#ue4-general
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eh, I guess it depends how much you really need the feature
it's definitely doable with caveats
just read the article and acknowledfge the existence of this plugin ๐
yeah
more control, ergo space to optimise
agreed
and it shouldn't be too hard
so it's both CPU and RAM
(if course it is, but was wandering if it had a minor CPU impact - doesn't sound right)
i see
a single high res RTT can be costly
probably the displacement has its costs too
but for a snow deformation layer it can be greyscale
which reduces that a lot
and yeah, displacement is shader based
yes it is greyscale
but it's much less of an issue
unfortunately it probably needs tessalation
oh well thank you, will investigate if it makes any sense ๐
Any of you know anything or can give me tips on what I can do to make a game like the new Kingdom Hearts game??
Well, sure, what more specifically ? KH is a large game
Well I love the series. And I want to try mimic the movement and fighting from KH3 if it's possible??
@cloud cobalt so your not going to help me tru figure it out or even find me something as an example. Oof
What ?
You're asking very broad questions here, so you're getting broad answers
There isn't a "Kingdom's Heart in UE4" tutorial
Idk I'm sorry I just really want to make something super similar but idk how to go about it
Runtime mesh component
@sick meteor You need to do it step by step, carefully, by observing how it works in KH and then trying to reproduce it. Start with a third-person character template, which will give you a walking player with a 3P perspective
You'll have jumping too etc
Runtime mesh comp -> convert to static mesh feature
That will give you what you want
@cloud cobalt ok another question. Anything online apart from youtube that may help me make something like skyrim?
Skyrim is a game made by 50 programmers and 300 artists over half a decade, so no, there isn't a tutorial for that either.
Skyrim is a game made by 50 programmers and 300 artists over half a decade, so no, there isn't a tutorial for that either. Wise words
Again, if you have a particular feature of Skyrim that you wonder how to do, happy to help
there were 50 programmers?
Less than that tbh
@sick meteor My point is, you should ask about particular features that you need help with, not full games
"How to do the Dragonborn spell" is one thing, "how to do Skyrim" is not something anyone cna answer
Except stupid answers like "hire Bethesda to do it"
Did they change any of the basic API
with 4.22
some of my stuff isnt working properly
even though I am doing it exactly the same as before
error C2664: 'bool UClass::ImplementsInterface(const UClass *) const': cannot convert argument 1 from 'UClass *(__cdecl *)(void)' to 'const UClass *
This used to work for me
why isn't it working?
ok lol
sorry
I forgot to put brackets
on the StaticClass
So I have a couple different data tables for in game items. What's the best way to look up an item given it's ItemId (Data Table Row Name) at runtime?
Say I'm given some Item Id and I want to find that corresponding data in one of 10 DTs
Is the best way to just organize the DTs such that you know which DT the item is in based on it's Id then call FindRow(ItemId)
or reading the DTs into a map and accessing them that way? etc
pretty much the first
I don't see what the point of having multiple tables is if they're not organised
I didn't mean the DTs themselves being organized but maybe a TMap<FName /IdPrefix/, UDataTable*> and use a prefix for each DTs row name and access them that way
I hate that DTs require FName keys.
What does AnyDataType& mean?
And also, is there something like a level blueprint in cpp
got a blueprint actor in my world
can i cast to it to retreive it's values?
from another blueprint
I know how to with players, not sure how to with this
@sullen wraith if yuor another blueprint is existing in the world already
use instance editable variables
and just use the dropper
So you'll have a reference
Before dropping Actors into the scene that should do something
Why don't you ask yourself these questions:
- Does it need to be an Actor? Or can it be a Scene or even ActorComponent on an existing Actor, such as GameMode or GameState?
- Does it need to exist in the level before the game starts? If not, why not spawn it from the GameMode/GameState/etc. and save the return value.
can i set the color of a niagara particle emitter or system from blueprints?
I would assume so
you probably need a parameter, if it's anything like Cascade
also #niagara
oh thanks @wary wave
hey guys are any of you familiar with saving variables?
@wary wave can you tell me how to do it in cascade?
are there any other decently sized ue4 discord?
Yeah.
Well nothing really wrong
but i would like another discord
because sometime people are not available here
So there might be people online on the other discords I thought
Nah, this is pretty much it I fear.
Virtus' Hub discord is pretty big
But I got kicked
for complaining against partiality
if people aren't available here, chances are they wouldn't be there either
I can't find the official UDN discord
probably because there isn't one
it was closed? I remember I was in it when for some reason they changed permission to require phone verification
thanks for pointing the way, didn't know it was datasmith feature, seems like it'd be useful globally
I don't recall there ever being one
Anybody here had experience with Pixel Streaming?
Can't seem to figure out how I'd go about setting it up over a network
Got it running locally just fine on multiple machines
What even is Pixel Streaming?
like teamviewer for ue4 editor, you can give a layman controls of your runtime through web interface
Does anyone know of a decent beginner level tutorials for an enemy soldier AI?Something that tracks the player without sticking to you like glue and shooting projectiles at the player. Most tutorials I can find are for very basic track player and chase them.
start with the basic tutorial, then work out how to adjust it to suit your needs?
arguably a 'basic soldier AI' doesn't do much more than that tutorial, if not less anyway
Get the online first person shooter tutorial and many others by becoming a patreon: https://www.patreon.com/bePatron?c=550670&rid=874324 Any questions? Heres...
I've totally forgotten how to bring up the Undo History window, does anyone know how?
Edit -> Undo History
Thanks! I was staring aimlessley at the Window menu!
I submitted a bug report last night, will I get an email if it's added to the issue tracker?
hey guys just wanted to ask with someone knows a course or a tutorial that gives a good feeling about unreal engine in general, just to know everything just a bit before diving into anything too particular
lol thank you a ton I feel incredibly stupid of not trying to think of something that easy ....
there are a few generic "do stuff in UE4" series out there but the more specific ones like "level design" or "blueprints" tend to be a little better since they are more focused on what you might want to do
I want to try as a first step to do some cinematics in unreal engine
in that 2nd link there is a Cinematics with Sequencer series
maybe start with the level creation one to get the hang of making stuff then move to that one. the intro to the editor ones would help as well
ok thank you because I do 3d for 3 years right now and I'm just barely getting into Unreal and it semms REALLY deep to where you can go.... So its a bit intimidating and me a bit of sacking off the last few days. should really dive deeper into it
it is very deep, it's a full rendering engine with everything else you could want tacked on lol
im so defeated, forsome reason my blueprint isnt working at all anymore, its working in previous version, i keep checking the previous version to the current version
and there are zero differences
so i replaced the new one with the old
and it still didnt fix it
no errors hinting where what the issue is
i've narrowed it down to not being able to find enemy actors, yet it does in the previous version
legit copied the files across to new version.. replaced the not working one with the working one, and the working one doesnt work now
debug time, breakpoint on the node that should work and see why it is not. is it not getting the actors? is the node filtering out badly? is it finding what you want and then not doing what you want. you have to find the exact problem to fix it
if its not being able to find enemy actors, how is it looking for them? is that method correct
give me 5, ill screenshot
it goes down the failed branch in one, success in other, ill show ๐
screenshot might help sure but did you debug it to find out the fail point itself? which one part is broke
it's checking for all actors in the sphere with a tag in it, for one BP, it's succesfully getting the actors
the other one finds none
and are the actors all tagged correctly ?
F:\Unreal Projects\NewProject\Intermediate\Build\Win64\UE4Editor\Inc\NewProject\NewProjectCharacter.gen.cpp(33): error C2511: 'void ANewProjectCharacter::AddTooltip(const FString &,const FString &)': overloaded member function not found in 'ANewProjectCharacter'
1> F:\Unreal Projects\NewProject\Source\NewProject/NewProjectCharacter.h(12): note: see declaration of 'ANewProjectCharacter'
1>F:\Unreal Projects\NewProject\Intermediate\Build\Win64\UE4Editor\Inc\NewProject\NewProjectCharacter.gen.cpp(37): error C2352: 'UObject::FindFunctionChecked': illegal call of non-static member function
I don't know why its trying to find implemetation of my function
in the bottom picture, the top breakpoint
is the success one
which works on the old version
the bottom breakpoint is the fail
it always fails for some reason on the new one
i've double checked everything, nothing is different
so the issue is the sphere overlap is not finding any actors?
anyone got fix to my problem?
i added some print nodes
hold up 1 sec
and its saying tag not found
where the actor is right next to me
it used to work and say "tag found"
so then actor tag and component tag are different so make sure you are using the right one
the first step then is; is your overlap sphere overlap getting what you expect? is it getting the actors you want. breakpoint on it after it runs and check the output array and make sure your prisoners are there in the first place
i just changed it's filter to look solely for this one persons blueprint
and it didnt print anything
so it doesnt seem to even be finding the actor?
without filter
with filter
so it's not printing anything with tyhe filter
don't use prints, use debugging and breakpoints
breakpoint on the node after it, or on that one and step once, then mouse over the output array and see what it shows
when it breaks it should stop, go back to the blueprint when it stops and you can mouse over any variable to see what is inside it
you need to step once or stop it after to get the Out Actors to have a value, this node has not ran yet so it's not going to have valid data yet.
so put the breakpoint on the for each loop after the sphere overlap and then you can check the output of the sphere overlap or the input going into the for each
and that will show you exactly what that node is finding with your settings
What UE4 version would you guys consider most stable for cpp code?
i can see here that it's not finding it
so then the tag is the issue if that is the correct item at that point
wait..
i moved them both
far away from everything else
above the map
so its gettinglless results
now itsworking..
are you still filtering?
not filtering
enemy close combat fighter is correct
your filter in the first screenshots showed prisoner
prisoner and close combat fighter are the same, was just testing with prisoner
are they the same?
so this one currently works.
when i isolated the player and the fighter above the map
but as soon as I placed them on the ground again
its not finding anything
they are not the same
but they both have what the sphere is searching for
tag wise
your filter is saying to ONLY get that one type, not both
you dont check the tag until after you only get those actors
i dont have a filter on it anymore?
yeah if your filter is off now then that would explain why it works now
you are saying get everything around me and then I will check for the tags
unless the close combat figher is a child of prisoner, then getting the prisoner would work as a filter
mathew im still a bit confused
as i said it's working when i put them above the map
but as soon as they are surrounded by other things
its not working?
so the non filter version is not working?
okay give me one second
this is currently the only version
it works
when i put them both up high
like this.
however as soon as they are around other things
no dice...
well it's finding hundreds of objects potentially so it's going to say tag not found alot.
can anyone tell me how to make a box collision inside of a blueprint be able to recongize overlaps without it having to move?
see in the middle pic?
the text over the white guys body
thats what happens when it finds the actor succesfully
in the bottom one, it's never finding the actor at all
remove the tag not found and make sure it;s not finding anything for sure, or debug your part where you put them into your found array
with print removed
nothing found
even with breakpoint
it never gets to the success
only when up high
filter it out to find only the close combat and see if it works, close combat is the correct one for that test right?
is the output of the array correct tho with just the one result?
@acoustic pagoda you could always have the item causing the overlap tell the item it is overlapping with that it was overlapped and do whatever you want.
but does the actual item that is not moving not fire the begin overlap event on the box collider?
yes but the issue is not when it's up high, what happens when it's in the problem spot
and that is also not filtering soo... we want it in the bad spot filtering for that one enemy class only and it should find that one
results without filtering
note in the array it builds
of all valids
it hasnt found 1
ill try with filtering nwo
well if you look at the first screenshot you can see the ... at the bottom, it has too many results to display
with the filter enabled
it finds it, just like it does above
but it doesnt add it to the array of the succesfful ones
@grim ore 1st BP is setup to choose 1 out of 5 meshes and send it in a direction of a player. 2nd BP has a scene ceomponent as a spawner and box collision behind the player to kill the objects that get past.
even though it does when it's up high
ok so we have 2. is it possible its putting your text on the wrong one?
can confirm that doesnt happen, player will auto rotate to the selected one and thats not happening either
still confused why it works when isolated, and even when filtered around things wont work..
so the 2 of them go into the loop now, and then when you check tags what happens
OH FUCK
you have to step thru it all at this point, use the step into buttons
@acoustic pagoda the box collsion has an begin overlap event that you can use when something overlaps it, is that working?
Im using that, the begin overlap event only works if the box collision is constantly moving in one direction, otherwise its not working
it only returns results that you can see.. not behind a wall
and its considering the trigger collision a wall blocking them...
@acoustic pagoda that is weird. so the box collision (the boundary) is not detecting items coming into it?
when static, nope
FLIGHT OF THE NAVIGATOR
same thing when I put a box collision on my player pawn and move around, it detets, but not when Im stationary. weird AF
@grim ore I've found the issue, my triggerbox is being considered as blocking line of sight from the player to the pawn
is there anyway to make it so my triggerbox isn't blocking "vision" for the player?
what is the collision setting for the trigger box?
@acoustic pagoda yeah that is weird for sure, I dont remember that being the case it should call and overlap when another overlapping able item overlaps with it
and ideally I do want it to remain in the level
Hey all, now that 4.22 is out officially, has anyone encountered issues upgrading their games?
i seem to be tackling an inplace upgrade that has greyed out datasmith plugin being loaded, although it's installed
yes look at the trace channel
actors to ignore?
the trace channel is combat camera, your collision settings on your trigger box is set to block that trace channel
so yes it's going to block, you have to adjust that or change the trace channel or something similar
and it's not working.. thanks for your help mathew
I just wasted.. 4 hours... over a dam collision box blocking camera -_-
thinking it was my blueprint...
when stuff breaks this is why you set a break point and you step into every single node and you look at the results of everything as it goes through and compare it to what you expect to happen and when that doesn't happen you found your problem
on the bright side, may off taken me 4 hours, but I learned a valuable lesson in debugging
and its great to know i can actually see a variables results
during a breakpoint
i spent all that time mucking with my blueprints trying to figure out what i had changed ๐
Debugging is a big thing to figure out at some point so ๐
And also reminded me I needed to show debugging in my lesson plan so bonus for me lol
Is it possible to open built in functions in Visual Studio? I've got a hacky workaround for getting viewport camera location in a editor utility widget by spawning an actor that can use the function "Get Level Viewport Camera Info" and I'd like to look at that function and see if I can expose it to Editor Utility Widgets somehow
im just so mad i wasted a whole night of dev work, on a stupid issue like this ๐
@sullen wraith We've all been there
I've seen a colleague get mad and submit a bug report for Widget components not drawing to the stencil buffer - they hadn't set the material to allow custom depth writes
yep
worse part is, i was so adamant i hadn't changed my blueprints anywhere...
i was thinking, clearly it's a blueprint issue...
i didnt even think about an invisible box i added ๐
@somber quail if your using s source build you can, or if launcher and have source installed you can see the headers. I usually just browse the GitHub repo for code when I need it.
@acoustic pagoda finally at work and tested and yep what you want should work if you are explaining it right. I have a Blueprint with a box collision in it that is set to destroy whatever overlaps with it. The another BP that is just a static mesh that moves in a direction and when that mesh hits the box collision on the other BP it does destroy itself. I even tried settings the box collision from movable to static and it still worked.
how on earth do I make a boolean say ''ON // OFF'' instead of ''True // False'' -- I cant see the way of getting the damn change to happen :x
eh, for what purpose?
basically, I want my boolean to print to UI text, but true / false whilst being technically correct sounds dumb so I want it to post ON/OFF instead
use strings
...yes, how though ๐
I looked, cant find something that converts in the way im looking for
branch / select string node, whatever - there are loads of options
thats what I have been trying to do, using a branch if true = ON and vise versa
ahh select string looks like the option thank you didnt see that one before
Anyone here who has experience of hosting a UE4 game on AWS servers, Gamelift to be more specific?
How to initialize this variable:
UCurveFloat* Return_Curve;
Return_Curve = NewObject<UCurveFloat>;
so.. On Component Begin Overlap.
Other Actor has a Tag I named Water.
I'm touching it and asking it what is your tag name?
it says.. Water
but if I use Actor Has Tag
it will fail
meaning If Actor Has Tag Water - True...
always returns false
any idea why?...
so it keeps telling me: I'm coming in contact with another Actor which is not Water, and it's named Water
O o
I'm using gameplay tag, so it's not a spelling error
gameplay tag is not an actor tag is not a component tag
what do you mean?...
I mean there are 3 different tags in the engine
I thought there is only one type of tagging
wow... wait now I'm completely confused
cuz I've been using gameplay tag successfully
ok, still doesn't change that there are different tags and different ways of working with them.
for your water actor, what does it show for the tags under actor?
since when does UE have a RenderDoc integration? Oo
but if I connect it will fail
I thought I should use gameplay tag to be safe
and avoid mispells
so hit F9 on the Branch node and hover over the Water Tag Return Value variable and see what it says is the value
so in fact, what should I use then? actor tag?
there is no such thing..
I mean there is no Actor Tag variable type
hmmmm.. I never used this F9 thing
๐
I don't really understand how it works
anyway, I just need a safe way of handling tags, and I'm tagging actors, not components...
FP is a breakpoint, it pauses the game at that point when it happens. You can use it to see what is happening in real time.
so when you do that and it pauses you can mouse over the Water Tag Return Value variable to see what it says, which you are assuming is "Water" but does not seem to be
yes it has to be running, this stops the game when it is executing when that node activates
you would F9 to tag the node, then hit play
I ried that, but hovering over all those nodes shows me nothing
is the game playing? and it is stopped at that node. the game would pause when that happens
I think.. it just says Current Value = None
which is nonsense
cuz that tag has a value
its might be to you, but not to the engine
where do you set the value of that variable?
where are you saying that Water Tag Return Value = "Water"
perhaps you are clearing it later then, I just tested and it should work
yes, I found the problem
is called UNREAL
๐
it's like.. the Nth time this gets me
the code works just fine..... BUT... for the parent
in my scene I have a child
and every time I ake a new variable, it will default to zero / none
instead of grabbing the value I'm giving it in the parent
so all's good
๐
ah, yeah i tested with a child and the default works fine here
gotcha
yay
๐ป ๐ป ๐ป ๐ป ๐ป ๐ป ๐ป
can i someway disable template sun, because i have now sun that planet is orbiting
i want to disable that sun
because i have that
Youโll need to play with the sky sphere mat. Make a duplicate of it first of course
Or make your own sky mat
or you can try changing the Sun Brightness option on the sky sphere to 0
any idea why some of my geometry doesnt display correctly?
its acting weird its like its too "thin"
Niiiiiiiiiiiiiiiiiiiiiick @maiden swift @maiden swift @maiden swift .... lol. just annoying you since you are on stream ๐
๐ค
Mathew is too powerful to be banned ๐
i figured its my normals
Hey guys, I have an associate who is thinking of moving from Unity to Unreal, he's been working mainly with VR. Since I have no experience with either Unity or VR in general I thought I'd ask here. Anyone with any experience in this area? Was it difficult to replicate stuff from Unity to UE?
half of them are wrong
the right-side feathers are thie issue, correct?
yes its the issue but i know why, the normals are all messed up
gonna see if I can fix it in zbrush
ah, ok. yeah see if you can add a uniiform normals
If I want a building where it looks like a NPC does stuff the easiest method would just be to create an animation for the building with a NPC doing things, right?
@thick herald I personally find it easier to do it unreal
@sick escarp do you have both: a building, and an NPC?
He's concerned about the amount of time it may take to do what he can already do with Unity. He likes a lot of what UE does, but as with us all time is a factor. I'm guessing he's thinking along the lines of interacting with the game world, as much as in engine. Like climbing, et cetera.
@plush yew Yes, I'm modelling the building atm
Why does this not work: *Curve_Object = *Return_Curve;
given the building will be in plce, the NPC should be rigged and animated, then you can go about navigation
If you know how to do that as 1/3 person, itโs not much of a jump to VR.
The building will be placed during runtime by the player
It's a topdown so the building will be placed, constructed and then an NPC can be assigned/unassigned when needed
ah, yeah i get that.... you can attach a spawn node in BluePRints for the player and activate it oninput
well use the building as a bse node, and attach a bool, like true/false, andm a meshspawn (forget the name) andthe event where you activate the building placement-> attach event to true/false, and spawn the building base if True
@abstract relic yeah, but is knowing how to do it in Unity VR to knowing how to do it with UE VR simple enough / similar enough as to not pose a headache? He knows he'll need to learn the usual basics and fundamentals but if process to get to the same results are in fact easier or quicker (once used to the engine layout et cetera) then it's a no brainer.
would anyone know how to script a crushing thing
for example if two moving walls closed in on a pawn or ragdoll I could activate a gib event I already made
@maiden swift could you show the filter thing part oof t he bp pls
and also is there a way to let line traces go through pawns but it would still activate the hit for however many it overlaps
Well Iโll put it this way. An artist can make a basic vr set up (motion controller, teleport, basic interaction) in about 10-30 mins without the use of any prebuilt assets or plugin.
@azure shore APEX destruction would work a lot better than triggering a gib event
whats that?
ah, go into Manage Plugins-> Physics: Enable APEX Destruction, and restart editor, from there you can select any Static Mesh, and fracture the mesh realistically, soit crumbles on collision of any actor defined in the properties
oh awesome thanks
NP
I tried a destructible but I thought that looked bad so Ive been seperately making all the gibs in blender
@grim ore I found out that the problem was that I used Collision Complexity setting on the static mesh "use complex collision as simple" on a mesh that I put together from BSP. Collision works this way, but doesnt work with static box collision overlap :/ no idea how to proceed now
also in more advanced terms, you can assemble the Static Mesh to have a "Core", where the Core will not react to destruction but be locted inisde the external Static Mesh, and as the APEX mesh crumbles, the Core will remain unharmed, so that it will simulate chunks of destruction without destroying the entire actor
@acoustic pagoda Would use complex collison work for your situation, i have tried simple collision on a complicated mesh and it didn't quite conform, comples did... if complex alone works i would use that
so where do I actually go to make the apex thing?
he said in the editor
@plush yew problem is, complex collision is not picked up by my box collision on overlap, it doent fire the overlap event, unless the box collision is moving, which is kinda silly
can a collision oebject be created that works with "Simple Collision" properties, and fit to the object acotr?
the issue is the mesh has holes it in, so I pretty much arrived at a conclusion, that I have to create proper simple collisions for the meshes first :P
DJ L#G3ND... use the Content Browser to find the Static Mesh you want to use APEX with, double click the SM to open the SM inspector, there should be a new Fracture function on the top tool-bar, and play around with the settings in there until you're happyand sliceit,it will then create a new, separate Fracture Mesh you can replace as your Static Mesh
juress, do you use a 3d app to make your meshes?
looked all over the top, nothing about it there
DJ, plz hold a minute or so, i'm luanching the editor now to enable APEX, i reinstalled UEd to get a clean slate for a large project
oh ok
with this the meshes were simple, so I used BSPs, converted to mesh and then added a collision box to the mesh and used complex collision as simple. Which is a quick and dirty way to make a precise collision, just not good for overlap events. Lesson learned.
Iโve copied over downloaded uassets but none of them show up in the content browser, any ideas to why?
in the Editor, goto View> Manage Plugins> Physics, and enable APEX Destructiono
its already on by default
which direcotory? content should be stored in: X:\UnrealEditor4\UE_versionNumber\ProjectName\Content
@upbeat peak
DJ after the 4.18 update APEX has been disabled by default
well I believe Im on an older project ported forward or something either way its on
It is, Iโve tried multiple things @plush yew
It's not possible buddy ๐ฆ in the editor, goto top menu: Edit: Plugins> Physics> and tick the box on APEX, restart editor
restarting the editor and epic games launcher dos nothn then, correct?
does nothing*
nothing, if your talking to me
but you don't see a frcture tool option in the top tool-bar?
hmm, might try deleting it, exiting UEd andEpic Games Launcher, restrting the EGL and UE, and pasting while the Ed is open, usually it will auto-detect any changes made to the content folder and ask to accept the chnage or not
@ DJ, yes that is the top tool-bar, however APEX is Definitely not active in your editor
@acoustic pagoda are you sure the issue is that you didnt have any complex collision on the object which is why it was not working?
like if you swapped it over to simple and complex as the complexity does it work
well if you put a simple box collision on the mesh and use complex as simple it auto generates complex collisions. Those work very well, they just dont play nice with overlap
are you sure it auto generates complex collision?
I have reviewed the doc's, you need to have imported convex collision hull in the Static Mesh or the option will not be available
that is showing just the 1 box as the collision primitive
well, my point was, don't use" usecomplex as simple"... rather, the collision hull iported with the mesh would be completelyeffecting the mesh, and "use simple and complex" could be enabled
imported*
and even if it has a circle just tell it to create an auto simple collision and go from there ๐
green is simple that I added, if I set it complex as simple, then it uses the white - precise one
@grim ore has APEX ben removed from UEd @ 4.21.1 and more recent?
you have to enable apex in plugins
i realize you're busy, i'll test it again with a _USX collision prim
reloading now just to see
apex is a plugin
yes, i have 99 problems right now lol... you need to create a destrible mesh from the Content Browser itself, not the Static MEsh Inspector... right click in Content browse r on SM, and in the top right click menu, create destrible mesh
in UDK the fracture tool was in Static Mesh I{nspector
got confused as i am seeking a dev position currently, one one opening is in UDK section
and one*
I have a destuctible
nice!
a normal one...
the reworked function is much more fluid than the old... remember, if you want to retain parts of the mesh so that it doesn't Completely break away, create a copy of the imported static mesh, adjust the size to be Inside the destructible mesh and have it's shape and placement to be the parts you want to keep that do not get destroyed, and import it... then in Destructible Fracture dialogue, reference the to use the copy mesh as "Core"
yeah but I still dont have apex anywhere
Destructible meshes are the default name for APEX
there are no other destrctible mesh functions in UEd
since it is enabled, you can "create destructible mesh" on any SM from teh Content Browser
destructible meshes take like half an hour to fracture a character mesh for about 20 peices
then right click and convert to param
APEX is the more realsitic thing, at first glance it mawy not be amazing... adjust the chunk values and health values
Chunk Parameters are very import
important*
I think making actual gibs in blender is much better
firstly destructibles are like shards
and they can look ugly
like if they have little tiny parts of the mesh hanging on to bigger peices
depends on themesh, but it never hurts to have additional methds, sorry if you feel i wasted your time : (
nah its fine lol, I kinda feel like I wasted your time more
the shards are "Chunks" and are adjustable, but if you meant Character gibs (sorry i didn't absorb that part, i had just woken up) then yes, it would work better
it May even be possible to import your own Chunks, but i haven't explored it in-depth yet
spent ~8 hours last night running Swarm Agent Lightmass, and in the end found that the Template Default Directional Light Component (Sunlight) was causing the extreme lightmap encoding times
ouch
yeh lol
i bought Project Nature's Inteeractive Grass Bundle, and applied about 300 of them to a dense patch to run a Pre-Demo recording test, and i still am prepping the level to run a play-throug, the PIE is freezing for some reason
are vr games more difficult to create?
basically, yes... but not much more. it just needs more support content for the interaction.
hey all, my streaming levels are suddenly stuttering when loading in, on old builds they load in like butter. How might I profile the stream in and see what is causing the stutter?
@snow crown Hi! I am wondering if can be granted access to "Looking for Talent" and "Job Offerings" channels' text chat
Check pinned message
hey, there is this thing i wanna ask, why does every single asset that i add from my library to my project have to be compiled? some of them take minutes to compile their shaders. When I drag a new asset to the scene it just freezes and after its done it starts the compiling process, this is so annoying
it should do that once per unique material and platform so once it is done it will use the cache later to load it. It has to create the shader from the material to display on your machine or else you don't see what you want.
complex materials and models will cause longer waits of course, it's the cost of working with higher resolution assets. Machine speed of course plays a big part in how annoying this is.
The alternative would be to compile all shaders for your platform on project load even if you never see it
Anyone familiar with a working Linux implementation for PixelStreaming?
sorry if dumb question but. the game mode in world settings are set per map only or is it the whole game?
per map
like say i have two different maps and i created two different game mode bp for them both. do i have to call the game mode change on a blue print? or is it automatic when i do the game mode override settings?
ah ok
thanks xD sorry
Ty Roy, i never used that function before, didn't even know it existed. i'm so Old school lol
Automatd ot questionnaires are hilarious, i went toKaty Perry's FaceBook and messaged herprofile, i wasmet with a fancy little automated bot questionnaire aswell, but it forces you out of any direct messaging : (
Automated Bot*
i broke this keyboard in undr 3 months lol
hope i can RMA it
Hi all. New to UE4 level design and have a couple beginner issues/questions. Anyone got a few minutes to spare and will let me PM them?
Thanks! (I posted this in the design-chat but I'm not really sure thats the correct spot)
so I cant find my gravity and movement settings from before for a third person template project. When I was starting out I had an instance of my third person character BP in the level itself and adjusted that instance, rather than the actual default pawn itself. Now Im using the default pawn instead but I cant find any movement options to edit in it. I remember stuff like jump power and air friction and a buncha stuff
default pawn is not a character so chances are that is why.
@grim ore would a setting to disable Shader Compilation upon Content addition to scene with Compile Shaders when needed be something to look at for a UE4 update?
well if you did that then you would have just a grey item in the world
Attach Default Pawn to existing BluePrint?
whaddya mean a pawn's not a character. Heckin. So what do I do then so I can use player start, and the pawn that player start loads
yes that is basically the point... for a modular level design, you would add asset after asset, and only their location and tranform elements would be important at Level building, asset inclusion portion of dev
so greyboxing a level layout with finished assets, you can technically do that now by forcing the materials to not work on static meshes in the settings.
it's a weird option for sure but even then it's only one time it has to compile the shaders
@grim ore Oh, nice work then, tuche'
@worn spade Can you Attach Default Pawn to existing BluePrint
I have no idea what you mean. anyway I found the settings, thirdpersoncharacter BP inherits the options from another BP called character movement
or a component or whatever
well, glad to hear you've sorted it, but in the BP, you should be able to add a Component for the Default PAwn and (player) Camer'as Orientastion to the BluePrint you had before... though i didn't realize it was a MArketplace Asset Pack.
i wonder if all template format's characters inheret BP altogether then?
they are BP's
Hey guys, quick question ๐
So I have been working on my inventory and its going well enough. Thing is, I am working on an inventory which appears within the players HUD which is always on the screen therefore it only has 1 row of 9 slots.
For the slots to fit within the Grid Box
What number do I need these percentages to be
Thats the box, and the slots simply need to fit equally inside of it
Unless I can place them manually somehow?
try 11%
you can use the uniform grid box
use a uniform grid panel then, it's designed to fix the contents evenly inside it
you can set a padding on the grid panel for each cell and then selt the slots themselves, the items in the panel, to be fill horizontal and vertical to take up the space https://i.imgur.com/cSuYBag.png
Oooo I see okay
Ima try it out quick
so how do I pad them out in order for them to just off the edges? as well as them slightly off of touching eachother?
the padding option on the grid panel itself
Its called slot padding
Also, would I still need the set row and column if I have that?
yes, its just like the normal one just fixed sizes
ive recently changed my games menu to open in another map than using the game map itself. but when it starts to load the game map i think theres too much info being suddenly forced for the computer to render. whats the best way to "delay" the loading so its smoother?
wow my raytraced scene runs so smooth on my 1060, i am surprised a lot
Hey guys, quick question, how heavy are complex trace collisions?
I'd like to use one in the construction script of an actor, I have about 100 of these in a single level
I could use the normal one but the result would not be as good, just want to hear from more experienced people
guys is there a way i can make a plugin from an older version move it to a newer version?
did anyone notice a memory leak in 4.22 ? i started a new project today and i didn't import anything (have like 4 bp) and memory up to 11GB for UE4Editor
just curious, but does the new ray tracing feature in unreal 4.22 support render layers as in the source engine?
I wondering because it's a new rendering technique
did they break stat fps in 4.22?
not sure
no, stat fps works fine
Hey I've got a question for you guys, if you give your game to other people for testing, how do you handle logs? Do you ask for logs always? Do you ask for logs whenever they find a bug? Do you go through the logs manually, do you search for all errors or do you use some automated tools?
how can I make line traces overlap rather than what seems more like a hit event?
I think I worded that awfully
basically if there are two enemies one behind the other, I shoot the front one, and the one behind is completely unharmed, how would the line cast not just stop on the first thing it hits?
look at the multi traces
or fire another trace after you hit the first object, starting from where you hit it and ignoring what you hit
I'm trying to upgrade a project that was on 4.21 to 4.22 but it is throwing an error that says it "could not be compiled. Try rebuilding from source manually." Should I open the solution in VS (and if so, which version) and just build it?
Yes
should I use VS 2019?
That worked! Thanks!
hello guys, i ran into a problem
i simple floor mesh with a material, looks like this from the top:
but from the bottom...
and even if i change the material:
what is this?
in the mesh editor its displayed correctly
Got the lighting built?
i didnt. i just built it now and it solved it! thanks! ๐
Does anyone know how to make the camera move to so like if you were injured
? shake or what in more detail?
๐
@icy mulch @grim ore
Something like limping
So what does "Enable FOV Scaling" actually do, is it preferable to have/not have it for an FPS?
Can't find anything useful on google about it
Anyone else's 4.22 moving rather slow and building lighting incredibly slow?
I wish people would work on UMG ๐ฆ
people do
Vaei, i think that is for adjusting the FOV in contrast the Aspect Ratio property of the viewport. Not sure how it applies tho.
It probably is lowering the FOV when your viewport comes close to square. Something like that?
hey anyone in here?
there's nobody here but us chickens
@mint sequoia multiplies mouse x/y axis input by fov scale * fov angle in degrees
@manic pawn So in a shooter I probably don't want it, right
I honestly don't know
Well, it can be a setting
But I think off will feel right
Since input is more concerned with going to a head than moving the camera
Yeah but if you're on a wide aspect ratio then wouldn't it mean that you're horizontal input is faster than your vertical input, it would mess with the feeling of aiming at someone
I'm just assuming
no, it does not handle vertical/horizontal separately
it scales both by the fov setting equally
idk, seems somewhat
to me
oh
I have an idea what it might be for I guess
when your fov is very low because you're using a scope or something, it would automatically make aiming slower
hip-fire sensitivity, AimDownSight sensitivity adjustments
vision mode adjustments
gameplay even focus camera adjustments etc.
envent
event* bah im tired
Anyone know if there is some kind of issue with gameplay statics nodes in widgets? Seem to get a lot of asserts that I seem to have fixed by removing game mode references
A typical crash would be... Assertion failed: !InTemplate || InTemplate->IsA(InClass) || (InFlags & RF_ClassDefaultObject) [File:D:\UnrealEngine\422\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 3064] StaticConstructObject ReelWidget_C /Game/UMG/ReelWidget.Default__ReelWidget_C is not an instance of class WidgetBlueprintGeneratedClass /Engine/Transient.REINST_ReelWidget_C_26 and it is not a CDO.
the culprit in this case is simply this.
When are you doing that? Maybe you're not allowed to do that at that time.
im doing it after I have ran a animation (to spin the reels) and then I call this event on the game mode. But it just crashes. I delete the event and its all good, but something keeps asserting if I make a change to the game mode whilst its there
Does anyone know where this error comes from?
Has to do with the Add to Inventory function
But I just cant click what is wrong with it
check its got the reference first and that its valid
its accessing none, so its not filling out the variable on the output
I genuinely dont know where to look for that :/ I tried following this tutorial whilst adjusting to my needs when making this inventory system
but I have been following pretty well, so I dont really know what I could be missing
well perhaps its the actor reference coming in through the function, or its the class not outputting the component reference. Just is an IsValid function check on both to see
what is the best way to record some gameplay footage of what i am making in ue4? using OBS, i get low framerate and stuttery video.
I use obs here, no real issue but I have a beefy machine
what settings are you using? https://unrealaussies.com/forums/threads/the-ultimate-video-recording-encoding-and-streaming-guide.1043/ is a thread I used when tweaking my stuff.
OBS doesn't like my unreal pc. but shadowplay works nice
@manic pawn I'm gonna test that!
i told my friend to record his scream
and i swapped the firing sound of the gun to that
its beautifulk
I cant find a good channel to place this, How would you load a level smoothly without using Level Streaming? (almost instant loading?)
Is that possible?
Preload it. Or do you mean you don't have prep time?
Anyone know how I can adjust a float to use 2 decimal places by force? (ie. to get 0.10 instead of 0.1 truncated by the editor) without going through hoops with text if poss :/
ugh. fair enough. why tho... just why :/
im in blueprint unfortunately... but I should
could be a nice option to have though in the array detail panel . Or some kind of over-ride for the array to allow it
When inputting data through the editor?
Hi guys i have a problem i can't login to epic launcher any more it want me to create a new password but never receive the email to reset my password, have written a support ticket. but they haven't answered yet ๐ฆ any idea what to do?
wait, I guess :/
@wary wave i guess but just so annoying when you where so ready to go in and program, and can't ๐ฆ
you can still open your projects
just through the folder?
ahh okay is it the same with the games?
okay ๐ thanks
beginner question here: I was setting up a USphereComponent in C++ and made it a UPROPERTY(EditAnywhere, .......)
I was expecting to have a similar result as if I had added that sphere directly as a BP component. But it is not. I can't change the spheres property in a blueprint where I spawned it, on an instance of the blueprint in the world however, it is possible? Am I missing something?
I remember someone had augmented a wargame with real airsoft guns and I think it was done with Unreal engine. So he gets hit in-game, pew airsoft gun.
Anyone know what I might be looking for?
I don't recall if VR was involved
anyone know what tree pack is used in the sale pic? ๐ https://www.unrealengine.com/en-US/blog/save-up-to-90-with-the-unreal-engine-marketplace-spring-sale
Anyone compiled Substance for 4.22?
One of the build.cs files reports UProjectInfo isn't known in the current context.
And I can't even find what UProjectInfo is.
i was getting the same thought i was breaking it by not knowing what i was doing
Welp, will wait for an official substance 4.22 release
I wasn't able to upgrade any of my 4.21 projects
@honest vale I think it is prodecural landscape ecosystem
looks top notch
@regal mulch i think @tawdry narwhal got it to work with 4.22; not sure he posted how though
over in #cpp that is
hello :)
i'm new to UE4 and i would like to develop a kind of quiz game.
real simple and functions like a power point presentation.
now my question. should i just create a simple plane in the scene for the background and every "level/slide" is just a widget which i change after the answer was given or are there any other better approaches?
thx and have a nice one
@regal mulch
//HORU: 4.22 compatibility
//IEnumerable<FileReference> projectfiles = UProjectInfo.AllProjectFiles;
IEnumerable<FileReference> projectfiles = UnrealBuildTool.NativeProjects.EnumerateProjectFiles();
^ replace the line with UProjectInfo with that ^
May I ask how you figured that out?
I've found an engine commit in git where I saw uprojectinfo getting nuked
Right, thanks a lot! (:
๐
ask away
I followed their tutorial step by step on how to download from github and build it
but after 2 hours of compiling, both times just gave a bunch of errors
UBT ERROR: Failed to produce item: D:\UnrealEngine-4.20.0-release\Engine\Intermediate\Build\Win64\UE4Editor\Development\MovieSceneTools\UE4Editor-
I checked out that file, every other file in "Development" has a .lib file
except for MovieSceneTools
Not sure why it would fail to produce just this one
you have vs2017?
yes
I have 2019 installed too
but I used 2017 to open it
I wonder
if I can just download this specific file
from elsewhere?
or if someone can send it to me
then I can insert it manually
The command "....\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to
is another one
yeah
Implicit conversion from const wchat_t to bool. possible loss of information
In some cpp and .h files
is that a warning or an error?
error
ok
red
C4800
oh
Find & edit your VCToolChain.cs to get rid of the warnings peculiar to VS2019 that would break your build:
Go to line 484 where it says โArguments.Add(โ/wd4838โณ);โ and add these two lines below:
Arguments.Add(โ/wd4800โ);
Arguments.Add(โ/wdc5038โ);
now a million more errors showed up
cannot open source file "....generated.h"
300 of those
also: open your UE4.sln file and look for VisualStudioVersion =
tell me what it says
that opens vs when I click it, am I suppose to do something else?
edit in notepad
VisualStudioVersion = 15.0.25807.0
ok that's good
so yeah add the Arguments stuff I've posted above
to your vctoolchain.cs
what you posted seems to be for 2019, while im on 2017
doesn't matter
alright gonna try it
it's still C4800 that's screwing it over
I'd venture to guess it's because you have vs2019 installed
and it might be upsetting vs2017 somehow
if you see any other errors that start with Cxxxx
just add an Arguments.Add(โ/wdcXXXXโ); (replace X with numbers)
I went to line 484 like it said, it doesnt say Arguments.Add(โ/wd4838โณ);
it says add/FS"
okay so look for a line that has arguments.add("/wd
the post you gave me missed a c ๐
since Im getting .generated.h file errors, gonna check that I have the right include directories
so IM just getting these errors cuz of other stuff?
yes, hopefully
alright
time to build then
I hope most of the build is done and it only focuses on these changes
dont wanna wait another 2 hours ๐
:)
I think the build is done... but I can still cancel it
Its displaying total buildtime, its not building anymore, but I still only have the option to cancel it
oh shit
I think I found hte issue
it says its using visual studio 2017, but the filepath leads to 2019?
yeah that's weird
well if it compiled w/o errors then sure
you can just F5 in VS w/ the ue4 solution open
I have to set it as startup project first right?
yes
welp...
pressing F5
just got this instantly https://gyazo.com/ee038c5dce9fa80b362a158ab9b77301
and? no engine?
no engien is being opened, should I open the ue4editor.exe instead?
yeah why not
you might want to uninstall 2019
or 2017 :)
it's clearly messing your set up up
the team Im trying to work with is using unreal 4.20 with vs 17
can I just use 19 instead?
dunno, I've only ever compiled 4.22 w/ vs2019
(and pray that it didn't do permanent damage to your '17)
you might want to reinstall '17 afterwards
just in case.
might be as simple a fix as making sure your path is set to the right version of msbuild but who knows...
b/c yours is clearly set to vs2019's
that cant be changed?
I'm just guessing here, but try and remove the entry that points to your vs2019 bin in your path
guys, is there a way to smoothly blend between two shakes?
and replace it w/ the vs2017 msbuild path
e.g. c:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin
remove PATH entry pointing to vs2019 msbuild bin folder
but again - this is just a guess
how do I find the path settings?
Dont have a systemvariable leading to 2019
I'm out of ideas then
yeah reinstallation it is
Tell me this though, which version of 4.20 am I suppoe to download, the 4.20 one, or the one that says 4.20 release
from teh github
yeah the team is using a source build
don't they have their own fork?
if they're changing stuff in engine code you'll have to get their changes in order for a source build to make sense
^
you downloading 4.20 from the epic github will just give you 4.20 vanilla
with none of your team's changes in it
thats a pretty good question, if only they werent asleep ๐
suggest you wait till they wake up
otherwise you're building the engine for nothing
should probably still reinstall 2017 and remove 2019
you haven't compiled Lightmass
says right there on the screen
on a tangential note, does anyone know a bit about how Unreal's shadows behave?
I'm curious to know about the implications of using a stationary directional light with levels that can be streamed in at any location
assuming rotation is always the same, shadows from a directional light could theoretically be baked, right?
I had no idea coding in UE4 was like building lego, just started learning it
It kinda is, but in the end it's still C++.
Just not with written code and a lot more limited.
How do you decrease ai sight when the character is crouched?
BisCrouched = true, then do: reduce range
Anyone know why I keep getting this?
Any of you recommend a good tutorial for learning? I started a udemy one
Buts its a small one just to get started
Even though i knew most of information i just wanted to relearn again
Well what are you looking to learn?
Hey guys, i would like to change the color of the material on the decal dynamically. which one should i use? or is there any alternative?
both function identically
photos of screens ๐
reposting just in case no one saw it who could help me with this :)
hello :)
i'm new to UE4 and i would like to develop a kind of quiz game.
real simple and functions like a power point presentation.
now my question. should i just create a simple plane in the scene for the background and every "level/slide" is just a widget which i change after the answer was given or are there any other better approaches?
thx and have a nice one
@wary wave well I'm on discord on my phone so...
@gloomy aspen you can use 3d widgets in a real world and do that or you can just use pure UMG and 2D UI elements to display, the end result is what you want it to look like.
you could even use floating cubes with text on them if that fits your goal
@grim ore thanks :)
will give it a try
Hi guys, ๐
I'm making a Racing game and I need a place to store the racers positions, the arrival line location, the distance between the racers, etc... And I don't know if I should put it in a "RaceManager" Actor, or directly in the Game Mode.
I'd like to know how you guys are usually using the Game Mode? And For what purpose, and what would you do in my case ?
XD yeah I should correct that
You can put it anywhere you want that works for you, Game Mode is a pre built class that gives you certain features and exists on a server only in multiplayer that matters. For just storing data it works, a manager works, a cube in the scene works, the little guy that on the sideline that waves the flag works, etc.
the biggest advantage to the game mode is anyone can get it from anywhere so it's a good place for central storage of "Game" specific info for that level
well, if it's only available on the server, they can't
Game State should be used for replicated game data
well he never said the game was multiplayer
true enough, but good habits don't hurt
yep yep which is why i mentioned it
Thanks for answering! It's not multiplayer for now, but I may add a multiplayer mode at some point. I guess I should use Game State then, or a replicated Manager Actor?
either one should work https://docs.unrealengine.com/en-us/Gameplay/Framework/QuickReference has some basic info on them and more links for more info. if you are going networked and you want the players to have access to the info directly then that eliminates Game Mode completely.
from that page ```GameState
The GameState contains the state of the game, which could include things like the list of connected players, the score, where the pieces are in a chess game, or the list of what missions you have completed in an open world game. The GameState exists on the server and all clients and can replicate freely to keep all machines up to date.```
@grim ore Thanks for that, I'm going to read it. And what would you do if you had to do it? Not that I'll do the same, but just to know what others do
if it was going to be multiplayer I would design it like that from the start so thats a big one. Other than that it depends on if I needed the player to have that info or not instantly as the game state can replicate it easily. it also depends on what I would want to do with that info, if I wanted more race specific stuff like a lap manager or whatever I might break it out into it's own class just to keep that stuff that is unique to that game concept by itself. Scope and planning determines what I would do.
Okay I see. it clarifies the whole thing a bit. For now I basically need a lap manager that sends infos to the Ai's (when it's not a multiplayer race) so they can slow down or speed up to keep the race entertaining and not boring. I think I'll make a Race Manager for now, to not overload the global classes too early.
Sounds good!
thanks again for helping!
๐
why would editor freeze when saving changes to a material. It says appying changes to original material and its use in the world stuck at 100%
"uninstalling Incredibuild, everything worked just fine. " This fixed it for me.
i set the lightmap res to 512