#ue4-general

1 messages ยท Page 405 of 1

plush yew
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There's was actually also like

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Accounting software on it

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*in it

maiden swift
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๐Ÿค”

livid haven
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No. There isn't.

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You're confusing files being able to be opened by a piece of software with actually being the software.

plush yew
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Nu uhhhh

livid haven
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A TXT file is not text software. It's a file. That can be opened by text related software.

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And I'm also at that point where I'm pretty convinced you're just a troll.

polar hawk
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For your own benefit you should concede that UE4 ships with accounting software

livid haven
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Hard to tell sometimes, so I lean towards giving the benefit of the doubt because they are some really young people on here who can be very naive and stubborn.

plush yew
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Not if it makes you download shit randomly just to open what you want. Doesn't really make sense

livid haven
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A file type can not make you "download shit randomly".

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That was Windows. Not UE4.

polar hawk
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well, .exe's could

honest rune
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heh

plush yew
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Orly

honest rune
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yea rly

plush yew
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Ntrly

livid haven
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My guess is Windows Marketplace or whatever it's called?

worn granite
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Actually was that windows?

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never seen that prompt

pallid compass
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Look up err

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Install on demand component

next badger
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@polar hawk i believe .com were also binary executable files, no?

livid haven
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Windows 10 likely looks at the filetype, says you don't have software, and decides "Hey, we have an app on our store that says it can open this, can we upsell you on it?!"

pallid compass
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 The Windows Installer has the capability of advertising functionality and to make installation-on-demand of application features or entire products possible. ```
polar hawk
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.com used to be like

livid haven
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Ah, that looks relevant actually, yeah.

honest rune
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sorry pfist, just seen your post above.

polar hawk
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.bat

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but different

honest rune
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I was late to the party ๐Ÿ˜ฆ

pallid compass
#

Well i don't seam to have it installed my self, perhaps? Did a quick search cant find anything on my pc.

maiden swift
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I just get the usual "Look for an app in the store or choose an app to open this file" modal dialog.

worn granite
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I think its a thing for installing a program that supports it

pallid compass
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Ah

polar hawk
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guys

livid haven
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@maiden swift What version of Windows, out of curiosity?

maiden swift
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Windows 10.

polar hawk
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UE4 ships with home design and accounting software

maiden swift
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Latest.

pallid compass
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omg

livid haven
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Huh. Fair enough. Maybe we've both disabled some bloatware bullshit and it's just not working for us?

maiden swift
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@polar hawk You solved the mystery. Tim Sweeney is coming to silence you.

honest rune
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lol

polar hawk
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Good

worn granite
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like you might have dopus, but not 7zip. So if dopus ever needs to run its 7zip it asks you to install it.

polar hawk
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He can have my copy of Hannah Montana Linux

next badger
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@polar hawk sorry, it's just what wiki says...i remember when people used emails to send .com files in attachments, and used links like microsoft.com in them

honest rune
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dibs

worn granite
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Its not something you'd ever see if you don't install something that supports it, but not a full install

maiden swift
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@livid haven That's possible. I run a somewhat minimal Windows 10 config.

polar hawk
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add it with vigor

livid haven
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I hamstrung and murdered a bunch of MS stuff in Windows 10 upon installation. I also use a local account and none of this MS account BS.

pallid compass
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be me
should be sorting portfolio out and doing research on internal engine stuff
too interested in Hannah Montana Linux conversation

maiden swift
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@livid haven Ah, yeah. I use a local account too.

polar hawk
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Go the extreme route

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use an AD account

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nuke that shit via group policy

next badger
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gpedit not even shipped with W10 Home

plush yew
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Does anyone know any websites or places to learn C++

polar hawk
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well then sucks to be home

worn granite
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its a lifestyle

pallid compass
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wtf Lmfao

next badger
plush yew
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k

honest rune
pallid compass
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HannahMontana Slackers theme pls Pfist

pallid compass
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have a vote on it pls

polar hawk
maiden swift
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Anyways, this was one hell of a rabbit hole to go down thanks to @plush yew being confused about a data cache file. What a wild ride.

pallid compass
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Allar did you not once say you have everything muted but cpp?

polar hawk
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I don't have channels muted

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I have people muted

honest rune
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dont mute me, I'm lovable

polar hawk
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you are currently not muted

worn granite
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I don't need to worry about that.

pallid compass
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Cant imagine your

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Errr, text log

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For Lounge

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Lmfao

honest rune
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You're

worn granite
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just filled with block

pallid compass
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The only people i have blocked only ever seam to be in lounge.

polar hawk
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there is some truth to that

honest rune
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lol

pallid compass
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Thanks AlmostFamous, my English is bad 0 education.

maiden swift
dark depot
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fancy

pallid compass
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GDC looks so good, i would love to go to GCD but my god its so far from the uk.

maiden swift
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Kind of a janky site, but it's nice to see their agenda for each day in one place.

worn granite
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at that point its already so expensive

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distance doesn't matter

pallid compass
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It does when the flight is like ยฃ650.

pure stratus
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@polar hawk Why waste your space? ๐Ÿ˜‰

[class="messageGroupBlocked"],
[class^="messageGroupBlocked "],
[class^="messageGroupBlocked-"],
[class$=" messageGroupBlocked"],
[class$="-messageGroupBlocked"],
[class*=" messageGroupBlocked-"],
[class*="-messageGroupBlocked "],
[class*="-messageGroupBlocked-"]{
    display: none;
}
polar hawk
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where do I shove that

pallid compass
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Wth, is that what i think it is?

maiden swift
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Nowhere. It's against the ToS.

polar hawk
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okay where do I illegally shove it

worn granite
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[redacted suggestion to google this]

pure stratus
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Manually in your browser, of course. What did you think? ๐Ÿ˜‰

polar hawk
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oh, browser, pssh

pallid compass
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Oh that sucks there is no epic talk at GDC for the stuff i am super in too the most, Slate, Custom Editor UI, etc.
Learning to Make Games with UE4 and Action RPG At least that might be the GAS system?

livid haven
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where do I illegally shove it
... no comment.

polar hawk
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pretty sure thats a comment buddy

worn granite
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In some states...

maiden swift
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The great thing about Epic's presence at GDC is all the free talks they give at their booth.

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Always fun and informative, and they repeat throughout the day.

steady owl
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skeletal mesh LODs seem to be working in 4.22! incredible

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autogenerated in editor that is

maiden swift
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Sounds pretty slick!

pallid compass
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I really love the idea of going to GDC and things like that to mingle with experienced people, i am at the point now where its pretty much Engine diving to learn, with the exception of a few things i am still filling out, but luckily i do have a good closed friends group of engineers that help me out.

maiden swift
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I should get more time to play with 4.22 preview soon. Gonna make some more editor utility widgets.

polar hawk
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good to have closed friends

steady owl
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I can't wait for the non preview release to drop

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they seem to be speeding through previews though

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So it should be soon

dry moon
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oh damn 4.22 has generate skeletal LODs?

steady owl
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yes!

maiden swift
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Anyone else going to GDC btw? Hoping to meet more folks from the community this year. ๐Ÿ˜„

steady owl
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I didn't see it in the patch notes

pallid compass
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There both total losers, but extremely helpful
*cough @livid haven cough @worn granite *

dry moon
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Thank god, I was just going to start that too

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guess I'll wait for that

worn granite
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@maiden swift I wanted to go for a lil while, rain check for next year?

steady owl
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YEah as soon as it's stable I'm jumping in

maiden swift
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@worn granite I guess soooo. ๐Ÿ˜ฆ

polar hawk
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I'm going to be so inebriated I might as well say I'm not going

maiden swift
pure stratus
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@pallid compass is also pretty helpful cough

pallid compass
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Immut if i am not good to go by next year too, you can run me over with a car.

coarse wigeon
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C++ Build time improvements!

worn granite
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@pallid compass any preference?

pallid compass
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Did you just call me helpful? wat

steady owl
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@coarse wigeon oooooooooo

worn granite
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otherwise it'll be a blue 2001 taurus that totally isn't mine.

pallid compass
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You let me drive the car and run you over and take your place at GCD

worn granite
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Oh I see, like I get one free revenge manslaughter?

pallid compass
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You ever seen the Halloween episode of south park where they take Stan around on a IPAD?

coarse wigeon
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This is big news for Plugin makers and people using the source build of UE

pallid compass
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You can take me to GCD like this

maiden swift
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4.22 is definitely shaping up to be a big deal.

pallid compass
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Total Build Time: 10% faster. gg

steady owl
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490% on UBT

maiden swift
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I'm so into editor widgets. โค

steady owl
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Yeah 4.22 is huge

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So many improvements

coarse wigeon
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4.22 is amazing

steady owl
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The free reduction in draw calls is crazy

coarse wigeon
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still buggy

steady owl
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I know someone said not to upgrade until the next version due to the render changes but MAN I'm so tempted to

pallid compass
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wow pfist trying to kill me, so distracted about GCD forgot about meds

maiden swift
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You're in control man.

pallid compass
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Also wth, this convo has gone in for 45 mins

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Time fly's when your nearly getting infractions and a bash on the head

maiden swift
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๐Ÿ˜’

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We're talking about GDC and 4.22 now.

pallid compass
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Well i guess chain of conversation

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How much are GCD tickets? just curious

steady owl
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In theory with the path tracer, in the future will we be able to work in realtime and then basically hit render at much higher sample rates?

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Or will we always be capped to lower realtime rates?

maiden swift
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The cheapest - Expo pass - is like $150 I think?

pallid compass
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Oh wow that is not too bad at all

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ยฃ450 plane, 15 hours that is not too bad.

polar hawk
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oh shit I forgot to take my "if I don't take this imma die" pill

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โ‰

worn granite
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Just casually forgets to not die

pallid compass
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Not literally

worn granite
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Sounds like Rei.

pallid compass
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Actually its the other way around

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take meds to die faster

polar hawk
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yeah

pallid compass
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wait no now i sound like a crack head

polar hawk
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this is the reason

worn granite
pallid compass
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No swear to god there is some sense behind what i am saying

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and i am not going full !potato

worn granite
pallid compass
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wow leave me to perish on the stage immut

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Allar whats your blog called again?

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Oh never mind found it

next badger
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cheapest are $249

pallid compass
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r i p

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Then you have hotel and living costs?

worn granite
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What's his blog? Allar's blog? I unno.

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I reckon it might be googleable though

pallid compass
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How much is a meal in san francisco?

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Yeah got it, was just seeing if anything new was posted, been a very long time since i opened it.

maiden swift
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@pallid compass However much 5 meals costs for you.

pallid compass
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Honestly i would not be suprised

maiden swift
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In all seriousness, it's very expensive.

honest rune
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lol

pallid compass
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6$ for a meal here

maiden swift
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Expect to pay double that, at least.

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Depending on where you go.

honest rune
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gdc in san fran this year?

pallid compass
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Mc Donald's

worn granite
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ye

maiden swift
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It's in San Fran every year.

honest rune
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I thought gdc travels

maiden swift
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Nope.

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There used to be several GDCs around the world, but most of them have been shut down.

pallid compass
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Oh i found a price list for mc donalds in SF

worn granite
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dang rei

honest rune
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I've never been so I wouldn't know

worn granite
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gonna blow your entire budget on going to GDC?

pallid compass
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Just live off 1$ cheese burgers

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Your implying i have a budget to blow

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Was just curious that's all

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Living costs in the US are crazy high compared to the uk

next badger
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really? i was thinking UK is kinda expensive country to live

worn granite
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You're not basing that off me, are you?

honest rune
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unless you live in the bush in some 3rd world country, its all too expensive these days

next badger
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@honest rune I do...

honest rune
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which 3rd world?

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Russia isn't 3rd world

pallid compass
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No i am not, just in general from most things i have seen, but i only really speak to you and sion in regards to real life examples.

honest rune
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ah crap, thought we were in lounge damnit

pallid compass
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reported

honest rune
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reported for reporting

pallid compass
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wow did i just get outplayed?

honest rune
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old school trade chat skillz

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\2FoLyfe

pallid compass
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pulls out g maul

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fite me

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But seriously

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What makes you think the uk is expensive?

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When i compare things for like GCD and such its like ugh

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The price difference in general seams quite large

coarse wigeon
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TimeSynth is a new audio clip based synth component focused on providing designers with sample-accurate start, stop, and concatenation sound playback. TimeSynth allows users to set an event quantization clock, enabling precise and synchronous event audio event queuing which i...

Labels

Audio

plush yew
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GCD or GDC

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O_o

coarse wigeon
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GDC

pallid compass
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GDC*

maiden swift
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@coarse wigeon That TimeSynth has me excited. ๐Ÿ˜„

coarse wigeon
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Same

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๐Ÿ˜ƒ

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Also the animation budgeting system

maiden swift
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Quantization and sample-accurate audio clip management. Double mmmmmmmmm.

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I'm basically going to have to build a DAW in UE4.

coarse wigeon
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๐Ÿ˜ฎ

maiden swift
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I'm already building a synth though, so that would be way overboard.

coarse wigeon
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I am very excited for this

maiden swift
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As someone who doesn't do any mobile dev, why?

coarse wigeon
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Mostly because of the Quest

maiden swift
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Ah, right.

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People seem pretty stoked about Quest.

coarse wigeon
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and other headsets like it

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I am very excited for the Quest

maiden swift
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I haven't done anything with VR in some time.

pallid compass
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I have a vive, and have never touched VR in the editor.

coarse wigeon
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That makes me really excited

dusky hound
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Hey all. When packing texture maps, is this normal protocol?
Albedo
Normal
Roughness/Metalness/AmbientOcclusion
Height

coarse wigeon
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Makes me wonder if we would be able to record across the network?

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Similar to SFM

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๐Ÿค”

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Acutally I think we can

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There is the Sequencer recorder

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and we would just need to network an object across the network

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then record it using that

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I dunno if I linked this here

maiden swift
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I don't know, but a few others have. It's getting attention for sure.

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Looks like a promising app.

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@dusky hound I'm not sure actually, but I recommend asking in #graphics! ๐Ÿ™‚

grim ore
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4:00 PM] MathewW: woof. After this morning and the issues with @Skyrip anyone who continues down this rabbit hole is asking for a headache

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and you can eat cheapish in san fran, there is a Carl's JR just down the street from Moscone and they even have security to keep the homeless out. Burger King is a bit down the road but no security dude.

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or I guess hang out in the beer booths and liquid lunch it the entire time lol

craggy kraken
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Does anyone know of a good tutorial to create a basic zombie gamemode?

polar hawk
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spawn a bunch of dumb ai

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when any ai takes damage play a big ass explosion particle effect and destroy them

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boom, zombies

craggy kraken
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xD that is certainly a basic tutorial haha

slow mesa
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Hi there, i'm really new to unreal engine, i just started figuring out things because the Atlas game put the DevKit what is the unreal engine of their, i have an Asset opened .. how i can take a 3D model of an item and render it as PNG without any background like a render-image ?

dawn vessel
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@coarse wigeon what does the sequence replication do ?

plush yew
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I have a map design question

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if I want to design a map for unreal engine, but I want to design the assets in blender, should I also design things like houses and rooms in blender?

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basically "should I do map design in blender or ue4?"

coarse wigeon
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@dawn vessel It is good for cinematics mostly

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But it only handles playback

dawn vessel
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Nice

lilac ether
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Hello! I have a little question - How can i enlarge object interaction radius? Because precise picking up every coin is hard

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First thought - create collision, but it's not working

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Second - create invisible sphere or something

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Any suggestions?

earnest cape
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Collision would work

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The other option is to do a sphere trace

plush yew
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Hey @lilac ether attach an invisible invisible collision component with overlap not hit you can make it as big as you like

lilac ether
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I guess it might something to do with SM collision?

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Because i have collision sphere, but it's not interacting with it

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It's only works when trace is pointing directly on Static Mesh of coin

plush yew
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Don't use traces too much work

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Can you give some screenshots

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Make sure you have 'generate overlap events' set on your sphere I assume it's s touch overlap pickup thing right?

lilac ether
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@plush yew I searched for interaction and everyone uses traces (even Unreal tuts)

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Gimme sec

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No, it's - I see i take

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Like Skyrim

plush yew
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Oh

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Well fire a trace in direction of camera

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I guess

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On channels set collision component to overlap trace

lilac ether
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It's generates overlap and all stuff

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sec

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It overlaps traces

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Because overlap all

plush yew
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Show your blueprint

lilac ether
plush yew
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Also you can get the line trace to show in game just in case it's going in the wrong direction to what you think

lilac ether
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Yeah, i use that for now

plush yew
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My phone screen is small I'll need s few screenshots of BP or can't read

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Zoom in and a bit at a time

lilac ether
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Ok

plush yew
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Definitely make the line trace easily visible so you can check it's going in right direction

plush yew
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I think local rotation for get camera rotation

lilac ether
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Nope

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It's something with collision interaction

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Because it all works wonderful but with Static Mesh

plush yew
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You need hit object to generate hit events

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So block trace I guess

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Actually you don't but it needs to block I don't think hit result returns true if it's an overlap

lilac ether
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Sec

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Nope, it works only with Static Mesh

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In any case

plush yew
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What are you hitting?

lilac ether
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Ground or Coin

plush yew
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But what is your coin object hierarchy

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Mesh with child collision component?

plush yew
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So you hit the I collision component first

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So it may be you need to use 'hit component' from hit result

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Access owning actor, then cast

lilac ether
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Ok

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Not working at all now?

plush yew
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Access any owning actors don't assume there is one also do some print strings

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You can use tags to check hit

lilac ether
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Oh,, i found my mistake . But i can't use Cast To Sphere Collision Component from hit Component

plush yew
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Well don't get the parent

lilac ether
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Parent is Scene Component, but it's not accessible either ๐Ÿ˜ฆ

plush yew
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It's still an actor right? Get owning actor or something like that

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Or get parent actor

lilac ether
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I tried to Get Owner from Hit Component, then Cast to BP_Item. Still works as alway

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Gimme sec i found somethibg

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Wow

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Somehow it's work

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I set Collision to Block All

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It's strange because i before did it and it wasn't work

plush yew
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Idk then lol

lilac ether
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Lol, that was dumb

mental shale
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quick question: is there a way to make an object affect other physics objects while not being affected by them?

lilac ether
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@plush yew Thank you for the help

plush yew
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Np

mental shale
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like I want my pawn to be able to push around physics objects without being slowed down by them at all

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like it can affect anything

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but nothing can affect it

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found it

copper flicker
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howdy slackers.

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today's question.... ๐Ÿ˜„

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when you kill actors or load/reload levels....

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there's a chance some loops don't close or something like that..

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and you get an error about things that are PENDING KILL

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that's a pretty common catastrophic game crashing thing...

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how do I properly exit or despawn or delete actors and close all their loops?

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is there some check I can do to avoid this error?

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in the past I just used delays.. like even a delay of 0 can fix the thing...

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but then I have loops WITH delays in them, as timers

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and I worry about things I don't understand, that can be pending..

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and 99.99999999999999999999999% of the time they don't error

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but there's that very rare crash....

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O o

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help

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thx

keen sun
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I was wondering how networking is done in unreal by default?
Like you use LAN or hamachi?
Or its on internet?
Is there like a CCU limit?

amber dune
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im trying to use world displacement in 4.21.1 but by default the displacement is only occurring within a radius around the camera

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any idea why?

sick escarp
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@copper flicker I've read a long time ago that for loops are low key unstable for some reason, I don't remember exactly how but I can see if I can find the post. Although I'm guessing you are using some for each loop?

keen flicker
#

anyone knows about a tutorial for steam matchmaking?

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not like one hosts the game and other player finds the game and jok it manually

sick escarp
keen flicker
#

something like what happens in CSGO

edgy lodge
#

Excuse me, can anyone explain to me how do I setup and use chunking for assets? I have been looking for information about it and can't find anything, and the documentation certainly doesn't help in any way. Chunking is way too confusing to me, I really need an in-depth tutorial regarding it, since I need to use chunking in order to elaborate separate pak files.

surreal viper
#

any idea why would a streaming level load endlessly on map startup in packaged build?
it only happens with a random level, and only if it is not visible by default ๐Ÿค”
it's definitely in the packaged build so that can't be the problem

tawdry sierra
#

Hi guys need quick help. How can i make my flipbook actor to start at the first frame ib the beggining of the sequencer?

azure flame
#

Can anyone recommend a good tutorial "How to make a projectile?"
I want to learn how to make projectiles that will break against the wall. I need this to practice in VFX.

I have already tried to do this, but there were a lot of problems.

lost ember
#

Is it possible to downgrade a small project from 4.21 to 4.19?

tall pendant
#

probably not.

pallid compass
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No you want

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Only thing you can migrate is c++ properly

lost ember
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CLion is broken in 4.21 bluh

fierce tulip
#

@azure flame quite a few projectile tuts on youtube ๐Ÿ˜ƒ

twilit hill
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But no good ones for replication

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Projectile replication with realistic fire rates ๐Ÿ˜„

plush yew
#

@zenith flower Hello I write you in DM because I have questions about your screnenshots that you sent me and sorry for the tag

edgy lodge
#

Excuse me, can anyone explain to me how do I setup and use chunking for assets? I have been looking for information about it and can't find anything, and the documentation certainly doesn't help in any way. Chunking is way too confusing to me, I really need an in-depth tutorial regarding it, since I need to use chunking in order to elaborate separate pak files.

tawdry sierra
#

How can i make my flipbook actor to start at the first frame ib the beggining of the sequencer?

sullen wraith
#

everytime I compile something, my game stops responding, when I restart it, it had saved :\

fierce tulip
#

@twilit hill if you break it down, its one part particles (which can be broken down to textures, materials, meshes, setting up cascade, etc) and one part replication.
if you learn both seperately, you can apply that knowledge and get what you want.

twilit hill
#

The thing is that for automatic fire you almost have to group up replication because would be too slow otherwise

ebon ridge
#

Howdy, quick question, I've never really encountered this... However, does anybody have any idea about setting up scene capture components for each client? I'm fine with replication and all just this has caused a road block >.< Cheers.

#

I'm also assuming this is the wrong section to ask questions. (I've not really used this Discord; sorry)

grim rock
#

anyone having issues with Zbrush 4R8 snapping to another part of the model when you click.

vale silo
#

is anyone with level streaming experience on Android around ?

sullen wraith
#

is there a way to freeze an actor?

grim ore
#

define freeze? don't tell it to move seems like the obvious choice. If it's moving due to physics then tell it to not use physics and don't move it. If it's already moving then disable physics, stop it, and then don't move it.

plush yew
#

Hi all, I have a question that has been boggling my mind a little, I would really appreciate some insight!

grim ore
#

yes, you should turn on the PC before trying to use it.

plush yew
#

Sorry if it's hard to see but there's a gap where I want my moss to continue to get picked up as it blends with my tree stump, I'm sure this must be possible but I'm missing something

#

Anyone have any ideas?

grim ore
plush yew
#

Thank you!

sick escarp
#

How can I check if a collision box is fully within another?

grim ore
#

you can get the bounds of the collision boxes and check against eachother

glacial pecan
#

huh, my VR controller haptics suddenly stopped working

#

I've made no change to my project

sick escarp
#

Check if all values are smaller than the bigger one? Like the location values

#

Or how do you mean?

vale silo
#

@grim ore that necro thread you linked doesn't have readily available solution (unless I am blind today) ๐Ÿ˜ฆ

gleaming narwhal
#

@vale silo Does it happen in another project as well? Streaming performance has been very different for me depending on the content...

#

I'll see if I can find someone who might know though!

vale silo
#

yeah, the project doesn't matter. It's non-issue on PC, but on Android it's seems to be an issue (especially on Gear VR / Go).

#

thanks @gleaming narwhal

gleaming narwhal
#

On VR headsets I've always had to fade out -> stream in level -> fade in. PC and android.

#

Tried to dig up some more recent discussions on the topic, but it seems like most "solutions" are to load a splash screen or fade

vale silo
#

@gleaming narwhal well, player is already on initially loaded level (or level that was already loaded in the beginning). There is no need to have splash screen if another level is loading behind closed doors (player can't see that until level is loaded).

#

so imagine you are just in a limited area where you can "walk" around, read something, etc. while bigger chunk is being streamed until it's fully loaded.. Then you would go on and explore the rest.

livid haven
#

@gleaming narwhal Ahahaha I just connected who you are here and on Slack. GG me.

grim ore
#

@sick escarp sorry about the delay, was not near a machine. You can use C++ FBox.Isinside to compare one bounds to another or if not using C++ there are some posts out there with some manual checks you can do using math. The alternative is the IsOverlapping check but that won't check if it's completely inside.

frank escarp
#

@livid haven we tried Live++ in pubg

livid haven
#

Word?

frank escarp
#

took us like 10 minutes to get running

livid haven
#

How'd that go?

frank escarp
#

it works

#

compiles are a bit slow becouse we are using unity build

#

but still

#

holy fuck

livid haven
#

I mean, yes. ๐Ÿ˜›

frank escarp
#

all the devs were like WHAAAAAAAAAAAAAAAT

livid haven
#

But satisfied?

frank escarp
#

email got sent to korea for permission to buy it

livid haven
#

Woo!

frank escarp
#

its crazy shit, ill probably buy a license for myself

#

in my random engine projects or godot tinkering, it could be super useful

livid haven
#

I haven't made a huge amount of use out of it yet, but I've been mostly in BP land of late.

#

Or... touching Slate. Which isn't even worth trying to change on the run.

sick escarp
#

@grim ore I've figured it out through some brutforce

dim plover
#

Do you have to be careful with using stuff like Live++? As in, isn't it possible that there are unforseable problems?

grim ore
#

yeah in BP only you have to brute force it ๐Ÿ˜ฆ

#

It's super weird how like none of the Box Math functions are exposed to BP ๐Ÿ˜ฆ

tranquil bone
#

Can mixamo still be used for animations or not?

tall pendant
#

Why don't you check their website and see for yourself...? ๐Ÿค”

tranquil bone
#

Because i was told before that mixamo cut support for unreal and i cant find anything so i came here as a final resort (I was told around 6 months ago and was wondering if it changed it wasnt recently)

wraith lark
#

@tranquil bone you can use Mixamo, but I'll only recommend it, for prototyping only...

tranquil bone
#

Ah okay

#

cheers!

tawdry sierra
#

Got a problem. The quality of sequencer movie capture is really reaalllly terrible. I dont mean the resolution. It just freezes. Good PC and low poly scene. Whats the problem?

fiery ivy
#

anyone in here got experience with making a low latency mixed reality setup?

#

We've been working to improve the UE4 plugin code (rewritten the majority) and tested mainly with the logitec webcams. Now that we test with proper cameras we see a lot of latency that got introduced by the USB capture box. I was wondering if anyone in here could recommend an (internal) capture card that works with similar latency as the webcams suggested here: https://docs.unrealengine.com/en-us/Platforms/MR/MRSupportedVideoDevices

azure shore
#

guys does anyone know why for some reason everything in my map is shiny

#

all the materials have a roughness of 1

#

yet they shine

grim ore
#

specular?

azure shore
#

do I have to assign a value to it?

grim ore
#

i believe if you want none yes, all values have a default and I think specular is 0.5 or 0.2

azure shore
#

like how things shine slightly by default

#

ah thanks and thanks for the quick reply

vale silo
#

has anyone tried converting 4.21.2 project into 4.22p3 and had issues with lightmaps ? (I got none when playing project on Android; everything is fine in PIE)

grim ore
#

yep When you're editing a non-metallic surface material, there are times when you'll want to adjust its ability to reflect light, specifically, its Specular property. To update a Material's Specular, input a scalar value between 0 (non-reflective) and 1 (fully-reflective). Note that a Material's Specular default value is 0.5.

hard minnow
#

Um... my location-moving arrows have stopped following rotation... (no matter how you rotate the actor, they point in the same direction). How do I fix it?...

#

Is this even a bug or a feature?

mental shale
#

Are they ever going to make an official way to make objects render in front of everything else?

flat idol
#

it's a property of the material actually, and i think you can either turn off depth testing, or enable depth write and pull it closer

#

both should work

mental shale
#

without being transparent?

#

Im pretty sure that way requires the object to be kind of unshaded, or you can see the faces of the object overlap with itself

#

kind of like flipped faces if I remember ๐Ÿค”

flat idol
#

for opaque you can pull it closer, that's a bit tricky but passing in a negative depth value should make it on top of everything else. not sure about the culling tho

mental shale
#

like, physically closer to the camera?

plush yew
#

im looking for this thing called default but i cant find it under my tabs, i got this from a youtube video and have no idea how he got this default tab

#

(this is what im seeing)

flat idol
#

no i mean set the depth offset in material and negating the depth here basically

mental shale
#

oh

flat idol
#

in theory it should work, dont remember doing it ever tho :)

mental shale
#

@plush yew which one's a screenshot of the one you want?

plush yew
#

the first one

#

with the tab default

flat idol
mental shale
#

so, go into the blueprint editor

plush yew
#

ok im ther

mental shale
#

add a variable, and press the eye on the right to make it appear in the "default" menu

#

@flat idol Ill try that out rn

plush yew
#

@mental shale ty so much

#

it worked

mental shale
#

yw ๐Ÿ˜ƒ

#

๐Ÿ˜ @flat idol what? why did that work?

#

Ive been trying to do this for like 2 years

#

how is it that simple

flat idol
#

** its magic **

mental shale
#

there has to be a catch

#

no way this is working

#

hm

#

well

#

thank you very much

#

it still works

polar hawk
#

anyone know when was pixel depth offset added

mental shale
#

prolly more efficient than any other method I tried

polar hawk
#

apparently it dates back to 2017

mental shale
#

I feel like it's older than that

#

@flat idol so with the pixel offset method

#

making it negative didnt work

#

I dont think

mental shale
#

oh wait

#

the transparency method is having problems as well

flat idol
#

it may gets near clipped, just push it farther a bit, like 10 or 15, whatever the near clip for the viewport is set

mental shale
#

when applied to this mesh

grave nebula
#

@polar hawk Around 4.7-4.8 ~~2015

polar hawk
#

@grave nebula ayyyyye

azure shore
#

if I were to try and make a doom style game, you know, 2d but 3d with sprites and stuff, is it possible to make a little ray tracing render thingey in ue4 or should I just go for faking the appearance?

#

by faking I mean it's normal 3d but you know, it's meant to look like it's an older game

glad eagle
vale silo
#

is it just me or 4.22p3 lacks ES3.1 preview option in the Editor?

kind robin
#

Hello everyone, i'm not sure where to post this here but i'm having a issue where Unreal is taking a lot of space on my SSD.
The projects themselves are stored on a hard drive but the engine is installed on a SSD, it has grown to about 40GB and I haven't even downloaded anything from my vault.
35GB of this is inside the path "C:\Program Files\Epic Games\UE_4.21\Engine" and the folders "Binaries" "Intermediate" "Plugins" and "Source", is this a normal thing for the engine to grow in size?

hidden aurora
#

There should be a chat room for ai

abstract relic
hidden aurora
#

oh

#

big oof

oblique fern
#

anyone else get the 'sound of fan noise' when the editor/scene is active?

willow turtle
#

You mean the fans on my pc?

oblique fern
#

i dont know where the noise is coming from

hidden aurora
#

Maybe the temp raises and the pc raises the rpm of the fans

willow turtle
#

sry me niether I just started getting serious with ue4 3 days ago

oblique fern
#

i alt-tab from UE editor to another program, the noise stops. i could probably have about 10 pc's and play 'music' hitting alt-tab. it's that fast, dont think it's overheating

hidden aurora
#

check the cpu temp

oblique fern
#

alt-tab back to ue and noise returns. i click a button, and the editor is slowww. noise stops when the skymap in the default scene starts moving the clouds again, the noise resumes

#

how do i check the temp, what s hould it be

hidden aurora
#

What cpu do you have

oblique fern
#

i7 86-something

hidden aurora
#

8700k?

oblique fern
#

maybe, got it at sams club

#

about 2 -3 years old, has 16Gb+8Gb whatever that means. can play BF4 with no problems

#

or bf1

lament saddle
#

when the main editor tab is focused on my screen, my GPU usage goes up

hidden aurora
#

Thats strange though if you have that rig

lament saddle
#

so yeah, the fans kick in, etc.

hidden aurora
dusky hound
#

Anyone know what I need to add to this to get my heighmap out of this packed texture and into the heightmap input

hidden aurora
#

mask?

dusky hound
#

I tried, it no likey :/

glad eagle
#

Does anyone how how to use a rgb height map for determining where materials are applied instead of a grey scale height map for each type

#

For landscape material

solid cypress
#

If someone were to put 2 playable characters in the project how would i switch the player start to start with a different one

maiden sundial
#

I'm not sure if i'm going the right way.
The interaction system in my game will mainly be done with a giant object1 cast try -> cast fail -> object2 cast try........... object42 cast succses system inside of my player class. I know already that it would try to cast the first thing even when i'm far away from that static object in the world.

#

But how could i make it better ?

plush yew
#

Does anyone here create their rigs in blender AND use the IK system in UE4?

sudden agate
#

@dusky hound Right Click on the Texture Sample -> Convert to TextureObject

azure shore
#

@abstract relic thanks, idk why I couldn't find that when I looked

worthy spindle
#

Hi I'm working on an architect project.
I have the models of buildings and environment. What I need is the following:
I need is some kind of interactivity to enable the customer to navigate through the area.

  1. using a character or a car or a drone or a boat
  2. take photos and transition from exterior View to interior view
  3. navigation menu and add sound effects

is there anything in the marketplace that help me
do you suggest any tutorials on YouTube
โ€‹โ€‹โ€‹โ€‹โ€‹โ€‹โ€‹what is the easiest achievable workflow thanks for your help.

Something like this but more options
https://youtu.be/goqBky8EBIA

dim arch
#

is there any way to find keyboard events in blueprint

#

using "find in blueprints" but typing Key/Keyboard "Key" doesnt work

azure shore
#

yeah that's annoying

#

mouse buttons are findable though

dim arch
#

yep

azure shore
#

I just put a comment box by every keyboard event with the key on it so I can zoom out and see it

dim arch
#

I had a keyboard event in a levelBP which I was using for debug purposes, but now Ihave to load up each level to find it

#

sounds like a good idea

trim quail
#

Anyone here works on VR professionally?

#

I need an approximate cost estimate for a VR medical examination simulation.. just Development. ๐Ÿ˜๐Ÿ˜๐Ÿ˜

#

In Unreal Engine.. ๐Ÿ˜‹๐Ÿ˜‹๐Ÿ˜‹

wary wave
#

...how long is a piece of string?

languid shard
#

@wary wave how long is a floating int ? ๐Ÿค”

abstract relic
#

You're going to be hard press to find sources that disclose their budget. Perhaps this is worth a look over.

plush yew
#

ve handled my anim graph setup but I think it might be incorrect. Now that I'm adding AI I'm going to have to redo every single one of these nodes with the context of Cast To BP_AI. Even though the variables are exactly the same

abstract relic
#

Good lord, use enum or something man ๐Ÿ˜œ

plush yew
#

Alright, so this is not the right way to do this? Because, uh, I always had a feeling it wasn't this is just how I was taught. Do you know any good guides or videos? Because now that I'm doing AI I don't want to keep using this setup

abstract relic
#

Well, you can make a parent bp for the pawns that holds such universal variables and cast to that instead.

plush yew
#

Oh jeez looks like I have more learning to do.

abstract relic
#

Hey now, learning is fun! A whole new world will open up for you ๐Ÿ˜œ

plush yew
#

Oh wow thanks I was just going to ask if you had a link to somewhere I should start! Yeah, I actually find learning in UE4 to be really fun especially because it typically makes my life easier. MathewW taught me about anim notifies a few days ago and my world was changed. I'd just finished all of my basic locomotion goals like sprinting, crouching, rolling, jumping, prone, etc. and was planning on moving to AI but it looks like I'll actually be learning about how to properly structure my BPs. Not as exciting but probably more valuable, thanks for the link!

bronze cedar
#

how to do , like when ball hit the left paddle it go to left side and if right paddle than it goes to right side, i got three part of my paddle, that is left middle and right

spiral island
#

I suggest learning C++ too, because many things are much easier in C++ than in blueprint

#

(to TheSinkingMan)

plush yew
#

All of my dev friends tell me to do that and I probably will once I get deeper in but I honestly wouldn't have done any of the work I've done over the past few months if I'd had to learn a new programming language. I've taken a handful of classes and I've just never enjoyed non-visual programming

spiral island
#

C++ isn't that bad honestly

#

it can seem scary at first

abstract relic
#

Iโ€™d love to see an anibp done entirely in cpp

plush yew
#

Yeah, I'll probably push that learning off for as long as I can. I know you can learn to like things but even when I've had a grasp on some languages I just couldnt get myself to enjoy it.

#

Is the unreal site down for anyone else? I can't access the docs.unrealengine site or any of the other ones

sudden agate
#

Event Dispatchers can help sending Data from one BP to another

#

My Pawn sets Swimming to true -> Fire EventDispatcher -> Anim automatically updates

abstract relic
#

Slow but itโ€™s loading

plush yew
#

Sick, I'll open up a tab about that and put it in my notes. Earlier today I needed to get the movement state of the thing the player was targeting and I realized that I only knew how to cast to other players.

abstract relic
#

Anibp fires every tick (or frame? Canโ€™t remember). What are you talking about?

plush yew
#

me?

abstract relic
#

Raid

paper kernel
#

AnimBP is actually faster than tick

polar hawk
#

๐Ÿ‘Œ

plush yew
#

So if I still want my setup to have the anim graph update based on my player variables is there a better way to set it up?

#

If my questions are super basic its because I'm not familiar with this at all. At least with anim graphs and AI and movement states I vaguely understood what was going on but this is all completely new to me

abstract relic
#

My cpu is actually a time machine that uses reverse tick for twice the tick every other tick

#

Use enum Sinking, itโ€™ll cause less spaghetting. You have other variables that Iโ€™m not sure why you have bools directly from cast. Like jump and sprinting. You can get velocity from pawn owner, various built in movement state like Is Falling for your jump

plush yew
#

I've got a relatively complex locomotion system so I've got a bunch of variables that might seem redundant but actually do different things. I'll try to set up Enums asap I'm just trying to figure out how to move assets up in the content browser. I used to have it bookmarked but I lost it. I can only send things deeper into new folders, I can't remember how to bring them up a layer, or even just back to the content folder

abstract relic
#

On the browser, hit Filter. Itโ€™ll show your directory

plush yew
#

oh ho ho

#

I found it

#

yeah thanks

slate basin
#

Hey anyone know how I can copy a hierarchy from one blueprint to another?

#

I want to copy over some scene components its children

abstract relic
#

Now good luck getting the redirectors to behave ๐Ÿ˜‰

slate basin
#

And its children*

plush yew
#

Oh yeah I've heard about that. @High. Could I just duplicate the asset once it's been moved, delete the original, and rename the duplicate? I imagine that'd fix it unless the duplicates keep the redirects

abstract relic
#

Quite honestly, I just push the problem to another day. They sort themselves out eventually ๐Ÿ˜œ

keen ridge
#

I have no clue since I am brand new to unreal

plush yew
#

There some kind of macro to test performance in ue4 with network testing?

#

Is there like a specific node I should be looking into? Because enum pulls up a lot of options. I watched a wadstein video on enums and I read about them in the documentation but I'm still not sure how to implement it for my needs. If I could just get like the specific node name I could probably figure it out from there

fast hound
#

Hey guys i wonder if someone can help me out to figure out if i'm hitting a bug.

if you can: create empty content scene in UE4.21/ 4.22

create a box over the floor to see shadows from the directional light.

rotate or change the direct light type..

my shaddows are breaking up after i do that.. I have re installed both versions and the thing keeps happening.

4.19 dont give me this kind of behavior.

i submitted it as a bug, but it would be nice if someone can check out? thank you in advance

#

this happen if i rotate the light... very weird, no shadow anymore, and if i add any light to the scene, the scale parameters of the light are ruined... just in case someone is curious

thank you in advance!

#

im using windows 10, in a razerblade with nvidia 1070

plush yew
#

I'm real basic so this answer might be way beneath what you're asking @fast hound but have you built your lighting? I noticed that for some reason the lighting on my maps wasn't appearing at all as soon as I added anything but if I built the level again it would all be back

sudden agate
#

make sure your Project/Editor settings have "Preview Shadow Indicator" on

#

otherwise you wont have any shadows until you bake lighting

#

or change to dynamic lighting

vague walrus
#

Is there a Find random point in bounding box but that gets radius as input? I want to find a random point in a sphere around target

fast hound
#

@sudden agate and @plush yew thank you, but the light im using is dynamic, it should showing without building it. The shadow is there but totally out of scale.. just wonder if someone can reproduce the issue.

sudden agate
#

your Light is not dynamic, it is stationary

fast hound
#

yes... in the screenshot it is.. but the problem appears when changing light to any mode.... including dynamic

#

and never works again after that

#

even new lights with dynamic lighting

solar quarry
#

My friend is trying to make an endless runner, but it crashes after around 2000 steps due to an out of bounds error. How would he get around the world limit?

vague walrus
#

@solar quarry instead of moving actor in world, move world around actor

fast hound
#

here you can see same problem with movable light... and the objects are movable.. question is, someone experiencing this? in any other version of UE4 used to work propperly (i started from 4.6)

#

just to illustrate, im a long term user
of ue4... i recon this is a bug. Thanks for your help!! (im copying some thing done with ue4 to show im not starting to use the soft) https://www.instagram.com/p/Bt38kodFfoA/?utm_source=ig_web_copy_link

Instagram

78 Likes, 3 Comments - Alex Dogrush (@dogrush) on Instagram: โ€œ1 piece a day: 5 (work in progress) Parts of VR super trip for Recent Futures. #ue4 #unrealengineโ€ฆโ€

โ–ถ Play video
keen sun
#

@solar quarry I think you can move the world origin but i am absolute beginner, i don't know anything else about it

#

@solar quarry
World->SetNewWorldOrigin(PlayersPos);

Maybe you could call this function whan player coordinate gets too big
But what do i know, im new to ue4

fast hound
#

@vague walrus the code is pretty simple for what you want. You should be able to replicate using blueprints very quiclky if you have basic knowladge on how it works

function randomSpherePoint(x0,y0,z0,radius){
var u = Math.random();
var v = Math.random();
var theta = 2 * Math.PI * u;
var phi = Math.acos(2 * v - 1);
var x = x0 + (radius * Math.sin(phi) * Math.cos(theta));
var y = y0 + (radius * Math.sin(phi) * Math.sin(theta));
var z = z0 + (radius * Math.cos(phi));
return [x,y,z];

#

in the case of blueprint, you can perform the operation and finally add the location of the target object to the resultin vector... hope you can get around it

vague walrus
#

@fast hound right now I'm trying to use the random vector in a cone, but it doesn't allow me to set origin point, so I'm trying to find a way of transformations..

dusty citrus
#

Just curious, how long have some of you been writing C++ before you started getting into games?

fast hound
#

i only program in blueprints

vague walrus
#

@fast hound hmm, just thinking

#

if i get a random unit vector in a cone

#

and multiply my my forward vector of a bullet by it

#

i'll get my fire-spread, rite? ;)

#

no need to get some silly transformations of origin points and stuff

fast hound
#

seems i dont understand what you are trying to do finally XD

vague walrus
#

I'm thinking right?

fast hound
#

why dont you have a dummy object thats invisible and that's what you use for colliding with the shoot?

vague walrus
#

Don't understand.

fast hound
#

you need a bigger area for the collision than the head?

vague walrus
#

My collision blueprints are working, I have him shooting at me properly at the head with proper damage.

#

I just want to add fire spread

#

So he's not always hitting head, but sometimes misses

#

A cone is perfect, because within the distance the error is bigger

fast hound
#

you want to add randomness to the direction of the shooting?

vague walrus
#

Yep

#

Randomness based on distance

#

So - instead of a line, I want to get a cone with a random point on it's end

fast hound
#

if you vay the angle of the shooting in a cone, it will be less accurate when its far away anyway

#

what i mean, if you add a random angle, it will have a small deviation if its near, and the deviation will be bigger as its further away

#

you dont need to increase it with distance, the angle difference does it automatically

vague walrus
#

That's what the cone does basicly

#

I just need to get the angle applied in a right way

#

Right now it's getting based on the 0x0x0 point :V

plush yew
#

i'm still finding unreal engine 4 rather complicated to use

#

and yes, this is for an assignment

#

what i want to happen is that if player 1 dies, the camera stays still and doesn't rotate unlike what's shown in the video

#

I've used set view target with blend though with the shared camera

#

with the target being an array of player controllers

old zealot
#

Does anyone know if there is a way to view how long you've spent on a project? I'd like to gain an idea of the total hours I've put in

pallid compass
#

No there is not

placid arrow
#

do you use version control @old zealot ?

vague walrus
#

that aim offset is driving me nuts :(

sullen wraith
#

how can I pass info to another level? so it changes map, but i want it to spawn 10 men, determined of a value from map before

fierce tulip
#

back in UT days, a map would store how long you actively worked on it

old zealot
#

Gutted

#

@placid arrow no not currently! Silly of me really

fierce tulip
#

there might still be hidden data hidden in map files, but no clue how you'd find or see it

old zealot
#

I'll do some digging, thanks for the info @fierce tulip

sullen wraith
#

has anyone here used community ocean project before?

spare steeple
#

has anyone had an issue where running a packaged exe (win64 development) results in nothing happening at all

#

no logs no task manager

#

not sure what would be causing it since ive packaged and launched this project tons of times

#

deleted intermetdiate/etc folders

#

rebuilt engine

#

according to visual studio debugging, the crash is related to the EnterCriticalSection function in ntdll.dll and happens as soon as the exe launches

#

so im assuming before it runs any of my game's code or mounts any plugins

spare steeple
#

looks like it actually was a plugin causing the issue

celest bronze
#

Hello, I'm a beginner programmer in Unreal and I have a basic question. I want to take an actor when I press a spacebar if I overlap with him. What is the best practice for that use C++ only blueprint only or both? If it is both what use for what feature? thanks for your answer.

vague walrus
#

Do AI MoveTo require Tick event to fire to parent?

young vale
#

@vague walrus I don't think it needs to be call on tick. Are you using a navmesh?

#

@celest bronze you can do something simple like that with blueprints no problem.

#

Does anyone know if you can use an orthographic viewport (top, left, etc.) from current camera position instead of from infinity?

vague walrus
#

@young vale yes, the pawn is following and attacking me correctly

#

just when i damage him down he starts this tree

#

i remove himself from the actor list (although he never seems to be on it anyway), and i tell him to move to the closest actor

#

and the movement result is success even though he does not move a centimeter :/

celest bronze
#

Thamks ! @young vale

vague walrus
#

on debugging i see that the picked actor is "2"

grim ore
#

what is the movement result enum showing?

vague walrus
#

Success

#

and it's fired immediately after telling him to move

grim ore
#

to eliminate the actor being the issue put in a location like 0,0,100 or something that is not near you instead of the actor and see if the node is the issue or the input.

vague walrus
#

on 0,0,100 he runs somewhere and fires success

#

so it's working

#

tbh it's a bit strange as of he can't reach 0,0,100, he only gets to the closest point which is like 20k away from it and fires success :D

#

he should get as close as possible and fire failed

grim ore
#

ah I assumed 0,0,100 would be the center of your map

#

but that just means your actor input is your issue. are you sure it's trying to go to the correct actor and not itself?

vague walrus
#

Yes

#

His ID is 0, the actor he wants to get to is 2

grim ore
#

ah gotcha you have the center blocked off from the nav mesh, makes sense

vague walrus
#

@grim ore yes, that's why it's strange he fires success and not fail

grim ore
#

well it won't fail if it has a valid input it is trying to get to

#

even if the location is not reachable he can still try and get there and stop

vague walrus
#

anyways that's not a problem

grim ore
#

how are you verifying the correct actor for your target?

vague walrus
#

debugging

grim ore
#

well if you know the location works, grab the actor location instead of the actor itself and plug that in as the move to destination and see if it still fails

#

0 what?

vague walrus
#

i've tried that

#

on the right you have actors, he's the first one placed, so he has no number

grim ore
#

you are getting the results out of the array and getting the first item, did you put the actors in the array by hand so they are in order?

vague walrus
#

he's the '0'

#

in onder

#

That's EQS result

grim ore
#

get results as actors is putting them in order?

vague walrus
#

eqs is putting them in order

#

scoring, filtering

#

2 is the closest one with a reachable patch

grim ore
#

that says it's the actor with the name ending in _2

vague walrus
#

so it's correct

#

yes, so it's the one i marked on the pictures above

grim ore
#

NPC2 or NPC_2 ?

vague walrus
#

oh

#

OH

#

i just assumed numbers at the end are the names

#

but the node before that removes him from the array :V

grim ore
#

the names are the names you see in the world outliner, they are not the actual object names when they are in the world

vague walrus
#

Hmm, I didn't cast to actor

#

I'll try this way

grim ore
#

why not remove himself as a valid target in the EQS query itself?

vague walrus
#

with what test?

#

I'm generating the list as All actors of class in range around him

#

I thought there will be 'ignore self' or 'actors to ignore' but there's no such thing there

grim ore
#

ah then maybe the best choice would be to make the player not the same type of actor as the enemies?

vague walrus
#

It's not :P

grim ore
#

then why is the all actors of class getting him in the list?

vague walrus
#

I have 10 npc which on <40% hp run to nearest same-type npc and call for help

grim ore
#

ah gotcha

vague walrus
#

remove node is not removing him properly

#

with or without cast

grim ore
#

which actor is this node being ran on?

vague walrus
#

the one without number

#

he run's the query

grim ore
#

no I mean what class type, if you debug self what is the output pin result

vague walrus
#

He's PosilkiNPC which is a child of AtakujacyNPC which is a child of Podstawa_NPC which is a child of CrunchPlayerCharacter which is a child of Unit

#

Player himself is Gracz which is a child of CrunchPlayerCharacter

#

Player is not on the array, which is correct

#

I'm debugging the one NPC that I am attacking, the one which is supposed to run for help

#

The Remove node is supposed to remove himself from the array, apparently it's not

grim ore
#

so what does the self node return as the output?

#

oh and yeah that is not going to work lol, I can see why

vague walrus
grim ore
#

It's the difference between a pure and a callable node

vague walrus
#

it's like the ai move to gets value before item is remove from array

#

like it's getting a copy

#

pass by value not reference

grim ore
#

so your pure nodes are the nodes that are without the white execute wires. They guarantee fresh results every time they are called.

#

so you are getting the list from your eqs results twice

#

get your list, save to an array locally, remove yourself from that list, then get the result you want from that saved result and feed it in

vague walrus
#

so the remove node does work on the local value

#

Okay, so it's passed as value and that's causing problem

#

Strange, thought it should pass by reference

grim ore
#

its not that, its literally 2 copies of the results

#

each output wire off that pure node is returning it's own set of results for you

vague walrus
#

That's what i'm saying :D

#

the first one gets removed, but the second one is used in moveto

grim ore
#

yes

vague walrus
#

so get passes whole array as a value, not memory address

#

that's silly

grim ore
#

so yeah saying the same stuff but different ways, yep they are being returned by value

vague walrus
#

who would want that as a value xd

grim ore
#

it's not silly because it's a pure node, a const return basically

vague walrus
#

hmm

#

okay, that makes sense

grim ore
#

yep it's something that catches alot of people lol

vague walrus
#

blueprints are causing this

#

when you code it youself you can see it :D

grim ore
#

white execute wire nodes will cache the return results until the function ends. pure nodes without wires guarantee a fresh result every time they are called

#

well you can see it if you understand it of course ๐Ÿ˜›

#

this is just one of those "oh... so that is what that word means when I use it" when programming lol

vague walrus
#

:D

grim ore
#

you will noticed I didn't even noticed it at first.. or second.. or until we figured out what was happening lol

vague walrus
#

Oopsie

#

they can hit each other

vale silo
#

has anyone had issues with lightmaps not showing up on Android devices with 4.22p3 ? (looks fine in PIE, looks pitch black on the device)

glacial pecan
#

hurr... why can't I see where I assign a mesh as the collider in a staticmesh?

#

I swear I've seen it before...

#

I can't believe embedding the collision in the FBX file by naming it UCX_blabla is the only way!? (that's the only thing that comes in up google right now for me)

manic pawn
#

you can't assign a random mesh as a collider

#

visible meshes and their collision need to go through completely different processing steps so that makes sense

glacial pecan
#

but you can if you just name them UCX_randommesh on import?

vague walrus
#

https://i.imgur.com/GLlUogN.png my pawns affect movement after death even though I've stopped ai logic, un possessed, set collision to none and set avoidance to disabled. Any idea what else?

manic pawn
#

collision needs to be in the same fbx as the visible mesh

vague walrus
#

is there anything else I should disable, @grim ore ?

grim ore
#

is your nav mesh set to dynamic so it will recalculate it when you change them to no longer block?

knotty storm
#

guys, the unreal engine tutorial website is down

grim ore
#

also what does that same screen above look like with navigation debugging on so we can see the nav mesh

vague walrus
#

Yep, it's dynamic

grim ore
#

but another thing to consider is if you set collision to none why are they not falling thru the ground lol

vague walrus
#

mesh possibly, i'm setting collision to none for capsule

#

but they are strugging on the capsules

grim ore
#

yeah that is weird if its all green they shouldn't be getting stuck in terms of navigating thru it (they arent blocking navigation atleast) but that could still mean its treating it like a physical object for some reason

vague walrus
#

I've set the mesh to no collision too

grim ore
#

so how is it affecting movement exactly

vague walrus
#

they still can't move through capsules

#

I can however

#

as a player

#

if I couldn't move through their bodies that would make any sense

#

but I move as they are not there

vale silo
#

a bug worth reporting ?

void drum
#

Because I really don't know what is "real-time". I don't know the proper way to google or start with...

#

Any suggestions?

grim ore
#

real time is when you do A and A happens right then

#

and that system is real time according to the video and description "Faceware Live is now integrated with Unreal Engine 4, bringing the capability to easily use real-time markerless facial motion capture to developers everywhere."

vague walrus
#

@grim ore so don't have any other ideas? xp

grim ore
#

I can't fire up UE4 right now but I was going to see if you can just deactivate the capsule component completely

plush yew
#

It's not that the cinematic is in realtime, just them producing it. It's a weird zig zag way to advertise things. It's inaccurate though. Which is stoopud

grim ore
vague walrus
#

@grim ore deactivating capsule didn't help

grim ore
#

if the capsule is off then it should in no way affect movement so it might be something else

vague walrus
#

i've deactivated capsule, mesh and character movement

#

that's ridiculus xp

grim ore
#

so what does the AI do that it's not supposed to? get stuck trying to go around or something odd

vague walrus
#

it's trying to walk through that capsule but can't, it's like the unit is still alive for the ai

#

as a player i can walk

#

it's not getting super-stuck though, i'm using detour crowd ai

grim ore
#

by cant it like pushes against it like a wall?

vague walrus
#

so it's walking slowly near it and going around

#

but if I switch to normal AI controller i bet it will just hit it like a wall and stay in place

#

and after killing them as a player I can walk through them normally

grim ore
#

welp yeah set active does nothing for the capsule so that is fun

#

how are you changing collision? I just did Set Collision Profile Name to NoCollision on the Capsule in MY AI and my AI could go thru them after that

vague walrus
#

yup

#

messy because i've been adding all possible deactivates xd

grim ore
#

collision enabled is not the same as setting a collision profile

void drum
#

I watched the video and your explanation , thank you very much!

vague walrus
#

@grim ore setting profile name to 'none' or 'NoCollision' didn't do anything

grim ore
#

yeah none wouldnt work, NoCollision should. At this point It might not be the collision. I just tried it and my AI could go thru eachother no issue once I changed it to NoCollision profile

vague walrus
#

setting it to 'No Collision' made it unpassable even for me

grim ore
#

woof that is weird

vague walrus
#

but NoCollision does nothing

grim ore
#

yep super weird, it turns on the No Collision profile which has Ignore set to every channel by default

vague walrus
#

I've changed AI controller to normal one

#

and they can pass through

grim ore
#

the only other thing I can think of is you have some weird collision channels or something

vague walrus
#

but that will make problems when they are alive

grim ore
#

ok then it might not be collision but something in your AI code

vague walrus
#

DetourCrowdAIController makes that

grim ore
#

I have an EQS setup that tries to avoid the player and hide and the AI all bump into eachother when hiding. If I set some of them to no collision they can pass thru eachother as if they did not exist.

vague walrus
#

So now can I fix that or do I have to change AI controller after their death?

grim ore
#

I don't really know how to fix it for your setup

vague walrus
#

Can you try using DetourCrowdAIController?

#

maybe it will light a bulb

#

interesting

#

i've set it up that on death it changes ai controller to default one

#

but crowd controller still tries to walk over them

#

around
*

grim ore
#

maybe the AI somehow register their locations with the crowd controller and never remove it from there on death

vague walrus
#

i think so

#

I've destryoed capsules and they sill walk around

plush yew
#

Guys

#

Do you know if there's a way to macro clients for network server testing

vague walrus
#

@grim ore got it! :)

#

after Un posses I've added 'detach from Controller pending destroy'

plush yew
#

Hello guys I want to ask you
I installed the latest version of noun but before I worked on 4.18.3 and my project is on it my question is how do I start the project on which I work on the latest version and will break something if it is released on the latest version?

vague walrus
#

@plush yew download 4.18

#

from my experience updating to newer versions is breaking stuff. Lots of stuff.

grim ore
#

@vague walrus interesting, so detaching from the AI controller on the pawn fixes it?

vague walrus
#

@grim ore indeed

ancient otter
vague walrus
#

back off from blender!

grim ore
#

@vague walrus well awesome that you got it working. I barely work with the crowd controller so good to know ๐Ÿ˜ƒ

ancient otter
#

When blender 2.8 comes out I will give it another chance

vague walrus
#

@grim ore yeah I wouldn't use it if not the problem with npc colliding with each other

#

@ancient otter the new interface in 2.8 is ugly, complicated and even worse than 2.7

ancient otter
#

Lol

vague walrus
#

:C

ancient otter
#

Can someone help me with a animation problem on bp btw?

#

I havenโ€™t been able to solve it and itโ€™s uggghhh

#

Here I explain it

vague walrus
#

@grim ore the dynamic meshes and capsules affecting navigation mesh was not really working, troubles with creating paths, i've switched to detour crowd ai + RVO avoidance and it kinda works

grim ore
#

yeah AI in crowds is really a sore subject out of the box from what I have heard. I think most people who need it create their own systems to handle it

ancient otter
#

Oh and also how can i get a cartony effect on unreal engine?

vague walrus
#

it's hard for me to call it a crowd when I have 2 npcs that just have to walk around each other

ancient otter
#

I really love that style

vague walrus
#

and with default AI it's terrible, or worse, it's null. Just not working.

fierce tulip
#

^

plush yew
#

I work now with 4.18.3 and I have installed the 4.21.3 okay I will continue with the 4.18.3

mossy thorn
silver crown
#

๐Ÿ‘€

vague walrus
#

wacha lookin at

cobalt scaffold
#

competition

plush yew
#

Procedural generation?

#

Hello again sorry for the tag but I created player state and then to make blueprints but on event begin play or to make function? @regal mulch

#

I found it is it this?

regal mulch
#

I already told you what you have to do. You gotta put some brain power into finding out the rest.

#

Also please refrain from pinging me. I will assist users here if I want to, not if you want me to.

plush yew
#

@waxen oyster I don't know a lot, but pretty sure you can procedurally make anything? ๐Ÿค”

polar hawk
#

@regal mulch whats up

regal mulch
#

@polar hawk --

polar hawk
#

saaaame

fierce tulip
#

XD

plush yew
#

okay sorry

#

tell me what to do but not all of it

regal mulch
#

That's not true. I told you about the existing PlayerName in the PlayerState, as well as the ChangeName function that exists on the GameMode.
I also told you to use a TextBox in UMG and use the Text it provides for the name by converting it into a string.

#

I won't give you a step by step tutorial for this.

plush yew
#

a okay

#

Now I understood

#

thank you for the wasted time because of me โค @regal mulch

#

I saved the picture what I must to do

#

xD

vague walrus
#

Must. Not. Highlight.

#

Must. resist.

plush yew
#

?

lost hemlock
#

I apologize in advance if I'm at all in the wrong place to ask this - We have a few computer labs that have Unreal engine installed. We install the Epic Games Launcher to our Windows Image, apply it to the labs, then manually run the launcher and install the latest engine using an Admin Account. Our students open up the launcher on their own roaming profiles and log in with account or skip logging in. At this point the launcher shows no installed engines. If they log out and log back in, without closing the launcher, the installed engine appears and is usable. This happens once per Windows login session. We experienced this on the pre-EpicStore launcher and it has carried over into the current one. I'm guessing there is a file somewhere that we are wiping out every time a student logs out but I haven't had luck figuring out where that is.

plush yew
#

and I will make it in gamemode because I know it better than player state-this isn't problem is it?

regal mulch
#

The PlayerStates is mainly holding teh Name

plush yew
#

I made the new variable in the gamemode

regal mulch
#

If you ever need it you need to get a reference to the PlayerState via the Pawn/Character or PlayerController and call "GetPlayerName".

plush yew
#

what is via the f**k

#

@lost hemlock never heard of this. Best to contact Epic.

regal mulch
#

You don't have to create a PlayerName variable

#

As already explained the PlayerState already has one

#

Calling the red circled function will change it

#

So your task is to create a UMG Widget, add a TextBox to it and use the "OnTextCommited" (or whatever the event is called of the TextBox) to then call the ChangeName function.

#

Passing the text from the TextBox into the "NewName" input of the ChangeName function.

plush yew
#

so what's the problem if I created my variable? and I also want to be on a button and by pressing the button to show me a boxing box and there the person to change his or her and have two buttons to confirm and deny

regal mulch
#

Then create that

#

You simply don't need the variable you underlined

#

:P I won't repeat myself

plush yew
#

okay I will use my variable

#

xD

#

what is :P?

sudden agate
#

the new Skeletal Reduction is superb

polar hawk
#

do you know whats stupid

#

player names