#ue4-general
1 messages · Page 413 of 1
@frosty hollow you need to launch a server first (last option)
is there a hotkey to recenter VR in UE4 when you press play?
welp that ruin my plans says it for loacal only xD
local means on "this" machine
ok so how do i get the ip or link to get them to join?
multi-user settings will open project settings multiuser setup
^
(I haven't used the local server before but that how things generally work)
@spark valve i think no one did...it's a new feature
@frosty hollow i assume so
i have only one PC so i can;t test it by myself
ah im in a call with my friend that were trying to get it to work xD
well gonna try to put server name there 1st i guess then try ip,
name is useless if it's outside of WINS discovery bounds
o
What version of UE4 is that in?
4.22
Got it
Quick question: How's ReSharper C++ in comparison to Visal Assist? I assume it's better than plain IntelliSense, but does it hold a candle to VA?
download the free trial
try both
pick one you like most
alternatively
VAX IS LOVE
last time i've used resharper with ue4 source it died
VAX IS LIFE
Epic uses VAX internally?
I like VSCode
Everyone uses VAX internally
Never used ReSharper. Only used VAX. Never felt the need to not use VAX.
Then again I have never used VAX
Once you go VAX you cant go back.
@regal mulch i still can't solve issue with VAX showing me TArray definition from the plugin -_-
INSTALL VIM
Epic should just buy out VAX with their Fortnite money and give it away with Unreal lol
Didnt another Company buy them out?
Papa Sweeney, please 🙏
Hello guys,
What is the difference in performance between blueprint that is derived from C++ class and pure C++ class?
And,
Is it good to use derived blueprints like this?
static ConstructorHelpers::FObjectFinder<UBlueprint> ItemBlueprint(TEXT("/Game/Items/Blueprints/BP_ItemTest"));?
now epic needs to buy whatever idera is, obviously
@heavy notch 1. It depends on what you do in the BP.
C++ is always C++. The BP classes you create from Epic's parent classes are also just "BP derived from C++".
BPs are basically always derived from C++.
If you now want to know what the performance diff between C++ and BP is, then you just gotta check youtube for that.
Someone made some nice video showing the diff.
But it only applies to heavy stuff. If you do some very basic coding in them, you won't feel a difference.
Now for teh FObjectFinder, I really never use that.
wtf
Choosing between C++ and BP for the perf is something you should only really do if you actually know how to use the profiler.
it seems like idera is planning to integrate va into their own ide
their main product has even more buttons than vs 
UI is still better than blender
lol
@regal mulch @worn granite Ok, got it. Thanks
Error: Ensure condition failed: !bEnsureIsGWorld || WorldList[i].World() == GWorld [File:D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp] [Line: 7006] Anyone ever seen this error? Out of nowhere two of my studios machines are crashing every time w run in editor, while all other machines are just fine with same depot.
VAX > Resharper by a long shot. Unless you use C#.
resharper is super slow so it defeats the point
i just wondering if that means new software will emerge...
btw Travis has MIT license...
@merry gazelle Have you seen the new Blender UI tho!
@spark valve I haven't but then the last time I checked I was scared for life😱
New Blender UI
This is technically the "Beta" but a lot of people have just started to use it since it's pretty stable
It also has a game-engine type renderer that works in real time!
unfortunately still has awful ue4 integration
Can you guys recommend me any good tools for making a roadmap where I can easily edit tasks etc.? Checking out Productboards atm, anything better? 🙂
oh right, trello is the one most people talk about, cheers! I'll check it out 🙂
np
Guys, I made a game to help PewDiePie defeat T-Series
i use it for my projects so hope you enjoy it
@sudden creek but is John Malkovich on it ?
Definitely
@teal tulip Haven't released it yet. Visual studio is deciding to not work. I have 2017 and 2017 C++
@mint umbra https://hacknplan.com/
Oh that looks nice
many devs here are using it for commercial projects, i've used it for many gamejams
when an enemy dies they ragdoll and fall normally, but if I change their skeletal mesh, they go flying away?
any idea why causes this
My unreal project was corrupted and I had to start over... I just relearned I need to use source control.
Does anyone know how to copy data table rows?
If something goes flying away with physics there is a good chance there was penetration and the engine caused it to get un penetrated and that happened
UE Newbie here, very quick question - When I press the G key in UE4 my lighting completely disappears. This used to just toggle the handle and icons within the scene but now everything goes dark, anyone know the reason for this ?
Any help is appreciated
is there anway to use assets in vers were there incompatible was hoping to use the infinity blade fx for a couple things but it only supports 4.20 and down
@grim ore it works with one skelatal mesh, the other one goes flying
how do I fix?
Anyone know why this won't overlap the world
and only affects pawns
OverlapAll does the same, won't affect the world
What do you guys prefer between cpp and blueprints?
Hey guys, i am having difficulty with making a pickup, anyone has 5 minutes to let me know what i am doing wrong through screen share?
i made the whole thing, its just not working, if someone can let me know where i went wrong i would really appreciate it.
worked all night in the UE... sleeping at work now 😫
I got this teaked and looking nice.
Hi everyone!
Well, I just want to ask is someone know if we can like... "rotate" a texture we apply on a mesh, 'cause the eyes of my twili' (the name of my mesh) are looking weird...
If you know the solution to this, please @ me.
Anyway, thanks for reading and have a nice day all ^^
Use CustomRotator node. Plug the Rotated Values to your texture sample’s uv.
the velocity of my projectile movement component is x: 1.0 y: 0.0 z: 0.0 and my actor rotation is the way I want it to go. but it is only going towards x direction
Ok heres a question, not a problem but just is it possible, I want to be able to switch guns so all the tutorials i have seen say to have all weapons on the character and just hide the ones you don't want.
But that only works if the hand bones are in the same place on each gun, is it possible to use a physics handle to pick up guns with?
because then you can just spawn the item and then pick it up with the physicshandle meaning you can change guns at runtime?
@proven oxide how will you align animation
no idea, thats why i was asking , I have been looking at that but how can you have multiple guns of different sizes and shapes all premounted to sockets?
could make guns isolated actors and attach the one you want equipped to a socket on the character
or i suppose if you can then destroy the tpp mesh and then create a new one with the correct gun but wouldnt that make the character flicker as it is replaced with the new one
I am still going through a tutorial and just wondering how i can apply what i am learning to what i want to do
Still next game in the course is a tank battle game
then a FPS and then a battle royale
best places for free assets aside from marketplace?
@proven oxide do you want different animations to be used for character picking up a gun from the ground, depending on what kind of gun is it?
I need help. I was trying to make the menus from https://api.unrealengine.com/INT/Engine/UMG/QuickStart/index.html and everything works except the pause menu. when i press the key for the pause menu, the menu comes up but the mouse doesnt appear. i would appricate the help.
https://github.com/TFM110/CoralReef/tree/master/HUDTest
Hi guys, i´m having a problem with Nav Mesh, my scene is not at default height, its way higher, then Nav mesh stops creating the green color after it reaches certain height, how can i make the NAvmesh heght to reach higher than default values?
what are GameplayTags used for? Are they an Editor Only thing?
i dont use tags with navmesh
Are you sure that nav mesh bounds volume still surrounds your mesh?
Cause I never heard about it stopping at height xy
@proven oxide for adjusting animation you could use different tricks, like 2 bone IK, or layered blend (use #animation for specific topic)
Hi everybody!
Well I just try the CustomRotator node but it still doesn't work... I search on youtube etc and nothing can help me :c
So, here's my problem:
The eyes on my Twili (my mesh) are looking really weird: she looked at her nose and i want her to look in front of her. Can someone tell me the solution? (please @ me)
anyway thanks for reading and have a nice day all!
You said it was a uv issue the other day. Open a 3D software of your choice and fix the mesh.
@abstract relic ok I will do this, thank you
Can I stop motion blur from effecting some translucent materials
no
Shhiiieettt
dafuq
Already spamming
That you are still ban evading
If you want to "apologise", accept your ban and move on.
You aren't getting help here anymore.
you had a last chance about 10 ban evasions ago 😐
Yop
🔨
you are immature.
Multiple times
Buddy, you received a ban, which we, the Moderators and Admins, have full authority on.
And if you receive a ban, then that's it. You don't get 50 chances by evading.
I won't give you any chance at all. You received a ban. Deal with it.
There are a lot of communities out there, including the forums and answerHUB which you can use for getting help on UE4 problems.
But this one here you screwed up.
coming back over and over again in defiance of your ban is not helping
Yeah then you should've thought about that before ban-evading 20 times.
you're literally just making the case for banning you stronger
The correct way would have been staying banned and then asking for a second chance after some point, explaining yourself.
Not coming back 20 times and when you realize that you won't get help starting to "regret" it.
You shouldn't have come back the second time in the first place.
not everyone deserves a second chance tho.
Don't you realize that?
No
more stuff for the discord lead admins
wait, that fibi guy was him?
rekt
@valid knoll you already crossed two question a day limit right now
Can you just stop trying so hard? We aren't giving you that chance. You received a ban and even if you think this ban isn't justified, it really doesn't matter.
You don't have to agree with us on the ban reason. Discussing moderation itself is against the #old-rules.
And evading the ban over and over again, is also a reason for the ban.
So even if we give you a chance to get rid of the initial ban, you basically got yourself a lot more bans just by evading the first one.
And if you think it's worth your time coming back over and over again then have fun.
We know the way you type, the way you ask questions. We know the topics you ask about etc.
And you might have realized that the users of this Server are starting to give you wrong answers.
At the end of this discussion, you'll not be on this Server anymore anyway.
And you should realize by now that we know when you are back.
For us this is literally two clicks to remove you.
for me a few more, as I am collecting data to get you permabanned from discord in its entirety.
Luos hammer evolved?!
yo whenever anyone has time could one of you dm me and help me figure out how to implement this aim offset properly ive been stuck on it for 2 days and im honestly not sure if it is because my state machine is improperly setup or if the event graph is at fault.
You gotta learn a bit about how easy it is to identify a computer
Then stop ban evading
This is also against Discord Rules
You won't get the chance here.
Enjoy your friend's servers etc.
But not this one anymore. Every time you get back we record it once more.
And we pass this to the discord staff. It's your own fault.
@valid knoll is going through a whole breakup with this server rn XD
You're gonna eat a global back and you're going to keep digging?
@valid knoll cant your parents contact us, so they can tell you how to properly behave?
though, im scared that we then have TheCrusherDAD constantly evading bans as well
Parents are usually worst to deal with
Stop feeding him ideas
passes the hammer to Exi
If you stop violating the Discord Bans, Discord Staff won't remove you.
good luck buddy
I am C R U S H E R for we are many
Na, you won't leave. I want my piece of the cake.
bai bai
lol
I broke this servers rules lemme report this server
@knotty storm regarding the menu: if you use ue4 pause mechanism, then the GUI itself (along with menu) also gets paused and becomes unusable :( I've worked this around in my game by implementing custom game-pause mechanic (stopping timers, and checking game state in Tick() methods of actors which are suppose to freeze)
😂
Now, if you want to talk about this whole shitfest, move to #lounge so we can have UE4 stuff here again.
Otherwise you are free to follow him. 
How do i implement the aim offset blueprint to my player. From the tutorials and shit ive seen it appeared that this was the way to do it but there is no chance to my player. Im gonna paste everything i believe is needed to help me solve this problem in some screenshots. any help would be appreciated alot
I've setup some materials in a scene to update through MaterialCollectionParameter, and in the editor + Mobile Previewer everything works as expected but once launched to a Galaxy S6 it stops working. Anyone have an idea as to why?
I checked if the values gets updated in the params and everything works as intended except the materials ins't getting updated.
@elfin igloo I always to AnimationBPs in two stages
First I try to get it working with the Variables on the Right side to basically simulate it
And then I supply the AnimBP with the values it needs from my Character
That way I make sure that it doesn't mix up and errors aren't coming from two sides
Now which part are you struggling with?
Does your AimOffset work in the simulation?
everything is set up ive made the offset and it does work in the blueprint thing
theres no errors
the only thing is there is no output
So changing Pitch and Yaw in the AnimBP works?
the most ive made it do by playing with it is offset my entire player and point his arm in a random spot
yes
ive changed the numbers and had his arm vary from in the air to the left on the floor
it just never correlates with camera movement
if you get what i mean..
So the issue is having the data from the character actually working
As in, the stuff you get from the character
Lemme quickly check my offset
As I did that a few days ago
Can't give you too much time though as I still have to work :P
later tho
I am home. It's my company :P
And no, call for 5 is not worth it. Then I rather help you with my free time
This is what I do for the pitch
We aren't using Yaw, as we rotate the whole character
So I sadly can't give an answer to that
works for me
I mean we have Yaw working but not supplying it to the animBp
yea thats not a problem
left and right looking isnt that necessary anyways my bullets come from the camera at the moment
Yeah then try the above
The Interp is used cause of this being networked
In a singleplayer game you might get away without the interp
But the update rate for teh base anim is rather low, so that would lag in a network situation
i plan on making it a multiplayer game so any advice you ever give me if you can help me do whats best for multiplayer
Yeah then just use the stuff from the image above
That should work. It does for us at least
Read his compendium, really.
Yeah for general UE4 Multiplayer just read the compendium
Anything else is more or less learning by doing
Like I didn't know the BaseAim stuff would be lagging, but then you just put some interpolation between the target and current value and it's fine again
have you published a game ?
We are contractors, so if at all the people we work for publish their games.
Or not, depends on how far they get.
have you worked on anything big?
Currently working on Hoverloop, which will be at GDC.
Yes and no. It's not all GameDev we do.
GDC!
There is a lot of people who do non-gamedev stuff with UE4
And that's usually big
But not worth mentioning and NDA
Yeah part of the company currently does non-gamedev clients
looks at his rad rodgers physical copies for pc, switch, xbox, and ps4
:p

Still haven't bought it. Need to do that eventually.
@elfin igloo Would you mind experimenting with the stuff I posted you?
Then we can see if that already solves your issues.
Before this channel gets spammed again :D
@fierce tulip why would you need all of them? or they were gift from the devs?
because its neat to have physical proof you worked on something :p
but all?
yea
so you said animations have low update rates and im not sure what interp is but like i can use my best guess and assume it means interpret so does that mean if i made a multiplayer games that relied heavily on animations between two players what would it do to the animations? is it still worth looking into?
@fierce tulip well, i can understand the feeling 😃
Trying to put some pictures in a scene and I see it's mostly done with decals. However that makes my image super washed away and faded. Read it has to do with lighting and whatnot but after playing around with different lights, nothing made it pop. If I leave the "Material Domain" (in the material blueprint) to "Surface" and use that as a normal material over a flattened cube, I get a beautiful rich picture but it's repeated on all sides. What is the better approach and is there a correct way to do it? How do I get a rich picture with decals or a non repeating one with basic material?
Would appreciate if anyone with more experience pitched in regarding how's it usually done
@elfin igloo It's not the animation that lags
and yes i will use all of the references you showed to me
It's the Rotation you get back from the Node I am using in the screenshot
It doesn't get updated that often cause it's not that interesting to have
@next badger yea, its for the feeling mostly.
sadly most clients ive worked with never get to the publishing stage.
Interpolation is the act of smoothly going from value A to value B
@fierce tulip make a selfie, sign them - sell for profit
oh rotation like a physical spin in a circle?
If you don't do that it will update from 30 to 35 pitch (just as an example) and that just snaps then
Interpolating this would cause it to smoothly go from 30 to 35, even if all you have is the current (30) and the target (35) value
i just remember playing like dark souls one and when my homie would spin in circles his dude kinda twitched
sadly most clients ive worked with never get to the publishing stage
I feel your pain
so it basically does what blender does inbetween keyframes?
@elfin igloo there are no keyframes actually, time is float value
i really hope the fact that i study animation software and hardware doesnt get too hard to understand it all eventually. cuz fuck you guys keep teaching me these words and im just like. lost XD
blender, maya, max, ue4 just snaps values to some "countables"
ive been bullshitting it for like 2 years tho maybe ill be fine XD
@ember phoenix the material texture wold be based on the UV's of the item it is on. If you just need a single image why not use a plane to put it on instead of a cube?
So how is everyone feeling about 4.22 preview so far? Starting to get stable / almost production ready?
Have those major renderer changes impacted anything noticeably?
4.22 will be final today or tomorrow soo........ 🤞
I'm liking the 4.22
@grim ore don't have blender/maya so the planes I use are made of flattened cubes rather than exported proper ones
Just I'm dumb and new to it so the one feature I want to learn how to use I can't figure out still xD
what about the plane already in the engine?
Media Plane?
oh wait
Oh I can’t wait for the release! Thanks
Any other gamechanging issues outstanding in general or would it be a safe upgrade from 4.21 do you think?
@grim ore have you used 4.22 ? Specifically the multi user editor
"When the player at index 0 sets its user focus it will cause other players to lose input."
Trying to figure out how to connect still, someone helped me out alot yesterday with it now just can't figure out how to connect to each other's server/session
what, what?
I have and I have yes
does that not just completely break games?
the other option is to put your output into the emissive channel so it's always on and not affected by the lighting
well I mean it's affected in a general way as you would be lighting up the object but the material should still be solidly lit
@wary wave it's a Splitscreen issue
E.g. 2-4 splitscreen players.
Imaging they are all playing with a gamepad for example.
So Input is just Game atm.
Yeah I guess so, but haven't tested.
But generally if Player0 (so the primary player) opens a Widget and then focuses one of the native widgets, it kills game input for player 2-4
quick quick question. nobody else ive seen has this. did i create/choose the wrong asset or is there a setting i missed?
@grim ore yeah but that makes it glow a little bit, no?
I need to be able to switch between this material and another one I made (a heatmap) in real time. So basically will be capturing a heatmap of where you look on the image and just flip between those 2 materials when you want to check them. I assume that's possible with a plane yeah?
The other 3 can focus as much as they want
But if player0 does that it breaks
Which for Hoverloop is currently a problem
Cause player0 can't open its pause menu without stopping the game for the other players
if its a 1.0 emissive it should be a flat color, past 1.0 is what makes it "glow". I guess 1.0 would be more akin to a computer screen image
i have made a weidget with tab but how can i push tab again to hide it?
cause i dont wanna hide all
@elfin igloo If you select the node, you can check the (i think) top right of your editor
It shows some info
Part of that is the ability to expose certain parameters to the node
Alpha might be part of that
found it ❤
@plush yew do what you did to show it but make it hide it instead? set the visibility on it back to hidden. or is the problem something else?
That's not being "stupid". Programming requires you to learn how to use tools to build what you need.
It's a problemsolving profession.
ya
when you create the widget you save the output to a variable
At some point you see a problem and you realise how to solve it
But that takes time.
tab -> is widget valid? if not create it and save the variable. is widget valid and visible? if so hide it. if widget is not visible valid? show the widget. that's pretty much what you do
oh ok
this of course assumes you don't transfer input mode to UI only and then you have another set of problems lol 😛
sure
you can make a blueprint with the trigger box in it and then have it call the code when they overlap/leave the trigger box
ah
then you expand on that and turn that into a door opening thingy that pops up "Hit E to Open" when you walk up to it
and now you have a game lol
yeh
I really need some advice... Epic Games accused me of ripping off assets and selling them as my own work, and I have no clue how to proove it was made by me, other than textures and some gimp files already on my PC. "not enough assets" is easy to fix, but I have no hard proof that I made it myself. If I can't sell these assets because Epic games accused me of something I didn't do, is it even worth fixing the second issue, of not enough assets (leaving aside that I have more than most grass packs do)
4.22.0 Preview 5 is out.
Anyone have any idea how I could proove I really made it myself?
I have gimp files but not to the assets I already uploaded to their store. Since I thought I wont need them anymore, since it's alreadys uploaded
2.9GB Update. @grim ore
@dire sentinel you should always save the source files when you create something, especially for sale. it sounds like you need to just move on if you can't supply the original assets for them to verify.
Would recording myself making them again be enough to proove that I've made them in the first place?
if you have the gimp files tho can't you just recreate the images you sent to them?
I have fimp files only to other ones
ONG I DID IT MATH
I already deleted ones I already finished making, thinking I wn't need to edit them again
did you ask them what they wanted to show they are your original assets, or why they felt they were someone elses?
.... well it says there isnt enough to be considered for publication so it sounds like that is the issue you need to fix first
I asked them if just me removing the things tehy didnt like and only selling the grass would fix it they said yes
I remove the houses
they say it's not enough assets
i ask if adding more would work
they reply with htis
welp add more assets and try again
Yea. That will be the easy part to fix
the hard one will be the "the foliage textures appear to be found on other online sources and don't seem to be original content"
you can always drop your images into google image search as well to see what comes up as a match
there is no point continuing work if they're just going to say the stuff i made is not original content
I told them that. then they just started saying the quality is too low
fuck it i'll just screenshot everything
gimme a sec
maybe the textures are just too similar to other stuff and you should use this as an opportunity to make yours stand out instead.
http://prntscr.com/mwwx3t
http://prntscr.com/mwwxae
http://prntscr.com/mwwxhc
https://image.prntscr.com/image/H35eG_rkTvKZCrk1IMczJA.png
http://prntscr.com/mx9rc4
that's the thing
I already stand out
I already had many people ask me where they cna buy it
I also thought it was just another low poly asset pack, but apparently that was the appeal and the reason why people liked it
http://prntscr.com/mwwmkz
http://prntscr.com/mwwlwr
http://prntscr.com/mwwm7v
http://prntscr.com/mwwlig
http://prntscr.com/mww9ek
http://prntscr.com/mww9vs
http://prntscr.com/mwwag9
http://prntscr.com/mwwb8l
http://prntscr.com/mwwbvy
And when I shown them these screenshots they go back to the " If you are using content from other sources you will need to cite those in your long description"
welp make more assets and try again then. toss the ones you did make thru google search and see what comes back as a match. move on from there
i'm wondering how many people have done things like this?
also should I post the stuff I made?
@dire sentinel in work in progress?
or released?
attempted to release...
work is done, now just waiting if the marketplace stops taking whatever tehy're taking for long enough to take a closer look and see it's original content
there is always gumroad and other asset stores if you cannot get it on the epic games marketplace
if you're buying packs/plugins for the software you're using, where will you look for packs/plugins for that software? on the marketplace made specifically for sharing packs/plugins for that software
no one is going to find it there, sicne almost no one uses gumroad to find unreal 4 asset packs there, unless I link it to them
I know you want to complain but we are just other devs using the engine as well. Some are content creators, maybe try the
#fab for more help? alternately you can add more assets like they are requesting and see what happens.
@dire sentinel You worded it as accusation of you ripping off assets, while in reality it is apparent lack of content, authored by you. These are not interchangeable.
in the end it's their toy and if they don't want you playing with it they don't have to let you.
The assets are not the main problem here, as I said I can quickly fix that.
but is there even a point, when they say that "the foliage textures aren't origianl content" and "If I used content from other sources I need to list them" @grave nebula http://prntscr.com/mxcslj
don't really see how this could be interpreted as lack of content
if they remove the non original content, the original content is not enough. That is what they are going by on telling you no.
we don't know, we are in the same place as you. You can ask them what is not original and try to get them to see it is original or work on making your stuff look more original or add more content or do all 3
if the reviewer says they appear to be found from other online sources then something must be causing that which is why I suggested the google image search for matches
and if you got em from other sources, replace them with your own
that's the thing I didnt
i made evertything myself
even the textures
Yea, that makes sence, mathew, I was confused when I looked at asset packs like these http://prntscr.com/mxcv0j that have less content that I do and theirs got through and mine didn't http://prntscr.com/mxcvqi
then submit proof 😃
I was confused when they told me not enough content and there's literally packs with less content that me on the store
<_< I dont like the discord smilie, it feels too sarcastic
ikr
Lol right
that's the thing
And hey all
I dont have any proof
yes but they literally say "original assets" in the response as to why there is not enough
Your reviewer had been given reins of making a call of acceptance or not. He is human, not a script. He might have noticed a false positive in it. He might have not. But if he did, it kinda already points to the fact that asset in question is not original enough, if it can be that easily mistaken for another one. But my advice here, in any case, keep privacy of correspondence. Pretty sure you could have worded the issue without exposing details.
The whole "smiley looks shitty" is the reason why I write "(:"
Cause there was a long while where that was not converted into a smiley
While ":)" was
E.g. on Facebook
I could have. And I could have hit the same problem of people not beliving me
Don't see any issues to be fair. Rectify and re-submit.
the more i work on learning to make games and shit the more i think about old games and how some shit i thought were features mighta slick just been a "fuck it its good enough" moment
like in ue4 you can make bullets come from anything you want
Lol
ignore the meme of how i tried to make it look like a post stamped letter
but if you make it come from a gun with no aim then it shoots wherever the gun is pointed
i remember the old mafia game was like you gun run around and shoot your gun without aiming it
help... 😬
maybe it was the same shit
I can see that
I also get that the lighthouse might not be as detailed as they wanted it... But that's teh whole appeal of low poly , ain't it?
place in the other
type player
change whoever youre testing as player 0
thats what i do
and i can have my other actor just chilling to be shot or w.e
I mean I don't know how to properly do this in BP
if Delete Actor, bad things happen
yes?
can you make it invisible?
I mean it looks good and if it's all made by you I don't know why they wouldn't accept it,
i know thats an option for alotta shit
IKR
I mean if I delete the actor, the Player associated with it... whatever that means.... is also deleted?
But it is there choice in the end, try to add more or change some things,
I could make it invisible, but that's only as a last resort.. it's not ok
I need help. I was trying to make the menus from https://api.unrealengine.com/INT/Engine/UMG/QuickStart/index.html and everything works except the pause menu. when i press the key for the pause menu, the menu comes up but the mouse doesnt appear. i would appricate it if you can take a look at my code.
https://github.com/TFM110/CoralReef/tree/master/HUDTest
because I could end up with hundreds of hidden players
destroy actor.. does work.. until I close the game. and then there's a crashy error
that tells me my NEW player is pending kill
@frosty hollow They say it's too low quality, i send them pics of people like you saying they like it and where tehy can buy it, they say it's stolen content, so I ask if they want proof (i dont have any, I just tried to bluff my way, apparently it worked), they change the subject to "not enough content", i send them screenshots of other marketplace submitions with less content. Only wonder in what way they're going to change their story agin when they respond
so I have a Third Party object that spawns PLAYER NEW. and kills PLAYER OLD
and for some reason.. the old one doesn't wanna go away cleanly..
im just curious. what are you doing with this?
also.. they share the same INDEX
umm yeah, the reason is I want to swap players in game
spawn new character, posssess new character, delete old one? crashy?
yes
like gta v?
spawn new, posses new, all works fine
maybe tp the other one away for later
but if I ALSO delete the old player, I get errors about the NEW player pending kill
O o
maybe cuz the share the same Index?...
Yeah I don't really like epic games, imo, but I love unreal engine to much to use unity
@dire sentinel
where is the code at to change the player?
i started using ue4 because DBD 😃
Ooo
and every unity game ive played has been a fat rip
Yeah I feel unreal has the better of the 2 for new people while a lot of stuff for advanced people to take advantage of to
unity=Building Escape
I am still on 4.2 because I was too lazy to update to 4.21 before starting my project, if I update the version will my project be affected, or best wait till I am done
the Unposses at the end is a Custom Event in Player
if I put a small delay there.. and a Delete Actor, all goes well.. until Exit
what I erased in red is not in use
@plush yew you can update it will ask if you want to use your 4.2 and you can make a save and covert it to the new version
Just download the new engine and open it and it will give you that option
if it all works fine is it possible to just stop the script before whatever action crashes it is fired?
I think the issue is you are doing this in the player itself, what if you did this code somewhere else like in the game mode or a separate blueprint?
ok ty
like maybe something is playing twice and shouldnt
yes I kill the player from within the player
As for affecting anything that idk, but I have updated mine like 3-4 times already and it's fine
how can I kill the bastard... from without??
Np
its kinda like respawning right?
what I don't understand tho is.. it's supposed to kill only the OLD player.
and that code is never supposed to run in the NEW player
yes
if its fucking them both the -100 wouldnt kill him
dunno how to make the player respawn basically
make an event in the game mode that gets the player, kills it, spawns a new one, possess it. alternately... just move the player and reset him to defaults to avoid the issue.
what
well you are killing the player character right? so get the player character and plug it into the destroy actor node
otherwise you can put an input on your custom event for an actor and pass it in when you call it
is the event continuously firing?
I'm only a bit hummmm...... about that Camera issue... wtf
maybe you have to stop it
😄
manually
maybe that was the only problem
your camera is trying to find the player but not making sure the player is valid. fix that issue
but the damn camera is INSIDE the player
so I expect it to die
O o
with the player
doesnt matter since destroy is not fired on the same frame it is ran
wut?
always check validity before working on something never assume it is good
I wish I could... understand how to do that 😄
so what validity should I check
the player's?
go to that error where it is trying to find the player and check to see if the return is valid first using is valid
there is also a boolean check for is pending kill that would work in this case if is valid does not
I tried to use that I think... not sure
there's some function in Unreal
oh, detach from controller pending destroy
maybe that's another thing
doesn't do anything.. in my case
1st rule of ue4, never destroy components if you don't know what you're doing
I wanna destroy the whole Mofo, not just its components
nice preview 5
once you destroy actor all components will be garbage collected
is there any rule of thumb regarding metallic surfaces in VR? my metals look like shit in vr. please tag me if you respond
and you use DestroyActor for that
Oui
I'm trying to figure out how to validate that camera...
it seems like it's the only issue...
although makes no sense atm
this doesn't work..
I've validated the components in the deadzone camera functoin, the one that errors
and that's the rest of the function
so just some spring arms
is that new issue or the same with the pending kill ?
same
I can get rid of that error if I disable the function
it's just weird..
I want to kill the Player cleanly
I hope.. I just wonder if there are any other functions that could error for no reason
and I get those errors only very rarely
I mean if I delete a Player I want to delete it entirely.. with all his components, and safely, without errors
@copper flicker "cleanly"?
the error said it was on the tag actor portion so what are you doing with the tag
i mean the error literally says the issue lol
Player will be deleted with all components no matter what, that's what garbage collection was written for
I dind't understand what that error said
'via property tag actor'.. those were alien words that meant nothing...
until now
😄
it said "referencing deleted player by tag"
its all good, see if it helps lol
@grim ore amen!! and thank you!!
problem solved
now I'm swapping mofos like a boss
😬
pink are static geometry iirc
yeh i need that
@grim ore, I was trying to make the menus from https://api.unrealengine.com/INT/Engine/UMG/QuickStart/index.html and everything works except the pause menu. when i press the key for the pause menu, the menu comes up but the mouse doesnt appear. i would appricate it if you can take a look at my code.
https://github.com/TFM110/CoralReef/tree/master/HUDTest
fpr this gun
cmon people...
LMAO
@plush yew you have no collision or it's not pink?
it would be better if Discord didn't allow it, but eh
well i made it a fbx from blender
@wary wave sorry?
people having identical names
@wary wave oh, agree
can anyone of you guys help me? im in a hurry to finish this
its for a school project
or that guy, who had no characters in name
lol
*no renderable characters
?
@plush yew open your mesh in ue4 and enable simple collision preview
@knotty storm do you have the set show mouse cursor node running properly?
@plush yew well, that's your collision...it should be visible in ue4 viewport if you switch to player collision view
@knotty storm did u do this
i followed everything from the guide. i believe so. im new to this @grim ore
yeh alex
but its still gnonna be blue tho right
if its mot pink i cant change my weapon
@plush yew color is only related to collision, nothing else...
@knotty storm it's hard to help without seeing the code and I can't just download your code here. Part 4 step 17 is the part with the show mouse cursor being checked so make sure you have that. When the main menu comes up this should show the mouse cursor
come on
yeh
it's not a collision color
@grim ore Yes
that just means skeletal mesh
it's asset type color
it needs to be a skeletal mesh
yeh
you need to import a rigged mesh for it to have a magenta color
because that is a skeletal mesh reference
then you out of luck
rip lol
@plush yew weapon rigging is not that hard, especially when you only need to attach some elements to the existing bones
isn't rigify for bipedals?
dunno forgot
well, blender is not my cup of tea, also you need to learn how to export skeletal meshes from it
@knotty storm if commiting to a source control you should use a .gitignore file. Your DerivedDataCache folder should not be there along with intermediate
?
andto answer the question about where your error is, you didnt follow the tutorial exactly so you are missing that node we mentioned
@knotty storm This might work as a gitignore for you https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
part 4 step 17 has you creating the menu, adding it to the screen, and showing the cursor. You are not doing that. You need to show the mouse cursor when you show your pause menu
you pretty much skipped some stuff and it caused this. just add a set show mouse cursor node after you pause the game and it will show the mouse cursor.
its there
I just opened your code and it's not
https://i.imgur.com/S2sfWUr.png , you need to show the mouse when you show your pause menu
you also skipped the showing the main menu part in the beginning but that's your choice, this is what causes the mouse to not show up
you are still going to have the issue with hiding the mouse when you hide the menus as well
okay, thank you
is there a way to make this text variable because I need here to be the name of the character when he start the game and enter his nickname?
that's not the variable list
on the left, under variables, under components should be the variable for that component
How do people usually handle the creation of UIs and in such a way to layer them properly on top of each other? I remember using a design that could best be described as a Factory approach (Only one class is allowed to call Add to ViewPort essentially and hold a ZOrder map) to do that in the past but I want to know if someone else has a different way since I have the opportunity to start fresh.
(New Project)
there is nothing wrong with having a UI manager sure
your videos are amazing
your game mode could handle it all for example, or your player if it's just player ui, or your HUD could actually hold all the UI stuff
from what time you making videos for ue 4 and how years you work with ue 4?
don't put it in the level blueprint tho 😛
I tend to stray away from level blueprint.
I've been doing videos for a few year and working with ue4 since 4.0
In my mind, Level Blueprint = Only for 1-of interactions built by designers.
in my mind we burn the level blueprint to the ground
(Triggering a particle system on proximity would be an example)
@plush yew that is your component list, down below that in the My Blueprint panel is the variables list
Did you get an answer to the physics collision explosion problem?
see I would just make that into a reusable blueprint with a trigger zone so I can reuse it
a okay
but I want this component to can cast to it because I need to put it into my UI graph to make it when the user entered his nickname to be the same with this text above him so this text component will be his nickname-okay? @grim ore
that is the reference to the component, that variable is the reference to the component. you would get that variable from the character and can then set text on it to set the text on it.
@grim ore thank you, it works
what is the name of this variable? @grim ore
I would assume TextRender if you never changed it
yes 😃
but now hm how to do this in the third person bp?
because I have it when I start the game the nickname refresh this on the hud
with the new
but to make it with custom event? hm
yep at this point you look into using UMG or another way of getting input and then communicating between blueprints
the basic way would be to have a UMG widget with input, the player inputs the name and hits whatever to accept it. You then talk to the player character and tell it what it's name is and then tell it to set that overhead text.
yeah pretty much
you would have to set that player nickname first before you use it tho
you are using a player nickname variable in the player to store the name, you need to set that somehow
or like this?
aa and this I mustn't to do it with custom event
I msut to ut it after my bp on event begin play
yes?
sorta. you are trying to do 2 things at once. First you need to allow the player to input their name. then you want to set that name in the player so they can use it. then you want to update the overhead display to that name.
because now it can't set it because it hasn't the code
When the user set his nickname it set it on the HUD
you can skip the settings the name in the player if you don't care about that, you can just set it overhead if you want
first thing, do you have a way to get the name for the player from the user? using UMG or something else.
how is the player setting that?
you have your nickname in the game instance then, when you set it on the hud set it on the player at the same time
how?
player puts in text -> you set it on the hud -> you set it on the player
where is the player putting in the name? you have to have a button or some event after they type it in.
to copy this bp and poaste it on the player bp?
yes I have button like Start
and it starts with his nickname
I will copy this and to paste t on the button on released
and see what will happen
woof. you kinda just jammed stuff in there at random lol
no because you are setting the name from the player input into your player character and then trying to get the name from your game instance to show on the screen
you need to use the same variable in the same place
save the name in the game instance or the player character and keep using it from the same place. You were using it before in the game instance so no need to save it in the player now unless you need to for some other reason.
okay
okay I will save this variable in character bp and I will call from there-right?
but in the two I have 2 different variables
in game instance I have player nickname in player bp I have the text render
hm what to do/
to move it on one place or?
you can keep the nickname in the game instance, that is fine
you just get it from the game instance and set the text renderer
your not setting the text renderer, your settings the text on the text renderer
you need to get your character still like you did before, and cast it, then get the text render variable and set the text on it to what you have in your game instance
you were doing fine before you just needed to make sure you save the name they put into your game in one place and then use that same name when you set the text.
they are one after one don't worry
I move it to be easier to understand 😃
something like this?
I know it on theory
almost but
where to touch it
you are settings the Player Nickname in the player character right?
and then it looks like you are getting the Player Nickname from the Game instance...
the variable player nickname is stored in game instance
How can I detect the physical material in a 3-way automated landscape material? 🤔 I.e right now I'm only able to grab the grass which affects both grass, dirt and cliffs.
the node on the left in that picture looks like you are setting the Player Nickname from the Player Character ?
Is it just me, or does OverlapAll not detect placed static mesh and only blueprints
yeah so set it in the game instance not the player character and you should be fine
which is what you had originally lol
that would work as well yes but doesnt other parts of your game need the one you were setting in the game instance? maybe just set both and be safe at this point lol
hmm
it doesn't work
when I set my nickname it doesn't refresh it with the text render
hmm
if this is in multiplayer then you have a completely separate issue as well
well the code looks like it should work so make sure it is running. set a breakpoint (F9) on the Set Text node at the end and make sure it is running
but if this is multiplayer and you expect everyone to see the changes then you need to do more such as replicating the variable and setting it on the server and having it multicast out to every connected client and that is beyond the basics
Wait even WorldStatic collision won't detect
it should work on singleplayer yes if it's running
you can still test it like this, just debug it and see what is happening
it doesn't; work and for single player
😦
it doesn't show me something on the screen when I made the breakpoint
then that is not running if it doesnt stop the game
which means your cast to the game instance is not running, or the code before it is not
so set a breakpoint at the node before it and run it again
and keep going backwards till you find where it is broken
a when I make this with the game instance and it doesn't work maybe
okay
to set breakpoint on gameinstance?
yes and see if it stops on that
now is this
I set my nickname and it transfter me to this window
when it stopped there what this means?
that means it is getting to that point, the breakpoint fired
it also means it is failing to cast to game instance since you are not using your special one
okay
remove that node completely and connect the wire back up to the next one and it should work
yep to the set text node, you are removing this node since you don't use it anymore
remove the cast to game instance node, you are not using it
a okay
so it should be "set player nickname node" -> Set text node
hello Sir @grim ore
can you please help me , i got one thing to ask, i am stuck from past 20 days or more
i asked more than twice here but no one replied me
can you plz help me
not it works cool but the text is weird-xD
i am working on a game , it's a paddle , ball and brick game, what i cannot do is , like when ball hit the right side of the paddle it go to right side, if it hit in middle it go to the top and if it hit the left part of the paddle it go to the left side
i break the paddle into three parts that's left , middle and right, i also did a print string and it's working fine
Anyone know why when I press "G" now within UE4 all the scene lights seem to turn off
?
but i don't know how to implement that logic because i don't know what node should be used to make such logic
Give the edge of your collision mesh a slight angle and you’re golden Horse
haha yeah , but how to define that angle, which node
haha golden Horse lol nice
ok i think i should find it on google first
thank for the help @abstract relic
angle of a projectile
guys anyone knows how to make simillar to this?
so when I make changes to my priject to make it with different version and when I make changes to write what are the new things and before to load tthe game to show this
this is made with UI widget or?
@grim ore
that would be a widget sure, it can get the information from the interwebs and display it
@plush yew Download that, its only like 30mb or something of the like. Dissect it, and look at the documentation
The creator has a youtube channel packed with how/what you are looking for
to add this to my project?
Dissect as in piece by piece take apart/ look into it
a okay
step by step?
but I need this to shows before to transfterme to the level not to make it in menu-okay? @vagrant pier
That's what I mean, That project I linked and the creators youtube videos should provide enough knowledge/starting blocks for you to do what you were asking
The main menu is a level basically, so you can apply it to whatever/whenever you want once you understand how its implemented/created
