#ue4-general
1 messages Β· Page 432 of 1
ill ask my question again in an hour or so :p
why you got two pieces of logic duplicated
why are you not checking for errors on casts
im following a guide and we had 2 gui things going on. one was an animated reticle that changed when you moved, another was just a preexisting reticle that was a stationary pic in the center of the screen that we added later
idk what you mean checking for errors on casts, usually it lets me know if i messed something up
Your not printing any info if the casts fail
hm didnt know that was a thing. just printf "____ cast has failed"?
wont it usually alert me if the cast failed anyway?
i added "cast has failed" afterwards, seems to not be failing
so uh.. if ADS true is true dont you want the ADS binding to return visible if true?
aimingdownsights should remove the reticle
when its false the reticle should return
so you have 2 reticles and both should be hidden when you are ADS True?
yea, the guy said just delete one of them but i thought it looked nice with both and I assume they cant conflict
gotcha then yes you should make sure its not failing the cast, which would be weird, or put a breakpoint on the If on the one that is failing and see what is coming in from the input boolean and make sure it's correct
buuuuut... one thing to consider is not using Binding because Binding is evil and should be abolished
what is binding?
ohh, next to visibility?
idk how to do it otherwise, guessing do it in the eventgraph?
yes. it basically checks every frame to see if it changed which is overkill for something that does not change.
well in the case of the animated crosshair, it changes very often. but i see thats pretty bad, can slog the system ay
you would have change it when it should change, when you set your ADS to true or false you can tell your widgets to hide or show themselves. this changes it to only happen when it should not every tick
"very often" is subjective tho. running at say 60fps does it change 60 times a second?
Honestly the CPU use should be negligible, it's not like it's gpu use , it's an optimization tho
possibly, when shooting, running, crouching, jumping it changes actively during all the frames
but when idle it doesnt change
Don't over optimize too early ... Waste time . Optimize right before releasing
it should be negligible sure but if you do it this way for this you do it this way for all your items and then you have 20 items ticking on bindings
i see whatcha mean π
both points
easy to program with bindings, optimized game is better for long-term programming
I mean sure but by taking those shortcuts across the engine you can make an MVP in half the time
It won't be super optimized but it will be an MVP lol
I don't think of this one as a premature optimization and more not using something bad. the dev has mentioned he would remove it if he could and there is even an option in the settings to disable binding lol
so ignoring the bindings which i will look into,
Theres right and wrong places to use bindings, do they do run on tick.
It like putting more stuff in an event tick yeah. How much is bad. ?? Hard to say
Prob not bad at all
CPU will normally be bottleneck, its very subjective though.
You can turn graphics down, its another story to turn CPU usage down.
ok so after trying printstring on both cast failed and cast succeeded, i found that its not running the program at all
idk why it isnt working however, since it is bound
Quick question - Adding components Via c++ with CreateDefaultSubobject vs. just pressing add component and choosing it. What's the prefered way of doing things?
Either is fine
c++ is more robust
Blueprints are not robust and have a shit life time,
sometimes bindings break btw...
you have to clear it out then reselect it, it happens when renaming
i did rename it x_x
and you never know it was broke because it's showing as set lol
That is a BP VM issue.
If you rename anything that is instantiated in blueprint
Expect shit to break
You should probably do all your functions, properties, components in C++.
And extend that into BPs.
Not true, you dont do do a thing in c++ because c++
You better have a reason for everything you do.
change this setting and then you don't have to worry about binding π https://i.imgur.com/6REVQo9.png
Wtf why is that not default on
its got 4 options, 3 of which are disable lol
ill try that, but i might have issue following the tutorial
ill just use event tick and copy the code and find workarounds π but anyway now i have this and its still not working
it doesnt fail or succeed to cast
nah you can still keep it as is and follow the tutorial, its just info for the future
breakpoint the event tick and make sure it's running
if its not then you never created it for some reason lol
what is a breakpoint
but the event tick is working
its what is animating the crosshairs
F9 key on the node and it will put a red dot on it, that stops the project and pauses it when that node is hit so you can step thru the code and see what is happening in real time.
so if you F9 on the Cast for example you can see what is happening when you step to the next node
Print String is great and all but real debugging lets you see the actual problem and fix it π https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Debugging
ill check again in a sec, ty π gotta help w something
not sure im doing it right, f9 isnt doing anything on the pins nor the connectors
rightclick works tho π
weird i cant see anything firing through the widget at all tbh
then are you sure its running?
at the top is a drop down that shows all of those instances that are created if you look at the Blueprint when the project is running
found the issue π
the assets folder also had a clone of the same thing
basically 2 widgets with the same name
had to change the one it was spawning, ugh
so obvious
gotcha
hey guys.. not sure if this is the right place to ask but I'm looking for a very easy way to make a character
that I can then hook on to this
Hey there, So after taking a break from developing, I decided to come back and give it another shot as I wasn't fully satisfied with how some things turned o...
I heard about Mixamo years ago.. but I think that's pretty dead now right? What's the newest way to do that?
ALS is crap
it is entirely based on blueprints
it doesn't work with any half serious multiplayer
and i tries to work around unreal features from CMC
generally
do not recommend
but what if they don't plan on using Multiplayer? Mixamo/Fuse works fine for creating characters you just might need to clean up a bone. Character Creator or Make Human can make characters as well.
@devout gulch thanks but I'm just making a basic SP game for now whilst I learn the ins and outs of unreal
are there any reasons not to go with it for SP?
Yo! Are you going to Unreal Fest? Hit me up, I'll add you to our private attendee channel on here!
@kind mural Honestly, its fine if you never want to change anything about it. But if you have a basic game, do you really need all the extra stuff this has in it? I think you would be better off building a basic animation blueprint to learn how the system works. It's pretty simple to set up basic movement.
I was just looking for the easiest way to make a character look how I want to, and be able to adjust some minor things to do with movement etc and then use it very easily ingame
Kind of like Mixamo allows you to do
Does anyone know if UE will be getting DLSS in the future?
@kind mural Using ALS would probably be simple enough initially and you can remove it later if you come up with extra requirements or need multiplayer support
yo
fucking
either use als and commit
or don't use it
i swear to god
I can't go into details
but for the love of good heed this warning
either embrace the fucking shit out of it
or do not use it
there is no middle
So on my HUD I'm using a material instance in an image module. How do I pass in parameters?
would anyone know how to "impale" ragdolls to objects?
moving objects would be great, but I'd be happy with static objects like spikes
so just like when a body part touches the spike it attaches it to it
@terse skiff From a reference to the widget do a GetDynamicMaterialInstance
I tried that kinda thing before but the ragdoll dragged behind it and hung below it, and I couldn't get it to get the right body part
@summer turret Check your Projectile Movement Component and make sure it is applying force or even activating. Also sign up for onHit/Overlap and see if they are hitting something.
@azure shore Get an Overlap/Hit event and use the hit result to get the bonename. Then freeze physics on that bone.
if I remember rightly I couldn't find a way to freeze physics for specific bones
isn't there just set all bodies and set all bodies below?
not just for one bone
Set Simulate Physics
Thank you Goose
@terse skiff you should be able to get that image in your widget then get the dynamic material and set the paramater on it
@azure shore So back in the day you had to do some weird inverting but that doesn't appear to exist still. May have to Set All Bodies Below Simulate Physics off then do that again for the next child but turn it back on. Seems wonky, shouldn't be like that.
ah ok
also if I did it that way, so say the chest bone got turned off, well chest would be the overlapped bone but I wouldn't know how to detect what's below the overlapped bone
This keeps popping up and the internet hasnt been of help. what is this about?
Is it just complaining that I should update to 4.22?
Yo I have an idle anim for these birds Im putting in my scene but their anims all start at the same time anybody know how to make it so they dont?
@azure shore Hmm indeed. There is a getParentBone but not getChildBones
wow
so would you say it would be best to just go for a chest or pelvis bone every time?
Hmmm, I'm trying to stuff to see what I can see
sorry I'm not at my pc rn and just wanna check, the node set all bodies simulate physics with the box set to off is all you need for it right?
Hmm yeah, So it looks like you'll have to use a physics constraint to really make this work. I had hoped for a simpler result
physics constraints seem unreliable
it seemed really weak
the ragdoll kinda just hung below the spikes, and for moving ones it dragged after it
doesn't stay on the spike
@fresh hemlock Most animation selection/setting has an initial position input so you can set what time in the anim to start. Plug a random range from 0 - anim length
How are you triggering it?
@azure shore Will definitely take some working with. It can work but requires everything to fall into place. Also I've noticed simulating doesn't give proper results with constraints versus stand alone play
ah ok
I think ue4 isn't generally great with this
I have seen a game where you get stuck on rolling spike balls though
but I'm pretty sure that didn't include arms and legs and believe me multiplayer did not enjoy that
if you gonna do multiplayer you kinda have to keep an eye on bandwidth usage
and single ragdoll wont fit to the budget
Rarely do you replicate physics, you would just replicate the hit info at most i think
MAke sure the spike is sticking the appropriate bone to the correct location.
what do you mean by single ragdoll won't fit to the budget?
do you mean the server couldn't even get one ragdoll working properly
you don't replicate physics? that kinda sucks
considering the game has you ragdolling a lot, not just for deaths
so what ragdolls just aren't an option for mp?
you can have them, you just cant replicate them exactly
if they simulate locally it would be no problem
but like how much are we taking about
cus if one flew over a wall well it's gotta do that for all players
and not just miss for one
you can replicate the root location, then they will fall (or interpolate) to the same place
just dont replicate everything
they will be at different poses, but thats expected, physics is just undeterministic
ah ok that's fine then
as long as they end up in the same location it wouldn't matter like what pose they're in
I assume you gotta be pretty limited with physics in mp
like if you had more than idk let's say five physics objects then it would just get too laggy
I haven't actually started mp yet but it does sound very daunting
would you say it's even worth a shot?
you can have plenty more than 5 physics objects, but theres also more things to worry in MP
one important thing to avoid lag is prediction etc.
but its always the same advice for everyone, if its the first time in something, start small
then go ahead
@azure shore I messed with it a bit and the main problem with phys constraint is that you still need to freeze the impact bone so it doesn't flail and I can't see a good way to do that in BP
ah ok, not too important I guess then
the thing is with mp, either my pc or wifi is often pretty bad at connecting generally so it wouldn't even be accurate in testing
and yeah this is pretty much my first game that's gone anywhere but sadly I just feel like people quickly lose interest unless there's multiplayer
it's all anyone seems to care about in games nowadays
I love a good story, and I'm spending so long on singleplayer but after that, what else is there to do?
just ditch it and go and play another aaa game
so I guess there's no easy way/shortcut for mp
would just scrapping physics entirely and having death animations improve a lot?
and it should be fine with basic movement right? though saying that, I did try a multiplayer test before where I could just join as spectator, but the player hit some spikes when they were fine on their viewport
Hard to say. If it's limited number of actors simulating then you could replicate it. Something like Trials in multiplayer would rep the physics probably
I'm having a bunch of trouble with vertex painting, i'm attempting to paint dirt on bricks currently
i'm converting an object to a static mesh from a brush and then i'm trying to apply it
I noticed in trials it's not same world multiplayer
@long dawn Whats the actual trouble? Usually I would only plug one channel into my lerps (say Red controls dirt), and then paint red where i want dirt.
@azure shore I was using it as more of an example of a contained system that could probably afford a ragdoll replication system
One of the channels from the texture sample?
I switched the channel for the dirt to red, however it still doesn't paint it on
Did they change the way navigating the viewport works? I used to just scroll in/out to go forward/back but now it seems like scrolling is zooming. Or maybe thats how its always been and my scrolling just caught up to me
Isn't that a bad guy out an Arnold Schwarzenegger film
@polar hawk lol, is it because it is Ice Man?
@plush yew As far as i know it's always been zoom in and out. Holding Right-Click and WASD is a good way to fly around
I don't see 4.22 anywhere, where do you see that?
Iceman is not Goose
but when i click on the plus icon it only shows 4.21.0
@polar hawk It's a purposeful troll to infuriate my friends. Though you are one of only two people to ever notice enough to point it out
Goose deserves better
Lol, i think i agree
Hello, i have a little issue if somebody might know what is the problem i would really appreciate it, i'm a total noob:
The background part always "pass through" and make invisible the tiles on the left and the right of my platform
only the central part of the platform on the forefront is appearing with the background
this is with the BG maximised
Peeps, can anyone recommend an efficient way to play back an Anim BP in a level sequence? Character BP in the level sequence and the main skeletal mesh in the Char BP also has a lot of modular clothing nested in the Skeletal Mesh char bp hierarchy. I HOPED making a slot in the anim bp and playing it in the level sequence for the skeletal mesh within the char bp would do it (all clothing shares the same anim bp), but the clothes aren't moving correctly or at all with the main mesh doh! So far my only solution which is really wonky is to create a slot for each piece of clothing and have a separate track in the sequence for each
@muted willow Are they at the same Y location?
Hey quick question, whenever I package the project no matter what it always says "Packaging failed" with an unknown error as the final error code, any ideas?
@summer turret you cannot go backwards on the launcher, if you really need .1 you would have to download a source build and build it.
if you go thru the log it should give more information @lament mist
that would be weird if it doesnt mention the reason for the fail, if it doesn't then there is probably nothing anyone can suggest to fix it without an error to fix.
I will repackage it and screenshot the log
Are both the planes translucent?
i'm folowing this something i actually understand what they are doing
gonna make these and stop thinking about shooter games
for now
@lament mist wut is that
packaging failed
RIP
aka trying to export the game to an exe
why not post the entire log instead of the ending?
copy/paste it to pastebin or something
There are a ton of errors in there, have you tried compiling your project and not packaging?
i can try compiling it rn
Anyone have recommendations for what they think are must have or wish list assets from the marketplace?
@grim ore Should I compile then package it again?
its failing on the compile/build, not the packaging part
ah
you should open the project in VS and fix the errors
alright, sounds good.
Start with that : LogBlueprint: Error: [Compiler WBP_Player] Can't connect pins Widget and MiniMap : Widget Object Reference is not compatible with Object Reference.
yeah
@scarlet birch Yeah, I deleted/moved the minimap widgets because it was causing lag/gui errors.
can anyone link me good tutorials on materials, shader, lighting and post processing?
wtf did i just do
i was messing around don't know what i did
WTF
did not work
i'm nubbbbb
π©
π π π π
@cerulean sorrel 1. dont set a start game variable after begin play you dont need to
secondly just get the rotation of the object, then add it to the amount you wish to rotate then set rotation
guys is anydamage only available in blueprint?
Im trying to find it in c++ but i don't see anything online about it
@soft crescent you don't
I'm noob bb just started.....
???
@soft crescent you don't need start game???
Then how to branch
Any help would be appreciated i cannot figure out why the layers will not blend correctly over this line
im new and following a youtube tutorial on learning unreal and no mater what i do the layers will no blend and crate this edge between the layers like theres a wall
this only occurs though if the center of the tool is on one side of the black line, it creates a hard esge, but if its on the other side of that line it blends right over.
ive rebuilt the whole scene, rebuilt light, resculpted the terrain, repainted the area and nothing fixes this.
yeah but if i use the paint landscape to the texture will not blend between layers across this line
Oh Im not sure about the hard edges, nevermind... Sorry! π¦
np
Never used landscapes before π€·
is that a question?
yes
Me too @dry harness
figure out how to fix?
FIXED IT! https://www.reddit.com/r/unrealengine/comments/bb3hci/weird_lines_while_painting_landscapes_cant_figure/ @cerulean sorrel
How do I swap out the FPS arms for the Manequin in the Animation Starter Pack?
Hello, im currently working on a small game where you can destroy stuff and earn points. But im stuck on the point system and how it would work. I was wondering if anyone could help me figure it out
That is a very broad question.
Im pretty new to programming so i try to look for tutorials but i cant find any on this topic
Nobody answers my questions either Β―_(γ)_/Β―
If you want help you have to help the people you want to get help from. π
?
Ask questions that are easy to answer.
Or people are just:
- Not awake yet.
- Working.
- Don't have time in general.
- Simply decided that right now, their free time is better invested into other things.
@ember shadow You will have to be a bit more specific.
@modern sinew Don't take it personally. Often times nobody answers my question either because nobody is listening or don't have the time for it.
and what @regal mulch said.
ok
Then you need to locate your new mesh
well, and animations
Animations are usually coming with the Mesh, as well as an AnimationBlueprint.
ok
If this is setup by the system already (which I don't know)
@keen frigate Can i DM you about it with pictures?
This should help you.
Then adding the new SkeletalMesh to the SkeletalMeshComponent + Assigning the AnimationBlueprint, should already do a good chunk
@ember shadow sure
However it#s tricky to go more into detail, specially since everything more would be a step by step tutorial :P
Not sure if there are tutorials for this.
Cause it's like "How to assign XY to a Component."
It's like such a general question, no one makes tutorials for this.
I can't find the mannequin mesh despite it being apparently default
But you can maybe just follow a tutorial that sets up a character
They might go over the steps of adding a mesh and an animation bp
On this first tutorial, i will teach you on how to change the mesh of your first person view hands. Download Link for MESH and texture. http://www.marqtek.co...
Updated tutorial here: https://www.youtube.com/watch?v=KMZJ_nHr7kg If you find these videos helpful, please consider donating! https://paypal.me/Vic3Vers4 ho...
Welp, apparently people do make tutorials for such things
Blueprints :/
hm?
?
The first one uses blueprints >_>
C++ makes a lot more sense :/
Depends. For just assigning an Asset to a Component, Blueprints are better.
The spaghettified nonsense that is BluePrints is why GMS 2 is worse than GMS 1.4, for example
As well as setting up a statebased animation graph
Most tutorials are directed at BP users
Well in that case I suggest using the blueprints to switch them. Writing animations is C++ makes no sense time wise.
Cause C++ users usually know what they are doing :P
I hear you can mix them but idk how
Yeah animation system in c++ is really time-waste
The same way you setup C++ classes
You inhert from a c++ class by creating a BP from that
BPs are just C++ after all
Using UPROPERTY and UFUNCTION macros you can choose what is exposed to the child BP
But that's technically not relevant for simply assigning a new mesh
Which you really want to do in Blueprints
Are there like, base level tutorials for all of this? because I can't find anything at lvl 1
Otherwise you are fighting the system and I'm not sure if the engine is something for you if you don't like 50% of it :P
Depends on what the tutorial should be about
Exposing stuff from C++ to BP, probably
I still can't figure out how to add a run function. I'm trying to get ADS to work, and I added a keybind in Inputs, but it's not showing up in the code :/
Keybindings are referenced by the name you give them
If you are using C++, you have to bind them to a function
I did
Via the (Player)InputComponent
In either the PlayerController, or something that has Input Enabled
I went to Project Settings- Inputs and added them in there
I just am not sure where in the code they would be
They aren't "in code", they are available for you to bind to
And there are tutorials about this :P
void AHLHoverdrone::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (PlayerInputComponent)
{
PlayerInputComponent->BindAxis(FName("input_generic_lookup"));
}
}
That's an example
I'm just binding to get the value later though
You can also specify a function
e.g. PlayerInputComponent->BindAction(FName("YourActionName"), IE_Pressed, this, &AHLHoverdrone::SomeEventFunction);
there are tutorials? I guess I can look, although so far I haven't found any..
Key Bind tutorial UE4 C++
It might be easier to get this all working in Blueprint first. Once you are comfortable using BP you are ready to switch to C++ for specific parts.
Some people don't like Blueprints and I stopped arguing. I don't get why peeps are choosing a program if they don't like the way it works.
Yes, Blueprints can be completely avoided. Does it make sense in all cases? No, not at all.
Though player input is not where i'd draw the line about it
BPs at the very least make for a very good tool for learning how UE works.
They do !
@cloud cobalt No, but he asked about assigning Meshes and setting up animations.
The Input stuff only now came up
https://www.youtube.com/watch?v=cTvrQbi3RSc So I was following this and it says there should be a "show advanced" checkbox but it is not there, what do i do?
Updated tutorial here: https://www.youtube.com/watch?v=KMZJ_nHr7kg If you find these videos helpful, please consider donating! https://paypal.me/Vic3Vers4 ho...
4:40-ish
Speaking of C++ and Blueprint, how involved is it to create custom graph tools like Behavior Tree for level design purposes ? Stuff like puzzle design basically.
Well, there is the free dialog plugin
that does this
easy enough for you to check how they've done it and judge yourself
@regal mulch What do i do about the descrepancy with the video
Try to find out if the setting is just hidden/moved a little bit.
The Editor gets changed every couple versions, ever so slightly.
Tutorials aren't always up to date with that.
I cant find keyboard events under input
I know, but I looked and I can't find it
Try to click on
Can someone help?
"Options" at the top left
And then "Show Retargeting options"
@hallow frigate Sorry, what?
ok that worked
@regal mulch In the "all possible actions for this blueprint", I cannot find Keyboard Events under Input
I tried searching for it but i couldnt find it
and google didn't help
Uh okay I solved it
I was making a really stupid mistake
Thanks for trying to help anyway
Well, I checked out the open-source dialogue plugin and holy hell, building a graph editor in UE4 is no joke.
Not gonna attempt that :X
I got the impression it wasn't that difficult?
Difficult probably isn't the word, but it looks quite involved.
The editor UI for the dialogue plugin looks like that - https://gitlab.com/NotYetGames/DlgSystem/tree/4.20/Source/DlgSystemEditor/Private/DialogueEditor
there's an awful lot of code to achieve very little, I'll agree
but I think once you've got your basics up and running it shouldn't be so bad?
It's probably very scalable, yes
@regal mulch Where is the Save Pose in the retarget manager? It's not where it is in the tutorial and I can't find it
That's with all the Editor stuff though
You need like a 30 pages essay and after that only 1 line to add 50% of your stuff.
Somehow I thought the prevalence of graph type assets made it very easy in UE4 to have a custom graph editor, but that was a bit naive I guess π
I'll check if it's possible to have a very lightweight version with zero feature that saves to a dumb structure
The plugin ed does sound quite full-featured
Where is the Save Pose in the retarget manager? It's not where it is in the tutorial and I can't find it
Remove if not allowed
btw guys, finally got around to doing it but here
version 4.21 hover system, free to use, tested for bugs
Shift = boost, Space = thrust up / works inverted to help flip
X = to change between my old system and new system, both work tho.
https://blueprintue.com/blueprint/2wd3su_t/
https://blueprintue.com/blueprint/5sh6kj_u/
gallonmate told me about this site for pasting bp's for when needing help looking for where bugs are.
it's an awesome little site
if you've got stuff to share, the forums are a better place for it though
since anything else will just get buried here
i don't use the forums
i'm going to link these on hover tutorial vids on youtube as well so people looking to make them will find them on there which won't get buried easily at all
I hope that with the new Physics stuff coming to UE4
Hover solutions like the one you posted will work in multiplayer
aye ditto
Cause right now, the Physics approach is only for singleplayer or fun couch games
if the new physics networking is suitable, maybe the joke project "Rocket Speedboat" from back in the IRC days might get a revisit π
Everything with physics movement will be awesome
I mean, nothing against having physics based on just vector math
But it's really not fun to code that crap
So there was this guy over at the FB group asking if using a SP material with a ton of displacement is cheaper than a mid-poly mesh with a normal BPR material. Like this one.
https://www.youtube.com/watch?v=qLoQYzxMNZM Found this tutorial super usefulk
A very quick tutorial on how to create a True first person perspective where you see the player's body and shadow in the world. This also saves on how many a...
@keen frigate Displacement doesn't work.
in UE4 you mean?
Outside Substance, generally
Well, I would say it doesn't work in game tech
I guess it's fine in CG
weird because UE4 uses displacement
UE4 supports displacement but the result will be terrible
so where does it all fall apart and we can't have the above result inside UE4
Technically, displacement works by using tessellation to make your mesh incredibly more high poly
Because you can't displace a flat plane into anything
True
But to turn a flat plane into a button, you need stupid amounts of tessellation
so basically we are talking about a high level Sub-D?
Yeah it's basically subdivision in real-time
that would be practically too heavy for a game
That's not even the biggest issue
Since UE4 tessellation is distance-based, screen-space based in order to not have 50 billion tris, when you move away from your displaced plane it will un-tessellate back into a plane
So it plainly won't work
I see what you mean
You'll have artifacts everywhere and bad lighting at a distance
So in theory even if it worked a mid poly mesh would still be cheaper.
Well it can't really work by design
In theory, if you didn't tessellate only close objects because of performance, you would tessellate only close objects for aliasing control
Lots of small triangles = aliasing, basically
Stuff like knobs on a radio simply can't work with displacement in game technology, not until ray-tracing is ubiquitous
You could however have a 10k tris low-poly mesh for that radio with two LOD levels and it would be nearly free in terms of rendering
Substance is making displacement very popular for artists because it eliminates modelling, but until Substance is able to bake that process into regular fixed geometry that is well optimized, it is not a process for game development
And the blocker is quality more than performance
So I found BP has a built in crouch and uncrouch, but I...They don't seem to do much
as in, nothign
@keen frigate what about a normal map?
Normal maps only affect detail lighting
They don't replace geometry
Again, for a knob, a normal map is not going to look remotely okay
yeah but that'd make 50% of the box look as if it was 3d
It can replace surface detail, not protruding elements
Yes
But you have an extra texture now, which needs to be large depending on detail
question is what takes up more, the tri's for those buttons or the texture?
On PC? Probably the texture
I'm exaggerating a bit here but I do want to drive the point that geometry is good for quality, and there isn't tech that replaces geometry with similar quality
Geometry is also quite cheap, with PC games running 10M triangles
so get it close enough to let the texture do the rest?
Games have reached the point where there are more triangles rendered on the screen than the screen has pixels
well we still have 1k textures in games and graphics cards are well beyond caring about that detail
4k textures are now pretty big, so 1 1k texture in high detail means nothing when the whole game is 4k rendered
Alien Isolation used mid-poly assets to a great extend with amazing results instead of relying on normals and displacement textures.
too bad the AI was a flop
Which resulted the game running at 60fps for fun
6 years and 1 modder to find that bug
lol true but this is an AI talk and we were talking tris vs textures
I am also doing that myself - not using normal maps, but geometry for bevels etc.
reasons why i like unreal bp's.... spelling mistakes are harder to make in bp's
you'de be surprised π
well i'm not using C++ atm, so spelling is really not important
the engine does the links
don't confuse Alien Isolation and Colonial Marines
Isolation had tremendously good AI
LOLLLLL
you say that
but the alien literally didn't see me behind a counter when i could 100% see it
stop playing on easy then π
it's not
the alien literally couldn't see me when i had the equivalent cover of a stool
sounds less like an AI problem and probably more a collision orientated problem
the bounding boxes for the AI visuals might of been not setup right
still, it was funny
one thing that really sucks with AI was that it also looped a lot, i had the alien looping between spawn points in one level and doing anything caused it to spawn in a bad spot
Still a damn under ratted game π¦
89% isn't underrated
Sales numbers tell a different story.
most of which happened after its price was cut 50% off which happened in almost in the first 4-5 months after release.
i'm wondering if it just wasn't marketed well
Well when you have killed the franchise with stupid @@#$ movies... and you release the game in the first movie's timeline you are already targeting people over 35.
And the sale numbers in that age group are nothing compared to 18-25. It might have made a profit but we all now that if it doesn't sell by the millions it's not worth marketing/pursuing etc etc.
Stopping here.
So the conclusion was tris are preferred over textures when it comes to detailing geometry. Correct?
Correct - this fad for overly tesselated marmoset renders really doesnt hold much weight in the current gamedev production pipeline. Displacement can be handy for displacing a mesh that you then export as a static. Other than that, tesselation has so little support (market side due to the performance cost) and brings with it so many technical issues (such as collision/lighting etc) that it's usually not used.
@keen frigate Tessellation is only really useful for terrain and specialized cloth. Other than that, geometry is what you want.
The value I feel for projects like the radio are in improving your knowledge and familiarity of Substance Designer. Or perhaps offline baking of the asset into 100 different ones
The day SD can bake geometry will make it a serious modelling package overnight
But right now it can't
Anyone here worked with the multi-user editing plugin? I have come up with some errors when trying to persist & submit files to local content
Failed to copy file 'E:/PROJEKTIT/HM_Yliopistokatu/Content/Maps/JoensuuVR.umap' (from 'E:/PROJEKTIT/HM_Yliopistokatu/Intermediate/Concert/LiveTest_956CC2B4477EA0A24EE9C4B479A03F2B/Sandbox/HM_Yliopistokatu/Maps/JoensuuVR.umap') when persiting sandbox state!
I think I'm getting the hang of blueprints
The tutorial is asking me to make a new State Machine, but it's not appearing when I search it
@regal mulch Do you know what's up?
why did I get subscribed to mad00ness/UnrealEngine notifications?
in GitHub
did this happen to anyone else?
weird
Everyone. Everyone got it
is there a checkbox "Contact everyone who follows this repo" ? Oo
hm i have a weird issue
my ue4 editor wont terminate process
in task manager when i quit it
neither does it stop the debugger from VS if launched from therr
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.
Does raytracing works on 10 series in ue4 now?
@cloud cobalt it does
Ue4 is what doesnt support RT in 10xx
π€·
Did Nvidia release the new RT driver yesterday or something ?
Because AFAIK they didn't
UE4 will support anything that does DXR
matthew said its going to be added for 10xx later this month @next badger
now if its true idk
@digital anchor ty for info
@cloud cobalt yeah sorry, you're right no update was actually released
I know
Nvidia said "soon" two weeks ago, no actual date provided
But somehow half the people here think the driver is there already
@cloud cobalt cause most of the articles titled like "raytracing is not limited by 20 series anymore" etc
@cloud cobalt my main interest is gpu accelerated lightmass
they should release the driver already 
Good day y'all
If I may ask... Can C# be applied in Unreal engine for game development
It could, but in the end the Engine runs on C++.
So it's pretty much better to just use C++.
@plush yew https://mono-ue.github.io/
Mono for Unreal Engine is a plugin for Unreal Engine that allows writing gameplay code with C# and F#.
but as Cedric said, it's better to stick to c++, since you will have all the control over your classes
esp if you will use github ue4
Thanks @next badger
@next badger Same, can't wait to get my hands on a RT-based GPU Lightmass, especially if the path tracing preview mode produces the same results like Epic said it will. Killer feature.
This means I need to start learning C++ to enjoy the full package of ue4
@cloud cobalt you know we have luoshuangfw here now? π
I do
Probably not a great idea to tag him π
Has to be the middle of the night over there
@cloud cobalt agree
Oh cool now someone have noticed they can exploit the github auto-subscribe thing for spam π¦
C++ isnβt hard once you understand it
Yeah give it a decade
Some of the guys writing the standard and some of the guys writing the compilers
"How to learn C++ in 21 Days"
HeyHey π
I have a quick question about the path tracing..
I have an RTX2070. I started the editor with '-dx12' and enabled raytracing in the project settings
But I dont see the 'path tracing' option in the viewport dropdown...
What am I missing here?
Any help is appreciated π
this is bug?
Anyone got like a long-exposure shader for emissive mats that makes light trails?
you would need to capture the frames and display them in a Post Process I guess
Hi guys! I'm having some issues with my project and I need to fix them ASAP
So essentially this is what my project looked like yesterday:
Cool right? Well.
Today I open my project and i'm welcomed by this:
Now essentially that's the backface of a wall, that shouldn't be rendering, and the material isn't two sided.
This is only the beginning of my issues π’
If I remove the wall geometry that shouldn't even be rendering we encounter more problems
The refraction/translucency of the vial on the right has died, and the smoke emitter isn't spewing out smoke as I would hope.
Did you untick the real-time option ?
Is the emitter still there ?
Check in your source control software what changed since it worked
For some reason when I click play I have to click the game again to move around. Is there a way to play the game immediately instead?
@glass geode Well, once you've fixed all of that stuff, be sure to get some...
SetFocusToGameViewport i believe its called
I'll work on getting some
Thanks π
I knew i'd get some issues using raytracing but this is above the mark
Do your issue go away by disabling RT ?
It's r.raytracing 0 right?
No changes i'm afraid
This is so frustrating π¦
Anyone know if this is an unfixable 4.22 issue? π’
Well did it work on 4.21 ?
The project was built on 4.22
Okay so it's not a 4.22 problem
I've never seen geometry be rendered that isn't double sided though
On any version of Unreal
If I wanted to open a Game Over screen when the player's health drops to 0, I know I'd make a UMG and new Level, not sure what the BP would look like before the Open Level Node...
did something change in 4.22 or something my camera speed at 1 is like 8 and 8 is 16
weird it's only on one map. Can't even edit that map though now because the editor camera speed is insane anyone know what's up
yes something changed, the speed is relative to what you have selected now. its in the notes. you can disable this in the editor preferences
Is there anyway I can switch my unreal 4.22 back to preview mode
Because my scene is categorically ruined
download the preview version you want from the source and compile it
How do you compile something
https://github.com/EpicGames/Signup then follow the instructions, then follow the instructions on the github page for the engine.
it's a long process and it still might not fix your issue and it's not recommended but shrug it's a way to get an older preview version
Hey! I was wondering if browser game made in pure JS is more perfomant/has more fps/easy on resources than game made in unreal then exported to browser?
Ah thankyou for the link but I needed the scene fixed today and i'll probably spend hours just learning how to compile the Engine
It's just so unstable i'm struggling to get my head around it
stop this shit already
@ornate forge Unfortunately we can't do anything about it. It's up to Epic to address the issue since they own the repo.
Or possibly GitHub if the issue is on their end.
I'm just hoping someone from Epic will pick it up
@ornate forge
I've gotten 3 of those in the span of 3 hours. Anyone know what it's about?
Hey folks - we're working with GitHub to find a solution.
Apologies for all the spam you're receiving in the meantime.
Could we expect a 4.22.1 soon? To fix some of the issues
I'm not sure how often the engine's updated
You could work with live edit if git wont work its even quicker
disable notifications and no spam π
anyone know why i can call aimove to in event tick
but not in the function i made times?
the top right on the AI Move To shows a clock icon which means it cannot go in a function/event
The simplest explanation is that for the most part anything that can function over more than one tick tends to need to be placed in the main graph.
^ I was going to say more but had to work lol
It shouldn't be an issue if you use events and rethink your approach a little bit.
@grim ore
got this going now
it's always hitting failed
any idea what could cause it
ummm
you fill in the target actor or destination
Hey, Iβm having trouble with my boolean (Very much a beginner). Iβm trying to set a global boolean, but I canβt seem to understand how to set boolean to true? Does this have to happen in the original blueprint? Or am I just unable to find the correct node? Most tutorials use a βSetβ node which I just canβt locate...
you can only set what you can get access to. where is the boolean you want to change?
Itβs tied to my ThirdPersonCharacter.
So, I need to somehow get access to that then? π€
ive tried it with locationonly mathew it still fails
You have the pawn and target set to the same thing.
can it reach that point? You're likely better off placing an empty actor or target point and using that as the move to target.
@fair pike if it's in your character it should be easy to get from anywhere then. You can use the nodes for Get Player Character to get your character, then Cast to ThirdPersonCharacter to make it your third person character, then you should be able to Get or Set the boolean variable there
at this point I would make sure you have valid navigation for the AI to use
should all have valid navigation :\
Yeah, I have it set up like that. "Talked to Queen" should be the variable to be changed - I don't know where I'm going on.
That is the Get , if you want to set then drag off the As Third Person Character and use the Set Talk to Queen Node
Oh finally! Now I realise where I went wrong. Thank you!
BTW, your tutorials have been a lifesaver for me today.
π
ive tried making it so it goes directly to the player just as a test
still says aborted and fails
woof
ok your radius is quite big
and if it says aborted it never even tried which leads me to believe a navigation issue
look at your scene, push 'p' and post a screen shot
There's no navigation, as Mathew pointed out.
this node is not in a function is it? it's still in the main event graph(s) ?
im guessing its in its own sub graph which should still be fine, must be a navigation thing
weird tho if the same ai move to node works for the same stuff
its in the same graph
and it moves into that graph
the green on the ground seems to be a navigation shadow of the map above
so this prisoner can use another ai move to node and it works?
and the target actor for the new version is valid?
can it actually get to it without any obstacles and has a valid path
plug in whatever you have in the working one for the target in the new node and see if it works, if it does then yes your target is bad
if the target is the only difference then it seems like that is the issue
target is the same, the target below is used to get the sensed pawn
only different with top one is im getting the player directly
its still saying aborted
maybe for some reason that target is invalid at that exact time? when you debug does it show a good target in a good place.
i did a delay of 5 seconds to test it so the player has definitely spawned
no change
how would I see the debug for the target in a good place?
hold on ill use an isvalid
can confirm i tried an isvalid and it succeeded through that
do the breakpoint on the node, see what it shows for the in target, verify in the scene where that target is. verify in the scene where the pawn is that this node is running at. see if your navigation is green in the map from one to the other.
you can always find a good point you know works as well and put that point in instead of the target actor and see if that works. if it still fails then =/
we dont know the flow, when the node is called or the states of all the objects when doing this so we can't help much more I dont think,. If the same node works in the same graph with the same targets then something else is off
hold on
im going to redo the nav mesh
looking to have more potential from the get go
okay
well i redid navigation
adn it seems to be working now
do ai struggle to get through objects?
like this
navmesh isnt going through it
sorry guys another stupid question
i have a physics door
ai can't seem to get through it
is there a way to get navmesh to ignore it?
Collision. The collision on the gate is likely autogenerated and has no opening for the door. You can open the mesh and set it to use complex as simple or make a better collision for it.
nah mike, I made the size bigger and was able to go through it :3 ill try changing it up
but when i made the size bigger it did allow a path
ok, so im in my second year in high school and was looking to go into comp sci. Can you guys tell my or recommend me with any suggestions/ books i need to pick up so that i can be ready for collage.
wait wrong chat
Take all the math you can.
No. IMO, coding can be more about logic than math. It depends on what you go after. But the more math you take now the less you have to take then and the more you can focus on other things. You said Computer Science which is more than just coding, though. Most programs are going to want at the least Calc II
To my mind though, math and logic tend to go together.
I recommend getting started with a programming language. Imo you can't go wrong if you start with C++. Some say learn C first but I say learn some C later if you even need to. After C++ any other language is cake and you'll ace all your cs classes
Hit me up if you need any learning sources
Mine was GFA BASIC., then C.
how can i reference my blueprint actor in another blueprint?
i want to be able to get its location
Do they interact in some way? Overlap, hit etc
If not you can simply make a function in the level blueprint and juat have a reference to each actor in it
im wanting to access its location in my player though, not in level blueprint:3
I know. Have the blueprint referenced and set in the level no, and have a rwference to your player also in the level bp. Thats 1 way
For a better solution Though, I need more info on what you are trying to do
What is the object that you need tp reference
actor is just a blueprint actor
nothing fancy in it
just need its location
As its location changes
There are many ways to do it. Get all actors of class will get you an array of all the actors of that type. Then you would have to know which one you want, you could give each one a name and check that if you need to be specific
You can spawn the blueprint from your player, then you'd have a reference to it as soon as it is spawned
Inside the other actor you can call get player spawn, cast that to your player, then set a reference variable on the player from there
Am a beginner which to learn first to get into game development, C# or C++.
Gnosis C++ for unreal. Unity uses C#
But C++ looks more powerful
So
If you want to get into game programming, look at making a game to learn the programming then. The language really is irrelevant in the end unless you need it for that project. Why learn C# if you never plan on using it for example? C++, same thing. Programming basics are universal so figure out what you want to make and start making it.
If I wanted to make player lose a life on hit would I just make life valuable then use - 1
if your life was an integer and they would lose 1 when hit that sounds correct
Yes that's right
But there should be a delay right
So they don't keep losing lives constantly
@grim ore nice write-up
it depends on what you want done when they get hit and how they get hit.
@grim ore I partly disagree. In the case of UE, C++ is completely different than what you usually do in C++.
Its mostly Macro Hell with very weird syntax
You shouldn't need a delay unless that's how you want it done in game
@hidden aurora just saying
You cannot just write a Struct for UE for example.
You need several Macros to make it work
and this is the biggest barrier for me
Ike it's a avoid the. Walls game and the player goes forward constantly
Raildex, actually that is more what C++ looks like in a professional software engineering setting. In the field engi eers use libraries and macros a lot
There should be delay right
You can make a regular struct in ue if you want. But if you want it to participate in the reflecrion system you simply Mark it as a ustruct and give it a generated body
Real programming is more complex than. Hello world
@fathom bridge You are right and there certainly is a reason why you need all these Macros, but I'd rather stay in the Language's specification tbh.
Most of my compiler errors are Macros I forgot
What do you mean by the language's specification?
MemberA;
MemberB;
}```
`
instead of
```USTRUCT()
struct SomeStruct {
GENERATED_USTRUCT_BODY()
UPROPERTY()
MemberA;
UPROPERTY()
MemberB;
}```
UE is the best engine I've programmed in. There is a learning curve sure, but there's no magic to it. Once you understand the system it is actually very straightforward to program any game code you want. In fact much of the low level code is abstracted away for you and you get to use pretty, high-level functions for everything. Without those macros, you'd have a lot more C++ to learn just to achieve the same effect and efficiency in performance
Yeah those macros allow your struct to be reference counted, garbage collected, its members also garbage collected, and exposed to blueprints which everyone loves
@cerulean sorrel if you are triggering the damage when you hit and remove the obstacle, then you should only hit it once so no need for a delay. If you trigger it when you enter an overlap, same thing as it should only overlap with it once and no delay. if you have something different, we dont know how you are triggering damage, you can set a timer for a "invincible" boolean that you can check before doing damage for example
Those little macros are a small price tp pay for all the under the hood stuff that makes blueprint exposure and reflection in general happen
Also you would need to call it FSomeStruct :p
Tbh it would be better to make the Reflection/BP Exposure automatically and instead of marking something as "GC'd", you do the opposite. I.e. you mark it as "Non GC'd"
that would make things easier for people who in general are new to C++
It would be a bad idea to have many (~200) projectiles that are skeletal meshes, right?
@dim plover Not if you have the power for that
you do the same in C#.
You wrap something into "unsafe" blocks
@wicked tiger @gleaming narwhal @elfin jacinth any chance we'll see more VR (motion controllers for Quest in BP) and/or AI (AI and animation combo) training streams soon ?
It might, but you need to remember this is a AAA engine created for professional studios and to make it less efficient (automatically GC'ed everything is expensive) requires an engine overhaul simply to make it beginner-friendly
Abd they did do that. Its called blueprints
But game programmers need to understand the importance of memory allocation and reflection to be good engineers
The leap you don't want to take is a small one, I promise. On my side of it, it doesn't look so daunting. With practice and time, it becomes very easy
what if we don't want to be good engineers and just want to get the game done and released? Not every indie is aspiring to become a software developer π
That's why you have Blueprints ;)
technically all of these problems can be fixed, you have the source code π Just go in and change it to the way you think it should work!
If that's your philosophy, learning C++ goes against your goal lol
Blueprints would be a great argument if they had the same functionality
but they dont
expose what you need to blueprints
except you cannot when you use stock engine :P
If what you need to do goes beyond what blueprints can do, its time to suck it up and learn some C++
too many things are hidden in C++ you dont have access to in the stock engine
I currently am touching C++ and I die everytime
not that you need a lot of those.. depends on the complexity of the project
@vale silo I'm planning to do more VR once all of the new HMDs are out. And stay tuned for AI as well!
you can try making a plugin that exposes what you need then you don't need a custom engine version!
Nothing in UE is hidden. You habe full access to the source code and as @grim ore said you can literally fix it
does anyone know a way to get real roads into any sort of 3d envioriment?
My only fear with UE is when something goes wrong with little to no relevant logs.
@jolly haven the Learn tab in the launcher has a Blueprints Splines Track example project you can look at, that might help.
You kbow about UE_LOG right
I meant when something gets corrupted and weird stuff happens.
With no relevant logs.
Yeah that can happen
Hey got a question. What is the object here? I am casting to get the pawn of another actor
I guess the pawn you want to move?
that would be the question, what is the object there?
The object is the pawn?
well I guess stepping forward, what are you trying to have move using the AI Move To?
I have one camera actor which is the one im controlling. When I click somewhere I want it to move another actor to the mouse location
cool, where is this code we can see above?
Its in my main actor
the camera one? so not the one we want to move right?
yes the camera one
okdoke. so the camera is probably considered your player pawn or character isnt it? so we cant cheat and use that then
is there more than one of the actor you want to move? also is it in the world when the level starts or do you spawn it in? same with your camera/player
Yes. The thing is that I want to freely use the camera without affecting the pawn. So I made two actors
yep no problems with your design, just trying to get all options π
I found out that I couldnt move the pawn without moving the camera if they were in the same actor blueprint
if the camera/player and the AI/Actor are in the scene at the level start you can set up the connection in the editor so we need to see if that would work, it's the easiest
otherwise we can get the actor/ai you want to control later
can someone explain to me what the "get" nodes do
i see it lots in the templates
Its in the same scene at level start
ok so make a new variable in your camera/player, make it like ActorToControl or whatever you want to name it and make it of the type/class that the ai/actor is, I assume TopDownCharacter?
Yes it is
then when that is done click the little Eye Icon next to it to expose it to the editor, it should turn yellow
is the variable type "pawn"?
no its going to be your TopDownCharacter class
ah so class reference?
yep
ok done
that should basically only let you have TopDownCharacter go in there.
if its exposed now you can go back to the editor, click on your player/camera, and in the details panel under default will be your variable
you click the eye dropper to select the player in your level or just click the drop down and it should only have one option
which is the TopDownCharacter you have in your level already that you want to control
if this is done you now have a variable in your camera blueprint you can plug into your AI Move To node as the Pawn
and no need to cast since it is already a TopDownCharacter
but thats a class variable. I need a pawn variable
try plugging it in
actorToControl is an object type
pawn is a reference object instance
Thats what it says
where does it say this?
yeah I think it was a miscommunication, for your actorToControl you want it to be an Object Reference
the icon should be blue
yep just a mistake, change your actorToControl to a ThirdPersonCharacter object reference (blue)
then you need to select it again in the world since you want the actual object in the world
if you changed it to object save the blueprint and go back into the world and make sure your camera has it correctly
chances are when you changed it from class to object the camera in your world lost its connection
its correct
im assuming you hooked the execute wire back up as well?
where does it show none?
the branch before that is not hooked up
what does the Actor To Control look like in the details panel on your camera in the world?
what?
I think its easiest to start all over with the topdown example.
Do you know the best way to make the pawn move without affectig the camera
in your world, in the details panel for your camera/player you should have an Actor To Control variable you exposed and set up like this https://i.imgur.com/fiDURDS.png
obviously it should say the name of your ai/actor in the world and not ThirdPersonCharacter
it was set to none but I changed it to TopDownCharatcer but it didnt do anything
Im starting all over. Thank you for trying to help me @grim ore
yes @cerulean sorrel
but you can use it for alot more too
and then you define the vertor to check
I used it for car sensors
right
well even if you start over its the same basic concept, it would be best to figure out why this is failing. You don't know if the actor to control is actually wrong or your node is failing. You should F9 on the AI Move To node to breakpoint it and actually check your values when running.
I know @grim ore but I'll continue on it tomorow, I need a break. Now im gonna work on my self driving car
gotcha
So if you got any tips on making that I'll be happy to take notes π
oh actually. one question about line trace. How can i make it spread. I am making a sensor and would like to spread it instead of being one line
you would have to do more than 1 line trace normally, there are also shapes if needed like boxes
ok. then ill make more traces. Thanks!
holy crap.. moving the template files like the TPP stuff into a sub folder just breaks it all lol
@spark sonnet a cone trace might work
but in my experience multiple line traces in a triangle normally works better because you get separate hit results and it won't go through walls
Yeah that could be a problem. Thanks @buoyant meadow
yup @cerulean sorrel
i'm making something easy now