#ue4-general

1 messages · Page 417 of 1

sand birch
#

I have no idea how I would do it

#

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

plush yew
#

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.

grim ore
#

Level streaming with a master level that holds the music source

plush yew
#

i will try that out, ty

plush yew
#

is there limit for players in server

grim ore
#

Depends on your game, server setup, and usage. Fortnite does 100 players so there is a number.

pseudo swift
#

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?

summer turret
#

hi where do i ask for help?

#

i cant make windows in a wall

grim ore
#

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

summer turret
#

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?

grim ore
#

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

plush yew
#

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

grim ore
#

is this in both packaged and editor projects?

plush yew
#

This is in editor projects, i havent packaged yet

grim ore
#

try it packaged

plush yew
#

Im packaging right now

#

Nope, it didn't work

grim ore
#

it puts it in the intermediate folder as well?

plush yew
#

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?

grim ore
#

yes

#

the windows no editor is the target platform for the build

plush yew
#

But why doesn't save to Saved\Config\Windows when i build it in development editor

spark merlin
#

why does unreal lag when i scroll

#

¯_(ツ)_/¯

#

this is so irritating

grim ore
#

is your machine strong enough? do you have any overlay programs running like MSI Afterburner or Shadowplay?

weary basalt
#

@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.

plush yew
#

am i creating a config file correctly? UCLASS(config = YourGameSettings) class LEARNING_API UTheGameInstance : public UGameInstance

spark merlin
#

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

weary basalt
#

If your running on a HDD its going to be slow

#

It has to fetch the data first man.

fleet cedar
#

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

weary basalt
#

Its not easy to learn. Takes a while to wrap your head around it. Once you get it though it makes sense.

plush yew
#

Can you save variables from gameinstance into a ini file?

#

Im still struggling on this issue

devout comet
#

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

weary basalt
#

@opaque vector Gravity maybe causing inconsistent values?

lilac viper
#

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.

soft crescent
#

Boolean's dont work that way?

#

They are intentionally meant to only be either true or false

#

Just use a integer

south ridge
#

He doesn't want a tri-state boolean but a selector node that is based on some booleans being set I think

worn granite
#

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)

sudden agate
#

implement the logic yourself.
No programming language offers a shortcut for something like this @lilac viper

narrow cobalt
#

How does one take screenshots with the CPU/GPU profiles from the UnitGraph?

#

HighResScreenshot 1 does not give me the onscreen graphs and fps.

lilac viper
#

@sudden agate but bp is about convenience

sudden agate
#

its an edge case and only you need this

lilac viper
#

@south ridge +

#

bay be not only i

#

i just proposed

#

anyway im newbie i just dont know something

worn granite
#

I think we just found a workaround for him in BP

#

lol

frail iron
#

Is UE4 good for casual mobile development? Is it easy to install sdks like facebook sdk and all that in UE4?

worn granite
#

@lilac viper was this question about your sides thing?

lilac viper
#

yes yes

#

but u helped me like god. really.

worn granite
#

nw

grim ore
#

@frail iron no it is not designed for easy mobile development right now

worn granite
#

you can get 0, get 1, get 2 from your array and compare the enum values

#

its no switch-on-flag-state but hey

frail iron
#

@grim ore Thanks for the answer!

narrow cobalt
#

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

modern sinew
#

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

wise juniper
#

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

#

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

leaden dust
#

In unreal, how would I go about making a landscape that can be generated according to a heightmap at runtime

elfin igloo
#

when using print string how do i make it print until false instead of the time it has

cloud cobalt
#

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

languid shard
#

its not closing

#

rather reduced

cloud cobalt
#

Yeah, I know - minimized, removed from task bar, and then reappearing with the blinking focus color from Windows

#

It's terrible

sudden agate
#

Oh So I am not the only one who is annoyed by that

glacial pecan
#

is there a way to have a game view side by with with an editor view in Unreal, like what's normal in Unity?

wary wave
#

viewport configuration

glacial pecan
#

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?

wary wave
#

yes

tranquil bone
#

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?

wary wave
#

there's probably a hundred articles out there already

tranquil bone
#

OH i ment to expand on that i didnt mean to already send the message

#

mb

earnest cape
#

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

graceful sky
#

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

earnest cape
#

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

graceful sky
#

and any player is allowed to open any menu individually?

earnest cape
#

Yeah pretty much

#

stuff like video and audio settings applies globally

#

but controls are per player

graceful sky
#

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...

earnest cape
#

Yeah maybe I should just pause the game for everyone

graceful sky
#

depending on gametype, that might be the fair option anyway

earnest cape
#

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

graceful sky
#

woa, 18 players on 1 screen?

earnest cape
#

no 4 split screen players and then online players on top of that

#

is the goal

graceful sky
#

Ah gotcha

#

well again, depends on gametype

#

but typicly, no, you wouldnt pause the game

#

Probably not even for the 4 local players

earnest cape
#

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

graceful sky
#

Could you reroute the inputs ?

#

with a branch or something

earnest cape
#

I've been trying set the input mode for specific players

graceful sky
#

When i set up my menu the first time i ended up rerouting inputs,

earnest cape
#

even if I manually set an ID, it still applies to all players

graceful sky
#

and im pretty sure that would work for splitscreen aswell

earnest cape
#

So how would you reroute the inputs?

graceful sky
#

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...

earnest cape
#

And it mostly works

#

but the other players aren't in game mode

graceful sky
earnest cape
#

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

wary wave
#

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

earnest cape
#

Doesn't matter

#

I think it's a very important part of games

wary wave
#

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

earnest cape
#

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.

wary wave
#

some gamers want split screen

#

this is important

#

some games will benefit from it

sudden agate
#

no one wants split screen lol

wary wave
#

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?

rustic imp
#

split screen is fine for couch party games yeah, but other than that it's rarely worth the investment

wary wave
#

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

earnest cape
#

No they didn't lol

manic pawn
#

split screen is completely useless, multiplayer happens over the internet now

earnest cape
#

I was just playing black ops 3 in split screen

#

The internet isn't always an option

wary wave
#

some of the CoD games still have it

frosty bloom
#

Simple Lan connection or P2P would be far better then split screen as well

earnest cape
#

Yes but that's not as easy to set up

wary wave
#

but most only have it locally (and is a waste of time, IMHO)

#

who wants to play 4 player BLOPs 3 local multiplayer?

rustic imp
#

I guess young kids with their siblings

earnest cape
#

I was literally just doing it with friends

#

Zombies in split screen is great

graceful sky
#

Well, zombies on 4 screens would be greater

#

I've done the Black ops myself on splitscreen

earnest cape
#

Yeah but that's so much more expensive

graceful sky
#

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

earnest cape
#

Well yeah you have to do that

#

It's still a great feature to have even if you don't use it

plush yew
#

Why is my transform tool not appearing?

wary wave
#

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

manic pawn
#

I vaguely remember seeing a pull request get accepted that adds this functionality

wary wave
#

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 😂

sudden agate
#

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

wary wave
#

whut

sudden agate
#

I remember that you couldnt use the Level Instance Return value for any other function

wary wave
#

...odd

#

seems half baked

#

(or is that half streamed?)

regal mulch
#

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

wary wave
#

makes sense

sudden agate
#

I would use the latter if I would have a Persistent Level with Loading Screen etc?

regal mulch
#

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)

wary wave
#

also expected tbh

regal mulch
#

Yeah, we stepped back from it and made our own level asset that can be loaded into a ue4 level asset

#

No lags anymore >.>

sudden agate
#

@regal mulch please elaborate :P

#

takes pen and paper

earnest cape
#

Oh yeah eXi thanks for that explanation on how input modes worked lol

regal mulch
#

@earnest cape :P no biggie. Don't remember where I explained that

earnest cape
#

On answerhub a long time ago

regal mulch
#

@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

regal mulch
#

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

sudden agate
#

I assume no Source for that plugin available? :P

regal mulch
#

You could call it a prefab system

soft crescent
#

are epic doing a live gdc keynote

#

and if so when is it

regal mulch
#

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

soft crescent
#

its 1am wednesday now for me

copper fable
#

hey guys, is it possible to call global function on a UObject?

#

this is in BP

grim ore
#

like doing what?

#

and off the top of my head the word global to me seems to indicate a Blueprint Function Library

copper fable
#

yes sorry, that is what i meant. i was wondering if there was a way to access them on object blueprints

deep basin
#

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?

grim ore
#

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.

deep basin
#

cool! thanks for the quick response 😃

regal mulch
#

@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

plush yew
#

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?

grim ore
#

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.

frail jasper
wary wave
#

font why

grim ore
#

Otherwise just uh delete the skysphere from your level and the fog and it should go black

frail jasper
fierce tulip
#

opens empty ue4 project, uses 25gb ram
suuuuure

maiden swift
#

Pretty sure something else is going on there. lol

fierce tulip
#

restarted it, now its at 1gb

maiden swift
#

It was probably something else that jacked up the RAM. Or an anomaly.

#

Or a glitch in the matrix.

dim arch
#

networked session sending console commands

plush yew
#

how can i get that violet thing out from my skybox

#

i want full black

dim arch
#

looks like heightfog actor

plush yew
#

i dont have that

#

i use template skybox

dim arch
#

if its a skybox then you need to adjust the material or smth

grim ore
#

what items are in your world outliner?

plush yew
#

i fixed problem

frail jasper
#

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.

bright siren
#

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

frail jasper
#

What did you do? try to copy and paste your levels into a new project ?

bright siren
#

I made it in a newer version and I’m trying to Import it into a older version

frail jasper
#

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.

bright siren
#

Where’s migrate

frail jasper
#

When you right click on the levels you will see an option to migrate

bright siren
#

I don’t see it

frail jasper
#

under asset actions

bright siren
#

Umm

#

It won’t work

#

The map file isn’t showing up in the engine

frail jasper
#

what?

#

I don't understand you at all.....

bright siren
#

In my maps folder in the editor it’s not showing the lvl

#

And the lvl is shown in the file explorer

frail jasper
#

is there a project they do show up on?

bright siren
#

No

frail jasper
#

why?

#

that is what makes no sense to me at all.

grim ore
#

.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

frail jasper
#

but he said he does not even have a project that is working

#

epic fail

wise juniper
bright siren
#

So how do I migrate it do I need to be in the newer version

grim ore
#

you can try that yes but again.... UE4 does not like going backwards.

bright siren
#

Ok I’ll try

#

Thx

frail jasper
#

Mathew do you know how to move functions up and down in the function list?

plush yew
#

still same problem. That violet thing below is bad for me

thorn topaz
#

Is there a specifier that makes it so you can't clear an array variable in editor?

plush yew
#

?

#

what do i need to do. I have skybox template

wary wave
#

"that violet thing" is fog

plush yew
#

and where is that

wary wave
#

...

#

it's the actor called fog

#

"AtmosphericFog"

plush yew
#

it doesnt help

#

it just makes violet thing more clear

#

would it be somewhere in SkySphereBlueprint

wary wave
#

I'm lost

#

are you complaining about the sky colour gradient?

brisk osprey
#

When its the Unreal show at GDC ?

wary wave
#

Weds

brisk osprey
#

Ty!

plush yew
#

@wary wave would it be that?

#

/could

wary wave
#

I have no idea

#

"violet thing" isn't exactly descriptive

plush yew
#

would you come to direct call. (not speaking) i just share my screen

#

@wary wave

grim ore
#

the item called AtmosphericFog in your World Outliner is what he is referring to

wary wave
#

I'm at work, so no

dim arch
grim ore
#

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

frail jasper
#

anyone know how to move a function up and down the function list?

plush yew
#

i removed it

#

its just more clear now

grim ore
#

click the eye next to your skysphere, what happens

wary wave
#

@frail jasper - you cannot

frail jasper
#

thats stupid

dim arch
#

iirc fog actors dont toggle with visibility

#

you gotta delete it or turn off the fog properties

wary wave
#

I think they do

grim ore
#

they do I literally just tried it

#

I am literally in a new template clicking stuff lol

dim arch
#

eh

#

maybe its just heightfog

grim ore
#

I won't suggest stuff if I don't try it first lol

wary wave
#

nah, level had atmospheric fog in it

#

chances are it's the actual skybox material

frail jasper
#

no one has complained about this?

plush yew
#

eye is not option now

#

having to manually attach all my characters limbs with sockets 😦

frail jasper
#

variables can be grouped why can functions not be...

wary wave
#

you can group functions?

grim ore
plush yew
grim ore
plush yew
#

Hey, could anyone help me with an issue I am having 😃

regal mulch
#

Post the issue (:

plush yew
#

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.

frail jasper
#

ok thanks matt that should work for me

grim ore
#

@plush yew post your world outliner again but if it didnt change then yes you still have the atmosphericgfog enabled

lament saddle
#

@plush yew Turn off eye adaptation / automatic exposure

wary wave
#

Epic seriously need to disable that fucking eye adaptation

grim ore
#

@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

wary wave
#

the amount of people asking the same question, lol

plush yew
#

@lament saddle Where do I find that? Like I said I am fresh out the egg with this engine 😃

lament saddle
#

look into the Post Process Volume

dim arch
#

agree the auto exposure is fucked

plush yew
#

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?

frosty bloom
#

@plush yew Project Settings -> SearchBar (Exposure) turn of auto exposure

dim arch
#

may be Global pp in project settinga

grim ore
earnest cape
#

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

plush yew
#

Fantastic, its been driving me nuts when looking at my texture and working with it 😃

dim arch
#

esp because IF you get some stray pixel from a screenspace reflection it calibrates it and breaks the exposure

grim ore
#

if you just want to disable it temporarily you can do that in the keyboard shortcuts or in the viewport show options

plush yew
#

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 😦

wary wave
#

...circle?

plush yew
#

That

grim ore
#

it was lonely and wanted to play?

wary wave
#

reflection capture

plush yew
#

Ooo I see, I will look more into it 😃

#

Thank youu

wary wave
#

np

upper heart
#

Has anyone had an issue with material parameter defaults reverting after saving and reopening the editor?

earnest cape
#

Only when I accidentally had two instances of the editor open or my project folder was set to read only

crude phoenix
#

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

earnest cape
#

third person character

#

or first person

#

whatever template

upper heart
#

Hm okay yeah none of that. I'm just going to recreate the material. Seems to be corrupted

earnest cape
#

The way it works, is when you press the fire button, it spawns the projectile

crude phoenix
#

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

earnest cape
#

the event graph of the character

#

or the projectile itself

crude phoenix
#

I still don't really understand

#

especially not the latter part, I've definitely already looked at the projectile

#

this is the projectile

earnest cape
#

that's the mesh for the projectile

crude phoenix
#

right..

#

but where else would I find it?

earnest cape
#

there's a few ways of finding it

#

you can search "projectile"

crude phoenix
#

I think I understand

earnest cape
#

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

crude phoenix
#

I thought most things were hooked up directly to the mesh

earnest cape
#

The mesh is just the mesh

#

Logic is stored in blueprints

crude phoenix
#

yes, I see now

#

thanks

earnest cape
#

or C++ classes.

crude phoenix
#

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

earnest cape
#

The default projectile is physics based so I'm not sure what you mean by states

crude phoenix
#

the collider is the same as it was before despite me adding a new mesh and adding new colliders for the mesh

earnest cape
#

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

crude phoenix
#

I don't know where to remove the collision from the blueprint GWvertiPeepoSadMan

#

the Collision tab for it doesn't seem to have anything useful

earnest cape
#

The top left is where components for the blueprint are

#

that's where the collision is

crude phoenix
#

alright, thanks

sonic tinsel
#

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

earnest cape
#

make sure your player start isn't inside any collision

sonic tinsel
#

it's not

earnest cape
#

try lifting it up a bit too sometimes that helps

sonic tinsel
#

nope

earnest cape
#

the last best guess is delete the player start and drop in a new one. Do you have your own spawn system maybe?

sonic tinsel
#

Nope... I just put in a new playerstart :/

earnest cape
#

Are you setting the players location somewhere in blueprint maybe?

sonic tinsel
#

Nope

#

it's basically a brand new project, all I've done is make character movement and the gamemodes

earnest cape
#

Both of those could have the culprit. Did the spawn work before you started editing?

sonic tinsel
#

not sure

modern sinew
#

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

sonic tinsel
earnest cape
#

@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.

modern sinew
#

@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 :/

earnest cape
#

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

modern sinew
#

Fortnite's is more like planet coaster's then something like KSP or Robocraft

earnest cape
#

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

modern sinew
#

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

earnest cape
#

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

modern sinew
#

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

earnest cape
#

There was this RTS FPS game that was made by one dude

#

pretty large scale

#

I'm checking my library

modern sinew
#

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)

earnest cape
#

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

modern sinew
#

ok

#

Do you think people would be interested in "First Person KSP x EVE Online x No Mans Sky"?

earnest cape
#

Oh I think that game was warshift

#

I'll check if that actually was done by one guy

modern sinew
#

ok

#

"The game is developed just by one person (Cyril Megem)"

#

yea it is

earnest cape
#

HA see

#

if one guy can do that game, I think you'll be alright

modern sinew
#

but how long did that take?

earnest cape
#

The biggest roadblocks are time and money

modern sinew
#

Well, I have no money rn oof

earnest cape
#

doing multiplayer can cost a lot

modern sinew
#

maybe once the game is playable I'll put out an Alpha or something to get money

earnest cape
#

and at the cost of no money, you could afford listen servers lol

#

or LAN lol

modern sinew
#

LAN wouldn't really work

#

Space is really big, and with like 10 people it would just feel...empty

charred cloak
#

Seems Stadia is next UE4 platform target

modern sinew
#

What's a listen server tho?

earnest cape
#

Peer to peer

#

like COD

modern sinew
#

oh, ok

#

Could I set one up on my old desktop? and just keep that runnign?

#

until I can afford a dedicated server?

grizzled coyote
#

anyone have a free blender 2.8 rigify to UE4 (UE4 skeleton hierarchy) tutorial?

earnest cape
#

That is a dedicated server

modern sinew
#

well, a poor one

#

i3-3210

earnest cape
#

like, you could set it up and play it with a few people just fine

modern sinew
#

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

earnest cape
#

I don't really work with networking that much

modern sinew
#

ok

earnest cape
#

someone around here would know

modern sinew
#

do you think it could hold 100? maybe even 1000?

earnest cape
#

Depends on what it's doing

modern sinew
#

Is having all the players in one server unrealistic?

earnest cape
#

probably not much is my guess

modern sinew
#

ok

wise juniper
#

who can help me plz ....

#

my move animation have some err when move left and move back

#

:#

brisk osprey
#

Sooooo Google Stadia

silent frost
#

🤔

pearl idol
#

Any ideas about auto generation of C++ documentation for UE4?
I found UnrealDocTool, but it was deleted in 4.15

plush yew
#

is it possible to do planet to space scene without loading screens.

regal mulch
#

What exactly is GoogleStadia again?

digital anchor
#

game streaming, people discussing on #lounge

wary wave
#

Google's game streaming platform

#

previously known as Yeti

regal mulch
#

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

wary wave
#

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

regal mulch
#

Doesn't sound too bad

#

Not seeing myself using it but well

tall pendant
#

at least they claim that

#

they didn't show anything substantial tho

misty creek
#

Would it be better to make a procedural maze generator in blueprints or c++?

wary wave
#

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.

crude phoenix
#

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?

manic pawn
#

D) how much they are planning to rip off developers using this

sick escarp
#

What happens to an array of actors when an actor is removed, does the array resize or does it store a nullptr?

sudden agate
#

If it is removed, it is resized
If it is destroyed, it's storing a nullptr

sick escarp
#

Oh yeah I meant destroyed

#

Thanks

crude phoenix
#

does "Simulate Physics" only use simple collision?

modern sinew
#

How well does UE4 deal with large things? I know Unity just can’t handle anything larger than a small island without getting wierd

cloud cobalt
#

@wary wave Digital Foundry has the round time trip at 200ms total, button press to TV

wary wave
#

ouch

cloud cobalt
#

"Worst-case scenario" for Stadia is 15Mbps, too

wary wave
#

yeah

#

sounds about right, the previous stream demo required 25Mbps

#

and that didn't run too great

celest hill
#

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

wary wave
#

people have been discussing it in lounge for hours :p

latent moth
#

ha.

#

sorry. removed.

light spire
#

@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

fleet wraith
#

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

dim plover
#

Seeing as the GameMode has a function called AGameModeBase::InitGameState I would say GameMode comes first.

summer turret
#

can someone help me? how do i add items to a project?

#

like import outside assets

dim plover
#

You can right click on the asset and hit migrate.

twilit hill
#

did none of the 500 google search results for that work?

cedar moon
#

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?

coral patio
#

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.

manic pawn
#

@cedar moon project D onto N and subtract it from D

cedar moon
#

omg I forgot about projections!

#

thanks man

modern sinew
#

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
lament saddle
#

achievable for a solo dev if you're willing to learn all the systems involved

modern sinew
#

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

lament saddle
#

The multiplayer part could be a snag for solo dev cuz that can involve external services / technology and specialized knowledge

modern sinew
#

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?

plush yew
#

Sooo no one has any idea why my transform tool is not showing?

#

All the 'Solutions' on the forums seem to not help me

modern sinew
#

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
plush yew
dark depot
#

@plush yew is your transform gizmo disappearing?

#

are you in game mode ?

plush yew
#

It just isnt visible at all any more

#

Nope

dark depot
#

i have been having this issue on 4.21

#

selecting something and hitting G a couple times has fixed it

plush yew
#

Oh there we go

#

Thanks 😃 (Idk how that fixed it)

#

😄

summer turret
#

can someone help me please

#

why does my character keep going in these stairs?

dim plover
#

The stairs probably don't have collision.

summer turret
#

yeah thanks i found it on youtube

lament saddle
#

@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

modern sinew
#

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

lament saddle
#

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

drowsy ember
#

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....

distant loom
lament saddle
#

@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.

distant loom
#

why is E not rotating my door

#

new to UE4

lament saddle
#

It should Just Work (tm). Try throwing some Print Text nodes on there to see if it's really executing.

distant loom
#

kk

#

print text?

drowsy ember
#

Thanks #renzu

lament saddle
distant loom
#

where does it print

lament saddle
#

to the screen, top left

distant loom
#

well no, it isnt printing

lament saddle
#

and the output log window as well

distant loom
#

why isnt it executing?

drowsy ember
#

I think there must to be an special group called "From Unity to Unreal" tittle ... many of us came from Unity..

earnest cape
#

Print string node

distant loom
#

i came from scratch, unity and python

drowsy ember
#

why did you change to UE ?

distant loom
#

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#

earnest cape
#

Blueprints are like sideways code

drowsy ember
#

understand...

distant loom
#

i can screenshare to one of you to see what my issue is?

drowsy ember
#

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..

distant loom
#

nice

#

can u help me plz

drowsy ember
#

yes of course

distant loom
#

ty

#

are u able to get into a call so i can screenshare my client?

drowsy ember
#

are you saying to me ?

distant loom
#

yes

drowsy ember
#

do you mean this way discord.. ?

distant loom
#

yes, screenshare through discord

drowsy ember
#

yes, i can... i have some minutes... but i don´t own mic

#

no matter ?

distant loom
#

i dont think it will matter

#

ill call you

drowsy ember
#

ok

distant loom
#

anyone know why E doesnt do anything?

bright siren
#

Anyone know how to downgrade files from a newer version of unreal into a older version

manic pawn
#

you can't

bright siren
#

Nooooooo

manic pawn
#

the migrations are one way

distant loom
#

@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

manic pawn
#

is this just some random actor blueprint

distant loom
#

yes, for a door

manic pawn
#

you need to enable input for input nodes to work

distant loom
#

ah ok

#

how do i go about enabling them

#

because i tried to in the construction script

manic pawn
#

enable input node

distant loom
#

and the tick event and neither worked

#

^

#

@manic pawn

#

where do i enable input

abstract relic
#

That bp isn’t a pawn

#

Use bp interface for such interaction

distant loom
#

hm?

#

bp interface?

#

how do i make it a pawn/

distant loom
#

kk

wild kestrel
#

You dont need intefrace to communicate between actors, interface just allows you to realted unrealated classes (blueprints) with common functionality

distant loom
#

kk

abstract relic
#

Casting is for the silly

wild kestrel
#

but over using intefaces too, and if oyu smart you only need to cast once

manic pawn
#

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

wild kestrel
#

...or cast at all ;p

abstract relic
#

Remove the door. It’ll just be a hole in the wall. Problem solved 😜

wild kestrel
#

lol

distant loom
#

yeah but

#

im going to add a box trigger after

#

i just dont know why the E input doesnt work

wild kestrel
#

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

distant loom
#

thats alot of keywords i dont understand

summer turret
wild kestrel
#

ok then maybe learn to communicate with diffrent actors first ;p

summer turret
#

if it takes just a small room project that much time, how long do AAA games take to compile?

wild kestrel
#

learn about line trace

summer turret
#

like gta 5 and stuff

abstract relic
#

Well

#

Such studios have a server that does the compiling

#

Many will auto build over night for their qa team

wild kestrel
#

i think you mean lightmaps :p i dont think you can compile shaders that way

summer turret
#

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?

abstract relic
#

Nah, if you’re smart. You modulate the pipeline

wild kestrel
#

no, if it recompiles all shaders when you do small change in metarial then there soemthing wrong

summer turret
#

okay that makes sense thanks for answering

wild kestrel
#

also it's cached, so once done it should be done

abstract relic
#

Usually means it’s time to smack your technical artist if that happens

frosty copper
#

@abstract relic or if you're in uni doing game design and get grouped with "artists", slap them, too. 😂

summer turret
#

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?

frosty copper
#

maybe turn realtime playback off? 🤔

summer turret
#

ah okay ill try that thanks

frosty copper
#

wont get rid of the pause entirely, but, should decrease the wait to some extent

clever raptor
#

I want to make a game where you can possess nearby objects, each with different abilities

lament saddle
#

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

clever raptor
#

Yeah, that's what I was thinking, but I don't know how to get the nearest actor from the array

lament saddle
#

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

clever raptor
lament saddle
#

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

clever raptor
#

Alright

lament saddle
clever raptor
#

Ah, ok

plush yew
#

yo
whats the best program to make maps
im trying gaea but its eh

dim arch
#

heightmaps?

plush yew
#

yeh

dim arch
#

gaea, worldmachine, terragen, houdini, substance

plush yew
#

but what program can make them

#

ah

#

are abny free

dim arch
#

houdini apprentice

plush yew
#

or have trails

#

oki

#

ill try terragen first

#

it says its free

summer elk
#

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 :(

plush yew
#

any errors>?

summer elk
#

No

summer turret
#

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" 😦

plush yew
#

lol

regal orbit
#

aight bro im bouta head out of the sevrer

wet berry
#

Is it possible to flatten a landscape in real time?

#

Err, on demand and at runtime.

knotty storm
#

If there someone that is willing to do something for me that could take all day, please DM me

#

I would really appreciate it

sullen wraith
#

whats the best way to do a chance? IE. 1 in 5 chance of a certain action happening

dim plover
#

Just do random.

sullen wraith
#

random what

lament saddle
#

there's a blueprint node called Random Bool with Weight

abstract relic
#

random anything

sullen wraith
#

every single time it prints heavy

#

it never does the 1 in 6 chance option

lament saddle
#

that's some seriously bad luck

distant loom
#

how do i reference a pawn that isnt in the blueprint class

sullen wraith
#

@lament saddle tested it like 100x

#

never got it

abstract relic
#

Count starts at 0 not 1

#

So max it can get is 5

#

Therefore it’ll never get Heavy branch

distant loom
#

may i have some help too

distant loom
#

how do i reference a player pawn that is not in the blueprint class

#

for this

lament saddle
#

the "max" is not actually the max value but the number of choices, lol

distant loom
#

@lament saddle

#

help

sullen wraith
#

@abstract relic so I should change it to >= 5 then?

#

for the max reult?

#

result*

lament saddle
#

apparently

abstract relic
#

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

lament saddle
#

@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.

distant loom
#

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

leaden dust
#

@distant loom what you want to do?

distant loom
#

trying to reference a pawn

#

that isnt in the bp clas

#

class

leaden dust
#

you want to only trigger if the overlapped actor is player?

#

thats it?

distant loom
#

yes

leaden dust
#

ok

abstract relic
#

Drag pin from Other Actor

leaden dust
#

cast

#

to your player cast

abstract relic
#

Then Cast to your player

distant loom
#

ok

#

may i know what casting is?

leaden dust
#

and drag the pin from the success

#

and do whatever you want to

abstract relic
#

Casting allows you to access external bps. More or less

leaden dust
#

please watch this

#

very useful

distant loom
#

i looked at it

#

and i dont want to waste half my afternoon rn

leaden dust
#

ok

distant loom
#

use*

leaden dust
#

simply

#

you see the object input?

distant loom
#

uhm no

leaden dust
#

the pin

#

called object

abstract relic
#

You never waste time if it’s for learning 😉

distant loom
leaden dust
#

lol

#

wait

distant loom
#

what if i dont know what to reference to because im using the third person uh

#

preset

leaden dust
#

@distant loom see this image

#

you see the blue circle?

distant loom
#

yes

abstract relic
#

The player is going to have a door shut on there face with that

leaden dust
#

you give it an actor

#

to the object pin

#

ok

distant loom
#

o k

leaden dust
#

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

distant loom
#

hm

leaden dust
#

then the cast failed will run

#

adn hte red circle

distant loom
#

so

#

look at this

#

and see what ive done wrong

leaden dust
#

and the red circle

#

you see it?

distant loom
#

im pretty confused

#

i came from python so

leaden dust
#

connect this

abstract relic
#

Delete gate

leaden dust
#

lo

#

lol

sullen wraith
#

@distant loom you need to connect the nodes

distant loom
#

ok

#

also

sullen wraith
#

the white arrows/greyed out you needto drag

distant loom
#

the door is still activating it

sullen wraith
#

to the next part you want

leaden dust
#

listen

#

wait

distant loom
#

the door is activating my box collision

leaden dust
#

you make another

#

event

#

on end overlap

abstract relic
#

There’s too many cooks in here

sullen wraith
#

collision is always activated dilute

lament saddle
#

🍿

sullen wraith
#

whenever someone walks into it

leaden dust
#

I am explaining

sullen wraith
#

collision is activated

leaden dust
#

give me a minute

#

it might work

#

@distant loom make another event

#

on end overlap

distant loom
#

but why should i need to do that

leaden dust
#

cast to your character

distant loom
#

when i have begin overlap

leaden dust
#

and if it returns true then close the gate

#

just try it

#

and tell me if it works

distant loom
#

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

leaden dust
#

ok then

distant loom
#

lemme see

leaden dust
#

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

distant loom
#

oh

#

damn this is confusing

#

can we get into a call?

leaden dust
#

srue

#

if you dont mind my accent

distant loom
#

kk i can screenshare

#

ye idc

plush yew
#

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

abstract relic
#

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.

leaden dust
#

hello people

#

could I get some help

#

Are there any resources

#

for making a game moddable?

summer turret
#

i need help

#

how do i make the grass texture smaller?

sudden agate
dire torrent
summer turret
#

i tried the tiling

#

it messes it up strangely

sudden agate
#

Your Texture is set to clamp

summer turret
#

is there a way to unset that?

sudden agate
#

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

summer turret
#

omg thank you

leaden dust
#

WTH, I have been searching for 2 hours + and haven't found a single clue how to do modding in my game

dire torrent
#

ARK has modding. I think it's UE. Might have discussions on Reddit about it.

pulsar sorrel
#

is there any method to make brightener without skylight?

dire torrent
#

@pulsar sorrel removing shadows, setting exposure, changing colours

pulsar sorrel
#

@dire torrent Thanks for your advice.

dire torrent
#

You can also use gloss on ground for more reflections

umbral onyx
#

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

regal mulch
#

You could just bulk edit them

#

@umbral onyx

grizzled coyote
#

@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

cloud cobalt
#

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 😔

light spire
#

@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

grizzled coyote
#

@light spire oh cool i'll try and search for the .blend file

regal mulch
#

@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.

light spire
cloud cobalt
#

That was my understanding as well Cedric, I've not even really tried using Physics because of that

regal mulch
#

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

cloud cobalt
#

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

regal mulch
#

Took me a bit to get the actual movement going too

cloud cobalt
#

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

regal mulch
#

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

cloud cobalt
#

Yeah I have a PID too though only for controlling the vehicle

regal mulch
#
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