#ue4-general

1 messages Β· Page 432 of 1

summer turret
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if i change collision preset to something else and come back to custom the changes will be gone from custom

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ah okay thanks

wintry forge
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ill ask my question again in an hour or so :p

pallid compass
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why you got two pieces of logic duplicated

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why are you not checking for errors on casts

wintry forge
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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

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idk what you mean checking for errors on casts, usually it lets me know if i messed something up

pallid compass
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Your not printing any info if the casts fail

wintry forge
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hm didnt know that was a thing. just printf "____ cast has failed"?

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wont it usually alert me if the cast failed anyway?

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i added "cast has failed" afterwards, seems to not be failing

grim ore
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so uh.. if ADS true is true dont you want the ADS binding to return visible if true?

wintry forge
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aimingdownsights should remove the reticle

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when its false the reticle should return

grim ore
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so you have 2 reticles and both should be hidden when you are ADS True?

wintry forge
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yea, the guy said just delete one of them but i thought it looked nice with both and I assume they cant conflict

grim ore
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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

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buuuuut... one thing to consider is not using Binding because Binding is evil and should be abolished

wintry forge
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what is binding?

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ohh, next to visibility?

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idk how to do it otherwise, guessing do it in the eventgraph?

grim ore
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yes. it basically checks every frame to see if it changed which is overkill for something that does not change.

wintry forge
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well in the case of the animated crosshair, it changes very often. but i see thats pretty bad, can slog the system ay

grim ore
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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

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"very often" is subjective tho. running at say 60fps does it change 60 times a second?

true leaf
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Honestly the CPU use should be negligible, it's not like it's gpu use , it's an optimization tho

wintry forge
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possibly, when shooting, running, crouching, jumping it changes actively during all the frames

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but when idle it doesnt change

true leaf
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Don't over optimize too early ... Waste time . Optimize right before releasing

grim ore
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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

wintry forge
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i see whatcha mean πŸ˜ƒ

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both points

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easy to program with bindings, optimized game is better for long-term programming

true leaf
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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

grim ore
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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

true leaf
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Ooo gotcha

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πŸ‘Œ

wintry forge
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so ignoring the bindings which i will look into,

pallid compass
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Theres right and wrong places to use bindings, do they do run on tick.

true leaf
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It like putting more stuff in an event tick yeah. How much is bad. ?? Hard to say

pallid compass
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Prob not bad at all

true leaf
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GPU is usually the bottleneck fo clients

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CPU on server

pallid compass
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CPU will normally be bottleneck, its very subjective though.

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You can turn graphics down, its another story to turn CPU usage down.

wintry forge
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ok so after trying printstring on both cast failed and cast succeeded, i found that its not running the program at all

pallid compass
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Let that be a lesson for you to ALWAYS

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print

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For debugging purposes

wintry forge
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idk why it isnt working however, since it is bound

fast finch
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Quick question - Adding components Via c++ with CreateDefaultSubobject vs. just pressing add component and choosing it. What's the prefered way of doing things?

pallid compass
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Either is fine

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c++ is more robust

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Blueprints are not robust and have a shit life time,

grim ore
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sometimes bindings break btw...

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you have to clear it out then reselect it, it happens when renaming

wintry forge
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i did rename it x_x

grim ore
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and you never know it was broke because it's showing as set lol

pallid compass
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That is a BP VM issue.

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If you rename anything that is instantiated in blueprint

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Expect shit to break

dim plover
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You should probably do all your functions, properties, components in C++.

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And extend that into BPs.

pallid compass
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Not true, you dont do do a thing in c++ because c++

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You better have a reason for everything you do.

grim ore
pallid compass
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Wtf why is that not default on

grim ore
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because legacy I would assume

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it completely removes the binding option which is nice

pallid compass
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oh wait nvm

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I thought that was for warnings

grim ore
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its got 4 options, 3 of which are disable lol

wintry forge
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ill try that, but i might have issue following the tutorial

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ill just use event tick and copy the code and find workarounds πŸ˜„ but anyway now i have this and its still not working

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it doesnt fail or succeed to cast

grim ore
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nah you can still keep it as is and follow the tutorial, its just info for the future

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breakpoint the event tick and make sure it's running

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if its not then you never created it for some reason lol

wintry forge
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what is a breakpoint

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but the event tick is working

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its what is animating the crosshairs

grim ore
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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.

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so if you F9 on the Cast for example you can see what is happening when you step to the next node

wintry forge
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ill check again in a sec, ty πŸ˜ƒ gotta help w something

wintry forge
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not sure im doing it right, f9 isnt doing anything on the pins nor the connectors

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rightclick works tho πŸ˜„

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weird i cant see anything firing through the widget at all tbh

grim ore
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then are you sure its running?

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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

wintry forge
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found the issue πŸ˜„

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the assets folder also had a clone of the same thing

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basically 2 widgets with the same name

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had to change the one it was spawning, ugh

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so obvious

grim ore
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gotcha

kind mural
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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

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that I can then hook on to this

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I heard about Mixamo years ago.. but I think that's pretty dead now right? What's the newest way to do that?

devout gulch
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ALS is crap

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it is entirely based on blueprints

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it doesn't work with any half serious multiplayer

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and i tries to work around unreal features from CMC

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generally

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do not recommend

grim ore
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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.

kind mural
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@devout gulch thanks but I'm just making a basic SP game for now whilst I learn the ins and outs of unreal

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are there any reasons not to go with it for SP?

ashen brook
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Yo! Are you going to Unreal Fest? Hit me up, I'll add you to our private attendee channel on here!

hoary pier
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@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.

kind mural
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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

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Kind of like Mixamo allows you to do

lament star
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Does anyone know if UE will be getting DLSS in the future?

hoary pier
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@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

polar hawk
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yo

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fucking

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either use als and commit

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or don't use it

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i swear to god

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I can't go into details

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but for the love of good heed this warning

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either embrace the fucking shit out of it

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or do not use it

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there is no middle

terse skiff
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So on my HUD I'm using a material instance in an image module. How do I pass in parameters?

summer turret
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guys why do my projectiles dont move?

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they are just stuck mid air

azure shore
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would anyone know how to "impale" ragdolls to objects?

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moving objects would be great, but I'd be happy with static objects like spikes

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so just like when a body part touches the spike it attaches it to it

hoary pier
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@terse skiff From a reference to the widget do a GetDynamicMaterialInstance

azure shore
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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

hoary pier
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@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.

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@azure shore Get an Overlap/Hit event and use the hit result to get the bonename. Then freeze physics on that bone.

azure shore
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if I remember rightly I couldn't find a way to freeze physics for specific bones

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isn't there just set all bodies and set all bodies below?

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not just for one bone

terse skiff
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Thank you Goose

hoary pier
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It's werd

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Wait i linked the wrong setup

grim ore
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@terse skiff you should be able to get that image in your widget then get the dynamic material and set the paramater on it

hoary pier
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@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.

azure shore
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ah ok

hoary pier
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Lemme load it up

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@terse skiff Mucho welcome

azure shore
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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

frozen oak
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Is it just complaining that I should update to 4.22?

fresh hemlock
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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?

hoary pier
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@azure shore Hmm indeed. There is a getParentBone but not getChildBones

azure shore
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wow

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so would you say it would be best to just go for a chest or pelvis bone every time?

hoary pier
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Hmmm, I'm trying to stuff to see what I can see

azure shore
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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?

hoary pier
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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

azure shore
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physics constraints seem unreliable

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it seemed really weak

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the ragdoll kinda just hung below the spikes, and for moving ones it dragged after it

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doesn't stay on the spike

hoary pier
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@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

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How are you triggering it?

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@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

azure shore
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ah ok

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I think ue4 isn't generally great with this

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I have seen a game where you get stuck on rolling spike balls though

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but I'm pretty sure that didn't include arms and legs and believe me multiplayer did not enjoy that

paper kernel
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if you gonna do multiplayer you kinda have to keep an eye on bandwidth usage

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and single ragdoll wont fit to the budget

hoary pier
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Rarely do you replicate physics, you would just replicate the hit info at most i think

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MAke sure the spike is sticking the appropriate bone to the correct location.

azure shore
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what do you mean by single ragdoll won't fit to the budget?

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do you mean the server couldn't even get one ragdoll working properly

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you don't replicate physics? that kinda sucks

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considering the game has you ragdolling a lot, not just for deaths

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so what ragdolls just aren't an option for mp?

digital anchor
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you can have them, you just cant replicate them exactly

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if they simulate locally it would be no problem

azure shore
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but like how much are we taking about

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cus if one flew over a wall well it's gotta do that for all players

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and not just miss for one

digital anchor
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you can replicate the root location, then they will fall (or interpolate) to the same place

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just dont replicate everything

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they will be at different poses, but thats expected, physics is just undeterministic

azure shore
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ah ok that's fine then

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as long as they end up in the same location it wouldn't matter like what pose they're in

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I assume you gotta be pretty limited with physics in mp

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like if you had more than idk let's say five physics objects then it would just get too laggy

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I haven't actually started mp yet but it does sound very daunting

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would you say it's even worth a shot?

digital anchor
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you can have plenty more than 5 physics objects, but theres also more things to worry in MP

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one important thing to avoid lag is prediction etc.

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but its always the same advice for everyone, if its the first time in something, start small

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then go ahead

hoary pier
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@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

azure shore
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ah ok, not too important I guess then

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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

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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

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it's all anyone seems to care about in games nowadays

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I love a good story, and I'm spending so long on singleplayer but after that, what else is there to do?

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just ditch it and go and play another aaa game

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so I guess there's no easy way/shortcut for mp

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would just scrapping physics entirely and having death animations improve a lot?

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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

hoary pier
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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

long dawn
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I'm having a bunch of trouble with vertex painting, i'm attempting to paint dirt on bricks currently

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i'm converting an object to a static mesh from a brush and then i'm trying to apply it

azure shore
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I noticed in trials it's not same world multiplayer

hoary pier
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@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.

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@azure shore I was using it as more of an example of a contained system that could probably afford a ragdoll replication system

long dawn
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One of the channels from the texture sample?

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I switched the channel for the dirt to red, however it still doesn't paint it on

cerulean sorrel
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@hoary pier you look like that?

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Wtf

polar hawk
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@hoary pier

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your profile pic bugs me

plush yew
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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

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Isn't that a bad guy out an Arnold Schwarzenegger film

hoary pier
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@polar hawk lol, is it because it is Ice Man?

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@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

summer turret
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how do i get version 4.21?

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when did i get 4.22? :/

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i never updated anything

hoary pier
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I don't see 4.22 anywhere, where do you see that?

summer turret
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sorry i meant 4.21.2

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i need to get 4.21.1

polar hawk
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Iceman is not Goose

summer turret
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but when i click on the plus icon it only shows 4.21.0

hoary pier
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@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

polar hawk
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Goose deserves better

hoary pier
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Lol, i think i agree

muted willow
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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

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only the central part of the platform on the forefront is appearing with the background

gilded plinth
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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

hoary pier
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@muted willow Are they at the same Y location?

lament mist
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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?

grim ore
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@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.

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if you go thru the log it should give more information @lament mist

lament mist
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all it really mentions is the debug exe and the debug txt

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@grim ore

grim ore
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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.

lament mist
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I will repackage it and screenshot the log

muted willow
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@hoary pier no, it's very weird thanks for your reply

hoary pier
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Are both the planes translucent?

cerulean sorrel
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i'm folowing this something i actually understand what they are doing

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gonna make these and stop thinking about shooter games

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for now

lament mist
cerulean sorrel
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@lament mist wut is that

lament mist
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packaging failed

cerulean sorrel
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RIP

lament mist
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aka trying to export the game to an exe

cerulean sorrel
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wtf

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why is that

grim ore
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why not post the entire log instead of the ending?

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copy/paste it to pastebin or something

lament mist
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aight

grim ore
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There are a ton of errors in there, have you tried compiling your project and not packaging?

lament mist
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i can try compiling it rn

scarlet birch
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Anyone have recommendations for what they think are must have or wish list assets from the marketplace?

lament mist
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@grim ore Should I compile then package it again?

grim ore
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its failing on the compile/build, not the packaging part

lament mist
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ah

grim ore
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you should open the project in VS and fix the errors

lament mist
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alright, sounds good.

scarlet birch
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Start with that : LogBlueprint: Error: [Compiler WBP_Player] Can't connect pins Widget and MiniMap : Widget Object Reference is not compatible with Object Reference.

grim ore
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man there are a ton of errors in there lol

scarlet birch
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yeah

lament mist
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@scarlet birch Yeah, I deleted/moved the minimap widgets because it was causing lag/gui errors.

molten tiger
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can anyone link me good tutorials on materials, shader, lighting and post processing?

cerulean sorrel
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wtf did i just do

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i was messing around don't know what i did

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WTF

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did not work

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i'm nubbbbb

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😩

cerulean sorrel
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😭 😭 😭 😭

soft crescent
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@cerulean sorrel 1. dont set a start game variable after begin play you dont need to

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secondly just get the rotation of the object, then add it to the amount you wish to rotate then set rotation

brazen forum
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guys is anydamage only available in blueprint?

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Im trying to find it in c++ but i don't see anything online about it

cerulean sorrel
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@soft crescent you don't

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I'm noob bb just started.....

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???

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@soft crescent you don't need start game???

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Then how to branch

dry harness
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Any help would be appreciated i cannot figure out why the layers will not blend correctly over this line

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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

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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.

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ive rebuilt the whole scene, rebuilt light, resculpted the terrain, repainted the area and nothing fixes this.

plush yew
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Talking about the lines?

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The dark lines?

dry harness
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yeah but if i use the paint landscape to the texture will not blend between layers across this line

plush yew
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Oh Im not sure about the hard edges, nevermind... Sorry! 😦

dry harness
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np

plush yew
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Never used landscapes before 🀷

cerulean sorrel
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@dry harness

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You nub?

dry harness
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is that a question?

cerulean sorrel
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Yes

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@dry harness

dry harness
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yes

cerulean sorrel
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Me too @dry harness

dry harness
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another example showing it drasticly

cerulean sorrel
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@dry harness

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I had this

dry harness
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figure out how to fix?

cerulean sorrel
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Nope so.

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Buggy

cerulean sorrel
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@dry harness nice

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Woooo

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Let me fix

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Niceee

modern sinew
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How do I swap out the FPS arms for the Manequin in the Animation Starter Pack?

ember shadow
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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

delicate turtle
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That is a very broad question.

ember shadow
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Im pretty new to programming so i try to look for tutorials but i cant find any on this topic

modern sinew
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Nobody answers my questions either Β―_(ツ)_/Β―

delicate turtle
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If you want help you have to help the people you want to get help from. πŸ˜‰

modern sinew
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?

delicate turtle
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Ask questions that are easy to answer.

regal mulch
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Or people are just:

  1. Not awake yet.
  2. Working.
  3. Don't have time in general.
  4. Simply decided that right now, their free time is better invested into other things.
keen frigate
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@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.

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and what @regal mulch said.

modern sinew
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ok

regal mulch
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The FPS Arms is a Mesh I assume.

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If it's only about swapping out the mesh

modern sinew
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Well my first question was just, how do I swap the FPS arms with the Manniquen

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yea

regal mulch
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Then you need to locate your new mesh

modern sinew
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well, and animations

regal mulch
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Animations are usually coming with the Mesh, as well as an AnimationBlueprint.

modern sinew
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ok

regal mulch
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If this is setup by the system already (which I don't know)

ember shadow
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@keen frigate Can i DM you about it with pictures?

keen frigate
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This should help you.

regal mulch
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Then adding the new SkeletalMesh to the SkeletalMeshComponent + Assigning the AnimationBlueprint, should already do a good chunk

keen frigate
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@ember shadow sure

regal mulch
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However it#s tricky to go more into detail, specially since everything more would be a step by step tutorial :P

modern sinew
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do you know whare a good tutorial is?

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*where

regal mulch
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Not sure if there are tutorials for this.

modern sinew
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all I can find are out of date..

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for anythign

regal mulch
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Cause it's like "How to assign XY to a Component."

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It's like such a general question, no one makes tutorials for this.

modern sinew
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I can't find the mannequin mesh despite it being apparently default

regal mulch
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But you can maybe just follow a tutorial that sets up a character

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They might go over the steps of adding a mesh and an animation bp

keen frigate
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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...

β–Ά Play video
regal mulch
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Welp, apparently people do make tutorials for such things

modern sinew
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Blueprints :/

regal mulch
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hm?

keen frigate
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?

modern sinew
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The first one uses blueprints >_>

regal mulch
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Yeah UE4 is based on utilizing Blueprints

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Welcome to Unreal Engine 4

modern sinew
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C++ makes a lot more sense :/

regal mulch
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Depends. For just assigning an Asset to a Component, Blueprints are better.

modern sinew
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The spaghettified nonsense that is BluePrints is why GMS 2 is worse than GMS 1.4, for example

regal mulch
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As well as setting up a statebased animation graph

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Most tutorials are directed at BP users

keen frigate
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Well in that case I suggest using the blueprints to switch them. Writing animations is C++ makes no sense time wise.

regal mulch
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Cause C++ users usually know what they are doing :P

modern sinew
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I hear you can mix them but idk how

regal mulch
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Yeah animation system in c++ is really time-waste

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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

modern sinew
#

Are there like, base level tutorials for all of this? because I can't find anything at lvl 1

regal mulch
#

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

modern sinew
#

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 :/

regal mulch
#

Keybindings are referenced by the name you give them

#

If you are using C++, you have to bind them to a function

modern sinew
#

I did

regal mulch
#

Via the (Player)InputComponent

#

In either the PlayerController, or something that has Input Enabled

modern sinew
#

I went to Project Settings- Inputs and added them in there

#

I just am not sure where in the code they would be

regal mulch
#

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);

modern sinew
#

there are tutorials? I guess I can look, although so far I haven't found any..

regal mulch
#

:P What are you searching for?

modern sinew
#

Key Bind tutorial UE4 C++

regal mulch
#

The same first result comes up for me

delicate turtle
#

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.

regal mulch
#

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.

cloud cobalt
#

Though player input is not where i'd draw the line about it

dim plover
#

BPs at the very least make for a very good tool for learning how UE works.

cloud cobalt
#

They do !

regal mulch
#

@cloud cobalt No, but he asked about assigning Meshes and setting up animations.

#

The Input stuff only now came up

cloud cobalt
#

Right, that's definitely what Blueprint is for

#

hides C++ code

modern sinew
#

4:40-ish

cloud cobalt
#

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.

regal mulch
#

Well, there is the free dialog plugin

#

that does this

#

easy enough for you to check how they've done it and judge yourself

cloud cobalt
#

Ah, great, I'll check that out

#

Thanks

modern sinew
#

@regal mulch What do i do about the descrepancy with the video

regal mulch
#

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.

hallow frigate
#

I cant find keyboard events under input

modern sinew
#

I know, but I looked and I can't find it

regal mulch
#

Try to click on

hallow frigate
#

Can someone help?

regal mulch
#

"Options" at the top left

#

And then "Show Retargeting options"

#

@hallow frigate Sorry, what?

modern sinew
#

ok that worked

hallow frigate
#

@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

regal mulch
#

Can you show that somehow?

#

Where is "All Possible Actions for this Blueprint"?

hallow frigate
#

Uh okay I solved it

#

I was making a really stupid mistake

#

Thanks for trying to help anyway

cloud cobalt
#

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

wary wave
#

I got the impression it wasn't that difficult?

cloud cobalt
#

Difficult probably isn't the word, but it looks quite involved.

wary wave
#

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?

cloud cobalt
#

It's probably very scalable, yes

modern sinew
#

@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

regal mulch
#

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.

cloud cobalt
#

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 πŸ˜ƒ

#

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

modern sinew
#

Where is the Save Pose in the retarget manager? It's not where it is in the tutorial and I can't find it

regal mulch
#

No idea right now. Not working much with animations

modern sinew
#

o

#

ok

plush yew
#

gallonmate told me about this site for pasting bp's for when needing help looking for where bugs are.

wary wave
#

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

plush yew
#

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

regal mulch
#

I hope that with the new Physics stuff coming to UE4

#

Hover solutions like the one you posted will work in multiplayer

wary wave
#

aye ditto

regal mulch
#

Cause right now, the Physics approach is only for singleplayer or fun couch games

wary wave
#

if the new physics networking is suitable, maybe the joke project "Rocket Speedboat" from back in the IRC days might get a revisit πŸ˜„

regal mulch
#

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

keen frigate
#

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.

modern sinew
cloud cobalt
#

@keen frigate Displacement doesn't work.

keen frigate
#

in UE4 you mean?

cloud cobalt
#

Outside Substance, generally

#

Well, I would say it doesn't work in game tech

#

I guess it's fine in CG

keen frigate
#

weird because UE4 uses displacement

cloud cobalt
#

UE4 supports displacement but the result will be terrible

keen frigate
#

so where does it all fall apart and we can't have the above result inside UE4

cloud cobalt
#

Technically, displacement works by using tessellation to make your mesh incredibly more high poly

#

Because you can't displace a flat plane into anything

keen frigate
#

True

cloud cobalt
#

But to turn a flat plane into a button, you need stupid amounts of tessellation

keen frigate
#

so basically we are talking about a high level Sub-D?

cloud cobalt
#

Yeah it's basically subdivision in real-time

keen frigate
#

that would be practically too heavy for a game

cloud cobalt
#

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

keen frigate
#

I see what you mean

cloud cobalt
#

You'll have artifacts everywhere and bad lighting at a distance

keen frigate
#

So in theory even if it worked a mid poly mesh would still be cheaper.

cloud cobalt
#

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

modern sinew
#

So I found BP has a built in crouch and uncrouch, but I...They don't seem to do much

#

as in, nothign

plush yew
#

@keen frigate what about a normal map?

cloud cobalt
#

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

plush yew
#

yeah but that'd make 50% of the box look as if it was 3d

cloud cobalt
#

It can replace surface detail, not protruding elements

plush yew
#

yeah

#

so the leads / knobs and stuff but the buttons and speaker somewhat

cloud cobalt
#

Yes

plush yew
#

still that's 50% less work

#

without the tri count

cloud cobalt
#

But you have an extra texture now, which needs to be large depending on detail

plush yew
#

question is what takes up more, the tri's for those buttons or the texture?

cloud cobalt
#

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

plush yew
#

so get it close enough to let the texture do the rest?

cloud cobalt
#

Games have reached the point where there are more triangles rendered on the screen than the screen has pixels

plush yew
#

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

keen frigate
#

Alien Isolation used mid-poly assets to a great extend with amazing results instead of relying on normals and displacement textures.

plush yew
#

too bad the AI was a flop

keen frigate
#

Which resulted the game running at 60fps for fun

plush yew
#

6 years and 1 modder to find that bug

keen frigate
#

lol true but this is an AI talk and we were talking tris vs textures

cloud cobalt
#

I am also doing that myself - not using normal maps, but geometry for bevels etc.

plush yew
#

reasons why i like unreal bp's.... spelling mistakes are harder to make in bp's

keen frigate
#

you'de be surprised πŸ˜›

plush yew
#

well i'm not using C++ atm, so spelling is really not important

#

the engine does the links

wary wave
#

don't confuse Alien Isolation and Colonial Marines

plush yew
#

hentai monster 1 and henal menstar XD

#

ohhh

#

yeah i did that

wary wave
#

Isolation had tremendously good AI

plush yew
#

LOLLLLL

#

you say that

#

but the alien literally didn't see me behind a counter when i could 100% see it

dark depot
#

stop playing on easy then πŸ˜›

plush yew
#

it's not

#

the alien literally couldn't see me when i had the equivalent cover of a stool

wary wave
#

sounds less like an AI problem and probably more a collision orientated problem

plush yew
#

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

keen frigate
#

Still a damn under ratted game 😦

plush yew
#

89% isn't underrated

keen frigate
#

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.

plush yew
#

i'm wondering if it just wasn't marketed well

keen frigate
#

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.

cloud cobalt
#

#lounge might be better for off-topic talk.

keen frigate
#

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?

humble timber
#

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.

cloud cobalt
#

@keen frigate Tessellation is only really useful for terrain and specialized cloth. Other than that, geometry is what you want.

humble timber
#

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

cloud cobalt
#

The day SD can bake geometry will make it a serious modelling package overnight

#

But right now it can't

wicked lantern
#

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!
modern sinew
#

I think I'm getting the hang of blueprints

modern sinew
#

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?

ornate forge
#

why did I get subscribed to mad00ness/UnrealEngine notifications?

#

in GitHub

#

did this happen to anyone else?

#

weird

wary wave
#

Everyone. Everyone got it

sudden agate
#

is there a checkbox "Contact everyone who follows this repo" ? Oo

icy bone
#

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

gloomy aspen
#

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.

next badger
#

Does raytracing works on 10 series in ue4 now?

cloud cobalt
#

No

#

10 series don't support RT yet

next badger
#

@cloud cobalt it does

digital anchor
#

Ue4 is what doesnt support RT in 10xx

cloud cobalt
#

🀷

#

Did Nvidia release the new RT driver yesterday or something ?

#

Because AFAIK they didn't

#

UE4 will support anything that does DXR

digital anchor
#

matthew said its going to be added for 10xx later this month @next badger

#

now if its true idk

next badger
#

@digital anchor ty for info

#

@cloud cobalt yeah sorry, you're right no update was actually released

cloud cobalt
#

I know

#

Nvidia said "soon" two weeks ago, no actual date provided

#

But somehow half the people here think the driver is there already

next badger
#

@cloud cobalt cause most of the articles titled like "raytracing is not limited by 20 series anymore" etc

cloud cobalt
#

Yeah, that's clickbait

#

10 series will run raytracing at 5fps anyway

next badger
#

@cloud cobalt my main interest is gpu accelerated lightmass

manic pawn
#

they should release the driver already br_face_rage

plush yew
#

Good day y'all

#

If I may ask... Can C# be applied in Unreal engine for game development

regal mulch
#

It could, but in the end the Engine runs on C++.

#

So it's pretty much better to just use C++.

next badger
#

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

plush yew
#

Thanks @next badger

cloud cobalt
#

@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.

plush yew
#

This means I need to start learning C++ to enjoy the full package of ue4

next badger
#

@cloud cobalt you know we have luoshuangfw here now? πŸ˜ƒ

cloud cobalt
#

I do

#

Probably not a great idea to tag him πŸ˜›

#

Has to be the middle of the night over there

next badger
#

@cloud cobalt agree

inner mountain
#

Oh cool now someone have noticed they can exploit the github auto-subscribe thing for spam 😦

hidden aurora
#

C++ isn’t hard once you understand it

cloud cobalt
#

Yeah give it a decade

wary wave
#

:D

#

Does one ever truly understand C++?

cloud cobalt
#

Some of the guys writing the standard and some of the guys writing the compilers

wicked lantern
#

I do, but I do not know why code works @wary wave

#

Or is it vice versa πŸ€”

inner mountain
empty blade
#

HeyHey πŸ˜ƒ

#

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 πŸ˜ƒ

plush yew
#

this is bug?

#

Anyone got like a long-exposure shader for emissive mats that makes light trails?

sudden agate
#

you would need to capture the frames and display them in a Post Process I guess

glass geode
#

Hi guys! I'm having some issues with my project and I need to fix them ASAP

#

Cool right? Well.

#

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 😒

#

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.

cloud cobalt
#

Did you untick the real-time option ?

glass geode
#

I thought that might have been the case

#

Realtime is infact enabled

cloud cobalt
#

Is the emitter still there ?

glass geode
cloud cobalt
#

Check in your source control software what changed since it worked

glass geode
#

Source control?

#

I haven't got any source control 😒

dull wraith
#

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?

cloud cobalt
#

@glass geode Well, once you've fixed all of that stuff, be sure to get some...

digital anchor
#

SetFocusToGameViewport i believe its called

glass geode
#

I'll work on getting some

dull wraith
#

Thanks πŸ˜„

glass geode
#

I knew i'd get some issues using raytracing but this is above the mark

cloud cobalt
#

Do your issue go away by disabling RT ?

glass geode
#

It's r.raytracing 0 right?

#

No changes i'm afraid

#

This is so frustrating 😦

#

Anyone know if this is an unfixable 4.22 issue? 😒

cloud cobalt
#

Well did it work on 4.21 ?

glass geode
#

The project was built on 4.22

cloud cobalt
#

Okay so it's not a 4.22 problem

glass geode
#

I've never seen geometry be rendered that isn't double sided though

#

On any version of Unreal

dull wraith
#

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...

plush yew
#

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

grim ore
#

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

glass geode
#

Is there anyway I can switch my unreal 4.22 back to preview mode

#

Because my scene is categorically ruined

grim ore
#

download the preview version you want from the source and compile it

glass geode
#

How do you compile something

grim ore
#

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

restive fern
#

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?

glass geode
#

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

ornate forge
maiden swift
#

@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.

ornate forge
#

I'm just hoping someone from Epic will pick it up

tulip helm
#

@ornate forge
I've gotten 3 of those in the span of 3 hours. Anyone know what it's about?

wicked tiger
#

Hey folks - we're working with GitHub to find a solution.

#

Apologies for all the spam you're receiving in the meantime.

glass geode
#

Could we expect a 4.22.1 soon? To fix some of the issues

#

I'm not sure how often the engine's updated

fair fable
#

You could work with live edit if git wont work its even quicker

grim ore
#

disable notifications and no spam πŸ˜ƒ

scarlet birch
sullen wraith
#

anyone know why i can call aimove to in event tick

#

but not in the function i made times?

grim ore
#

the top right on the AI Move To shows a clock icon which means it cannot go in a function/event

sullen wraith
#

ahh weird

#

its already in some functions

#

im confused

scarlet birch
#

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.

grim ore
#

^ I was going to say more but had to work lol

scarlet birch
#

It shouldn't be an issue if you use events and rethink your approach a little bit.

sullen wraith
#

@grim ore

#

got this going now

#

it's always hitting failed

#

any idea what could cause it

grim ore
#

what does the movement result say?

#

and uh... you are telling it to move nowhere lol

scarlet birch
#

ummm

grim ore
#

you fill in the target actor or destination

fair pike
#

Hey, I’m having trouble with my boolean (Very much a beginner). I’m trying to set a global boolean, but I can’t 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 ”Set” node which I just can’t locate...

grim ore
#

you can only set what you can get access to. where is the boolean you want to change?

fair pike
#

It’s tied to my ThirdPersonCharacter.

#

So, I need to somehow get access to that then? πŸ€”

sullen wraith
#

ive tried it with locationonly mathew it still fails

scarlet birch
#

You have the pawn and target set to the same thing.

sullen wraith
#

i only have the location now

scarlet birch
#

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.

grim ore
#

@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

sullen wraith
#

should all have valid navigation :\

fair pike
#

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.

grim ore
#

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

fair pike
#

Oh finally! Now I realise where I went wrong. Thank you!

#

BTW, your tutorials have been a lifesaver for me today.

grim ore
#

πŸ˜ƒ

sullen wraith
#

ive tried making it so it goes directly to the player just as a test

#

still says aborted and fails

grim ore
#

woof

#

ok your radius is quite big

#

and if it says aborted it never even tried which leads me to believe a navigation issue

scarlet birch
#

look at your scene, push 'p' and post a screen shot

sullen wraith
#

ai move to does work for other things

#

like when enemy sees the player

scarlet birch
#

There's no navigation, as Mathew pointed out.

grim ore
#

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

sullen wraith
#

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

grim ore
#

so this prisoner can use another ai move to node and it works?

sullen wraith
#

yeah litterally right below it

#

it works

grim ore
#

and the target actor for the new version is valid?

#

can it actually get to it without any obstacles and has a valid path

sullen wraith
#

target actor is the player pawn

#

so i see no reason why it wouldnt work

grim ore
#

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

sullen wraith
#

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

grim ore
#

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.

sullen wraith
#

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

grim ore
#

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

sullen wraith
#

hold on

#

im going to redo the nav mesh

#

looking to have more potential from the get go

plush yew
#

Hi people is an 80x80 landscape exceptionally large?

#

scale

sullen wraith
#

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?

scarlet birch
#

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.

sullen wraith
#

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

tough fossil
#

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

scarlet birch
#

Take all the math you can.

tough fossil
#

shiiiiiiiiiiiiiiiiiiiiiiiit

#

so like........coding is just all math.......

scarlet birch
#

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.

fathom bridge
#

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

scarlet birch
#

Mine was GFA BASIC., then C.

sullen wraith
#

how can i reference my blueprint actor in another blueprint?

#

i want to be able to get its location

fathom bridge
#

Do they interact in some way? Overlap, hit etc

sullen wraith
#

nah

#

no interaction

fathom bridge
#

If not you can simply make a function in the level blueprint and juat have a reference to each actor in it

sullen wraith
#

im wanting to access its location in my player though, not in level blueprint:3

fathom bridge
#

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

sullen wraith
#

actor is just a blueprint actor

#

nothing fancy in it

#

just need its location

#

As its location changes

fathom bridge
#

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

plush yew
#

Am a beginner which to learn first to get into game development, C# or C++.

cloud cobalt
#

UE4 doesn't have C#, @plush yew

#

Blueprint is the best to learn first with UE

fathom bridge
#

Gnosis C++ for unreal. Unity uses C#

plush yew
#

But C++ looks more powerful

hidden aurora
#

So

grim ore
#

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.

cerulean sorrel
#

If I wanted to make player lose a life on hit would I just make life valuable then use - 1

grim ore
#

if your life was an integer and they would lose 1 when hit that sounds correct

cerulean sorrel
#

Yes that's right

#

But there should be a delay right

#

So they don't keep losing lives constantly

plush yew
#

@grim ore nice write-up

grim ore
#

it depends on what you want done when they get hit and how they get hit.

sudden agate
#

@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

fathom bridge
#

You shouldn't need a delay unless that's how you want it done in game

plush yew
#

@hidden aurora just saying

sudden agate
#

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

cerulean sorrel
#

Ike it's a avoid the. Walls game and the player goes forward constantly

fathom bridge
#

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

cerulean sorrel
#

There should be delay right

fathom bridge
#

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

cerulean sorrel
#

I made hello world in 2 secs with blueprints

#

Easy

sudden agate
#

@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

fathom bridge
#

What do you mean by the language's specification?

sudden agate
#
MemberA;
MemberB;
}```
`
instead of 
```USTRUCT()
struct SomeStruct {
GENERATED_USTRUCT_BODY()
UPROPERTY()
MemberA;
UPROPERTY()
MemberB;
}```
fathom bridge
#

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

grim ore
#

@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

fathom bridge
#

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

sudden agate
#

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++

dim plover
#

It would be a bad idea to have many (~200) projectiles that are skeletal meshes, right?

sudden agate
#

@dim plover Not if you have the power for that

#

you do the same in C#.
You wrap something into "unsafe" blocks

vale silo
#

@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 ?

fathom bridge
#

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

vale silo
#

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 πŸ˜ƒ

fathom bridge
#

That's why you have Blueprints ;)

grim ore
#

technically all of these problems can be fixed, you have the source code πŸ˜ƒ Just go in and change it to the way you think it should work!

fathom bridge
#

If that's your philosophy, learning C++ goes against your goal lol

sudden agate
#

Blueprints would be a great argument if they had the same functionality

#

but they dont

grim ore
#

expose what you need to blueprints

sudden agate
#

except you cannot when you use stock engine :P

fathom bridge
#

If what you need to do goes beyond what blueprints can do, its time to suck it up and learn some C++

sudden agate
#

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

vale silo
#

not that you need a lot of those.. depends on the complexity of the project

gleaming narwhal
#

@vale silo I'm planning to do more VR once all of the new HMDs are out. And stay tuned for AI as well!

grim ore
#

you can try making a plugin that exposes what you need then you don't need a custom engine version!

fathom bridge
#

Nothing in UE is hidden. You habe full access to the source code and as @grim ore said you can literally fix it

jolly haven
#

does anyone know a way to get real roads into any sort of 3d envioriment?

dim plover
#

My only fear with UE is when something goes wrong with little to no relevant logs.

fathom bridge
#

You mean crash lots?

#

Logs*

dim plover
#

No, when there are no logs.

#

Or at least not good ones.

grim ore
#

@jolly haven the Learn tab in the launcher has a Blueprints Splines Track example project you can look at, that might help.

jolly haven
#

uh

#

manually really donest work that accuratly

fathom bridge
#

You kbow about UE_LOG right

dim plover
#

I meant when something gets corrupted and weird stuff happens.

#

With no relevant logs.

fathom bridge
#

Yeah that can happen

spark sonnet
#

Hey got a question. What is the object here? I am casting to get the pawn of another actor

dim plover
#

I guess the pawn you want to move?

grim ore
#

that would be the question, what is the object there?

spark sonnet
#

The object is the pawn?

grim ore
#

well I guess stepping forward, what are you trying to have move using the AI Move To?

spark sonnet
#

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

grim ore
#

cool, where is this code we can see above?

spark sonnet
#

Its in my main actor

grim ore
#

the camera one? so not the one we want to move right?

spark sonnet
#

yes the camera one

grim ore
#

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

spark sonnet
#

Yes. The thing is that I want to freely use the camera without affecting the pawn. So I made two actors

grim ore
#

yep no problems with your design, just trying to get all options πŸ˜ƒ

spark sonnet
#

I found out that I couldnt move the pawn without moving the camera if they were in the same actor blueprint

grim ore
#

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

cerulean sorrel
#

can someone explain to me what the "get" nodes do

#

i see it lots in the templates

spark sonnet
#

Its in the same scene at level start

grim ore
#

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?

spark sonnet
#

Yes it is

grim ore
#

then when that is done click the little Eye Icon next to it to expose it to the editor, it should turn yellow

spark sonnet
#

is the variable type "pawn"?

grim ore
#

no its going to be your TopDownCharacter class

spark sonnet
#

ah so class reference?

grim ore
#

yep

spark sonnet
#

ok done

grim ore
#

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

spark sonnet
#

but thats a class variable. I need a pawn variable

grim ore
#

try plugging it in

spark sonnet
#

actorToControl is an object type

#

pawn is a reference object instance

#

Thats what it says

grim ore
#

where does it say this?

spark sonnet
#

when i try to hook it up

#

Illl send a screenshot

grim ore
#

yeah I think it was a miscommunication, for your actorToControl you want it to be an Object Reference

#

the icon should be blue

spark sonnet
#

ah ok

grim ore
#

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

spark sonnet
#

but it didnt work

#

Its connected but the pawn didnt move

grim ore
#

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

spark sonnet
#

its correct

grim ore
#

im assuming you hooked the execute wire back up as well?

spark sonnet
#

but the ActorToControl variable says value=none

#

yes I did

grim ore
#

where does it show none?

spark sonnet
grim ore
#

the branch before that is not hooked up

spark sonnet
#

I know. I hooked it up directly to the event action

#

which is left mouse button

grim ore
#

what does the Actor To Control look like in the details panel on your camera in the world?

spark sonnet
#

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

grim ore
#

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

spark sonnet
#

it was set to none but I changed it to TopDownCharatcer but it didnt do anything

cerulean sorrel
#

is line trace by channel used to trace

#

like guns and stuff

spark sonnet
#

Im starting all over. Thank you for trying to help me @grim ore

#

yes @cerulean sorrel

cerulean sorrel
#

ah

#

i thought so

spark sonnet
#

but you can use it for alot more too

cerulean sorrel
#

and then you define the vertor to check

spark sonnet
#

I used it for car sensors

cerulean sorrel
#

right

grim ore
#

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.

spark sonnet
#

I know @grim ore but I'll continue on it tomorow, I need a break. Now im gonna work on my self driving car

grim ore
#

gotcha

spark sonnet
#

So if you got any tips on making that I'll be happy to take notes πŸ˜ƒ

#

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

grim ore
#

you would have to do more than 1 line trace normally, there are also shapes if needed like boxes

spark sonnet
#

ok. then ill make more traces. Thanks!

grim ore
#

holy crap.. moving the template files like the TPP stuff into a sub folder just breaks it all lol

buoyant meadow
#

@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

spark sonnet
#

Yeah that could be a problem. Thanks @buoyant meadow

cerulean sorrel
#

self dirving car

#

that is hard lol

spark sonnet
#

yup @cerulean sorrel

cerulean sorrel
#

i'm making something easy now