#ue4-general
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hello guys, how are you all?
does anybody know if there's any way to extend or create project filters, ideally without extending the engine itself (maybe using python scripts)?
One day it will look like the 200 bucks victorian house lol
any way to limit the number of simultaneous shaders being compiled? maybe I'd like to watch some youtube while I wait 5 hours ๐
Go cycling
Compiling time is exercise time
what advantages do you have when you use c++ instead of blueprints?
and tidy-the-house time
Optimization
NumUnusedShaderCompilingThreads=3 in BaseEngine.ini looks like what I want to raise ๐
Dammit I was too slow
any blender users here?
Me kinda
idk
@lofty hollow The CMC does 8 iterations per tick
Also called substepping
So in each tick, instead of moving once, it moves 8 times 1/8
Which gives it a better chance to detect collision, specially for fast moving characters.
does this have anything to do with fps?
@regal mulch nope
not 8
its about the max simulation time
and i think thats on seconds?
so 0.05 is 20 iterations per second
CmC will run once per tick if you are at more than 20 fps
but if you are lagging hard it maxes out at 8 iterations
What im trying to do is like apply acceleration and make it consistant at all framerates... so like what do I want it to be then?
like would i want it to be 0.05 and 3 so that its equals 60 maybe?
These values have nothing to do with consitant acceleration
For that you should make use of the DeltaTime
Wasn't acceleration Velocity += Acceleration * DeltaTime?
And then Velocity * DeltaTime for the actual move?
im doing * deltatime for the addedspeed
basically
maybe the problem is that friction is still applied when i land which causes me to lose more speed the lower the framerate?
Hej guys im kinda new to unreal coming from unity i have just finished my 3D studies and want to create a game, but with all the knowledge thats out there its been a jungle i want to learn not how to do one thing but learn all the tools so i can think for my self and create what i think off, not with iut trial and error but i think you get the point. So if any od you fine folks would DM me the best place to begin to get a understanding of the massive engine i would really appreciate it. ๐
:P The Documentation
^
No joke the doc is pretty good
Otherwise, go on youtube and ave a feild day. There's ton to break into the engine ๐
yup, docs are a good start point. if anything else, mathew waldstein has a great youtube channel, as well as some blog entries by orfeas eleftheriou
if i'm not mistaken, waldstein himself roams around here as well
jajajaja
but more importantly, @tight dagger , if you're coming from unity, this one is a must
https://docs.unrealengine.com/en-us/GettingStarted/FromUnity
oh dear, there's a unity migrant article
migrant ๐ค
immigration? ๐ Regardless, that's somewhat amusing
Thanks so much will see if i get a understanding of the docs ๐
Hi guys, so i have a texture wich is all black expect some parts, and, i would like only the white parts to show up in the albedo. How can i do that?
I have a constant vector 3 wich makes a color, in this case green, and i would like the white parts of the texture to be shown
multiply it with the green color
Well yeah but when i do that all the texture goes black
because everything besides the white part is black
black = 0
white = 1
anything multiplied by 1 stays the same.
wym?
this is the texture
Its basically all black and i only the white dots to show up
shaders are often basic math
so if you have a mask, anything thats multiplied with black (0) will be black (0)
anything multiplied with white (1) will stay the same.
now that you have those white dots, and want to add it to the albedo texture, you need to subtract the white first, and add the white parts back.
though, there are also a variety of "blend" nodes, try some of them
blend lighten, blend screen, etc
same as photoshop
got it working?
hey if it works, it works
Is there a way to make the whites stronger?
power node, multiply node with higher than 1 value (saturate afterwards), adding the same output twice and saturating, many ways to do it
power node is basically contrast
oh ok
Look at my reference
Now im adding the white dots since everythign else is almost done
https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/ExpressionReference
this is basically my bible
the only thing besides that is adding also white on some edges and stuff
math is interesting
there are ways, but its really bad for performance so I wouldnt do it
spiral blur is the easiest option
How do i use it?
iunno, i dont use it
looks like it makes the actual render blurry
Anyone know how to use OutputNoDepthBias with SoftOpacity for materials? My materials have black texture and don't know how to fix...
@fierce tulip What im actually looking for is making my normal texture more blurry so its wavy and smoother.
Not the mat to be blurry
It would be like adding ghaussian blur to the texture on photoshop
How can i convert a static mesh to bsp?
Why would you want to convert it to BSP?
so by changing my texture group to mobileflattened, my unstreamable textures is decreasing and my streamable textures is increasing. I just have not seen this explained anywhere.
but problem now is that my textures are like pixel blocks.
@ancient otter then blur it in photoshop, renormalize it, and reimport
Error: Loading non-streamed mips from an external bulk file. This is not desireable. ??? anyone else run into this error?
Does anyone here use their blender rigs in unreal? And if you do do you use leg IK? Because I cannot for the life of me get it to work. I've been tweaking export/import settings for a week now. Someone suggested it might be the bone axis settings and moving them around definitely does affect the lower and upper leg bones but the foot is always rotated in a weird direction no matter what I do. It seems the foot is being rotated to a position equal to what it would be if I zeroed its rotation out in the skeleton
@plush yew from what ive learned you have to scale blender rigs at least for the collision meshes or they will be .01 the size. You have to scale the armature (and mesh) in Blender by 100, apply it and when you export it set the scale to 0.01
Beware though that this might mess some animations up that use bone location
you have to go to the keyframes and type the location values "*100" I think
I'll check that out, thanks! At the moment I scale the skeletal mesh by .1 on import to UE4
Yeah I think that would make the ragdolls even worse
https://i.imgur.com/lvowUJn.png Just as a reference
Hm did you check the bone rolls?
In blender?
yep
should the rolls be 0?
Usually, I know it can make difficulties with bone rolls
Those are just more reference pics
I know the IK setup is wrong in the bottom one I was just checking different settings when I took the screenshot. Okay, next thing I'm going is changing the scale and then scale and roll and I'll post those results. I've found multiple threads where this issue was happening and no one ever had an answer so hopefully this is it!
Well, scaling it doesn't seem to have helped, I'll try the roll next though
Ah, roll didn't do it either. Thanks for the advice though! Maybe tomorrow I'll upload a 30 second video of me making a rig and putting it into UE4. I'm probably just doing something wrong
Hello all
I'm about to make the jump and get Ikinema.
Anybody worried for me? Who's with me?
Alt is one of my keybinds for my game but it also appears to mess with the Play window when pressed, does anyone know how to turn that off?
no one else ever have mip issues? Error: Loading non-streamed mips from an external bulk file.
Hello, Iโm a bit of a noob and Iโm trying to copy over a variable between characters to merge two that I like, but Iโm not getting the array option that I want and that is present in the original blueprint
I just looked into child/parent blueprints. Can I simply make one character BP the child of another and use the child to play as it should inherit the parentโs whole BP? How would I do this with 2 existing BPS?
the pictures and other text can be disregarded, sorry for being a noob. That explains it much better^
Yeah its best to have a parent and child
so you only need to modify the parent and thus all children will benefit without needing to modify them all again.
Okay, I want to merge these two, how would I make one the parent?
You'd need to make one of them the main, move over any code from the non-main to the new main
I don't think you can copy variables from one BP to another
you just need to readd them
Okay. But the functions will be inherited right?
Thank you so much, it turns out I could reparent one and I didnโt even have to remake the variables. But how would I call the parent?
Sorry nevermind I figured that out. However Iโm just getting camera issues now where now that theyโre merged, I canโt look up or down with the mouse
Is there a way to keep cloning objects in a level without making a separate entry for each one in the world outliner?
Does anyone have idea why would mesh stay invisible in both level-places actors and newly spawned actors unless i open it in mesh editor? Feels like it doesn get loaded until I forcibly open it myself
Yeah nevermind, exporting fbx and reimporting fixed that
edit: in fact no, it was fault of soft referencing mesh. had to refactor my stuff to use regular references and now it works
too bad but i can live with that
any lone developers or small teams here use any project management software and can recommend anything?
beyond task lists i'd really like something where i can reference various assets and give them notes like "hey these sound files might be good for X"
Google Docs ๐
I don't think the problem is with soft referencing but rather how you load them. Although, this wouldn't fix your invisible in level issue, without some weird set up, I think.
how should i load them if so? my stuff is like i have item with soft referenced mesh variable so i could get class defaults and use this mesh for UI
@crisp fable I'd recommend Trello, you can create cards for different ideas by having different sections
and you can attach images to them as well
It sounds like you're not actually calling load.
and other types of attachments as well
hmm
@dim plover i'm not, my bad. however i cant find that load function, care to point me?
Typically I call TSoftObjectPtr.Get(), and if that's nullptr, then I call load (async).
It's a little hard to follow, but it's in https://api.unrealengine.com/INT/API/Runtime/Engine/Engine/FStreamableManager/index.html.
Which you can get from UAssetManager::GetStreamableManager(). I think it's called.
so i guess i would need to expose that to BP myself?
I think I saw a BP one, but I'm not sure if it's this. I think it's called Request Content?
The BP node does probably exist, afterall, soft references can be made in BPs.
Anyway, if you do set up your stuff with soft paths, you'll need to set up your project so that it actually does cook the content when you package.
I see LoadAsset in some screenshot at ueanswers however can't find that node
ah got it
its async so i cant put it in construction script
seems like sync version is c++ only
Async is probably what you want.
In my case i really want to use construction script (so when I put my item into level it would load mesh by soft reference and set it to staticmesh component)
unless i can avoid this limitation by exposing some stuff from c++ i dont see how would i do this
You could wrap ConstructorHelpers with #if UE_EDITOR in the classe's constructor.
So that, in editor, it loads the mesh and assign it to the staticmeshcomp.
Will look into that thank you!
what would be the best channel to post a tutorial to?
you can post it on my youtube channel
i meant text channel here on discord ๐
im putting a blueprint actor inside another blueprint actor ingame, is there anyway to "stick" itto theobject
so it moves with it?
ive done that, now my object tips overbecause of them
i dotn want them to weigh anything :\
I'm not familiar with the physics stuff, but couldn't you change the attached actors physics mass (or w/e) to be 0 when attached?
anyone has an idea on how i could detect "sound" input from a player (webcam micro or whatever), and play it back like 1 or 2 seconds later?
like someone sees something says "oh snap!" and then the game echos back "oh snap!"
(im more interested in throwing back screams at players thou :D)
or enhancing specific freqencies when the player is wearing headphones would be cool to
suddenly his dog is like 3x louder than normal
I have an issue with my 4.22(preview3) game project, it keeps crashing when I alter/compile BP's. Also it seems to randomly prevent me from saving files (even with restarts). Is there anything I can try to solve the issue?
You could try to figure it out with using the breakpoints
So basically debugging the blueprints
Does it log anything?
it's basically all BP's. the log mentions random stuff
Log file open, 03/02/19 13:15:23
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: CityDemo001
LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 23 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.333567
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogWindows: Failed to load '../../../Engine/Binaries/ThirdParty/libsndfile/Win64/libsndfile-1.dll' (GetLastError=126)
LogWindows: File '../../../Engine/Binaries/ThirdParty/libsndfile/Win64/libsndfile-1.dll' does not exist
LogAudioMixer: Display: Failed to load Sound File dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +0:00, Platform Override: ''
What about the end of the log? It should be like
=== Erorr blah blah blah ===
besides aboe the only "error" is...
[2019.03.02-13.15.37:585][ 15]LogTemp: Display: Failed to connect to deployment server at 127.0.0.1:41000 (SE_NO_ERROR).
nothing mentioned at the bottom besides aborting and shutting down stuff
You don't see anything like
[2022.23.22-02.22.22:249][222]LogWindows: Error: === Critical error: ===
Posted a copy here but nothing critical
https://mypastebin.com/Ca0Vs
Hmm, I've never seen anything like that or this specifically:
[2019.03.02-13.16.00:338][ 83]LogWindows: Warning: URL: E:/Applications/UE_4.22/Engine/Binaries/DotNET/IOS/DeploymentServerLauncher.exe
[2019.03.02-13.16.02:352][ 89]LogTemp: Display: Failed to connect to deployment server at 127.0.0.1:41000 (SE_NO_ERROR).
[2019.03.02-13.16.02:352][ 89]LogTemp: Display: Failed to connect to deployment server at 127.0.0.1:41000 (SE_NO_ERROR).
I'm not specifically targettiing IOS so maybe there's something related to mobile I can disable perhaps
dont forget its also only a preview version
there can be errors
preview isnt for production
yeah I was wondering if porting the build to a previous version might help? Trying it now
do you have the level in the maps folder?
does running a ue4 game without .net framework installed prompt the installation of a specific version? im making a C# application that runs from my game via CreateProc and id like to use the same .net version
Hello guys I have a problem with my project
I made blueprint for when I move into one collusion and press "E" to open one widget
but it doesn't opebn it and it has an error
and one more question where to pin my message log to see the whole error not to move the cursor?
it is here:
click on the Add Child node in the error and fix the problem in your code, it's tell you what you are doing wrong.
okay
I fixed but now it doesn't show me errors
omg
the problem was that I made my bp in wrong widget
after I moved it into the correct it doesn't work and doesn't send me errors
hmm
what to do?
trhis is the campfire
this is the bp of it in the event graph
I will send you my bp taht is in thirpersoncharacter bp into blueprints.com
whenever you have a problem using "it doesnt work" is not a way to fix it. You need to describe the desired effect and then say what is actually happening. It doesnt work could mean your campfire objects are falling thru the world or your player is farting rainbows too soon.
this is
okay
but it must work like this:
when I start te game I am on level
and there is a camfire
when I move to it I enter a box collusion
and when I am into this collusion and press "E" it must show me this:
this for now
I sent you upper the bp in thirdperson character to see
I have two variables boolean the both are false one is called already use, the other is "Is at Campfire "
the first issue you are going to have is you are not checking to see if your player is walking into the campfire at any point
I found where is my issue
I made the bp opportu?
I exhange this to thsi
and I have errors
@plush yew no way u watches enough tutorials yet
Watch @grim ore tutorials he has a lot that r rlly good
Read the error
It said read NONE
That means itโs trying to use something thatโs not there
@plush yew you need to cast OtherActor on the overlap event node to the character, not player character 0
probably where the errors are coming from
a okay
but that change alone wont fix whatever your issue is
I will try
hmm
it writes me only not visible
but this is the bp where I wrote not visible
I want when I go into the box collusion and press E to show me the UI Widget, to disable the movement, when I press again E to hide it and to can walk
you need to show more blueprints
that bp doesnt create the widget
yes
does the widget already exist and has been added to the viewport?
you need to reverse the outputs of this branch
if already open is false, it goes on to set it to false
so it will never be true
and vice versa
okay so if it is true to set visibility to hidden?
and the other is if it is false to set visibility to visible?
try making the false output go to the top and the true output go to the bottom
because right now that will never change the value of already open
yes
try it
what are the errors
that means the widget doesnt exist
I need to make it with create widget?
like that
yes I know it
I made varable and get it to don't make with create but it doesn't work without create widget omg
yeah
you need to create an instance of the widget for anything to show up
the best way to do it would be creating and removing it instead of setting the visibility
but for simplicity right now
and to keep your code as it is
create the widget on begin play on the character
I don't want to add it from begn play because there are other things on begin play
yes I forgot it
but what to do for the true part?
okay
so the actual variable has a value
do that where it should become visible
and when it should hide
do that
np
but
When I want to remove from parent I want to save the changes in it because after I make this the next thing that I will make is to put woods and when you have 1 wood to build the campfire you will need to have 3 and when you iwll put one it needs to save tthis but with remove from parent it doesn't save maybe?
@spare steeple
does the widget change based on any of that though
if the widget doesnt change then its fine as it is
what?
does anything on the CampFireBuild widget change when you activate it
removing the widget doesnt have any effect on anything else
I didn't understand it again
๐ฆ
so when there is a tree and it must three let you remember that you put this tree when you get out of the fireplace - do you understand? I do not know for now how it is done, but let me do that all that now has a hell problem and then I will deal with him-ok?
@spare steeple
yes I fixed it thank you
Hello guys again I have another problem
I put image and text and I want the text to be in front ot the image but the text is behind the image-why? how to fix this problem?
I fixed the problem
@thorn vector That sounds like it would fit into #looking-for-talent
hello I want to ask can anyone send me link for tutorial on theme how to make when you have slots and you have wood in one slot to can move it to other slot or to put it to repair my campfire
That is called Drag and Drop
You can probably find tutorials yourself with that term (:
okay
An example showing the basics of how Drag and Drop operations work in UE4. This is a super simple right to the point on how to use it and more advanced examp...
๐
our Mathew
is he has a tutorial how to make inventory action bar? @regal mulch
No idea.
Trying to think about this logically - if you had a fuel gauge with multiple lights (25, 50 percent,) and so on, what is the simplest/best way to handle toggling the materials to make the lights flash based on fuel level?
a series of booleans could work but that seems...crude...
i'm wondering if there is some float function I haven't thought of
it's like waterfall/cascade, so from 100, down, they will flash then go unlit
so as you lose your fuel, the lights go down as well
my old setup works but i'm trying to learn a better way
Can't fully picture it, but what keeps you from handling it as a steppt progressbar?
I'm assuming there's a function aware of
the asset itself, I don't necessarily have time now to make a new one/widget that looks in the style I'd need
A Material with a Gradient to mask out the lights that should be off
And maybe a second one for the ones that should be on
And one for the ones that should blink
ah, so I could use a material function instead of manually setting the material itself from a outside BP
Well, you def need to tell the material the percentage
Given it goes from 0 to 1
Your gradient space also goes from 0 to 1
So if your fuel is 50%, you set a scalar value to 0.5
to help you picture it - this is an old asset but i don't have time to refactor or make new ones much
And that can be used to do your gradients
Well technically that could be one Material
But I'm also not a graphics person, so maybe just ask in #graphics about it
I would probably work with gradients and blend between the states
And drive the gradient by a 0 to 1 percentage value
For the different colors you can always make material instances
Yeah, i should have done that when I originally started this, but that was a long time ago
what is this cool? @light thunder
for a virtual pump panel for firefighters to break so they don't break a real one and burn down your house and kill everyone and waste all the water in the real and kill the whales
@regal mulch There's no switch on float or int even?
that's kinda what I was looking for I guess
In a material?
just in blueprint in general
ah so it does
That would mean you check on floats being equal which you never want to do
I visualized it more as a hey, when the float is between 1.0 - .75, do this thing, when it's .74 to .50, do this thing, and so on
That's an inrange check
but I'm still doing multiple in range checks I guess
Hello, I have reparented 2 actors successfully so that one inherits the otherโs functions. However, Iโd appreciate some advice on how to parent the animations from one character to the other, so that when I go to my blueprint of animations, Iโd have every animation from BOTH characters listed there.
So far I tried to parent one animation blueprint to the other, having the base parent be AnimInstant, no luck
I apologize for the phone picture, but discord wonโt open on my PC
I basically want to merge the animations so that when I look at either of the Asset Browsers for either the parent or child character, both sets of animations show up
I should add that both characters have their own blend space and were independently made to be completely functional with their animations. Iโm just trying to do some parenting/merging that will keep the blendspaces functional for their animations and all that
if i understood correctly, you need retargeting
retarget one characters skeleton to the other
Hey guys, any character designers out here?
@charred tapir If you use blender you can use mb-lab https://mb-lab-community.github.io/MB-Lab.github.io/ to create characters yourself.
It's a animal based character. I'd rather have someone with experience, It's a paid offer.
You can also use Make Human...but I don't have any experience with it.
Ok.
Out of curiosity, how many legs?
hmm the drag and drop process wasn't be difficult by Mathew's tutorials
2 leags
legs*
Well, I made an actual job posting, if anyone wants to learn a little bit more.
Hello,
I've been working on a game for the past year, the game is quite advanced, but I am not entirely happy with the current main character in it, so I
@grim ore 1. have you got series about how to make inventory
2. how to make an action bar?
action bar yes, inventory no
Whatโs up with the game crashing on 93... kind of pissed, everythingโs lost
okay I have a problem
I make my action bar but when I star t the game it doesn't generate
why?
it is black
how to generate the slots?
it must generate these
it has errors with the add child
hmm
omg I fixed it
xD
yes it workds
@plush yew (: You are asking quite a lot of questions that you answer yourself 5 minutes later.
Please try a bit longer before instantly asking for help.
okay
xD
I have one more
xD
and I think of it
When I click on the item to drag it the cursor disapear
I didn't remeber how to fix this problem
can you say me? @regal mulch
Have you googled for your issue?
Because you will find an answer there. Please put some effort into this yourself.
People will at some point start ignoring your questions if you non-stop post them without googling etc. yourself first.
OI
๐ฆ
does anyone know whats wrong with radial force
I google it and didn't find nothing
it wont work at ALL
I have no code
@plush yew
literally just wanna spawn it and it wont do anything
Spawn? Isn't radial force something you apply do a physics object?
radial force component
ok fine maybe this is a better question
how would I set up a thing so that shotgun hits can actually push objects and ragdolls
It literally tells you the error
@azure shore Well you probably have some sort of code for your Shotgun to "Hit" Enemies.
assign a player controller @plush yew
When that happens, apply force
yeah the actual damaging the enemies works fine but not the physics side of it
it can take their health and I can use a launch character thing for when theyre alive but I mean ragdolls and physics objects
I think for one time physic pushes you use "AddImpulse"
Force is for over multiple frames
The describtion should tell that
I have one more problem I made this like Mathew for draggable item to drag my item to another slot of my action bar but when I drag it doesn't show me the draggable item (it doesn't drag my item)
I made these two operations in my item because the item will drag into my action bar
now it is draging but it is coming from upper that where is my mouse-how to fix that issue? hmm
xDDDDDDd
What were y doning before it happend?
I just placed a radial force actor
walked into it
then I heard a long high noise in my headphones and got that
@plush yew u need to do stuff by urself or u wont learn anything
well in some cases it could possibly be a glitch
ok so radial force is being weird
It has like a super tiny hitbox even when the radius is huge
...
Hi guys, i'm new to game dev, i have a little question
yes you should start with a high fantasy MMORPG as your first project.
^
XD
pro tip DJ
Would it be possible to realize a game like far cry with UE? ๐ค I mean in terms of graphics and gameplay complexity
your not entitled to have your question answered
@gritty coyote eventually, if you have years of practice under your fingers
and a big team
yeah pretty sure ue4 can handle that
@azure shore also, marto's question is very "generic" while yours is very specific
I see
well ok then, basically how other than radial force can I just push physics objects
@fierce tulip I mean why are most of games made with UE more like fornite or astronner and games made with CE r more realistic?
iunno, not a bp/coder person. you might be better off trying #blueprint
oh...
@gritty coyote thats a misconception.
there are loads of realistic ue4 games
in fact you have to go out of your way to make it look cartoony
sry i don't really understand what you r saying ๐ค
Like my work? You can now donate if you want! :) https://www.paypal.me/predcaliber After my first Unreal Engine 4 interiors demo, I got a lot of questions ho...
etc
the default FPS template uses physics to push objects using impulses
yeah looking at that its true that it looks really realistic
you know Far Cry took several hundreds of peoples to make... even with a ton of exp. you won't be able to make a game of that scope.
imagin i want to remake far cry's 3 first mission, which engine would you recommend and how long could it take (with a team of 5 person) ? if its even possible
hey everyone, did anyone try to develop using ARKit?
@gritty coyote if you are just starting out, really. try making a break-out game, or pong, a pinball machine, flappy bird
else you'll hit so many walls that gamedev wont feel like fun
Far cry uses a modified Cryengine so maybe do it in Cryengine or Lumberyard?
@fierce tulip yeah for sure, may you give me an exemple of game that i can try making myself for the beginning (i mean an exemple that can actually be played like a game on steam or just on ytb)
@grim ore ok but in which case would it be better to use UE? ๐ค
@pallid compass how is pinball to hard to do? ๐ค
Physics, balls, paddle system , reaction, multi scoring formula, multipiler
etc
break it down
true^^
but i actually don't really understand how difficult it is because when i'm watching some videos on ytb it don't seems to hard to do all this level art, physics management, sound etc....
hello everyone , I have a finished small game i made in August 2018 and i just deleted it from Google Play Store because literally no downloads(To be expected xD)it is mostly UMG but i was hesitant to publish it because blueprints are mostly uncommented . Should it publish it on the forums?
@gritty coyote a really good tree, without speedtree can already take you days if not more.
and thats with experience of the software needed
@past badger id go for it
@fierce tulip just a tree?#
yea
heck, some of my 0.25 second effects take me a day
a really good looking character can take months
the cape in batman arkham was developed over years
Everything sounds easy when experienced people talk about it
^
Even somewhat breakthrough-y stuff can sound basic when boiled down:
Hey if you wanna do X, Y is good
How long did Y take to come to?
Who knows. Years? Decades?
But you can learn about it in 5 minutes.
shots fired at monetization
honestly this has been the best read I've ever come across @fierce tulip
no joke, I'm gonna straight up send this to my game jam team
Not for me no, because our game doesn't have doors...
crazy right, we didn't have to deal with the stress of doors ๐
and regarding the assets which r for exemple in the cry marketplace, can't i just take one of them and place them in the environment editor in CE and it's fine? what else have i to do on a TREE? ๐
No, it's not allowed to rip off an asset from CE store to UE
Check the terms
But here's the thing
If your entire game is marketplace art, players will notice.
It'll be a massive point in the negative column, and unless you're making up for that (and even if you are), you'll be panned
yeah thats true but i can take some of the assets
take it from experienced people, start really weally small.
Its because everybody can use it.
try pacman
I want to hear this :P
XD
Oooh, ooh make a text adventure game
even pong is a bitch with physics
people didn't notice that pubg is mostly marketplace assets tho ๐ค
.... hang on... string handling..... bp......
lmfao
Everybody did Dizco
better buy my plugin m8
they just didn't care
ouah know i think i start understanding the complexity of all this (i read the article about doors XD)
and forgot, now people get panned for having PUBG guns
u cant even imagine the complexity yet
Thankyou for your help ๐
The gameplay engineer got bored and hooked up a "temporary" sound but didn't make it abundantly clear to the team that he'd done so @fierce tulip
That door problem is even more epic when you are a solo dev
the door problem is simple, you make a door and YOLO to the next item never looking back
Well , here it is for anyone interested https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1590656-fast-math-exercise-4-20
Hello ,
This was an old project i worked on back in 2018 , August and it saw literally no succes(was nothing serious anyway , a week of work) in store so i
Is there an option to disable the "Double click on a BP nodes opens visual studio"? Or better, change it to ctrl+double click or something?
Oh, and while we are on the topic of changes to editor settings: Is it possible to set steamVR plugin as disabled for new projects as default?
Why not create a default project, clone that project and use it as a template of sorts?
That way you don't have to worry about enabling and disabling plugins
Also within the project folder there's Config files, maybe clone those as well and close the new project, then paste em in there
That only works for new projects. Not for old ones, or those that someone sends me / that I didn't make.
Yeah, I can edit config, I can open the project and disable the plugin ๐
its not a huge problem. Just something I never remember to do until steam VR starts, my music stops, my mic switches to vive, etc.
I don't own Steam VR anymore, I'm also not sure if you should ask this question here or in #virtual-reality
Well, its a general question about disabling plugins by default. The fact that its steamVr and not any other, doesnt rly matter.
But they might have some tips there.
So, I made a keystroke play an animation, and I was wondering if anyone would be able to help me stop the animation, but return back to the default BP state where the animations are based on user inputs (walk, jump, just forgot the name of this asset)
If you go in too a state then you need away back
hey anyone here been doing some AR work?
the default characters are using anim bp's and blend spaces. IT would be best to use those instead of firing off individual animations if you want them to blend properly @pulsar fractal
hey everyone, I'm not sure where to ask this, but would anyone like to test my multiplayer game?
@manic sinew You should make a post #looking-for-talent
You are basically looking for QA
Hi guys
If i wanna develop a game like pinball or Pac-Man, which game engine/editor could I use? Or will I do it just with coding? (I started a processing JS course and I think I could maybe develop a game like pacman with it)
Hey guys. Do you have any advice for someone switching to unreal engine from unity? I got really good at unity but now want to use unreal engine. I'm new and just wondering how long u guys think it will take for me to get good with unreal engine.
Can barely answer that, depends on your ability to learn.
Timeframe can be a months to years.
Also depends on what you are actually doing in the engine.
If you are good with Unity, then you most likely have a base understanding of what a framework is and how to utilize documentation of a software.
So grab UE4s documentation and start learning its framework.
Also, don't try to force Unity onto UE4. That happens easily and will make it harder for you to learn UE4.
If there is a system in Unity that exists in UE4 but works differently, learn the way UE4 does it instead of wishing for it to work like Unity.
@brazen forum
how do I make a post in looking for talent?
check the pinned messages in the job channel for instructions
is it a bug that if i put animation in level sequencer it doesn't do anything?
does anyone know how to manually descrease the quality of a material within the material editor itself?
I want my decals to be at least slightly lower resolution
guys im having a big problem with flipbooks, i can't seem to have more than 2 flipbook in the same character
https://im2.ezgif.com/tmp/ezgif-2-9fb263f6ccff.gif
Anyone ever try to implement crouch-jumping in their third person game without root motion? This is my version but its got that bad stutter on landing. Functionally it works great but visually it doesn't work too well
Could somebody give me a hand with an overlap question? I feel like this should be fairly simple but I can't seem to make this thing trigger
Essentially I'm trying to make a simple fishing script for my game, when I have the fishing rod equipped it has a collision box - if the box is colliding with the water box then bool canFish is cast
but they dont seem to be detecting each other
So box is the part of the blueprint, wateroverlap references the other blueprint
They should be overlapping here but they dont appear to be triggering anything
@plush yew wondering if you could help me since you seem to be pretty knowledgable ๐ I'm a unity convert trying to make sense of blueprints still haha
Sorry, you had just helped the guy previous to me so I figured you were here - wasn't random. I have watched all of the intro to blueprints videos from UE and followed them accordingly, thus why I'm asking
thanks though
I try to use event but it says the direction isn't right
trieded a myriad of combinations butt nothing seems to fire correctly
Yeah I know it is, that's why it was bothering me
I've done overlaps a few times and have tried it in several different ways
but nothing seems to work
Thanks
That should help
Appreciate it ๐
I need some help with an editor bug
whenever I move around in the editor it crashes
I didnt change any editor settings
and all I've done today is add some geometry to a map
anyone know why the editor crashes when you try to move?
anyone got any idea?
No sorry Aik ๐ฆ
I dunno wth my things deal is either, I've tried this in so many ways but ntohing is triggering in overlap -_-
Hi there! Is it possible to pin these options to some bar ? (UI-wise)
the options in these tabs
pretty interesting ones but far to reach in my opinion
Can anyone link me a series for UE4
Like one that'll help me get into UE4
and learn the basics and what not
Anyone know if the merge actor function has an order for component merging?
E.g alphabetical or otherwise. I was hoping so but it doesn't seem to pay attention to the first added component in a BP
@stone fjord So you're trying to trigger overlap of a static mesh component or actor? Overlap events typically work if set up correctly
And by typically I mean always ; p unless there's a bug
@plush yew The Epic series/UE4 channel is probably just right
Eh nvm, can just use pivot at zero & put the BP actor at world origin prior to merging
Hii guys, wich coding language should I learn if I'm working on unreal engine?( I've already learned some PJS )
@gritty coyote C++, javascript if you want to use Unreal.js, Blueprints (which can also be nativized if perf is a concern) / any hybrid of those
So that means learning c++ is a good option?
Although JS is only a plugin / bp dependent I believe, so it's probably just ok for augmenting your pipeline
You don't need to learn C++ necessarily since BP can do most things, but knowing it is useful for if you need custom code/classes etc
I just use Blueprints at the moment, although I'm starting to dabble with C++ in VS some
Okay that means I can start working on UE without trouble and if I have time I can continue my c++ course
For sure. A lot of the terminology/syntax has crossover so both will compliment eachother
Okay thx๐ ๐
So I have a question aswell
So how much C++ do I need to know
Since blueprints cover most
@plush yew It's kind of a question with a few answers. I would say since BP covers most things you could probably create everything you need with it, but that depends on the scope of what you're making
Can I send a link to the idea that I have
I don't think it's alot especially with what games newer are doing
the idea that I have comes from a game in like 2010
There's also times where you might think you need to create something in C++ since you don't know the relevant BP/kismet functions, but they still exist. Other times you know for sure that the only way around a problem is having custom code
You can PM me, up to you
Ok thx
If you're new to gaming/programming, be prepared to learn a lot is the jist of it
@timid flame theyre both actors from different blueprints. So I equip the fishing rod, then I'm using the box collider from that blueprint, and its only supposed to work when overlapping the box trigger
both are set to generate event on collision
its super strange, I've done a lot of colliders/on overlaps before and never had a problem, im sure its just something im not noticing ๐ฆ
I haven't used them a ton either but usually things go ok. Are the collision channels at overlapall/blockall dynamic or?
Hey guys. I'm kind of confused why it seams like all class names start with the capital letter A. Like for instance I was looking at the documentation on the website and I came accross this UCLASS() class AMyActor : public AActor {....
my first kickstarter is up! wish me luck everyone ๐
Hey guys! What do you think is a reasonable polygon count for a vr gun the player should hold so not just a "lying on the floowr" asset?
Depends on the weapon and style and platform, but anything less than 10k tris is reasonable
Well this is fairly simple: Optimize it until you can't optimize it anymore. Then you have your triscount
If it still causes performance issues you gotta rethink the mesh
What do you mean by optimizing? so first modeling high poly and then subtraction polygons here and there or what?
Yeah
Lowpoly with maps. Traditionally you model the highpoly and then retopo it into a low poly. Then you bake the details. But I'm pretty sure with things like substance painter etc.,modeling the low poly and then adding details through substance is "easier" (?)
And your low poly triscount is important.
It's hard to say the weapon had to be xk tris
Depends on if you can remove tris without destroying the mesh
Or the rest of your game
Ah. Yeah! Sure. But why does it even has to be triangles? And is it enough if I simply triangulate everything at the end?
UE4 triangulates anyway
Kinda yeah. But triangles and polygons aren't the same or?
I mean. Triangular polygons are polygons too arent they?
In mean technically polygons is everything >2 corners iirc
So if you have an n-th corner polygon (not that this should be done) the tris counter wouldn't only double
yea. But its pretty important I think. I got a poly limit of 10k [The lower the better] but if its double the polygons if its un ue4 through exporting every square polygon into 2 triangles then
Well you have to count in triangles
damn 
You model in quads because it's better, but engines render in triangles
If you define your polys to have 4 corners (quads) then tris would be double yeah
yeah. cuz you cant half a triangle
yeah
you usually model in polys with 4 corners @regal mulch
Quads are just two tris with an invisible edge regardless
Yeah just wanted to establish that polygons can be more than quads or tris
yes I mad e this with dragging but it is weird @ivory gate
I'm looking into creating a very simple Multiplayer prototype (2d, and simply moving one player on one client, and seeing it move on the other) just so I can see myself do it.
So my question is, can I utilize the UE4 as the server, or should I be writing my own server to parse and pass information between clients?
As a side thought, is there any way to error-check server side built in?
I assume not, but I thought I'd ask.
UE4 multiplayer works by server & clients being the same game
Except for actual dedicated servers, it's the same thing
With a different role
That sounds like peer to peer though,
As you add more and more players it would vastly slow down the passing of information
Or am I not understanding?
No, it's not peer to peer.
It's server + 0 to N clients
It's just that by default, any UE4 game can act as client or listen server
listen server = actual player hat also hosts the game
There is also support for dedicated server, but dedicated server is really just a regular game without rendering.
Mmm.
One player hosts and all other connects to them.
If you're planning on competitive stuff, or many players, dedicated is the way - still UE4, still your game code
Tbh my project is rather small, I expect 4 players max, and not at all competitive.
I just thought it would be fun to try and write a dedicated server for myself.
Although a limiting factor is that I don't understand cpp side of UE4 very much.
I'll probably use the built-in server/client for my little thing. Specially since it'll be my first delve into Multiplayer with ue4
Thenaybe I'll transfer it to dedicated to learn that =)
Thanks stranger
Probably don't want dedicated for that
You'll need to have one such server online for every 4 players
Which is a lot of maintainance etc
Listen server is much simpler
Yeah just a new instance of the overall server for every player that wants to create a room.
Simple concept, probably not as simple in practice,
It would just be for learning =) nothing crazy yet,
Thanks for all the help though, you've been immensely helpful
Let me be helpful again and advise you not to go with dedicated unless either competitive game or > 6-8 players
Just way more stuff to manage for no benefit
Second/final posting in case anyone missed it who could use it. I added context menu items for cleaning the project properly, saves a lot of time. Fast/effortless install. Can grab it here: https://github.com/Vaei/ue4cleaner https://i.imgur.com/tmuPYUp.png
while following this tutorial and i relocate the grab object to under the firstpersoncamera, i get this error
How to let your character pick up objects, Skyrim style (kinda...). Twitter: https://twitter.com/Play_Ruff Patreon: https://www.patreon.com/deanashford
anyone here have experience with community ocean project?
on my same question, how do I change the local rotation of the object you're holding to global rotation tied to your camera? so it doesn't rotate as you look around?
and how do i keep a held/dropped physics object from wildly flinging other objects off into space when i drop or move them around?
General saving/loading UE question - if I have an actor and I want to save everything about it, it's location and data structs that it has, all I have to do is just save the object correct? then when i load it, all of that will be correct (so for example, it will "spawn" in the world in the exact same position it was saved at?
You cant afaik save an object reference
you need to save the class, and the relevant variables, then do a spawn , and set the info
age old question, i can't modify scale of gun, position or rotation on the default arms FPS blueprint
guys
can someone help me with a character camera reset
so when i press a button it faces the character again
Is there a way to make an instance editable variable on a widget, that can then be access from a Widget component and changed so it updates at construction - I have a lot of separate widget components (labels basically) that I would like to position and name inside an Actor as components - I can do it at runtime fine but I can't find a reference to the widget component FROM the widget it holds, (if I could access the widget component from the widget itself, I could get the variable name and use that in a construction script
Hello guys I need help with the dragging my item
Here I show you
why it is dragging from up anywhere and then it comes down?
I want to be like in your video, MathewW
@light thunder look at using the Named Slot Widget to hold those items as well as the pre construct event to fire off changes in the editor
what about my problem? @grim ore
@plush yew stop repeating the same question mate
@plush yew I have no idea, i can't see what is wrong and I don't know what your code is. I see a video and some stuff
okay
to show you in DM? @grim ore
noone react to me thisi s the reason I repeat it @fierce tulip
you can but I don't read them and I am leaving soon so it won't help
and maybe no one reacted to you because no one can help
@plush yew etiquette, this is not your personal answer hub
you can also try the actual forums or ue4 answerhub
okay but idk how to aks in answerhub I don't have problems to search for it
the other question is how to make a dropping function to save the item with his amount and design because in the MathewW's tutorials he show with different colors not with texture
so I don't know how to do it with texture
I didn't find any results for this: "how to make dropping function to texture"
hmmm
how to make a dropping function to save the item with his amount and design because in the MathewW's tutorials he show with different colors not with texture @spare sun
Anyone got any tutorials I can look at for AI opponents?
please no live training videos. I have no idea who thought a one hour long video is a good idea
This is the first in a series of practical tutorials where we'll explain the fundamentals of how you actually create your own AI in UE4, and go through it st...
I used to follow that but the AI felt a bit "static". I guess I need to play around with it a bit more
does anyone know how to make a scene capture 2d work with "only owner see"
does anyone help me ?
Whats the problem
Grabbing more popcorn
stop joking you are annoying @plush yew
with these words
it is better to help not to mock
I'm just amazed that you have learnt nothing and still continue on this path and mindset
I learned how to make drag operation
dropping operation with random colors
I didn't find how to make it with texture
I want when I drag the wood to paste it to another slot of the action bar with the same texture
or if you can't say me how to di it send me link for tutorial to see but to be with texture not with random colors
@plush yew You can also just try around
I tried but
You keep asking question after question.
it doesdn't work
lol
em I have a lot of question sorry but When I ask them and answer I will be know and don't repeat them ๐
Not the point
and I have a different things that I make and test many things
so do you want to write in DM to don't make spam the people who are on green? online?
Learn what you must through proper methods, and dont expect people to sit ready to answer your every question...
Only one who can do that is you
You are still missing the point
The key is to learn how to solve this stuff on your own.
Asking a question once in a while is fine, but you are posting simple issues here fifty times a day by now
fifty isn't but 5 yes
Which means answering these for you isn't helping you at all, as you just post hte next problem you run into
and the reason is I have a lot of questions that the answer hub doesn't help me
UE4 comes with Documentation and an API.
There are Youtube Tutorials, Wiki Entries, as well as AnswerHUB questions and Forum Posts.
And if you can't find anything like that you are open to posting a Question on AnswerHUB and Forum.
Ultimately you can also try to utilize what you already learned to solve your problem.
Because at some point you can't expect people to help you anymore.
what is API?
It's basically an overview of the Classes and their Variables/Functions
@plush yew did u rlly change ur name so people would help u again?????
U ASK TOO MUCH
u dont understand the basics
yes I know
in his defence thats like 50% of how I learned anything I know, through asking constantly
u need to learn
sometimes it can be hard to find videos or other online for what you need
*online help
yes ik that but what hes asking is all over google
While that's true, asking help for nearly every issue you run into is too much
They want to know how to make different icons.
The Drag and Drop basics tutorial of Mathew shows how to use the Drag and Drop stuff.
He even explains that the "DefaultDragVisual" is the Widget that is visible while you drag.
It's in the first video already.
okay
I know
but when I drag it from the icon of the item he comes from the sky
that's the problem
idk why
Anyone help me write this math into BP/code? I have a 2x = 4y, but when X comes in, it will not always be doubled (this is a water principle rule, as flow rate doubles in a system, pressure loss quadruples....I will know the flow rate, the change in the flow rate, and the initial (or static) pressure
don't know if I should lerp between x and 2x
@plush yew https://www.youtube.com/watch?v=wyC5vl64V9k
Sr Training Content Creator Wes Bunn shows you how to add drag and drop elements to your UI using UMG. This stream is a must see if your game uses an invento...
real world example - you have a static pressure of 60 PSI at your hydrant - you are flowing 250 GPM....and your intake drops to 52....you can use this principle to estimate remaining flow - if you were to double the flow rate to 500, you would take your pressure drop of 8 (60 - 52) and quadruple it = 32, so your remaining pressure is 28
There, part 1 of an hour long video for drag and drop
Part 2 and 3 are also on youtube
If you follow that it will most likely give you the stuff you want
Or at least enough knowledge to then do what you originally wanted
@light thunder And now for non firefighters?
int PSI = 60;
int Flow = 250;
int Drop = 52;
int DeltaDrop = PSI - Drop; // 60 - 52 = 8
So far I got that
Now you say if 2 * Flow = 500 then you need to do 4 * DeltaDrop = 32
And then RemainingPressure = PSI - 32
@light thunder ?
yes, but in terms of the flow rate changing, it's not going to double like that
I just need to get the curve/relationship from that doubling equation
Well what's the relation of 2 and 4?
Double -> Quadruple
What else can happen?
What's the math behind it?
this is one of those things that once I see it, it should be a profound "duh" moment
example, the flow rate is 250 and the intial psi is 60......what is the delta drop when the flow rate is 350
do I just lerp between the 2x and get a scale and multiply that by the 4x?
something along those lines
but there is difference between mathew and this live training because in the livetraining they create a bp class drag and drop operation-hmmm
@light thunder Well there needs to be something that goes from 2 to 4
Some math or a curve or so
That's something you must know
it's a principle of fluid dynamics
I'm a Math and IT student
I have no idea about fluid dynamics ;)
Or rather bachelor by now actually
.>
It's just math that's wet
Well if you write down all your stuff in some pseudo code
You need to replace the 2 and 4 by some variable
// Example, PSI = 60, Flow = 250, NewPSI = 52
int GetRemainingPressure(int PSI, int Flow, int NewPSI)
{
// 60 - 52 = 8
int DeltaPSI = PSI - NewPSI;
// What's next?
}
those are universal constants, the variable is the flow rate
it's a ratio or proportion
Well you said "If you were to double the flow rate"
The water velocity into a region with atmospheric pressure goes as the square root of the pressure difference by Bernoulli's law. So if you quadruple the pressure difference, you get twice the speed.
That's what that's based on
We got this, it's not like it's replication in UE or anything difficult
Maybe I don't understand what you want then?
Your original question was how to math out the double to quadruple ratio
Now you saw you have that stuff already
@plush yew Im using texture object, not sample
about this
oh ok
so would you say literally going into paint or something and just resizing the whole image would generally improve its performance?
@regal mulch I'm still not sure how to put that into BP
the flow rate is being updated every .1 seconds so the change in it is so small (that's fine) but in terms of implementing it
when I drop into another slot it printed me the Hello but it doesn't paste the texture
hmm
@light thunder I don't know how to help you here. I'm missing the actual problem.
You have all the values you need. You even know what the double to quadruple ratio is build up on.
What part is missing then?
As far as I understood, you need to know what the double to quadruple result in if you change the double to something else.
yes
Come back afterwards, not during the video
and the reason is because they use classes I dom\t want to use them because i MathewW tutorials he doesn't use
Mathew's tutorial is very simple. Why would you not want to use classes that Epic Games shows you?
idk
I want to make it as simple as possible to understand it
this isn't paste me the texture
This uses the Widget you are creating as a visual
yes to be on the screen