#ue4-general

1 messages ยท Page 425 of 1

honest dagger
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Is the speed much faster in building lights?

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I use primarily for archviz and good visual is intended

tall pendant
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It's the one made by Epic Staffer Luoshuang. But yes Evermotion has a blog to his version.

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Not sure if you want to use it for Archviz tho. Since IES profiles aren't supported (and according to him not going to be a thing as they're working on the new lightmapper already).

hoary pier
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Could be good to use for quick tests and then do a CPU build closer to final though

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Like a preview-preview ๐Ÿ˜›

desert vigil
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Greetings all;
I have recently started to learn the Unreal Engine 4. I have got the basic premise down for a level. Which resembles a dungeoneering from RuneScape. The issue I am having is when I go to hit play I am chucked into the lit view mode. Is there a way of which I can change the view mode to be unlit from lit instead? I have done some googling but am not coming up with any clear results. In my opinion. Either that or I am not capable of reading; one of the two. ๐Ÿ™‚.
Thank you. ๐Ÿ‘Œ

restive fern
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i cant make inventory:(

honest dagger
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@hoary pier haha yes just like that

finite slate
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How can I keep my address private on Google Play?

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It makes it public

honest dagger
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@tall pendant I see, will check it out

wary wave
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@potent quartz - try the function keys

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if they don't work in the editor window, try opening a new PIE window instead

pure snow
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hey guys I have some brush geometry in the hammer editor that I want to bring into UE4, I swear I was able to to this before by just copying and pasting but cant seem to do it now, does anyone know how I could import it?

desert vigil
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What is a PIE window?

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@wary wave

wary wave
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Play-in-Editor

desert vigil
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As soon as you said it I was at google ๐Ÿ˜„

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I remember there being a key to press; but I cannot for the life of me remember it.

grim ore
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try the Function keys like f1 etc

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nope its the ALT-# keys, so unlit is ALT-3

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but this is just for viewing, it won't change the rendering mode permanently this is for previewing

surreal flame
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hey boys, i bet someone is here that can help me out make surfing (like in csgo) work correctly..?
I managed bhoping, strafinf, and even surfing to some extent (i can surf down ramps, surf horizontally without trouble, but i cannot gain hight by steering up a ramp, i just lose all the speed and gain no hight.
I suppose i have to somehow check the surface i am sliding along, and which angle it has, and then change my velocity manually. with calculating angle, horizontal speed and vertical speed. but i am not sure how to aquire the angle

pure snow
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surf in ue4?

surreal flame
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yes

pure snow
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interesting

surreal flame
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i know its kind of a struggle because physics work quite differently

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but implementing stragfing and bhoping did half the job

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read a lot in the source engine source code and got it working quite well

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just this little thing is missing

grim ore
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if you are trying to get a surface angle you can fire a trace down, get the hit, and then the normal direction is the angle

surreal flame
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trace down, get normal, sweet i am gonna try that

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its my first project in ue4 so i am missing knowledge about tracing and stuff, thanks!

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the problem is that while surfing the character is in falling state, so its hard to find out if i am actually falling or actually surfing :'D

plush yew
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I have an issue with lighting. Without built lighting the colouring is correct

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But with built lighting...

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Any idea how on earth to solve this?

grim ore
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correct in what way is the question?

plush yew
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Frame and mattress become completely black

grim ore
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and if it's a drastic change between dynamic lighting and static lighting like this, especially if stuff goes black, look at your UV lightmaps for those meshes

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static lighting uses your lightmap UV's for the meshes, dynamic does not

spare sun
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is it just me

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or is the 4.21 editor leaking descriptors

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left it open for a day, returned with 15k

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hm hot reload appears to keep adding them. 25k damn

surreal flame
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ooof so much vector maths my brain cant handle it

plush yew
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@grim ore Yeah, just seen there's a 66.7% overlap. Gotta figure out how to solve that now, cheers!

grim ore
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you can try and have UE4 make the lightmap itself and see how it does

surreal flame
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alright yeah i not capable of figuring out the maths, someone good with vectors?
I have a velocity vector and a normal vector of a surface i am currently on, the velocity vector is pointing "into" the surface am am standing on, i now need to get the velocity vector up this ramp.
I should actually lose some speed on the way but i guess thats just playing around until it fits. optimally the vector up the ramp scales correctly to the upward angle.
i bet this is easy vector maths but i dont know it D:

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no friction tho thank god

dry moon
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How would you do the ? A : B in blueprint

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or do they don't got it

surreal flame
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pardon?

dry moon
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return bSelectA ? A : B;

surreal flame
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select is the node you are looking for

dry moon
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what

surreal flame
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in blueprints

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the node that does that is called select

dry moon
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Yeah but I'm trying to return make it in blueprint to output a bool from an A B float

surreal flame
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yeah i cant follow you

plush yew
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so what is your issue with vectors, you can't get it to follow the ground?

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https://i.imgur.com/MlZK3TQ.png

For each unique item in my game I have it set its variables on a beginplay event. I assume this is incorrect. I should be using a data table, correct? And each item will set its variables based on that?

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Or am I misreading, sry if I misunderstood

dry moon
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I'll figure it out

surreal flame
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@plush yew yeah the vector which follows the slope in direction of velocity vecor

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also the scale but if its not done itself i can scale it seperately

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i mean i guess maybe dot(dot(normal, velocity),normal)
If i remember correctly what the dot does :'D

plush yew
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you want to check that it's always perpenicular?

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yes dot works prefectly

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output should always be 0

surreal flame
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i thing i dont understand dot correctly, i googled it so much but i just get more confused

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isnt the dot of two vectors a vector which is normal to both of them?

plush yew
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no that is the crossproduct

surreal flame
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oh yeah cross. god damn it why cant i remember

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i think that would give me the right direction, completely ignoring the magnitude

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i am pretty sure there must be a better way but i could play around with that

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i try to draw what i need but i cant do it haha

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maybe just scale the magnitude with the angle or something, where 90ยฐ up is just 0 and 0ยฐ is 1
i probably just have to play around with it i suppose

plush yew
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Are you trying to adjust movement speed based on slope?

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So to give a mini , mini lecture, dot prodocu( vectA , vectB ), where vectA(x1,y1,z19 and vectB(x2,y2,z2) = ( x1 * x2 ) + (y1 * y2 ) + (z1 * z2)

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if this equals to 0 the angels are always 90 degrees, so they ar prepedicular

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angles*

surreal flame
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yes, so, i am trying to build surfing in UE4, like in source games. it works to surf down ramps, and surf along them, but i cannot gain hight on a slope, so if i steer intop a ramp, i just lose all the speed and gain no hight whatsoever.
to get around this i want to manually set the celocity vector up that ramp, scaled and in the right direction.

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the theoretical maths is what i kinda udnerstand, but i am having touble imagining it in a 3d environment

plush yew
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also dotproduct equals the absolut length of vectA times the absolute length of vectB time teh cosine of the angle between tehm (this is relevant if they aren't perpendicular

surreal flame
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ooh that sounds like a good way to scale the velocity

plush yew
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dot(A,B) = |A| * |B |* cosine(theta)

surreal flame
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ah yeah i was confused by the spoilers :D

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and the cosine of the angle is 0 when 90ยฐ makes sense

plush yew
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Exactly

surreal flame
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so dot(veloctiy, "vector up the ramp with lenghts 1") should scale my velocity magnitude correctly

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man i like vectors. i just wish my brain would work better with them

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and then
(veloctiy x normal) x normal
should give me the right direction if i am thinking right

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maybe in the wrong direction because stuff but that would be workable

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alright now i need to implement that

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see if it works :p

spare sun
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ohok, the descriptor leak only happens when building with VS so unreal picks it up. If compiling from within the editor, descriptors stay just fine ๐Ÿค”

surreal flame
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is there a nice way to display a debug vector in the world?

surreal viper
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DrawDebugLine in c++

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not sure if it has a BP alternative ๐Ÿค”

surreal flame
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well i am not ready for c++ yet, a little later :'D
hat to write a small engine in c++ for uni and i am still traumatized

spare sun
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it might be easier than you think :p

surreal flame
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drawdebugline works in BP aswell :D

surreal flame
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i bet it is, i read so much c++ for my bp to run, and its a pain, I mean 3 lines of code is a complete spaghetti mess in BP

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@plush yew it kiinda wooorrrks :DD

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just kinda tho haha

hoary pier
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@surreal flame Draw Debug Coordinate

surreal flame
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got the debug working

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just the code that i was debugging isnt perfect

hoary pier
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roger, just wanted to mention that as it draws three axes instead of the single line

surreal flame
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but i guess that was forseeable

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single line is perfect, the problem is my code runs even if it shouldnt

hoary pier
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lol, did you try an exorcism?

surreal flame
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:D

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nah it makes sense, my mistake in thinking

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no idea how i should detect if i am currently surfing or not

hoary pier
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isGnarly==true?

surreal flame
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well surfing is gnarly, not sure if unreal has noticed yet :p

hoary pier
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Are you actually building a system for surging (like on the ocean)?

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surfing...

surreal flame
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surfing like in counterstrike

hoary pier
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ahhh

surreal flame
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emulating source engine movement :'D

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because its fun to force buggy code onto a not so buggy engine

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is there a way to check if i am touching a surface?

hoary pier
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You can track overlaps and hits, or at any time query overlapping surfaces

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There is also a built in Basing system but I don't know how much blueprint can interact with it

surreal flame
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alright

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the problem is that while surfing the game things i am falling

hoary pier
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You are using Character?

surreal flame
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yeah i do

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i am not allowed to say that in the rules, but i am currently online somewhere showing how my shit workes

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if you know what i mean

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(or not works lol)

hoary pier
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Pawn has a function called getMovementBaseActor that could possibly help, I just don't remember much about the basing system

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and if falling then it would probably be none

surreal flame
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i am standing on a surface that is to steep for standing, so i am falling, but i am still touching something

plush yew
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how areyou getting the angle of the slope btw, you said it kinda works

hoary pier
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Hmm, give it a try maybe. If it doesn't work you could try tracking hits instead or doing a sphere trace based on capsule size.

surreal flame
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i am gonna post my stream thingy in the #share-your-stream channel, i can show you what i did if you want

plush yew
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you could reflect the normal vector in regards to world z vector and get a reflectionvector , that vector would follow the slope perfectly, and to get the new speed you can check the ratios of the x y and z components of the actual slope and calcutate the falloff in velocity

surreal flame
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that all works actually quite good!

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the problem is that i just need this code to kick in if i am moving up a ramp and not down (which cant be to hard) also i kinda need to check that i am touching something because when i jump it does weird stuff that should not happen

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this code should just kick in if i am falling and also touching the ramp

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i currently try to figure out if i am touching the ramp or flying/faling/jumping

plush yew
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Just check if either yaw, roll or pithc is over/under 180 degrees

surreal flame
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yeah that would solve the "just up the ramp not down again" thing

plush yew
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or below or above 0, to be exact

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In regards to you velocity vector direction that is @surreal flame

surreal flame
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true thats even easier caus ei have that already

worn granite
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Yeah I was going to say the control/actor rotation wouldn't give you whether the pawn was going down a slope

plush yew
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You would need to project your velocity vector ontu world x or world y, and then to the yaw/pitch/roll chekc in regards to the new vector direction

worn granite
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you might wanna project the velocity onto the normal plane as well so you can see whether you're sliding along it versus just falling next to it.

surreal flame
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everything worked out by itself when i used a sphere as collision and not a line trace

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damn this is aaawwwsooome i can suuurf :D

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thanks @hoary pier :D

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and @plush yew for the maths part

plush yew
surreal flame
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but ofcourse there is more problems waiting for me, but that was clear :D

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dang man awsome i got you into something here

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thanks!

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i wish i could udnerstand that as well

plush yew
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Nice you got it fixed tho,

surreal flame
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yeess i can actually surf now

plush yew
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so teh N Z W etc with lines above them shows that they are vectors

surreal flame
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seems super floaty tho

plush yew
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the line above indicated they are vecotrs

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and the lines encompassing teh Z vecotr shows it is the absolut value of the vector

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so projecting vectN on vectworldZ --> NewProjectedVector = ( dot(N,Z) / (abs(Z) * abs(Z) ) * vectworldZ

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and refelcted vector

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Reflected vector = (2 * ( dot(N,Z) / (abs(Z) * abs(Z) ) * vectworldZ) - N

surreal flame
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this is mad man

plush yew
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( dot(N,Z) / (abs(Z) * abs(Z) ) ; this part gives a numerical value which you scale vectworldZ with

surreal flame
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maybe i should look into that for an alternative solution, because now i can walk up the ramp which should not be possible :D

plush yew
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(2 * ( dot(N,Z) / (abs(Z) * abs(Z) ) * vectworldZ) and this part calculates two projections, basically creating a double length prjection vector, and then you need to negat the x y and z from your nomral vector from it, so you add - N to it and get ; (2 * ( dot(N,Z) / (abs(Z) * abs(Z) ) * vectworldZ) - N *** CORRECTION

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you can just add another parameter check as teh one for being able to glide, just set it up to not being bale to walk if it is above zero

surreal flame
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yeah but i have to use the input so i dont slide of the ramp, it shouls just cancel out normally

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should be able to stand on the right side of the ramp while holding a and just stand there

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so the input shouzld be equal to the down force

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thats what it did before i could gain hight with momentum

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have to thing about whats happening here

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thats kinda dependet on gravity i suppose because the sliding down part was not implemented by me

plush yew
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haev you played around with the gravity settings maybe?

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brb 15 min

surreal flame
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i have not, yet

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i actually dont even know how to :D

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but the implenentation right now allows for climbing up ramps, makes total sense, i totally negate all gravity by just setting the velocity

plush yew
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maybe it gives a less floaty feeling if you set the g acceleration to a littel bit higher

surreal flame
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yeah i am gonna try that

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i actually think i have to apply gravity by myself in this case, i am not sure tho

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i feel like it doesnt change anything :D

plush yew
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you can edit those varaibles fast in either your character bp's momvement component to change per character, or to change it globally in the world settings

surreal flame
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yeah i am playing around with it but it makes close to no difference when climbing the thing, probably because i am setting the velocity directly, i think i have to add some down force manually in my code.. i suppose i have to thing about what exaclty is going on

plush yew
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you only get access to a few settings to change globally you will need vs to make edits to the physics volume and the rest of teh physics settings

surreal flame
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alright i see

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if i set my velocity directly in bp, when is gravity applied? before or after my bp? (not sure if it makes a difference lol)

plush yew
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In teh event graph? is it set to change by tick or by input or when/how do you change velocity

surreal flame
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my movement is by input

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oh well dang that makes a difference ofcourse

plush yew
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I was first thinking if you were overriding the gravity by updating you velocity at tick, hmm maybe it does teh opposite, sorry my brain is also a bit potato mash right now hah

surreal flame
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its alright :D

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i should finally stop and game a bit to get my head clear for sleeping but i am obsessed :D

plush yew
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Haha sounds like a plan tho

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do you play mtg, card game

surreal flame
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nope, never tried actually :/

plush yew
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try mtga, it's an online version of mtg similar to hearth stone in UI , but mtga has way more intricate plays possible so they are really not the same otherwise

surreal flame
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i was always ultra bad in hs, to lazy to remember cards and stuff :x

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i hated deck making :'D

plush yew
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so it's free aswell, well you can buy sleeves bosster etc but you also can win booster for free just by playing

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well you get about 20 free prebuilt decks in it in total

surreal flame
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i might give it a shot

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but that doestn sound that brain relaxing hahaha

plush yew
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you start with about 5 decks I think, five great starter decks tho, so no need to decks make unless you get a liking to it

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ok true, itkeeps you awake lol

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I'll take this conov to lounge haha

surreal flame
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:D

austere badge
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When moving objects around in Unreal how do I scale the object to make it larger and smaller? What key combination accomplishes this?

fierce tulip
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spacebar

austere badge
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Thanks

finite slate
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What are some common causes for ads not working?

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My ads wont work and I have followed all of the documentation

dark depot
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@finite slate are you testing on a device that is where you will see them

finite slate
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My game is in internal testing rn

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Downloaded on my phone through google play

dark depot
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Then you should see ads or the test ad of you setup blueprints or c++ right

finite slate
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All I need is the "show ad banner" node, right?

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Event construct, show ad banner

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Event destruct, hide ad banner

dark depot
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Begin play

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Maybe?

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IDK they just worked for me

finite slate
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Do they take a bit to show?

dark depot
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Also #mobile is a place to get more answers

finite slate
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No one answers there

dark depot
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They can depending the the phone connection

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You need to wait

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People answer all the time

finite slate
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And by take a bit I mean like a couple days

plush yew
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whats better cry or unreal

dark depot
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Depends on your need error and skill

plush yew
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hmm well my friend says its shit

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but it runs perfect for me

dark depot
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Which

plush yew
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the cry enginne

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cause i got this

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hes saying i should stick to ue4

dark depot
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Ue4 does have more support from what I seen. Cry is terribly documented. But use whatever you can to make a game..

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Try all the Engines see what you like

plush yew
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ye

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that is true

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i just dont like the ue4 marketplace

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it feels empty

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i just think they should have more free stuff also

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ore like a mix

finite slate
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Think of it this way

plush yew
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yes?

finite slate
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They are giving you access to documentation for the entire engine, the engine itself that has been developed over about 20 years, all the assets from their older games, example projects, and a whole series of live tutorials for free

void kraken
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Anyone got clue when UE4.22 released is coming out?

plush yew
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dunno

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yeh @finite slate

icy bone
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the unreal community is growing quite fast, and with access to full engine source code exposed, u can learn much more than what the docs says

plush yew
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ya

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but what if the project i have is not for ue4 should i move or stay

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cause i love this kit but i awnt it on e4 lmfao

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I have only learnt BP and have not felt the need for C++ except of course its a transferrable skill... source code wouldn't know where to start

finite slate
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@plush yew Ue4 probably has the broadest range of possibilities

plush yew
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hmm

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ya

finite slate
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If you can do it in any other engine, you can probably do it in unreal

plush yew
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can i use c++ code from cry in ue4

finite slate
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I don't think so

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You can try

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but I doubt it

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i mean c++ is c++

plush yew
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yeh

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cause imma try take the code and convert it

slim gazelle
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you have to adapt what you have into UE4 components

plush yew
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ye

worn granite
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I would jump ship so fast from cry

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go to lumberyard if you can't port to UE

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0 reason to work with CE

heady bridge
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0 reason to work with Lumberyard tbh lol

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Personally in the current stance, I'd take Cry over Lumberyard, but I'll take Ue4 over all lol

plush yew
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yes

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anyone wannas ee what im doing in cry tho

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just dm me

wintry forge
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hey guys I got a couple basic questions:
Get is using basic values from an actor you have access to.
Casting is basically gaining access to another actors values and being able to read/write them(using get)?

worn granite
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@heady bridge why cry over lumber

heady bridge
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Lumberyards setup is fucky, and I've just had better experience with cry overall, I haven't used either for a year now though

void kraken
heady bridge
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I've never seen those before in my life ๐Ÿ‘€

plush yew
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beginner question, i set up an interact key, but it shoots out this red laser every time i use it. how do i get rid of this?

grim ore
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@plush yew are you using a line trace? if so you have debug on

plush yew
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oh ok ty

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i think i know how to turn that off

grim ore
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@wintry forge If you have a variable you can Get or Set the value of that variable. Casting is telling the engine that what you are casting is something specific and not generic. You would Cast an Animal into a Dog if the item you were talking with was a Dog in the world and you just simply were looking for all Animals. You would grab that specific Animal, Cast it to a Dog (since it is a Dog), and then you would be able to talk to that Animal as if it was Dog and have all the Dog specific things available to you now.

wintry forge
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what would be the name for this action? its trying to decide if the collision that has happened is with sphere "fingertip" instead of the whole hand

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ty mathewW

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so its something like color vs dog.color, cuz dog.color is more specific?

grim ore
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that is the equals node

wintry forge
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like right now im working on BP_Button and he casts to BP_motioncontroller, which i dont think motioncontroller is a more specific button

grim ore
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casting is used because of the common case of Parent -> Child relationship or Inheritance.

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all the items in the world for example are going to be of a base type Actor which gives it things like being able to be in the world and other properties

wintry forge
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i thought itd be something like that but so far none of the uses of casting i have seen in these tutorials has been in what i would interpret a parent->child usage

grim ore
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for example when you hit something with a line trace you get an object back

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or an actor

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but if the item you hit was your player for example and you want to tell that player it needs to die then you need to cast what you hit to your player so you can access the function that tells it to die, or its life, or anything specific to the player you are hitting and not generic like the actor or object that the hit result returned

wintry forge
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it sounds like its just accessing player's variables at that point, because the player isnt a child of the item right?

grim ore
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its accessing that specific class yes

gilded plinth
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hey peeps, i spent weeks preparing a skeletal mesh human for ue4 and unfortunately got a very small but very annoying detail i can't figure out. I have a weird dark patch right at the top of the lid that's not caused by the material (default ue4 material looks the same). I checked normals in maya and don't see anything funky but not certain

grim ore
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parent <-> child can refer to the relationship of classes and not just ownership or hierarchy

gilded plinth
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it could be some kind of UV stretching but i'm doubting that's what it is : /

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it looks fine in Maya

wintry forge
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I am not fully understanding, think I will try a couple more videos. I have looked at other resources but they say the same as you, but I dont fully understand it yet.

grim ore
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ok here is a good way I explain it, do you know who hugh jackman is?

wintry forge
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It just seems like it accesses other actors variables, and has the capability of accessing the parents as well, as opposed to get which only lets you get variables you already had access to

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sorta yea, actor

grim ore
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he is an actor yep, and he plays roles such as wolverine and barnum

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so lets say you have wolverine and he has a clawattack function

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and you have barnum who has a sing function

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now you see hugh jackman in your world and you want to make him sing, you cant just go "hey hugh, sing" since hugh has no idea how to do that

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you get hugh, you cast him to barnum, and now that you have barnum you can tell him to sing

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sometimes you might want to get hugh himself since he has the act function but if you need something specific from one of his alter egos you have to cast to that alter ego to get access to it

wintry forge
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so it takes an actor and gives that actor access to another actor's(in this case the child) function

austere badge
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So I'm creating a scene (following a tutorial) and my light is much brighter than the video I'm following. If I zoom all the way past the ground and then back out so I can see the ground, the light turns darker and then slowly gets brighter an brighter. Is there any way to fix this?

grim ore
#

in the case of the engine all the stuff in the world is probably going to be an actor at the base so it can exist in the world. you make children of the actor class and make it your own class and do what you want with them.

wintry forge
#

im not sure in this case why "Button" is casting to "MotionController", as its not trying to use any function from MotionController, only access its variables

grim ore
#

it doesnt really give you access to it, its your way of referencing it specifically and knowing what it is. Hugh Jackman is a class, when you cast to say Barnum you are now saying this Actor (Hugh Jackman) is now Barnum so treat this Actor as Barnum from now on

#

maybe you are mistaken with what he is doing?

#

because a button to motion controller seems weird

#

accessing variables that are specific to the MotionController is part of the reason to cast yes because the Button (parent) might not have those variables so it would have no idea why you want them

wintry forge
#

i can link you the video, but for now he is comparing if the "motioncontroller"'s "fingertip" is the same object colliding with the "box collision"

austere badge
#

So a few seconds later it turns really bright

grim ore
#

what you said seems correct, he wants to know if you are touching something with the motion controller it sounds like

wintry forge
#

yea

#

maybe im having an issue with the idea of parent-child

#

i always saw child as something modified from parent (like NPC modified into Player Character)

#

in this case its just a string of logic it sounds like (the logic being Button is making the controller a child)

grim ore
#

Disable Auto Exposure in the Project Settings or add a Post Process Volume, set it to unbound, and disable it there

#

you might be having an issue with it yeah, its a basic concept in OOP programming

#

i dont know the video so I cant comment on what he is doing but maybe its just a weird naming thing he used

#

i mean it sounds like he is getting the controller and checking to see if it is colliding with something

austere badge
#

Where are the project settings?

grim ore
#

Edit -> Project Settings

wintry forge
#

iv always programmed in OOP but I havent programmed seriously in a while, but unless the parent-child meaning changed I thought i had it pretty down

grim ore
#

well casting is a concept in most OOP language, C# and such

austere badge
#

Wow that's much better. Thanks again Mathew!

grim ore
#

link the part of the video ?

wintry forge
#

are you saying that casting an object (Button casting to Motioncontroller) is making Button the parent and motioncontroller the child?

#

i thought parent-child was a precreated thing (slightly modified objects or functions for example)

grim ore
#

I cant really say exactly what is happening since I dont know the video

wintry forge
#

k one sec

grim ore
#

it sounds weird casting a button to motion controller

#

but it could just be a naming thing

wintry forge
#

it shouldent be a naming thing, they are 2 separate blueprints, one being a button for a menu and the other being the motion controllers

grim ore
#

he is not casting a button to motion controller

wintry forge
#

he has the begin overlap -> branch -> cast to BP_motioncontroller

grim ore
#

when a collision happens it keeps track of what colliders to it

#

yes but look at the input (blue pin on the left) for the cast to

wintry forge
#

hmm ic

grim ore
#

something collided with the collision box

wintry forge
#

so once it collided, its acting upon that somthing

grim ore
#

but the problem is we dont know exactly what, so we are casting what collided (a generic actor) into the motion controller to see if that was what collided (since we want to only do stuff if the motion controller collided)

#

we are going "hey, something collided with us. Hey you actor that collided with us are you a motion controller? if so lets do stuff, if not nevermind"

wintry forge
#

interesting that theres no if statement for that, it just takes care of it itself

#

thanks for the info here ๐Ÿ˜ƒ I think I am getting it

grim ore
#

the cast as node is an if internally, if it does match the top output runs and if it does not match the failed output runs

wintry forge
#

still stuck at finding a command to compare "target fingertip" and "other component"

grim ore
#

that next part is getting the fingertip variable from the motion controller

wintry forge
#

ah right, it says cast failed

#

that makes sense

grim ore
#

and comparing it to the exact component (part of the actor) that collided

#

so you get the item that collided, see if it's a motion controller? if it is you ask it for the fingertip variable that is has and check to see if that fingertip variable (probably a mesh component or something similar) matches the component on the actor that collided with you.

wintry forge
#

right, that way the whole hand wont trigger the button

#

but idk the function that the picture i linked before is

grim ore
#

correct, they want to make sure that only part of the motion controller triggers this

wintry forge
#

theres several of them and none of them allow for "primitive component"

#

normally they say at the top ๐Ÿ˜‚

grim ore
#

well that would just be an equals

#

so drag off the component from the collision or drag off the fingertip variable and type equals

wintry forge
grim ore
#

dragging off the "Other Comp" from the collision does not give you an equals option if you type it?

wintry forge
#

er, equal has a bunch but none of them allow the inputs

#

ill try

grim ore
#

in cases like this you want the context sensitive to be on so it picks the correct nodes

wintry forge
#

ty, man i couldent get that to appear without dragging apparently

#

true

#

good point

#

dang

grim ore
#

yes there are a few nodes that don't show up without context sensitive on, its annoying lol

wintry forge
#

aight thanks a lot lol ๐Ÿ˜ƒ I appreciate it!

worn granite
#

wait

#

ang on

wintry forge
#

im working on my sr project and gotta learn this whole program heh

worn granite
#

@grim ore some things will only show up with context !?

grim ore
#

I want to say yes but now I have to go find an example

worn granite
#

....

#

I'm not confident enough on BPgraph actions to straight call BS.... but it wouldn't surprise me

grim ore
#

I think its some of the stuff that is graph specific, like stuff that only shows up in anim graphs or UMG graphs

wintry forge
#

the one i needed in particular was equal (enum), there were like 20 other entries heh

worn granite
#

Equality in BP is a meme

wintry forge
#

it was available without context though, just didnt choose the right one

grim ore
#

well it shouldnt be the equal enum because that component is not an enum soo.....

wintry forge
#

sorry lol misread it, it was object obviously

#

ty again ๐Ÿ˜„ appreciate it my guy

worn granite
#

I made a plugin that implemented generic equality

grim ore
#

yeah object lol, the other cheater way is to do the double == sign as well

worn granite
#

ofc I havent shipped that plugin because it relies on the engine not handling wildcard types in a bad way

silver crown
#

PRs...

rancid lynx
#

when i edit terrain, and try to make a shoreline, the beach is always very square and jagged, but when i see terrain in videos, the beach shore line is always very very smooth. how do you get smoth shores in ue4 ? surely the answer isnt 1 million polycount

#

the smooth tool is terrible, it doesnt smooth two points, it just lowers the highest of all points to the lower verts

brave lark
#

whats the difference between a blueprint async action and a c++ async task?

worn granite
#

@silver crown I did lol

sudden agate
#

@rancid lynx Smoothing is the way to go on hand-crafted landscapes.
try turning the Brush Strength to 0.1 for more control

neat rune
#

hey guys in terms of performance what is most expensive 4 spot lights in real time or 1 spot light real time with IES

wary wave
#

probably 4 spot lights

desert vigil
#

Greetings all once more.
I have been presented with the following throughout my level's development and I would like to gain some insight into these so called FBX Import messages that I am concurrently getting.
Furthermore; is there a sequence of precautions that I can take during the modelling, export and/or import process to guarantee that this won't happen again.
Thank you. ๐Ÿ™‚

wary wave
#

the named mesh has potential issues with it's normals

desert vigil
#

Within 3D Studio Max where I modelled the mesh in question. I simply extruded one of the faces. Of which, seems to be the trouble.

grave nebula
#

@desert vigil Warnings relate to your UV channel 0 unwrap.

gilded plinth
#

i'm normal hell right now with a character : ( i can't seem to fix all the normals in maya no matter what i do. I'm importing normals andt tangents and ue4 (ue4 does a bad job if i compute).

desert vigil
#

Excellent, thank you @grave nebula

gilded plinth
#

anyone got a tip on a normal fixing maya plugin i could try? : /

desert vigil
#

But if I am going to be using solid colour then that should not be an issue correct? @grave nebula

gilded plinth
#

and more importantly, i'm willing to pay if anyone can fix

grave nebula
#

@desert vigil Not gonna be an issue, until you try to use any feature, that relies on tangent space.

hot tusk
#

Hi guys, anyone has this problem before? My reflections all have this building in the reflection

desert vigil
#

Would you be able to elaborate on tangent space or send us a link over about the subject in question. @grave nebula

hollow junco
#

Hey guys, having a trouble with my character being instantly destroyed on spawning. I can spawn from camera or from 'Play here' but when I try to spawn from the Player Start, I get killed and the camera gets sent to (0,0,0) unable to move

grave nebula
#

@desert vigil Long story short, just make a proper unwrap for your mesh.

desert vigil
#

Okay got it; thank you @grave nebula

manic pawn
#

unreal 4.22 release tomorrow?

normal burrow
#

p8

leaden dust
#

how many previews are there gonna be?

#

I don't think I've seen this many previews for a long time

regal mulch
#

So, I can't (don't want to use source) modify the AController.
What's the best way to add a Quaternion to AAIController and APlayerController without much trouble?

#

Guess an interface

fierce tulip
#

i'll tell you if you tell me to make replication of giving wood to other person on server

#

:p

dim merlin
#

Hi, i got a question about spawning actors and streaming levels.

#

if im in a sublevel, and when spawning a actor, its spawned in the persistent level right? but what if i leave the sublevel? (actors wont be deleted) ?

#

is there any way to 'manage' procedural spawned actors and know what to delete?

regal mulch
#

@fierce tulip Just reading this actually makes me feel bad

#

@dim merlin Good question, hm..

#

@dim merlin Would you be open to using a small c++ function?

dim merlin
#

@regal mulch yeah, sure ๐Ÿ˜ƒ

regal mulch
#
 bool ULZGameplayStatics::MoveActorToLevel(AActor* ActorToMove, ULevel* MoveToLevel)
 {
     if (ensure(ActorToMove))
     {
         return ActorToMove->Rename(nullptr, MoveToLevel);
     }
 
     return false;
 }
#

Tom Looman posted that

dim merlin
#

ah, ive seen that around

regal mulch
#

Seems like you have two ways

dim merlin
#

only i dont get the basics of spawning actors and streaming levels..

regal mulch
#

Either you specify an Owner when spawning

#

And that owner is part of the sublevel already

#

Or you move it manually

#

I assume that otherwise all newly spawned actors are within the persistent level

dim merlin
#

basically what i do right now is spawning actors with a owner to force spawn in a sublevel.. but is that even good to go?

regal mulch
#

Should be okayish

dim merlin
#

ive tried that, but had some issues with the spawn transform to

#

however

regal mulch
#

Only problem I see with the code above is: Do you have access to the ULevel

dim merlin
#

my issue is within quit game and move to main menu

cursive walrus
#

Hi im having trouble with authority switch. why does both server and client returns has authority? how do i remove the authority for the clients?

dim merlin
#

but ive just tried to just load level instance

regal mulch
#

@cursive walrus It shouldn't?

queen arch
#

hey guys, what is the oldest ue4 compatible gpu in the market?

wary wave
#

depends

#

define "compatible"

worthy flame
#

is the newest version 4.16.3?

regal mulch
#

No, the newest one is the one with the highest number

wary wave
#

4.21.whatever

fierce tulip
#

@grim ore hi! how can i do replication of my wood inventory?
other people cannot see wood i send them, y it doin this?

wary wave
#

you need a dedicated server

#

version 4.0

fierce tulip
#

i only hav google drive

proper summit
#

Hi... I am working on a multiplayer game. I want to ask, can I build a linux dedicated server for my game from my windows machine. If Yes, HOW??

regal mulch
#

Yes you can. Just the MAC stuff is locked to actually having a mac.

#

I only build a Client for Linux (went actually quite well).

#

You gonna need UE4's source for the Dedi Server anyway

leaden dust
#

this is a call in editor function. The DoorClass variable is just a TSubclassOf<ASwingDoor>

This should be spawning a actor when I press the button for the function right?

#

It isn't for some reason

regal mulch
#

Yes, but try FQuat::Identity

leaden dust
#

ok

fierce tulip
#

you need make classroom first so door intendifies as a door for a classroom. it turns into doorclass

regal mulch
#

0,0,0,1 is the default quat

#

@fierce tulip Go back to work xD

fierce tulip
#

but mah replicatjun

leaden dust
#

ok trying that

#

why does my compiler keep stopping at random breakpoints?

desert vigil
#

Greeting's once more. Does anyone happen to know of any in-depth material tutorials that cover literally everything there is to know about materials. As am currently in the process of creating a level for a project and am unsure if I can use say a texture that I've made in Substance Painter as part of a material within Unreal.

fierce tulip
#

thats fairly un-depth
there should be enough documentation about how to export substance into ue4, with or without the plugin

desert vigil
#

Excellent thank you ๐Ÿ˜ƒ

regal mulch
#

@cloud cobalt ): Stop laughing at me

wary wave
#

Sequencer question, for those in the know - is there a way to make a sequence a bit more "local"? For example creating a self-contained actor that uses a sequence that is saved as an asset but doesn't exist in the level?

#

looks like it should be possible

#

also a local coordinate system?

#

that part I couldn't see anything about

#

to be fair, this seems kinda academic since it can't act on components

#

๐Ÿค”

fierce tulip
#

@wary wave @grim ore my dedicat server I made on google drive works not good, i cant not see other person joined my server, can you help it out?

deep basin
#

If you would build a targeting system, how would you do it? My initial idea is to get all enemies in a certain radius, sort them by their distance to the player and determine thereby the initial target to focus. Upon target switch, I would get the switch irection and search for the closes target next to the one I initially targetted, in the given direction. On targetting, I would spawn an actor, functioning as the targetting symbol at the target location.

is this a valid approach? and has anyone experience dsigning such a system?

wary wave
#

I'd probably do it in screen space

deep basin
#

One obvious misbehavior with that approach is that it could target enemies that are behind the viewport

#

yeah

#

can I target the screen space in a given range?

cloud cobalt
#

@fierce tulip This needs to be a Twitter account

fierce tulip
#

XD

wary wave
#

@deep basin - you can do whatever you want

#

turns out you can diddle sequences with a bit of faff and bind anything you want at run time ๐Ÿ˜„

chrome summit
#

Guys i need help , am making a mobile game and i want it when i rotate my phone left and right to move my character [ i thing it has to do with accelerometer ]

cloud cobalt
#

Yeah it does have to do with it

#

What's your question ?

spare steeple
#

has anyone figured out how to load cooked content in the editor? its possible according to the 4.10 notes

#

id like to be able to share materials and other things with modders without giving out raw uassets

leaden dust
#

@spare steeple Hey,
If you find any good learning resources for modding, then can you please send link to me

mental kettle
#

hey guys kappaross

chrome summit
#

@cloud cobalt did you said that for me?

cloud cobalt
#

Yes

regal mulch
#

The syntax of Execute_InterfaceFunction(Object, Bla) is so annoying

#

The amount of times I hit a breakpoint cause I called the Interface function directly is too damn high

glad gulch
#

Is there a way in general, to say all meshes - they have to be on contact? I know, its easy to grab them, but them a bit down on the Z-axie, but it happen a way bit to often. I would appriciate every advice.

manic pawn
#

someone must have had a br_missing_brain moment when coming up with that syntax being required for objects implementing it natively

glad gulch
#

Complex Collision is activated for every mesh (Just for say)

plush yew
#

There is a button to snap location to nearest surface below but I can't remember what it is

#

you could just select every mesh and do that

glad gulch
#

<- Noob alert for UE4 ๐Ÿ˜ƒ

plush yew
#

lol i didnt even know where that was

glad gulch
#

I just googled surface snapping UE4 and the first pic shows up the context menue ๐Ÿ˜ƒ

#

Maybe one question in general: What is the better way for buildings. Modular meshes and so they are like.. i dunno - open world games a la the witcher - always enterable. Or is there a way, to set up a mesh, for example with a (trap-..)door, press "use" -> enter and then you build up a new level and set up the interior?

#

So the goal for ue4 - the implementation of enterable buildings. I didnt have exp in such kind of ue4. Thats why ask so general. Maybe somebody had the same prob befoe

grim ore
#

both ways work for buildings, how you do it is up to you and your skillset and how you want them to work.

plush yew
#

Ive been messing with UE4 for a while now and Im still a noob ๐Ÿ˜…

grim ore
#

you can make all the buildings in your world real sized and some with open or openable doors and interiors or you can make the buildings separate levels so you can make them "bigger" on the inside than the outside similar to like diablo 3

fierce tulip
#

stares a hole into the back of @grim ore 's head

grim ore
#

if your name was not orange I would be more inclined to help ๐Ÿ˜›

fierce tulip
#

:p

glad gulch
#

Thats was my first thought @grim ore Thanks for your advice. I guess, thats a good plan too. nod

grim ore
#

yeah both methods work, its more about what you want in the end ๐Ÿ˜ƒ

leaden dust
#

could anybody convert a few max files for me into fbx?

glad gulch
#

Next goal: "How to set up a door - useable - to port you into a new level"

manic pawn
cursive walrus
#

@regal mulch yes, it shouldnt but for some reason it does XD

grim ore
bitter iris
#

Is there a way I can make a render distance? For example, dense fog and cull for lower end systems

#

or like link the fog to the view distance, so that it gets thicker with closer render distance

cloud cobalt
#

Cull distance volume

bitter iris
#

possible with fog?

#

For example, link the Z of the fog with the view distance

cloud cobalt
#

In that scenario, you'd configure the fog to match your max render distance

sullen wraith
#

im wanting to know if there's a way i can move all these static mesh actors at the same time via blueprint? they are in a folder and grouped

restive fern
#

@sullen wraith flexin

sullen wraith
#

?

grim ore
#

the folder in the outliner is just a visual item, you can't really select based on it. Your blueprint can have an array of static mesh actors that is exposed and you can put all the doors in there that way.

#

or you could put all of those doors into the blueprint and have it control them

regal mulch
#

If they are grouped, the should move together?

#

Or do you mean runtime?

sullen wraith
#

only in the editor, i mean during runtime ๐Ÿ˜ƒ

#

mathew, for that would I need to manually add each door?

#

im more curious if there is a way to move them all :3

grim ore
#

yes you make an array in your blueprint and add all of the doors to it then you can loop thru the array in your blueprint and make them do stuff

sullen wraith
#

one more question, can I call a "global" function? for example, make a bp with the doors in it, and have the player call a function "open" and each individual door blueprint would act on it?

grim ore
#

yes to both?

#

Blueprint Function Libraries are the equivalent of a global function with some restrictions

#

it seems like it might be easiest to just have some sort of a door manager or something, a single blueprint that holds all of the doors, that you could talk to and tell it to open/close and it would tell all of it's doors to open or close

#

just in terms of ease of use for a one off thing like this

#

I would suggest an easier way like having your game mode hold all the items for you but they are all individual static meshes, not like door BP's, so no real way to get those items into the game mode soo.... work around it ๐Ÿ˜ƒ

sullen wraith
#

thanks mathew ๐Ÿ˜ƒ

silver relic
#

Is there a shortcut key for the snap rotate function? ๐Ÿ˜ƒ

icy bone
#

is there any system like prefab for ue4? In ue4, components need to be put into actors, but i think it would be nice to put actors into eachother for more mainstream pipeline

#

like the Capture2d need to be made into actor and also component

cloud cobalt
#

Blueprint

icy bone
#

blueprint as i said is made up of components

#

which is additional work to make beside the actor

sullen wraith
#

how can I stop the camera from moving when i get in confined spaces

#

you can see how it goes off center

#

once the player moves inside

#

nevermind i think disable camera collision worked

austere badge
#

Is there anyway to make the grass the same color, instead of having it have that ugly look to it"?

sullen wraith
#

by changing the color of the grass? I could miss understand what you mean

#

change the material associated with it.

austere badge
#

Well you see how there are two colors? Is there anyway to make it more uniform?

#

The dark and then the light

sullen wraith
#

sent screenshot of the grass details

#

ie. its textures/details

austere badge
#

I'm following a tutorial btw

#

I'm very new.

scarlet birch
#

Hey does anyone know if the "DENT - Networked Destruction" included in the free assets allows changing the collision responses on the fragments so that they differ from those on the original mesh?

#

I guess, it's moot. As soon as I asked that I realized a couple of simple solutions to work around it anyway.

topaz pebble
#

does anyone have a large list of example scenes

surreal flame
#

ooof

#

i cant open my project anymore, stuck ad 45%

cloud cobalt
#

Normal if you've changed something drastic like forward rendering

austere badge
#

I don't seem to have any shadows in my game at all. All settings are turned up to the max. I'm on a step in a tutorial where we position the sun.

maiden sundial
#

How should i make an object look like it's on focus ?
Like a yellow frame or something like this around the object

hot drum
#

I think that kind of stuff has happened to me in the past, I'm not sure if it will help, but try just simply restarting or saving

#

@austere badge

#

In blender I have a spinning block model

#

and I have collision blocks set out

#

there are two collision blocks

#

I import it to unreal

#

and it DOES hide them, but is not getting any collision out of it

#

this should be extremely simple, but no matter what I try It just doesn't work

rotund bramble
#

Hi I am trying to rotate with the left motion controller. Project settings is ok but I am only getting strafe can someone help. I am in the VR template and a total noob. But I did get forward and back working. Any help would be great.

austere badge
#

I also can't move the sun

plush yew
#

there should be an update button for the sun or the directional light @austere badge

paper kernel
#

man, this is pretty cool

#

my first learning AI

#

(these are laptimes)

austere badge
#

@plush yew The update button doesn't change the suns position.

#

It changes the light but the sun stays in place.

sullen wraith
#

why isn't item structure beingpassed onto its child blueprints?

plush yew
#

Could anybody give me a quick explenantaion on how replication works. I am very confused as to how to go about making my game multiplayer ready.

regal mulch
#

@plush yew Check the #multiplayer channel. There is a pinned message saying "Multiplayer Compendium"

#

That's all you need for the start

#

@sullen wraith You are just showing the struct. That's not telling us much.

#

You can't see the variable in a child of that BP?

austere badge
#

No matter what I try, changing the color does not produce the intended effect.

#

If I change the light to blue, the light doesn;t seem to go everywhere if that makes any sense

#

Only certain places change

#

as seen above

sharp kindle
#

How do you make water fizzle

#

at shorelines

#

for like a beach or something..

plush yew
#

@grim ore

#

I got unreal working

#

I cracked it

#

``in regedit changed the following: Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\VisualStudio\SxS\VS7

C:\Program Files (x86)\Microsoft Visual Studio\Preview\Community\ changed to

C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise``

#

I tested it by changing it back and forth and its definitely that

grim ore
#

weird, I wonder why it kept going back to preview if you reinstalled windows

#

but atleast it is fixed ๐Ÿ˜ƒ

plush yew
#

I lied about reinstalling windows

#

๐Ÿ˜‚

#

funny thing is I used to have preview installed only because of a similar reason with another c++ engine

#

in that preview worked better for some reason

#

vs is a mess

#

why does vs studio parse files with each new unreal project?

grim ore
#

parsing the solution for intellisense?

cloud cobalt
#

Because it caches millions of stuff in the project folder

plush yew
#

๐Ÿ˜ฆ

#

I just trying this

#

to check if its working

#

done

#

I am genius game programmer

plush yew
#

I am pretty happy I got it working

#

although is weird how bad the coding works compared to c# in unity

#

but thats kinda what I wanted

#

even though I am running on $2500 pc its quicker than unity

icy mulch
#

Hello

grim ore
#

ahoyhoy

icy mulch
#

Why does my package freeze on unreal engine

grim ore
#

gremlins in the PC not being fed?

#

we can only guess because we don't know what package, when it freezes, and any other info that might help

icy mulch
#

Im trying to package my game and it get stuck at 78 compiling shaders i have no errors on my map at all

grim ore
#

so it's trying to compile shaders while packaging? are you packaging for windows or another platform?

icy mulch
#

Windows only

grim ore
#

super weird then. does it do this every time? what does the output log show

icy mulch
#

Yes it does it every time this is the 6 time it does it maybe i need to turn on wifi when i packed it

#

Like

grim ore
#

well what does the output log show?

icy mulch
#

Hold i have to reboot it casued it crashed

worn spade
#

Can someone point me in the right direction for moving player spawn in relation to exits? I got my character entering a building instance, but when they leave they go back to the one player start location instead of spawning outside the building.

grim ore
#

two ways I can think of off the top of my head. Save the location where you entered from in the game instance and move the player back to that location when they come back out

#

set up exit points connected to your buildings and when you exit, get that point and move them there

worn spade
#

I guess I need to figure out how to access and/or stream information across levels. event for exit 1 in level 1 updates player start to exit 1 in level 2.

mint umbra
#

Does the Procedural Foliage tool have a limit as to how many assets it can spread? I've masked out which landscape layers I want foliage on and even set the Minimum Layer Weight to 0, but the foliage just wont prioritize spawning on the hillside.

#

It nearly cuts off in a straight line aswell.

grim ore
#

the Game Instance is an object that you can use to store data across levels if you need it, it's created when the project loads and destroyed when the project closes and persists across open levels

cloud cobalt
#

@frosty torrent You can download the sources as a zip and build it yourself

brave beacon
#

got a issue im having in ue4 is anyone available to help a mate?

worn spade
#

thanks matt, sounds like what I need

grim ore
#

I had a livestream where I showed how to do this basic system but it's really basic and if you have a ton of places it might be a bit wonky. I just rewatched it to remember how I did it and meh lol

worn spade
#

sounds like what I'll need for doing inventories and stuff, glad to see it early on

austere badge
#

What's the difference between a float value and an integer?

abstract relic
grim ore
abstract relic
#

Oh now youโ€™ll self promote ๐Ÿ˜œ

austere badge
#

Subscribed

grim ore
#

well it's alot easier to just show how floats and ints work in UE4 this way lol

abstract relic
#

Somewhat

grim ore
#

ah nah the API stuff is useless for this ๐Ÿ˜ฆ

austere badge
#

Does anyone know if the default value type to player acceleration is a FLOAT?

grim ore
#

look at the color for it

abstract relic
#

Apparently programming math is universal. They didnโ€™t bother to doc it

austere badge
#

Well I think I changed and want to change it back.

#

But am not sure what it was set at

grim ore
#

well you can't change the type if it's part of the pre built stuff, like a property of the character component

austere badge
grim ore
#

well that would be your variable you created

austere badge
#

I created the player health not the player acceleration

grim ore
#

well I would guess its a float if you are putting it into the movement input nodes

abstract relic
#

I imagine char movement has an built in acceleration var. You canโ€™t accidentally change var type without digging in vs though

fierce tulip
#

sees "the crusher"
almost grabbed my hammer :p

abstract relic
#

Shush. you did this

fierce tulip
#

:p

abstract relic
#

Probably wise not to help today until I can justify changing the name back though ๐Ÿ˜œ

#

No one should listen to crusher advice

austere badge
#

Could someone give me a rundown of what each node is doing? Like I know the nodes with the comment movement are controlling movement but the first one says InputAxis MoveRight. Where does it say to move left for example?

abstract relic
#

I donโ€™t know how to make wood in slot after all

icy mulch
#

It frooze again i dont get it

grim ore
#

An axis is 2 directions and a resting state, so -1 to 1 with 0 being resting. like a joystick. using a single axis input you can define the 2 states, the -1 and 1 or in this case Left on the keyboard makes the axis value -1 and right on the keyboard makes the axis value 1.

#

doing it this way lets you set up multiple inputs in the input manager for one event so you can have a joystick and keys assigned to MoveRight and they all work with this one node

austere badge
#

So for something like up and and down you would only have to have an up node with 2 values 1 being positive and the other being negative?

grim ore
#

if you are using an axis yes, you could always do 2 nodes one for each direction if you wanted and just checked key down or up

#

with a keyboard there is no real difference but with a joystick you get the subtle movement between -1 and 1 which might be a walk animation for example

icy mulch
#

Can someone package my game cause mine is wont let me package it freezes the pc only for my mouse to move

grim ore
#

the other main different is the axis event node runs every tick in that blueprint so it constantly checks for the value where a key press (action) node fires only when an event happens to trigger it like key down or up

austere badge
icy mulch
#

Log unreal edwisc warning heartbeat event firing too frequently

wary wave
#

a character is a pawn

icy mulch
#

???

finite slate
#

Integers can't have decimals

#

dang

#

answered an old question

grim ore
#

It is saying this node is ran on the target, and it is designed to run on a Pawn. a Pawn is a type of Class in UE4.

icy mulch
#

Is there. A way to fix it

spare sun
#

do you guys explicitly disable default plugins you don't use?

manic pawn
#

yes

grim ore
#

we would need more than that, we would need the entire log if possible or the last chunk showing any errors @icy mulch

manic pawn
#

it makes the engine build faster without all the unnecessary plugins

spare sun
#

ty

manic pawn
#

it's kind of annoying how that just makes your uproject file a huge list of "plugin x disabled"

grim ore
#

can you disable them in the engine itself?

manic pawn
#

why are they even on by default

#

I guess you could switch the enabled by default off in all the uplugin files ๐Ÿค”

grim ore
#

๐Ÿ˜‰

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I saw that mentioned somewhere when someone asked the same question but I never bothered to test it, seems like it would work tho

#

I've always been afraid of stuff randomly not working in the engine when I hit the wrong plugin lol

spare sun
#

wouldnt an engine update enable them back to defaults

grim ore
#

it probably would but if you are working in an older version you won't update the files and if working in source pretty much the same

#

and each version is it's own folder so once it's done you never have to change them again ๐Ÿ˜ƒ

brave beacon
#

can anyone help me?

grim ore
#

nope ๐Ÿ˜ฆ

#

There does not appear to be an @anyone in the channel

brave beacon
#

looool

#

matthew

#

i giot a nooby question

languid patrol
#

is there any benefits to adding a nav modifier volume to areas nobody will reach? (its a fps/tps game, not VR)

grim ore
#

text is lightweight so it does not take up much space

#

it is, then there is another 8gb to download of resource files

feral fjord
#

Hey guys, Anyone knows how default UE4 mouse input sensitivity compares to any popular game? I'd like to set it up to match something people are familiar with.

cloud cobalt
#

@frosty torrent Will download more stuff later

#

All the dependencies are downloaded before build

#

Just use launcher builds

#

Tablet ?

#

If the launcher doesn't work the engine won't

manic pawn
#

why do you not have internet at home

austere badge
cloud cobalt
#

@frosty torrent Install the engine once, you won't need to update it all the time

icy mulch
#

Maybe my pc is to weak to package my game i just give up

cloud cobalt
icy mulch
#

@cloud cobalt no one is there i just don't why mine keeps freezing when ever i try to pack the game

cloud cobalt
#

Step 1 : ask your question on the right channel with as much information as possible
Step 2 : help comes

grim ore
#

well we have asked for your output log many many times and you refuse to give it to us so we literally cannot help

plush yew
#

When I add two 90 degree rotations at once it just completely ignores the rotation of my fist items. I need to flop them over then roll them 90 degrees to get them facing the right direction, it works all the way up to 90. Like, if I use 89 degrees then everything rotates as expected. But if I make the step over to 90 it all just resets and acts as if no rotation is being applied

#

Rotation at 89

#

rotation at 90.

plush yew
#

Right now I am having trouble implementing multiplayer into my project. Client one updates fine but Client 2 I am having trouble with

austere badge
#

Could someone explain in basic simple terms (pretend I'm in kindergarten literally) what GetControl Rotation means?

plush yew
#

How do you put the dots in blueprints to re-direct stuff and organize it?

#

double click on the line

scarlet birch
#

@austere badge It returns the rotation of a pawn.

austere badge
#

See I'm just stupid. That still confuses me lol.

#

What do you mean by returns first of all?

scarlet birch
#

gives as output

kindred viper
#

@scarlet birch technically its the rotation of the player controller right?

scarlet birch
#

yeah

#

It's a variable stored in the controller I think.

#

Yeah,

kindred viper
#

it can confuse people when it comes from the pawn, but gets the pawn's controller

scarlet birch
#

/** The control rotation of the Controller. See GetControlRotation. */
UPROPERTY()
FRotator ControlRotation;

plush yew
#

@plush yew Thank you!!

kindred viper
#

TFW your photoshop sub ran out and the wife is asleep and keeps hold of all the money -

#

dare I use mspaint

scarlet birch
#

@austere badge I'm going to suggest that if you aren't familiar with a return statement spending a little time reading an intro to coding tutorial/book might save you some time and frustration.

hollow junco
#

Hey, has anyone managed to export a landscape spline as a SVG? I want to be able to export the roads I've made using the landscape spline editor, and then create a heatmap to distribute housing? Is that possible?

plush yew
#

Will we ever get to port to other platforms? (Port to Mac from a PC and visa versa?)

kindred viper
#

@hollow junco you can do it. Store the relative locations of the spline points, any curves, etc, in an xml format for parsing externally.

hollow junco
#

Okay, so I'm using prefrabicator to create my houses, all made up of modular pieces. Is there a way to quickly populate my level? A BP that perhaps casts to the spline in the level that is my roads, and randomly add instanced prefabs along the sides of the spline?

plush yew
#

how do I get visual studio to show the drop down thing for code as I am typing?

#

like for unity I just installed a package

#

and it works

supple totem
#

@hollow junco take a look at the splines map in the content example map. You can spawn actors along a spline easy.

plush yew
#

*IntelliSense

#

for unreal

#

in visual studio

#

how do I enable this?

dim plover
#

Ctrl + Space? For the dropdown thing. I think it also shows when you're typing automatically usually.

plush yew
#

gimme some code

#

to test it

#

#include "NewActorComponent.h"

// Sets default values for this component's properties
UNewActorComponent::UNewActorComponent()
{
    // Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
    // off to improve performance if you don't need them.
    PrimaryComponentTick.bCanEverTick = true;

    // ...
}


// Called when the game starts
void UNewActorComponent::BeginPlay()
{
    Super::BeginPlay();

    // ...
    
}


// Called every frame
void UNewActorComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
    Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

    // ...
}

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eg I have that

#

?

dim plover
#

I guess just type a letter and then hit Ctrl + Space.

plush yew
#

I just typed letter a

#

does that look like it sworkings?

dim plover
#

Yeah.

plush yew
#

thanks

#

people say unreal is easier

#

but its taken my like 3 days to understand how to open it

#

unity takes like seconds to build a game in comparison, but I like the speed and optimisation and smooth flow of unreal

brave beacon
#

can i ask you experienced unreal people a question?

#

its kinda of a nooby question

plush yew
#

just ask

#

go on

#

do it ask

#

๐ŸŽต believe in yourself

#

๐ŸŽต do what you can

#

๐ŸŽต you can ask the question

brave beacon
#

so how does landscaping work and adding like houses and trees and etc

plush yew
#

no idea

#

I presume you import 3d models

brave beacon
#

i get that like mountains and stuff

plush yew
#

does unreal build by default if your on windows

#

cant see windows listed

gilded plinth
#

anyone here done any vertex normal fixing on characters for ue4? I'm in normals hell with a character and the top of their eyelid where the crease into the fold is

plush yew
#

no

#

whats best unreal tutorials on youtube?

#

I used to use tesladev

worn spade
#

you can do really big hills with the landscape editor, and you can have multiple textures to a landscape so you can paint on rocky textures to the hills. But that's gonna be like, old world of warcraft mountains, good looking one will have a bunch of rock meshes added, probably one base mesh scaled up to mountain size to start off with

plush yew
#

but he dont update as much now

blazing rock
#

Why can't I see the walls and floor in wireframe mode? I just started learning UE4 today and I think I may have hit the wrong hotkey. I don't think they're hidden because ctrl+h doesn't do anything.

worn spade
#

I like Titanic Games channel so far. tho I think they stopped making videos a while back, still good tutorials to go through

plush yew
#

are those the same guys building the titanic game?

#

these?

worn spade
#

nah

plush yew
#

thanks

sullen wraith
#

I'm wanting to change this

#

into, if my mouse is over item < distance

#

what do I call instead?

cobalt scaffold
#

GetHitResultUnderCursor

sullen wraith
#

which one do I use?

#

nevermind think i got it

worn spade
#

Learning that my third person character blueprint in the world outliner is a separate instance from the actual third person character blueprint. Everytime I cast to it I'd get the default mannequin again instead of my custom character. Finally figured out how to edit the original

#

And now I can load new levels to run around in. Opens up a lotta stuff

icy mulch
#

Hey i got the game to package but when ever i click on it says steam vr not readyy why

grim ore
#

Are you using steam vr? If not disable the plug-in and repackage.

worn spade
#

Ey Matt I looked up game instances and realized I was watchin your tutorial

plush yew
#

@grim ore hey have u tested out the 4.22 raytracing stuff? was strongly considering looking at it

grim ore
#

I havent, only have a 1080 ๐Ÿ˜ซ

plush yew
#

ahh

potent wing
#

I have 1 question here, I'm starting a horror game project. the question is, can i make a story game that player's choices effects the ending of the game with Only using First person blueprint (UE 4.21.2) and without any coding?

#

Tag me

worn spade
#

The blueprint is coding

grim ore
#

@potent wing you cannot, there is nothing built in to press a button to do that. You will have to code in blueprints, c++ , or another supported language to accomplish your goals.

potent wing
#

I mean i can only do and understand blueprint

#

I do not understand any codimg language

grim ore
#

Blueprint is coding

#

What you want to do can be done with just blueprints , yes.

potent wing
#

Okay thanks

#

Also, can i finish the game in like 7 weeks if i works 8 hours a day?

#

I once finish a mobile game in just a month, idk about Pc

grim ore
#

That's up to your skill level and the goals of the game. Yes you can if you design it for that timeframw

potent wing
#

Well not finish, almost

#

Okay thanks mate, i hope you can help me when i needed

silver crown
#

Ye, get a 2080 ti

plush yew
#

I probably should get into Niagara shouldnt I

#

I was trying to use a particle system in cascade to spawn only one particle by itself, that lives forever (I have the lifetime down just how to I make the burst only happen once?)

#

I just need it to Immediately spawn one particle, never spawn it again, and I already have the lifetime set to infinity, but I cant find a good tutorial on it

timber bloom
#

making a map in blender would work right?

plush yew
#

I mean you can use an FBX that is exported from blender yeah

#

Anyone know if dedicated servers treat client 1 differently then client 2?

timber bloom
#

it actually turned out well

worn spade
#

did you also make a collision box for it?

timber bloom
#

yeah

#

@worn spade i set it to complex collision so it made it for me

worn spade
#

guess unreal can generate some pretty complex collision then.

timber bloom
#

Yeah

#

Like perfect

#

@worn spade it hugs it perfectly

#

You take it you click remove collision then set the collision from default to use complex as simple

#

And boom

#

Perfect collision

worn spade
#

so Im tryin to use player start on my level but player wont start from there, it starts from where the pawn is placed on the map. and if I delete the pawn, all I get is an immobile camera at 0,0,0 when I hit play

#

on another level it does spawn the pawn and I can move around, but it still spawns at 0,0,0

sharp kindle
#

@timber bloom You don't actually have to remove collision, just set complex collision as simple.

#

Skip a step ๐Ÿ˜ƒ

timber bloom
#

that doesnt work for me

#

it stays as simple for me

sharp kindle
#

It should only use complex as simple if it's set in collision settings.

#

That's weird

#

Do you make these with blender?

timber bloom
#

yes

sharp kindle
#

What export method?

timber bloom
#

fbx

regal mulch
#

The Complex Collision is neat for some very unspecific meshes.
But for more complex ones or ones that are frequently used, I would be careful.

#

Collision checks on these tend to fail or not snap to the mesh surface.

#

It's often wiser to make a simple collision shape and export that with the mesh

timber bloom
#

idk how to do that

worn spade
#

ya'll tryin to fix somethin that's working

timber bloom
#

and so far all the collisions have worked perfectly

regal mulch
#

I had a very "simple" robot mesh. It was basically a flat surface lowpoly body.
Complex collision often made me sink into the mesh.

#

Just saying :P if you notice something going wrong with collision, it might be that

worn spade
#

I think my player start issue might be that I looked at the Choose Player Start game mode function. No idea how it was set at default, and I dont see how to stop it from being in override mode

#

at this point hitting play just gives "no player start found"

regal mulch
#

In BPs, you just delete the function. Then it's not overriding anymore.

#

Or if you need both yours and the parent function, you can right click the start node of the function and hit "Add Call To Parent"

sharp kindle
#

@regal mulch It depends how the mesh is made

worn spade
#

alright that works. I was afraid that deleting them was gonna completely delete them

silver relic
#

Hi guys. I have a question. I created a bit bumpy terrain so now my first person is quite shaky when running around ๐Ÿค” is there a way to fix that? I was thinking about maybe making a second, more smooth terrain on top, and using it as an invisible blocking volume. Or setting up some kind of dampening? Any ideas?

deft temple
#

Is 4.22 coming out today?

honest vale
#

nein

native cradle
#

@worn spade are your game mode and game instance set in settings?

#

World Settings and Project settings

#

Can anyone point me to any tutorial (pref something you have tried and works) for running a Dedicated Server with Steam?

dim merlin
#

Hey, anyone has a idea about saving asset references to savegame, eg a staticmesh?

#

what is the best way of doing this? when the asset is being moved or renamed the savegame is corrupt right?

paper kernel
#

soft asset references maybe

#

but it probably invalidates the save file between builds

mental hollow
#

Hello, I'm having trouble with collision in paper 2d, especifically with Maps, I added tiles there and they doesn't have collision even thought I added it on the original sprite, if anyone can help me I'd be so thankful.

errant chasm
proper summit
#

Can anyone please share a link to UE4 Networking Docs that explain the concepts of Networking for Game Devs? Things like how to cop with delay, How to resolve problem "I killed you first " type.

leaden dust
#

What is OnlineSubsystemNull?

sudden agate
#

LAN

plush yew
#

Hullo

cloud cobalt
#

OnlineSubsystem is the online platform abstraction, null is "no online" aka LAN

mental yarrow
#

Hey guys, i am woriking on a car in ue4 and if you type "ShowDebug Vehicle" you can see all these values, so i am trying to create realistic skid mark from the tires and i seee there is a value called Slip Ratio i would like to acces in a blueprint. Anyone have any idea how this would be done?

wary wave
#

@proper summit - check the pinned posts in the multiplayer section

wintry willow
#

I can remove a foliage instance static mesh by index, but can I hide or disable it instead?

wary wave
#

no, I don't think so

high ore
#

Hey guys I'm looking to work towards making an online mmorpg like runescape . Would I be better off learning c++ or blueprints? I want the gsme to be massive open world and have multiple servers.

languid shard
#

yeah ๐Ÿ˜ฆ

#

shame 'cause that was a great idea

cloud cobalt
#

Well shit

leaden dust
flat idol
#

It depends on what are the specific needs of your voip implementation.

leaden dust
#

@flat idol Kind of like talking to other players within a certain radius

#

of the player

flat idol
#

cool_da_noob, you must have to be more specific than that. But at any rate, online subsystem has the voip implementaton ready to use, and you can try to use the voip extensions that have been added to the engine (a voip component) to gain some more control over the talker features.

#

As for me, i decieded to rip the whole thing out of the online subsystem and am rolling my own implementation which takes care of just about everything regarding voip, and that way i gained full access to the module to customize it.

leaden dust
#

@flat idol is there any documentation about the voice system?

#

Can the whole thing be sone from the subsystem steam

flat idol
#

here, i used this example when i was learning about the way it is working

#

While it's for tests only, you can grasp the general idea of handling audio packets, and compression etc

#

In case that's a bit over your head, then just go on the path Stranger have recommended above.

#

Just udpated the link for the correct one :)

leaden dust
#

@flat idol thanks a lot

#

the link does not work tho

flat idol
#

IT does, you just have to be registered with epic game's github repo since it is private by default

leaden dust
#

ah

flat idol
#

There's a registration process on the website you have to fill in

leaden dust
#

ok

paper kernel
#

crazy question, is there a way to make inverse vector curve?

#

3 values in, 1 value out

flat idol
#

Nope. Just read it again.

paper kernel
#

inter curve vector only supports time as value In

flat idol
#

Yeah

#

You can maybe do the following. Take your vector length, and use a regular float asset perhaps.

#

It may not work if you want some exotic vector curves here.

paper kernel
#

I cant really do that, as all the values are individual data points