#ue4-general

1 messages ยท Page 422 of 1

dapper idol
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yes

grim ore
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@ember phoenix you would edit your default game mode and you would change the default pawn. Project settings -> Maps and Modes -> Default Game Mode. If you want it to spawn in a specific spot you put a Player Start in the level. If you want to skip all of this you can put your new character/pawn in the level and set it to Auto Posses Controller 0 in the details panel

dapper idol
regal mulch
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Yop

dapper idol
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okey great thanks

sick escarp
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How does interface inheritance work, is it only the specific class's override that's called or will the parent one be called as well?

grim ore
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if you override the parents events you probably have to call Super to have the parent activate as well if that is your goal

dapper idol
sick escarp
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Okay thanks

ember phoenix
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@grim ore that player posses thing did it, thank you. Didn't have a new "game mode" in the project settings btw so I guess that has to be created apart form the pawn

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but yeah I just deleted the old camera and placed my new "character" class

grim ore
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the default game mode has a selected game mode drop down below it with all of the properties for it, you would change it in there when editing it in the Maps and Modes settings tab

ember phoenix
leaden dust
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has anybody read this?
If I want to add a custom weapon how would I do it with this?

grim ore
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that is the correct setup, now you would need to make sure you had a player start in the level for it to spawn from

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and that the level was not overriding the default game mode

ember phoenix
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yeah but if I have player start it can't be over the pawn I have (the character class I created)

grim ore
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you would only have the player start, that tells it where to spawn in your default pawn

ember phoenix
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oh so I don't even need to place my VRPawn in the level it's auto used by the Player Start component?

grim ore
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correct, that is what the default pawn does. if the engine needs your default pawn to use it gets it from your game mode. If you have a player start(s) in the level then the game mode will find them when it spawns in your default pawn when the map loads

ember phoenix
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Awesome, thanks a lot it's all working now

restive fern
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Oh man i love ue

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Did so much in just 2 days and im new

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Prefer this than unity and gamedev frameworks/libs

grim ore
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we love you too โค

plush yew
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MathewW did you used to work in games?

grim ore
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Nothing super professional, contract work and solo work

plush yew
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ok

ember phoenix
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Gotta say this is a fun final year project. Never had anything close to unreal in my time at uni so it's a nice change of pace. Greatly appreciate all the help here!!

plush yew
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spent all my time on this hobby project instead of earning cash

grim ore
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Hobbies are fun, hopefully this one is cheaper to maintain than your alternatives ๐Ÿ˜ƒ

plush yew
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more productive than playing wow

grim ore
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I dunno.... WoW is a great way to waste time, you could be doing that while compiling your code or materials and doing 2x the time wasting

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multi task those hobbies!

plush yew
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yeah but it would be too slow and i would lose at everything and just have to farm instead

grim ore
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lol yeah that is what I used to do in WoW, just farm stuff while watching learning stuff

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It's fine for overviews and live streams and keynotes but then you try and pay attention to the video and your game logs you out for being inactive

plush yew
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ah lol yeah dont think you could do pvp stuff like that!

grim ore
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you could waaaaaaay back in the day with like Alterac Valley and just mindlessly farm in the back field but not nowadays with the twitch PVP stuff ๐Ÿ˜ฆ

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I just try and follow along with tutorials and learning now to get the muscle memory trained

wild ginkgo
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good on you ๐Ÿ˜ƒ

plush yew
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download taking forever lol

restive fern
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excuse me, im trying to get thirdpersoncharacter boolean variable in anim blueprint

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and it says cast failed all the time, is there other way to do it?

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ohh nvm got it working ๐Ÿ˜„

plush yew
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aaaaah

fluid stag
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anything below 15k is spilt milk ๐Ÿ˜›

plush yew
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think my pc would just say nope.

plush yew
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hmm moving to 4.21 seems to have broken my top down level

grim ore
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oh no, burn it with fire and start over

plush yew
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spaceman dont move

hoary charm
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Is atmospheric fog the best way to fade a background in the horizon?

maiden sundial
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I'm trying now to make an object with the player and the npcs can use.
I'm having no problem with the interaction system for the player, but i can't imagine a way how to let the NPC's call the function of object x

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I'd have a way to let the npc get in range for it, but not using it :S

restive fern
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(this checks variables , if left then left if right then right)

grim ore
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@maiden sundial what makes the NPC's interacting with it different than the players?

maiden sundial
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The user has to look at it and press a key for the interaction.
But i don't know how to do it with the NPC

thorn topaz
grim ore
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Why require the NPC to look at it? if you can move towards it and you are in range call your interaction? if you want it to look right you can always have the NPC rotate to face the object

maiden sundial
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Seems like the best way ,ty

snow crown
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๐Ÿ‘๐Ÿฝ

grim ore
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aww I missed it

snow crown
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you didnt miss much

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it was spam

grim ore
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it might have been interesting spam atleast

snow crown
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do you speak russian?

abstract relic
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Just a bunch of server invite and nonsense

snow crown
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and attempts at at-everyone

modern sinew
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what file formats does UE4 accept for 3D models?

modern sinew
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ok

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I'm just making really simple walls and floors to try and code a building builder like planet Coaster has

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how do you determine the scale of things?

grim ore
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1 unreal unit in engine is 1 centimeter

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adjust your model to your desired look and goal

modern sinew
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well for a different game I have planned for #2, that has to change somehow as I want to have a whole solar system. So I have to figure out how to make the camera really small

frigid adder
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Quick question guys:
Is there a way to avoid having to manually edit lightmaps to avoid the "seams" visible between modular meshes? I am looking for a workflow that avoids me having to tweak the lightmaps and wondered if there'll be a way to make that happen

sudden agate
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batch them together

maiden sundial
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Is there a plugin which makes the copy and paste of components easier ?
It's pretty anyoing if i have to rewrite the whole name again after a copy and paste

frigid adder
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have a single texture map and lightmap?

sudden agate
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@frigid adder i meant the meshes

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Meshes are processed individually in Lightmass. By merging the meshes Lightmass processes them together and the lighting is more likely to be smooth

frigid adder
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ah okay, gotcha

daring sedge
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anyone have a parkour map

restive fern
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oh man

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took me few hours to do simple thing

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and im not that sattifiied haha but not bad

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gonna create sword now ๐Ÿ˜„

grim ore
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Next time you do it tho it will be quicker ๐Ÿ˜ƒ

dusk steppe
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Can anyone explain what's going on here? I've got 2 master materials. When I create an instance from the one and change the textures, it seems to be merging the parent textures with the instance textures - I don't get it.

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Top left is using the same textures as the material instance at the bottom, but because the parent material is using that lizard texture or w/e, it's causing it to change the way it looks.

blazing topaz
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Can any one explain pls! i cant add nothing in my widget

grim ore
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how are you trying to add nothing to your widget?

blazing topaz
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i add image , but when i try tio add another it blocking cursor

grim ore
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what are you trying to add it to? what is the parent panel type

blazing topaz
grim ore
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you have no parent panel, your parent is an image

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you are trying to add an image to an image and an image cannot have a child

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when you created the widget the default panel was a canvas panel which can have multiple children

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you need to add a panel that can take more than 1 child as the parent in that widget (the top item in the Hierarchy)

blazing topaz
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Wow thanks !

restive fern
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what could be wrong, i try to attach actor (weapon) to socket in my hand, and i can only attach it to character but not to hand

grim ore
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how are you trying to attach it?

dim plover
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What part feels sluggish?

grim ore
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is it the acceleration itself or the feeling of speed from the animation?

dim plover
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You could just change the value of MaxAcceleration.

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There's also friction.

restive fern
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@grim ore i put actor on map then right click>attack>character

grim ore
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you want this weapon to be a part of the character?

restive fern
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i want it to stick to hand

grim ore
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in/on the character?

restive fern
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yes

grim ore
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you should add it to the character itself then, the character blueprint. either in the components section or using code to add it to the mesh and the hand socket

restive fern
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yes i added

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but it doesnt go to hand

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its added in the center of my skeleton

grim ore
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you added it in the map or in the character blueprint?

restive fern
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map

grim ore
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ok well... that's not in the character blueprint

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you should add it to the character itself then, the character blueprint. either in the components section or using code to add it to the mesh and the hand socket

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if you want to do it correctly you would use the attach to component node in your blueprint with the weapon as the target and the mesh as the parent and then the socket as the socket name.

restive fern
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in my char bp or in my weapon bp?

grim ore
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Character

restive fern
dim plover
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Is the socket name "hand_rSocket"?

restive fern
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yes

dim plover
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You sure it's not just "hand_r"?

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Is the Parent Actor ActorSword? i.e. Does your cast fail?

grim ore
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My guess would be the cast is failing because the meshes in that blueprint which means he's probably in the character which means to get parent actor should be the character not his sword

restive fern
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i tried infinite amount of combinations

grim ore
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What is the collision set to on the sword actor?

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As well as the mobility

restive fern
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alwaysSpawn

grim ore
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Ok so that is not the collision or mobility. Collision such as colliding with stuff or overlapping or ignore. Mobility such as static or movable

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What you should do now is while the game is running check to see if it's actually spawn in the sword in your world outliner it just might be somewhere else and not attached

restive fern
grim ore
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sure why not

restive fern
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they do spawn somewhere and fall on ground

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oh

grim ore
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ok so chances are the collision or mobility is causing it to not attach

restive fern
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they spawn in location of sword bp

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instead of the one set

grim ore
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well it has collision enabled probably so it could be colliding with your player when you try and attach it

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and you trying to attach it to your character blueprint and not the mesh soo.... that's a problem

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set the collision preset on the sword to no collision to test.

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change your parent on the attach to component to the mesh in your character blueprint (you had it right the first picture)

restive fern
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NOW THEY

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spawn in air

grim ore
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set all 3 of the rules on the attach to component to snap to target

restive fern
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nothing

grim ore
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show the blueprint now that you have changed all of that? and there are no errors in the output log when you stop playing?

restive fern
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well i cant get socket location

grim ore
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you can spawn it at 0,0,0. it really does not matter where you spawn it since you are attaching it and snapping to the socket

restive fern
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oh

grim ore
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still getting parent actor (character) for attach

restive fern
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oh

grim ore
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i assume you want to attach it to the mesh

restive fern
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ok

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now it spawns

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above my character

grim ore
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just... mesh

restive fern
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it is attached

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to character

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but not to socket

grim ore
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yes soo....

restive fern
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i cant plug mesh directly

grim ore
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you ..

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randomly changed stuff yay

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you are using attach to actor, not attach to component like you had in the first screenshot

restive fern
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ommggg it worked

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thank you <333333333333333333333333

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i love you

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man so much confusion

mint yacht
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So i'm sorta creating a tile based game, which each tile being 3 meters by 3 meters. Is there a plugin or built in feature to help with assembling tile based maps? Like say i could designate a tile as a "wall" and just drag it out and it'd automatically select the correct shape, like a corner or T-section?

merry gazelle
grim ore
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what you are describing is what construction scripts and blueprints are good at, you can create your own system to do just that but there is nothing really built in

mint yacht
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any tutorials i could look up? I figured it wouldn't be too hard to build myself, i designed the tiles to be pretty simple.

grim ore
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basically a bunch of math and variables and it can generate what you want. the math and systems from any engine or examples should apply here as that is the hard part.

azure shore
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hate to say it but I imagine most devs here would be for free

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like I hate getting recommended things that look really good and useful but they cost more than a kidney

mint yacht
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well $30 isn't bad, but i'm between jobs at the moment, so i shouldn't spend any money at all, even though owneprescott's link looks pretty close

plush yew
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any idea why my top down character does not respond to input after migrating 4.20 > 4.21?

grim ore
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well what does or does not happen? have you debugged the input nodes to see if they are firing?

plush yew
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I was just using the default top down character movement, which I actually don't understand since it just set the position of 'cursor to world' and didn't update character position anywhere but it seemed to work before

frail jasper
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Try replacing the move to location node.

grim ore
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so all you did was make a top down in 4.21 then opening it in 4.22 and converted it and it does not move now?

plush yew
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nope but this was 4.20 to 4.21

grim ore
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oh yeah lol read that wrong

plush yew
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well i set default player controller from 'top down player controller' to 'player controller' and now at least it fires a print string when I click

frail jasper
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Did you delete the move to location then add it back?

plush yew
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I remember I disconnected the stuff about VR since I don't want it. But I don't think there was ever a move to location thing I assumed it was built in somewhere else

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I remember being confused by the BP ^^

grim ore
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the move to is in the top down controller

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the character handles moving the target you see on the floor. it's a weird setup

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does the cursor move?

plush yew
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yeah

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Could be something to do with my mesh which on the blueprint was different to my mesh in editor

grim ore
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well if the mouse moves check the input touch event in the controller and see if it is firing then just debug from there each step to see what is failing

woeful thorn
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Guys is anyone up for a quick support on a simple AccessedNone error? at the moment i'm so tilted that i can pay whoever solve the problem. (Even if i know it's something really stupid)

grim ore
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best is relative and also based on your skills. can you use a 3d modeller? is it an organic humanoid? etc.. make human is a 3d character creator, so is poser. Maya is a DCC program, so is Max. Then you have sculpting software to consider. Also does it need to be rigged

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post your blueprint that is failing and also have you debugged it to see why it is none instead of what you expect?

woeful thorn
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@grim ore Locally, everything works fine, when i host the dedicated server it will brake

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I'll post the bp

grim ore
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yep multiplayer your gonna have a bad time

woeful thorn
grim ore
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is it the game mode perhaps?

woeful thorn
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This is where it fails

dim plover
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What is CharacterWeapons? Does that exist on the Client/Server?

woeful thorn
grim ore
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is it set to replicate?

woeful thorn
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Basically it's an actor

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And this is what he is doing first

plush yew
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is a top down controller a type of player controller?

grim ore
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it is of class PlayerController yes

dim plover
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Psycho, does the component get replicated later on? Maybe the client is trying to access it before it has replicated to them.

woeful thorn
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Uhmm i don't think so let me see

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So you mean

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Ac Character weapon

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needs to get replicated right?

dim plover
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I'm not very familiar with Child Actor Components, but I don't think the child actor needs to be set to replicate if the parent outer replicates. But try it anyway.

woeful thorn
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All functions inside are replicated on server

grim ore
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@plush yew I can say that making a fresh top down from 4.20 -> 4.21 has no issues so its definitely something you changed

woeful thorn
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But honestly i never replicated an actor, just the function inside it

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let me see because probably i found an error

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Gamemode had My_Character as pawn and the server was trying to spawn ThirdPersonCharacter

plush yew
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ok

woeful thorn
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So probably it could be the problem

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Build right now server and client

dim plover
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Gamemode had My_Character as pawn and the server was trying to spawn ThirdPersonCharacter How was the Server trying to spawn ThirdPersonCharacter? Normally the server just uses the pawn class in the gamemode.

woeful thorn
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UWorks Dedicated server logic

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i hope this was the problem since inside thirdpersoncharacter there was not Character weapon and other stuff

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Nop it doesn't work

dim plover
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Does My_Character replicate?

woeful thorn
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i found the problem

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but still i need to fix it

dim plover
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What was the problem?

woeful thorn
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Basically

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i need to change the target of the server function

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since i created another controller

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But i don't understand how to change targets

restive fern
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do unreal engine objects have set any built in speed variable?

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so i know at what pace object is moving?

dim plover
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Velocity, I think.

restive fern
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like when they are threw by physics, then there must be some speed variable i think

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oh yea maybe gonna try

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tommorow:)

woeful thorn
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Ok no way this was not the problem too xD

dim plover
tight sun
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ok now this is a really dumb question, but there was this great website I found that has free "sky spheres" you can download. Basically he takes 360 photos. I just can't think of the correct term for it, and I can't remember the name of the website.......

paper kernel
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index -1 is not valid usually

heady bridge
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@tight sun Do you mean Panoramic?

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And there's a site called <hdri-skies.com> that might be what you are talking about

plush yew
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Wtf. I just deleted my navmesh and put in another one and now everything works.

dim plover
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Are all the Unreal GDC 2019 videos up? I remember there was one about Fortnite Character animations.

grim ore
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the new animation features does not appear to be up

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the chaos one is missing as well so we wait!

vagrant sapphire
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I have successfully created a tiny level with skybox and directional lighting

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amazing

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i am goodest

heady bridge
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Good job Handy dandy dood (your new nickname...if you dont mind)

vagrant sapphire
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somebody give me the next tutorial to do

dry moon
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Looks good to me

vagrant sapphire
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please

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i have no idea where to go to next but i desperately want something to do

grim ore
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running around your level and collecting coins before the time runs out and the coins are scattered around the level in hidden places

plush yew
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@odd hornet why are the other trees okay?

odd hornet
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they are blowing quite hard. I think its just the tree dont like being the direction iv placed it. not a real problem and something iv already fixed but sure was funny seeing the forest suddenly start jumping about

midnight sonnet
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Question for people here, what made everyone pick UE4 versus another engine, e.g. cryengine

odd hornet
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cryengine will make you actually cry. -friend that used to work for crytek

midnight sonnet
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lmao, I used it for a bit and I wasn't a big fan, that being said I loved level design in cryengine

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I feel like off the bat it looks much nicer

odd hornet
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its the programming thats a pain in the ass. and thats what he did when he worked for them ๐Ÿ˜„

midnight sonnet
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lol

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yeah

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i like UE4 blueprint system, but off the bat holy shit when you compare the two.. CryEngine wins ๐Ÿ˜‚

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(graphics wise)

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and again someone might take this the wrong way, im saying off the bat. Like give me a few minutes in CryEngine then a few in UE4, and CE will look better

grim ore
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Looks are great but if you can't do anything actual useful with them in terms of a game then... woops

midnight sonnet
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lol yep

odd hornet
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I mean its up to the end user how graphicly pleasing your game looks in the end

heady bridge
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You can get same quality in both engines, just saying

midnight sonnet
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no ik someone would say that, and i agree. I'm just saying though, I feel like one has to put more time into UE4 for it to look as good

heady bridge
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With my experience in Cryengine, I would say it's easier in UE4

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easier and faster

midnight sonnet
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Really?

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I found CE in that aspect much better

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UE4 makes me want to smash my head against a wall

odd hornet
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I cant say much about that I downloaded cryengine some years ago and gave up instantly.. but we talking 5-6 years ago

midnight sonnet
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no

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cryengine 5

heady bridge
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I'm using unity right now and it makes me want to smother myself with a pillow lol

midnight sonnet
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lol im so sorry

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@odd hornet heard CE was trash a few years ago, getting much better tho

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company also seems more involved

odd hornet
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yea im just saying like on general usage of the two I cant say much. anyway im heading off cya guys

midnight sonnet
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cya

heady bridge
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Cya yukzx

vagrant sapphire
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darn it's hard to get attention ina server this big

heady bridge
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I've used Cryengine on and off since 3.2, and Unreal since UE3, I've also used a lot more engines as well lol

midnight sonnet
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unity doesnt count ๐Ÿ˜›

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jk

heady bridge
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Hi handy dandy

midnight sonnet
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hi handy

vagrant sapphire
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can anybody answer my questoin above?

midnight sonnet
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where

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wait what do you want next

vagrant sapphire
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like anything,whatever people would recommend as the next/first tutorial to do

midnight sonnet
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lol dont ask me, im new too ๐Ÿ˜›

heady bridge
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What kind of game do you want to make?

vagrant sapphire
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a friend said he was having trouble unreal engine porting to htm5l

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I want to know how i can do that

midnight sonnet
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wait so ue4 to html5

vagrant sapphire
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yeah

heady bridge
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I just typed "Ue4 to html5" and a ton of tutorials popped up

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you have options to choose from ๐Ÿ˜›

vagrant sapphire
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sure but i don't know what one to choose,just like any other tutorial,that's why im asking

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what did other people use

midnight sonnet
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same

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google is ur friend

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google is ur wife

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google is ur best friend

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lol google is everything

heady bridge
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Shiii, what I do is just pick one and find out if it works for you

midnight sonnet
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gotta be honest, most of them look really shitty

vagrant sapphire
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yeah that discourages me from using those

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and instead asking here from pros

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there's over 4k people here,somebody has to know how to help me

heady bridge
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Best thing to do is just try things out

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people can't direct your every movement

vagrant sapphire
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I don't know though

dry moon
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Just really google what you wanna do though. What interests you the most in future projects

vagrant sapphire
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like if i don't have somebody to help me through this i feel like i'm gonna mess up

dry moon
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Such as inventory system

heady bridge
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Just dew it

dry moon
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and more

heady bridge
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I thought i'd mess up, but I had no one to turn to in 2012 when I started

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I can do big stuff nowadays

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Just dewit

vagrant sapphire
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well isn't that the point of this server,to help newbies?

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or anybody

heady bridge
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Yes but not like that

vagrant sapphire
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I don't understand

heady bridge
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We can help with specifics, not google tutorials for you and choose them for you

dry moon
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We help when we are knowledgeable in problems you might have, people are good at specific things

heady bridge
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You have a good start, earlier you said you made a scene, it's a good start, just grow from there

dry moon
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but you are just asking blindly for what to do next, you are the only one capable of knowing what you wanna do with your game

vagrant sapphire
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Alright,i'll try to follow the tutorial but if i encounter a problem i'm gonna come back here and talk your ear off

dry moon
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Its not wrong to problem solve as well, try and fix things if you can. If its something you really don't get after trying ya its good to vent and go wtf is going on

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most of the time it might be some silly dumb mistake someone points out

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try yourself first, and push yourself to find new ways to solve things

midnight sonnet
vagrant sapphire
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Gotcha,i'll try first to do the one off the unreal website itself

midnight sonnet
#

I wish assets had a build that one could download and play

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sometimes youtube vids just dont cut it

proven oxide
#

What are you trying to do?

sullen wraith
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my game keeps crashing when i run past a certain point

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with no error message?

dim plover
#

Did you check your logs? Maybe it has something.

sullen wraith
#

doenst say anything :\

dim plover
#

Hmm, I don't really remember that happening to me. Perhaps you have to use the debugger.

sullen wraith
#

is there a way to play a video?

#

like a cutscene where you watch a video?

wild ginkgo
#

if you crash and you get no meaningful output or log, you need to install visual studio and the debug symbols (in launcher) then run your project from within vs or attach vs to your app

#

that will give you the whole vs debugger which is quite decent

mental shale
#

oh boy, I'm trying to design a dialogue system for my game

#

and it aint easy

proven oxide
#

ok wierd problem, everything was working fine, someone else changed the map, but now the gamemode is not being selected properly and i am getting an error every time i try to run

#

LogStreaming: Warning: Failed to read file '../../../../../Development/Unreal/SectionNine/Saved/SaveGames/Player1.sav' error.

#

then i get some OnlineSession Warnings no game present to join

#

and I get the GameModeBase and not the existing GameMode

#

when running up its saying "GameMode Is GameModeBase"

willow stratus
#

Hey i have a final major project comming up and i'd like help creating a parkour game

#

Or help with animations / level design

proven oxide
#

but in the defaultengine.ini it says to use SectionNineFreeForAll

summer turret
#

can someone help me please, I am trying to switch between third person and first person, but instead of holding right click to transition to first person, I want to right click once for first person and right click again to exit first person

proven oxide
#

wouldnt you need to toggle it

#

so set a flag / boolean that you toggle whether in first/3rd

#

i did somethintg like that in my C++ UE4 course

#

where it opened the door until it was open then toggled off

#

so essentially i have a if(!first) { goto first} and in the finish pin i call Toggle()

summer turret
#

okay that makes sense I will try to figure it out in blueprints

#

thanks

proven oxide
#

let me show you my BP part

summer turret
#

thanks again this helps

proven oxide
#

My toiggledoor is literally IsOpen = !IsOpen;

#

and the logic is in my tick event

#

void UOpenDoor::ToggleDoor()
{
isOpen = !isOpen;
}

#

but the way other people do the switch from one camera to the other is have 2 cameras on the player

#

so not having to move a camera

#

but I guess it would be like onPressed normally you goto aim camera, on release you go back

#

what you want is on pressed if aiming then come out otherwise go in

#

so you need to add an if to the BP

#

check whether aiming or tpp

#

if aiming then goto tpp else goto aiming

summer turret
#

it worked mate

#

thank you

leaden dust
#

What is live++?

restive fern
#

Dunno

sudden agate
#

@leaden dust it incrases your life count by 1

leaden dust
#

@sudden agate Its not life++

#

I remember it being something like live++

cloud cobalt
#

live++ is better hot reload

sudden agate
#

shhh

#

Stranger is lying

#

it actually just increases your life by 1

ruby wren
#

Hi! ๐Ÿ‘‹
I just moved my project from the 4.19 to the 4.22 preview to try the new auto - instanciation, but there are somes missing assets including the main map of the project. The UAsset is still in the folder in the explorer, but i can't find it from the content browser (and some othere maps looks missing too). Does anyone have an idea or should i report it to epic game? ๐Ÿค”

leaden dust
#

@cloud cobalt Is it being integrated in UE4? If so, in which version?

proven oxide
#

4.22

#

it was at gdc

#

in the keynote

#

State of unreal

#

Live++ is there as Live Coding

leaden dust
#

this is some code

#

C:\Users\drvku\Documents\Unreal Projects\HelloWorld\Source\HelloWorld\HelloWorldCharacter.cpp(131): error C2664: 'float UGameplayStatics::ApplyDamage(AActor *,float,AController *,AActor *,TSubclassOf<UDamageType>)': cannot convert argument 1 from 'TWeakObjectPtr<AActor,FWeakObjectPtr>' to 'AActor *'
1> C:\Users\drvku\Documents\Unreal Projects\HelloWorld\Source\HelloWorld\HelloWorldCharacter.cpp(131): note: No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called
1>UnrealBuildTool : error : UBT ERROR: Failed to produce item: C:\Users\drvku\Documents\Unreal Projects\HelloWorld\Binaries\Win64\UE4Editor-HelloWorld.pdb
1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
1>Total build time: 20.61 seconds (Parallel executor: 0.00 seconds)

#

and I am getting thi slog

#

How do I fix this

sullen wraith
plush yew
#

i got a ai working but how do i make them stop following me when i hide bejide ojbect
behind object*
anyone got a vid
need it quci kas wifi turning off

sullen wraith
#

ryan laley did a good vid on this

#

you want to make it so instead of running to your location

#

they run to your last seen position

thorn topaz
#

So I know the HideCategories class specifier hides stuff in the object's details panel but is there a way to hide categories in the details panel when that object is selected in the viewport?

mental yarrow
#

Hey guys! anyone ever experienced that mesh particles collision only works in the viewvport and not ingame?

fierce tulip
#

in the collision module you can set radius, if you are outside of that, collision wont happen. (thats generally the problem)

mental yarrow
#

@fierce tulip where do i find this radius value? in the particles actor collision tab?

fierce tulip
#

cascade > the emitter that has meshes with collision > collision module

mental yarrow
fierce tulip
#

collision distance

#

max collisions and delay are also important

mental yarrow
#

aah okay now i see, i am blind

#

thank you

dire salmon
#

Im stuck whether installing the Visual Studio 2019 or keep it going with 2017, 2019 is coming next week, but the Unreal engine doesn't support 2019 version right now, and the update of the unreal engine which supports 2019 is in very soon too

paper kernel
#

How are input devices assigned?

ember phoenix
#

So I've noticed my scene gets lighter and lighter over time. I've built a box with no light inside so it should be completely black but when I place my start position inside it's lightly lit at the beginning and after 5-10 sec it's crazy bright. Any idea what that is?

fierce tulip
ember phoenix
#

yeah I looked into google but they suggest to check the min/max brightness which are disabled for my FP camera for some reason

#

will check graphics cheers

wary wave
#

it's Eye Adaptation

#

this question has been coming up every damn week at least once for years :/

fierce tulip
#

hehe, by now you wonder why they enable it by default :p

wary wave
#

it needs to be off by default

restive fern
#

i plan to divide my game structure for components for easier modularity and editing. instead of doing work from character blueprint, i will do it from weapon blueprint // car blueprint // etc but i will have to use casting because of that to get some character variables/options etc

#

Is casting a lot detrimental to perfomance?

fluid stag
#

no

regal mulch
#

Just don't cast on tick everywhere

#

Cause then it makes more sense to cast once and save the casted result

#

Anyone an idea why a mouse would lock to viewport after Alt+TAB out of and into the game?

#

InputMode is GameOnly with no MouseLock

#

Yet, after going out and into the game, the invisible mouse gets locked to the viewport

mortal grail
#

this guy claimed that he made about $20k in ads revenue with a game he developed using UE4 but hasnt paid a dime to Epic, how does he get away?

regal mulch
#

Not having reported it to Epic?

mortal grail
#

damn, that's awful

regal mulch
#

It's hard to keep track of every little game made in UE4

mortal grail
#

i thought epic has some automated system that can detect ue4 engine-made apps/games

regal mulch
#

I know that Epic often lets their peeps walk through Gamescom to find UE4 games

#

Cause most of them aren't advertising it

mortal grail
#

should i report him xd

regal mulch
#

Feel free?

mortal grail
#

if its the right thing to do hah

regal mulch
#

Depends on how much it affects you

#

It's a shitty move if it's true

mortal grail
#

:/

grave nebula
#

There is a good deal of difference between claiming earning 20k and earning 20k though.

dim arch
#

He should pay, then again Apple should pay their taxes

mortal grail
#

still a shitty move as Cedric said

#

tbh

regal mulch
#

Maybe he's not aware that this counts as earning money from the game?

#

Even Kickstarter counts into that

#

(with limitations)

#

I would assume if Epic notices one day, the person will see pretty big numbers coming up

#

:P Let's hope he spend the money already

mortal grail
#

indeed lol

dim arch
#

if he doesnt pay his licensee fee he gonna have a lot of shit come to him in the long run

#

guess its his choice, if he needs the money so desperately then maybe its his only option

mortal grail
#

yea but i mean its 5%

#

very generous if you ask me

dim arch
#

yep seems like selfishness mostly

regal mulch
#

Why the f*ck does clicking back into the game not keep the mouse unlocked

#

Freaking UE4

dim arch
#

i am sure karma will pay epic back.. or something

restive fern
#

ads ingame kill the game

#

worst monetization

#

imagine smashing enemy in pvp and boom ad pops up

regal mulch
#

If Ads would kill the game, Mobile Games wouldn't be full of them.

cloud cobalt
#

Ads are terrible imho, but the market has spoken

#

Mobile games will be ads for the foreseable future

regal mulch
#

Latest game I'm playing is Mini Metro

#

Everything else has ~4 to 4.5 stars

#

And at least one rating that says "It's full of ads"

cloud cobalt
#

Well, ads do suck, and they're truly terrible, I'd rather pay $60 if the game is good

#

But ๐Ÿคท

#

If something like Monument Valley gets shit reviews for being paid

regal mulch
#

Bought both MV games

#

And the Reigns game

#

As well as Mini Metro

#

All no ads

#

And all massive fun

#

MV2 was a bit short though

languid shard
#

MV is great

#

you always want more with good games like these though

#

really like "The Room" games too

cloud cobalt
#

Alright, come on Epic - let's release 4.22 right now ! I need the content examples.

#

๐Ÿ™

glacial pecan
#

if Monument Valley 3 becomes Apple subscription exclusive, I'll flip a table though ๐Ÿ˜›

mortal grail
#

let's not forget that i've also heard people money launder through ios and android app stores

#

dunno how it works tho

dim arch
grim ore
#

@cloud cobalt p7 came out this week, almost 0 chance final will be out as well ๐Ÿ˜ฆ

silver crown
#

They said it would be though dep

sudden agate
#

Previews are the new Major releases

grim ore
#

they said it would be but it's not so shrug

#

this is pretty much why no one gives out release dates because if they do and miss it people go "they said it would be though" heh

#

on the plus side it looks like .22 will be a nice big release for the year with only the sneakiest of bugs left in ๐Ÿ˜ƒ

leaden dust
#

is there a way to modify landscape height data at runtime in c++ or blueprints?

wary wave
#

no

supple totem
#

The answer for runtime and landscape is usually no

leaden dust
#

Ok

#

one other question

#

difference between Procedural mesh component and custom mesh component

silver crown
#

?

silver crown
#

First time I hear of the custom mesh comp

leaden dust
grim ore
#

find that node in the API documentation and see how it says to call it

leaden dust
#

how do I make a call in editor function in c++

grim ore
#

make a node you can call in blueprints?

leaden dust
#

@grim ore I already have a blueprint for the functionality

#

but it lags the editor

#

I think its because of the blueprint performance issue

#

So I wanted to try it in c++

grim ore
#

ok. and how/where do you plan on running this code in the editor?

leaden dust
#

I am making an actor

#

I don't have any experience with c++

#

so I am just following stuff for now

#

The actor has a fucntion

#

which changes the landscape height and bakes it to a render target

grim ore
#

ok so this is a C++ actor? will you be putting this in the world as a blueprint or getting it into the world somehow?

#

or is this meant to be a static function called from somewhere else at some point

leaden dust
#

I don't want to bothe ryou

#

Because I am stupid

grim ore
delicate needle
#

It launches and then shuts down.

leaden dust
#

the world context object would be the actor itself?

delicate needle
leaden dust
#

or get world

grim ore
#

the world context object changes depending on how you are creating the function but it is generally the thing that ran the function in the world if it needs access to the world or anything in it

#

so get world can work, or it can be passed in from the caller if its in a library

wary wave
#

anyone seen problems where a Timeline doesn't seem to work in multiplayer?

#

I have a Repnotify bool, that when true plays a timeline forwards, and when false plays it backwards, but it only works on the server ๐Ÿ˜

grim ore
#

is the timeline set to replicate?

wary wave
#

I don't want it to replicate

grim ore
#

I know but that's like my go to answer for anything networking lol

#

so the timeline just doesnt fire on the client?

wary wave
#

yeah, nothing happens

grim ore
#

it should work, I've used it before but not like that ๐Ÿ˜ฆ

proven oxide
#

WHY IS MY CODE IGNORING THE CONFIG!!!!!!!!!!!

#

[/Script/Engine.Engine]
GameEngine=/Script/UnrealGhosts.SectionNineEngine

#

LogNet: Welcomed by server (Level: /Game/Maps/Port/UEDPIE_1_Port, Game: /Script/Engine.GameModeBase)

#

Why is it suddenly doing this

#

i wouldnt mind if there was an error i could work out but its just ignoring what I have and doing its own thing

cloud cobalt
#

Because your level overrides it ?

proven oxide
#

???

cloud cobalt
#

Look in world settings for a gme mode override field

opal coral
#

Can someone help me understand the profiler here? Seems like everything is just stalls and sleeps, even without vSync?

proven oxide
#

@cloud cobalt where is this?

cloud cobalt
#

World Settings tab

#

That's normal @opal coral, all your threads should spend time stalling ( = not doing anything)

#

"Wait for event" means it's doing nothing

#

You need to find the thread that does not stall

#

That one is responsible

proven oxide
#

Why would that have been set is there any way it can be accidentally set?

cloud cobalt
#

Check it first, ask later

opal coral
#

Hmm I see. I want to find out which things cause low FPS. It never happens in the editor window. Either way when profiling both it seems to be very hard to navigate.
Isn't there a more streamlined way to find the culprit?

proven oxide
#

I have checked it was set and messing everything up

#

SO i am trying to work out if the other person working on the map is trolling me or maybe did it by accident

cloud cobalt
#

@opal coral No, profiling is always hard and time consuming

#

That's why it's done nearing the end of projects

topaz wadi
#

Hello everyone!

#

What is the proper way of exposing sound to be tweakable by music guys?

#

I mean, once I compile everything, I want someone else to be able to, for starters, swap audio files freely and tweak some other music stuff I might not know about yet.

fallen flower
#

Asking #audio would be a better bet. Did you see the GDC talk about AudioMixer btw?

topaz wadi
#

No, do you have a spare link, Salm?

#

I'd like to take a look.

fallen flower
#

and this is the recent one

topaz wadi
#

Thanks a lot! ^^

fallen flower
#

There are some cool synth demos near the end. I'm not sure if anything is actually relevant to your issues though

topaz wadi
#

Just wanted to know if it's possible to play sound from file, that's all.

#

Shouldn't have to go through 2h worth of videos to have an answer for that.

#

That's like a basic feature of a game engine, so I'm surprised.

fallen flower
#

I'm probably misleading you then

topaz wadi
#

Nah, it's cool, man.

fallen flower
#

Is it just a short clip?

topaz wadi
#

It's basically music

#

I want my sound guy to try different things without having to constantly bug me to give him a new build.

patent hornet
#

can you guys give me any ideas for tools that might be helpful for the workflow within UE4?

#

I'm trying to practice making tools as a Technical Artist but I can't really think of anything

proven oxide
#

if you have it load from a file can't you just tell him rename it to xxxxxx

topaz wadi
#

@proven oxide Would that break the project?

proven oxide
#

well you use finders with like /Game/..... if you did /Music.wav wouldnt that just load it from the current folder as the exe

#

do a dev release for him to try it

#

( i dont know for sure but it sounds feasible)

topaz wadi
#

I don't know how it works, so that's why I'm asking. XD

#

I had the impression that the sounds are packed into the exe when built.

proven oxide
#

1

Here is what I got working for importing a WAV file into a USoundWave during runtime.

#

i think thats just what you want

pseudo swift
#

sorry if this is off topic but im looking for some advice when it comes to working with cloth in unreal, is there anybody who have experience with this?

#

i posted a video of the issue im currently running into in the animation channel, any tips much appreciated!

scarlet birch
#

Do any of the live trainings or sample projects go over flinch reactions? or even a tutorial that anyone might recommend? I'd like to compare how I've approached it to what others have.

restive fern
#

is there other way to make animations than the system that ue4 walking/jumping etc uses?

#

oh i noticed i can play montages

untold estuary
#

Does anyone know about a free and good tutorial website or videos on yt on how to make basic games?

grim ore
#

the official channel and documentation site have info on how to use the engine

abstract relic
#

YouTube is also pretty nice

grim ore
abstract relic
#

Considering you can find them in steam. They certainly thought so ๐Ÿ˜œ

grim ore
stiff crow
#

I might be missing something big, but how do I open the sequence window for the Actor Sequence Component?

#

I want to make some animations for my duck and noticed someone mentioning the actor sequence plugin

#

but I have no idea how to summon the sequencer ui

willow stratus
#

Hutty your project looks good, would you show me what you got (sorry if im no help)

sudden agate
#

@stiff crow you are better off using SkeletalMeshes

stiff crow
#

I'll look into skeletalmeshes

#

looks like skeletal meshes require importing stuff from outside unreal

#

these ducks are just cubes stuck together I don't want to lock them down as a single mesh

grim ore
#

@stiff crow yours looks different than mine, in 4.22 I have a button that says Sequence and Open in Tab, yours seems to have an animation section instead

stiff crow
#

I'm in 4.21 atm

grim ore
#

yeah checking it out in 4.21, maybe they changed it

#

oh yeah its changed for sure in .22 weird

#

ok figured it out ๐Ÿ˜ƒ

#

there is another plugin that is disabled for some reason in 4.21, the actor sequence editor, that you need to enable and then it will have the correct button to add a sequence. It looks like it's enabled by default in 4.22 to fix this issue. @stiff crow

stiff crow
#

Ohmy, thanks so much, It would have taken me ages to find that.

grim ore
#

it might also need you to delete and re add the actor sequence component after you restart and enable it, it doesnt seem to create the sequence internally unless the editor was enabled first

#

this is cool tho, I had no idea this existed so on the tutorial list it goes!

glass ingot
#

hey Mathew learnt a lot from your videos during my rookie stage of unreal

grim ore
#

yay ๐Ÿ˜ƒ

restive fern
#

I am creating Item Mother blueprint that is parent of all items (weapons etc) so i dont repeat creating same bps. this is how it looks https://i.imgur.com/Dp7cx36.png . my problem is that I cant get this event to work, because it uses static mesh instead of cyllinder, but cyllinder is a placeholder for item models, how can i get it to work regardless of what modell will be there (in place of cylinder) ?

stiff crow
#

can you cast the cylinder to a static mesh?

restive fern
#

oh i checked, thing is that static mesh has no static mesh ๐Ÿ˜„

stiff crow
restive fern
#

@stiff crow but what in case when I will not know what cyllinder is?

grim ore
#

yay! looks awesome

sudden agate
#

@restive fern Make a Variable of type StaticMesh and set the Static Mesh in the Construction Script

#

make the Variable Exposed on Spawn

#

and Instance Editable

plush yew
#

Evening everyone, quick question. I am watching a youtuber, and he made a border using something, I have no clue how he made that or if it was made outside of Unreal? Could someone advise?

#

Thats how it looks like in his thing

grim ore
#

looks like a texture?

restive fern
grim ore
#

so a simple image in a 9 slice format probably

plush yew
#

I genuinely have no clue what that is ๐Ÿ˜‚ or how he randomly got it

sudden agate
#

@restive fern almost. you set the Mesh of Cylinder with the Variable

grim ore
#

he probably did not randomly got it but imported it from somewhere else

#

any chance there are resource files included with the tutorial?

plush yew
#

Would it be the same if I simply made a PNG in PS and import it?

#

None at all, he didnt include the resources

grim ore
#

I don't know how he created it or what he is using it for but yep Photoshop can create images like that for sure

plush yew
#

I will give it a try and see if it works ๐Ÿ˜ƒ

grim ore
#

based on the name and type I would assume it's a texture and he has it set up in the ui as a border for the draw as

topaz wadi
#

Question: Is there anyway to play raw wav files from blueprints?
Secondly, is there way to use C++ for UE without having to use Visual Studio?

restive fern
#

got it thanks raildex

plush yew
#

Indeed it was Mathew, it was just a simply PS import :), I thought he has done within Unreal in some way I wasn't shown as of yet.

grim ore
#

gotcha

#

@topaz wadi you can use VS Code if you want instead of Visual Studio it's just not as robust

#

or technically I guess Xcode if you want to use OSX macOS or the toolchain on Linux if you want that

daring sedge
grim ore
#

you are doing a line cast and not hitting anything and trying to do something with the result perhaps?

topaz wadi
#

@grim ore Does VS Code cover commercial use?

grim ore
topaz wadi
grim ore
#

you would probably have to have some custom C++ code that would load in the assets from outside unless you let them use the editor itself to swap in items

topaz wadi
#

That would mean sharing the project files and I'd like to avoid that.

digital anchor
#

you can share only the binaries

topaz wadi
#

@digital anchor That's what I want to do, but I also want him to work on the music. What's the most sane way to enable him that?

digital anchor
#

the editor binaries, he would be able to open the editor but not have any assets/code

topaz wadi
#

Just say that it's not possible to swap sound files as easily as in other engines?

#

How does that work?

digital anchor
#
They won't need every binary, but they'll need every binary that isn't prefixed with UE4Editor except for anything that is Debug or Shipping. You only need Development UE4Editor binaries for your artists to work without issue, and Development binaries aren't tagged with any name.```
#

they would still be able to export from the editor but it would be useless without code, so i wouldnt worry about that

topaz wadi
#

I'd seriously need to see a tutorial on this.

restive fern
#

@grim ore ITEM need to be 'simulate physics off' to attach it? because when i have it ON i cant attach

#

i need to turn off

grim ore
#

when you simulate physics there is a chance the collision is causing an issue when attaching

restive fern
#

meh

azure shore
#

ik this is super ambitious but I really wanna make some kinda like procedurally generated planet thing

#

but there are no actual tutorials even out there

grim ore
#

make a sphere, find the edges of it, add stuff to it, planet?

sullen temple
#

is there a way to change the location of the Project output log?

azure shore
#

???

#

as in a whole huge planet with a generated landscape to explore and stuff

sullen temple
#

that sounds complicated

grim ore
#

it looks like there is a command line argument for the log, LOG: When used as a switch (-log), opens a seperate window to display the contents of the log in real time. When used as a setting (LOG=filename.log), tells the engine to use the log filename of the string which immediately follows.

sullen temple
#

hmm. so not a setting then

#

weird

azure shore
#

right nvm then

grim ore
#

there are a few tutorials out there on procedural terrain in UE4 from just a quick google search

#

some plugins as well, paid and free

plush yew
#

is this discord related to UDN? UDN needs account verified by phone to talk there

fleet cedar
#

I'm super excited to play around with the Chaos physics system

grim ore
#

this discord is not official, we are all un officially UE4 devs or admirers of fortnite

fleet cedar
#

All the demos I've seen look awesome

azure shore
#

but no tutorials on the actual planets

grim ore
#

planets are just terrain? or do you mean like no mans sky where you can fly around and land on a terrain?

restive fern
#

@grim ore that node set simulate physics work only on constructor for me

grim ore
#

what are you trying to do?

restive fern
#

but they wont set simulate physics to OFF

#

i mean they will do but only in constructor - dont need it there

#

i tried to add it to press 5 button

#

and other events

#

never worked, only constructor

grim ore
#

no issues here when testing. If you want simulate physics off why not disable it on the actor BP itself?

restive fern
#

they must simulate off

#

only wheni want to pick them up

grim ore
#

so they are simulate on until you pick it up, then you want simulate off?

restive fern
#

when i go walk to them they are simulate on, on the ground etc

#

then i pick up them and attach to hand

#

but to attach i need simulate off

#

meh

grim ore
#

seems to work here

#

what happens when you do it?

restive fern
#

nothing, simulation still ON

#

it prints HELLO text

grim ore
#

I dont really know where yours does not work. I just tested with an actor with a mesh and its simulating physics. when i tell it to attach i turn off physics and it attaches fine and I can check physics being disabled as well and it says it is. I do make sure to disable collision or else it causes issues with my character

#

I even just tested it by doing it just the way you have it and making sure my actor in the world was set to ignore player for collision and movable by default and it worked without issue

brave lark
#

I like the overridable behavior of blueprint interfaces

#

i want to play with async

#

wondering if theres a way to define a blueprint interface that runs async

#

or even just a way to make an overidable async function that I can call from anywhere like the interface allows

restive fern
#

@grim ore

#

ok i unsimulated it

#

but now cant attach

#

xd

#

meh

#

i have to delete everything and start over

#

idk whatsup, i have like your

azure shore
#

yeah mathew I meant sorta a no mans sky thing

#

I wanna actually be able to walk around the generated planets and leave them too

abstract relic
azure shore
#

oh damn yeah

#

holy shit I want something like that so bad lol

restive fern
#

@grim ore

#

got it working

azure shore
#

how the hell do you even optimise something like that

restive fern
#

i had parent mesh 'static mesh'

#

above cylinder

#

that swhy

#

when i put cylinder as root it worked

#

but i had same settings for static mesh parent that i had for child so idk why

#

anyway thanks

fierce tulip
restive fern
#

lol

finite slate
#

I hate buttons

#

Jeez

#

I just revisited my old project

#

I am redoing all my UIs with Vertical and Horizontal boxes

#

so that it works on all screens

#

The text is ruining the button

azure shore
#

ikr widgets can be a nightmare

finite slate
#

These two are identical

#

And still look different

next badger
#

@finite slate why not to make them same size and just center align the text?

finite slate
#

Everything about them is the same

#

One of them said something else before but I changed it just to see what was wrong a bit easier

next badger
#

i can't see the difference between them, except the height...

finite slate
#

finally

#

I used size boxes

surreal root
finite slate
#

Why did you stutter

grim ore
#

@restive fern gotcha, and awesome, makes sense since having more that one colliding physics item might be a problem

restive fern
#

@grim ore i also had to replace root with cylinder

grim ore
#

@fierce tulip thanks for the link man, I appreciate it. I rarely have time to browse the forums so that was nice to see ๐Ÿ˜ƒ

#

@restive fern that makes some sense too as the root should almost always be your colliding object if possible

bronze lichen
#

If anyone can help me out here im new to this i would appreciate it. So i downloaded the engine, opened up a third person, downloaded the paragon assets, opened up the ParagonSample map. Now when i open it up it, i added a light scene with the blueprints(before it was just pitch black). So now i can see, but when i press play to try and move around the camera is inside the model and doesnt move at all. What do i have to do to fix this?

grim ore
#

@bronze lichen check and see what the default pawn is set up to use for that map. either in project settings -> Maps and Modes or in the world settings for that map you have loaded. IF you imported them into a third person template than maybe make sure its set to third person game mode so it uses the third person character and controller

bronze lichen
#

both are already set to that

#

it only lets me jump but then i teleport under the map and fall into the void

#

has anyone else downloaded the paragon sample map and opened it up?

#

if so did you get any problems like this?

#

also falling through a lot of areas besides the center, do they not have collision on them? i cant find an option to turn it on anywhere

vagrant sapphire
#

I got my game ported to HTML5

#

Yiss

#

only problem now is the site im uploading to is picky and has an upload limit

#

so i cant test it there

#

anybody know a good test site for that?

dark depot
#

shouldnt you be able to just open it in your broswer

vagrant sapphire
#

Yeah,but i want to see how well it runs for other people

#

i want to send it to them

dark depot
vagrant sapphire
#

itch.io is the one giving me the upload image

dark depot
#

or just dropbox or something

vagrant sapphire
#

problewm

#

does dropbox allow playable stuff in browser?

dark depot
#

it used to im not sure i havent done any html stuff in years

vagrant sapphire
#

I weill try then

vagrant sapphire
#

nope,does not

#

and downloading it my friend does not know how to run it in browser,neither do i

#

how the hell do you run an htlm5 game from a download?

grim ore
#

@bronze lichen is in the paragon: Agora and Monolith sample?

#

you can't just run an html5 game from a download due to cross site scripting restrictions, it has to be running on a local web server which UE4 provides as far as I know when you package for html5

bronze lichen
#

yes thats the one

#

in that download there is assets and a separate folder with the sample map

grim ore
#

Im downloading the map but I would not be surprised it some of the meshes don't have collision

vagrant sapphire
#

I know it does,but i want to share it with someone else

#

how do i do that?

grim ore
#

zip up the entire folder and send it to them?

#

otherwise upload the shipping build to a web server that supports it

vagrant sapphire
#

I did send it to them,they dont know what file to click

#

the webpage link gave them an error

sonic tinsel
#

what event should I use for my anim bp?

#

when I cast to my character

carmine cave
#

Need help, I made a blendspace animation for my AI from Idle to Walk, what is the proper way of setting up it's speed that when it reach 0 speed it will go to idle and gradually increases as it walk. Thank you! My Maximum walk speed in my AI controller is currently 300.

sonic tinsel
#

@carmine cave I'm trying to figure this out right now and if I do I'll let you know

plush yew
#

Uh

#

Hmm

#

Lemme think

#

Have you tried upping the maximum?

carmine cave
#

I was thinking of getting variables that will have minmum and maximum speed that if my AI reaches those certain ammounts it will go to idle to walk sooo like 0 = idle then it will gradually increase to it's max speed

grim ore
#

that sounds like a normal 2d blendspace? is there a reason it doesnt work on the AI?

carmine cave
#

I tried putting one animation (which is the walk) the AI roamed okay. However when it stops to a certain location I want my AI to reach idle state and walk again. I've put a 4 seconds delay after it roams.

If you have any suggestions I am happy to listen.

sonic tinsel
#

kaad dm me I'll show you how I did it

grim ore
#

you should be using a 2d blendspace just like the character uses. 0 would be the idle and higher speeds would be the walk or run, you get the AI speed to determine what should be playing.

#

its how the character is set up by default, the AI would be the same assuming it is a character as well

#

sorry lol, 1D blend space not 2d since you just want to get the speed

carmine cave
#

Will do @sonic tinsel

@grim ore Okay I will try to check on my blendspace again.

sonic tinsel
#

How would I check to see if a box collision component on my character is intersecting with geometry?

dim arch
#

in bp or cpp

sleek spear
#

in 4.22 preview 4 or 5 i think, raytraced global illumination denoising was refining the image every frame, without loosing previous frame information, like a large temporal smoothing. if view didnt change for a while, the image became very clear. this behavior changed in later preview builds. does anyone know how to recreate this behavior? i tried with temporal aa and various temporal console commands but didnt do the trick

sonic tinsel
#

@dim arch BP

vagrant sapphire
#

anybody help me with that?

plush yew
#

Hey guys, hope everyone is having a good night/morning ๐Ÿ˜ƒ I have a quick question.

#

Why is one of my casts displaying an error even tho I have been able to compile the BP chain?

#

It just isn't disappearing and it isn't giving me any errors

vagrant sapphire
#

shit i'll try tomorrow

plush yew
#

Oh wait, it just disappeared randomly after a few minutes. ๐Ÿ˜ƒ

dim arch
#

@sonic tinsel there should be an event "on overlap" you can use that with a printstring to see when the collision component collides with any geo

sonic tinsel
#

on component begin overlap?

bronze lichen
#

@grim ore i figured it out! thank you very much for trying to help!

#

the map is so beautiful

sonic tinsel
#

@dim arch When I click play it prints true, then doesn't do it at all

silent narwhal
#

My bad! Shadows are actually compatible with PDO for materials using POM!

dim arch
#

what prints true?

#

this will print the name of a component each time it overlaps it

sonic tinsel
#

it prints its own name

grim ore
#

@bronze lichen what fixed it?

dim arch
#

try the other actor pin

sonic tinsel
#

it gives the character's mesh's name

#

I'm doing this from inside my character blueprint

dim arch
#

?

#

its printing the character mesh name because its overlapping with it

bronze lichen
#

@grim ore i had to go to the SM_SkyFloor and turn off collisions for it, then i went to the SM_Plane and went to collision, collision complexity, use comlplex collision as simple

#

now camera works and you can walk around entire map without falling

#

a couple assets still dont have collision turned on so you have to go 1 by1 to turn it on

sonic tinsel
#

@dim arch Ok I changed the size of it so it no longer intersects the character and it doesn't trigger from intersecting with environmental geometry

dim arch
#

does the object you are overlapping have "generate overlap events" enabled?

grim ore
#

@bronze lichen i was going to suggest that collision on the skysphere was the issue but I didn't expect it to be messed up in another project lol

dim arch
#

the collision system is pretty expensive, its turned off by default

bronze lichen
#

yeah well the maker of the map don goofed and gave me a headache lmao

grim ore
#

It's the same issue on the firelands example map for the IB assets

distant loom
#

is visual studio free? because its telling me i need to sign into an account.

grim ore
#

Community is free for individuals and certain income

spare sun
#

^
You'll have to sign in though. At least for the first time you use it afaik

iron sparrow
#

really hope i am missing something

spare sun
#

the question isn't writing a hook, it's delivering it and making the user run it. There's plenty of games running without steam yet requiring authentication.

carmine cave
#

Hi, what are "Bad Cast Node"/s , In a BluePrint? I opened a different folder from a different project and I saw this.

iron sparrow
#

but they arent your epic account which would be tied to many other games as well?.....at least on all those sites i know to have independent passwords etc

spare sun
#

it could be, but with same result you could attempt hooking onto steam launcher or simply setting up a key listener once it opens

iron sparrow
#

the only time the steam clients password is entered is on its login, not in game or when steam isnt running

#

you never log into steam inside a game via username and password

spare sun
#

that makes no difference

#

both are applications

iron sparrow
#

no, one is a closed tight application the other is a game that i and millions of other people couldwrite and release and use the Unreal API to sniff for peoples passwords and then log into other games with that

#

or emails or submit to a user/password database for all other intentions

#

if i make a stupid mobile game, sniff passwords then attempt to use those on other games would i not gain access to other peoples accounts? i see no other way this service verifies them locally like the steam online services does

spare sun
#

ah you mean not taking it as 3rd person but taking the data as developer

iron sparrow
#

yeah, this system requires the player to enter their username and password into a form field inside the developers written game

#

where steam requires on PC for you to be logged into steam already and verifies you through its service running locally OR if on console uses the consoles account ID

keen frigate
#

Morning everyone ๐Ÿ‘‹ ๐Ÿ˜Ž

ruby folio
#

Blargh... I just typed *8000000 in a volumes x size

keen frigate
#

ouch

ruby folio
#

It was supposed to be a +

#

Thats half an hours work to redo

keen frigate
#

๐Ÿ˜ฆ

thick knoll
#

I have been messing around with packaging multiple masks into a single texture, I usually see RGB.... but why do people not also use Alpha for 4 total?

Is this a bad practice for some reason?

cloud cobalt
#

Alpha is expensive

#

More than the first three

wary wave
#

big increase in texture memory, basically

#

alpha tends to get packed into some other texture, like the normal map, or bundled with other masks

thick knoll
#

oo ok! thank you for the info!

#

so is it best to leave it blank to avoid using it?

cloud cobalt
#

It's best to have a RGB texture with no alpha channel

wary wave
#

there are times when you might (compression algorithms), but often you want it empty

#

if you need an alpha channel, I would consider either a single channel texture, or packing it into the G in a normal map

cloud cobalt
#

"A Texture that has an alpha will cost 2x as much as one without as alpha channels are not compressed. " as per Epic's Sam Deiter

thick knoll
#

sweet, so as long as its a blank input in for example substance designer, it should be deactivated?

fierce tulip
#

if you have an albedo, and four grayscales, i'd put the roughness in an alpha as that benefits a lot from the much crisper result.
pack the the other three grayscales.

#

you can also disable alpha in the texture viewer in ue4

#

but it all depends on workflow, and where in the end you might have bottlenecks

#

if you can avoid using alpha, thats always best

wary wave
#

aye, there's no real "correct" answer

thick knoll
#

currently my usual setup is AO-R-M in a mixed

wary wave
#

just know that it is a lot more memory

thick knoll
#

I think the usual answer would be to avoid it, I think it might be rare to even need 4 alphas in 1 location anyway

#

thanks for the tips! ๐Ÿ˜„

fierce tulip
#

or in my vfx-case, if I only need one grayscale, i save it as an alpha only texture, and reduce its size by quite a bit as even on lower res, its still quite crisp

thick knoll
#

interesting!

#

is that because of how UE4 compresses?

fierce tulip
#

partially

#

more like how directX/alpha in general works

#

id practie without alpha for a while nontheless, as it helps coming up with neat ways to pack things

thick knoll
#

so as long as the input remains empty, is that classed as not being used?

#

or can it say be a solid white/black and count as not being used?

#

just trying to make sure I know when it is and isnt a problem

wary wave
#

if it exists in the texture, it's there

thick knoll
#

ok thanks!

sudden agate
#

ahem

PUT ALPHA CHANNEL INTO A SEPARATE SINGLE-CHANNEL TEXTURE

thick knoll
#

what do you mean sorry?

plush yew
#

Has there been any info when a "non-preview" build of 4.22 might get released?

cloud cobalt
#

Supposedly this week, so today, but probably next week

thick knoll
#

any exciting announcments for 4.22?

cloud cobalt
#

Quite a few really

#

Initial support for raytracing is probably the most obvious

#

Personally I'm more excited for the new auto-batching feature that had mesh rendering re-implemented from scratch, and the wheel motion blur sample material

plush yew
#

Hello unreal people. I've come here to see if I could ask the experts about the problem of under mesh exploits. See over in the Ark Survival Evolved community right now there is a lot of drama and crying over the fact that the devs have not fixed many of the major exploits of players glitching under the mesh to cheat. Is it something that is really hard to fix? Part of the real problem is the devs just don't talk to players about what they can or can not do. They really don't communicate well with the players. So maybe some you you guys who know what you're talking about can shed some light on the issue for me. How hard do you think it is to fix?๐Ÿ˜ƒ

wary wave
#

it's an Ark gameplay problem, and probably not

#

it stems from their own gameplay team's incompetence

thick knoll
#

Rust has procedural generated terrain and never heard of that really happening there (not saying that it doesnt though)

cloud cobalt
#

Ark's developer doesn't seem to be the quality-oriented type

wary wave
#

they have lots of really dumb, obvious problems they've never solved

#

like when you place something like a foundation or a pillar, it shows a 'ghost' or outline of where it will place it

#

but when you click and place it, it ends up somewhere else

#

100% down to shit replication

#

could be fixed in an afternoon by doing it properly

fierce tulip
#

wanting money vs spending money.

wary wave
#

given the quality of some of their most important BPs, I don't want to know what their actual code looks like tbh

#

things like their day night cycle make a lot of the Blueprint Hell posts look pretty tame

#

I completely redid it a while back for my own map work and in the process found out that somewhere between half and a third of the graph didn't even do anything

#

there were a couple of cases where shit like variables being set, then set to something else in the same sequence, before it used occured

#

it was just a mess

thick knoll
#

damn

wary wave
#

if people submitted stuff like that on my own projects, I'd be having stern words, if not firing them

thick knoll
#

why do I bother to label everything xD

fierce tulip
#

@wary wave amen

plush yew
#

Hmmm its as bad as I thought then.๐Ÿ˜ฆ

wary wave
#

pretty much unfortunately

#

they're never going to fix their issues

#

they have no interest