#ue4-general

1 messages · Page 418 of 1

regal mulch
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But I know that this isn't straight forward, even with a PID controller :P my "CalculateQuat" function has more comments than code

cloud cobalt
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Actually what I use right now is a PD

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Anyway, thanks for the hints

regal mulch
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The I (Integral), as far as I understood, just makes the whole thing "Stronger" if the error stays too big for too long

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It#s a cool little thing

cloud cobalt
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That's exactly what it does

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It's useful for overcoming friction

regal mulch
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Yeah, I just took it as it is

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Threw some numbers in and it feels nice

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Now I just have to get this working over network haha

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Currently back to just a linear example, with not gravity, hover acceleration, collision or angular velocity

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Using a good chunk of the CMC though (in a new UNavMovementComponent child)

dim dragon
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Heads up, having tested it the debugdrawcone doesn't actually draw to the correct length its given. Here, it was tasked with 5000. The bounding box and the red line both also go to 5000. The cone is inconsistent.

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The height is actually drawn from the origin, rather than from the source along the designated axis.

safe shoal
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@cloud cobalt sorry was offline :)
You might be interested to know that I've since found out most games are using client-side authority for physics and just checking for cheating server-side.

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I tried to do character-movement style kinematic movement, which was fine for some basic stuff but once vehicles got more complex and/or had more bodies and moving parts it just became a nightmare

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People seem to focus more on anti-cheat than attempting to do prediction/replay with physics now it seems

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A problem as old as network gaming in general so I'm told

cloud cobalt
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Yeah I saw Blue talking about how he went with client auth, unfortunately that might not work well with dynamic collisions

safe shoal
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To be honest I've found it perfectly playable up to 500ms RTT, which I figure is enough (I'd be kicking players at around 200 RTT anyway)

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But the server auth doesn't really solve the collision problem anyway

cloud cobalt
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Don't you have massive de-syncs between clients when colliding with each other ?

safe shoal
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Not that huge at all really so far. All clients receive inputs and simulate those locally as well which helps a bit

plush yew
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Hi guys if I have a cube and a simple PNG gimp texture, will the entire texture show for sure on each face?

safe shoal
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If you have a rocket-league situation where you know exactly how many dynamic objects are in the scene and the scene is small enough to buffer the entire thing, you can do server-auth

plush yew
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The texture is a picture basically

safe shoal
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But in my case that may as well be the total opposite

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I had a brief look at using PhysX immediate mode to do replay/server sim/prediction in another scene - but you still have to copy data from the main scene into it and all those objects just appear as kinematic, so you don't really get proper physics interaction and you're back at the kinematic approach that CMC takes anyway

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It's frustrating to be honest, client-auth really feels like a dirty word. I'm just going to put a lot of focus on anti-cheat going forward

buoyant mulch
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?

somber quail
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So Unity bought Graphine... I really hope this spurs more development on Virtual Texturing for UE4. A lot of peeps in the 3D Scanning space are probably going to be hopping over to Unity now :/

cloud cobalt
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Epic is working on it right now

distant loom
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im intimidated by everything in UE4 like animating, blueprints, everything

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i guess not just UE4 but programming in general

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i know a bit of python which isnt bad and i tried unity and unity seems alot more user friendly

cloud cobalt
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So what's your question ?

vapid sand
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hello, I'm just starting to dig a bit in the editor scripting utilities and creating UMG for the editor. That sound promising! Do you know if there is already everything exposed to create a new AnimMontage (either from scratch, or by duplicating one), and create sections inside, add notifies, etc?

honest vale
safe shoal
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what is that resolution :D?

honest vale
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on the screen? 2560x1400

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that's half of it

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the window

safe shoal
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was res monitor do you have?!

honest vale
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I just told you

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2560x1440

safe shoal
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Oh I though the half-res was that

honest vale
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and the navigation side bar never opens to the correct position when I open the page via link

bitter iris
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Quick question guys, should I upgrade to 4.21 over 4.20?

cloud cobalt
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Depends a lot on what you're doing, how close you're to release, how long your project is going to be

wary wave
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and whether there's actually anything in 4.21 to upgrade for...

bitter iris
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I heard there was subsystem problems in 4.20

cloud cobalt
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There are problems with every version.

wary wave
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but are you having problems in 4.20?

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upgrading to avoid hypothetical problems you've heard about, only to get hit by real problems in the new version, well....

bitter iris
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Not at the moment, just wondering if theres benefits of 4.21

cloud cobalt
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Every UE version has more or less minor issues - the trick is to find a version that doesn't break anything you need

fierce tulip
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hence me being on 4.16 for cascade :p

wary wave
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If you don't know of any benefits to upgrading, don't upgrade?

bitter iris
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Fair, ill look into it more and see if it will benefit me

sudden agate
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There are still people using 4.0 or 4.1 smh

bitter iris
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I wasn't saying anything bad about versions, just wondered what benefits there are, I just looked at the release notes and i could utilize most things on the version. So I'm gunna upgrade and stick with this version

still orbit
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jesus fucking christ. How do you disable steam VR launching along with the engine? If I disable it in plugins it just resets next time I open the engine

fierce tulip
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perhaps its still active in the uproject file?

still orbit
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im not opening any file, I just close the engine and open the engine when it offers me a project to chose, and steam vr is launching simultaneously

regal mulch
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Welcome to SteamVR

regal mulch
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Pretty sure you can't wait for Oculus to come play too

fierce tulip
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if frustrated thendo just rip out the files :p

plush yew
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is there any tutorial on how to make multiple lobbys with player created waiting rooms where the host (the player created it) changes the level, max players, rules and can kick certain players.

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i cant find any

still orbit
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its not helpful because I don't understand what it means " SteamVR has a Developer tab with 'Start SteamVR when an application starts'."

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I obviously did google mysleft before getting enraged, which lead me to edit->plugins->vr but that doesnt help, as it resets

wary wave
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it's in SteamVR

plush yew
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im new as dev and dont know anything about dev i just choosed unreal insted of unity

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@wary wave tbh that didnt sounded very helpful to me regarding @still orbit

wary wave
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he's looking in the editor

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the setting is in SteamVR, not the editor

still orbit
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but I dont even have steam vr on, the headset is off

plush yew
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see

still orbit
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and when i open unreal its tells me headset not detected, and im like no shit

wary wave
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it's not the headset, it's the software

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is Steam running?

plush yew
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hey i helped lol

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Btw is there any tutorial on how to make multiple lobbys with player created waiting rooms where the host (the player created it) changes the level, max players, rules and can kick certain players.
i cant find any

grim juniper
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If you open the project instead of the engine and have the plugin turned off for the project it won't launch SteamVR

wary wave
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I suspect there's a process sat around somewhere that launches SteamVR automatically when a supported application starts

still orbit
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yes, but steam doesnt have the VR mode enabled if headset is off, i couldnt get to settings if I didnt turn VR mode on which is why this situation makes no sense

wary wave
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@grim juniper - do you really have to edit the project D: ?

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I mean editing the project is easy enough, but it's a bit daft

grim juniper
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The SteamVR plugin is on by default

still orbit
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in unreal? yes, but if i disable it it just resets every time i close unreal

wary wave
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loads of them are, but usually when you disable them, that's the end of it

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but I guess that's irrelevant, because it's not the game that's a SteamVR application, it's the editor

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and since Steam picks up on that, SteamVR gets launched

grim juniper
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It doesn't reset for me

still orbit
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well thats why im complaining

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its driving me nuts

grim juniper
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If you open the project directly instead of the engine

wary wave
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makes sense for SteamVR to launch if you launch a SteamVR application

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it's just in this case you don't actually want to use VR xD

still orbit
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yeah it didnt help, I disabled it in developer settings as suggested by the link posted, it still opens

fierce tulip
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aaand ban

wary wave
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weird :/

fierce tulip
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boom

wary wave
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"hey guys I want to do a piracy on your stuff!"

fierce tulip
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stupid bleepers

still orbit
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okay I found a roundabout way to disable it, sorry for whining here I just assumed somebody must have had this issue also, for anybody in the future:

C:\Program Files\Epic Games\"Engine Version"\Engine\Plugins\Runtime\Steam\SteamVR\SteamVR.uplugin

modify the line : "EnabledByDefault" : true,

with : "EnabledByDefault" : false,
plush yew
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@fierce tulip

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is there any tutorial on how to make multiple lobbys with player created waiting rooms where the host (the player created it) changes the level, max players, rules and can kick certain players.
i cant find any

fierce tulip
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why ask me?

plush yew
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idk ur orange u seem important

fierce tulip
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please read the rules.

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also, just a moderator, not some ue4-god

plush yew
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gonna do that 😃

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okay

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you know anyone how could help me ?

fierce tulip
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you might be able to get some advice in the programming channels, but dont expect people to guide you trough it.
they might know documentation you could look at though.

sonic tinsel
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I asked yesterday but no one at the time was able to help me

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My playerstarts aren't working and I can't figure out why

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whenever I click play it spawns me in a random place in the sky

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Playing from the editor's camera location doesn't work

grim ore
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sounds like a collision issue

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can you drag your character in the scene to where you want it to be, set it to auto possess player 0, and hit play and see what happens?

sonic tinsel
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Sure one second I'll try it

swift elm
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so camera shake falloff is where i can control the intensity based on distance to the epicenter, right?

sonic tinsel
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didn't work @grim ore

grim ore
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so same issue, it goes somewhere else? if so make a new level, the first one with just the floor is fine and do the same. drop the character in, auto posses 0, and hit play. see if that works

sonic tinsel
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you mean the playerstart right? Not the character itself?

grim ore
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no I mean the character, the one you expect to spawn in.

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and setting it to auto possess player 0 makes sure when you hit play your player will control it

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we do this to eliminate the spawning as the issue and to make sure the character is fine itself

sonic tinsel
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Ok is the auto possess in the details panel when you select it?

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found it

grim ore
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it will be in the panel yep

sonic tinsel
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ok I set it to auto possess and it spawned a massive camera in the air

grim ore
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are you using a template character or something you made?

sonic tinsel
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I made it

grim ore
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even just making a new level and hitting play should atleast spawn in the default character

sonic tinsel
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there's nothing in this level, just some basic geometry and skybox stuff

grim ore
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does your custom character work at all?

sonic tinsel
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It did before this started happening

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I didn't do anything afaik to make it not work

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and I can tell camera movement still works when it spawns me in the air

grim ore
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usually if something moves out of it spot at start its a collision issue, like one of your meshes or even the sky box has collision on now

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which is why we are testing to see if that character works as expected in a new blank scene

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the sky sphere is a big one for getting collision on accident and it will push the player out of the world or prevent them from moving at all

sonic tinsel
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ok one second I'll make a new level to try it

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I'm just going to put in a platform to stand on and a sky light

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nope does the same hting

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spawns a massive camera

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but apparently it's the camera from the character?

swift elm
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so... anyone available to tell me the best way to lessen the intensity of the camera shake as the player gets further from the source?

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i tried looking it up but it seems like an undocumented module

somber quail
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World origin rebasing. You can do this if your world is set up with world composition. Otherwise you'll need a custom solution. The shake is caused by rounding errors when a float reaches is maximum number of values. It's the same thing that made meshes in PS1 games go wobbly

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You can even see it in some recent games. There's a close up of a characters hand in Halo 5 during a cutscene and you can see the vertices wobbling

queen bolt
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@swift elm have you tried the play world camera shake? It has radius settings.

swift elm
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That is the only camera shake option i have available, I'm using UE4.19.2

somber quail
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I guess I misinterpreted the issue, sorry.

queen bolt
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And the radius options aren't working for you?

wary wave
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you want to manually change the strength of the shake based on your own attenuation curves, I guess

swift elm
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One moment, i'll show you what i have going on and maybe you'll be able to understand

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So the player is in a space ship, and as he/she flies closer to the wormhole/black hole i want the camera shake to intensify, i've used sqrt in my distance calculations to close the gap a bit, and now i'm trying to use that as a calculation to use for the radius strength

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however.

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When i take the sqrt and divide by 2 for the inner radius and 4 for the outer, it doesn't quite work that well

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I must have the outer radius 2x larger than the inner radius because if the user turns the ship around or rotates the camera the shake goes away

plush yew
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is there way to get like 1000 people to one huge world

swift elm
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Yes, as long as the server can handle it

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As far as i know UE4 has no network limitations

plush yew
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some guy said that max is 100

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many say

swift elm
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Max recomended maybe

plush yew
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how then some games have tested like putting 3000 guys in to one server

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planet

swift elm
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Well, like i said, UE4 doesn't have any real network limitations, it's all up to the developer

fierce tulip
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in theory you can have millions, in practice.. good luck

abstract relic
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Bad foundation makes a crumpling building as they say. Obviously you need a team of network architect if you’re going to make any grand.

swift elm
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Anyone with the camera shake?

fierce tulip
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you probably have to set the camshake intensity by getting the distance from target and use some math to get it within a decent value range

swift elm
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did you see my picture?

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i already am getting the distance

queen bolt
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In that pic you're not doing anything with it though, right?

swift elm
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look at where it branches off to sqrt

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i'm printing the text but

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as soon as i try to utilize it in the radius calculations... it just doesn't work as intended

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hmm

queen bolt
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Why do you have these overlap checks? The radius of the camera shake node already "does that"

swift elm
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i have a thought, one moment

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that's not a serious question, right?

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you've looked at the image?

queen bolt
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Right

smoky latch
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hi guys! i've encountered a problem - i need to stream levels based on my character location, but currently engine streams levels based on camera location, which leads to constant switching of levels when you rotate camera around your character (3rd person camera setup). How can i change this behavior, and stream levels based on char loc. Which engine sources are related to lvl streaming?

swift elm
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damn

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idea didn't work

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so if i multiply the sqrt by 2 for inner and 4 for outer it has the intended effect, only in reverse, so i try to divide it

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and it doesn't do any shaking at all

plush yew
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whenever I try to check "Show all classes" for c++ ue4 crashes

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just me or this is a known issue?

fierce tulip
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epic mega grants, 100m dollars over next 5 years!

grim ore
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Holy hells bells. Can't watch in line outside expo now so feel free to commentary on

lofty wave
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hey

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since there isnt any kind of support...

fierce tulip
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so much crappy gamurz in the twitch chat

lofty wave
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can i ask something here?

fierce tulip
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@lofty wave every channel can be considered support

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just ask in the channel most relevant to your question

trail mural
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that quixel scene was amazing

plush yew
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Hello everybody! I have recently purchased a toolkit for voxels but I am having trouble figuring out on how to convert it over to multiplayer. If anybody could help out that would be great! It uses both c++ and blueprints whenever I set the blueprint actor to replicate it is quite buggy on the 2nd client and doesn't replicate.

pallid compass
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Is there not support for the toolkit you bought?

plush yew
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No the creator is inactive

chrome lintel
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What could trigger a overlap event from a distance? (im casting to character class and printing the string of the object prove its my actual character which is fine)

narrow crypt
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Hi do you know of any good server hosting thats good for solo indie gamesparks was good but doesnt seem like they are developing anything after amazon acquired them playfab is just too dry on guides.

whole quarry
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@chrome lintel how do you cast?

azure shore
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is it me or is multiplayer just generally super complicated

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theres no real way of just simply DOING it is there

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unless theres like a free marketplace thing or something but that probably wouldnt work to apply to your own games

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would be good as a start point though

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as much as I love singleplayer games and mine will have a lot of solo levels, Id really like multiplayer too, it keeps people playing at least a bit and it can be great fun

plush yew
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yeah i'm having trouble implementing multiplayer in my own game right now. DX

chrome lintel
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@whole quarry Cast to Character class from "other actor" pin

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A simple actor with a box inside used for the overlap detection

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the job is done correctly but several meters before my character actually overlap the trigger actor... coding is in the actor (not using a trigger volume)

slim crystal
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is there a place I can ask for help with UE4?

chrome lintel
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right here

fierce tulip
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future of physics and destruction stream starts now

grave nebula
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@plush yew UT levels

plush yew
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Outpost-23, Underland, Chill, Titan Pass, etc.

slim crystal
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I closed UE4. Opened UE4, opened my project i was working in, opened the level I was working on and everything in the scene is completely black. Except the skybox that appears to be working normally but all the meshes and landscape are black/hyper shiny.

plush yew
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try moving it

slim crystal
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moving what exactly?

azure shore
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ouch thats odd

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no one else got any replies about multiplayer?

plush yew
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Try downloading the multiplayer project from ue4 and look at it to see how it works

azure shore
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oh thats a thing? thats good, I was hoping to have some kind of template to look at

frail iron
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Did they announce any thing for mobile? Just wondering since I am looking at creating simple mobile games but have been told UE4 is not the right pick for that.

plush yew
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UE4 is quite good for mobile

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I am developing a cross platform game and rn I am focusing on mobile and personally love using it

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I would reccomend at least trying UE4 if its not for you Unity is also quite good

frail iron
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What about integrating FB adn game analytic sdks?

plush yew
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I haven't done it personally or looked into it too much for FB. But for analytics Unreal just released their cross platorm sdk which will suport analystics

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Epic Online Services

With Epic Online Services, we're making it easier and faster for developers to successfully manage and scale high-quality games. As a game developer ourselves, we've tackled numerous hard problems over the years. With Epic Online Services, we're sharing the fruits of our labo...

frail iron
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Oh cool. Yeah I just know a lot of mobile publishers need their sdks implemented into your game while testing them.

plush yew
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@slim crystal not sure how advanced you are 90% sure you are better than me but I thought possibly you are new, if so there is sometimes a problem where you need to move the objects in your scene before you can see them.

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Yeah, again haven't looked into it a ton since I am self publishing but I am sure they have SDKS for unreal since it is one of the most popular engines

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@frail iron DM me if you have anymore questions

frail iron
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Will do! 😄

slim crystal
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@plush yew sorry to say didn't work for anything. All thats left in the scene is one asset, the player controler and the skybox all my other assets have turned into this glossy black including the terrain.

plush yew
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press 'build'

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are you new?

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says in top left to build lighting

sonic tinsel
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how do I make my character inherit an anim blueprint?

azure shore
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@sonic tinsel select the mesh, go to animation, select use anim bp (should be default) then choose the one you want

slim crystal
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Yes I am new to UE4. But as you can see in this and earlier screenshots building was one of the first things I tried and the results are the same.

azure shore
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weird

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you didnt fuck any settings in the lights stuff did you?

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that effect actually looks kinda cool

plush yew
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dunno why this made me chuckle

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for some reason i read it in a really thick russian accent

azure shore
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xd

lofty wave
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so....

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i have a problem

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when i try to export a game then i get an error message

azure shore
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eez spayshul ehnjin mateereeal

lofty wave
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and bc im a big noob i dont know what to do

azure shore
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excuse the stereotype

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by export, do you mean package?

lofty wave
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yes

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sorry

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same for launching it

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do you know what i can do?

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@azure shore ?

azure shore
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wait, you can't launch either? as in when you click run as standalone process

lofty wave
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yes

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i can only play it in the viewport

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wait no

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i can create a standalone procces

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But that wont work

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@azure shore

azure shore
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wait so whats the actual error

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does it tell you or does it just not do anything

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I assume youve waited a while

lofty wave
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it tells me that something is not right and i should look in the newly created log for more information

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and i cant do anything with the log since im a noob

summer turret
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when i preview a project in unreal engine it runs so slow because theres foliage and stuff, but the foliage and objects are nowhere close to other real games, how do those games run so smoothly with thousands and thousands of trees and foliage everywheree like ghost recon wildlands etc?

lofty wave
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they reused the same asset all the time

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used many simple effects to make it look better

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and have a good pc

swift elm
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So when the camera is facing away from the Camera Shake component it's more intense than when it's facing toward it?

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how do i fix this?

plush yew
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How can I run an event within the "Level Blueprint" without using the "Event Tick" and check if "Is Game Paused" ?

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It didn't work when I used the keyboard button event (in my case the Esc button)

pallid compass
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You cant, because nothing can access the Level blueprint.

sonic tinsel
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@azure shore I tried that, it still doesn't inherit

azure shore
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oh really? you sure you're setting all the variables right?

sonic tinsel
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yeah

azure shore
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as in when you're running you tell the anim bp its running

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oh

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hm

sonic tinsel
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wait hold on no lmao sorry

azure shore
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oh ok lol

sonic tinsel
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I'm pretty new to this

azure shore
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you gotta cast to it for everything

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I think anyway, thats the only way I know

sonic tinsel
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this is how im casting to it rn

azure shore
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oh, you have to use get anim instance on the object

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and then the target for get anim instance is your mesh

sonic tinsel
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ok one sec let me try

azure shore
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connect mesh to target

mental oyster
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Does anyone know how I can display text on a specific face within a model?

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Working on a shotgun in Blender for an arena shooter, and it has an ammo display on the receiver

lament coyote
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create a widget and add it to the gun blueprint

sonic tinsel
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@azure shore how do I get the mesh?

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like to reference

azure shore
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just drag it off of the side

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on the left

pallid compass
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Get controlled pawn ->

azure shore
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wut

sonic tinsel
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the side of the target pin?

azure shore
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side of the screen

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you know where it shows like capsule, mesh, camera etc

sonic tinsel
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in my character blueprint?

pallid compass
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Hes in an animation BP

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He needs to do GetControlledPawn

azure shore
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yeah in the character bp

abstract relic
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Yep. Try Get Pawn Owner node

azure shore
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connect mesh from there to target

sonic tinsel
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Should getcontrolledpawn be the target?

azure shore
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I use mesh

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I dont think getcontrolledpawn works for animation

sonic tinsel
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yea, went into an old project to look at what I did when it worked and that fixed it

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Trygetpawnowner fixed it

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thx rei, thx for trying to help DJ

pallid compass
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np

lilac marsh
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Not sure where this belongs

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but I'm having issues with unreal engine's cooking system

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everything works fine and I can play in editor

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but I can't package or cook cause of an error

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what I've tried so far:

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- Upgrading the engine from 4.18 to 4.20
- Disabling all plugins
- Going through all blueprints for errors
- Removing placeholder content that's non-essential
- Re-saving every map
pallid compass
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Post actual log errors and warnings.

lilac marsh
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the error I'm getting:

pallid compass
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some how

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you are throwing an exception with a landscape

grim ore
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that is an impressive crash there

lilac marsh
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Interestingly enough

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I'm not using a landscape anywhere within my project

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wait...

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I think I found the problem...

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one of the levels is probably corrupted....

pallid compass
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Cant really tell since i cant see call stacks.

lilac marsh
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well considering ue4 crashed when I tried to open a level to double check....

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😄

plush yew
#

anyone else getting an error when trying to view the valve knuckle's forums?

lilac marsh
#

I would say "no" but I got limited access to steam works to begin with

#

so it might be a different section

#

did you try clearing your local cache?

rocky elbow
#

Are there any open source projects I can learn from?

lilac marsh
#

Depends on what you want to learn really...

rocky elbow
#

Advanced AI stuff

lilac marsh
#

that said, looking at open source projects

#

rarely teaches the topic at hand

#

actually working with the stuff does...

#

I'd personally say create a new ue4 project, and look into the documentation with a specific thing in mind you want to pull off

rocky elbow
#

yeah I looked into blackboard and ai stuff

lilac marsh
#

but that's me, others might know some better examples

frosty bloom
#

No.

grim ore
#

you can have someone copy it for you and give it to you in a letter perhaps?

#

wtf... epic released preview 6 of 4.22 today... but... i saw them all at GDC.... I wonder what poor person they left behind to do all the work at the office lol

urban meadow
#

epic epic epic....announcing features for 4.23 when 4.22 isn't even out yet...smh, for the love of god...please stabilize a version!!!!

grim ore
#

what is stabilizing a version?

queen junco
#

Anyone know why my vehicle 🚗 is stiff when turning? The tires rotate and animate, but the car seems to move in a diagonal motion slowly, as apposed to actually rotating and turning like a real car.

plush yew
#

we all gonna use dxr lol

queen junco
#

I used the default car in the starter pack and then switched my model out in the mesh properties. but strange enough, its turning ever so slightly.. not enough to count tho

dire torrent
#

Change the velocity or rotation angle?

queen junco
#

checking into that...

#

but shouldnt velocity be 0 if im not moving?

dire torrent
#

Add it in

plush yew
#

can someone hop on call and help me out? this will probably take less than 5 minutes

#

just need help with level streaming

polar sonnet
#

Hey Guys, i'm having an issue getting Unreal to recognize that I have Visual Studio installed, every time i try to make a new C++ file, it say that it is not installed. I have all the unreal stuff installed to Visual Studio

dire torrent
#

Reinstall and make sure to incorporate VS as checked not unchecked. Actually it might be the launcher that needs to be reinstalled. Not sure.

sonic ruin
#

Hey need help how do I create an actor blueprint

bleak widget
#

@sonic ruin on blueprint or C++ ?

sonic ruin
#

Blueprint

queen junco
#

The steering is all messed up.. and I have been working at this for hours. I’m exhausted. Anyone know why he won’t turn around?

bleak widget
sonic ruin
#

Ok

bleak widget
sonic ruin
#

Ok

bleak widget
#

or other class which you need

dire torrent
#

@queen junco uhm show your bps

bleak widget
sonic ruin
#

Idk I am trying to make a third person shooter but I put the camera so it looks First person and trying to add a gun to the character

#

People were saying you need to create a actor Blueprint

bleak widget
#

@sonic ruin there are 2 ways. Create new ThirdPersonCharacter and setup all properties or create ThirdPerson Character template and change skeletal mesh 😃

sonic ruin
#

How would you do the 2nd one

bleak widget
#

any Character base class have inherit components such as Mesh, capsule component e.t.c. All of them are inherited from base class to any Character class you created

#

and you can add any other components manually

sonic ruin
#

?? Please explain or step me how to just add a gun to a third person template character

bleak widget
#

when you creating new project choose TherdPersonCharacter

dire torrent
#

Can I mask a transparent texture with black instead of white for materials with meshes?

sonic ruin
#

Ok I did

bleak widget
#

@sonic ruin gun attached to bone inside sekeletal mesh as i know. But i did not do it

queen junco
sonic ruin
#

What do you mean gun attached to bone?

dire torrent
#

@queen junco where's the rotation?

queen junco
#

@dire torrent it should be the Steering input.

bleak widget
#

@sonic ruin to change camera position see the Spring arm inside Character. It's tripod for camera and camera folow for character on a distance

sonic ruin
#

No no no no camera position I’m all good with

#

I am trying to add a gun to a third person character

bleak widget
#

ok

#

so let google for it 😃 because i dont know

dire torrent
#

@queen junco ?

bleak widget
#

i sure youtube have many videos about it

sonic ruin
#

👌

bleak widget
#

it very useful

sonic ruin
#

whatever I don't need to worry about that right now then

#

how do I resize this buidling

bleak widget
#

scale

sonic ruin
#

watch tho

#

nvm thx I have been changing the X and Y not the Z

#

lol

bleak widget
#

😄

#

some practice and it be easy

sonic ruin
#

lol

coarse wigeon
#

Give it a retweet if you can

sonic ruin
#

Hey so if I wanted to make this helicopter slanted so it's side isn't floating how would I do that

wet vessel
#

Hey is there a way to get Unreal without the epic launcher or anything having to do with epic? I'd rather not install a botnet on my comp

wet vessel
#

Thanks

distant loom
#

what is botnet

grim ore
#

It's what people call stuff when they listen to other people

distant loom
#

huh

grim ore
#

The person believes the launcher connects to the bad people and steals his info and gives it to other people without his permission and does other naughty things to his PC

distant loom
#

oh damn nice

#

mustnt have facebook then either

bleak widget
#

ue coders never sleep. Just low FPS 😄

wet vessel
#

A botnet isn't just what I call stuff when I listen to other people. I call a botnet a botnet because it's a botnet.

#

But don't take my word for it, the evidence is right there

manic pawn
#

all of that is complete bullshit lmao

wet vessel
#

Elaborate

grim ore
#

it's not worth arguing with someone like this who doesn't do their own research and just regurgitates other people stuff @manic pawn just mute them and move on

wet vessel
#

I guess the recent harvesting of private information from Steam is bullshit too, right?

#

Despite the hefty coverage that's gotten

bleak widget
#

untill private info hided from public it's not danger

wet vessel
bleak widget
#

i don't worry about it 😃

#

what about chrome ?

#

or firefox

distant loom
#

why does epic have a reason to be malicious

#

they are doing fine as a company

wet vessel
#

Because guess who owns 40% of Epic

#

Tencent

bleak widget
#

policy of company - minimize third side code

wet vessel
#

The same conglomerate known for helping the Chinese government spy on its own citizens.

bleak widget
#

they use own development

#

thats reason of that behavior

wet vessel
#

It's honestly pretty genius to use the Epic launcher as a way to collect data on people abroad

bleak widget
#

windows it's wanna virus... botnet and all malicious

#

😄

wet vessel
#

just because A does something that makes it okay for B to do something

#

Windows doesn't really have anything to do with this, but Microsoft isn't run by saints either.

bleak widget
#

a lot of software behave same as epic store. It's technical needs

#

just you dont see it

wet vessel
#

It's not "technical needs". Wanting to not use any third party code is the worst excuse for harvesting private user data from Steam

#

You shouldn't settle for something just because it seems "not that bad" or because "everyone's doing it".

#

Speaking out against these kinds of things is the only way you can hope for it to change and get better.

#

I want a competitor to Steam, I do, but not this.

bleak widget
#

it's not so important for me personally because my really private data hided too deeply. Steam and other software clean from really important data. Yes i'm paranoidal 😄

modern sinew
#

Hey if I had a Kickstarter for my game, would it be better to have one before I start major work on it, to fund the Alpha, or after I have an Alpha out?

dim arch
#

you can build ue4 from source, verify it and develop a game without the launcher

#

and use your own OSS if you are so anal about it collecting meaningless metrics

wet vessel
#

@modern sinew I'd say just when you have something impressive for the kickstarter page

#

So after an alpha version yeah

modern sinew
#

I - just, I have a good idea for a game, but it's a really challenging idea, as all my other ideas (RN just an Airport Tycoon and a Ski Resort Tycoon) are almost as hard, and have smaller potential markets :/

#

People here have been supportive, but people elsewhere have really not, and even tho none of them are programmers it's still demoralizing to have a whole chatroom call you "delusional"

wet vessel
#

Ah fuck them

#

An airport tycoon and a ski resort tycoon sound dope

modern sinew
#

yea but they have some complex features too

#

mainly snow for the latter

#

I want realistic skiing 😄

wet vessel
#

I'd make the airport tycoon. I can imagine that'd ironically be simpler than the ski resort

modern sinew
#

My current idea is basically "Multiplayer KSP, but First Person"

#

and more focused on fun than realism

#

Airplane-like spaceflight, sorta like 80's sci-fi aesthetic, etc

#

Also an advantage that one has is you don't need to figure out how AI work

#

on the other hand you have to figure out multiplayer.

#

ughh

wet vessel
#

As long as you have an alpha with something to show people, it'll be fine

modern sinew
#

How long do you think an Airport tycoon would take? compared to Multiplaye/ShipBuilding/etc?

#

and would anyone play it?

wet vessel
#

Of course people would play it

#

I know I would

modern sinew
#

Because both of my Tycoon ideas, the only ones I've found have been garbage. The Ski Resort Tycoon gets a pass for being from like 2001, although I've played better games from before then, but the Airport tycoon was even worse, and it was like 2012

wet vessel
#

That is good

#

It means you don't got any competition

modern sinew
#

On the plus side, I'm sure for the Airport game there's a decent amount of free models online I can take. I'd have to figure out Planet-Coaster style building creation tho, and there's no tutorials for it that I can find

bleak widget
#

i creating mmo rpg 😄

#

almost ready the identity server

#

connection cryptography by tokens

wet vessel
#

@modern sinew As long as peeps know about your game, I'm sure you'll have an audience for it

#

A sizeable one at that

#

The ski resort is a little more niche, but if your airport game does well, then you'll have peeps already there waiting for your next game

modern sinew
#

Do you think people would pay around the Planet Coaster price range for it? ($15-20$)?

#

if it's good?

wet vessel
#

Yeah for sure

modern sinew
#

Also, does anyone know how to do that sorta aesthetic that Cities Skylines does where everything looks like a little model? I really like that

#

But thanks, @wet vessel , I'll look into trying it at least.

#

Does anyone know where to find a tutorial for Planet Coaster-style building tho?

distant loom
#

i need help please

#

my variable no worko

modern sinew
#

Hey what does an "editorial license" on an asset mean?

distant loom
#

not sure

#

@modern sinew would you be able to take a second and resolve my issue please?

modern sinew
#

¯_(ツ)_/¯

distant loom
#

im not very good with UE

modern sinew
#

I haven't even technically used it yet past like half a tutorial

distant loom
#

how much do u kno about BP?

#

rip

modern sinew
#

I'm staying away from that mess

distant loom
#

mkk

modern sinew
#

I just don't like BluePrint in general; Gamemaker 2 tried to force me to use the same concept and that's why I despise it

distant loom
#

huh

#

so u dont like visual scripting

#

because i thought it was less powerful but apparently not

modern sinew
#

Nah, coding is far easier and more intuitive

distant loom
#

easier

#

?

modern sinew
#

yea

distant loom
#

debatable

#

whats harder to learn, scratch or python

#

ok not the greatest example but yeh

modern sinew
#

Code just makes sense to me. The spaghettified nonsense that is BP doesn't

#

and neither; Java

distant loom
#

c++

#

is harder

modern sinew
#

Taking C++ in class tho

distant loom
#

lucky

#

im going to an autism school

#

and

modern sinew
#

It's the main reason I'm using UE4 over Unity

distant loom
#

i cant get python or anything on the pc

#

so im doing scratch at schoo tbhj

#

ltbh

#

help

plush yew
#

get it on your smartphone

distant loom
#

wut

#

also offline ive been looking for help 4 about half an hour can u hook me up with a solution to my shitty blueprint @plush yew

plush yew
#

python

distant loom
#

^

plush yew
#

no, i just woke up

distant loom
#

ok

#

ill send it anyway

plush yew
#

im not gonna look at it anyway

distant loom
#

k

plush yew
#

unless you bring me pizza

distant loom
#

ignore the top script

#

im trying to take damage ONLY inside of a box collision which i have aboolean for

bleak widget
#

pizza😍

distant loom
#

help

plush yew
#

wtf? you couldn't make smaller screenshot?

distant loom
#

yes but it cant fit all

#

ill try

plush yew
#

WinKey + Shift + S

distant loom
#

so

#

my second branch

plush yew
#

and if you make more WinKey + V to pick which one is active

distant loom
#

doesnt work

#

anyone got a solution to y the 2nd branch is not DEactivating

#

2nd branch always on bruh

dim plover
#

Maybe it's the delay. I have no idea what that does in that context.

distant loom
#

well the delay is for the uh

#

this is the healing armor script

#

so i need to heal an amount every 3 secs

dim plover
#

Use a timer instead.

distant loom
#

where shall i place it?

dim plover
#

When you want to start healing, I guess.

distant loom
#

whats the block name

#

node*

#

is it just timer?

#

is it make timer/handle

dim plover
#

It's a couple of stuff, I think. MathewW probably has a couple videos on them.

distant loom
#

k

#

aaaa

#

the delay doesnt make a diff

dim plover
#

Oh, your second branch never gets any value, I don't think.

#

You need to connect the Cast node somewhere before the other branch to use the return from it.

#

That's a bit unfortunate that BPs wouldn't give you some sort of warning.

plush yew
#

what is best way to make planet where you can land and walk. You should be able to go down too (mining)

#

(surface)?

copper flicker
#

'elp..

#

if I want to move an object from folder A to Folder B...

#

say.. it's called George

#

and I have a George in both folders

#

so I want to overwrite George from B with George from A

#

Unreal doesn't let me

#

can I force Unreal to do it?

plush yew
azure shore
#

I guess you've just been doing this the other way, by deleting the one in the next folder then moving it

#

doesn't seem to be a huge problem

copper flicker
#

I can't do that because it will break references

#

I need to replace sprites that reference into flipbooks

#

without having to recreate those flipbooks

#

I can do it from outside Unreal...

#

if Unrela is closed

#

but maybe that's risky

#

meanwhile.. I discovered REDIRECTORS

#

O o

#

I was wondering why I have invisible objects that still keep the old naming

#

so...............................

#

does anyone know how to cleanly replace assets?

#

not 1 by 1.. but an entire folder at a time

plush yew
#

what is best way to make planet where you can land and walk. You should be able to go down too (mining)

copper flicker
#

Slyack... that's a question that could ahve 1 trillion answers

#

it's too vague

#

it's like asking: guys, how do I make a game?

#

and I'd have to ask: what KIND of game

#

do you want to make a 2D or 3D planet?.. the whole planet?.. how large?.. what's your art style?.. so on

#

😄

#

Minecraft, Starbound, Astroneer. 3 totally different approaches to voxels. and mining.

#

@plush yew but if you're a beginner.. I'd stay away from voxels and procedural worlds.

plush yew
#

Its not procedual

#

how do i make it

cloud cobalt
#

It has to be somewhat procedural if you want mining

#

Unless there is only one defined path for mining

plush yew
#

why i cannot build it how i want

cloud cobalt
#

@plush yew Procedural means runtime-generated

#

Mining is procedural by design

plush yew
#

where do i make planet and design it

#

is it mesh

#

blueprint

#

what

cloud cobalt
#

You need to figure out what your game looks like and how it works

#

Is it like Astroneer ?

plush yew
#

its realistic multiplayer survival. all starts for stick and then you can model your bricks and even be first on space someday

cloud cobalt
#

Okay so that's already enough for a 50-people team over 2 years but okay

#

Do you also want mining ? Does it work like Minecraft or Astroneer ?

plush yew
#

i have time. In school

#

My first game took more than year

#

nothing for me

#

time runs

#

mining is realistic too. You cannot mine with your hand so you need get stone or tool with stone to break stone. You understand

#

and there is no ready bricks. Players needs to make all shapes and with tools you can get better shapes and different

cloud cobalt
#

Okay but how does mining works ? Do you physically create holes in the ground with surface deformation ?

#

Do you go inside mines ?

plush yew
#

yes.

#

With hand you can destroy dirt then to get deeper you need tools

cloud cobalt
#

Does it work like mining in Astroneer ? Go watch a video of it if you haven't played it

plush yew
#

i know that game but not like that. Its so fast and easy on that game

#

but yes you can go deeper into core

cloud cobalt
#

I'm not talking about difficulty but about the design

#

Does the player affect the physical surface by creating holes and caves ?

#

Like in Astroneer ?

plush yew
#

yeah

#

you can dig deeper and go down and explore

cloud cobalt
#

So you need player-editable voxel terrain with multiplayer support, to start with

plush yew
#

yees

cloud cobalt
#

It's $299 for the version with MP support, but this is years of work so

plush yew
#

why i cannot make my own

copper flicker
#

Slyack... start with simpler things.

#

What you're trying to do is very far from simple

#

anything REALISTIC is far from simple anyway

#

you are asking very basic questions about something complex

cloud cobalt
#

@plush yew Your project is already many years of work, like literally a whole fucking lot years, so you might not want to also spend 10 more years doing the voxel support in MP

plush yew
#

this is not my first game. And from baby age i always hated simple projects. I need hard things and projects to learn much

cloud cobalt
#

Fine

#

Google 'voxel'

#

Start from there

#

See you in a decade

plush yew
#

i have support

#

too

#

not solo

cloud cobalt
#

You've been warned that you're not capable of doing it yourself

#

But fine

copper flicker
#

even if you were a very small company with experienced devs, I'd still not advise making what you're trying to make

#

try something 1 person can do well

plush yew
#

Huge Projects, my thing, always

copper flicker
#

like.. try making something FUN

#

everyone wants to ake huge things

#

but even making something small takes a LOT MORE than you'll expect

plush yew
#

I has always be succesful with my projects and always will

cloud cobalt
#

There is no point debating this

copper flicker
#

haha

cloud cobalt
#

Our point of view is that you can't do this

#

Do what you want with it

copper flicker
#

you're funny Sly. and I understand u, I like huge projects too

cloud cobalt
#

🤷

plush yew
#

but yeah, thanks for motivations. I mean rly, just because people always doesn't believe me motivates me, because i can show that i can do it.

cloud cobalt
#

Good luck

copper flicker
#

but still, motivation aside... yes, you CAN do it

#

it's just unlikely

plush yew
#

Thanks and bye

copper flicker
#

aaaaaaaaaand... it will take you forever

#

and it will not be REALISTIC, as you hope

#

you can maybe try something Astroneer like.. low poly

#

but you have to start with the basics anywya

#

before you move on to procedural generation

#

I will never understand why small devs want to make REALISTIC games anyway...

#

realistic is boring

#

it's the least creative way

#

and the most expensive

cloud cobalt
#

@copper flicker There's no point trying to talk beginners out of crazy projects.

copper flicker
#

hehe I know

cloud cobalt
#

They're not equipped to understand that they can't do it

copper flicker
#

but the guy is funny

cloud cobalt
#

From Slyack's perspective you simply don't believe in him

#

So he's antagonizing you

#

He'll be back in a week with "how to do 3D from voxels in UE4" and we'll collectively sigh

copper flicker
#

How do I make a Destiny Clone. I'm a solo dev with no xp

#

😄

#

and no money

plush yew
#

i tried

copper flicker
#

hahaha.. awesome!

#

you're 0.00000000000000000000000000000000000000000000000001 % there

plush yew
#

its just first bad looking

#

i know

copper flicker
#

you only have... 99.99999999999999999999999999999999999999999999999999% more to go

#

I think it's good to be enthusiastic about grand projects

plush yew
#

do you thing that someone can seriously stop my things. I dont care what others thing. When i start i do it. Nothing else to say or ask here because cmon community is shit here if this is help that i got.

copper flicker
#

cool down Sly

#

we're just trying to help u

#

well, to help u understand that it's best to go from A to B... maybe you can skip B and to A to C.. or A to D...... that's fine

#

but you're dreaming of skipping A to X.... or Z.....

#

😄

#

and that's not realistic

#

if we are to talk.. realistically

#

about realism

#

😄

cloud cobalt
#

@fresh knot We also don't care what you can do

#

You've asked advice, you've been given some

#

Do what you want

#

I've directed you to the best tool you can use to start doing your mining system today, so don't talk this community down because you don't like the advice people give you.

copper flicker
#

ok, honestly, if you know the basics of Unreal, you can easily create destructible objects..

#

I would do something like that, in a simple way

#

not realism, but more like Minecraft, simplified

#

even better, 2D

#

😄

#

cuz everything is simpler in 2D, and you can focus on learning design, and learning Unreal

#

which is way more useful for a beginner

#

anyway, my 2 centssssssssssss

cloud cobalt
#

Wow, stop insulting him with your common sense

#

😛

copper flicker
#

haha

#

I don't know why, but I like to get involved in insane stuff

#

when someone says stuff like.. I'm building a rocket and I'm moving to Mars next year.

#

I'm like.. yeah, we got a project here!

#

😄

#

meanwhile... references.

#

if you copy paste an A referencing B

#

you get a C and D objects

#

D is still referencing B

#

instead of C

#

and the reference can only be changed manually?... inside D?

#

sorry, by D I mean C 😄

#

C is referencing B, instead of D

#

haha

#

I want to duplicate an entire network of objects basically

#

without recreating references manually, one by one

keen frigate
#

It's way too early to wrap my head around what you just said... need coffee... 😂 😂 😂

copper flicker
#

ok, simpler. if George has a Red Hat.

#

😄

#

you duplicate George, you get Jerry

#

Jerry still has a Red Hat

#

keep duplicating 1000 times, you get 1000 people with red hats

#

I want 1000 people with 1000 different hats

#

I was hoping that by duplicating George + Hat........

#

I get a new connection, George1 referencing Hat1

#

it doesn't happen tho

#

: <

#

I wish I could build Unreal Assets... procedurally O o

#

so I can assign references based on a script or BP

#

not manually one by one

#

ok. simpler! duplicating doesn't update referencing....?

#

😄

#

is it possible to do it?

astral marsh
#

hey guys im having sort of a pickup problem can anyone help me through screenshare?

#

please?

#

its urgent

cloud cobalt
#

Ask questions directly here

#

Very few people are going to go through screen sharing

astral marsh
#

So i've made a inventory+Pickup system inside my player bp so i've made a attack system and setup a branch for left mouse button called "if picked" so in pickup system after pickup i did set if picked to true for my axe so i did a key system in that it performs attack to which i dont want to if i pickup key i dont want it to perform attacking animation

#

see i can properly explain it through a screenshare

#

in text im betting you wont understand

honest vale
#

well you used zero amount of punctuation there so yea it's pretty hard 😄

cloud cobalt
#

People don't have time for screen sharing

wary wave
#

^

#

both

#

a wall of text with no punctuation is just impossible to read

astral marsh
#

i serious need help tho

wary wave
#

and most of us are pretty busy

astral marsh
#

it has to do with booleans

#

sorry i'm not that good at english typing

cloud cobalt
#

You haven't explained your problem

astral marsh
#

So i have a pickup system + inventory in the end i set a bool called if picked what it does is if i'm performing the attack animation LeftMouseButton - Branch(Condition-Ifpicked) True - Set Attack(true) so i've made child bp of the bp in which pickup small part is present in order to work with pickup but i made a key bp this time so if i hold a key it performs a attack animation with key too which i dont want

regal mulch
#

The Item itself should perform the action

#

So if you press LeftMouseButton, you need to call "PerformAction" (Function in the Item Base BP that you need to create) on the Item you have picked up.

#

And PerformAction is then implemented in the different items

#

Key does XY, Weapons do Attack

sonic ruin
#

Hey so if I wanted to make this helicopter slanted so it's side isn't floating how would I do that

wary wave
#

you're going to need to give people a lot more to work with than that 😐

sudden agate
#

By implementing Helicopter Physics

astral marsh
#

@regal mulch The other half of pickup system and inventory system is inside the player BP

#

so i would have to call the "PerformAction" inside it?

regal mulch
#

Well if you have a lot of different things that can happen per item usage

#

Then that code needs to go into the items

#

Not the character

astral marsh
#

Well In the Item Base BP I made a custom event called pickup then simulate physics(false) and set collision enabled then in first person character i cast it to The Item base bp and then perform pickup

#

then the pickup and inventory comes

#

@regal mulch

sonic ruin
#

@sudden agate how would I implement helicopter physics

sudden agate
fierce tulip
#

sounds about right

dim merlin
#

Hey guys, is there any way to make a static mesh from proc mesh at runtime?

sonic ruin
#

Alr thx man I am goin to head on my way to college I will be back around 3:30

dim merlin
#

or any other way to optimize?

gleaming lotus
#

I'm in a slight predicament - I want to see the landscape options that were selected on the landscape in a level so I can get the exact resolution of it. Any idea how to inspect it?

gleaming lotus
#

Oh no way, never knew there was that in the manage section, thanks!

soft crescent
#

whats live coding?

cloud cobalt
#

Better implementation of hot reload

soft crescent
#

oh nice

#

with ue4's multi user collab, can two people work on the same scene or blueprint?

teal citrus
#

hi guys I have a general unreal question

#

does anyone know if the old unreal "Multi-kill" "mega-kill" sound effects are public domain?

fierce tulip
#

@teal citrus afaik they are not, but many people recreated them. might want to try and find someone selling em

teal citrus
#

thanks Luos

fierce tulip
#

@plush yew something must have gone wrong :/

fierce tulip
#

sometimes yea

#

especially when redirectors redirect to redirectors

#

gamedev, always on the brink of giving up XD

#

yea moving maps is always a bit odd

#

4.22 or 4.23 will have a new redirector setup, allowing them to be fixed up automatically

#

prolly

maiden sundial
#

Is there a way to snap an actor to the left side just like the way for the ground when you press end ?

fierce tulip
#

afaik no

maiden sundial
#

Damn

keen frigate
#

Talking about snapping actors... right clicking and selecting "attach to" and then a socket... the actor wont snap/teleport to saids socket. Was trying to use that on a modular thingy I'm creating and although the Actor A attached to Actor B's socket in the overview... it didn't snap in the level. Has anything changed or am i missing something?

sullen wraith
#

game is crashing whenever i try to play it in viewport, happened out of nowhere, no error messahe when it crashes

#

anyone know how i can try to figure it out?

#

all i got is

#

Unhandled exception

UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

manic pawn
#

install debug symbols

leaden dust
#

is there any guide for setting up vegetation materials?

gloomy sandal
#

Anyone who knows if there will be a discord sdk for blueprints?

wary wave
#

probably not

blazing topaz
#

can any one help with possessing flying pawn ? i've try 2 different ways to do it , but nothing work properly , all works to get in it , but not work to exit from flying pawn

pallid compass
#

Is that multiplayer?

blazing topaz
#

no it is single

bitter iris
pallid compass
#

Yeah fix the error

#

Check the log.

bitter iris
#

-.-

#

Its a message that comes up at load not in engine

pallid compass
#

Yeah

#

Check the log

#

Saved/Logs/

bitter iris
#

ERROR: Unable to compile source files.
(see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
LogInit: Warning: Still incompatible or missing module: SurvivorX

pallid compass
#

might want to post like the whole thing

#

to paste bin

vale silo
#

still no TimS keynote available from State of Unreal at GDC 2019 ?

#

(I missed live stream, if there was one)

muted apex
#

is there any way to blend root motion animations yet

#

that feature has been requested since 4 years

#

no sign

pallid compass
#

error CS0234: The type or namespace name 'Log' does not exist in the namespace 'UnrealBuildTool' (are you missing an assembly reference?) d:\SX\Project\PF\SX\SurvivorX3 4.21\Plugins\Runtime\Substance\Source\SubstanceCore\SubstanceCore.Build.cs(143,34) : error CS0103: The name 'LogEventType' does not exist in the current context

#

says right there Jorden

bitter iris
#

so its substance ? I'll disable that then but i doubt it will let me compile still

#

so i will rebuild from vs

minor drum
#

Has anyone got tips on how to solve the "stuck at 72% loading" issue ? I tried everything that was on the forums, still not loading past 72%, even commented out all of my new code, and I tried while deleting intermediate and binaries every time

copper fable
#

is there a mask to get the edges for a material or do i need to bake a mask?

honest vale
#

@minor drum are you sure it's stuck?

plush yew
#

Im making simple games

sonic tinsel
#

Yeah Aurix that should be fine

shadow juniper
#

excuse my ignorance, but what does "entitlement ban" mean? was looking at launcher updates and noticed that as the newest thing

tawdry hedge
#

Hey, does anyone know if there's a way to set the default FOV to 90 in UE4?

dry moon
#

Edit your player blueprint, find the camera component and it should be on that

inland plover
#

hey guys - having problems with my normals - i keep getting these flickering shadows and odd artefacts. I don't really know what else to do.

tawdry hedge
#

hmm yeah, it's set to 90 there, yet it's still 110 by default

minor drum
#

@honest vale pretty sure it's stuck, usually it spends 5 seconds loading everything, whereas I waited for minutes and it still didn't do anything. Also the dots weren't moving and it used 0% cpu

prime tulip
#

Importing mesh from 3dsmax with unwrap modifier on it doesn't work. In-engine model ahs different unwrap. Also disabled generate lightmap uv's in model settings, still not importing my own unwrap. Why?

cedar moon
#

I want a moving actor(B) to be part of another actor(A), so that when A moves B's position also updates and thus B's movement is always relative to A.
What am I looking at to make this happen? Just a child actor? Or could I spawn the actor independent and set it's owner or something?

prime tulip
#

can someone explain to me how the UV channels in Unreal work? When i have channel 1 and 2 in max, what will this become in unreal? Because right now I have 1 and 2 in max (as you can't have channel 0 in max). However, in Unreal it starts from 0, then 1, .... How does this correlate? I'm going nuts 😛 I just want channel 0 and 1 in unreal to be same as 1 and 2 in max. Why is life so difficult 😦

#

Ok so I (kind of) figured it out but I still don't understand a rats ass about how it works haha. Anyway apparently channel 1 is always reserved for Unreal? Is this possible? Using all channels except for channel 2 in Max seems to work in Unreal it just becomes the channel -1. Dunno why channel 1 can't be used, really weird.

cedar moon
#

I am new here but I think your questions might be perfect for the Content Creation section #graphics presumably

sonic ruin
#

Hey, how would I be able to make or get free roads?

#

nvm

frail iron
#

Is it possible to make tools to help designers using only blueprints?

fierce tulip
#

@prime tulip
UV1 in max = UV0 in ue4
UV2 in max = UV1 in ue4
if you use one of the later ue4 versions you need to enable the import options in editor configurations.
channel 1 is not always reserved in ue4 unless you dont change the import settings and therefore at one point had it generate a lightmap.

#

@frail iron yes, even more so in 4.21/4.22

prime tulip
#

@fierce tulip Thanks bro! I made a small mistake. I forgot to press apply settings in the model which is why it kept overwriting the UV 1 with a generated lightmap. 😃

#

I thought just saving the asset would be enough, but nope silly me

frail iron
#

@fierce tulip thanks! That is great to hear!

distant loom
#

i need2 help

#

is anyone available for some blueprint help?

fierce tulip
cobalt turtle
#

hey hey

#

how can i fix this pivot displacement without destroying the PhAT simulation?

#

i've tried alt + drag and it simply goes terribly wrong afterwards

cobalt turtle
#

anyone?

zealous cloak
#

If I can optimize this blueprint tonight, my alpha test might be ready

#

booya

plush yew
#

Lol

#

Phat

glossy ingot
#

So anyone figure out a way to get true hdr with working shadows?

silver shell
#

Hi, I got a simple widget that has an image->overlay->text, this widget will placed multiple times on another widget, from this 'parent' widget I want to modify the content->text in the details. but I don't get that options, anyone knows why?

plush yew
#

Oh I had this problem earlier go to the text in the top right (though maybe it's different for text) there should be a microscopic checkbox 'is variable' then you can edit from outside, you may need to cast

#

In your simple widget designer it will be

silver shell
#

yes, I have checked is a variable....can you explain the casting part

plain forge
#

Has anyone here used postbuildscripts before in the uproject file?

plush yew
#

I'm not sure on your setup and exactly what you want but when you get the child widget (via some 'get children node) you can theb cast to the class of your child widget and access the text variable

silver shell
#

Thanks!, Im gonna try that

distant loom
#

hey guys so my unreal crashed and my map was saved but my blueprint was brought back about an hour, what do i do?

gray storm
#

just learnin

#

heyop

plush yew
#

Hi people I have created a data table with a single row and column, a single entry which is a large array of integers. How do I access this array?

upper quartz
#

hi brothers,
i have a problem about C++ component.

#

i made a c++ component for a MOTHER ACTOR.
and , use the "change parent" mothod to change parent to MOTHER ACTOR on SOMEONE ACTOR.

#

but SOMEONE ACTOR 's C++ component is not working.

#

i wanna know how to fix that ><

dawn vessel
#

Allows BP's to do Multi-Threading. As BP only does a single Thread. This is amazing. Performance for BP would also shoot through the roof if this was in.

weary basalt
#

Multithreading can be done in C++, probably the major reason its not in BP is because its not easy.

#

BP is a designer friendly wrapper around C++ functionality.

#

Its not supposed to replace C++

dawn vessel
#

Yeah I know C++ can. But for people who only have the skill level of Blueprint knowledge.

#

That's a huge thing.

#

If you know how to use the Multi-Task Plugin though. It can run great.

weary basalt
#

Well use the plugin then?

#

The reason they made UE4 open source and gave people power to create plugins is so that you have control over the features you want the engine to support so that Epic arent holding you back.

dawn vessel
#

I will 😃

#

And exactly.

weary basalt
#

Multithreading isnt easy, there are so many pitfalls. Its not a BP friendly feature for the level of skill your talking about.

#

If you want to use Multithreading, learn to use C++.

#

You will get a much greater understanding in the long run.

lofty wave
#

"PackagingResults: Error: Launch failed! Unknown Error"

#

can anybody help me?

weary basalt
#

Look up further in the log, there will be some Errors somewhere.

#

Search your log for the word error

lofty wave
#

k

#

yep

#

LogPlayLevel: Error: ERROR: UBT ERROR: Failed to produce item: C:\Users\Ryzen\Documents\Unreal Projects\Das große Spiel\Binaries\Win64\lol.exe

#

LogPlayLevel: Error: ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Ryzen\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+engine+UE_4.21\UBT-lol-Win64-Development.txt)

#

nice

weary basalt
#

No

#

Keep going

#

They are just telling you that it failed to finish the package

#

Because of an error

#

That isnt the ACTUAL error

lofty wave
#

everything other is white

#

everything other is ok

weary basalt
#

Dude, search your log.

lofty wave
#

"LogCook: Warning: Already saved this package not sure how this got here!"

#

wtf

#

is that?

weary basalt
#

Ignore warnings

lofty wave
#

therea are only 3 red things

#

and that are the ones i already showed

weary basalt
#

And show me

lofty wave
#

that are all

#

there arent more

weary basalt
#

Mate, please just do as i ask.

lofty wave
#

ok

weary basalt
#

I asked you to paste ALL of your log, not show me an image

lofty wave
#

i never used pastebin before

weary basalt
#

Its easy.

lofty wave
#

ok

#

what expiration should i use?