#ue4-general
1 messages · Page 417 of 1
I dont want to over complicate things just yet by adding a fully modular system for a gun but I do want to make it so if I have a double firing prefix I can add it to the gun
so i have looked at multiple tutorials and i am either doing this wrong or the tutorials are bad but
how do i make my music carry through different levels?
so lets say lvl 1 is finished. i dont want the music to restart, i want it to keep going.
Level streaming with a master level that holds the music source
i will try that out, ty
is there limit for players in server
Depends on your game, server setup, and usage. Fortnite does 100 players so there is a number.
so im wondering about live cloth simulation, I want to use ikinema orion to live link unreal to a mocapped person, does anyone have experience of this or know how I could do cloth simulation in ue? is marvelous an option?
Is that a static mesh? if so you need to do that in your DCC program where you made the mesh. if it is not, if it is a geometry brush, then you make a new one and set it to subtractive
ye thanks for your help, i had to remove everything because i copy and pasted the floor so it wont let me subtract i had to use geometry box to create walls again. thanks tho
also is there a way to resize material on a surface? like here the material is very widened and stuff i wanna make it smaller, is there a way to do that?
that is based on your material and your UV on your mesh. You can multiply the UV's on the texture input and it will scale it
Im having a problem with the Config files saving in the wrong spot
I create a config using UClass(config = name) but when i compile, the file is saved in Intermediate folder
instead of the saved file
is this in both packaged and editor projects?
This is in editor projects, i havent packaged yet
try it packaged
it puts it in the intermediate folder as well?
yep
I packaged the game in ue4 and it saved it in saved windowsnoeditor
Saved\Config\WindowsNoEditor
Is this where it is suppose to save?
But why doesn't save to Saved\Config\Windows when i build it in development editor
is your machine strong enough? do you have any overlay programs running like MSI Afterburner or Shadowplay?
@spark merlin The content browser has to load those texture assets to display their thumbnail. As MathewW asked, your PC maybe to weak to load them fast enough as you scroll.
If you change to Column mode, it should run faster.
am i creating a config file correctly? UCLASS(config = YourGameSettings) class LEARNING_API UTheGameInstance : public UGameInstance
i have a ryzen 1700 16 Gb ram and a 1080 TI :P i mean maybe you mean storage but it should load those into ram
@weary basalt
programming multiplayer makes me sad
it's like im taking everything i know about programming in UE4 and kind of throwing it in a woodchipper
It’s a fun challenge though
Its not easy to learn. Takes a while to wrap your head around it. Once you get it though it makes sense.
Can you save variables from gameinstance into a ini file?
Im still struggling on this issue
Hey guys...I'm trying to setup Visual Studio Code, to use with Unreal Engine...Everytime i try to go into debugging mode/run the code, I get an error..Any ideas? I think its something with my .json files. Thanks
@opaque vector Gravity maybe causing inconsistent values?
Hi everyone! where can i suggest an idea for UE4 ?
I wanna suggest new node .
Switch on bool array i mean.
I creating a modular tube block and have that node would be very helpful me so much.
details
Boolean's dont work that way?
They are intentionally meant to only be either true or false
Just use a integer
He doesn't want a tri-state boolean but a selector node that is based on some booleans being set I think
kind of like a bitfield int (which is a thing in BP, btw)
but switch on int flags
🤔
there's an idea for my BP-tweaks pile
I'd be willing to do a switch on bitfield (eventually, think months or years lol), but I wouldn't do it as an array of booleans.
If you wanna do that kind of op you should be learning bitfiddling anyway
(also possible in BP)
implement the logic yourself.
No programming language offers a shortcut for something like this @lilac viper
How does one take screenshots with the CPU/GPU profiles from the UnitGraph?
HighResScreenshot 1 does not give me the onscreen graphs and fps.
@sudden agate but bp is about convenience
its an edge case and only you need this
@south ridge +
bay be not only i
i just proposed
anyway im newbie i just dont know something
Is UE4 good for casual mobile development? Is it easy to install sdks like facebook sdk and all that in UE4?
@lilac viper was this question about your sides thing?
nw
@frail iron no it is not designed for easy mobile development right now
you can get 0, get 1, get 2 from your array and compare the enum values
its no switch-on-flag-state but hey
@grim ore Thanks for the answer!
So I'm having issues taking screenshots with the UnitGraph and FPS showing on the screen. Since I am developing on the Oculus Go , I can only console commands. #help #console
Are there any good tutorials anywhere on making something so that the player can build stuff? (I’m trying to make it so that players can build their own space-ship, KSP/Robocraft style
hey guys..i get an error
i am setting animation movement
when i go right and fwd, it work
but when i go back and left it not work
here
i have start animation before action..same as start run > run
but when i go back and left, animation load only start left and start back...it not load to left and back
In unreal, how would I go about making a landscape that can be generated according to a heightmap at runtime
when using print string how do i make it print until false instead of the time it has
So what's up with the Epic launcher closing itself when launching UE4 and then reopening when it's closed
That shit is annoying AF
Yeah, I know - minimized, removed from task bar, and then reappearing with the blinking focus color from Windows
It's terrible
Oh So I am not the only one who is annoyed by that
is there a way to have a game view side by with with an editor view in Unreal, like what's normal in Unity?
viewport configuration
ok, and that still works when you press play? and can you then move around in the other view independently of what happens in the game view during play?
yes
Anyone know any documentation on procedural generation using tiles or Perlin noise using a tile based system or something live civilisation generation of maps using prefabbed assets like in other 4x games?
there's probably a hundred articles out there already
There's really not much information on handling umg focus and menus for a split screen game
It seems like the set input mode node is affecting all local players
Would you normally allow multi user menus in multiplayer games with splitscreen tho?
In most games i remember, they just pause the rest of the screens
No they don't
they allow all players to configure their own settings
I just opened up black ops 3 earlier to check how they handled it
and any player is allowed to open any menu individually?
Yeah pretty much
stuff like video and audio settings applies globally
but controls are per player
Yeah , i mean, normally that's allowed,
but in games like MarioKart,
1 player opening the menu means everyone else must wait (naturally),
the controls can then be modified individually
but if im not mistaken, its still in "1" menu system
tried to find some screens but couldnt...
Yeah maybe I should just pause the game for everyone
depending on gametype, that might be the fair option anyway
The trouble is when I go to add multiplayer support on top of split screen
I can't just pause the game for 18 + people
Maybe I can make a 3D menu
woa, 18 players on 1 screen?
Ah gotcha
well again, depends on gametype
but typicly, no, you wouldnt pause the game
Probably not even for the 4 local players
Yeah so that brings me back to my current issue
I wouldn't want to lock all four players every time one player goes into the menus
I've been trying set the input mode for specific players
When i set up my menu the first time i ended up rerouting inputs,
even if I manually set an ID, it still applies to all players
and im pretty sure that would work for splitscreen aswell
So how would you reroute the inputs?
I did it with said branch, with "is W_Menu visible?" ,
if true, i'd execute the action inside the widget
My system also had an enum for the actions tho, so i only had to do it in one place, and could reroute everything inside the main widget as i saw needed...
So here's how I'm opening the pause menu
and here's how I initialize focus
And it mostly works
but the other players aren't in game mode
not sure if its the same eXi, but this was stated on a post : "InputMode is NOT separately set per player. InputMode is set per Viewport. So in this case the GameViewport. So if you have 2 or more local players and you have one of them opening a menu, you CAN'T set the InputMode to "UIOnly", because that effects the other players, that need Game Input, too."
https://answers.unrealengine.com/questions/438985/local-splitscreen-multiplayer-input-mode-issues.html?sort=oldest
So that explains why
but how I can I work around it
Alright so I have to use game and UI mode
and tell the player in the menu not to receive input for the pawn
Maybe I could have a bool on the controller that all pawns use
Now I'm wondering if the UI only node is even a good idea to have
since split screen makes it null
I guess for most games it's not an issue
but imo most games should have split screen
split screen is a pretty dead concept for most games and the implications that comes with it are considered too costly
rendering two viewports is super expensive
it kinda does, because it impacts the core game experience to shove so much processing power into rendering two viewports
and the majority of people play online these days, so it's a tough call as to whether it's worth damaging your core game experience to benefit a niche part of the audience
It's worth it to at least make it possible.
then later you could set how many local players you want
Gamers do want split screen. It brings people together more than anything, and it's much easier than setting up a LAN party.
no one wants split screen lol
but most games neither need it, nor does their audience care
in a lot of cases, the costs of implementing it far outweight the benefits
which is why you don't really see it any more
Mariokart without split screen feels like heresy, it's a party game
other games, say an RTS, who wants that?
split screen is fine for couch party games yeah, but other than that it's rarely worth the investment
games like Call of Duty got rid of the feature a long time ago
because they did the research and realised it just wasn't worth it
No they didn't lol
split screen is completely useless, multiplayer happens over the internet now
some of the CoD games still have it
Simple Lan connection or P2P would be far better then split screen as well
Yes but that's not as easy to set up
but most only have it locally (and is a waste of time, IMHO)
who wants to play 4 player BLOPs 3 local multiplayer?
I guess young kids with their siblings
Well, zombies on 4 screens would be greater
I've done the Black ops myself on splitscreen
Yeah but that's so much more expensive
and yes, it was a nice feature ,
but it generally sucked....
could barely see anything on it
on a 55inch tv, < 2m away...
everything was so cropped and bad..
Mario kart, we play it splitscreen aswell,
but i wouldnt run far for it..
I'd rather have a solid core experience.
it was also very noticable how they'd tune down the gfx settings when in splitscreen.
very necessary, but still very noticable
Well yeah you have to do that
It's still a great feature to have even if you don't use it
Why is my transform tool not appearing?
level streaming question:
A) I believe it is possible to stream in a given level, with given subcoordinates?
B) Given A), Is it possible to stream multiple instances of the same level, with different subcoordinates?
this use case is not that well documented
hmm, I've found a tiny line in the documentation that kinda answers:
"In addition to Load Stream Level and Unload Stream Level, the Get Streaming Level function enables even more dynamic streaming behavior. Since it gives you access to the actual level streaming object, you can modify and query its state. Using this function in combination with Create Instance, you can also create and stream in copies of a specific sublevel. By applying transforms and sending parameters to these copies, you can create procedural worlds."
https://docs.unrealengine.com/en-US/Engine/LevelStreaming/Overview
that is the extent of the documentation though xD
I vaguely remember seeing a pull request get accepted that adds this functionality
aye, I know it's there but know nothing about it 😄
fortunately someone took the time to at least write that one sentence
so I know where to actually start looking 😂
Funfact, there are two kinds of Streaming Level Classes:
KismetStreamingLevel Object
StreamingLevel Object
The Function that creates an Instance uses KismetStreamingLevel all other functions use StreamingLevel
whut
I remember that you couldnt use the Level Instance Return value for any other function
There are two different systems
You can Stream a SubLevel in, that basically just makes it visible.
Like a room behind a door that you unload while the door is closed.
There is also a system that literally loads a full copy of a Level into the scene, at a given location.
Iirc, there was no BP way to unload them again
But you can mark them as not needed anymore in C++ if you want to unload them
makes sense
I would use the latter if I would have a Persistent Level with Loading Screen etc?
I heavily looked into that for an endless runner sort of thing
But the loading of an empty freaking level caused an fps drop
(the act itself, post load it was fine)
also expected tbh
Yeah, we stepped back from it and made our own level asset that can be loaded into a ue4 level asset
No lags anymore >.>
Oh yeah eXi thanks for that explanation on how input modes worked lol
@earnest cape :P no biggie. Don't remember where I explained that
On answerhub a long time ago
@sudden agate We wrote a plugin internally that creates a Asset if you save a Map.
That asset contains data about what Actors and Meshes are existing
Further the Plugin can the be used to load such an Asset into the scene, spawning the Actors and creating ISM(C) for the Meshes if wanted
Over multiple frames to keep frames stable
Ah right :P @earnest cape
I assume no Source for that plugin available? :P
You could call it a prefab system
No, that plugin stays internal for this specific project only, sorry :P @sudden agate
@soft crescent Wednesday, but no idea what time that is in your timezone
its 1am wednesday now for me
https://schedule.gdconf.com/session/epic-games-state-of-unreal-presented-by-epic-games/865622 9:30AM PDT Wednesday so 26.5 hours from now
like doing what?
and off the top of my head the word global to me seems to indicate a Blueprint Function Library
yes sorry, that is what i meant. i was wondering if there was a way to access them on object blueprints
Hi guys :)
got a quite basic question. So when I am going for a new project (I am a C++ dev), do you choose one of the templates for character control? for example I want to make a third person action game. is it recommended to use the third person preset or does it make more sense to completely start from scratch with an empty project and the presets are more for prototyping and people who simply want to have a quick start?
quick answer, do you know what you are doing? if not use a template or you will have to create the controllers and characters from scratch.
and you answered your question.... presets/templates are for people who want a quick start.
cool! thanks for the quick response 😃
@copper fable Objects have no World Reference by default, so in Blueprints, it's not possible to call World functions.
In C++ you can easily fix that
how can i do space skysphere
it doesnt need to have galaxy stuff. Just black skysphere
can i do it with skysphere that comes with templates?
you can copy the BP_Skysphere that is being used in the engine and then modify the material to just show black if you want.
This look good?
font why
Otherwise just uh delete the skysphere from your level and the fog and it should go black
This is what its doing if I run in pie.
opens empty ue4 project, uses 25gb ram
suuuuure
Pretty sure something else is going on there. lol
restarted it, now its at 1gb
It was probably something else that jacked up the RAM. Or an anomaly.
Or a glitch in the matrix.
networked session sending console commands
looks like heightfog actor
if its a skybox then you need to adjust the material or smth
what items are in your world outliner?
i fixed problem
is there a way to move a function up or down the list. The new function I made is at the bottom of the list and I need to move it up near similar functions.
I need extreme help when I try to open my project my lvls are not showing up but they are showing when I look at it with file explorer can someone help me fix this
What did you do? try to copy and paste your levels into a new project ?
I made it in a newer version and I’m trying to Import it into a older version
ok so what you do is select the maps in the project where they work and right click. look for migrate and then when the box pops up navigate to your other projects content folder. After the migration finishes, open the project.
Where’s migrate
When you right click on the levels you will see an option to migrate
I don’t see it
under asset actions
In my maps folder in the editor it’s not showing the lvl
And the lvl is shown in the file explorer
is there a project they do show up on?
No
.uasset files contain version information, you can't just go backwards. you need to migrate out of your original project to the new one is what he is suggesting but again that will probably not work @bright siren
Help me fix this err plz...... link err video here https://youtu.be/2AM6VhBbqGI
So how do I migrate it do I need to be in the newer version
you can try that yes but again.... UE4 does not like going backwards.
Mathew do you know how to move functions up and down in the function list?
Is there a specifier that makes it so you can't clear an array variable in editor?
"that violet thing" is fog
and where is that
it doesnt help
it just makes violet thing more clear
would it be somewhere in SkySphereBlueprint
When its the Unreal show at GDC ?
Weds
Ty!
the item called AtmosphericFog in your World Outliner is what he is referring to
I'm at work, so no

just click the little eye to the left of the AtmosphericFog and see if it changes it how you want, if so delete it, profit, move on
anyone know how to move a function up and down the function list?
click the eye next to your skysphere, what happens
@frail jasper - you cannot
thats stupid
iirc fog actors dont toggle with visibility
you gotta delete it or turn off the fog properties
I think they do
I won't suggest stuff if I don't try it first lol
no one has complained about this?
eye is not option now
having to manually attach all my characters limbs with sockets 😦
variables can be grouped why can functions not be...
you can group functions?
https://i.imgur.com/yL3bu9S.png all i did was disable the skysphere and the atmospheric fog and I have a pure black background
sure you can group functions https://i.imgur.com/8WlMXp0.png
Hey, could anyone help me with an issue I am having 😃
Post the issue (:
what're some very stable ue4 friendly graphics card options? some of the nvidia cards that came out recently had heating issues right?
I was debating where to paste this as I have been looking though the channels so here is the long paste 😃
(I am completely new to Unreal). I have been messing around with the engine, creating myself a new world and such, trying to get used to the blueprint system but ever since I made this landscape, every time I stare at the ground the brightness increases tremendously and I have absolutely no idea how to fix that issue.
ok thanks matt that should work for me
@plush yew post your world outliner again but if it didnt change then yes you still have the atmosphericgfog enabled
@plush yew Turn off eye adaptation / automatic exposure
Epic seriously need to disable that fucking eye adaptation
@plush yew any of the Nvidia 10x0 series cards are fine, most of the 20x0 series are fine as well some of them just have weird memory heating issues randomly because why not
the amount of people asking the same question, lol
@lament saddle Where do I find that? Like I said I am fresh out the egg with this engine 😃
look into the Post Process Volume
agree the auto exposure is fucked
I dont have one of those in my hierarchy (didnt have one to begin with), do you think if I add it now and simply change that option it would have the same affect?
@plush yew Project Settings -> SearchBar (Exposure) turn of auto exposure
may be Global pp in project settinga
https://i.imgur.com/BcjH4Wx.png , project settings
Yeah it should be disabled by default. that's so irritating
I ended up making my own template to avoid fixing all the things I don't want turned on by default
Fantastic, its been driving me nuts when looking at my texture and working with it 😃
esp because IF you get some stray pixel from a screenspace reflection it calibrates it and breaks the exposure
if you just want to disable it temporarily you can do that in the keyboard shortcuts or in the viewport show options
And final question (for now), why is there a circle in the middle of my map? :/ It kinda just spawned there from the get go, the texture didnt cover it, its just there 😦
...circle?
it was lonely and wanted to play?
reflection capture
np
Has anyone had an issue with material parameter defaults reverting after saving and reopening the editor?
Only when I accidentally had two instances of the editor open or my project folder was set to read only
It doesn't feel like this fits in that well with blueprint/c++, so I'm posting here. I just started out and I'm using the First Person Template to get a foundation to work off of, but I absolutely can't find the source that handles the firing function of the weapon. I expected it to be hooked up somewhere to either the character or the weapon, but I've not found it in the Content Browser, the content editor, nor the Details tab
Hm okay yeah none of that. I'm just going to recreate the material. Seems to be corrupted
The way it works, is when you press the fire button, it spawns the projectile
yes, I understand that
but I want to access the part that handles it so I can edit
and I don't know where it is hooked up
I still don't really understand
especially not the latter part, I've definitely already looked at the projectile
this is the projectile
that's the mesh for the projectile
I think I understand
or you can go back into the character event graph where the projectile class is spawned, and you can use the magnifying glass icon next to it to have that take you to the class in the content browser
I thought most things were hooked up directly to the mesh
or C++ classes.
but the main reason why I want to access this is because the collision for the projectile doesn't update from its previous state (the initial state of the template)
I read something about adding a part to the code that updates it
but it doesn't sound like the best solution to me
The default projectile is physics based so I'm not sure what you mean by states
the collider is the same as it was before despite me adding a new mesh and adding new colliders for the mesh
Oh collision on the projectile is in the projectile blueprint
There's a default sphere on it
I think if you just remove that it should work with the new collision of the mesh
I don't know where to remove the collision from the blueprint 
the Collision tab for it doesn't seem to have anything useful
There are tons of tutorials on blueprints, I think these introduction videos might be still good. https://www.youtube.com/watch?v=EFXMW_UEDco&list=PLZlv_N0_O1gY35ezlSQn1sWOGfh4C7ewO
This video gives us an overview of the Introduction to Blueprints video series as well as jumps into a high-level overview of the concepts behind Unreal Engi...
The top left is where components for the blueprint are
that's where the collision is
alright, thanks
My playerstart isn't working. Whenever I click play it spawns me at what I'm assuming is 0,0. My character can move around fine, but it's not spawning me in the correct place
make sure your player start isn't inside any collision
it's not
try lifting it up a bit too sometimes that helps
nope
the last best guess is delete the player start and drop in a new one. Do you have your own spawn system maybe?
Nope... I just put in a new playerstart :/
Are you setting the players location somewhere in blueprint maybe?
Nope
it's basically a brand new project, all I've done is make character movement and the gamemodes
Both of those could have the culprit. Did the spawn work before you started editing?
not sure
Well I started roadmapping my idea for a 3D game I want to make, and I mean, I know it would be hard and I should probably and probably will work on smaller games first, but wow, roadmapping it makes it look even more daunting
@modern sinew Don't look at the project as a whole. cut it up into pieces and just work on one piece at a time.
@earnest cape Those "small pieces" include character customization, KSP-like ship building, and networking tho; I can't even find a UE tutorial for the middle one (although I did for Unity)
I don't even know where to start on them :/
I've seen posts for all those things
you just have to find them
KSP like ship building is the same idea as the fortnite build system
just not so blocky
Fortnite's is more like planet coaster's then something like KSP or Robocraft
I remember talking to a guy who was working on a car mechanic game and he just made his own socket systems the just ask simple questions like, "is this the right type?" or "Is this the right size?"
The basic idea is just spawning meshes
Basically my idea is for a cross between KSP and EVE online, except it's first-person when not editing the ship. My other idea is Planet Coaster But Ski Resorts. IDK which is better to start on when considering both difficulty and appeal
the first is harder, but with a wider audience
the second is still hard, but not as hard IMO
The best way to learn is to work on something you love
like I said, just cut it up into small parts and you'll get there eventually
Ok... Everyone says both games are ridiculously hard and impossible for a single person :/ ?Not sure how correct they are, but it seems hard..
What's the most complex game you know of made by a single person?
@earnest cape
There was this RTS FPS game that was made by one dude
pretty large scale
I'm checking my library
ok
do you think either game is possible for one person? (Well, 2, I have a friend who knows how to make 3D models)
(but not how to program)
Yeah
I have this one thing a day rule I give myself
no matter what I have to do one thing that progresses the game and some days I get a lot of stuff done and other days I only do the one
ok
Do you think people would be interested in "First Person KSP x EVE Online x No Mans Sky"?
but how long did that take?
The biggest roadblocks are time and money
Well, I have no money rn oof
doing multiplayer can cost a lot
maybe once the game is playable I'll put out an Alpha or something to get money
LAN wouldn't really work
Space is really big, and with like 10 people it would just feel...empty
Seems Stadia is next UE4 platform target
What's a listen server tho?
oh, ok
Could I set one up on my old desktop? and just keep that runnign?
until I can afford a dedicated server?
anyone have a free blender 2.8 rigify to UE4 (UE4 skeleton hierarchy) tutorial?
That is a dedicated server
like, you could set it up and play it with a few people just fine
I guess
how many people do you think a 5-year old desktop could run before it hits issues? admittedly, it would be the only thing running
I don't really work with networking that much
ok
someone around here would know
do you think it could hold 100? maybe even 1000?
Depends on what it's doing
Is having all the players in one server unrealistic?
probably not much is my guess
ok
who can help me plz ....
my move animation have some err when move left and move back
:#
Sooooo Google Stadia
🤔
Any ideas about auto generation of C++ documentation for UE4?
I found UnrealDocTool, but it was deleted in 4.15
is it possible to do planet to space scene without loading screens.
Google has announced @GoogleStadia, a new generation game platform, with Unreal Engine 4 support now available! https://t.co/fsdUA78S1o #GDC19 #UnrealGDC #Stadia
What exactly is GoogleStadia again?
So the game runs on Googles end
Also that is pretty much #ue4-general relevant, so I'm not against discussing this outside of our offtopic channel :P
runs on their servers, yes
main features are launching a game in 5 seconds
and the ability to click on a stream and either play from the same game state, or join a live game in action
Would it be better to make a procedural maze generator in blueprints or c++?
they failed to address the three big issues;
A) Youtube's video compression is horrible for a lot of games.
B) Input latency - 120fps video is worth fuck all if you have a ping of 60.
C) Bandwidth requirements.
I asked this earlier today, but I'm still having trouble. How do I ignore the collision from the blueprint and make it use the collision I've set up on the mesh? Do I go into the code and remove lines, and if so, what lines?
D) how much they are planning to rip off developers using this
What happens to an array of actors when an actor is removed, does the array resize or does it store a nullptr?
If it is removed, it is resized
If it is destroyed, it's storing a nullptr
does "Simulate Physics" only use simple collision?
How well does UE4 deal with large things? I know Unity just can’t handle anything larger than a small island without getting wierd
@wary wave Digital Foundry has the round time trip at 200ms total, button press to TV
ouch
"Worst-case scenario" for Stadia is 15Mbps, too
yeah
sounds about right, the previous stream demo required 25Mbps
and that didn't run too great
We've noticed for a while working in Unreal that when in shadow a lot of our assets get a metalic kind of shine to them. Just wondering if anyone else has experienced this or could point me in the right direction for solving it? Thanks
Metalness of the asset in the above pic
people have been discussing it in lounge for hours :p
@grizzled coyote was looking for such a thing myself. All I was able to find is yhe Uefy script, that does some magic to the rigify rig. But it costs aroud 30 euros
Which blueprint gets created first? GameState or GameMode?
my game state needs to get info from my game mode on the begin play, but i need to make sure my gamemode spawns first so i can get a reference to it
Seeing as the GameMode has a function called AGameModeBase::InitGameState I would say GameMode comes first.
You can right click on the asset and hit migrate.
did none of the 500 google search results for that work?
I have two vectors D and N (direction & normal_of_collision)
I want to calculate a correction vector that is perpendicular to N and is based on the direction D points.
Does someone know how to do this?
Hey guys, anybody here who has a lot of experience with shader stuff in Unreal? I try to implement Emissive into the photorealistic eye material (but only for the pupil) but have no idea how to do that exactly.
@cedar moon project D onto N and subtract it from D
How complicated does the stuff planned for Alpha 0.1 (the first build of my game) sound?
-First Person movement
-Crouching(Shift), Running(Tab), Crawling (lCtrl), Jumping (Space)
-Inventory and picking up items
-Sitting in chairs and laying in beds
achievable for a solo dev if you're willing to learn all the systems involved
I am;
These are the very easiest systems, which is why they're coming first
Some of the stuff the game involves is multiplayer, character creation, and ship-building, but I won't work on that for a while
Building my way up to it
The multiplayer part could be a snag for solo dev cuz that can involve external services / technology and specialized knowledge
Well I have a few friends that say they might want to help
Anyone know what "Error MD-0011" is?
Does anyone know if this Pro MMO for UE4 is good and what it does?
Sooo no one has any idea why my transform tool is not showing?
All the 'Solutions' on the forums seem to not help me
How does this roadmap look so far?
Alpha 0.1
-First Person movement
-Crouching(Shift), Running(Tab), Crawling (lCtrl), Jumping (Space)
-Inventory and picking up/dropping items
-Sitting in chairs and laying in beds
Alpha 0.2
-Equipping items
-Using items
-Health system (Hunger, thirst, etc)
-Money system
Alpha 0.3
-Online Multiplayer
-Voice Chat
Alpha 0.4
-Friends List
-Group creation
-PVP
-Item trade
-Money trade
Also: Show transform widget is on
i have been having this issue on 4.21
selecting something and hitting G a couple times has fixed it
The stairs probably don't have collision.
yeah thanks i found it on youtube
@modern sinew Alpha 0.2 is achievable solo but multiplayer is where things get exponentially more complex. You'll also have to code (or script) all your game logic with a server-client structure in mind, with concepts like replication and authority and otherwise keeping track of what the server does, what each client does, and how they pass data to each other. https://docs.unrealengine.com/en-us/Gameplay/Networking/Blueprints
That’s why 0.3 and 4 are saved for summer break
Do you think if I put all my free time over the summer into learning and coding, 0.3 and 0.4 can be done over the summer? (About 3 months)
@lament saddle
And I’m not gonna use blueprints, eww. C++ is the way to go
I personally don't have experience in that. I had a multiplayer prototype that had that client-server structure that I could test on a local machine
but I abandoned the project before getting to the point of matchmaking, VOIP, cloud services, etc.
the general advice people give is don't do a multiplayer game if you're a solo dev because it's too much complexity / too much specialized knowledge for one person
I'm not sure if alpha 0.2 is even doable before summer, depending how much time you can devote to it, how much learning you'd need to do, etc.
what level of quality you're looking to achieve
but if your life doesn't depend on this project being on-time, doing stuff just to learn and explore Unreal Engine isn't bad
Hello friend, i would like to ask about Unreal Engine, is it a general purpose engine? someone told me that Unreal mainly is for FPS, that´s why it has some default option parameter like "Spectator" setup and so... seems to have a template to create mainly FPS... but i don´t guess so....
@drowsy ember Unreal Engine has built-in templates and systems to give you a head-start in making certain game genres, but it is general purpose. I struggle to think of a game genre you couldn't make it do just using the stock engine.
It should Just Work (tm). Try throwing some Print Text nodes on there to see if it's really executing.
Thanks #renzu
yeah, a #blueprint node called Print Text
where does it print
to the screen, top left
well no, it isnt printing
and the output log window as well
I think there must to be an special group called "From Unity to Unreal" tittle ... many of us came from Unity..
Print string node
i came from scratch, unity and python
why did you change to UE ?
because unity i just didnt feel like it and unity you actually have to program
and i didnt feel like learning C+ or whatever
C#
Blueprints are like sideways code
understand...
i can screenshare to one of you to see what my issue is?
i use full C# in Unity, but love C++, one reason was that, and the second and main reeason, is that Unreal has a full integrated editor, on Unity I needed to get external thirparty modules to do something interesting... for instance, bool operation are wonderful on Unreal, but Unity does not has it..
yes of course
are you saying to me ?
yes
do you mean this way discord.. ?
yes, screenshare through discord
ok
Anyone know how to downgrade files from a newer version of unreal into a older version
you can't
Nooooooo
the migrations are one way
@manic pawn
are u good with unreal bcuz i cant figure out why E doesnt do anything
doesnt work with a print funtcion either
function
is this just some random actor blueprint
yes, for a door
you need to enable input for input nodes to work
ah ok
how do i go about enabling them
because i tried to in the construction script
enable input node
kk
You dont need intefrace to communicate between actors, interface just allows you to realted unrealated classes (blueprints) with common functionality
kk
Casting is for the silly
but over using intefaces too, and if oyu smart you only need to cast once
yeah an input node on the door isn't that good of an idea to make interactive objects
imagine what would happen if you had two doors in the scene
...or cast at all ;p
Remove the door. It’ll just be a hole in the wall. Problem solved 😜
lol
yeah but
im going to add a box trigger after
i just dont know why the E input doesnt work
put interaction code in to player, make line trace to detect the interactable item and send function call to the interactable, interactable can be a base class for all interactible objects or you can use intefrace as Tide is saying
thats alot of keywords i dont understand
this is taking so long to compile
ok then maybe learn to communicate with diffrent actors first ;p
if it takes just a small room project that much time, how long do AAA games take to compile?
learn about line trace
like gta 5 and stuff
Well
Such studios have a server that does the compiling
Many will auto build over night for their qa team
i think you mean lightmaps :p i dont think you can compile shaders that way
i dont know anything about game development but like if a developer makes a change to a game project they will have to recompile the entire thing? isnt that gonna take like days almost?
Nah, if you’re smart. You modulate the pipeline
no, if it recompiles all shaders when you do small change in metarial then there soemthing wrong
okay that makes sense thanks for answering
also it's cached, so once done it should be done
Usually means it’s time to smack your technical artist if that happens
@abstract relic or if you're in uni doing game design and get grouped with "artists", slap them, too. 😂
is there a way to decrease the load on my computer when dragging and dropping a tree from the paragon content in my project? it takes a lot of time to drag something onto my viewport.
or is that common? u just have to wait?
maybe turn realtime playback off? 🤔
ah okay ill try that thanks
wont get rid of the pause entirely, but, should decrease the wait to some extent
Does anyone know how I could make a system that lets the player controller possess the nearest pawn?
I want to make a game where you can possess nearby objects, each with different abilities
you could have a sphere collision component on your pawn and have it generate overlap events, or do a Sphere Overlap Actors
and get a list of nearby stuff that way
Yeah, that's what I was thinking, but I don't know how to get the nearest actor from the array
maybe there's some less complicated way
but offhand... your array --> For Each Loop
get the location of that actor, get the location of the player, subtract one location from the other
and then get the length of that vector
see if it's the closest candidate yet and if so, store a reference to that actor to a local variable
and when the loop is done, you've found the closest one
Something like this?
Probably. GetActorLocation works as well. I never tried getting the player controller, but if that doesn't work, Get Player Pawn does.
after the subtract vector node --> VectorLength
Alright
in the future, #blueprint btw
Ah, ok
yo
whats the best program to make maps
im trying gaea but its eh
heightmaps?
yeh
gaea, worldmachine, terragen, houdini, substance
houdini apprentice
Baking light right now with two walls, have no idea why it is baking like that.
PS, everytime I try to get into baking light I get issues where other people don't get them :(
any errors>?
wow i was trying to find out how to rotate the camera without rotating the character with it for the past 3 hours. turns out all i had to do was uncheck the "Rotate pawn with Y controller" 😦
lol
aight bro im bouta head out of the sevrer
If there someone that is willing to do something for me that could take all day, please DM me
I would really appreciate it
whats the best way to do a chance? IE. 1 in 5 chance of a certain action happening
Just do random.
random what
there's a blueprint node called Random Bool with Weight
that's some seriously bad luck
Count starts at 0 not 1
So max it can get is 5
Therefore it’ll never get Heavy branch
may i have some help too
apparently
Yes
Or change max count to 7
It isn’t an unreal thing, this is just programming math. Computer always count from 0 instead of 1
@distant loom dunno lol. There are a lot of ways to get a reference to another actor and it depends on the nitty gritty of what you're doing.
i am trying to
make it so
the door doesnt activate the box collision
because my door is activating it
i only want the player to @lament saddle
@distant loom what you want to do?
yes
ok
Drag pin from Other Actor
Then Cast to your player
and drag the pin from the success
and do whatever you want to
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
Casting allows you to access external bps. More or less
ok
use*
uhm no
You never waste time if it’s for learning 😉
what if i dont know what to reference to because im using the third person uh
preset
yes
The player is going to have a door shut on there face with that
o k
and you can see I am casting to third person character?
so, if the object is == the class you are casting to
then the first executable pin will run
if it is not equal to
hm
Delete gate
@distant loom you need to connect the nodes
the white arrows/greyed out you needto drag
the door is still activating it
to the next part you want
the door is activating my box collision
There’s too many cooks in here
collision is always activated dilute
🍿
whenever someone walks into it
I am explaining
collision is activated
but why should i need to do that
cast to your character
when i have begin overlap
wait
oh no
i think i know what i got wrong
it was turning my light on the door was but i was changing it in the door opening script
ok then
lemme see
but i hope you know once the player steps into the volume the gate will be forever open
as you are not closing it
@distant loom
so yesterday Matthew W told me to make a master level in order to make music carry on across all levels, can someone explain to me how to do that because i think i might have done it wrong
i went into levels and put all of the levels into persistant then put the music cue in the level
it only plays in the first level tho
Wait. What’s the point of level streaming if you’re going to make all the levels persistent?
Regardless. You make one persistent level, put the audio in there, and level stream everything else.
hello people
could I get some help
Are there any resources
for making a game moddable?
#graphics or #level-design . You need to increase the Tiling of your Texture in the Material
Your Texture is set to clamp
is there a way to unset that?
either in the Texture Asset or in the Texture Sample Node in the Material
in the Texture Asset, there is a X / Y Axis setting.
In the Texture Sample node is a "Sampler Source" setting
omg thank you
WTH, I have been searching for 2 hours + and haven't found a single clue how to do modding in my game
ARK has modding. I think it's UE. Might have discussions on Reddit about it.
@pulsar sorrel removing shadows, setting exposure, changing colours
@dire torrent Thanks for your advice.
You can also use gloss on ground for more reflections
Does anyone know how to change the default texture group textures import as?
Trying to create a 3d map with pixel art textures and changing the texture group every time is a lil time consuming. Would be cool if I could tell it to just use the 2d Sprite one by default
@light spire I think the UEtools addon used to do some magic as well but I dont think rigify and UEtools are fully updated with 2.8 just yet
Hey @safe shoal - I'm looking at multiplayer physics again, and found some of your work. Right now I have shitty custom-made physics over the network - not very good looking, not even deterministic because it's not done over fixed timesteps, but stable, using prediction & rollback. I thought you couldn't use pred/rollback with PhysX because PhysX, but I just saw your video that appears to get it to work ? I'm basically making the same general type of game as you re:physics (hovering / jumping vehicles)
I would have looked at your GitHub project but it's gone 😔
@grizzled coyote don't think UEtools will ever be updated. I'm now more looking at just using the UE Mannequin and the rig it has. Yiu can download a .blend with the rig and stuff from unreal website
@light spire oh cool i'll try and search for the .blend file
@cloud cobalt If you can, stick to a simpler version
Getting network replicated movement with Physics going is a nightmare
Using "simple" vector math and basically the same sort of stuff that a normal CMC character does is a lot easier and more straight forward
I think one of the main issues with physics is that you need to somehow save the whole physics scene to be able to roll back etc.
@grizzled coyote here you can find it along with some more info
https://wiki.unrealengine.com/Character_from_Blender_to_UE4
That was my understanding as well Cedric, I've not even really tried using Physics because of that
I don't know why James does it with physics now
Probably because he hates himself :D
We are doing it with normal vector math in Hoverloop
I'm actually working on that right now
I'm just annoyed because my custom physics just aren't great looking, stuff like sliding on non-planar surfaces is pretty much broken
I'm terrible at math
Took me a bit to get the actual movement going too
Basically I haven't got any concept of angular velocity
Well I do, but collisions don't add any angular velocity
I guess I'l need to spend some time on it
Yeah I had the same problem with angular velocity
I'm using PID Controllers now
One for Pitch and one for Roll
(And one for Hovering)
They basically math out the issue of interping to a target value
That can be any value, here for example the Pitch
So you would have a currentPitch and a targetPitch (where targetPitch is calculated from the floor normal)
And it would interpolate to that. It has 3 values that you can adjust (and have to adjust) so that it 1. Interoplates at all, 2. Doesn't overshoot 3. Doesn't sit too long on the current value if != target
Yeah I have a PID too though only for controlling the vehicle
float UPIDController::Update(float InError, float DeltaTime)
{
Error = InError;
if (Error == LastError)
{
return 0.f;
}
Derivative = 0.f;
if (LastError != 0.f)
{
// Calculate Integral (Past)
Integral += Error * DeltaTime;
// Calculate Derivative from DeltaError (Future)
Derivative = (Error - LastError) / DeltaTime;
}
// Save Error for next update
LastError = Error;
// Return all 3 values summed up
return Error * Settings.PFactor + Integral * Settings.IFactor + Derivative * Settings.DFactor;
}
Basically just hat
InError is the delta between current and target
PFactor, IFactor and DFactor have to be adjusted per problem, that's just manually figuring out the best value
