#ue4-general
1 messages · Page 418 of 1
The I (Integral), as far as I understood, just makes the whole thing "Stronger" if the error stays too big for too long
It#s a cool little thing
Yeah, I just took it as it is
Threw some numbers in and it feels nice
Now I just have to get this working over network haha
Currently back to just a linear example, with not gravity, hover acceleration, collision or angular velocity
Using a good chunk of the CMC though (in a new UNavMovementComponent child)
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.
The height is actually drawn from the origin, rather than from the source along the designated axis.
@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.
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
People seem to focus more on anti-cheat than attempting to do prediction/replay with physics now it seems
A problem as old as network gaming in general so I'm told
Yeah I saw Blue talking about how he went with client auth, unfortunately that might not work well with dynamic collisions
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)
But the server auth doesn't really solve the collision problem anyway
Don't you have massive de-syncs between clients when colliding with each other ?
Not that huge at all really so far. All clients receive inputs and simulate those locally as well which helps a bit
Hi guys if I have a cube and a simple PNG gimp texture, will the entire texture show for sure on each face?
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
The texture is a picture basically
But in my case that may as well be the total opposite
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
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
?
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 :/
Epic is working on it right now
im intimidated by everything in UE4 like animating, blueprints, everything
i guess not just UE4 but programming in general
i know a bit of python which isnt bad and i tried unity and unity seems alot more user friendly
So what's your question ?
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?
I wish the CSS on the docs didn't suck ass
what is that resolution :D?
was res monitor do you have?!
Oh I though the half-res was that
and the navigation side bar never opens to the correct position when I open the page via link
Quick question guys, should I upgrade to 4.21 over 4.20?
Depends a lot on what you're doing, how close you're to release, how long your project is going to be
and whether there's actually anything in 4.21 to upgrade for...
I heard there was subsystem problems in 4.20
There are problems with every version.
but are you having problems in 4.20?
upgrading to avoid hypothetical problems you've heard about, only to get hit by real problems in the new version, well....
Not at the moment, just wondering if theres benefits of 4.21
Every UE version has more or less minor issues - the trick is to find a version that doesn't break anything you need
hence me being on 4.16 for cascade :p
If you don't know of any benefits to upgrading, don't upgrade?
Fair, ill look into it more and see if it will benefit me
There are still people using 4.0 or 4.1 smh
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
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
perhaps its still active in the uproject file?
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
Welcome to SteamVR
Pretty sure you can't wait for Oculus to come play too
if frustrated thendo just rip out the files :p
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
its not helpful because I don't understand what it means " SteamVR has a Developer tab with 'Start SteamVR when an application starts'."
I obviously did google mysleft before getting enraged, which lead me to edit->plugins->vr but that doesnt help, as it resets
it's in SteamVR
im new as dev and dont know anything about dev i just choosed unreal insted of unity
@wary wave tbh that didnt sounded very helpful to me regarding @still orbit
but I dont even have steam vr on, the headset is off
see
and when i open unreal its tells me headset not detected, and im like no shit
hey i helped lol
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
If you open the project instead of the engine and have the plugin turned off for the project it won't launch SteamVR
I suspect there's a process sat around somewhere that launches SteamVR automatically when a supported application starts
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
@grim juniper - do you really have to edit the project D: ?
I mean editing the project is easy enough, but it's a bit daft
The SteamVR plugin is on by default
in unreal? yes, but if i disable it it just resets every time i close unreal
loads of them are, but usually when you disable them, that's the end of it
but I guess that's irrelevant, because it's not the game that's a SteamVR application, it's the editor
and since Steam picks up on that, SteamVR gets launched
It doesn't reset for me
If you open the project directly instead of the engine
makes sense for SteamVR to launch if you launch a SteamVR application
it's just in this case you don't actually want to use VR xD
yeah it didnt help, I disabled it in developer settings as suggested by the link posted, it still opens
aaand ban
weird :/
boom
"hey guys I want to do a piracy on your stuff!"
stupid bleepers
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,
@fierce tulip
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
why ask me?
idk ur orange u seem important
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.
I asked yesterday but no one at the time was able to help me
My playerstarts aren't working and I can't figure out why
whenever I click play it spawns me in a random place in the sky
Playing from the editor's camera location doesn't work
sounds like a collision issue
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?
Sure one second I'll try it
so camera shake falloff is where i can control the intensity based on distance to the epicenter, right?
didn't work @grim ore
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
you mean the playerstart right? Not the character itself?
no I mean the character, the one you expect to spawn in.
and setting it to auto possess player 0 makes sure when you hit play your player will control it
we do this to eliminate the spawning as the issue and to make sure the character is fine itself
it will be in the panel yep
ok I set it to auto possess and it spawned a massive camera in the air
are you using a template character or something you made?
I made it
even just making a new level and hitting play should atleast spawn in the default character
there's nothing in this level, just some basic geometry and skybox stuff
does your custom character work at all?
It did before this started happening
I didn't do anything afaik to make it not work
and I can tell camera movement still works when it spawns me in the air
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
which is why we are testing to see if that character works as expected in a new blank scene
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
ok one second I'll make a new level to try it
I'm just going to put in a platform to stand on and a sky light
nope does the same hting
spawns a massive camera
but apparently it's the camera from the character?
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?
i tried looking it up but it seems like an undocumented module
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
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
@swift elm have you tried the play world camera shake? It has radius settings.
That is the only camera shake option i have available, I'm using UE4.19.2
I guess I misinterpreted the issue, sorry.
And the radius options aren't working for you?
you want to manually change the strength of the shake based on your own attenuation curves, I guess
One moment, i'll show you what i have going on and maybe you'll be able to understand
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
however.
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
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
is there way to get like 1000 people to one huge world
Yes, as long as the server can handle it
As far as i know UE4 has no network limitations
Max recomended maybe
Well, like i said, UE4 doesn't have any real network limitations, it's all up to the developer
in theory you can have millions, in practice.. good luck
30 minutes to go! Can’t tell you how excited we are to share lots of good news today. No matter what engine, store, or platform you’re on, there is something here for you. https://t.co/4XLyO81Rsl
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.
Anyone with the camera shake?
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
In that pic you're not doing anything with it though, right?
look at where it branches off to sqrt
i'm printing the text but
as soon as i try to utilize it in the radius calculations... it just doesn't work as intended
hmm
Why do you have these overlap checks? The radius of the camera shake node already "does that"
i have a thought, one moment
that's not a serious question, right?
you've looked at the image?
Right
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?
damn
idea didn't work
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
and it doesn't do any shaking at all
whenever I try to check "Show all classes" for c++ ue4 crashes
just me or this is a known issue?
Holy hells bells. Can't watch in line outside expo now so feel free to commentary on
so much crappy gamurz in the twitch chat
can i ask something here?
@lofty wave every channel can be considered support
just ask in the channel most relevant to your question
that quixel scene was amazing
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.
Is there not support for the toolkit you bought?
No the creator is inactive
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)
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.
@chrome lintel how do you cast?
is it me or is multiplayer just generally super complicated
theres no real way of just simply DOING it is there
unless theres like a free marketplace thing or something but that probably wouldnt work to apply to your own games
would be good as a start point though
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
yeah i'm having trouble implementing multiplayer in my own game right now. DX
@whole quarry Cast to Character class from "other actor" pin
A simple actor with a box inside used for the overlap detection
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)
is there a place I can ask for help with UE4?
right here
future of physics and destruction stream starts now
@plush yew UT levels
Outpost-23, Underland, Chill, Titan Pass, etc.
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.
try moving it
moving what exactly?
Try downloading the multiplayer project from ue4 and look at it to see how it works
oh thats a thing? thats good, I was hoping to have some kind of template to look at
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.
UE4 is quite good for mobile
I am developing a cross platform game and rn I am focusing on mobile and personally love using it
I would reccomend at least trying UE4 if its not for you Unity is also quite good
What about integrating FB adn game analytic sdks?
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
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...
Oh cool. Yeah I just know a lot of mobile publishers need their sdks implemented into your game while testing them.
@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.
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
@frail iron DM me if you have anymore questions
Will do! 😄
@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.
how do I make my character inherit an anim blueprint?
@sonic tinsel select the mesh, go to animation, select use anim bp (should be default) then choose the one you want
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.
weird
you didnt fuck any settings in the lights stuff did you?
that effect actually looks kinda cool
dunno why this made me chuckle
for some reason i read it in a really thick russian accent
xd
eez spayshul ehnjin mateereeal
and bc im a big noob i dont know what to do
wait, you can't launch either? as in when you click run as standalone process
yes
i can only play it in the viewport
wait no
i can create a standalone procces
But that wont work
@azure shore
wait so whats the actual error
does it tell you or does it just not do anything
I assume youve waited a while
it tells me that something is not right and i should look in the newly created log for more information
and i cant do anything with the log since im a noob
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?
they reused the same asset all the time
used many simple effects to make it look better
and have a good pc
So when the camera is facing away from the Camera Shake component it's more intense than when it's facing toward it?
how do i fix this?
How can I run an event within the "Level Blueprint" without using the "Event Tick" and check if "Is Game Paused" ?
It didn't work when I used the keyboard button event (in my case the Esc button)
You cant, because nothing can access the Level blueprint.
@azure shore I tried that, it still doesn't inherit
oh really? you sure you're setting all the variables right?
yeah
wait hold on no lmao sorry
oh ok lol
I'm pretty new to this
oh, you have to use get anim instance on the object
and then the target for get anim instance is your mesh
connect mesh to target
Does anyone know how I can display text on a specific face within a model?
Working on a shotgun in Blender for an arena shooter, and it has an ammo display on the receiver
create a widget and add it to the gun blueprint
Get controlled pawn ->
wut
the side of the target pin?
in my character blueprint?
yeah in the character bp
Yep. Try Get Pawn Owner node
connect mesh from there to target
Should getcontrolledpawn be the target?
Try Get Pawn Owner
yea, went into an old project to look at what I did when it worked and that fixed it
Trygetpawnowner fixed it
thx rei, thx for trying to help DJ
np
Not sure where this belongs
but I'm having issues with unreal engine's cooking system
everything works fine and I can play in editor
but I can't package or cook cause of an error
what I've tried so far:
- 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
Post actual log errors and warnings.
that is an impressive crash there
Interestingly enough
I'm not using a landscape anywhere within my project
wait...
I think I found the problem...
one of the levels is probably corrupted....
Cant really tell since i cant see call stacks.
anyone else getting an error when trying to view the valve knuckle's forums?
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?
Are there any open source projects I can learn from?
Depends on what you want to learn really...
Advanced AI stuff
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
yeah I looked into blackboard and ai stuff
but that's me, others might know some better examples
No.
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
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!!!!
what is stabilizing a version?
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.
we all gonna use dxr lol
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
Change the velocity or rotation angle?
Add it in
can someone hop on call and help me out? this will probably take less than 5 minutes
just need help with level streaming
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
Reinstall and make sure to incorporate VS as checked not unchecked. Actually it might be the launcher that needs to be reinstalled. Not sure.
Hey need help how do I create an actor blueprint
@sonic ruin on blueprint or C++ ?
Blueprint
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?
@sonic ruin
Ok
Ok
or other class which you need
@queen junco uhm show your bps
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
@sonic ruin there are 2 ways. Create new ThirdPersonCharacter and setup all properties or create ThirdPerson Character template and change skeletal mesh 😃
How would you do the 2nd one
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
?? Please explain or step me how to just add a gun to a third person template character
when you creating new project choose TherdPersonCharacter
Can I mask a transparent texture with black instead of white for materials with meshes?
Ok I did
@sonic ruin gun attached to bone inside sekeletal mesh as i know. But i did not do it
@dire torrent
What do you mean gun attached to bone?
@queen junco where's the rotation?
@dire torrent it should be the Steering input.
@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
No no no no camera position I’m all good with
I am trying to add a gun to a third person character
@queen junco ?
i sure youtube have many videos about it
👌
it very useful
whatever I don't need to worry about that right now then
how do I resize this buidling
scale
lol
https://twitter.com/The_StoneFox/status/1108410810936840192 Seems like the Stone fox who makes the VRTK wants to port VRTK to UE4
I've just submitted an application for the @EpicGames MegaGrants
https://t.co/5HPYqPjIEd
I'd love to be able to have funding to bring #VRTK to the Unreal Platform and this could make it happen if I'm successful!
Give it a retweet if you can
Hey so if I wanted to make this helicopter slanted so it's side isn't floating how would I do that
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
Thanks
what is botnet
It's what people call stuff when they listen to other people
huh
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
ue coders never sleep. Just low FPS 😄
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
all of that is complete bullshit lmao
Elaborate
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
I guess the recent harvesting of private information from Steam is bullshit too, right?
Despite the hefty coverage that's gotten
untill private info hided from public it's not danger
policy of company - minimize third side code
The same conglomerate known for helping the Chinese government spy on its own citizens.
It's honestly pretty genius to use the Epic launcher as a way to collect data on people abroad
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.
a lot of software behave same as epic store. It's technical needs
just you dont see it
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.
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 😄
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?
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
@modern sinew I'd say just when you have something impressive for the kickstarter page
So after an alpha version yeah
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"
yea but they have some complex features too
mainly snow for the latter
I want realistic skiing 😄
I'd make the airport tycoon. I can imagine that'd ironically be simpler than the ski resort
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
As long as you have an alpha with something to show people, it'll be fine
How long do you think an Airport tycoon would take? compared to Multiplaye/ShipBuilding/etc?
and would anyone play it?
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
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
i creating mmo rpg 😄
almost ready the identity server
connection cryptography by tokens
@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
Do you think people would pay around the Planet Coaster price range for it? ($15-20$)?
if it's good?
Yeah for sure
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?
Hey what does an "editorial license" on an asset mean?
not sure
@modern sinew would you be able to take a second and resolve my issue please?
¯_(ツ)_/¯
im not very good with UE
I haven't even technically used it yet past like half a tutorial
I'm staying away from that mess
mkk
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
huh
so u dont like visual scripting
because i thought it was less powerful but apparently not
Nah, coding is far easier and more intuitive
yea
debatable
whats harder to learn, scratch or python
ok not the greatest example but yeh
Code just makes sense to me. The spaghettified nonsense that is BP doesn't
and neither; Java
Taking C++ in class tho
It's the main reason I'm using UE4 over Unity
i cant get python or anything on the pc
so im doing scratch at schoo tbhj
ltbh
help
get it on your smartphone
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
python
^
no, i just woke up
im not gonna look at it anyway
k
unless you bring me pizza
ignore the top script
im trying to take damage ONLY inside of a box collision which i have aboolean for
pizza😍
help
wtf? you couldn't make smaller screenshot?
WinKey + Shift + S
and if you make more WinKey + V to pick which one is active
doesnt work
anyone got a solution to y the 2nd branch is not DEactivating
2nd branch always on bruh
Maybe it's the delay. I have no idea what that does in that context.
well the delay is for the uh
this is the healing armor script
so i need to heal an amount every 3 secs
Use a timer instead.
where shall i place it?
When you want to start healing, I guess.
It's a couple of stuff, I think. MathewW probably has a couple videos on them.
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.
what is best way to make planet where you can land and walk. You should be able to go down too (mining)
(surface)?
'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?
@distant loom next time try https://blueprintue.com/
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
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
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
what is best way to make planet where you can land and walk. You should be able to go down too (mining)
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.
It has to be somewhat procedural if you want mining
Unless there is only one defined path for mining
why i cannot build it how i want
You need to figure out what your game looks like and how it works
Is it like Astroneer ?
its realistic multiplayer survival. all starts for stick and then you can model your bricks and even be first on space someday
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 ?
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
Okay but how does mining works ? Do you physically create holes in the ground with surface deformation ?
Do you go inside mines ?
Does it work like mining in Astroneer ? Go watch a video of it if you haven't played it
i know that game but not like that. Its so fast and easy on that game
but yes you can go deeper into core
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 ?
So you need player-editable voxel terrain with multiplayer support, to start with
yees
why i cannot make my own
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
@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
this is not my first game. And from baby age i always hated simple projects. I need hard things and projects to learn much
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
Huge Projects, my thing, always
like.. try making something FUN
everyone wants to ake huge things
but even making something small takes a LOT MORE than you'll expect
I has always be succesful with my projects and always will
There is no point debating this
haha
you're funny Sly. and I understand u, I like huge projects too
🤷
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.
Good luck
Thanks and bye
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
@copper flicker There's no point trying to talk beginners out of crazy projects.
hehe I know
They're not equipped to understand that they can't do it
but the guy is funny
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
hahaha.. awesome!
you're 0.00000000000000000000000000000000000000000000000001 % there
you only have... 99.99999999999999999999999999999999999999999999999999% more to go
I think it's good to be enthusiastic about grand projects
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.
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
😄
@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.
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
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
It's way too early to wrap my head around what you just said... need coffee... 😂 😂 😂
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?
hey guys im having sort of a pickup problem can anyone help me through screenshare?
please?
its urgent
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
well you used zero amount of punctuation there so yea it's pretty hard 😄
People don't have time for screen sharing
i serious need help tho
and most of us are pretty busy
You haven't explained your problem
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
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
Hey so if I wanted to make this helicopter slanted so it's side isn't floating how would I do that
you're going to need to give people a lot more to work with than that 😐
By implementing Helicopter Physics
@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?
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
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
@sudden agate how would I implement helicopter physics
@sonic ruin https://www.intechopen.com/books/flight-physics-models-techniques-and-technologies/helicopter-flight-physics
This chapter is dedicated to present the principles that constitute the fundamentals of helicopter flight physics, starting from the basics of the main rotor aerodynamics and of the component parts related to flight control. The chapter opens with a short history of helicopte...
sounds about right
Hey guys, is there any way to make a static mesh from proc mesh at runtime?
Alr thx man I am goin to head on my way to college I will be back around 3:30
or any other way to optimize?
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?
Oh no way, never knew there was that in the manage section, thanks!
whats live coding?
Better implementation of hot reload
oh nice
with ue4's multi user collab, can two people work on the same scene or blueprint?
hi guys I have a general unreal question
does anyone know if the old unreal "Multi-kill" "mega-kill" sound effects are public domain?
@teal citrus afaik they are not, but many people recreated them. might want to try and find someone selling em
thanks Luos
@plush yew something must have gone wrong :/
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
Is there a way to snap an actor to the left side just like the way for the ground when you press end ?
afaik no
Damn
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?
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
install debug symbols
is there any guide for setting up vegetation materials?
my materials look very bad
Anyone who knows if there will be a discord sdk for blueprints?
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
Is that multiplayer?
no it is single
Is there any ways around this message trying to upgrade version
ERROR: Unable to compile source files.
(see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
LogInit: Warning: Still incompatible or missing module: SurvivorX
still no TimS keynote available from State of Unreal at GDC 2019 ?
(I missed live stream, if there was one)
is there any way to blend root motion animations yet
that feature has been requested since 4 years
no sign
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
so its substance ? I'll disable that then but i doubt it will let me compile still
so i will rebuild from vs
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
is there a mask to get the edges for a material or do i need to bake a mask?
@minor drum are you sure it's stuck?
Is this a good configuration for a starter basic game developer? https://pcpartpicker.com/list/Jz9YFt
Im making simple games
Yeah Aurix that should be fine
excuse my ignorance, but what does "entitlement ban" mean? was looking at launcher updates and noticed that as the newest thing
Hey, does anyone know if there's a way to set the default FOV to 90 in UE4?
Edit your player blueprint, find the camera component and it should be on that
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.
hmm yeah, it's set to 90 there, yet it's still 110 by default
@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
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?
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?
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.
I am new here but I think your questions might be perfect for the Content Creation section #graphics presumably
Is it possible to make tools to help designers using only blueprints?
@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
@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
@fierce tulip thanks! That is great to hear!
just explain your problem/situation in #blueprint
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
anyone?
So anyone figure out a way to get true hdr with working shadows?
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?
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
yes, I have checked is a variable....can you explain the casting part
Has anyone here used postbuildscripts before in the uproject file?
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
Thanks!, Im gonna try that
hey guys so my unreal crashed and my map was saved but my blueprint was brought back about an hour, what do i do?
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?
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 ><
Why doesn't UE implement something like this? https://www.unrealengine.com/marketplace/en-US/multi-task
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.
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++
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.
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.
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.
Look up further in the log, there will be some Errors somewhere.
Search your log for the word error
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
No
Keep going
They are just telling you that it failed to finish the package
Because of an error
That isnt the ACTUAL error
Dude, search your log.
"LogCook: Warning: Already saved this package not sure how this got here!"
wtf
is that?
Ignore warnings
Mate, please just do as i ask.
ok
I asked you to paste ALL of your log, not show me an image
i never used pastebin before
Its easy.