#ue4-general

1 messages ยท Page 407 of 1

abstract relic
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Well. This is a big server

rich nymph
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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)?

hidden aurora
visual belfry
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any way to limit the number of simultaneous shaders being compiled? maybe I'd like to watch some youtube while I wait 5 hours ๐Ÿ˜›

abstract relic
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Compiling == nap time

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Use it wisely ๐Ÿ˜œ

hidden aurora
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Go cycling

stiff oar
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Compiling time is exercise time

valid gate
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what advantages do you have when you use c++ instead of blueprints?

stiff oar
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and tidy-the-house time

abstract relic
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Optimization

visual belfry
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NumUnusedShaderCompilingThreads=3 in BaseEngine.ini looks like what I want to raise ๐Ÿ˜ƒ

silver crown
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Dammit I was too slow

plush yew
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any blender users here?

vague walrus
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Me kinda

lofty hollow
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what do these numbers really mean?

hidden aurora
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idk

regal mulch
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@lofty hollow The CMC does 8 iterations per tick

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Also called substepping

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So in each tick, instead of moving once, it moves 8 times 1/8

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Which gives it a better chance to detect collision, specially for fast moving characters.

lofty hollow
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does this have anything to do with fps?

frank escarp
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@regal mulch nope

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not 8

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its about the max simulation time

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and i think thats on seconds?

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so 0.05 is 20 iterations per second

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CmC will run once per tick if you are at more than 20 fps

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but if you are lagging hard it maxes out at 8 iterations

lofty hollow
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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?

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like would i want it to be 0.05 and 3 so that its equals 60 maybe?

regal mulch
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These values have nothing to do with consitant acceleration

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For that you should make use of the DeltaTime

lofty hollow
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I do that

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but it doesnt hel

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help

regal mulch
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Wasn't acceleration Velocity += Acceleration * DeltaTime?

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And then Velocity * DeltaTime for the actual move?

lofty hollow
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im doing * deltatime for the addedspeed

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basically

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maybe the problem is that friction is still applied when i land which causes me to lose more speed the lower the framerate?

tight dagger
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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. ๐Ÿ˜Š

regal mulch
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:P The Documentation

abstract relic
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^

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No joke the doc is pretty good

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Otherwise, go on youtube and ave a feild day. There's ton to break into the engine ๐Ÿ˜„

rich nymph
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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

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if i'm not mistaken, waldstein himself roams around here as well

abstract relic
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He does

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We laugh at him every time a fan realizes it's him

rich nymph
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jajajaja

abstract relic
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oh dear, there's a unity migrant article

silver crown
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migrant ๐Ÿค”

abstract relic
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immigration? ๐Ÿ˜› Regardless, that's somewhat amusing

tight dagger
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Thanks so much will see if i get a understanding of the docs ๐Ÿ˜Š

ancient otter
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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?

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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

fierce tulip
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multiply it with the green color

ancient otter
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Well yeah but when i do that all the texture goes black

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because everything besides the white part is black

fierce tulip
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black = 0
white = 1
anything multiplied by 1 stays the same.

ancient otter
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wym?

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Its basically all black and i only the white dots to show up

fierce tulip
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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

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blend lighten, blend screen, etc

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same as photoshop

ancient otter
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omg

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thank u

fierce tulip
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got it working?

ancient otter
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i think so

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yes i did

fierce tulip
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hey if it works, it works

ancient otter
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Is there a way to make the whites stronger?

fierce tulip
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power node, multiply node with higher than 1 value (saturate afterwards), adding the same output twice and saturating, many ways to do it

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power node is basically contrast

ancient otter
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oh ok

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Look at my reference

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Now im adding the white dots since everythign else is almost done

fierce tulip
ancient otter
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the only thing besides that is adding also white on some edges and stuff

fierce tulip
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math is interesting

ancient otter
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lol

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@fierce tulip can i blur textures in ue?

fierce tulip
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there are ways, but its really bad for performance so I wouldnt do it

ancient otter
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i dont need perfoamnce

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im doing a render

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So yeah.... How?

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@fierce tulip

fierce tulip
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spiral blur is the easiest option

ancient otter
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How do i use it?

fierce tulip
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iunno, i dont use it

ancient otter
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I need to make my normals blurry

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so they are more wavy and stuff

ancient otter
dire torrent
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Anyone know how to use OutputNoDepthBias with SoftOpacity for materials? My materials have black texture and don't know how to fix...

ancient otter
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@fierce tulip What im actually looking for is making my normal texture more blurry so its wavy and smoother.

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Not the mat to be blurry

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It would be like adding ghaussian blur to the texture on photoshop

novel osprey
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How can i convert a static mesh to bsp?

dry moon
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Why would you want to convert it to BSP?

frail jasper
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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.

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but problem now is that my textures are like pixel blocks.

fierce tulip
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@ancient otter then blur it in photoshop, renormalize it, and reimport

frail jasper
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Error: Loading non-streamed mips from an external bulk file. This is not desireable. ??? anyone else run into this error?

plush yew
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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

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@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

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Beware though that this might mess some animations up that use bone location

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you have to go to the keyframes and type the location values "*100" I think

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I'll check that out, thanks! At the moment I scale the skeletal mesh by .1 on import to UE4

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Yeah I think that would make the ragdolls even worse

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Hm did you check the bone rolls?

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In blender?

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yep

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should the rolls be 0?

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Usually, I know it can make difficulties with bone rolls

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Those are just more reference pics

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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!

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Well, scaling it doesn't seem to have helped, I'll try the roll next though

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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

abstract marsh
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Hello all

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I'm about to make the jump and get Ikinema.

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Anybody worried for me? Who's with me?

plush yew
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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?

frail jasper
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no one else ever have mip issues? Error: Loading non-streamed mips from an external bulk file.

pulsar fractal
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Hello, Iโ€™m a bit of a noob and Iโ€™m trying to copy over a variable between characters to merge two that I like, but Iโ€™m not getting the array option that I want and that is present in the original blueprint

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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 parentโ€™s whole BP? How would I do this with 2 existing BPS?

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the pictures and other text can be disregarded, sorry for being a noob. That explains it much better^

dry moon
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Yeah its best to have a parent and child

pulsar fractal
dry moon
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so you only need to modify the parent and thus all children will benefit without needing to modify them all again.

pulsar fractal
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Okay, I want to merge these two, how would I make one the parent?

dry moon
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You'd need to make one of them the main, move over any code from the non-main to the new main

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I don't think you can copy variables from one BP to another

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you just need to readd them

pulsar fractal
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Okay. But the functions will be inherited right?

dry moon
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Yeah

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You'll just need to call the parent before the child code

pulsar fractal
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Thank you so much, it turns out I could reparent one and I didnโ€™t even have to remake the variables. But how would I call the parent?

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Sorry nevermind I figured that out. However Iโ€™m just getting camera issues now where now that theyโ€™re merged, I canโ€™t look up or down with the mouse

clever raptor
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Is there a way to keep cloning objects in a level without making a separate entry for each one in the world outliner?

weary sun
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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

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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

crisp fable
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any lone developers or small teams here use any project management software and can recommend anything?

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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"

south ridge
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Google Docs ๐Ÿ˜„

dim plover
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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.

weary sun
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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

dry moon
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@crisp fable I'd recommend Trello, you can create cards for different ideas by having different sections

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and you can attach images to them as well

dim plover
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It sounds like you're not actually calling load.

dry moon
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and other types of attachments as well

crisp fable
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hmm

weary sun
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@dim plover i'm not, my bad. however i cant find that load function, care to point me?

dim plover
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Typically I call TSoftObjectPtr.Get(), and if that's nullptr, then I call load (async).

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Which you can get from UAssetManager::GetStreamableManager(). I think it's called.

weary sun
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so i guess i would need to expose that to BP myself?

dim plover
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I think I saw a BP one, but I'm not sure if it's this. I think it's called Request Content?

weary sun
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Request Content asks for remote manifest url and install directory

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so i guess no

dim plover
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The BP node does probably exist, afterall, soft references can be made in BPs.

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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.

weary sun
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I see LoadAsset in some screenshot at ueanswers however can't find that node

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ah got it

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its async so i cant put it in construction script

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seems like sync version is c++ only

dim plover
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Async is probably what you want.

weary sun
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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)

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unless i can avoid this limitation by exposing some stuff from c++ i dont see how would i do this

dim plover
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You could wrap ConstructorHelpers with #if UE_EDITOR in the classe's constructor.

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So that, in editor, it loads the mesh and assign it to the staticmeshcomp.

weary sun
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Will look into that thank you!

median vale
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what would be the best channel to post a tutorial to?

polar hawk
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you can post it on my youtube channel

median vale
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i meant text channel here on discord ๐Ÿ˜…

fierce tulip
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#released or the channel its related to it the most

sullen wraith
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im putting a blueprint actor inside another blueprint actor ingame, is there anyway to "stick" itto theobject

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so it moves with it?

dim plover
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AttachToActor, I believe.

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I think you can also use AttachToComponent too.

sullen wraith
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ive done that, now my object tips overbecause of them

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i dotn want them to weigh anything :\

dim plover
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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?

plush yew
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anyone know how to do transitions?

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for menus

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when u hover over

lusty vigil
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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?

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like someone sees something says "oh snap!" and then the game echos back "oh snap!"

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(im more interested in throwing back screams at players thou :D)

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or enhancing specific freqencies when the player is wearing headphones would be cool to

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suddenly his dog is like 3x louder than normal

next badger
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@lusty vigil AudioCapture plugin. also #audio for those questions

merry gazelle
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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?

maiden sundial
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You could try to figure it out with using the breakpoints

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So basically debugging the blueprints

dim plover
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Does it log anything?

merry gazelle
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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: ''

dim plover
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What about the end of the log? It should be like
=== Erorr blah blah blah ===

merry gazelle
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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).

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nothing mentioned at the bottom besides aborting and shutting down stuff

dim plover
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You don't see anything like

[2022.23.22-02.22.22:249][222]LogWindows: Error: === Critical error: ===
merry gazelle
dim plover
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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).
merry gazelle
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I'm not specifically targettiing IOS so maybe there's something related to mobile I can disable perhaps

primal prairie
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dont forget its also only a preview version

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there can be errors

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preview isnt for production

merry gazelle
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yeah I was wondering if porting the build to a previous version might help? Trying it now

plush yew
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when i clicked my button to go to level it closed

cobalt scaffold
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do you have the level in the maps folder?

plush yew
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yes

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can i show u on screenshare

spare steeple
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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

plush yew
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Hello guys I have a problem with my project

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I made blueprint for when I move into one collusion and press "E" to open one widget

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but it doesn't opebn it and it has an error

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and one more question where to pin my message log to see the whole error not to move the cursor?

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it is here:

grim ore
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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.

plush yew
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okay

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I fixed but now it doesn't show me errors

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omg

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the problem was that I made my bp in wrong widget

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after I moved it into the correct it doesn't work and doesn't send me errors

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hmm

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what to do?

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trhis is the campfire

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this is the bp of it in the event graph

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I will send you my bp taht is in thirpersoncharacter bp into blueprints.com

grim ore
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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.

plush yew
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this is

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okay

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but it must work like this:

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when I start te game I am on level

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and there is a camfire

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when I move to it I enter a box collusion

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and when I am into this collusion and press "E" it must show me this:

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this for now

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I sent you upper the bp in thirdperson character to see

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I have two variables boolean the both are false one is called already use, the other is "Is at Campfire "

grim ore
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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

plush yew
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I found where is my issue

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I made the bp opportu?

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I exhange this to thsi

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and I have errors

ivory gate
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@plush yew no way u watches enough tutorials yet

plush yew
ivory gate
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Watch @grim ore tutorials he has a lot that r rlly good

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Read the error

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It said read NONE

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That means itโ€™s trying to use something thatโ€™s not there

plush yew
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hmm

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idk

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I change this that must be

spare steeple
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@plush yew you need to cast OtherActor on the overlap event node to the character, not player character 0

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probably where the errors are coming from

plush yew
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a okay

spare steeple
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but that change alone wont fix whatever your issue is

plush yew
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I will try

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hmm

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it writes me only not visible

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but this is the bp where I wrote not visible

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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

spare steeple
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you need to show more blueprints

plush yew
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this is the bp in thirdperson character

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I haven't got any bp in the UI widget

spare steeple
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that bp doesnt create the widget

plush yew
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yes

spare steeple
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does the widget already exist and has been added to the viewport?

plush yew
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I don't create the widget

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I set the visibility of it

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with this bp:

spare steeple
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if already open is false, it goes on to set it to false

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so it will never be true

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and vice versa

plush yew
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okay so if it is true to set visibility to hidden?

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and the other is if it is false to set visibility to visible?

spare steeple
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try making the false output go to the top and the true output go to the bottom

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because right now that will never change the value of already open

plush yew
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I didn't understand you

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aaa okay

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like this?

spare steeple
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yes

plush yew
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okay

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now what?

spare steeple
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try it

plush yew
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okay

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it shows me visible not visible visible not visible and errors

spare steeple
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what are the errors

plush yew
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these are

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why it doesn't work with this:

spare steeple
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that means the widget doesnt exist

plush yew
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I need to make it with create widget?

spare steeple
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yes

plush yew
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this is the widget man

spare steeple
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like that

plush yew
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yes I know it

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I made varable and get it to don't make with create but it doesn't work without create widget omg

spare steeple
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yeah

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you need to create an instance of the widget for anything to show up

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the best way to do it would be creating and removing it instead of setting the visibility

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but for simplicity right now

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and to keep your code as it is

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create the widget on begin play on the character

plush yew
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nope

spare steeple
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you need to add it to the viewport

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and set campfirebuild to the widget

plush yew
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I don't want to add it from begn play because there are other things on begin play

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yes I forgot it

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but what to do for the true part?

spare steeple
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replace filebrowser with campfirebuild

plush yew
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okay

spare steeple
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so the actual variable has a value

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do that where it should become visible

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and when it should hide

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do that

plush yew
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aaa yes

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I forgot this

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lol

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thank you man

spare steeple
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np

plush yew
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but

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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?

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@spare steeple

spare steeple
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does the widget change based on any of that though

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if the widget doesnt change then its fine as it is

plush yew
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what?

spare steeple
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does anything on the CampFireBuild widget change when you activate it

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removing the widget doesnt have any effect on anything else

plush yew
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I didn't understand it again

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๐Ÿ˜ฆ

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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?

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@spare steeple

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yes I fixed it thank you

plush yew
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Hello guys again I have another problem

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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?

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I fixed the problem

thorn vector
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hi

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iwanna ask

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can anyone help me combine my two project

regal mulch
plush yew
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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

regal mulch
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That is called Drag and Drop

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You can probably find tutorials yourself with that term (:

plush yew
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okay

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๐Ÿ˜ƒ

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our Mathew

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is he has a tutorial how to make inventory action bar? @regal mulch

regal mulch
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No idea.

light thunder
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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?

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a series of booleans could work but that seems...crude...

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i'm wondering if there is some float function I haven't thought of

regal mulch
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Which ones are blinking?

#

Always the top one?

light thunder
#

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

regal mulch
#

Can't fully picture it, but what keeps you from handling it as a steppt progressbar?

light thunder
#

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

regal mulch
#

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

light thunder
#

ah, so I could use a material function instead of manually setting the material itself from a outside BP

regal mulch
#

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

light thunder
#

to help you picture it - this is an old asset but i don't have time to refactor or make new ones much

regal mulch
#

And that can be used to do your gradients

light thunder
regal mulch
#

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

light thunder
#

Yeah, i should have done that when I originally started this, but that was a long time ago

plush yew
#

what is this cool? @light thunder

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

regal mulch
#

In a material?

light thunder
#

just in blueprint in general

regal mulch
#

Switch on int in bps exists

#

Switch on float makes no sense

light thunder
#

ah so it does

regal mulch
#

That would mean you check on floats being equal which you never want to do

light thunder
#

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

regal mulch
#

That's an inrange check

light thunder
#

but I'm still doing multiple in range checks I guess

pulsar fractal
#

Hello, I have reparented 2 actors successfully so that one inherits the otherโ€™s functions. However, Iโ€™d 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, Iโ€™d 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 wonโ€™t 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

pulsar fractal
#

I should add that both characters have their own blend space and were independently made to be completely functional with their animations. Iโ€™m just trying to do some parenting/merging that will keep the blendspaces functional for their animations and all that

cobalt scaffold
#

if i understood correctly, you need retargeting

#

retarget one characters skeleton to the other

charred tapir
#

Hey guys, any character designers out here?

desert jay
charred tapir
#

It's a animal based character. I'd rather have someone with experience, It's a paid offer.

desert jay
#

You can also use Make Human...but I don't have any experience with it.

#

Ok.

#

Out of curiosity, how many legs?

plush yew
#

hmm the drag and drop process wasn't be difficult by Mathew's tutorials

charred tapir
#

2 leags

#

legs*

#

Well, I made an actual job posting, if anyone wants to learn a little bit more.

plush yew
#

@grim ore 1. have you got series about how to make inventory
2. how to make an action bar?

grim ore
#

action bar yes, inventory no

azure shore
#

why is radial force so unreliable

#

it never works

pulsar fractal
#

Whatโ€™s up with the game crashing on 93... kind of pissed, everythingโ€™s lost

plush yew
#

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

regal mulch
#

@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.

plush yew
#

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

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.

azure shore
#

OI

plush yew
#

๐Ÿ˜ฆ

azure shore
#

does anyone know whats wrong with radial force

plush yew
#

I google it and didn't find nothing

azure shore
#

it wont work at ALL

regal mulch
#

I googled it and it's the second result

#

@azure shore Without seeing your code, no.

azure shore
#

I have no code

regal mulch
azure shore
#

literally just wanna spawn it and it wont do anything

regal mulch
#

Spawn? Isn't radial force something you apply do a physics object?

azure shore
#

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

plush yew
#

now I have this

#

๐Ÿ˜ฆ

regal mulch
#

It literally tells you the error

#

@azure shore Well you probably have some sort of code for your Shotgun to "Hit" Enemies.

leaden garnet
#

assign a player controller @plush yew

regal mulch
#

When that happens, apply force

plush yew
#

okay

#

yes

#

thank you

#

sorry man

azure shore
#

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

regal mulch
#

I think for one time physic pushes you use "AddImpulse"

#

Force is for over multiple frames

#

The describtion should tell that

plush yew
#

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

plush yew
#

now it is draging but it is coming from upper that where is my mouse-how to fix that issue? hmm

azure shore
#

radial force did this

plush yew
#

xDDDDDDd

hidden aurora
#

What were y doning before it happend?

azure shore
#

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
#

xD

#

๐Ÿ˜ฆ

#

anyone to help me with my problem with the dragging and dropping?

ivory gate
#

@plush yew u need to do stuff by urself or u wont learn anything

azure shore
#

well in some cases it could possibly be a glitch

azure shore
#

ok so radial force is being weird

#

It has like a super tiny hitbox even when the radius is huge

#

...

gritty coyote
#

Hi guys, i'm new to game dev, i have a little question

grim ore
#

yes you should start with a high fantasy MMORPG as your first project.

fierce tulip
#

^

gritty coyote
#

XD

azure shore
#

so as soon as he posts he gets two replies

#

awesome

pallid compass
#

pro tip DJ

gritty coyote
#

Would it be possible to realize a game like far cry with UE? ๐Ÿค” I mean in terms of graphics and gameplay complexity

pallid compass
#

your not entitled to have your question answered

azure shore
#

ah fucc

#

I thought as much

fierce tulip
#

@gritty coyote eventually, if you have years of practice under your fingers

pallid compass
#

and a big team

azure shore
#

yeah pretty sure ue4 can handle that

fierce tulip
#

@azure shore also, marto's question is very "generic" while yours is very specific

azure shore
#

I see

#

well ok then, basically how other than radial force can I just push physics objects

gritty coyote
#

@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?

fierce tulip
#

iunno, not a bp/coder person. you might be better off trying #blueprint

azure shore
#

oh...

fierce tulip
#

@gritty coyote thats a misconception.

azure shore
#

there are loads of realistic ue4 games

#

in fact you have to go out of your way to make it look cartoony

gritty coyote
#

sry i don't really understand what you r saying ๐Ÿค”

fierce tulip
#

etc

grim ore
#

the default FPS template uses physics to push objects using impulses

gritty coyote
#

yeah looking at that its true that it looks really realistic

tall pendant
#

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.

gritty coyote
#

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

quaint spear
#

hey everyone, did anyone try to develop using ARKit?

fierce tulip
#

@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

grim ore
#

Far cry uses a modified Cryengine so maybe do it in Cryengine or Lumberyard?

pallid compass
#

Pong is way hard and so is pinball

#

flappy birds might be easier

gritty coyote
#

@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? ๐Ÿค”

@pallid compass how is pinball to hard to do? ๐Ÿค”

pallid compass
#

Physics, balls, paddle system , reaction, multi scoring formula, multipiler

#

etc

#

break it down

gritty coyote
#

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....

past badger
#

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?

fierce tulip
#

@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

gritty coyote
#

@fierce tulip just a tree?#

fierce tulip
#

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

worn granite
#

Everything sounds easy when experienced people talk about it

leaden garnet
#

^

worn granite
#

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.

worn granite
#

shots fired at monetization

leaden garnet
#

honestly this has been the best read I've ever come across @fierce tulip

fierce tulip
#

hehe

#

makes doors sound daunting right?

leaden garnet
#

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 ๐Ÿ˜›

fierce tulip
#

no doors -1 months of dev time

#

XD

leaden garnet
#

possibly more if the game has photorealistic graphics

#

๐Ÿ˜›

gritty coyote
#

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? ๐Ÿ˜…

leaden garnet
#

No, it's not allowed to rip off an asset from CE store to UE

worn granite
#

you can, if that's allowed per the terms

#

in CE

leaden garnet
#

Check the terms

worn granite
#

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

gritty coyote
#

yeah thats true but i can take some of the assets

fierce tulip
#

take it from experienced people, start really weally small.

worn granite
#

Its because everybody can use it.

fierce tulip
#

try pacman

worn granite
pallid compass
#

pacman requires path finding AI

#

aint ez

fierce tulip
#

XD

worn granite
#

Oooh, ooh make a text adventure game

pallid compass
#

even pong is a bitch with physics

tall pendant
#

people didn't notice that pubg is mostly marketplace assets tho ๐Ÿค”

worn granite
#

.... hang on... string handling..... bp......

pallid compass
#

lmfao

worn granite
#

Everybody did Dizco

pallid compass
#

better buy my plugin m8

worn granite
#

they just didn't care

gritty coyote
#

ouah know i think i start understanding the complexity of all this (i read the article about doors XD)

worn granite
#

and forgot, now people get panned for having PUBG guns

pallid compass
#

oh mate

#

u got no idea

pallid compass
#

u cant even imagine the complexity yet

gritty coyote
#

Thankyou for your help ๐Ÿ˜‰

worn granite
#

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

sonic pagoda
#

That door problem is even more epic when you are a solo dev

grim ore
#

the door problem is simple, you make a door and YOLO to the next item never looking back

past badger
hybrid scroll
#

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?

leaden garnet
#

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

hybrid scroll
#

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 ๐Ÿ˜ƒ

#

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.

leaden garnet
#

I don't own Steam VR anymore, I'm also not sure if you should ask this question here or in #virtual-reality

hybrid scroll
#

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.

pulsar fractal
#

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)

pallid compass
#

If you go in too a state then you need away back

quaint spear
#

hey anyone here been doing some AR work?

grim ore
#

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

manic sinew
#

hey everyone, I'm not sure where to ask this, but would anyone like to test my multiplayer game?

regal mulch
#

You are basically looking for QA

manic sinew
#

i see

#

thank u

gritty coyote
#

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)

brazen forum
#

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.

regal mulch
#

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

manic sinew
#

how do I make a post in looking for talent?

tall pendant
#

check the pinned messages in the job channel for instructions

waxen salmon
#

is it a bug that if i put animation in level sequencer it doesn't do anything?

azure shore
#

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

hollow dirge
#

guys im having a big problem with flipbooks, i can't seem to have more than 2 flipbook in the same character

plush yew
#

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

stone fjord
#

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 ๐Ÿ˜ƒ 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 ๐Ÿ˜ƒ

plain laurel
#

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?

plain laurel
#

anyone got any idea?

stone fjord
#

No sorry Aik ๐Ÿ˜ฆ

#

I dunno wth my things deal is either, I've tried this in so many ways but ntohing is triggering in overlap -_-

silent narwhal
#

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

plush yew
#

Can anyone link me a series for UE4

#

Like one that'll help me get into UE4

#

and learn the basics and what not

timid flame
#

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

gritty coyote
#

Hii guys, wich coding language should I learn if I'm working on unreal engine?( I've already learned some PJS )

timid flame
#

@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

gritty coyote
#

So that means learning c++ is a good option?

timid flame
#

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

gritty coyote
#

Okay that means I can start working on UE without trouble and if I have time I can continue my c++ course

timid flame
#

For sure. A lot of the terminology/syntax has crossover so both will compliment eachother

gritty coyote
#

Okay thx๐Ÿ™‚ ๐Ÿ‘

plush yew
#

So I have a question aswell

#

So how much C++ do I need to know

#

Since blueprints cover most

timid flame
#

@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

plush yew
#

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

timid flame
#

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

plush yew
#

Ok thx

timid flame
#

If you're new to gaming/programming, be prepared to learn a lot is the jist of it

stone fjord
#

@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 ๐Ÿ˜ฆ

timid flame
#

I haven't used them a ton either but usually things go ok. Are the collision channels at overlapall/blockall dynamic or?

brazen forum
#

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 {....

sullen wraith
#

my first kickstarter is up! wish me luck everyone ๐Ÿ˜ƒ

light lark
#

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?

cloud cobalt
#

Depends on the weapon and style and platform, but anything less than 10k tris is reasonable

light lark
#

quite a complex gun @cloud cobalt

#

Simply the front takes 1.5k

#

even low polly

regal mulch
#

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

light lark
#

What do you mean by optimizing? so first modeling high poly and then subtraction polygons here and there or what?

regal mulch
#

Depends on your workflow

#

Highpoly shouldn't end up in the game anyway

light lark
#

Yeah

regal mulch
#

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

light lark
#

Ah. Yeah! Sure. But why does it even has to be triangles? And is it enough if I simply triangulate everything at the end?

regal mulch
#

UE4 triangulates anyway

light lark
#

So the poly count doubles?

#

If every sqaure transforms into a triangle

regal mulch
#

Kinda yeah. But triangles and polygons aren't the same or?

light lark
#

I mean. Triangular polygons are polygons too arent they?

regal mulch
#

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

light lark
#

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

regal mulch
#

Well you have to count in triangles

light lark
#

damn kappa

cloud cobalt
#

You model in quads because it's better, but engines render in triangles

regal mulch
#

If you define your polys to have 4 corners (quads) then tris would be double yeah

light lark
#

yeah. cuz you cant half a triangle

#

yeah

#

you usually model in polys with 4 corners @regal mulch

abstract relic
#

Quads are just two tris with an invisible edge regardless

regal mulch
#

Yeah just wanted to establish that polygons can be more than quads or tris

plush yew
#

yes I mad e this with dragging but it is weird @ivory gate

alpine leaf
#

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.

cloud cobalt
#

UE4 multiplayer works by server & clients being the same game

#

Except for actual dedicated servers, it's the same thing

#

With a different role

alpine leaf
#

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?

cloud cobalt
#

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.

alpine leaf
#

Mmm.

One player hosts and all other connects to them.

cloud cobalt
#

If you're planning on competitive stuff, or many players, dedicated is the way - still UE4, still your game code

alpine leaf
#

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

cloud cobalt
#

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

alpine leaf
#

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

cloud cobalt
#

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

mint sequoia
oblique fern
#

while following this tutorial and i relocate the grab object to under the firstpersoncamera, i get this error

sullen wraith
#

anyone here have experience with community ocean project?

oblique fern
#

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?

light thunder
#

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?

graceful sky
#

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

oblique fern
#

age old question, i can't modify scale of gun, position or rotation on the default arms FPS blueprint

plush yew
#

guys

#

can someone help me with a character camera reset

#

so when i press a button it faces the character again

plush yew
#

Iโ€™m sorry

#

I posted in wrong chat

light thunder
#

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

plush yew
#

Gonna grab some popcorn

#

And watch this chat unfold

plush yew
#

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

grim ore
#

@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

plush yew
#

what about my problem? @grim ore

fierce tulip
#

@plush yew stop repeating the same question mate

grim ore
#

@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

plush yew
#

okay

#

to show you in DM? @grim ore

#

noone react to me thisi s the reason I repeat it @fierce tulip

grim ore
#

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

fierce tulip
#

@plush yew etiquette, this is not your personal answer hub

plush yew
#

okay

#

so I will wait for response

fierce tulip
#

you can also try the actual forums or ue4 answerhub

plush yew
#

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

spare sun
#

dropping function to texture?

#

wdym

manic sinew
#

talent

#

woops wrong place

plush yew
#

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

sterile bison
#

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

plush yew
sterile bison
#

I used to follow that but the AI felt a bit "static". I guess I need to play around with it a bit more

plush yew
#

idk sorry

hoary silo
#

does anyone know how to make a scene capture 2d work with "only owner see"

plush yew
#

does anyone help me ?

hidden aurora
#

Whats the problem

plush yew
#

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

regal mulch
#

@plush yew You can also just try around

plush yew
#

I tried but

regal mulch
#

You keep asking question after question.

plush yew
#

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 ๐Ÿ˜‰

regal mulch
#

Not the point

plush yew
#

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?

graceful sky
#

Learn what you must through proper methods, and dont expect people to sit ready to answer your every question...

plush yew
#

okay

#

sorry

#

but I need to fix it

graceful sky
#

Only one who can do that is you

plush yew
#

yes I know but I don't fund answer of my question in answer hub

#

how to ask it?

regal mulch
#

You are still missing the point

#

The key is to learn how to solve this stuff on your own.

plush yew
#

okay

#

idk how

#

๐Ÿ˜ญ

regal mulch
#

Asking a question once in a while is fine, but you are posting simple issues here fifty times a day by now

plush yew
#

fifty isn't but 5 yes

regal mulch
#

Which means answering these for you isn't helping you at all, as you just post hte next problem you run into

plush yew
#

and the reason is I have a lot of questions that the answer hub doesn't help me

regal mulch
#

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.

plush yew
#

what is API?

regal mulch
#

It's basically an overview of the Classes and their Variables/Functions

plush yew
#

okay

#

i will try to find anything

ivory gate
#

@plush yew did u rlly change ur name so people would help u again?????

plush yew
#

but can I ask for basic things(maybe basic) for their calling

#

nope?

ivory gate
#

U ASK TOO MUCH

plush yew
#

why to do it

#

ahaha

ivory gate
#

u dont understand the basics

plush yew
#

yes I know

azure shore
#

in his defence thats like 50% of how I learned anything I know, through asking constantly

ivory gate
#

u need to learn

azure shore
#

sometimes it can be hard to find videos or other online for what you need

#

*online help

ivory gate
#

yes ik that but what hes asking is all over google

regal mulch
#

While that's true, asking help for nearly every issue you run into is too much

plush yew
#

okay

#

I undersand but yeah you are true man ๐Ÿ˜ƒ

regal mulch
#

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.

plush yew
#

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

light thunder
#

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

regal mulch
light thunder
#

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

regal mulch
#

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

plush yew
#

thank you \

#

okay

#

I will watch it

regal mulch
#

@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 ?

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

regal mulch
#

Well what's the relation of 2 and 4?

#

Double -> Quadruple

#

What else can happen?

#

What's the math behind it?

light thunder
#

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

plush yew
#

but there is difference between mathew and this live training because in the livetraining they create a bp class drag and drop operation-hmmm

regal mulch
#

@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

light thunder
#

it's a principle of fluid dynamics

regal mulch
#

I'm a Math and IT student

#

I have no idea about fluid dynamics ;)

#

Or rather bachelor by now actually

#

.>

light thunder
#

It's just math that's wet

regal mulch
#

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?
}
light thunder
#

those are universal constants, the variable is the flow rate

regal mulch
#

Doubling the Flow Rate is an option I assume?

#

So I can also tripple it?

light thunder
#

it's a ratio or proportion

regal mulch
#

Well you said "If you were to double the flow rate"

light thunder
#

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

regal mulch
#

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

azure shore
#

@plush yew Im using texture object, not sample

#

oh ok

#

so would you say literally going into paint or something and just resizing the whole image would generally improve its performance?

light thunder
#

@regal mulch I'm still not sure how to put that into BP

plush yew
#

so I made in my wooditem the drop bp

light thunder
#

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

plush yew
#

when I drop into another slot it printed me the Hello but it doesn't paste the texture

#

hmm

regal mulch
#

@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?

plush yew
regal mulch
#

As far as I understood, you need to know what the double to quadruple result in if you change the double to something else.

plush yew
#

I added this for the texture but it doesn't work again

#

๐Ÿ˜ฆ

regal mulch
#

The videos are at least 1hour long if not longer

#

You didn't watch it yet fully

plush yew
#

yes

regal mulch
#

Come back afterwards, not during the video

plush yew
#

and the reason is because they use classes I dom\t want to use them because i MathewW tutorials he doesn't use

regal mulch
#

Mathew's tutorial is very simple. Why would you not want to use classes that Epic Games shows you?

plush yew
#

idk

#

I want to make it as simple as possible to understand it

#

this isn't paste me the texture

regal mulch
#

This uses the Widget you are creating as a visual

plush yew
#

yes to be on the screen