ˜„

bitter iris
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yeah lmao

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woops

azure shore
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but yeah tbh 40 - 50 fps is good for me, I cant even imagine over 100

plush yew
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whats your gpu?

azure shore
plush yew
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that should be r7 240, which is slower than my old 7770

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I'd say 40-50fps is normal for that card

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problem is, unreal editor uses gpu a lot, compared to say, unity

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so you'll get slow downs more windows you have open

azure shore
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I thought ue4 was optimised better ๐Ÿคท

bitter iris
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lol

azure shore
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thats what I heard before

fierce tulip
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that also depends on your own optimization skills

plush yew
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well, ui wise, it is, its just that it is optimized for the gpu

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r7 240 is a very low end card

azure shore
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yeah I get that but my game isnt exactly demanding I guess so

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so Im not making it worse at least

plush yew
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your fps should be much better in a cooked game run with the binary

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things get slowed down significantly when run in editor

lament saddle
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I get the impression the UE4 editor was made for workstations in mind. It chugs on my laptop a bit.

bitter iris
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its a laptop

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dunno what you can expect otherwise

lament saddle
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yeah, so I tend to do just blueprinting whenever I'm using UE4 away from my desktop workstation

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(or some performance profiling on the laptop, heh)

bitter iris
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thats a good use

plush yew
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UE4 is heavy to run compared to Unity.
However, when it comes time to open big scenes... I always had issues with Unity. But UE tech does it just fine.

proven oxide
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so where should i be loading a level in the gamemode or in the player controller?

azure shore
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yeah you're right it does run better when I open standalone

plush yew
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loading a level as in, changing the map?

proven oxide
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yes

plush yew
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that shouldn't really matter then, both player controller and game mode is going to get destroyed while loading a new level

proven oxide
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in particular i want to catch any level loading and redirect the level to another one if certain flags in the worldstate havent been set

plush yew
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my rule of thumb is to keep only bare minimum game mode related things in the game mode, but that is a rather multiplayer focused approach, and it isn't a correct or wrong approach

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well, iirc only gameinstance survives a level change (non streaming level change that is), so it'll probably be better to check for flags before level change, rather than afterwards

proven oxide
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i want to try and catch any level that doesnt have say the username set, and if so send the user to the select username level

regal mulch
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Why would a Level set a username?

proven oxide
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so if someone tries to go straight into the game level it redirects them to the main menu

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thats just one check

regal mulch
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Well, then do it in the GameMode

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OnPostLogin

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Check all the stuff of the PlayerController nad PlayerState you need

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And if everything is correct, leave them, otherwise send them back to the mainMenu

proven oxide
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so they can't go into the actual game unless they have a team name username, character selected and online

bitter iris
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okay lowering all that tris did absolutely nothing....

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wtf

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basepass is so high

plush yew
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how to make in unreal to change his username? when he click on the button to can change the
username

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who know how to do it let's tag me

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and to describe me here or in DM me

regal mulch
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Make a Widget with a TextBox and the put the result of that TextBox into the "ChangeName" function of the GameMode.

thick herald
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Which channel should I use for a world lighting issue?

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or it might be a camera issue. I don't know

regal mulch
thin stag
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How do i make so that when i press a button i spawn a particle emitter on my player that has Procedural Lightning on it?

wary wave
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"procedural lightning"?

thin stag
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you know, lightning that emits from source and hits random points on the map

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isnt that what its called?

serene nest
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am I understanding that correctly?

regal mulch
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Yop

serene nest
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Thanks!

tranquil bone
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Anyone know any good ways to do spaceship movement?

fierce tulip
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you might want to define what kind of movement. 2d, 3d, 6dop, first, 3rd, etc

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what kind of spaceship

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etc

plush yew
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Guys if I have two branches in parallel, each of which execute on different button presses, and on one of them I cast to something (in this case my game mode), can I then use the reference to the game mode I get in that branch, in the other branch? At the moment I have this but it feels like such unnecessary repetition

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Suppose I could just make the cast and call one function

dawn linden
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Wrapping in functions is generally better.

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You shouldn't do what you suggested as then if the other branch is triggered the first time, the cast won't have been executed and the value will be null.

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It's confusing and a sure way to introduce bugs.

tawdry wyvern
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hey

tranquil bone
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Is there a way to get kph in unreal or to measure the how fast something is going?

plush yew
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of course output velocity

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output speed, do a get velocity and then a vector length with a print string

tranquil bone
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Ah okay

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thank you

craggy kraken
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I just added a umg color picker I bought from the marketplace and two .uasset files are not showing up???

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Like they are there in the file explorer but unreal engine does not see them at all

unkempt delta
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Hey guys

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I want to do a game where the rooms/enviornment change as the user walks around an object and/or when the user isn't looking

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would this be accomplishable with blueprint? and if so, how?

silver crown
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@unkempt delta Check if the bounds of the object intersects the camera view frustum

unkempt delta
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oh, okay

silver crown
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Just how I would do it ๐Ÿ˜„

unkempt delta
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gimmie a sec

storm venture
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anyone here remember that game reveal on some E3 where the eyeball had the needle hovering in front of it? trailer was mostly black with tentacle stuff going on

wary wave
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Dead Space 2, probably

novel ember
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just had a very silly realization

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if you want short sounds to play at an actor's location even at high velocities without directly attaching the sound to the actor, just use the actor's world location + actor's velocity for the location input as opposed to just using the former

primal parcel
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hi all, i was talking yesterday with a community member and i got a bit confused. Are the skeletons root required to be named "root" ?? It is required to be at 0,0,0 of the model ??

silent narwhal
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Hi there

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Im in a bit trouble if anyone has any clue I'd love to hear, been reading much threads about it nothing came up as a fix for me ๐Ÿ˜ฆ

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Blue screen of death when loading levels..

primal parcel
#

looks a montage problem or drivers related

silent narwhal
#

Yeah, can't put my finger on what :/

#

If it was montage issue, would I be able to run other 3d apps? (I used a game on max settings as a test earlier)

primal parcel
#

it can be caused for diferent reasons, but if you are on a new PC provably is not related to UE4

#

try the last one the first one, and reverse the changes if it doesnt works

#

is my bet, but i am new on w10 anyways ๐Ÿ˜…

craggy helm
#

Hey all! Having huge issues with my lightmass build

#

I have a modular wall setup from 3ds max, but the walls have seems in them

#

Any help would be very much appreciated! ๐Ÿ˜ƒ

sonic pagoda
#

if anyone was suffering try to follow the ue4 cpp tutorials because of the new IWYU stuff, try this instead https://unrealcpp.com/, the necessary header files are all there in these tutorials

grim ore
#

Third person or first person?

#

And using the crouch function? If so weird as first person should drop down to the crouch height in your character.

#

And is the can crouch checkbox checked

#

Well sure if you want but making sure the can crouch is checked and your using the crouch function is important.

silent narwhal
#

@primal parcel thanks

velvet finch
#

I'm getting less lightmap errors since upgrading to the current version of UE4

#

not sure what they did to the auto lightmap system but its going pretty well!

sick meteor
#

can i ask someone for assistance? i would like to get my Third Person character working somewhat like they do in GTA 5, with guns and melee as a start, i also would like some help making pedestrians that i can kill. can someone message me and help me out a little bit maybe

proven oxide
#

Ok I am still having problems with compiling

#

Vs is showing as red error but manually compiling on command line works fine

#

Interesting the output is being set to blankprpgram

#

So it seems that vs2017 enterprise doesnโ€™t like building

#

I just told it to build shadercompileworker and itโ€™s recompiling the whole engine

proven oxide
#

Interesting checking vs installer they have an unreal engine installer support module

regal mulch
#

If people ask you why you use C++ over BPs

#

ApplyRadialDamageWithFallOff literally has the Actual Dealt Damage available, but chooses to return a boolean to just say "Yeah we hit something."

#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

#

Welp, time to expose my own version

proven oxide
#

Ok looks like for some reason none of my vs2017 c++ projects will compile any ideas why?

cloud cobalt
#

Post the build output on cpp

proven oxide
#

I did earlier it just says object reference undefined object or something similar

#

But when doing manual compile it seems to work fine

#

So what I need is the folder and name for the compile command

#

Ie what param to the build bat file

thin stag
#

i have a problem, i have a combo system and when i attack with two weapons it goes up to 2 skipping the first animation and goes directly to the second animation.

sudden agate
#

wait for the first animation to finish

thin stag
#

it cant even do the first animation, i goes directly to the second animation

#

i think the problem is that the weapon on my right hand is also used in the one handed mode, but i dont know how to make two weapons which is the same actor

plush yew
#

Hi I am having a hard time understanding how parent/child BPs work

#

I have made a child blueprint classed based on a default character class and I have this:

#

The 'bool' is a variable inside the parent class which is true when it's the enemy's turn. There is some logic executed and a 5 second delay, and then bool is switched off again.

#

When that logic is executed I want this child class to do the same as the parent but also perform the function 'decision'.

#

probably something to do with the delay node and the logic still ticking when delay is running...

#

its ok I just used event dispatcher

#

just a question though how does the 'delta seconds' in event tick work? Is it just added to parent: tick, so that if there was something in the parent BP that relied on delta time and child took on average roughly 0.2s to tick and parent took 0.5s, it would take delta time as 0.7s?

frozen hinge
#

thinking of a way to implement planetary gravity but without modifying engine's source ๐Ÿค”

#

i know i can just apply a force to every actor in the direction i want

#

but i think this would require a shit ton of work to implement a character with animations that work with this

cloud cobalt
#

If you want something like point gravity you're probably going to need lots of character work

#

I'm not sure ACharacter supports not being aligned

frozen hinge
#

even if i am gonna use APawn

#

i don't think it will still work any good

cloud cobalt
#

I mean, the problem is probably not applying forces to every physics objects

#

It's more like 3D gameplay is complicated and needs quaternion everywhere

frozen hinge
#

that's why i think that just changing the world gravity in the engine source would solve all this ๐Ÿค”

cloud cobalt
#

Well no

#

Gravity in the engine source is always considered to be a vertical vector

frozen hinge
#

There is a gravity vector variable that someon exposed through UE4 source mod that i seen somewhere ( can't remember where though)

cloud cobalt
#

Meaning that, generally, gameplay classes have the same assumption

frozen hinge
#

๐Ÿค” i guess Unity handles this a little better than UE4 (no in the sense that it's ready out of the box but more of its more modular which makes it easier to implement such thing )

cloud cobalt
#

For example, the FRotator type assumes vertical gravity - you can't use it in a point gravity context, ever, and FQuat isn't even exposed to Blueprint

frozen hinge
#

i don't use BP any way but i am talking like games like astroneer , how did they do it by UE4 ? ๐Ÿค”

cloud cobalt
#

Additional force on every object, and a character class that orientates toward gravity

#

Camera etc

#

No FRotators anywhere, lots of care on rotations to avoid gimbal locks etc

frozen hinge
#

did you have any insight on their source ?

cloud cobalt
#

No

#

I've done a 6-DOF space sim though

frozen hinge
#

that's awesome

#

๐Ÿ˜ƒ and so did you modify any engine stuff ?

cloud cobalt
#

No

frozen hinge
#

dude that's awesome ๐Ÿ˜ƒ keep up the good work

#

btw so all adding forces to actors in the direction of the point your want the gravity to be into is enough to make actors (not character) work with gravity point ๐Ÿค”

cloud cobalt
#

It's enough to make all physics actor go toward that point

#

It won't affect particle system gravity, or player orientation

opaque salmon
#

I'm having an issue where materials aren't displaying right on custom meshes made in blender (they're really simple geometry) but they work fine on the built in basic shapes, I'm probably doing something basic wrong

#

it's like it's a solid color instead of the material/texture, I tried to upload a screenshot but apparently the bots thought a pointed cone was explicit ๐Ÿ‘€

fierce tulip
#

you need to unwrap your uv's

#

hint: blender unwrap uv tutorial

opaque salmon
#

you're right, thanks ๐Ÿ‘

fierce tulip
#

good luck!

plush yew
#

hello guys I want to ask you how to make when I click one the button for editing the nickname to enable change my nicname and then to save it-how to do this in unreal engine 4??

velvet finch
#

slowly weeding out my unconscious incompetence and narrowing things down for myself

plush yew
#

what? is this for me? @velvet finch

velvet finch
#

ah nah

plush yew
#

a okay

#

lol

velvet finch
#

just that i've been trying to decide on a project for awhile to learn

plush yew
#

okay

#

xD

velvet finch
#

and get my foundation sorted in game dev XD

plush yew
#

xD

#

em

velvet finch
#

to answer your question just right click your name > click change nickname> enter the desired name and click save

plush yew
#

nope

#

not here

#

how to do this in unreal engine 4?

velvet finch
#

oh

plush yew
#

lol

#

do you know?

velvet finch
#

let me open it and see

#

i'm still kinda new to this

plush yew
#

okay

velvet finch
#

are you referring to nicknaming a mesh

#

or something?

plush yew
#

I am new too

#

nope

velvet finch
#

a BP or root?

plush yew
#

I created only the button

#

wait am oment to open my project

#

I work with bp only for now

velvet finch
#

so you made a button mechanic?

plush yew
#

nope

#

only in the UI for now

velvet finch
#

oh

plush yew
#

๐Ÿ˜ญ

#

sorry man or woman? the fuck? xD

#

now I created it

#

xD

velvet finch
#

ah nice

plush yew
#

but then idk what to do

#

lol

#

em

#

have you an idea?

#

I don't know how will happen this process

#

for the process I need a variable but idk what type?

#

text maybe? or string?

velvet finch
#

that part idk haven't got into widgets much only briefly

#

will be learning that in more detail soon

plush yew
#

okay

#

so you can't help me ? @velvet finch

#

and I have a question is there a way when you work on a project for example o nversion 4.18.3 to transfer the project to 4.21.2?

velvet finch
#

when you update the engine and try to open a project from an older version you get an option to open a copy

#

that copy would be converted to the newest version of ue4

plush yew
#

so

#

how to do this that you describe to me?

#

so to install the new version and start the project?

velvet finch
#

yup

plush yew
#

okay

velvet finch
#

bear in mind converting your project might lead to complications though

plush yew
#

I am doing this

#

to what>

velvet finch
#

i had some of my bps no longer able to function

plush yew
#

๐Ÿ˜ฆ

velvet finch
#

because the nodes that were formerly used were changed or no longer exist

#

and i had to go back and fix them

plush yew
#

I made copy of the project

#

okay

#

we will se what will happen

#

xD

#

๐Ÿ˜‚

velvet finch
#

eeyups!

plush yew
gilded rock
#

lads

plush yew
#

? @gilded rock

gilded rock
#

dont flame me for the most basic question

plush yew
#

sorry

#

xd

gilded rock
#

but i want to get a broken car into my project

plush yew
#

okay

gilded rock
#

and i can only make stuff with like cubes

plush yew
#

idk

#

xD

gilded rock
#

and spheres

#

how do i get more advanced stuff into my project

#

like a broken car

#

for example

velvet finch
#

are you modelling a car in UE4?

gilded rock
#

uh i wasnt going to, ngl i wasnt even aware there was modelling in ue4

#

is it difficult to use?

velvet finch
#

nah don't model in ue4

#

was just wondering if you were doing that haha

gilded rock
#

nah nah

#

is there like a place i get migrate it from online?

#

sort of like a website with a bunch of assets

velvet finch
#

so if i get what you mean you found a broken car asset online

#

and you want to import it into ue4?

gilded rock
#

close, id like to find one

#

would there be stuff online?

#

i looked yesterday and couldnt find anything

velvet finch
#

turbosquid or the unreal marketplace

gilded rock
#

okay great ill check those out

#

and if i were to find what i needed

velvet finch
#

if you go to turbosquid some formats may not work with ue4

gilded rock
#

how could i get it in my project?

velvet finch
#

i found fbx and obj works best

#

once you get it

#

just drag it into ue4

#

below at your content tab

#

and import it

plush yew
#

yes

#

turbosquid thisi s the site?

gilded rock
#

thats great mate cheers

#

ill give it a go now ta

velvet finch
#

this place

gilded rock
#

any of them free?

velvet finch
#

yea should be

#

somewhere

gilded rock
#

cool ill have a look around

velvet finch
#

or at least between 1-5 bucks

#

its a car

#

a pretty complicated model

#

so hard to find a good free one tbh

gilded rock
#

broken one probably even more so ha

plush yew
#

why it is paid

#

๐Ÿ˜ฆ

velvet finch
#

cars aren't easy to model a good one will cost you

#

anyways i see some decent ones for 15 bucks

gilded rock
#

might have to just leave it then

#

but ill check it out regardless

#

cheers pal

velvet finch
#

yup

plush yew
#

yes there are free-good bro

velvet finch
#

or model it yourself

#

just look at some grosteque russian car accident

#

and find the model and start doing it with reference

plush yew
#

for what are you talking about? what russia what five levs

velvet finch
#

he wants broken cars

#

aftermath of russian roadrages are great references :3

#

the internet is in no short supply of them

plush yew
#

a okay

velvet finch
#

i gotta make a broken car soon too for my hard surface class

#

already did the none broken one

plush yew
#

will I have a problem with this format when I want to import it?

velvet finch
#

i don't use 3ds max can't comment on that it should work though

#

i only work with fbx and obj

#

at least for now

cloud cobalt
#

You need a FBX for the mesh, individual TGA/PNG textures for texturing

#

Make sure the textures are PBR too

#

Assets like this one might require significant work in 3DS

#

This is why the UE4 marketplace exists

plush yew
#

okay

#

so if I want to import this barn I won't succeed? @cloud cobalt

cloud cobalt
#

You won't

plush yew
#

okay

#

will I have problems with this?

#

so the model must to have which formats? to can import it into ue 4?

cloud cobalt
#

You want FBX + PBR compatible TGA/PNG textures. JPG is lossy, so it's an obvious non-starter

wary wave
#

instead of asking for every asset, why don't you just download them and find out?

plush yew
#

I can't now

#

these are the textures? @cloud cobalt

cloud cobalt
#

It's jpg, so it's worthless to start with ๐Ÿคท

plush yew
#

okay

#

but to download the model and to find out texture?

cloud cobalt
#

Step 1 : look for "PBR"
Step 2 : check the mesh is FBX

#

Don't look at anything that doesn't fit that bill

plush yew
#

okay

#

ty

#

from where to choose PBR?

misty creek
plush yew
#

ty

cloud cobalt
#

It's your job to find a place that provides models with PBR textures

#

The UE4 marketplace exists to make that easy

plush yew
#

ue 4 marketplace is all paid

#

I can't give money for everithing the fuck

#

I am under 18 how t ogive money?

cloud cobalt
#

๐Ÿคท Free stuff usually sucks too

#

Graphics-wise

plush yew
#

๐Ÿ˜ญ

#

okay

#

yt

#

ty*

#

you are designer?

misty creek
#

I don't know. I've managed to get a lot of good free assets online. Also the market place is going to have free content every month, so you can get good assets.

gleaming creek
#

If you can't afford to buy good assets, you can learn how the make your own

misty creek
#

You can get good free 2d assets online

#

Good free 3d assets are harder to find

sudden agate
#

Free Assets
Good Game

Choose one.

plush yew
#

i want to be good with ue 4

gleaming creek
#

There's also some decent free stuff on some of the model sites, like cgtrader for example. Most of the good stuff will be paid, though

grim ore
#

there are a ton of free assets in the learn tab on the launcher you can use for your projects for free

plush yew
#

I can't learn the ue 4 the photoshop and blender

#

but some are trash ๐Ÿ˜ญ @grim ore

misty creek
#

Well, you won't be able to get only awesome free assets

gleaming creek
#

Photoshop is paid too, go Krita or Gimp

cloud cobalt
#

The elephants in the room are that

  • games are not made by single persons
  • assets you didn't make yourself or ordered for this specific project will often look bad
misty creek
#

That would depend on the type of game

#

I make games without anyone else

#

Small games, but fully functional.

cloud cobalt
#

It does, but no one is a great 2D artist, 3D artist, sound artist, composer, programmer, designer, businessman and writer

plush yew
#

okay I want to make big survival game with assets like LastDayOnEarth

misty creek
#

Yes, that is very true, but it is possible. Just a lot harder. ๐Ÿ˜„

#

You will find that is very hard to do

plush yew
#

I want to make a big project now to waste my time with small p rojects like flappy bird subway surfe or super mario

muted apex
#

does anyone know how to import animation data of a .fbx onto an already existing armature in blender?

cloud cobalt
#

@plush yew The problem with big projects is that you're going to need content, and you won't be able to do everything with online assets, not if you want anything that looks special

misty creek
#

Okay, firstly you are going about it wrong. If you think working on smaller project is a waste of time. Working on smaller project gives you experience, and you are much much more likely to finish it

gleaming creek
#

You need to learn the skills to make the big project

misty creek
#

Especially if you are trying to make it alone

gleaming creek
#

If you have no interest in a game like flappy bird (for example) then start with something simple that has some aspects of the big project

#

Then you can learn how to do that and maybe have something you can reuse later

wary wave
#

"Small projects like Super Mario"

#

ha ha ha

plush yew
#

yes I know where I need I will pay for some asets but not for all @cloud cobalt

misty creek
#

Yeah, I wish I could make a little project like Super Mario. ๐Ÿ˜„

plush yew
#

cool

lament saddle
#

original Super Mario Bros.?

plush yew
#

I haven't got interest in the small project sorry

misty creek
#

I've made a game that is somewhat similar, but it is nowhere close to being as good as Super Mario

plush yew
#

my idea is to make a big p roject and you will learn a lot of how to do every thing that is in the game

#

my idea

cloud cobalt
#

Flashnews : single devs don't do large projects ๐Ÿคท

plush yew
#

xD

misty creek
#

Just saying Super Mario is not a small project

plush yew
#

okay

#

sorry

cloud cobalt
#

Even Angry birds is not that small a game tbh

#

It's not a one month work for a newbie

misty creek
#

Before making a large project you need to know how to make a small project

cloud cobalt
#

Pong is a small project, Tetris is a smallish project

#

Flappy birds is... small too I guess

plush yew
#

yes

#

I understand

#

I make a game l ike Subway Surfes already

#

and it catches me to make a survival game big like LDOE โค I love it!

cloud cobalt
#

Here's my advice : start with empty levels with grey blocks

misty creek
#

Well, if you are planning on making a bigger game I can only suggest that you try and find people to help you. You can make a post in #looking-for-talent and you could also try on the UE4 forums

cloud cobalt
#

Get your game fun to play, working well

#

And then investigate how you can push into production

plush yew
#

ั‰ะตั

#

yes*

#

I know

cloud cobalt
#

Art is 90% of the work and 10% of why people play the game

#

Well, for a game like LDOE anyway

plush yew
#

yes

#

do you play it

#

do you know it

cloud cobalt
#

My wife does

#

So don't waste your time with models, just get the game working

plush yew
#

I have a little team

#

2 designers and 1 modelist and me

#

xD

#

cool @cloud cobalt

#

so I have a question about the game mechanics because Ican't ask the devs-lol

cloud cobalt
#

I don't do DM

plush yew
#

yes

#

I remembered

#

sorry

#

lol

#

what is the reason that you don't DM? @cloud cobalt

#

I have a question about the mechanics like how to make this: how to make when I click one the button for editing the nickname to enable change my nicname and then to save it-how to do this in unreal engine 4??

cloud cobalt
#

I don't want people DMing me three weeks later while it's 4AM here

#

Which part of your feature is your problem ? You need a UI widget with a button, a nickname variable in your playerstate, and a game save system

plush yew
#

aha okay

#

which is playerstate?

#

thirdperson game mode or third person bp?

#

so when you sleep close the discord and turn to red like me e

grim ore
#

ooof..... this is why you make smaller games, to learn how the systems work.

plush yew
#

I am in 20 servers if I was like you online I will be mad with the sound of discord when I have notification

#

okay stop talking about this @grim ore stop repeating it is annoyng man ๐Ÿ˜ก

cloud cobalt
#

You're asking questions you should find the answers to by making small projects

plush yew
#

okay

#

how times to say you I won't to make small projects!!!!!!!!

cloud cobalt
#

That's great

#

The other thing is that people here won't teach you the basics of game dev step by step

#

No one has time for that

plush yew
#

yes

#

i understand ๐Ÿ˜ƒ

cloud cobalt
#

You're asking beginner questions, so people rightfully suggest you do beginner projects

plush yew
#

okay

misty creek
#

You can also try googling

plush yew
#

but when you daid me for example what is playerstate I will memory it

#

so okay

misty creek
plush yew
#

so I will google what is playerstate @cloud cobalt ๐Ÿ˜ƒ

#

about thus

#

to understand that the pawn is use to be bot not human?

misty creek
#

You can make the player be a pawn

plush yew
#

a okay

#

but?

plush marsh
#

and pawn is a child of an Actor

cloud cobalt
#

Just take a week to go through all UE4 starter tutorials and docs ๐Ÿคท

misty creek
#

If you are making a humanoid character I would suggest that you use character

#

Yeah, that probably would be best

thorny cipher
#

Im using this and a WorldDynamic object is triggering a hit

plush yew
#

okay I read already the docs man @cloud cobalt and I made the beginers tutorials

thorny cipher
#

But it is returning "block" to "WorldStatic", would that trigger an object response?

cloud cobalt
#

@plush yew You're doing it wrong then. I'm not going to harp on this while at work - just take a month to experiment everything with the engine, build two small games with UI and saves - like Pong with score display and high scores

#

That's my final advice

#

You won't need anyone's help after that

stark lava
#

@plush yew do you know anything about vr errors?

plush yew
#

I'm sorry, no.

stark lava
#

Know of anyone else who could?

misty creek
#

I'm sure someone here would know

#

If I were you I would just post the error and hope someone answers

plush yew
#

okay I will test

stark lava
#

Well, the hands show up but I can't even teleport or grip the hands

plush yew
#

I made save the record in my slmall project in SUbway Surfes when he runs to save him record

#

but this with the editing the nickname is maybe simillar? @cloud cobalt

#

I will continue read the docs and try to do that you say me ๐Ÿ˜ƒ

misty creek
#

And this is why he doesn't DM

#

He's at work right now, and he said he was done

#

But yes, it should be similar

plush yew
#

okay

#

he can answer me whne he can it isn't need to answer me suddenly becaus e he is working or what he is doing

grim ore
#
[7:36 AM] thecrushera: thirdperson game mode or third person bp?
7:47 AM] thecrushera: okay I read already the docs man @Stranger  and I made the beginers tutorials``` These do not match
plush yew
#

? @grim ore smis?

#

I didn't know what is playerstate and then he sent me link to informate myself

#

๐Ÿ˜ƒ

grim ore
#

You said you read the docs. The docs contain the information about the player state. you asked about the player state. the conclusion is you did not read the docs.

plush yew
#

ok

grim ore
#

people in here don't mind helping, "hey I tried to do this and I am stuck" is ok since you tried. "hey how do I do this" without even trying is annoying and seems to be the majority of your questions in here. You will end up causing most people to ignore you this way ๐Ÿ˜ฆ

plush yew
#

okay

#

sorry

red thistle
#

Having problems with animation from Maya to Unreal, this happens when i import. It happens for all my animations. It does not look like this in Maya, and the skeleton looks fine.

azure shore
#

ugh Ive had that on my own meshes and its so frustrating

sudden agate
dusky hound
#

Anyone know where the setting is to keep distance field shadows on for farther distances from the camera to avoid this kind of artifacting?

grave nebula
#

@sudden agate Which issue is that though ?

sudden agate
#

baked shadows / shadows in general on Translucency

#

baked shadows are always low res on Translucency, regardless of the Lightmap Res

#

They kinda work with Cascaded Shadow Maps, but also non filtered (jagged edges) and I do not use CSM

gilded rock
#

if im looking to make a target fall down when i shoot something at it

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what would be a suitable guide to watch

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like what category does that fall in

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if that makes sense

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or if theres a basic answer anyone can tell me ^^

dusky hound
#

Oh sorry, I should have clarified more. I am using "distance field shadows" with my landscape. At a certain distance from camera the shadows fade away. I am trying to find where the setting is to keep the "Distance field shadows"

honest vale
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landscape doesn't support distance field shadows

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use far shadows

grim ore
#

@gilded rock define fall down? A skeletal mesh that collapses? A square block that falls to the ground and bounces around? a balloon that pops and deflates slowly using an animation?

gilded rock
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like

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fall back 90 degrees

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im trying to recreate the mw2 training grounds if you know what that is

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as like a starter project

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and in the game you shoot the target and it just falls on the floor

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backwards

grim ore
#

so its a target that falls backwards when hit, 90 degrees?

gilded rock
#

nono, when the bullet hits the target

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it falls backwards onto the floor

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like 90 degrees

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just like if you pushed something over

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just falls flat on the floor

plush yew
#

Set the origin to a point on the floor and dont allow movement of the msh but allow rotation

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movement*

grim ore
#

your easiest solution is to probably have the target use a timeline to rotate itself on the correct axis over the amount of time you want from the standing position to the falling position

gilded rock
#

its the part where it only happens when the bullet touches it

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is whats mainly confusing me

grim ore
#

well what is your bullet? a line trace or a physical object?

gilded rock
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its like a sphere atym

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just like the starter gun

grim ore
#

you are looking for physics hit or collision or overlap in that case

gilded rock
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hmm

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seeing what you said ill probably make it a line trace actually

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makes more sense than a projectile object

grim ore
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depends on the game 100%

gilded rock
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would that differ?

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im not explaining myself very well sorry

grim ore
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if you use a line trace then you would talk to the item you hit from the line trace and tell it to "die" or "rotate" or "whateverjustfalldown"

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the end is the same, how you take action on the target would change. the target would have a function that would rotate it and "kill" it

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the line trace would tell the target to run that function if it hits it, the physics object would collide with the target and the target would then know to run that function

gilded rock
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oh okay i see what you mean

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do you think this would be a suitable guide for the blueprint?

grim ore
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it's a suitable video yes if you want to interact

gilded rock
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oaky ill give it a go either way

grim ore
gilded rock
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alright ill give them both a watch

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cheers pal

maiden swift
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Can't recommend that Blueprint communication video enough.

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It's a great primer.

gilded rock
#

cool ill give it a try thanks

grave nebula
#

@sudden agate There is no issue with shadows on translucency. Lightmass ones work fine. Jagged edges from CSM are more than expected but that is fixable with 1 line of shader code. What you are seeing as always low res on Translucency is not static lighting. It is dynamic translucency volume.

sudden agate
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@grave nebula nope, it is low res with Forward Shading

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wait a minute, Will build a test scene :D

dusky hound
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@honest vale thank you so very much for that ๐Ÿ˜„

sudden agate
#

the low res for Volume makes sense, but not for ForwardShading

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All Lightmaps are 1024, which should be more than enough to have accurate shadows

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As if the Translucency Volume is used for ForwardShading but instead of smooth transition, it's a threshold

azure monolith
#

how do i reference one bp in another bp?

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just cast to

grave nebula
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@sudden agate I can't reproduce that one btw. I remember you mentioning it before in graphics.

sudden agate
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yeah, a few months ago :D

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this issue is really stupid and I always had it

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I am on 4.22p2

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but it was on all other verions prior that

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can you reproduce this scene? would like to know how it looks on your end

grim ore
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@azure monolith you need to find a reference or set a reference to the other BP, casting just makes it one type or another if possible but does not get the reference. using find all actors, or saving a reference after you create something, or the return from a hit if doing a line trace are common ways. How you do it would depend on what you are trying to reference and why and where.

grave nebula
sudden agate
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this is really weird

grave nebula
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I can't think of anything that would cause it too look like that, apart from DF shadows.

red thistle
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@azure shore Have you solved it?

sudden agate
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@grave nebula do you use CSM?

azure monolith
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@grim ore im trying to make a box move up in space after i jump off a different blueprint

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but i'm not sure how to get the reference

azure shore
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Im about to load up ue4 now, I juust have to hope its ok

grave nebula
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@sudden agate nope, static light

sudden agate
#

wtf. I thought it was because of my light being Stationary. So I switched to static but even that doesnt work

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wait, it was it.
So My Light has to be static :/

grave nebula
#

๐Ÿ˜ƒ

grim ore
#

@azure monolith so what makes this box special? is it always going to be this box when you jump off or is it a random box?

#

if it's an exact box, like a door that opens type thing that is fixed, then you can make a variable in your first blueprint of that type (whatever the box is, static mesh or blueprint or whatever), and set it to Instance Editable. This will let you connect that mesh to the other blueprint in the editor

azure monolith
#

i have a floor that kills you @grim ore , i want to rise up after i jump off the floor

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i already have the floor changing to lava

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i just need it to kill you

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but only after you jump off it

grim ore
#

ok so you are on the platform, you jump off, and now you want the platform to change?

#

there are a few ways. Since your player is not in the world at start more than likely you can get a reference to your platform in your begin play on your player by using the get all actors of class and your blueprint for the floor.

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then you can save that for later when you want to talk to the floor and change it

vagrant pasture
#

So I'm making an infinite runner game and there is problem that whenever an object is deleted the object shows in component window as deleted object and the game lags when the object is deleted..............can anyone suggest whats wrong?

grim ore
#

deleting an object normally does not delete it immediately, it flags it for cleanup later internally and then the garbage collector might clean it up later. Depending on the size and # of items it might lag. The question is do you really need to delete the item?

#

can you instead reuse it for later, keeping a pool of the objects so you don't bother with deleting and cleanup.

vagrant pasture
#

yeah that would be cool ,but I have no idea how to do that...I'm pretty new to blueprints ....

grim ore
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look into pooling objects. Making stuff come into the world and removing them from the world are some of the heavier things you can do based on the item.

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pooling is basically making your items all at once, usually before the game can start, like 20 or whatever coins and then just hiding/moving them as you need them or collect them

vagrant pasture
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ok I'll try to look it up somewhere

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thanks btw

#

very helpful

grim ore
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yep yep. what you are experiencing is common for that type of game

vagrant pasture
#

but the tutorial I was watching did not have any lag and did not even mentioned about pooling

grim ore
#

yep it differs based on the machine and specs and blah blah computer magic

vagrant pasture
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hmm

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guess thats the problem!

grim ore
#

what you are describing tho sounds like the garbage collector doing it's thing. It tries not to be harsh but say you create 100 items then try and delete them all it's going to hitch if your machine can't handle it all quickly.

plush yew
#

Hello guys I want to ask you when I make a variable for editing a text it must to be text the variable? or string?

glacial pecan
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@grim ore have you done a wtf is physics handle video?

grim ore
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I have not but I have played with them, they are evil if I recall. Tried using one for the hinge on a treasure chest

plush yew
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which variable must to be the name text or string? @grim ore

grim ore
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no wait that was a constraint... lol, nope I have never tried the handle. Guess I can check it out

plush yew
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Will you make a series how to make survival game or multiplayer game or networking tutorial MatheW?

grim ore
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nope, yep, yep

azure shore
#

ah, thats where I recognise that pfp, you havve a channel right?

plush yew
#

can you say yup for which and no fror which and what variable to create for text that will be changable?

grim ore
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it was the order you asked in lol. and I don't know the answer for your question because I don't think it's clear enough.

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@azure shore yep

glacial pecan
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@grim ore I have a hell of a time figuring them out, because all physics handle videos only use one with the first person template, but I want to use two with the motion controller blueprint template, and well Iโ€™m stumped

plush yew
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okay I will type you again what I want to make

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to make when I click one the button for editing the nickname to enable change my nicname and then to save it-how to do this in unreal engine 4??

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I know already how to mke it but I have a question about the variable what must to be? @grim ore

grim ore
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@glacial pecan ah, damn yeah I couldn't even help with that as I don't have any VR gear set up to even try ๐Ÿ˜ฆ

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@plush yew the variable must be whatever it needs to be for what you are doing. Text is used for output normally, what you see on the screen as it can be localized. String is used for text internally normally as you can manipulate it easier. Chances are the Editable Text widget which takes in text uses Text so you would use that but you can convert Text <-> String without any issues so either one works.

regal mulch
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Aren't they using physics handles in the VR template?

glacial pecan
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@grim ore ah, dangit

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@regal mulch not in the blueprints I looked at... is there a way to search for a node in the content browser?

grim ore
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you can do the find in blueprints search

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window -> find in blueprints

glacial pecan
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@grim ore awesome, thanks, that worked!

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And no, no physics handle in the Epic VR template ๐Ÿ˜ฆ

plush yew
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so to create a text or string variable? @grim ore

grim ore
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yep no handle in the VR template, it just attaches ๐Ÿ˜ฆ

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@plush yew yes, you can use either one. pick the one that works for you and for what you are doing. both will work in the end.

plush yew
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in the end? smis?

regal mulch
#

I'm a bit confused as to why the VR Controllers are different for you in terms of using them with physic handles @glacial pecan

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It should be exactly the same code

#
  1. OnOverlap with your Controller, save the Reference of the Actor you overlap. That's the same as Tracing it in the Wiki entry.
  2. Then you have your GRIP buttons. Here you check if you are overlapping an actor (the saved reference is valid) and call "Grab Component", while passing in the RootComponent of the Actor you overlap.
  3. Now you need to update the location of the Target by calling "SetTargetLocationAndRotation" of the Handle on Tick. Here you pass in the location and rotation of the Controllers GrabLocation (can be a scenecomponent).
    You can use another Reference variable "GrabbedActor" and set that when you perform step 2. Then use it in Step 3. to block the EventTick from calling if the additional variable is not valid.
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And on releasing the grip button you can set the GrabbedActor variable to null/nothing and call "ReleaseComponent" on the handle

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It should be the exact same thing

plush yew
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I wrote you what I want to make so whaich variable to choose? @grim ore

regal mulch
#

UE4 already has PlayerNames

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They are saved on the PlayerState and can be accessed via "GetPlayerName".

#

You can change a PlayerName by calling "ChangeName" on the GameMode, passing the PlayerController of the player you wish to rename.

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A Player's name is a STRING variable. They aren't localized (makes no sense. You wouldn't translate your own name into another language either).

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UI Elements, like textboxes use TEXT. So if you let the user enter the name into a textbox, you then simply convert the resulting TEXT to a STRING.

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That's all you need to know. @plush yew

dry moon
#

What I always wondered

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why is there so many of the sort of same thing

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Name, Text, String

regal mulch
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String is coming from the default String stuff from C etc.
It's mainly used for stuff you need to be able to modify.

#

Like a Username, That you might want to cut off at the end

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Text is used for Localization. Everything you throw at the Screen for the player is a text.

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You can later use UE4's localization system to go over all the texts and add your translations

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Name is mainly used for identifiers

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Such as a DataTable Row Name

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@dry moon

dry moon
#

Yeah I know they all have their own purposes, but from a different perspective it makes sense to try and merge as much as you can into one so you don't need to convert to get data between them when they almost do the same thing

frank escarp
#

Name gets hashed

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so its a "Static" string type

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String is basically C++ string

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TEXT is for user facing-localization. It supports full unicode and all that crap

regal mulch
#

Yeah they are different and you can't really merge that all into one

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Specially since you really don't want all your strings and names popping up in your localization step

cyan burrow
#

Hi. I'm importing a height map I exported from World Machine, into a 3rd person project, as terrain. And when I do, the center point is off on the terrain, making the terrain way too low. Also, when I press play, the player character will disappear if I go too far from the player's starting point. How do I fix these? Thanks.

glacial pecan
#

@regal mulch thank you for the explanation! I was halfway into trying to adapt a 1st person physics constraint based tutorial, so I will digest your answer after Iโ€™ve tried this one. ๐Ÿ˜ƒ

thick herald
#

Any procedural foliage volume experts in the room? ๐Ÿ˜„

honest vale
#

just ask

thick herald
#

Came across an issue with a colleague. Using either from scratch or copying a known to work procedural spawner and foliage types correctly referencing the right static meshes. For some reason it would only use one of the allocated foliage types. I can't for the life of me see what's different in his settings from mine, and they are they same file.s

tranquil bone
plush yew
#

What would be the best approach to having a song loop in the background then fade out when it's time to play another song? My game is pretty much pure UMG and I switch through widgets a lot, so ideally I'd like to not have to keep track of what song is playing inside all my widget BPs

#

Should I do this in the player controller or something?

glacial pecan
#

@regal mulch wait, I said I wanted to use physics handle or physics constraints... so why should I update target location and rotation on tick when I want it to be driven by physics? feels as if I'm missing a vital piece of info here...

regal mulch
#

Don't you want to grab stuff via PhysicHandles?

#

Did I misunderstand it?

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@glacial pecan

glacial pecan
#

then the piece I'm missing is how what you said relates to that...

#

but right now, I'm actually grabbing with physics constraint... and it sort of works...

#

but at least the physics constraint has a transform and motors