#ue4-general

1 messages Β· Page 431 of 1

grim ore
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you can also change the default collision property in your settings

kindred viper
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thats handy

grim ore
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it's why one of the options is project default.... lol

kindred viper
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i dont pay attention to such things until I need them

plush yew
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thank you

low zenith
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Is it possible to extract whole map?

azure shore
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anyone know my arm shapes on my physics asset are very bad at staying in place

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they just slide around all over the place and in game the arms and hands keep having an offset

plush yew
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lol tell me about it I have a manual script in some of the levels that attaches character hands to arms

cerulean sorrel
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@low zenith wut you mean

azure shore
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wow is it that bad

low zenith
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@cerulean sorrel from the game

cerulean sorrel
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What map?

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@low zenith

low zenith
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Whole map from Ratchet and Clank @cerulean sorrel

kindred viper
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You can do it, but you have to work to do. It won't be like you expect it to be

low zenith
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I understood it takes real work

abstract relic
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Just as a forewarning

kindred viper
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ill give you an example. I wanted to use a Counterstrike map as a testing ground for a game I was working on. So I ripped the map. But it was all seperately laid out. So I cheated and merged them all into one mesh. Then I baked the entire scene into a texture so I could wrap the level mesh. So everything all worked. But the missing elements that were dynamically created and my texture was only 8k when it needed to be around 16k. But it was good enough for test purposes. That was just messing around tho. If I wanted to do it seriously, it would take a lot longer... a lot.

low zenith
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but I can see files in 2nd and third games
ONLY Issue 2 Issues I have here is how to extract the wad files AND how to view hidden files in Ratchet and clank 1

cerulean jackal
kindred viper
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extracting wads isnt an issue. thats been done a billion gazillion times and you can find info on how to do it

low zenith
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@kindred viper not the one that made by insomniac games for Ratchet and Clank

abstract relic
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You're not likely to get much help riping assets here. No one will stop you though. Many are just against such practice

low zenith
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why is it against the practice?

kindred viper
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ripping assets isnt a problem as long as you aint distributing or selling them. But you can't use them in anything that makes money and need to rep them in the credits

low zenith
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well I don't expect in making money of it anyways

abstract relic
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It isn't a problem in such cses. Even a great learning tool

low zenith
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I just do it because it's fun to do

abstract relic
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but there's a good portion who contract themselves out. You won't believe how many clients will try to scam you or overall devalue your time by claiming it should be free.

kindred viper
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reasons why I left web development #001. The clients.

abstract relic
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I can't imagine for the web. 1000x worst? πŸ˜›

low zenith
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If we can separate hobbies and work then we should be ok but some people even try not to pay with my work in repairing their vehicle/equipment

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but IF we are building a game for profits, that's a real job to do and not let yourselves getting scammed OR get in a legal troubles

cerulean sorrel
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@low zenith you actually going to test it

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??

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😬 😬

low zenith
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@cerulean sorrel test the map ripping?

cerulean sorrel
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Yes

low zenith
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not yet but I know some guys who have done it with PS3 HD version which aren't very friendly with newbies

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I have bit problem with blender
I kinda can't move camera or enable moving camera if I press center it just rotates or zoom the focused area

any hotkey?

cerulean sorrel
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Wut do you mean move @low zenith

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There are loads of stuff that could mean

wintry forge
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Ay its commando

cerulean sorrel
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Yes its me @wintry forge

low zenith
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I don't know how to explain but it's bit weird

cerulean sorrel
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Yiu mean move the view point or the canmara itself

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?

low zenith
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I want to move the camera to point at the object but it just rotates the world

cerulean sorrel
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Just use track to constant you nub

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Nubbbb

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@low zenith

low zenith
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sorry

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I figured it
Shift + center mouse

cerulean sorrel
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You nub that's the viewpoint

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Now I got confused

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I thought you wanted to make the comara follow an object

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😬 😬 😬

low zenith
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I mean the model is far on right in Blender and I cant view it by zooming or rotating

cerulean sorrel
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Wait what

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How dud you...

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You nubbbbbbb

low zenith
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but I figured out by holding shift and press center mouse

cerulean sorrel
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You mean pinning the viewpoint

low zenith
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I guess whatever that was called

cerulean sorrel
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You need to explain clearly several things are very alike

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There is the viewpoint

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Then there is the carmara object itself

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This gets really confusing

low zenith
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sometimes I don't know how to explain this since it's new to me
Next time I will say viewpoint

cerulean sorrel
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Yes that's what the view is called in blender

low zenith
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like you try to fix a car and you explain something to me but you don't know what it was called

cerulean sorrel
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Yeah

low zenith
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I am watching a tutorial video how to rig a model

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do anyone have a decent note with list of all simple hotkeys or shortcuts to Blender AND unreal?

cerulean sorrel
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@low zenith no it's huge

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Hitkey list

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Go the settings you will we what I mean

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It's huggggggggggg

low zenith
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Ok I'll just add basic ones

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found it in google

deep basin
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Has anyone ever tried to map multiple actions to the same input? I am trying to double map my right thumbstick xAxis, but it doesn't work as I expected. I've set bConsumeInput = false for all axis mappings (to be sure...) but still cannot map more than one action. Do they need to be on seperate input components?

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nvm, recompile solved it... lol

zenith flower
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Funny how that works
Framerate:
0 = unlimited (actually means 120 fps max)
1-120 = 1-120
121+ = 121+

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How is unlimited less than 121+ lol

hoary pier
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Where are you seeing these options?

zenith flower
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I'm not the only one

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Its because I have frame rate smoothing on

hoary pier
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sounds like the answer

grim juniper
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The easy answer is probably landscape splines. If for whatever reason you don't want/can't to use those then there's some good tutorials on YouTube

icy mulch
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Couldn't save package, filename is too long".

grim juniper
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You supply the mesh, so it can be wall if you want. People use it for fences too

low zenith
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funny most people prefer consoles but almost all games runs in 60 fps or 30

icy mulch
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Does anyone know how to fix
Couldn't save package, filename is too long".

cerulean sorrel
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@low zenith consoles are cheap lol

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$200 for console compared to $1200 for one RTX CARD hmmmmmmm.........

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i wonder why

low zenith
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@cerulean sorrel many graphic cards are around 200 to 400 too lol but not overkill RTX card

cerulean sorrel
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@low zenith yeah loll

worn spade
wintry forge
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What does TryGetPawnOwner do in animations?

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pawn = an actor that can be controlled by AI or the Player
trygetpawnowner = tries to find the controller of the pawn? (so either an AI or a player)

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atm its sequencer -> cast to thirdpersoncharacter (whose object is "trygetpawnowner")

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i guess i dont understand what an "object" is in this case either

low zenith
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@cerulean sorrel one time I get called port begger when I told people in PlayStations that I liked PC

wintry forge
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Ay mathewW πŸ˜„

grim ore
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@wintry forge when the animation is fired the TryGetPawnOwner nodes tries to get the pawn the animation is playing on currently, so if in game the character normally who called this animation to play/run, and returns back the resulting pawn or nothing. The key for this one which the default animations mention is the animations might be playing in the editor when previewing them but not actually on a pawn so you use this node to prevent errors from popping up while previewing. This is why it's normally the first node in the anim graph after it fires off. and yes if you plan on using it to get values from your character while the game is playing, direction/speed/whatever, you need to cast to that character after getting who is running the animation with the TryGetPawnOwner

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I guess a more robust way of naming the node might have been "Try and get the pawn that owns this animation that is currently running"

wintry forge
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so its checking which of the "thirdpersoncharacters" it should be working on? or its naming it for future use?

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if the pawn is already running the animation then wouldent it already know which pawn it is?

worn spade
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judydmv man I'm at a wall now

wintry forge
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sorry my guy, i tried googling your problem but couldent find anything πŸ˜„

grim ore
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this animation blueprint could be running on a billion characters, yes all uniquely, but this blueprint doesn't really know who called it just that it was called. the anim graph. internally yes it knows which is what the try get pawn owner node does by trying to be safe and not crashing if this node is running without a pawn (the preview)

wintry forge
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thanks mathew πŸ˜ƒ

grim ore
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the try get pawn owner is special because it won't return back a valid pawn if you are not actually in the game, if you hook up the Get Owning Actor for example it will run the entire anim bp in the preview

wintry forge
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is there a purpose to having one that works in the preview and one that doesnt? sounds like there should only be one (unless the preview is super laggy I guess?)

zenith flower
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So it appears, there is a REASON unreal caps at 120fps

grim ore
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some stuff might fail since the preview is not actually in the world so yeah there is a valid reason for using the try get pawn owner node

wintry forge
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i see, thanks

zenith flower
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It causes all kinds of weird issues with blueprints (maybe c++ too, who knows)

wintry forge
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so my animBP is considered a parent of ThirdPersonCharacter? (which is why cast to thirdpersoncharacter works?) im guessing its the case that animation BP automatically become parents to whatever they are animating on

grim ore
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nope your animbp is not considered a parent of the third person character

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the pawn the animbp is on is considered its owner, it spawns it in and uses it. in this case it could be your Third Person Character

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parent and owner are not the same thing so that is important

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the pawn, or character in this case, uses the animbp to determine how it should animate. when it starts up it creates a copy of the animbp for itself and becomes the owner for that copy.

worn spade
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Confusing

wintry forge
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so this pawn creates a copy of animBP, and the animBP uses its owner's parent designation to cast to thirdpersoncharacter specifically

grim ore
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doesnt use the parent status

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parent shouldnt be mentioned in here anywhere from what I can see

wintry forge
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casting is only from parent to child right?

grim ore
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nope casting is telling something exactly what it is, or well how you want to talk to it technically

wintry forge
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thought i understood casting and now im not sure haha πŸ˜„

grim ore
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in theory you could have a character that you have called MyAwesomeDude and cast it to a pawn but that would be weird most of the time

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You have an object, its the top of the food chain, or the first "parent"

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below that you can have the pawn, then below the pawn the character, then below the character your specific character (third person character)

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in this specific chain if you want to talk to the "SPECIFIC" stuff that is part of your ThirdPersonCharacter you would take this object and cast it to the ThirdPersonCharacter

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this would let you access anything the parent chain has access to and the specific stuff in the ThirdPersonCharacter

wintry forge
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could firstpersoncharacter cast to thirdpersoncharacter in this case?

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they are siblings but not parent-child

grim ore
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now if you took that same object and cast it to say pawn you would still be talking to the same object in the world but it would have no idea about anything that is specific to the Character or ThirdPersonCharacter

wintry forge
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right

grim ore
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you can technically cast anything to anything but it will just fail if it's not valid

wintry forge
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it sounds like its still exclusively parent-child then

grim ore
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a FirstPersonCharacter does not have a ThirdPersonCharacter anywhere in it's chain so it cannot be cast

wintry forge
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or like parent-(any offspring)

grim ore
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they can both be cast to characters tho

wintry forge
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so in my chain i mentioned, what is the chain of command?

animBP event graph: on animation update, casts to thirdpersoncharacter

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animBP is on pawn, so pawn is casting to thirdpersoncharacter?

grim ore
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in your animbp case that node is saying "hey who owns me? I want the pawn that owns me and i will tell you who that is"

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the animbp is not really on the pawn, it just owns it when the pawn is created it creates the animbp so it can use it.

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if it helps to think it's on it that is fine but its not "on" it

wintry forge
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its more like its reading the rules for it

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and it can take different rules later if it changes animations ect

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but im talking about the casting portion specifically- so the pawn is reading "cast to thirdpersoncharacter" from animBP and does so itself?

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basically pawn is casting to thirdpersoncharacter because its reading from animBP?

grim ore
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I think you keep missing a step

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or jumping to a conclusion

wintry forge
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yea, not sure what it is

grim ore
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the animbp is created and it has an event that updates the animation on the item it is created for

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now this event could be empty, it could do nothing if you wanted and you could just use the anim graph itself with the state machine

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the event graph part of this animbp is to process information or handle information normally, one of the events if the update animation event which fires whenever the animation is updating (so normally a tick, you can think of it as an animation event tick)

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now the animbp knows who owns it, that was part of the info that was passed to it when it was created

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during the tick you want to pass in information such as the speed you are running and maybe if you are jumping

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this one animBP can be anywhere on any pawn. it doesnt care if its on a character or a pawn, or if its a third person character or an enemy AI, it just needs a pawn to play animations on

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so during the animation tick the blueprint is saying "hey who owns me? I want that pawn" and the node gives it to you.

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the next part, the casting, is getting the specific pawn that owns this graph so we can get the specific info from it

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if you check out the default third person project you will find it doesnt even cast, it gets the falling and velocity from the pawn itself since it can get the movement component from the pawn and get that info

wintry forge
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where does the blueprint say "who owns me?"

grim ore
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the TryGetPawnOwner returns the Pawn that owns it

wintry forge
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then what is the next part that is getting the specific pawn

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casting?

grim ore
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that is the part that is going "hey anim graph, who owns you? get me the pawn that owns you"

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after that you do what you want with the specific pawn that owns that anim graph in that event graph at that time

wintry forge
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ok yea i think i get it, but i have the same flowchart in my head as earlier that you said was missing a step

grim ore
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maybe its just misunderstandings on my part

wintry forge
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trygetpawn owner creates a pawn, which casts to thirdpersoncharacter

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er

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not creates*

grim ore
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it might create in your graph sure but it doesnt have to

wintry forge
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it selects the pawn that this specific instance of animBP is running on

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right?

grim ore
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i am guessing its casting in your graph because something on the third person character has the exact data it needs that the pawn class does not have

wintry forge
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then it casts to thirdpersoncharacter to get specific data from thirdpersoncharacter

grim ore
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yes the trygetpawnowner returns the exact pawn that this anim bp is running on

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yep

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i dont know what the graph is doing on your side so it might be doing that just because as well lol

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like maybe it only wants to run this specific stuff if the animbp is on a player and not on an enemy

wintry forge
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its short so far, im gonna grab "aimrotation" to bend the spine of a skeleton in order to make the gun follow my camera

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but right now i wanted to figure out what trygetpawnowner was, but the answer i got was confusing me as to how this script was casting to thirdpersoncharacter

grim ore
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ah yeah then you would have to if that aimrotation is a variable on your specific character class you created/changed

wintry forge
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so in the "object" portion of "cast to" its asking for what is the parent, is my final conclusion?

grim ore
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gotcha, you might be used to using like get character or get player character or something normally when getting the character

wintry forge
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yea, exactly. still not understanding those either kek

grim ore
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well the object is the object, objects are the basis for pretty much anything you work with in unreal

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its the parent parent parent parent class lol

wintry forge
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pawn is above character, and then below character is a specific kind of character. playercharacter is the pawn/character being controlled by the player controller?

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but the object its specifically asking for in "cast to" is the parent right?

grim ore
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well the object its asking for is whatever you want to talk to and cast to third person character, in this case it's the owner of the animbp specifically

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i mean you can put in a player controller or a save game object if you want but they would fail

wintry forge
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the only thing(s) that wouldent fail is one of the parents though, is what im asking

grim ore
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well the only thing that wouldnt fail would be a third person character or any of its parents yes

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assuming it is a third person character in the end

wintry forge
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ok cool. thanks πŸ˜ƒ i get now how i misinterpreted some of your info before and made this chain of questions haha

grim ore
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a parent of a third person character is a character for example but you cant plug in a first person character and have it work

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and you cant plug in a character that is a first person character because again it would fail to become a third person character in the end

wintry forge
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i was looking for a direct answer and your answer mentioning that theres other possibilities but that they would not work/be applicable confused me. I should have realized you meant that its not close ended and thats where a lot of issues can arise

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i appreciate the help man πŸ˜ƒ ill proly be back as I progress through these tutorials

grim ore
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yeah its just a communication thing, there is a ton of intricacy for this stuff

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and its hard to wrap your head around if you just go "damnit I want that one to do that thing" and it seems like it should work lol

wintry forge
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lol i feel ya, programming always has that issue regardless of the form πŸ˜ƒ

worn spade
#

Matt you know anything about blender fbx export errors?

grim ore
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I have never used blender, I am not an artist 😦

wind siren
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i just overcame some blender fbx problems myself

abstract relic
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They’re getting errors from addons. A bit more tricky

worn spade
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who what now

abstract relic
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and addons on 2.8 beta from a pulled git branch. For shame πŸ˜›

worn spade
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wat

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I guess my last character was exported in 2.78. 2.8 dont play nice with fbx export?

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I didnt realize fbx export was an addon, but I see it there, I guess that's a little direction for deciphering this error

abstract relic
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Fbx has to be reversed engineered for every new version (of fbx). I’m willing to bet that addon is an attempt for this year’s version

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Take it to the #lounge they love that stuff

worn spade
#

I cant export an obj with animation can I

proven oxide
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Ok i have no warning but i have a problem i am not sure how to fix in converting from 21 to 22

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1> [14/16] UE4Editor-UnrealGhosts.lib
1> Creating library F:\Development\Unreal\SectionNine\Intermediate\Build\Win64\UE4Editor\Development\UnrealGhosts\UE4Editor-UnrealGhosts.lib and object F:\Development\Unreal\SectionNine\Intermediate\Build\Win64\UE4Editor\Development\UnrealGhosts\UE4Editor-UnrealGhosts.exp
1> [15/16] UE4Editor-UnrealGhosts.dll
1> Creating library F:\Development\Unreal\SectionNine\Intermediate\Build\Win64\UE4Editor\Development\UnrealGhosts\UE4Editor-UnrealGhosts.suppressed.lib and object F:\Development\Unreal\SectionNine\Intermediate\Build\Win64\UE4Editor\Development\UnrealGhosts\UE4Editor-UnrealGhosts.suppressed.exp
1>LINK : error LNK2001: unresolved external symbol IMPLEMENT_MODULE_UnrealGhosts
1>F:\Development\Unreal\SectionNine\Binaries\Win64\UE4Editor-UnrealGhosts.dll : fatal error LNK1120: 1 unresolved externals
1>f:\Visual Studio 2017\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""F:\Epic Games\UE_4.22\Engine\Build\BatchFiles\Build.bat" UnrealGhostsEditor Win64 Development -Project="F:\Development\Unreal\SectionNine\UnrealGhosts.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "UnrealGhosts.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

abstract relic
#

No. Obj doesn’t support rigs

grim ore
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I want to say unresolved externals is normally a module missing from your target.cs file

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you would spend as long as you wanted learning it I suppose

worn spade
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forever

proven oxide
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@grim ore The "missing " module is my code.

grim ore
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are we sure that is the issue and not another module?

proven oxide
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well it compiled fine yesterday on 21.

grim ore
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you would need more info. You can learn to use UE4 and make a new project within 4 months for sure.

proven oxide
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Well if you don't have a version 5 gfx card and only have v4 then you can do it (very laggy) on 4.14

dim plover
#

Theresa, maybe check out the last comments in #cpp, maybe it's related to your thing.

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I think some other guy has an issue with updating plugins for 4.22.

proven oxide
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yeah but in this case the "plugin" is my game....

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so is there a change in the way the Target files are done?

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public UnrealGhostsTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.Add("UnrealGhosts");
}
}

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that basically tells the game to add my game to the build

grim ore
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there is a few versions back but I am pretty sure that method still works ExtraModuleNames.AddRange( new string[] { "CPP_Examples" } );

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what does your module .cpp file look like?

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and you did nuke your intermediate and build before regenerating the .sln for .22 and rebuilding yes?

proven oxide
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yes

low zenith
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@abstract relic you're saying it OBJ doesn't support rigs?
why does many people use that file?

meager violet
#

The Switch EULA version support forums are pretty dead. 😦

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I have an issue with UE4.22, that made my ortho camera act odd.

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I have an ortho camera set at 16:9 / 1.78 aspect ration (width: HDTV 1080), aspect ratio locked, but when playing it in a standalone window or on the Switch hardware small black bars appear either side of the screen (as if the camera locked at 16:9 can't fully fill a 16:9 screen).
This happened only in 4.22 (didn't happen in 4.21 or before).
Any insights into what changed in 4.22 that would cause this? (Or better yet, how I can fix it?)

plush yew
#

I have a stupid question.

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How do you deactivate Text hitboxes that are over buttons ?

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Because it blocks the button's hitboxes.

upper heart
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Change the visibility

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To Hit Test Invisible

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Next time ask in #umg tho

plush yew
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Thanks, it's perfect.

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Okay, I havent saw the channel, sorry. I'm not used to post at the moment.

upper heart
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no problem

mint umbra
#

Do you need to submit a prototype of your game when applying for a MegaGrant or is it enough with a video showcasing it?

leaden dust
#

is there something like map range clamped for shader graaph?

lusty carbon
proven oxide
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😦

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Redirects not working

lusty carbon
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Unreal keeps crashing when reimport static meshes wtff

sudden agate
#

@lusty carbon lightmaps are fine
they are not. obviously

plush yew
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@YCBKay black bars at the sides is a camera setting

upper quartz
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hi everybody , who konw how to use "sendGameplayEvent"?

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or have any doc in the official website.

azure shore
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would anyone know how to set up water ragdoll physics?

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so they float to the top smoothly and float there

dapper idol
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can someone tell me why I stay in the air? I just sculpted some mountains and then this happened (I already saved so no way back)

analog blaze
#

collision

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set your spawn point closer to the ground

dapper idol
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well first of thanks, that fixed it, I had bake material pos offset.. activated, but it was activated before and it worked so wta

toxic fossil
icy mulch
#

I need help i get this message when ever i try to package my game Does anyone know how to fix
Couldn't save package, filename is too long".

delicate turtle
#

How long are your filenames?

icy mulch
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Is it the file size if the game

wispy raven
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hi, i'm having troubles with importing animations from mixamo

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the animation is imported incorrectly

plush yew
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any potential issues if i rename my project?

wispy raven
#

i tried that

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it's not an issue

azure shore
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would anyone know how to set up water ragdoll physics?

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so they float to the top smoothly and float there

wispy raven
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i imported an animation

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but the feets aren't still

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is there a way to fix it?

lunar plaza
#

Hello I’m new πŸ˜‚

plush yew
#

When you change the Hue on an Emissive Material the Intensity also changes

wispy raven
delicate turtle
hoary pier
#

Either your animation is bad or as Toxe suggested, it contains root motion which if not enabled for that anim,.

plush yew
#

guys is there a way to update my vxgi to v2 without compiling ?

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@wispy raven that is how I run. Do you have a problem with that?

hidden aurora
#

@wispy raven are those als anims

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and you retargeted

wispy raven
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No, I din’t retarget the animation

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I uploaded the model in mixamo

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The re-downloaded the animations

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@delicate turtle I’ll try that

worldly axle
#

hey, someone know how i can delete this black thing? the alpha thing just deletes everything xd

cerulean sorrel
#

@worldly axle I think you have to edit the image somehow

#

It's part of the image

wispy raven
#

@delicate turtle it din't fix the issue

#

@hidden aurora no, they aren't

latent moth
#

what is the best way to find a location that is 30 degrees right from where the actor is pointing at?

#

seems to work but not sure this is the best approach

grim ore
#

I tried it using just a RotateVector node from the Get Forward Vector and then going from there with the multiply and it seemed to work as well but I dont know your end goal πŸ˜ƒ

versed spear
#

Just noticed my AIPerception is detecting actors I don't want it to detect. I imagine if I can exclude those actors It would be better than detecting all those actors I don't want it to.

worthy flame
#

question if you buy the things from the unreal marketplace and you use them in your game and sell it you cant get any issues since you bought it, or if its free its the same result?

sudden agate
#

you are allowed to use any marketplace content in your game.
You are however not allowed to resell the assets you purchased

worthy flame
#

yeah i didnt mean to sell i was just asking if i could use them, but thank you for the answer

honest rune
#

Is there any support in the engine for FString interning or is FName the only string type that uses it?

worthy flame
#

if the props support 4.15-4.21 can i run it on 4.22?

plush yew
#

Hey guys

#

Can anyone help me transform a human to werewolf

#

in ue4

#

i wanna make that

#

I dont know where to start tho.

#

help would be appreative

honest rune
#

can't tell if trolling or not

abstract relic
#

You’re not going to (generally) find issue with static meshes regarding engine versions

worthy flame
#

same

abstract relic
#

Trolling

honest rune
#

@plush yew There's a discord specifically for Unity that you could ask for help with Unity in. This is Unreal Engine 4 up in here
UE4 gang signs

plush yew
#

O

#

yeah bymistake i wrote unity

#

i meant ue4

#

i swear lol

worthy flame
plush yew
#

anyways

#

can anyone help me

#

in ue4

#

please.

abstract relic
#

Skeletal mesh retargeting and morph targets is the keyword you’re looking for

plush yew
#

Okay

#

are there any tutorials

#

?

honest rune
#

Not specifically for that all-in-one.

worthy flame
#

ok i have bought some props where can i find them ? in somewhat storage?

honest rune
#

for your question I mean

#

@worthy flame You can add them to your project from the launcher

worthy flame
#

i saw that but ty anyway

honest rune
#

all your marketplace content will be listed underneath your projects

#

ah kk

plush yew
#

anyonehelp

#

how do i do

#

like

#

i want to have my skeleton transform into a werewolf

#

anyone explain that in dms

worthy flame
#

also do any of you know where can i learn to make a game from scratch all other tutorials on udemy are either on learning to code or with already ready projects for me to jump into and explainning the same thing over and over.

#

i just want to know how to just begin so i have something to work with. another tutorial is explaining on how the mapping works

#

i dont need that atm

#

if u dont know ill figure out a way, im patient

#

whats the difference between these 2 boxes and what does the blue and the red one do. if i add a box next to it to increase the level will that increase or do i need to increase it?

paper kernel
#

the point is, tutorials will teach you a very particular thing.

#

at some point, you have learned enough particular things to start a project on your own

#

and you will stumble into a problem you dont know how to solve yet -> you look for a tutorial for it

#

rinse/repeat

worn granite
#

I'd say there's no mystical point where that suddenly becomes a worthy approach

versed spear
#

Anyone know any other option other than AIPerception?

worn granite
#

Pick an arbitrary small goal (make a cube that spins) and look up what you don't know.

paper kernel
#

@versed spear AI perception is really just bunch of delegates and traces

worn granite
#

PawnSensing (but its the old way)

versed spear
#

one way I was thinking is using each actors transforms and save them in an array for each team. Then I can have an event that checks those arrays for actors near by if the actor is near by do a raytrace?

worn granite
#

perception is better in just about every way other than you having to learn perception

#

You working in BP?

versed spear
#

yea

worn granite
#

Okay. You can go down that path if you really wanna. But I don't think you'll like it.

frank escarp
#

well at least perception is C++ couse faster, but i dont know of any game that actually uses it

#

not even epic games uses it i think

#

the mayority of games create something similar, but tailored to their needs

worn granite
#

Perception is awkward to use in BP, so you'll want to dip into C++

#

Like I said though its definitely possible to write your own

versed spear
#

The problem I am having is I have 100 actors using AIPerception so they are all hammering though it trying to find a valid target. With arrays and comparing location of all enemies then ray tracing to make sure they are not behind a wall might be less load on the game.

worn granite
#

That's already what perception is doing

#

I guess you could batch them all together

#

Check if the group is visible at all, then the individuals

#

Sight doesn't use overlaps

hidden aurora
#

I have a setup that has an int that determinates the amount of line traces to show, i want a float that modifies the spacing between lines, if someone knows how thanks

#

Its for making a procedural tree placing

#

along only one axis

grim ore
#

How do you determine the spacing now?

versed spear
#

it seems to be random from the ss

hidden aurora
#

It adds a random float on the x axis

#

What i want t o change is the spacing between each one

#

Wait im stupid

versed spear
#

yea just change it to a float variable and set it to the spacing you need.

hidden aurora
#

Thats the same

versed spear
#

How so? One is random spacing and the other would be a set spacing.

bitter iris
#

Has anyone had a mess around with the multi user editing on 4.22? if so how is it?

wintry forge
#

is there a shortcut to moving a pin connector from the source to another source

#

ie i want to move a pin connector source from X to Y

hidden aurora
#

Hold control key

#

and click

abstract relic
#

Hold ctr to drag from an existing output to a new pin

wintry forge
#

tyvm πŸ˜ƒ

abstract relic
#

Or shift double click for each pin

wintry forge
#

We are trying to rotate the model's spine to have the hands follow the camera.
Is 0Β° straight down, and 180Β° straight up?
When Currentangle * -1 results in a negative degree under 180, wont the angle be behind the player?

versed spear
#

could you use look at rotation maybe to get the rotation you need.

wintry forge
#

Also another issue:
When the snap for transform is 1 or no-snap, the red transform arrow becomes bi-directional. It wont just move in the red axis. A strange issue. I found out its because im trying to change the camera position while the model is animating "idle" and its head lightly bobs up and down. Idk how to pause the animation but this is a weird glitch.

#

@versed spear maybe, im following a tutorial but he doesnt explain the calculations

#

we have "get control rotation" -> break rotator -> the calculations -> select float -> divide float by 3 (because we have 3 spines) -> make rotator -> thats the output

#

it works, but im wondering what those calculations mean

#

we dont use "look at rotation" probably because of the 3 spines (though idk what look at rotation is, im just guessing)

zealous jasper
#

Hi there, I'm not entirely certain which chat to put this in but this seemed to be the most appropriate, I'm trying to import fbx files to the engine and after I select the file and hit okay, nothing happens in the engine. It isn't letting me drag and drop files either

versed spear
#

@wintry forge so its working you just want to know how it is working? Control rotation is based off its rotation in the world. Maybe 0 is north in the world and 180 and -180 is south.

fickle osprey
#

Going through the quick start, and I'm having some trouble setting my environment to night. I tried rotating the directional light to make it "night" but everything's way too dark, as opposed to the image shown
https://docs.unrealengine.com/en-US/Engine/QuickStart
Any fixes?

wintry forge
#

@versed spear well its strange because the values seem like they are pretty varied. [360 - (180 to 360)] would result in a value [0-180], and [currentrotation*-1] would be [0-(-180)]

versed spear
#

That math seems to keep it in the range of 180 to 0 and 0 to -180 no matter what Y is.

wintry forge
#

yea but thats a full rotation isnt it? its 360Β°

#

maybe im not understanding what the numbers are representing

versed spear
#

yea

wintry forge
#

we can only look at our feet and the sky, we cant look behind ourselves

#

im guessing dividing by the 3 spines in the end fixes the problem somehow

#

so you can have the full picture

buoyant meadow
#

Saw this while browsing reddit, might be useful for any fps devs

wintry forge
#

neat πŸ˜ƒ im just trying to learn and using any tutorial to do so, but ill check that out too πŸ˜„

wintry forge
#

how do you find what is the Y (pitch) of your camera/model? Is eye level 0Β°? straight down? makes it hard to figure out this calc but im gonna skip it and come back sometime i guess

worn spade
#

finally fixed my export debacle, getting new build of blender seems to have fixed it.

wintry forge
#

i saw that when i looked it up but I thought youd have the most recent version πŸ˜„

worn spade
#

quick question, how do I just add a node with an integer in material blueprints

#

nevermind I got it

#

I guess thats the risk with using beta build. last version was only about a month old

wintry forge
#

broodmud

#

did you update blender separately from ue4?

#

or is it a part of ue4 you can update to update blender

worn spade
#

separately. deleted old blender and downloaded new build.

summer turret
#

How do i find out what goes in parent slot to be able to cast to mainmenu?

#

mainmenu is a widget

versed spear
#

your main menu is an object?

summer turret
#

all i know is get player character

#

i am trying to get a variable from mainmenu blueprint but i dont know what goes in the object slot because it is a widget

buoyant meadow
#

You need a reference to your main menu

versed spear
#

When you spawn the widget you can save it to a variable to use it later.

buoyant meadow
#

yeah this ^^

summer turret
#

yeah nvm i was trying to create a mainmenu as overlay but i figured its better to let it have its own level then switch back to playable level when they click continue

brisk osprey
#

I have a issue : When adding lights to a scene crashes unreal 4.21 (This is a editor for another game for making mods)

plush yew
#

How do you simply deselect an actor?

hasty flame
#

I'm looking into integrating Nvidia gameowrks with my UE4 project. I've run into lots of conflicting information. If I get gameworks working in ue4, will it only work with Nvidia GPUs?

vapid galleon
#

so shot in the dark here, is there a way to essentially create preferred sorting in the material editor?

#

Like if I right click and type lerp it used to be a standard Linear Interpolation node. In later versions it's random lerp functions. Not a big deal on my desktop 'cause I have a mouse so I can just hold L and left-click my mouse. Can't do that on my laptop though

grim ore
#

probably not but you can favourite the ones you like if it works like the normal event graph, yes it does sorta as there does not seem to be a favourites panel but they go under a favorites category when you right click

wintry forge
#

trying to add an asset from marketplace, says its not compatible with 4.22, its only compatible with 4.22 πŸ˜„

#

cant add it but ill just use fireworks for a muzzle flash for now heh

vapid galleon
#

weird!

#

yeah that's true @grim ore

#

I know you can type linear (which used to pull linear gradient...) and it gives you a proper lerp, just bad muscle memory now haha

wintry forge
#

oof the marketplace->vault assets are permanant, you cant delete them

#

even ones that are outdated and unusable

#

rip

summer turret
#

is there a way to use keyboard input in a widget?

plush yew
summer turret
#

like in pause menu widget i want to press escape to unpause

#

and hide the widget

hoary pier
#

Listen For Input Action. Make an input called something like UMG_Escape. Tie that to Escape. In ListenForInputAction listen for UMG_Escape

#

Otherwise, handle your escape input in a function in PC and have it decide where to send it. Unreal's blueprint input is kinda wonky, you can't just send the input out and bubble it up, choosing to capture or not

zinc spire
#

which channel do i go to get help in?

hoary pier
#

Whichever fits your question best

abstract relic
zinc spire
#

ok well i think here fits

#

my ssd is full and i want to download an asset from the library in the Epic Games Launcher

#

how do i change the location of this download, whenever i click on it it says drive is full

#

i have an hdd that i want to download it on, my project is also on my hdd

storm venture
#

anyone have a good recommendation for a vehicle physics system on the marketplace?
looking to get a nice feeling truck working

zinc spire
#

nvm ended up just copying everything to my hdd then deleting it off my sdd, once i opened it up it fixed the shortcuts for me

grim ore
#

@zinc spire the preferences in the launcher should have an option for the directory for the vault cache

fresh hemlock
#

Yo my water shows up black when I enable lighting but looks fine with light off

plush yew
#

Does anyone know why client 2 is not calling a function on the server but client 1 does?

plush yew
#

Hello i'm new here.

ancient otter
#

hi guys

lime girder
#

Diving into the GIT LFS 2 - anyone have trouble with it?

ancient otter
#

nvm its in spanish lol

hoary pier
#

@fresh hemlock Do you have lights in your scene?

fresh hemlock
#

Yes

#

They diffuse texture just shows up black if have lights on but if i use an emmissive texture then that will color it but the diffuse looks better

hoary pier
#

@plush yew Could be any number of reasons. I would verify your server code isn't using GetPlayerController. You may be always getting client 1 that way

plush yew
#

So i'm new to unreal and wanted to know if it be easy to recreate a low poly style simulator and recreate it to look actually real?

hoary pier
#

@fresh hemlock Probably need to rebuild lighting or make the water dynamic. Maybe you have metalness more than 0 on your water?

#

@plush yew New to Game Development in general or just new to Unreal?

fresh hemlock
#

yea my metal is 1

hoary pier
#

Set it to 0

#

Unless it is liquid Mercury or a special style you shouldn't need metallic water πŸ˜›

plush yew
#

Hi anyone know how to stop movement and input in a top down level? Its just for level transition as next level opens right after

hoary pier
#

@plush yew Do you just want to stop time or actually just stop pawns from moving and input from being processed?

plush yew
#

stop pawns, need to stop them for three seconds while i fade to next level

#

only one actually

#

@hoary pier Game development in general, I want to create something or learn the genre of everything.

#

I figure coming to a community that knows this stuff could guide me down a long beating path πŸ˜ƒ

hoary pier
#

@plush yew It will be long and difficult but all the resources exist to get you moving. I recommend trying to beginner tutorials and once you start developing specific questions come on in and ask around

plush yew
#

Would you recommend learning the within Unreal or move down to Unity?

hoary pier
#

@plush yew Honestly either direction is fine. If you aren't big into coding maybe Unreal would be easier to start but I am really not sure anymore. I wouldn't think of Unity as a move down either, just different strokes

#

Unreal can take you a long way now with a visual node based scripting language but Unity will require learning how to script in C-Sharp (C#)

plush yew
#

Yea not much of a coder, I have a idea for a game and just seeing has visually insane this game is it would look so nice!

#

Would you have any references for me to check out to get started possibly? @hoary pier

fresh hemlock
#

Thanks @hoary pier

hoary pier
#

@fresh hemlock No problem πŸ˜ƒ Someone has the exact same issue just an hour ago

plush yew
#

I really want to make like a driving simulator for motorcycles since I have yet to seen many that just focus on Open World Driving, mainly it's track racing.

#

@hoary pier

hoary pier
#

@plush yew You are aiming super high. You'll need to spend a while just learning game dev in general. I recommend just searching for some basic start tutorials. I know Udemy has some unreal starter stuff for like 12 bucks if you wanna try that. I honestly don't know the best place for beginner tutorials

cerulean sorrel
#

@plush yew that's high

plush yew
#

See that what I was thinking. I'm just trying to visually see what i'm capable of doing right now.

wintry forge
#

I feel like a mediocre motorcycle framework would take you maybe a week of dedicated after-work studying if the assets were already available

#

Well, at least to get to the point to make it yourself

#

Youd still be looking up stuff and having issues but at least youd know how to go about doing it

#

Im like day 3 or 4 of dedicated studying

hoary pier
#

full time study maybe (40 hours)

#

There's just so much to learn about game dev and basic engine functionality that will make it slower than that i believe. If you just want to place a motorcycle asset in a level and mess with rendering then you can do that easier but still a good amount to learn

grim ore
#

The Crew games are good open world motorcycle games πŸ˜ƒ

kindred viper
#

I made a motorcycle using the vehicle component. It was a pain in the butt. It took me some time to figure out that physx setup for wheels requires a minimum amount without customisation. So I ended up spoofing it with 2 dummy wheels. But it screwed up the authenticity. My advice, if you make a motorcycle, make it from scratch and try not to use the VMC unless you are willing to get stuck into the physx code

plush yew
#

Still having some weird issues with addrotation, world relative and local. I need to rotate an item's hurtbox when it's equipped to a character. I figured add rotation would work fine but it's behaving really bizarrely. For instance, if I rotate 90 degrees on the Z everything works fine. If I also want to rotate the y 90 degrees then it ignores both rotations. If I go 89 on the y, 90 on the z it works fine, but not symmetrically. As in, even though it's fine on the right hand the left hand won't rotate.

https://i.imgur.com/pvN6252.png

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

#

Most of my other items only need to be rotated 90 degrees so this isn't an issue but now that I have a fist weapon (like brass knuckles) that needs to be rotate on more than one axis I'm running into issues

abstract relic
#

You need to punch the artist that gave you assets with improper orientation

cerulean sorrel
#

😬 😬 😬

plush yew
#

Oh I hit myself daily. This is really only a problem for items that are ambidextrous and need to face the same direction in either hand. So my idea for brass knuckles was that when in the left hand I'd rotate them 90 one way, and when in left rotate them 90 the other

#

And like, this works fine it's just that I apparently can't rotate in two directions at once if those values both need to be 90? Very frustrating, since I can bump everything one degree at a time and get very close to what I'm looking for but never exactly what I need. AND then for some reason it just won'

#

t work on the left hand. So even if I scuff it up on the right hand the left hand just won't play ball

cerulean sorrel
#

OK....

dim plover
#

Is this the result of gimbal lock?

brazen forum
#

Guys. When using an ik node to adjust animations, can you also do this for MAKING animations. Like for instance I have a walk animation but I want my guy's right arm to punch using ik when you press space.

Basically im asking is there a way to animate ik to through script that way the animation can be fully script driven?

wintry forge
#

is there a way to emulate an inputaction? im trying to make it when i shoot with no ammo in clip, it automatically activates "inputaction reloadammo" (which is bound to R in project settings)

#

i could just have a pin go cross country on my event graph but it'd look ugly

plush yew
#

Where could I find gimbal lock?

cloud cobalt
#

Gimbal lock is a bug

#

Use quaternions instead of rotators

deep basin
#

Gimbal lock is something you don't want to find.... but sometimes it finds you πŸ˜„

plush yew
#

So is there just like a quaternion node or something?

cloud cobalt
#

@plush yew IIRC quaternions are C++ only

#

They're a different rotation type

plush yew
#

Well, I guess I'll be working on my inventory system next rather than combat

dim plover
#

There are plenty of BP-exposed Quat stuff on the marketplace.

deep basin
#

I recommend reading briefly into quaternions, at least why and how they are used for rotations so you can tell if you absolutely need a quaternion for your task or not

#

as far as I am aware they take less computations in the long run, since you create a new axis you rotate around instead of constructing a rotation along the usual x, y, z axis. therefore they are most of the time a better choice, but thats just what I learned in general theory stuff

wintry forge
#

guys I have two huds and both of them have the same code for making a reticle visible/invisible

#

i dont know why but the 2nd hud doesnt work

#

it has the reticle visible linked by function, the function code is the exact same

#

its the exact same code copy pasted, and it should work generically. idk why its not working

#

the vid im watching he only does what iv done, and it worked for him x_x

whole quarry
#

what doesn't work exactly?

wintry forge
#

when right clicking to zoom on the gun, it doesnt set widget/reticle's visiblity to hidden

#

on the other with the same code, it does

bleak pagoda
#

help

wintry forge
#

that doesnt really explain anything, but im also a nub so i cant explain why the engine physics would do that

plush yew
#

is this possibly a navmesh issue?

bleak pagoda
#

no

#

it work fine at the map

#

only the extra parts that i add yesterday

wintry forge
#

ill add my issue to the list of "things i cant fix and I want to figure out" (its only 3 things so far so not bad)

#

why cant I use "AI_moveto" in a function? i thought itd be convenient if I could just have a function "aware of player" but it wont let me use it in there

#

same with delay

plush yew
#

delay not being in functions drives me crazy

wintry forge
#

im trying to have an AI pawn alert all nearby ai pawns if it gets hit

#

if they are all "simple_ai", could i just use cast to simple ai - > ai moveto somehow?

valid pewter
#

blueprints remind me of looking at a railway map

plush yew
#

@plush yew check your collision. You may need to enable 'use complex as simple' on some of the meshes you added, especially if they are imported.

#

Definitely not 100% the problem but it's possible.

ashen brook
#

Yo folks! Who's going to Unreal Fest Europe? Let me know and I'll add you to our private group channel we set up for this purpose!

plush yew
#

Which is better for ue4 intel i3 8100 or ryzen 5 2600?

lusty carbon
plush yew
#

Is your problem with the lines or that there are two spots of light?

steady summit
#

When I have too many debris from destructibles, then unreal starts removing old ones. How can I prevent it from automatically deleting old debris or change the max limit?

worthy flame
#

Is hiring a ue teacher good?

#

Since he/she can learn me specific things

plush yew
#

probably if you have the money

sudden agate
#

@lusty carbon whats your lightmap resolution?

gleaming lotus
#

Where you use a shape brush and then edit it in the mode panel?

fierce tulip
#

yup

fluid stag
#

its real name is "don't bother"

#

πŸ˜›

gleaming lotus
#

Thanks Luos

twilit hill
#

I thought its called β€žforget uv settings when u look at itβ€œ

gleaming lotus
#

Just was fact checking because I'm writing a dissertation right now and I'm writing about blocking out a level πŸ˜›

cloud cobalt
#

I'm not sure that DX12 is the fastest renderer on Windows

#

Last I checked it was way slower than DX11

#

Might be different now, but profile it

lusty carbon
#

@sudden agate 64

sudden agate
#

too low

lusty carbon
#

but it's just a wall

#

thats odd

gloomy aspen
#

hello there
is there a way to make a drag and drop in the same widget?
i've created a widget in which i've a 2x5 grid.
in the first column are images and in the second are texts.
now i wana make a drag an drop for changing the order of the images and/or the texts because the images and the texts have to match each other and they should be placed in the right order.
the images should only be allowed in the first column and the texts in the second one.

sudden agate
#

@lusty carbon it isnt

#

change the Min Lightmap Resolution to 32 and regenerate the Lightmap UVs in UE

lusty carbon
#

what about the actual res?

#

what's the min for anyway?

#

should I change the lightmap res to 128 or keep 64 with a 32 min?

sudden agate
#

@lusty carbon the Min Resolution repacks the Lightmap with proper Padding between UV Islands. the smaller the Min Lightmap Res, the bigger the Padding between islands

summer turret
#

any idea why my resolution settings dont work?

sudden agate
#

the black spots you see on the wall are padding issues

summer turret
#

when i click on the button it just goes to full screen and doesnt change resolution

lusty carbon
#

why is that

sudden agate
#

modular assets

lusty carbon
#

the blocky shift in color value

sudden agate
#

either hide with static meshes or merge the meshes together

cloud cobalt
#

@opaque vector This is something you need to profile for your game. Last time I checked, UE4 DX12 was a work in progress with terrible performance - the engine needing a completely different renderer to be efficient with DX12

lusty carbon
#

no clean way to get over that?

cloud cobalt
#

With DXR merged, DX12 might get faster now

#

So profile it πŸ˜ƒ

sudden agate
#

wait for GPULightmass

summer turret
#

anyone know how to change resolution?

#

all it does is go to full screen

#

instead of changing resolution

cloud cobalt
#

Vulkan is the primary backend for Linux on PC, and there is no good reason for it to be bad on Windows, other than UE4 devs not caring about it

#

So you can profile it too

opaque vector
#

Cool. Appreciate it. @cloud cobalt

summer turret
#

@opaque vector thanks thats what im doing now, but i wanted to apply the changes when user presses accept instead of automatically applying when using console commmands

#

ty

analog blaze
brave grove
#

Hey guys. I really need some help with a material. I have a black and white image and I want every value under a certain value to become black. Like cut it off from a certain value. Is that possible in UE4?

wary wave
#

tools like clamp / floor / ceil are what you're looking for

kindred viper
#

yes

brave grove
#

thank you!

grim ore
#

@summer turret the issue you are having is it is setting to your resolution, you just have not given it a fullscreen mode option so it is default to fullscreen. There is a Set Fullscreen Mode node that should be used as well

regal mulch
#

So, I got a Quat that has its Up-Vector as (0,0,1) at the start and the RightVector is somewhere in the X,Y plane.
I removed the Z Axis Rotation, so at the start the rightvector is (0,1,0).
Now I call "Add" on the quat with an angle (in rad) and the right vector as axis.
At some point, the freaking thing starts rotating around roll....

brave grove
#

I think I am not really smart because I can't really figure out how to do this. The image on the left contains a few different values. What I want is to somehow scan for a certain range and make an alpha from this value up>white, and from the same value down>black...
I hope I managed to explain what I'm trying to do ... can somebody help me please?

regal mulch
#

Are you able to do it for one of the two?

#

E.g. Value to White?

#

I'm not an Artist, but I know I did things like these in Substance. So it should be easy in a Material too.
If you know how to do it for Value to White, you could just invert the left image and then do it from (1-Value) to White. That is the same as Value to Black.

brave grove
#

I know how to do it in photoshop and substance

#

but not in unreal .. for some reason I decided that it should be easy πŸ˜„

regal mulch
#

In Substance you use a Levels node I assume?

brave grove
#

yeah ..

#

I tried with clamp here, but it leaves me with a pale image

#

not "black and white" for an alpha

abstract relic
#

Clamp and multiply

brave grove
#

@abstract relic can you be a bit more specific?

kindred viper
#

@regal mulch did you try combine?

regal mulch
#

@kindred viper Quats are usually combined via QuatResult = Quat1 * Quat2 and I'm doing that already

#

ControlQuat = FQuat(Axis, AngleInRad) * ControlQuat

kindred viper
#

I thought the function had some specific routine for it tho

regal mulch
#

It might be part of the code that I use to modify the pitch value

#

Currently trying around -_-

#

Hm, yeah using a fixed axis produces the same

abstract relic
#

Texture >> clamp (pick a range you want masked) >> multiply (pick a absurdly high number to white out the mask)

regal mulch
#

Gnah there I hoped my view pitch clamp was working

grim ore
#

@brave grove try using the If node

brave grove
#

@grim ore I will, thank you.

scarlet birch
#

Building from source with 4.22 requires .net be installed?

manic pawn
#

yes

scarlet birch
#

No biggie, just caught me by surprise. I should probably read those release notes again.

manic pawn
#

it always has though

scarlet birch
#

I'

manic pawn
#

ubt is written in c#

#

what's new is a dependency on .net 4.6.2 development tools

scarlet birch
#

I've never had it installed and this is the first time I received a warning when generating the project

#

ah

manic pawn
#

(that's an optional package in the vs 2019 installer under the .net desktop development thing)

scarlet birch
#

I'm using 2017. But yeah already added it and building. I was just wondering what changed.

#

Is it worth switching to 2019? Do I gain anything?

cloud cobalt
#

Slightly better build time

manic pawn
#

significantly faster and more accurate intellisense, live error checking is now actually useful for unreal

scarlet birch
#

anything that improves intellisense, I'll take.

#

The error wanted 4.6.2, any reason to install anything other than that? i.e. 4.7.1 or others?

grim ore
#

you should install the one it wants, it checks for that one specifically.

kindred viper
#

how do you even have a computer without .NET runtimes on it in 2019? πŸ˜„ #respect

manic pawn
#

it needs the dev tools not the runtime, so most don't have it

scarlet birch
#

The SDK

jolly haven
#

help
im trying to make a car but I cant get to move it fast

#

I got no idea what could cause this

#

Ive tried increasing the torque in the torque curve but that doesnt change anything

sudden agate
#

Intellisense is better? Still squiggles generated.h and Macros lololol

dim plover
#

But faster.

#

You get squiggles under macros?

fathom bridge
#

Humanball can you show yout code?

jolly haven
#

@fathom bridge its the default blueprint car

brave grove
fathom bridge
#

@Humanball oh okay. I haven't messed with it but I would assume the blueprint had a max speed?

jolly haven
#

well

#

even if there was a max speed, it would at least accelerate faster

plush yew
#

is the xeon 5650 better than the r5 2600?

#

and is it gonna be good fore ue4 development?

coral shoal
#

it might have a max accel too

plush yew
#

the xeon is gonna be better i think @coral shoal it has 12 cores

#

and can go up to whooping 4.5ghz!

#

That is gonna be a beast for ue4!

fathom bridge
#

@Humamball yeah there must be an acceleration property. If you don't want any you could code the movement yourself...

plush yew
#

if I do basic project like this

#

and package for windows (was testing compiling.) when I click my project .exe it makes

#

I just get a black screen?

buoyant meadow
#

Have you made a pawn and assigned it to the game mode?

#

Or is it literally blank

plush yew
#

no

#

I have not done that

#

its just a black screen

buoyant meadow
#

Try adding the third person content pack

#

Click add new "the green button"

#

Then assign the game mode that is in the content pack to the level by going to "world settings" on the right

plush yew
#

yeah think that might be why

#

thanks

buoyant meadow
#

No problem

plush yew
#

there ius no third person content pack

#

after clicking add component

#

green button

buoyant meadow
#

No, the add new button in the bottom left

plush yew
#

ah ok

buoyant meadow
#

To get the world settings to show up you'll have to go to 'window' at the top and click world settings

grim ore
#

If this is a new project it is due to your Game Default Map being the Entry map which is blank, you need to change that in your project settings

plush yew
#

ah ok thanks

#

I was just testing it out mainly, the compilation after reading some stuff above

buoyant meadow
#

If it's a new project won't it default the default map?

#

Or does that only happen when you start with a content pack

grim ore
#

if it's a blank project there is no default map

buoyant meadow
#

Ah of course yes

#

My bad

plush yew
#

I try not use assets ever

#

even if it makes my life harder

#

copied code = makes me worse programmer

#

πŸ˜‚

buoyant meadow
#

It's good to learn from at the start imo, helped me find out how a character works

#

But you do you πŸ˜€

plush yew
#

yeah I learned all my 2d programming this

#

and read an entire book on 2d game physics

#

to me creating 3d games in an engine, is clicking of the mouse a lot more plus z axis lol

scarlet birch
#

Yeah, over an hour trying to figure out what was wrong with an anim BP. I had exposed Play Rate Basis and not Play Rate. The word Basis wasn't visible. That was fun.

plush yew
#

I've been there. Worst was 3 months trying figure out why myshot gun wouldn't fire projectile.
Turns out somehow I ended up with a complex collision on them that had something like 2000 convex hulls. πŸ™„
Couldn't handle generating 30 of those

scarlet birch
#

The way it looked I assumed it was something in the transition rules failing so wasted too much time trying to figure that out.

plush yew
#

I recently picked up some the free packs been adding them in 🀯

#

Have some buttons that are set to collapsed unless a variable is valid.
They are doing the opposite πŸ™„ I've print string everything. No idea what is up 😭

grim ore
#

don't print string, use debugging.

plush yew
#

πŸ€”
What.

plush yew
#

😐 you're ready with that aren't you

scarlet birch
#

In all fairness it wouldn't have took so long if I wasn't wrestling my keyboard from a toddler constantly

plush yew
#

Oh yeah, kids and cats

#

How have I not learned about this debugging yet!?!
I've been at this 18 months and this is first debugging I've seen πŸ˜‚

Thanks @grim ore

thorn vector
#

Anyone know a yt channrl on how can i learn houdini fx

plush yew
#

@grim ore Hey! Is the xeon 5650 good for ue4?

#

i know you a experienced in old pc stuff

#

and pc building

sleek spear
#

can i somehow bake lighting using 4.22 pathtracing?

grim ore
#

@plush yew it would be good enough for grunt work. It does not clock very high out of the box but it has 6 cores/12 threads which will help for light mass/baking/shader compiling/C++ code. depends on the cost and what other options there are

proven oxide
#

Me I am trying to use skeletal meshes but with no animations even showing up for them it’s sucky

teal tulip
#

@sleek spear no

plush yew
#

@grim ore the pc itself has 8gb ddr3 ram a rx 580 8gb the xeon 5650 for 350$

#

my other options is the rx 580 8gb with a ryzen 2600 for 500$

#

i think the xeon build is much better for unreal

#

i think the xeon build is a beast

#

and i think its better than the 2600

grim ore
#

if you overclock the Xeon yes, if you do not overclock it then no.

plush yew
#

overclocked its 4.4 ghz max

#

i think

#

which is amaaaazing

grim ore
#

"could" be is not the same as is

plush yew
#

wdym?

true leaf
#

Tbh you can run ue4 on a weaker pc like that but it's going to waste so much of your time waiting for stuff to load

grim ore
#

it might be able to do 4.4ghz, it might be able to do 3.4ghz, it might fry with any overclock

plush yew
#

@grim ore aha

true leaf
#

My computer is really powerful but I'm running on spindle HDD and it's a DOG literally I need to get up and get a drink a lot of times to wait for random things

plush yew
#

should i ask the person who i am buying it from to overclock it for mee?

#

he owns a pc service

true leaf
#

Like ... Oh you want to rename a file? Please wait 30 seconds. Close these tabs? That will be 60 seconds

plush yew
#

Yeah i know...

#

my potato does that

true leaf
#

I neeeeed a solid state drive

#

So bad lol

#

Luckily doing BPs and editor stuff is quick

#

Anything with files is a nightmare

cerulean sorrel
#

i flat out don't understabd bluepeints any got any ideas i tired watching videos

blissful willow
#

I like to grab demo files from the learn tab and break the blueprints until I figure out what each node does

true leaf
#

Blueprints are just code --- I learned from reading sample blueprints and just trying stuff ... Yeah use the sample projects

#

Getting started is tough

cerulean sorrel
#

yep i have no backgrounf in code

true leaf
#

Helps if you know Java and stuff

#

It's extremely similar actually

cerulean sorrel
#

so it's even harder for me

grim ore
#

the content examples is full of stuff to break apart, but besides that the question is why you dont understand them. Are you trying to do to much and dont understand what to do with them or you dont understand the concept of Blueprints themselves or etc..

true leaf
#

Blueprints are literally like Java but function blocks .

#

So just displayed to the coder a bit differently

cerulean sorrel
#

i have like no background in code like none

grim ore
#

shouldnt matter for learning, you didnt know math before someone taught it to you.

true leaf
#

Hmmmm yeah that's the problem then, the more programming languages you learn the better you will be

#

Because you will learn not only how to code , but good architecture practices and that just comes w time and your own preferences

cerulean sorrel
#

hmmmmm

#

i just don't know which fuction to use where and

true leaf
#

Well what do you want to do

#

Break it down into tiny tiny bits

#

Want to spawn an actor based on a timer ?

cerulean sorrel
#

i lautched my player

#

lol

true leaf
#

Or ... Do something when someone steps on something?

cerulean sorrel
#

figtured out what the lautch node does

#

i dont understand these get nodes at all

grim ore
#

Every part of code has a purpose, determine your purpose then find the code that does that

true leaf
#

'get' nodes? Like for an array ?

cerulean sorrel
#

like get pawn

#

all of them

true leaf
#

Oh ... That uses some magical ue stuff

cerulean sorrel
#

get vector

#

etc

true leaf
#

You have to learn the magic stuff ue does for you with pawn possession

cerulean sorrel
#

oh

#

really

true leaf
#

You don't need to know get vector unless you are doing ray trace stuff right now

harsh tiger
#

the 4 bools are true by default. but the second one of them is false. the branch goes false. but i only want the branch to do false when all 4 bools are false. instead of 3 true and 1 false. any way to achieve this?

true leaf
#

Clients can possess pawns and so get pawn returns the possessed pawn of a player client

#

Player[0] on the client is always .. self

cerulean sorrel
#

ah maybe it's this i never laerned

#

not blueprints

true leaf
#

Yeah

cerulean sorrel
#

i understand what that code e just posted does

true leaf
#

Also one of the advanced beginner topics is actually ray trace and so after you learn about possessing then learn about raytraces

#

Basically Every 3d game uses tons of ray tracing

#

Because... That is how 3d things interact

cerulean sorrel
#

hmmm

#

i see the first person shooter template use lots of get nodes

#

got confused

harsh tiger
#

can anyone help me?

true leaf
#

F5, put an invert between each bool and the AND

#

And then flip the true and false outputs

#

OR use something like NAND I think

harsh tiger
#

is invert "not"?

true leaf
#

Correct

harsh tiger
#

I tried NAND an still didnt work

true leaf
#

Type !

harsh tiger
#

only sometimes

scarlet birch
#

F5 "or"

harsh tiger
#

its super random

cerulean sorrel
#

why do i seee get nodes in every template

true leaf
#

No I don't think OR would work , he's checking for them all to be false together

harsh tiger
true leaf
#

Nand wouldn't work actually n

stark jasper
#

hmmm, isnt that the exact case where OR should work?

true leaf
#

That just flips the output

scarlet birch
#

yeah, so if any one is true "or" is true

true leaf
#

Oooo I got you

#

Yes or would work lmao

scarlet birch
#

c'mon guys

harsh tiger
#

when the 4 bools on the left are all false i want it to fire false

#

not when 3 are true and 1 is false haha

true leaf
#

So use an OR (and just invert the output or whatever)

#

They are right ^^

grim juniper
#

Is XOR a thing?

true leaf
#

Yeah but that's way different

#

That's about the number of true inputs being odd or whatever

grim juniper
#

It's been a while since I've delt with XOR so I don't really remember

plush yew
#

I’m currently wondering how would one go about implementing euphoria type ragdoll physics/ dynamic body animations In current ue

#

It’s not a software package you go out and buy from what I can tell

#

Does anyone have some basic information on this?

scarlet birch
grim ore
#

it might be simpler to do just 2 checks, AND for true and if that fails AND for false, and handle the other options however you want.

true leaf
#

@plush yew there is an article on unreal docs about physically based rendering.... Read that

plush yew
#

Got a link?

true leaf
#

Physics driven animation. Prob the best start

#

Looks like a decent way to do car suspension and stuff like that but I've never done it

harsh tiger
#

The OR works perfectly fine an i fixed another issue an the system is working now, thank you ^^^

grim juniper
#

I think we all just overly complicated the whole thought process. Yeah, OR is all you need

true leaf
#

Yeah I thought there is a law in Boolean logic

#

Something like if you invert all the inputs and the output it's the same as switching from AND to OR

#

De Morgan ?

#

DeMorgans theorem :D it was just applied

harsh tiger
#

now i know its or an not and and i take a step back an think about it logically OR makes sense and AND doesnt haha

#

but ty again

true leaf
#

NOT (NOT A AND NOT B) == A OR B

#

Because you are checking that both are not 0 .. either way

#

Also that is a theorem not a law ^ so if someone can write a proof then they will be famous lol

plush yew
#

is 8gb ddr3 1330 mhz too slow for ue4?

grim ore
#

8GB is a bit on the low side for medium+ projects but the speed isn't a huge issue in the end

plush yew
#

oh ok

#

im talking mostly about speed

true leaf
#

I doubt memory speed would be a bottleneck ... Harddrive speed definitely tho

plush yew
#

ill uprgrade 16 gb

grim ore
#

its because you have dual channel ram more than likely in that old of a board, so the limit is going to be there no matter what

plush yew
#

right

cerulean sorrel
#

Is an 3.4GZ cpu good?

plush yew
#

so 1330 mhz is ok?

true leaf
#

Technically you can't reason about computer hardware based on Hz alone. That's a unit of frequency only πŸ€”

Use benchmarks like toms hardware

bleak pagoda
harsh tiger
plush yew
#

@grim ore So is the pc im willing to get good for a starter ue4 dev?

#

will it do the job for 4-5 years?

#

xeon 5650 8gigs of ram and a rx 580 8gb

fathom bridge
#

4-5 years? That's a stretch isn't it? UE already has real time ray tracing now

pallid compass
#

u do not want a Xeon

plush yew
#

im a kid that just started ue4

#

why not

#

its awesome

#

350$ for xeon 5650 8gigs of ram and a rx 580 8gb

#

sounds good to me

frank escarp
#

you do not want a xeon

plush yew
#

why?

frank escarp
#

they are more expensive than normal intels in general

#

for 350 you can get an 8 core ryzen that is a beast

plush yew
#

hah no

frank escarp
#

or you mean 350 for the whole thing

plush yew
#

the whole thing

frank escarp
#

holy shit thats one deal

plush yew
#

mhm...

frank escarp
#

you can flip that PC in ebay for 800 dollars easy

plush yew
#

wait really?!

frank escarp
#

yes

plush yew
#

asdf im doing that

#

the ram is ecc too

frank escarp
#

lemee check that xeon

plush yew
#

is that good

odd osprey
#

hey guys, im kind of a noob and i have a simple question

frank escarp
#

6 cores at 3 ghz

#

not bad

plush yew
#

yea

frank escarp
#

but bit slowish at 3 ghz

plush yew
#

ill oc

frank escarp
#

seems to be sandy bridge?

plush yew
#

to 4ghz

#

yea

frank escarp
#

sandy bridge gen cpus overclock like crazy

analog blaze
#

Lmao

odd osprey
#

i have a player bp, player controller bp and camera manager bp, where am I supposed to handle input and rotate the camera?

frank escarp
#

so yeah 4 ghz 6 cores easy

analog blaze
#

It's obvious you know nothing about how computers work

#

aurix

plush yew
#

why?

#

im not that good and im just starting so yea

analog blaze
#

You scoffed at the guy who recommended a Ryzen

#

but he is right

plush yew
#

he is but its so expensive here

#

its 700lev

#

thats alot

#

for my country

bleak pagoda
odd osprey
#

wait are you from bulgaria?

plush yew
#

yea

odd osprey
#

same

plush yew
#

Ρ…Π°Ρ…Π°

#

нС моТС да бъдС

frank escarp
#

350 euros for that pc is an absolute steal

plush yew
#

im getting it then πŸ˜„

frank escarp
#

yeah, its old, but it was a strong workstation when it was build like 5 years ago

#

the 580 GPU is very modern

#

8 gb of ram tho.... thats low

#

try to save for another 8 gb when you can

plush yew
#

i will!

#

ty for the help!

#

see you tomorrow im goin to bed

analog blaze
#

with that cpu

#

you will see a snail crawl to the next house

plush yew
#

?

analog blaze
#

before you manage to open ue4

frank escarp
#

mate its a sandy bridge xeon

analog blaze
#

it's a 5650

frank escarp
#

i used a sandy bridge not-xeon for a while on ue4 and had no issue

analog blaze
#

it's westmere

plush yew
#

it goes up to 4ghz with 6 cores

bleak pagoda
odd osprey
#

or actually a more appropriate question would be how do I handle input in a playercontroller blueprint instead of in the pawn itself

#

i have 2 axis set up for the mouse y and mouse x

bleak pagoda
#

my character fly why its flaying only in the extra part i add to my map

wintry forge
#

ay guys πŸ˜ƒ

#

guys I have two huds and both of them have the same code for making a reticle visible/invisible
i dont know why but the 2nd hud doesnt work
it has the reticle visible linked by function, the function code is the exact same
both visibilities are linked to their respective functions
its the exact same code copy pasted, and it should work generically. idk why its not working
the vid im watching he only does what iv done, and it worked for him x_x

#

pics of the settings/code for both huds

bleak pagoda
#

Don't bother yourself

#

i have a problem a i have been asking from the morning but still no one helps

#

20.000 community but nothing

#

8m very disappointed

pallid compass
#

Sorry what was that,

#

You think your entitled to help?

bleak pagoda
#

And im leaving this discord

pallid compass
#

Bye!

wintry forge
#

@bleak pagoda jesus christ lol its noones obligation to help, just come back when people are available

digital anchor
#

why no work

wintry forge
#

or yea, just leave lmao

scarlet birch
#

Most of us are pretty busy.

pallid compass
#

Il help anyone, for money >:)

digital anchor
#

i had time, i clicked all his screenshots, too bad they were 300x200 in size

wintry forge
#

personally iv had half of my questions answered and thats more than enough- people take classes for this kind of help

pallid compass
#

Oh is that the guy with tiny af screen shots

#

Yeah i clicked that then was like nope

#

lmfao

scarlet birch
#

@bleak pagoda I searched your posts. You really have to give people something to work with if you want help.

summer turret
#

is there a way to save custom collision presets?

pallid compass
#

What do you mean by custom Col settings, changes you have made per Collison hull?

summer turret
#

i wanna save the settings i have setup

pallid compass
#

Project settings, Collison somewhere