#ue4-general

1 messages Β· Page 433 of 1

cerulean sorrel
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maybe just when player fires an line trace checks if they hit something if so destory the thing hit

spark sonnet
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Im still an unreal noob and I always try to make these huge projects. Well atleast I learn alot

cerulean sorrel
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yeah your not recmened to go huge right away....

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but

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one question does UE4 hande the line part

spark sonnet
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what?

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here @cerulean sorrel

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Then you choose something form the hit result

grim ore
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lol my current project is just making a door so, start small and stay small is my motto πŸ˜›

spark sonnet
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good motto!

cerulean sorrel
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ah ok

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yes start small

spark sonnet
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I even tried to make a ww2 single player game. Then I imported a mesh or something and everything was ruined

cerulean sorrel
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wtf

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tha's huge lol

spark sonnet
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hah yes

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But I will make it one day, just maybe not alone and not with blueprints only

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The most complete game I made was a sidescroller game where you had to jump over obstacles while getting chased by a guy

cerulean sorrel
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nicee

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i might make that

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@spark sonnet

spark sonnet
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cool. Let me know if you want any help πŸ˜ƒ

cerulean sorrel
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yes plz

spark sonnet
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Do you have an idea that you want to make`?

cerulean sorrel
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how do i make level scroll forever with blueprints

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hahaha

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wait i don't think that

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oh no could work

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then i'd have to spwan patfroms forever

spark sonnet
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you could make a bp that spawns a block infront of your character

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but I would rather make the entire level unless its an endless runner. then you need to generate a map somehow

grim ore
restive basalt
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Is there a community stream today?

grim ore
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Streams are on Thursdays, so 2 days from now

cerulean sorrel
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@spark sonnet i wanted to make endless runer but maybe not

restive basalt
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They don't do Tuesdays anymore?

grim ore
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they do not

cerulean sorrel
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just map is fine

spark sonnet
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I would start with that @cerulean sorrel

cerulean sorrel
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yep

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woud't i have to make ai

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???

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for the chase

spark sonnet
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Thats very easy. Just duplicate your character, delete the blueprints inside. Then have an event tick connect to AI move to and hook up your character for reference

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I can send you a screenshot of mine

cerulean sorrel
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ah

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yes do that

spark sonnet
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here¨

cerulean sorrel
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let me see

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thats it

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???

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hmmm

spark sonnet
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thats it to make him chase you

cerulean sorrel
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easy

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how would i do if he catchs you then lose one life

spark sonnet
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just one more thing. You need to add a nav mesh bounds volume to your level. just scale it to cover the entire level

cerulean sorrel
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yes i khow this

spark sonnet
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ok nice

cerulean sorrel
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how to lose life

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if he gets you

spark sonnet
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just set up an integer variable called Lives or something. When he catches you, restart level and subtract 1 from the Lives integer

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I think it would work. You could also just teleport both you and the AI back to start when he hits you

cerulean sorrel
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ah

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i would link on succss

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right

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restart level or something

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lose one life then restart level

spark sonnet
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I think you should use teleport instead becuse I think the variable resets when you restart level

cerulean sorrel
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oh

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ok

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lose life then teleport

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i'll just make game over UI when life <=0

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@spark sonnet

spark sonnet
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yes

cerulean sorrel
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UI easy too lol

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just game over text

buoyant meadow
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@cerulean sorrel it would be a good learning experience to do the same thing in bleuprints then behaviour trees

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I used to only use BP if I was doing any ai in blueprints buy behaviour trees make it easier to structure my AI imo

cerulean sorrel
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@buoyant meadow i don't understand trees i tired

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got confused

buoyant meadow
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I can remember exactly what tutorial I used to learn, but before learning I had a good grasp of bps

spark sonnet
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haha yes. Trees are better but for a project like this you dont need it

buoyant meadow
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So maybe get comfortable with BP first

cerulean sorrel
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yeah

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i get BP so

buoyant meadow
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An endless sides rolling map wouldn't be too hard to implement. You'd need to have set obstacles and spawn an obstacle every X seconds

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Give the obstacle a random elevation

cerulean sorrel
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yes i know how to do this

buoyant meadow
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And spawn it a certain distance in front of your character

cerulean sorrel
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just learned it yesterday lol

buoyant meadow
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Oh, nice

restive basalt
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Anyone know what happened to Clayman's content? Its all gone from the marketplace 😒

cerulean sorrel
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@restive basalt RIP

jolly haven
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does anyone have google APIs?

frosty bloom
restive basalt
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Yea I do, I was just checking his store for the end of the sale and noticed it was gone

grim ore
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if you are looking for endless side scrolling don't forget there is a tappy bird mobile example on the learn tab

marsh swallow
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does having duplicate file names in different directories cause issues?

sudden agate
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no

marsh swallow
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when packaging and whatnot? or say i have 2 blueprints (i dont by the way, its hypothetical) and they are both the same name, but obviously in different directories. would the node Get All Actors of Class cause an issue

grim ore
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well get all actors of class gets only active actors in the world so thats the first step

marsh swallow
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I figure it wouldnt, but a team mate seems very concerned that it will/would cause issues

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mainly we have some marketplace assets where textures and whatnot are divided into 512/1k/2k etc folders but same names.

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good. i figured as much. just wanted to verifym

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we have never had issues yet, but hes a vet programmer of 35yrs, so when he says something i tend to have open ears. ^_^

void blade
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hey all, can you access vertex position from a morph target? we are trying to spawn particles on a facemesh (using ARKit) updating as you move your face. right now our particle spawn doesn't get the morphed information, how do you access that?

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uploading a video right now to show what the problem is

grim ore
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@marsh swallow I also just checked and the get all actors of class node treats each blueprint/class differently if they are in separate folders even when named the same.

modern sinew
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The tutorial im watching is asking me to make a new State Machine, but it's not appearing when I search it
how do I do it

grim ore
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Where are you trying to make it at?

modern sinew
grim ore
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I mean where in your blueprint(s) or project? State Machines are in your Anim Graph in your Anim BP normally

modern sinew
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Aniom BP

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*anim

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but the option just never comes up

grim ore
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are you in the Anim Graph or the Event Graph?

modern sinew
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event graph?

grim ore
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State Machines are part of the Anim Graph

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Look under the Graphs section on the My Blueprint in your Anim BP

modern sinew
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found it

plush yew
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does anyone know why my lights flicker on mobile when I move the camera?

marsh swallow
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@grim ore I do think at one point a long time ago i did name 2 BPs the same and it did come up as separate.

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thank you for confirming ^_^

grim ore
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yep yep and no one should ever do that because its bad and you will catch on fire πŸ˜›

marsh swallow
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lmao, yes bad practice regardless

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but we have like 4k files named the same in diff directories which are textures, materials, etc.

grim ore
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yeah for resources it should be ok

marsh swallow
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he wanted me to rename them all

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XD

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i figured asking was less work. HAHAHA

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even ran a little report out of P4 to get duplicate files. lol

grim ore
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unless you are generically somehow loading the assets at runtime I wouldn't expect an issue, if you right click any asset and copy reference you get a unique item like "Texture2D'/Game/StarterContent/Textures/T_Chair_M.T_Chair_M'"

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so they shouldn't conflict

marsh swallow
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yeah when working with ARK dev kit back in the day i know the engine recognizes that pathing

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however the newer versions all pack it into a .PAK and i wasnt sure if it was some large file or just an encrypted file the .exe decrypted if you will to read it like a ZIP.

grim ore
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I would assume it still holds the file structure and reference info in the pak, good question tho lol. If you choose to build it non pakked it's in the original structure

void blade
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does niagara support blend shapes on a skeletal mesh? i just found a post from september '18 where somebody said it wasn't supported at the time

plush yew
grim ore
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it looks like it's due to being auto generated, possibly the LOD Group or settings below? ah yes look at the Auto Compute LOD Distance option in the LOD Settings and make sure it is false

plush yew
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it was 'auto compute lod distance'

sullen wraith
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is there a way to edit the navmesh ?

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for some reason it doesnt go in these areas

grim ore
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I would assume not enough navigable area in there, or something blocking (less likely). you need to adjust the level layout or adjust the meshes from blocking or reduce the agent size so it thinks your character is smaller and can fit

summer turret
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how do i get unreal engine version 2.21? my projects wont work coz apparently they were made with version 2.21

grim ore
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the number don't seem to be in the right order. 4.21.2 ?

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and the minor should not really matter, only the 4.XX part so 4.21? If you need an older version click the + next to Engine Versions in the Launcher->Library and install it

summer turret
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ye sorry type

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*typo

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its because i cant open my projects they say i need another version of unreal for some reason im reinstalling epic launcher hopefully that will fix it

grim ore
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you can always right click the .uproject file and open it in notepad and see what version of UE4 it wants.

summer turret
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oh damn thanks i did not know that

fathom bridge
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I didn't know that either

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@grim ore are you self taught? Or do you have industry experience with unreal or something? You know a lot

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Just curious

grim ore
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UE4 is self taught, everything else before that is self taught and contractor work. I've been doing this for over 30 years so I've had a long time to play with computers lol πŸ˜ƒ

fathom bridge
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Haha nice. Yeah I've learned a lot of stuff from your YouTube tutorials

grim ore
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πŸ˜ƒ glad to hear, I do them for myself as much as everyone else

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I've had to refer to the sphere mask one more than once and I should feel bad about that lol

fathom bridge
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Haha nah, many people take notes, that's the same only better

summer turret
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omg you are that guy

fathom bridge
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That's partially why I do C++ tuts too lol

summer turret
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i literally saw a video last night lol and i didnt know it was you

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i seen so many your videos lol they are so helpful short and direct so thank you

fathom bridge
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I agree thank you

grim ore
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lol they are short because that just makes them easier to make heh

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"Do I want to spend 3 hours making a video or 15 minutes and then play Division 2" is not a tough choice for me most of the time πŸ˜›

summer turret
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lmao fair enough i played so much division the first two weeks now im burnt out lol how you liking the game so far?

grim ore
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Loving it but I only play it an hour or 2 a day so I don't get burned out. Log in, chat with a friend, do a mission or 2 or whatever, and go back to other stuff. prevents burnout for me πŸ˜ƒ

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It works great for UE4 for me as well. I don't miss spending half a day in front of the screen anymore. If I can break it up into smaller sessions I feel better in the end.

unborn fractal
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Hey guys, I am wondering if any of you could help and give me suggestions on a good Unreal C++ tutorial(Paid or Free).

summer turret
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@unborn fractal literally the guy above you, look at his youtube

manic pawn
fathom bridge
summer turret
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how do i rebuild project from sourse?

fathom bridge
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Close UE and from visual studio ctrl + F5

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Open the project.sln file

unborn fractal
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@fathom bridge Do you have any more intermediate courses on Udemy?

summer turret
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okay thanks coz i still cant open my project

fathom bridge
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Yes I have an intermediate course on programming in UE4 with C++ it's just been submitted and is in review now

unborn fractal
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Oh nice! How long does the approval process take?

fathom bridge
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About 2 business days. Today is the second so it might be up today!

unborn fractal
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I'll make sure to keep an eye out for it

summer turret
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i still cant launch my project this is so annoying i tried rebuilding from source it says that now

fathom bridge
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Sweet!

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Find your .uproject file, close unreal and visual studio, right click and generate visual studio prpject files

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If it asks you to generate .dlls click yes or ok or whatever

summer turret
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okay will try that thanks

fathom bridge
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Sure. If it doesnt work trydeleting your binaries file and saved and then try again

summer turret
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wont that get rid of all the stuff in my project?

scarlet charm
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all the stuff in your project resides in the "Content" folder.

fathom bridge
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No it wont

summer turret
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oh okay thanks didnt know that

fathom bridge
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It holds logs and preferences and other stuff

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Backup copies of assets

grim ore
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@fathom bridge man that is commitment, you replied to almost every review on your course.

fathom bridge
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Haha yeah almost :)

summer turret
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do i have to wait for visual studio to parse the 200k files before rebuilding?

fathom bridge
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I would wait

lean marten
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Hey guys! πŸ˜ƒ I'm new here and I was asking myself a question, I want to know what you fellow devs think

summer turret
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okay thanks

lean marten
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What is your point of view on using a TP controller and tranform it into a FPS instead of using the actual FPS controller?

summer turret
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thats literally what i am doing lol though i dont know if i should since i am new to this stuff but iam just following virtus tutorial and thats what he did

lean marten
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same here!

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Are you having problems with your strafing animations? Like the arms go off camera frames?

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the camera frame*

summer turret
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yep but i am gonna polish those at the end of the project

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probably use completely different skeletal mesh and animations since the ones he provided is so bad

lean marten
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Have you thought about what you are gonna do about the legs?

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like when you're looking down

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and rotating so fkin fast that the legs can't keep up?

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lol

summer turret
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still wont work

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and @lean marten im not worried about animations for now lol my project wont open

lean marten
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aye sorry about that!

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try backups if nothing solves it

summer turret
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i didnt make backups 😦

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i guess im gonna have to restart over

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with first person controller this time

grim ore
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that error is normal since you are trying to launch the engine from your project, not the project

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your project should be in another folder which I don't see it

summer turret
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yeah but after i build it and then try to open from unreal engine it still says missing modules

lean marten
grim ore
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if you opened up the solution for the project and it was correct you should have a folder on the right called Games with your project name

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what does your .uproject file look like inside

summer turret
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there will Games folder in the solution?

grim ore
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yep that looks fine, did you regenerate the solution fight (right click .uproject and general visual studio project files)

modern sinew
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help

grim ore
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with Visual Studio closed

summer turret
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yeah i did that then built the visual studio

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i also deleted the 2 folders before that

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saved and intermediate i think

grim ore
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with the Games section having your module/c+code/ project specific stuff

summer turret
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oh lemme take a look

grim ore
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if all else fails, and your .uproject seems fine, delete the Binaries/Intermediate/Saved folders and the .sln file. right click the uproject and generate the VS project files again, and re open the .sln file

summer turret
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let me just move the entire folder somewhere else i think it might be an issue with my admin access and sutff

grim ore
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if this still fails then your build targets are bad

summer turret
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and i did that already and also reinstalled unreal engine

grim ore
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that would do it as well but normally it would still show up just not available heh

summer turret
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i checked the folder it was empty

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@modern sinew i had the same issue tho i fixed it i think i used wrong animation when moving in the animation dot thingie

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make sure you have the walk_forwardInplace in the middle like him

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i had idleaiming in the middle

hidden berry
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what are you trying to do watchdog?

summer turret
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I am trying to open my project but it wont open

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i tried all the solutions i found on google

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im just gonna restart the entire project for practice i think

hidden berry
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mine literately just did that a couple days ago and i had to restart the whole project, i was big mad

modern sinew
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very middle is walk_forwardInPlace @summer turret

summer turret
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yep im in the same boat

fathom bridge
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I jave had the same issue you can get it back, I would just delete all the stuff mathew said and generate it again. Something in there is conflicting

hidden berry
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i opened mine, and it was fine at first , then i clicked restore now for the assets that didnt restore, and it went all black and my thirdperson map and all my assets were gone

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and you dont want anything in the very middle red panda, you want that at the top

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top middle*

summer turret
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@modern sinew make sure your horizontal axis is Speed with minimum -180 and max 180 values and vertical axis is Direction with minimum 0 and maximum 600 value like him

modern sinew
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it is

hidden berry
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oh sorry i was mistaken

modern sinew
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wait, nvm

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vertical is speed and horizontal is direction

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but that's how he has it

summer turret
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yea thats what i meant

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but just go through the values

modern sinew
summer turret
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can you take a screenshot of your anim blueprint?

modern sinew
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what specific part

hidden berry
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what is wrong with whatcha got redpandas? what isnt it doing

summer turret
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controlling your walk animation

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coz i remember i had that issue and it was something simple

hidden berry
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what do you mean controlling your walking animation?

modern sinew
hidden berry
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do you have all the white sections between your states coded too?

summer turret
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make sure you use VectorLength

modern sinew
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oh that

summer turret
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not vectorlengthsquared like he did

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and go through that part

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it has to be something in your speed variable

hidden berry
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is your guy just not moving a5t all, or is he just floating in a t pose

modern sinew
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he was in a tpose. Now he's just floating in id;e

summer turret
modern sinew
hidden berry
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yeah either your variable is messed up or the transitions between states arent coded/setup right

summer turret
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yea can you screenshot your animation rules? your variables are good

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most like the rules are setup badly

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since thats the only thing left lol

modern sinew
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Found it

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switching back to Idle was also set to >= 01

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*10

hidden berry
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ahh i see

summer turret
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there you go

modern sinew
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lol

summer turret
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now I have to redo this entire project coz mine just wont open lol

hidden berry
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alright, now that we got that figured out, i have a question, this shits been aching my brain for over 3 hours

plush yew
summer turret
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i made it to episode 20 with gun fire effects and impact holes in walls 😦

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@hidden berry what is it

hidden berry
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im trying to import a real-life topography for my level, but everytime i do, it doesnt load in correctly, and spawns outside of my skysphere

summer turret
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nope thats out of my league, MathewW would be better off answering it lol

hidden berry
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ive been following every video down to the T, out side of the exact location they pick (i pick my own) and i dont know what it could be

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i think one of the videos were actually by MatthewW

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one was Twiz, one was Virtus, one maybe my Matthew, and one was by underscore. tried everything and nothing

summer turret
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are you doing the first person project by virtus?

hidden berry
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im using it as a reference, but right now im just trying to load in a map, so i can have a place to spawn other than that ugly square with walls lol

summer turret
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do you have a landscape set?

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like try making a manual landscape from landscape tool and try it again

rustic panther
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what are the alternatives to MORT for mass renaming assets?

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Here's what I want to do specifically though, I have Skeletal Meshes that all have material instances like skin, hair, shirt, etc I want to duplicate all the assets and rename them to a different character

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and it would be nice if it could update the SKM's source location automagically too

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anyone know if Asset Assistant is good?

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does it even do what I need

quiet roost
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Hi, I'm currently working in Windows and the UnrealDeploymentServerLauncher seems to be eating up a lot of CPU.
Is there away to permanently disable this?

grim ore
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When does it start up for you? I don't have it on my launcher version

quiet roost
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when I start Unreal Editor

manic pawn
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why does adding a landscape make the .umap file ginormous (> 100MB) ?

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wouldn't it make sense for this to be stored as a separate file

swift rose
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Not sure if someone could help me with this or not. I have rocks from one of the free packs from Unreal. I've resized and used these to create cave borders and borders along rivers and such. Thing is when they are resized the collision is resized and stops matching with the rock. For instance when you run at the rock, because I made it so much larger you hit an invisible wall a good distance away, or standing on it and suddenly the character is over a foot in the air hovering. How do I fix the collision in this particular instance? I keep trying to do youtube but my search has to be wrong cause I'm not finding anything pertaining to this particular issue. I'm sure it has a name I just don't know of yet. Thank you in advance anyone who's able to help me figure it out. (I'm very new and trying to teach myself UE4 with no prior schooling so if this is a super easy fix I apologize)

plush yew
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Hi guys I asked this in audio but hardly anyone posts there. Basically I have some destructible meshes that play a sound when they fracture, I have an audio sound wave bound to 'on component fracture'. My debris are at level 1 with the original mesh at level 0. Problem is when the debris time out (after about 5 seconds) there is this awful noise as if all the 150 pieces of debris are playing the same noise at once. I wonder why they are doing this (is 'on destroy' the same as 'on fracture'?) and how I can possibly disable it.

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@swift rose if the rocks are stationary especially you should go into the mesh editor and check 'use complex as simple' collision

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Basically they will have approximate collision which is good enough for most stuff but not precise

swift rose
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YEah they're stationary. They don't move at all. Is that all I need to do? Change it to 'simple'?

plush yew
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no

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'use complex as simple'

swift rose
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Ok. I'll give that a go. and I wish I could help you with your issue but I have no clue. Hopefully someone else is able to help you out.

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Thanks btw

plush yew
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np

hoary pier
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@plush yew It does sound like its triggering per destruction. I don't know how to prevent that offhand but you could just unbind the onComponentFracture after the first call

plush yew
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oh I didnt know that was a thing

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works ty

hoary pier
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welcome

unborn fractal
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@fathom bridge Your new course is up!

fathom bridge
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It is??? Woohoo!!!

modern sinew
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How do you duplicate a folder in the content manager?

hoary pier
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The hard part of this is if you want it to move references to new versions of the same assets

brazen forum
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guys how do I transition to a new animation state on a key press?

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I have the space bar setup as an inputcomponent event so is there a way to transition states when the space event is raised?

fathom bridge
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Create a Boolean and use that as a condition in the anim BP state machine. Simply toggle it with the space bar

brazen forum
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Ok. So where should I make that boolean? I'm trying to keep things organized so yeah.

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@fathom bridge

grim ore
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You should probably put it in the same place you are checking the input, the player is a good place since you can check the player for variables and set them locally during the animation update event in your anim bp

modern sinew
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It's not letting me chose the socket for an item

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"Cannot change socket on inherited items"

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but the guy in the tutorial does it..

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nvm

brazen forum
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@grim ore Ok. So lets say I store the bool in my player like you said. So to access the bool In the animationBP I would have to cast to my player in order to get the bool right?

grim ore
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correct, you would use the try get pawn anyways in your event animation update to make sure it's valid before doing anything with it anyways so then you can cast to your exact class and get the bool, set it locally in the animation BP and then use that to transition your states

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the default templates use this setup for things like is jumping

brazen forum
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So your saying to cast every frame? I once heard that casting is an expensive operation

grim ore
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check out the default third person template and see how Epic handles checking for animation changes like jumping

brazen forum
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Ight thx

unkempt reef
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hi guys. is this where i ask a question about unreal engine?

fathom bridge
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Yes what Mathew said. You can create a variable of the type you cast to, and only cast the first time. You do this by checking with the IsValid node, and if not valid you cast. And if valid, then you don't.

grim ore
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just one, you only get one. wait.. you already asked one, damn 😦

fathom bridge
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After casting, set the value of your variable. So it checks every time, but after the first time your vRiable will be valid so it wont cast over and over

unkempt reef
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im still new the editor and trying to figure some things out. but one this is annoying trying to fix. when i move an object in perspective view it only moves the bounding box then the object snaps to the new spot. how do i make it move the object in real time without the snapping?

grim ore
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Is this a geometry brush?

fathom bridge
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Turn off snapping. Icons in the top right of the viewport

unkempt reef
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yes.

grim ore
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then you cannot, that is the way they work.

fathom bridge
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Ahh

grim ore
#

the "bounding box" is the actual brush, it adds or subtracts when you stop moving it

unkempt reef
#

ok how do i turn off the brush and go to object mode?

grim ore
#

well the brush is a brush, if you don't want it to be a brush anymore you can convert them to static meshes but then they are static meshes and you can't change them anymore

unkempt reef
#

hmmm ok i guess i have to work around it then. still getting use to it. thanks guys.

grim ore
#

brushes are mainly meant for blocking out levels and stuff, temporary stuff. They should be replaced with proper meshes at some point. They do not perform as well as an actual static mesh for example.

unkempt reef
#

yeah i havent figured out how importing works yet.

grim ore
#

click the add new button, or right click and add, or drag drop

unkempt reef
#

only been about 2 weeks since i started.

#

i can put static meshes in the scene from the content window. just dont know how to convert my models in blender to be used in the engine.

grim ore
#

oof.. good luck with that. Last I heard it required some magic, luck, a little worshiping to any god you believe in, and then more luck. Also something about an FBX format πŸ˜›

still moth
#

im new to unreal slackers

#

been using unreal engine for about a year

grim ore
#

howdy ho then

fathom bridge
#

@unkempt reef export them as .fbx. You do need to know that thr scale will be off my a factor of 100 so you must set the world scale appropriately. You may need to check or uncheck checkboxes regarding which axis points up... Experiment with it

#

Then in unreal simply import it as fbx I do it all the time

unkempt reef
#

oh ok fbx. i have worked with those before.

fathom bridge
#

Yep

grim ore
#

yep axis and scale seem to be what I hear alot lol, I think you can fix the scale in blender itself as an export setting but shrug I don't art

unkempt reef
#

i was using unity for a long while. but unreal seems to open up a few more possiblities

grim ore
#

I think the easiest thing to do is just make your game using only flat planes that the engine comes with and really good textures πŸ˜›

unkempt reef
#

i usually make my own textures.

#

too expensive to buy them.

grim ore
#

See there you go. Real good textures and normal maps and then who needs real meshes

still moth
#

im going to be starting my own game fairly soon with unreal, i have independently worked out and tested many of the game mechanics already

sullen wraith
#

how do you all manage large scale ai? think ai in city skyline, total war games.

unkempt reef
#

oh good question. what maps do i need to add....

rustic panther
#

is there an issue in 4.22 with view modes? My Player Collision and Visibility Collision are both solid black

#

and Mesh DistanceFields is black in Lit, but it works in Unlit

fathom bridge
#

Just upscale regular airline

#

Ai*

#

Big nav mesh

#

You can also have different nav meshes and even spawn them dynamically

modern sinew
#

Ok, so I got Crouch+Shift to turn off friction, but slopes don't seem to effect it. How do I get it so I can slide down a slope?

sullen wraith
#

this is working for items i make, static actors and such

#

however it wont work for pawns

soft crescent
#

did epic release that chaos tech demo?

plush yew
#

Quick question, Are there any places to get free heightmaps?

keen dirge
#

could you guys please help me?
I need to know how to export a particle i made in maya (in this case water foam) and then import it in unreal engine 4.

modern sinew
#

Anyone know why my BP isn't working

#

It's supposed to stop movement from being affected by the camera when you're sliding

modern sinew
#

@regal mulch Do you know why it's not working?

gilded plinth
#

I just got my first 4k monitor, and um, wth, ue4 ui editor ui doesn't scale by default? I read about the developer tools widget / scale option, but that also doesn't save with my project. Would anyone mind telling me the proper way to get the editor looking right on a 4k?

regal mulch
#

@modern sinew Buddy, please read the #old-rules (specially rule number 1). I'm not here to be pinged all day long.

modern sinew
#

ok

regal mulch
#

You are calling UseControllerRotation on the Pawn I assume.

#

Have you tried setting that on the actual SpringArm or Camera?

modern sinew
#

It doesn't give me the option to choose...

lost niche
#

Hey all, I'm trying to understand the multiplayer/replication basics and have some questions. As I understand this should increse the value for each player controller (this is the player controller bp) connected to server. When I launch lobby from first game it prints 1. When I join to lobby from another game, it prints 1 again on the server and 2 on the client (second game). Can you please lead me to the point that I'm missing?

cloud cobalt
#

Uh, no, that won't work.

#

Player controllers are not replicated to remote clients

lost niche
#

So what does a replicated variable means in a player controller?

cloud cobalt
#

Blueprint graphs are also per-instance - each player his own graph, so the variable should only go to 1

#

PCs exist for the server + remote owning player if any

#

On a client, you don't have PCs from other players

#

If you want to count players, just count player states, which are replicated

#

If "Variable" is replicated, it is normal that it goes to 2 on client and 1 on server

#

For each player

#

Server will set it to 1, replicates to the client, which also increases it by 1

#

Replication being one-way, server stays at 1

lost niche
#

To be honest my aim is totally different than counting. But I failed miserably so I wanted to start from basics again. I watched tutorials about this but the replication system hasn't clicked on my mind yet. Tutorials feels like they do the same thing over and over again without explaining the technical aspects. I can't go out of their scope to do my own things

#

Oh that makes sense now

cloud cobalt
#

Replication is a very simple mechanism : when you change the value of a rep variable on the server, it sends a message to all clients (you can set conditions) to set the new value.

#

That's all of it

#

It literally doesn't do anything more

lost niche
#

Okay, so with this logic, if I write a custom event that replicates on server which does the increment, should it be changed on server too, and next player should make it 3 right?

#

I tried something like this and I get 2 from server which is good, but it prints 1 again just before 2. I'm lost at that point

cloud cobalt
#

Your Blueprint graph is not shared across different objects.

#

You have one PlayerController on server for each player

#

All of them with their own Variable

#

Each client additionally has one PlayerController, with the replicated Variable

lost niche
#

Oh so it won't work because other pc's can't see or reach the variable

#

They'll just increase the 1 that server increased first and stuck at 2

cloud cobalt
#

Yes.

#

If you have 15 players, you will have 15 PCs on server with var=1, 1 PC on each client with var=2

plush yew
#

my mom told me not to talk to strangers so i won't talk to you @cloud cobalt

lost niche
#

So should I carry this kind of logic to GameMode/GameInstance? As far as I know they just exist on server

cloud cobalt
#

If your goal is to count players on server, GameMode is best

#

Beware GM doesn't exist on clients

lost niche
#

One little problem (for me) with GM is I tried to add each PC to a list that I get from OnPostLogin, but it gives me the same PC. Is the reason because it doesn't exists on the clients? If so what is the reason of putting a PC parameter on that event?

cloud cobalt
#

Should be each new PC.

lost niche
#

I try to set a nick before joining and try to read it from the PC I get from OnPostLogin. And it always gives me the nick I typed on server. Is this because I forget to replicate it where I store it?

cloud cobalt
#

The nick does need to be set on server, sure

#

I'm not familiar with the login process myself.

lost niche
#

Okay. I feel like I have some new perspectives to the problem. I'll try new things. Thank you very much

regal mulch
#

@lost niche "I try to set a nick before joining and try to read it from the PC"
When are you doing that? And how are you passing it?

lost niche
#

I have a main menu level. I get a username from GUI and set the text to a variable on GameInstance. Then I launch/join session and call function from PC that I get from OnPostLogin to return that variable

regal mulch
#

Can you show that function?

#

Because you are probably doing this wrong :P

#

@lost niche

lost niche
#

Yes I am :(
Sure let me find it

#

Is it okay to post multiple pictures here?

#

What I intended to do is put the widget bp on viewport upon joining lobby (InitializeUI), then calling SelfDeclare to give the GM the player controller of new player. When there is a second player joined (2 player game) it should call UpdateEveryone to give players the info of other player

#

Hmm okay, currently I can't call SelfDeclare because GM returns null, I believe this is caused because clients doesn't have GM?

#

Okay I'm able to fit these 3 in single picture. The left is my MainMenu widget, where I set username upon hosting or joining game. Middle is my gameInstance, getter and setter for playerInfo struct which holds playername. And right is my playerController. Again a getter and setter that calls the getter/setter from gameInstance

#

When I try to add new PC to playerControllers array on OnPostLogin and try to get nicks through PC.GetInfo -> GameInstance.GetInfo -> SplitStruct -> PrintString(Nick) with foreach loop it prints same name for both which is what I typed on server

I just figured there is a seperate Multiplayer and BP section, sorry for using here

regal mulch
#

Hmm okay, currently I can't call SelfDeclare because GM returns null, I believe this is caused because clients doesn't have GM?
Correct. RPCs that are called on the GM make no sense.

#

Also Replicated Variables make no sense.

#

This one for example

#

This stuff you can just do OnPostLogin

#

Without the SelfDeclare

#

What you should do is just utilize what Epic already gives you.

#

Players have a Name via their PlayerState. If you want to use your own setup, add a new Replicated Variable to that.

#

When a Player connects, you are only using BPs, make sure to retrieve the Name somehow from the Client and then set it on the PlayerState of the Client.

#

If your UI uses the PlayerArray of the GameState

#

As well as the PlayerState, the Names should then be replicated automatically.

#

You can also use the Function "ChangeName" that exists in the GameMode

#

It requires you to pass a PlayerController and a Name

#

That will effectively change the name variable that already exists in the PlayerState

#

That way you don't have to create any extra variables.

#

So the correct way would be:

OnPostLogin -> ClientRPC on the PlayerController -> In the RPC, GetGameInstance and get the saved Name -> ServerRPC inside the same PlayerController (cause this is hte only one you can call it on at that point), passing the retrieved PlayerName.
-> In the second RPC, GetGameMode (cause now you are on the Server again) and call "ChangeName", passing SELF for the PlayerController reference and the Name.

hallow frigate
#

Hi, I'm pretty new to unreal. Can someone explain this error and how to fix it?

regal mulch
#

That is not an Unreal specific warning.

#

It's a C++ inheritance issue.

#

You are trying to cast the type of "OverlappingComponent" to your custom badguy class.

#

OverlappingComponent is of class "PrimitiveComponent"

#

Badguy on the other hand is probably not inheriting from PrimitiveComponent or any of its children.

#

So if you try to cast to it, it would always fail.

#

You might want to cast the "OtherActor" to badguy.

#

@hallow frigate

hallow frigate
#

okay I'll try it

#

Thank you, it worked. @regal mulch

regal mulch
#

@prisma sorrel Please try again without all-caps :P

cloud cobalt
#

You don't need to put it in caps

#

Your question is also completely impossible to understand

#

What's izes ?

#

Sorry, I don't get it.

#

Unreal works in Unreal units

#

You might look in project settings or editor settings if you can map that to inches

#

🀷

fierce tulip
#

learn what centimeters are. problem solved.

#

excuse me?

#

sure.

#

there, i helped

valid pewter
#

I thought unreal units follows the metric system. I think it defaults to cm or mm. I don't remember.

fierce tulip
#

cm yup

plush yew
#

But how many unreal units in an ell

regal mulch
#

Given an Ell is 18 Inches. It's 45.72cm or "UnrealUnits" ;)

#

@plush yew

plush yew
#

ok that was very handy thanks

delicate turtle
#

Finally a unit of measurement that is easy to work with. πŸ‘Œ

jolly haven
#

so

#

Is there a way to move objects in a way in which they are placed directly on the floor

abstract relic
#

Place it in the scene and push End. It’ll snap to the ground

odd osprey
#

do you guys use blueprints or cpp more?

misty creek
#

It completely depends on the person

#

I like using blueprints because they are very easy to tweak

abstract relic
#

I use bp because I’m a dumb artist

cloud cobalt
#

Blueprints are very recommended to dumb artists, dumb programmers, and people who are not dumb

#

They're meant to be used as an interface between code and design

jolly haven
#

help

#

I need to get real world roads into ue4

cloud cobalt
#

Gonna need more infomation than that

jolly haven
#

it simply doesnt work

cloud cobalt
#

What doesn't ?

abstract relic
#

Still not enough information

cloud cobalt
#

What are you doing, why, what doesn't work

jolly haven
#

I can neither get a heightmap working and I also cant place roads on them

cloud cobalt
#

If you want to import terrain from a height map, there is documentation on that.

jolly haven
#

At ths point I have spent at least 5 hours on this

cloud cobalt
#

Okay, so what did you try, what does it look like, why is it not good, what isn't working

jolly haven
#

the white line is where the road is and it look weird

jolly haven
#

there are issues

#

basically

#

I have the modular road tool, but it simply is way too inefficent to have to move the points manually, i need something similar to the road plugin in unity where you can just place points by clicking on the terrain

noble plume
#

Sup

#

New Animation Features in Unreal Engine (Presented by Epic Games)

#

Where i can find this session from gdc 2019

#

?

manic pawn
#

it wasn't uploaded yet and no one seems to have recorded the stream

noble plume
#

=((

fierce tulip
midnight mauve
#

Hi.. does anyone know Composure well? I have a couple of fairly "yes/no" questions and could REALLY use the help.

still moth
#

can you change the default units?

#

sorry, was responding to a message about unreal units being metric that was evidently an old post

wispy raven
#

is there a way to fix it?

dawn vessel
#

@fierce tulip Do you know exactly how long until the sale is over? I'm currently speeding through the lists of Items to buy 🀣

grim ore
kindred viper
#

I wonder how many times I can sell my body for some marketplace cash between now and then.

grim ore
#

You only need to sell it once to the right person

kindred viper
#

probably none but im fine with that. πŸ˜„

#

yeah knowing my luck I would sell it to a medical student going into pathology and looking for a cadaver

#

but if it gets me some plugins !!!!

fierce tulip
#

ill give you tree fiddy @kindred viper

kindred viper
#

I can't even afford the change from a fiver

fierce tulip
#

ouch

kindred viper
#

which means I should get my ass back to work really. been sat here trying to decide what to do next

#

just finished a slot machine and hooked it up to niagara to do the rng and throw some particles around for laughs. Do you think people would want a tutorial of some kind for that?

sullen wraith
#

for space ai, whats the best way to get something to move from point a to point b? ive only experienced with actual characters thus far

kindred viper
#

depends how you implemented your ai icejaff

regal mulch
#

If it should move freely in 3D space, then it gets tricky :p

#

At least as long as there are obstacles it has to avoid

grim ore
#

@kindred viper I wouldnt complain just to see how you handled the slot machine payout algorithm lol, that's where I am stuck with mine... well less stuck and just don't want to do it

regal mulch
#

If it's just from A to B, straight line, then it's easy

kindred viper
#

@grim ore in terms of longterm RTP ?

grim ore
#

oh I guess I assumed it wasn't a single line machine lol, how many lines is it?

kindred viper
#

well its setup for variable but im using a 10 line slot

grim ore
#

yeah ok then the method you used to check for winning lines. I did one in unity years back but it was server based so someone else handled that part I just make the reels show the correct results so my part was easy

sullen wraith
#

@kindred viper @regal mulch I haven't even started yet, there are no obstacles it would have to avoid though

grim ore
#

now that I have to handle the math... meh

sullen wraith
#

i just want it to move from point a-b

#

ignoring anything else

regal mulch
#

On Tick do:

CurrentLocation = CurrentLocation + Direction * Speed * DeltaSeconds

#

Where

Direction = (B.Location - A.Location).Normalize()

#

And speed is how fast it should move per second

#

And stop doing it if CurrentlLocation == B.Location

#

+- some error

#

Direction can also be defined as

Direction = (B.Location - CurrentLocation).Normalize()

#

Should technically be the same, but well

sullen wraith
#

i use blueprints primarilly, so would location be teleport?

#

what node do I use to initiate the move i mean

#

or is it just setting its position?

regal mulch
#

Well Get and SetActorLocation

sullen wraith
#

i understand the jist of what you said

#

a beautiful, thought so πŸ˜ƒ

kindred viper
#

@grim ore I just started writing it all down but I figured I will write it up as a tutorial and post it back. What I did was a prototype I threw together though and I know how to do some things better now. If I say it used an Array of Plane Structs, then you can understand there is some explaining to do

regal mulch
#

Can also activate Sweep on it

#

To register hits

#

But if you say there is nothing between it

#

Then well

grim ore
#

@kindred viper yep yep I gotcha πŸ˜ƒ There is one "slot" machine asset on the marketplace I tore apart and it is literal shit. It doesnt work like it should, some of the variables do nothing, and it's hard coded even tho it shows you can change it. It's one line also and doesnt even check for winning just spits out meshes for the items that it stopped on.

#

my slots work fine I just stopped at making the algorithm for payout checking because math is my enemy and I started working on a series about making the ultimate door πŸ˜›

kindred viper
#

Ahh I have the advantage of being a slot fanatic. So this is kind of my jam πŸ˜„

#

yeah the payline check was the most confusing part for me. I had to do some pre-planning to get the data right. jotted down a matrix and figured out how to implement it

grim ore
#

yep yep I am sure there is something clever, the actual code I had access to before was a node.js script and it was really really small for the actual payline checking. I have literally no idea what it did and I lost access to it 😦

#

it definitely did some magic with arrays lol

kindred viper
#

I did this in blueprints/UMG so I know it can be done better in C++ for when performance is key, but its really lightweight anyway in terms of everything but the animation, and thats a case by case

grim ore
#

same here, UMG and Blueprints using images lol

kindred viper
#

yeah . Did you use the animation timeline in UMG ?

grim ore
#

nope I just moved the reel vertically and "warped" it back down as needed to simulate spinning

#

that way I could adjust the spin speed dynamically

kindred viper
#

same. I tried that with the timeline and it kept going wrong

#

seems like its a bit restricted

grim ore
#

yep its a simple thing once you get the math worked out for the positions and offsets

kindred viper
#

maybe I did it wrong but I am used to manual animation anyway so it was quicker to just do that

grim ore
#

nah the animation system is fine for static stuff, maybe effects like a button pulse and such

#

glad to see we had the same way of doing it tho πŸ˜ƒ it worked great in unity using nGUI so I figured why not in UE4

kindred viper
#

yeah. I was thinking about doing a serious setup, fully compliant with UK gambling license regulations and making it a modular template system so you can throw out slots with just artwork requirements. Not sure if I should, it requires certain permissions from Epic to sell but it 's a highly profitable business

grim ore
#

it would yes

kindred viper
#

it would be nice to have that 3d edge too and the pixel streaming is gonna help security issues a lot

grim ore
#

same with unity, special license if you need to use it for real gambling. fake gambling in fine.

#

Unity is really popular for slot machines

kindred viper
#

yeah I should probably set it up as a Fun Casino for freeplay coins

#

but legit at a switch of a var

grim ore
#

πŸ˜ƒ

#

well if you do make a tutorial on it I won't complain. I planned on doing the same but once it comes to math it becomes a ton of work for someone like me to make it easy to understand and do

kindred viper
#

Luckily its not got a great deal of math in mine. Just cycling data a lot. When it comes to non-deterministic RNG though, the Unreal setup is good enough or you can just slam in a premade C++ class

sullen wraith
#

am I able to lock something in the editor so that i dont click on it in the viewport?

grim ore
#

don't get me wrong I can do the math and I plan on still finishing at some point but then I plan on using it as a beginner tutorial I need to make sure that I fully understand the math and can explain it in a simple way and find the least complicated bit of code I can share so it just takes a while

#

I don't believe you can lock anything in the editor but you can hide it @sullen wraith

kindred viper
#

I never doubted that πŸ˜ƒ But I expected more math than I found in mine

sullen wraith
#

dammit mathew

grim ore
#

More than 1 maths is 1 more than I want lol πŸ˜‚

sullen wraith
#

very inconvenient to keep clicking on sky sphere :3

grim ore
#

I know locking things and disabling them in the editor is a feature that a lot of people ask for

sullen wraith
#

epic dont care?

kindred viper
#

thats actually crazy that there isnt a lock in the world outline

#

there is a lock on the scale of an object in the detail panel, but not the location nor rotation

grim ore
#

okay I take it back you can lock an item but you can't disable it from selection it just prevents it from being transform changed

#

in the viewport right click on the actor go to transform and you can lock it you just can't disable selecting that's what a lot of people have been asking for

#

One of the biggest problems is most of the things that you want to manipulate actors aren't actually in the world outliner but in the viewport itself when you right-click it's really weird

#

And to be honest I always forget I can right click on items in the viewport

#

And all the lock on the scale does is make it a uniform scale as far as as I know

kindred viper
#

oh yeah

#

i dont spend enough time in the viewport tbh but it still sounds a bit crazy. If I couldn't lock things in UMG I would go mad. In 3d it's 1 dimension worserer

sullen wraith
#

@grim ore can I set an actor to face another actor?

grim ore
#

Use the find look at rotation in the construction script to do it and then remove the code LOL

#

Or you can always pilot the actor and then move it around like you would normally look around the viewport and then leave it at that position

sullen wraith
#

its more of on spawning an actor i want it to face another actor :3

#

begin play same as construct?

hidden berry
#

anyone use quixel megascans here? im thinking about signing up for a subscription at 29 a month, but i want to know if itd be worth it . I like the textures and the live link function

grim ore
#

Begin place the same as construct yes

#

But the cool thing is you just gave me an idea for a really neat utility widget I can use in a good example

hidden berry
#

i have a neat idea for you that maybe you could help me figure out how to implement @grim ore lol

sullen wraith
#

@regal mulch I'm trying to do what you told me

#

CurrentLocation = CurrentLocation + Direction * Speed * DeltaSeconds

#

im stuck here

hidden berry
#

you could convert the X to a float maybe? that would allow you to hook up speed

#

or drag out of the X and creat a float link (dont know what its called

wispy raven
#

Quick question

#

I have a sprint bar, when I sprint, it looks choppy

#

Is there a way to smooth everything?

sullen wraith
#

hey luke it'd really depend on lots of things

#

from the animations, to the settings

#

it's hard to tell without more info

wispy raven
#

Ok, I’ll give you more infos

regal mulch
#

Speed needs to be a float

#

Not an integer

sullen wraith
#

@regal mulch i've finished it already πŸ˜ƒ

regal mulch
#

Alright :P

sullen wraith
#

I used a timer function instead of ontick as well

#

it made it a lot easier to control

wispy raven
#

I use an event tick to lower down the bar (default value: 100) by one, it looks choppy, I’d like to smoothly lower the bar

regal mulch
#

Can you show the logic?

wispy raven
#

Sure, give me a second

#

Hold on, it’s in low quality

#

Here

sullen wraith
#

no expert by far, but my experience says delays dont tend to work to well in ontick?

wispy raven
#

I delayed for making the reload a little slower

sullen wraith
#

im very new to unreal luke, dont act on that, wait for more feedback

#

if you want a delay, try setting a new variable with the delay time

#

then for another branch

wispy raven
#

I’m new too, that’s why I’m asking simple things like this

sullen wraith
#

if delay

wispy raven
#

A branch for a delay?

sullen wraith
#

im just suggesting removing the delay from the ontick completely

wispy raven
#

Hold on, I’ll try that

sullen wraith
#

ill show an example quick

wispy raven
#

It’s smoother, but the reload should be slower

sullen wraith
#

ill show you

#

1 sec

#

make a new integer or float called delay

#

then after the branch

#

true/false etc

#

go set delay (desired time)

#

and do something like this ontick

#

that's just how i'd do it, im new though.

wispy raven
#

Ok

sullen wraith
#

then you can do a branch before the one you current have

#

if delay > 0 fail

#

etc

#

if that makes sense

wispy raven
#

wait a sec

#

And how is that supposed to make the reload slower?

#

Hold on, got an idea

sullen wraith
#

just set the delay to a higher time depending on how long you want

gleaming isle
#

If you are going to just do it in tick, why not define regen and drain as a value per second and multiply that by delta seconds when applying it

sullen wraith
#

@regal mulch here is my attempt at your help before, i do have one isssue though

hidden berry
#

are you trying to make the actual in game reload slower, or the animation?

sullen wraith
#

if i have speed or the "on tick" time set to anything besides 1

wispy raven
#

The reload

sullen wraith
#

it just teleports into nowhere and crashes essentially

wispy raven
#

But I think I found the solution

#

I have to change everything

#

I changed from integer to float

#

Yes!

#

I did it

sullen wraith
#

good job

wispy raven
#

Actually, the solution was pretty easy

sullen wraith
#

did it fix the buggyness?

wispy raven
#

Yup

#

Wait

#

I didn’t do the thing you suggested

sullen wraith
#

delays dont tend to work in onticks from my experience, as it's being fired numerous times a second

wispy raven
#

i simply removed the delay and changed the -1 to -0.5

#

Btw, thank you @sullen wraith πŸ˜ƒ

sullen wraith
#

all good man

plush yew
#

Hello folks, I'm trying myself on the top down template, and I encouter a really basic issue, I can't figure out how to make an hack n slash diablo style, from the top down, how would you go about clicking on an ennemy and once that ennemy is reached, play a montage to attack

#

?

#

I tried to check the distance on a while loop but it's a infinite loop and UE doesn't like it at all ^^

#

Also tried to check the distance with a timer by event, but can't get it right

fathom bridge
#

Are you familiar with overlap volumes and OnComponentBeginOverlap?

#

By the way, instead of a while loop you can use the Tick function. It is basically like a while loop, it gets called evert frame

plush yew
#

Yep, but you mean adding a sphere collision to the player and when the ennemy is in the sphere set a bool "inRange?" for example ?

deep basin
#

quick question, what is the smartest way to get hold of a specific child actor that was set in a derived blueprint?

fathom bridge
#

Yeah that is a way that should work

#

Or you can have the sphere on the enemy

#

Then the enemy can attack too

#

Either way works

plush yew
#

Ok I'm gonna try that way, but i would like to add the attack mechanic after the move to mechanic of the topdown template (not sure i'm clear there)

fathom bridge
#

You can do that. Once the moveto is done, attack, etc

#

I'm interested in how it turns out

maiden sundial
#

Why is UE in VS trying to connect to the internet ?
Since I'm having no internet on my Pc ATM I noticed that I get some failed connection messages inside VS

plush yew
#

Yes that's the thing, how do I know when the move to is done as there is no OnSucces pin πŸ˜ƒ ?

fathom bridge
#

AIMoveTo does

maiden sundial
#

Is UE trying to steal my code ? xdd

grim ore
#

it is yes

plush yew
#

I tried it and AiMoveTO seems not to work in a player controller

fathom bridge
#

It does require an AIControllwr

maiden sundial
#

@grim ore was that referring to me ?

fathom bridge
#

Are you using blueprints or C++

grim ore
#

yes it was

plush yew
#

Ok so maybee i could spawn an ai controller in a player controller ?

#

Blueprints

maiden sundial
#

Yikes, was that a joke or does UE really upload my code ?

grim ore
#

if you are just trying to see if you are near, why not use the overlap when you are near?

fathom bridge
#

Okay. I mean you could use an AIController instead. I assumed the top down template uses one but I guess I was wrong

plush yew
#

The top down use a custom controller

#

But i could try to get all the logic in the character

fathom bridge
#

But yeah you can just have the overlap tell you.

grim ore
#

@maiden sundial it was a joke, visual studio probably sends crash reports and other logs as needed. I doubt its specific to your UE4 project if it's in UE4

plush yew
#

I'm gonna try that πŸ˜ƒ

#

Thanks guys for your time

maiden sundial
#

Well, the error message is pretty specific that it failed to connect to an epic games site

grim ore
#

inside of VS or inside the editor?

fathom bridge
#

If he doesnt stop the moveto there is a StopMovementImmediately node

maiden sundial
#

Inside Vs

grim ore
#

trying to replicate it, is it in the project or engine source and when does it pop up?

maiden sundial
#

It comes when I run the engine via VS.
After some seconds I see the info messages

grim ore
#

oh so the debug messages from the editor?

maiden sundial
#

Could be since I'm running it as debug

grim ore
#

yeah that makes sense as its the diagnostic data from the editor I would assume. You are seeing it in VS because you are running it in VS in debug mode

#

you can disable the diagnostics stuff in the editor preferences in Ue4

sullen wraith
#

hey mathew, im going off what eXi told me to do earlier and im having an issue

#

CurrentLocation = CurrentLocation + Direction * Speed * DeltaSeconds

#

anything besides 1 stops it working completely

maiden sundial
#

Alright, but I'll just stay with it.
Was just a bit scared that UE is really trying to get my top secret code πŸ˜†

grim ore
#

they might be but would they want to take the risk?

sullen wraith
maiden sundial
#

Depends how worth the code is, I guess πŸ˜„

grim ore
#

even if it was the next greatest thing they would risk a lawsuit and court over it which for a large company doesn't make a ton of sense

maiden sundial
#

That's true.
Iirc you actually have to show the code at some point to show that it's not some code with copyright

dim plover
#

That doesn't sound right.

maiden sundial
#

i know, could be also wrong with that.
I saw that from an series, yikes.
But in some way it make sense to me

fathom bridge
#

You fill out your own copyright notice, but I don't think they go through anyone's actual code

maiden sundial
#

But how else could you prove that someone stole your code ?

grim ore
#

if it got to that point yes you would compare code and hopefully you have a history showing when you created it compared to theirs

#

for most people tho you will just be re using existing systems and code anyways so it's not an issue, most problems have been solved for most people. higher end work for higher end code, like Machine Learning or Autonomy is stuff that might be more trade secrets and if you are at that point you already know what you need to know about keeping your code

maiden sundial
#

That's true πŸ˜„

grim ore
#

Well this is a weird one, Landscape Layers for painting. The project I was in had a Dirt_LayerInfo already in it so instead of me creating a new one for this new landscape it used the existing one. There does not seem to be a way to now create a new LayerInfo object for this new landscape for this layer. Any ideas?

#

You can't even clear out an existing LayerInfo unless I am missing something

azure shore
#

so guys how would I make a 2d sprite change the sprite depending on direction

#

cus thats pretty much exactly what I wanna do

fathom bridge
#

This is why clients often receive the binary instead of the solution with all the code in it

azure shore
#

?

hoary pier
#

@azure shore Get the direction/rotation(Yaw) of the facing direction vs the camera direction. Convert that 360 degrees to an int to choose which sprite sheet to use

azure shore
#

but would that work for things like debug camera?

#

not really sure what you mean

hoary pier
#

I think so, I think the camera manager would still give you the debug camera if that was current

azure shore
hoary pier
#

Taking a step back, this will require some decent knowledge of vector math if you want to make it from scratch.

fathom bridge
#

I think you wanna get the camera from the camera manager

hoary pier
#

You can just get the ActorRotation of the CameraManager

azure shore
#

oh

#

but how do I compare the two

#

branches?

#

or is that a bad way

fathom bridge
#

All you wanna do is use GetLookAtRotation from the character to the camera, then zero out the pitch and the roll

#

set that as the rotation each frame

hoary pier
#

Not exactlyDruid, he also needs to takeinto account the movement direction of his pawns

fathom bridge
#

Or actually get its forward vector and the look at vector and take their difference and rotate it by that much

azure shore
#

yeah that was the next problem

#

forward vector is what Id expect yeah

fathom bridge
#

Well the pawns will move each frame, but if you get the difference and correct it then you're correcting for it each frame

hoary pier
#

Not to make the sprites face the camera, but to get the proper animation to play

#

I think that is his major issue

azure shore
fathom bridge
#

Oh okay. I thought it was only about making the sprites face the camera

azure shore
#

yeah Im just using billboards

deep basin
#

no possibility to get a child actor in c++?^^'

azure shore
#

but can you exclude axis with billboards?

#

I only want them to use yaw

fathom bridge
#

Kanna what exactly are you trying to do? Get a child of an actor is kinda vague

lime gull
#

How would I go about making an actor that the player goes up to, holds an input, and a progress bar linked to the actor fills up, like how repairing generators in dead by daylight works

fathom bridge
#

Get the rotation and break rotator DJ

#

then make a new one

hoary pier
#

@deep basin I think you have to use getAttachedActors maybe. Which doesn't help if they are no longer attached

azure shore
#

but can billboards not use pitch

hoary pier
#

@lime gull Which part of you having trouble with?

#

@azure shore I think you will need to avoid billboard and manage the rotation of a plane instead to get the exact effect you want.

fathom bridge
#

By child are you talking about an actor that's attached like Goose said, or a component

#

or are you trying to cast it to a child class

hoary pier
#

I assume he means ChildActorComponent but I could be wrong

azure shore
#

damn ok

fathom bridge
#

Why not just use a UPaperSprite

#

UPaperSpriteComponent?

lime gull
#

I need to link a variable from and actor to a progress bar widget, but i don't know how to cast, AND I dont know how to get an input from tha character to be called in the actor

#

For the second one, could I get the player controller?

hoary pier
#

@fathom bridge Can paper Sprites be directed to only face camera in a single axis (yaw) by default or would he still need to manage the rotation? I've not worked with the paper sprite system really

fathom bridge
#

@lime gull I just released a Udemy course on C++ game creation and I cover exactly how to do this

#

I think he would have to make it face the camera himself

lime gull
#

Im not familiar with C++ at all, and doesn't udemy cost money? Cause I'm broke

plush yew
#

hey, i have good understanding about physics so is it possible to create full robot only in ue4. Robot would be physics based and doesnt have animation. Moving would come from mechanic parts in the robot that will move by something.

fathom bridge
#

Because he would have an Actor and the actor will have a sprite component. So the actor still needs to be made to face the camrea

lime gull
#

Im a 16 year old with no stable income

hoary pier
#

@azure shore So yeah, as DruidMechanics points out a PaperSprite may be better for handling the 2D portion but you still need to rotate it how you would like.

azure shore
#

ok, Ill do that

hoary pier
#

@lime gull Simple way to get info to the UI from a non-pawn actor would be to pass that to the UI when you create it

fathom bridge
#

brb gotta do work stuffs

hoary pier
#

When the UI is created, set a variable on the UI called somehting like MyTargetActor and set the actor as the reference

azure shore
#

so Ill have to use an event tick for the rotation?

hoary pier
#

The Pawn/PlayerController would handle the input and check if it was near an interactive object (Something you need to define a system for). If it is, then call some interaction on that object to spawn the ui and handle sending it progress

azure shore
#

got it facing the camera with a tick eent

#

event

lime gull
hoary pier
#

@azure shore Probably

lime gull
#

Its messy but maybe it makes any sense

azure shore
#

it does seem ever so slightly delayed

#

if you flick the mouse around its really not fast enough

hoary pier
#

@plush yew I wouldn't say it is impossible but would be an interesting feat. Would be much easier without physics but if you need it to react in some very physical way then it could be possible with constraints/etc.

#

@azure shore In the actor default settings try changing the tick to PostWork (I don't remember the exact name of the variable, just search for tick)

plush yew
#

@hoary pier i want to do it physics based because it would be very interesting to work with.

lime gull
#

I need this but without the timing events

azure shore
#

thanks

lime gull
hoary pier
#

@plush yew Then yes, you could do it but I am not certain of the fidelity of the results. Would be a fun project for sure, but if it needs to be 100% successful you may want to consider a different approach

#

@lime gull I think we understand, i gave some pretty good direction above your first drawing you may have missed

deep basin
#

@hoary pier thanks, I got it working!!

plush yew
#

@hoary pier what do you mean?

lime gull
#

When binding th variable to the widget, how should I do the casting

deep basin
#

childactors are a weird thing... I feel like they can really throw a wrench in your project

lime gull
#

Cauae i need to cast to the actor and get the variable, to be the output, but idk what to do for the object

hoary pier
#

@plush yew Well i think as an educational exercise, making the Robot entirely in physics would be fun and you would learn a great deal BUT if this is a school project that you will fail if it doesn't work (or some situation like that) then I would go with a more bone-driven solution

#

@deep basin They ARE weird. They used to be very buggy as well. I usually just spawn an actor at runtime.

#

@lime gull So on your UI create a variable called myTargetActor. When you spawn the ui, call set myTargetActor and pass in the actor. In the UI, cast myTargetActor to the type you want and do your business πŸ˜ƒ

rare axle
#

Any good tutorials for possessing AI pawns? Say a character is walking around doing his own patrol thing, and you want to run up to them and switch to possess them [disable their AI and take full control]

sonic jacinth
#

is it worth upgrading to 4.22?

hoary pier
#

@rare axle You should just be able to call Possess on the player controller and pass the pawn in

#

Note: I think this will garbage collect the AI controller

lime gull
#

Somethinf I should add is that I'm working witg multiplayer servers as well, and want multiple people to work on one objective at a time, which is why having the variable in the actor would be better than the ui.

hoary pier
#

@sonic jacinth I would not recommend it right now. I usually wait till the next preview is released at minimum

#

@lime gull My previous comment does exactly this

sonic jacinth
#

so rn is in preview?

hoary pier
#

rn?

lime gull
#

So the ui variable will stay the same for everyone?

hoary pier
#

@lime gull The UI exists only on the client so you pass the reference to the actor on the client when the interaction starts. The UI can just read a value from that actor reference each update to change what it shows

lime gull
#

So rather than casting the actor variable to the ui, you cast the ui variable to the actor?

hoary pier
#

@sonic jacinth I'm not certain what "rn" means for what you are asking. My meaning about preview is to wait till 4.23 preview comes out. That means Epic is done interating on 4.22

lime gull
#

Rn typically means right now

sonic jacinth
#

rn is right now

#

and I have ue4.21

hoary pier
#

Ah, no there is no preview yet for 4.23

sonic jacinth
#

and I noticed my engine version is outdated

hoary pier
#

sorry, the context seemed to mean something else, I'm silly

#

I would not upgrade right now unless some new feature was a must have right now

grim ore
#

I love having source code access to the engine, What does something do? Let's find out!

sonic jacinth
#

still confused why they written so much at character when I can do it in a fewer lines

#

might have a good reason, idk

hoary pier
#

@lime gull So the confusion may be in my assumption of making a modular system. If you just want a very hardcoded way to do this for now then you can go either direction. Either create the ui on the actor and call each update or spawn a UI and pass the actor into it and have the UI ask each update

lime gull
#

My small brain doesn't grasp what you said very well, but I'll try my best to figure it out based on what I think you said

hoary pier
#

@lime gull I can see how it can be confusion, don't feel bad. I'll try to state it clear and specific. On the Generator, make a variable called myProgressWidget of the class(Whatever your progress widget is ). Make a function on your widget blueprint called setProgress with a float input. When the generator is interacted with, CreateWidget(YouProgressBarWidgetClass) and set it to the myProgressWidget variable (Also add it to the viewport, etc like normal). Each tick that progress for the generator changes, use your myProgressWidget variable to call setProgress on the widget)

lime gull
#

That does make it more clear

#

Thank you

plush yew
#

Any1 from you guys have problems with the new pak format? or can help me with it

rare axle
#

@hoary pier so would I make my moving NPC a character or a pawn? because pawns are there specifically for possession, I want this AI to be able to roam around, attack things and just generally do things of his own accord until I run up, interact and take over.

hoary pier
#

@rare axle I would use Character (Character extends pawn but has extra helpers for movement, physics/collision, etc

rare axle
#

Ok thank you

hoary pier
#

Welcome πŸ˜ƒ

reef kayak
#

Can some1 help me? im trying to build lighting but right at the end while encoding textures , my unreal crashes.

#

i get no errors

azure shore
#

so this works fine for facing the camera, but how do I detect which angle its at and change the sprite accordingly?

sullen wraith
#

how can I make a player character where there is no physical actor?

#

just a camera you move?

abstract relic
#

Make a character bp >>> delete mesh

sullen wraith
#

you cant delete the mesh of a character bp

rare axle
#

@hoary pier Okay so I have a character that roams around now, I can run up and posses, but going back to possession of my default character disables the AI as you said before... How can I avoid this?

dim plover
#

You can "delete" the mesh* of a ACharacter child in C++. DoNotCreateDefaultSubObject or something like that. *SkeletalMeshComp

regal mulch
#

StaticMesh != StaticMeshComponent

#

Simply leaving the StaticMesh at null/empty should be enough.

azure shore
regal mulch
#

Angle between stuff is usually done via the DotProduct of directions

azure shore
#

what does that mean

regal mulch
#

That means, if you throw two directions (normalized vectors), into the DotProduct function, it returns a value that tells you if they are the same, 90Β° off or 180Β° off.

#

Or something between

#

The result is between -1 and 1

#

An ACOSD function on the value gives the actual angle

#

Won't tell you if left or right though

#

I assume the PaperSprite sits in an actor or?

#

@azure shore

azure shore
#

the sprites are in a pawn

#

but I have no idea to do what you just said in bp

regal mulch
#

Right it's a pawn

#

So the Pawn has a ForwardVector

#

And the Camera has a ForwardVector

#

If you get the angle between them, you kind now what sprite to show.

#

If they face the same direction: Back of the Sprite
If they face opposite direction: Front of the Sprite
If they are 90Β° to each other: Either left or right of the Sprite

#

And that stuff I just explained above.

#

If you don't know yet how to do, use google to find out more about the key words:

  • ForwardVector
  • Normalize
  • Dot Product
  • AcosD
#

Vector math is pretty powerful and requires in gamedev :P

azure shore
#

isnt that just for

#

what

#

i dont even

#

do I use a branch or what idek

regal mulch
#

Multiple ones I would assume

#

I can't type

#

Also I type "Multiplayer" so often that I can't type "Multiple" anymore -_-

azure shore
#

wow I couldnt fine anything when I looked thanks

#

oh god my eyes

grim ore
#

yeah I had a friend do it and its alot of maths

#

it works tho, it's a cool effect

azure shore
#

really not sure which images Im meant to follow here

grim ore
#

there is alot of info in there, might be best to just read what you can and see if you can understand the concept

#

its alot of theory crafting and adjusting as it goes on, the 2nd thread is someones implementation of it and a video showing it

azure shore
#

I mean for a start I cant even get the forward vector with the three coord floats

#

kinda need that

#

nvm split pin struct

#

they do hide things like this

marble shoal
#

HI all.

abstract relic
#

You can also use Break Vector node. Same thing as pin splitting

sonic jacinth
#

in a professional project whats the ratio between blueprint and c++

#

in my projects currently c++ dominates

frank escarp
#

@sonic jacinth depends on the game and the project and the company

#

it even varies within Epic

#

Robo recall is 90% blueprints

#

unreal tournament 4, and fortnite, are like 99% C++

#

Paragon was C++ but some of the spell behaviors done in blueprint (high level), so... 90% C++

dim plover
#

I heard Paragon was 100% BPs.

sonic jacinth
#

what computer could handle to compile a game of the size of fortnite frequently?

frank escarp
#

@dim plover no game is 100% bps

#

its a huge mistake

marble shoal
#

sure this bit is the issue , but not sure what I diod wrong

#

did

dim plover
#

Guess I was wrong. I just vaguely remembered a Reddit post about it.

sonic jacinth
#

for example whats the ratio for tiny builds

still moth
#

well if the pin of a grenade is facing away from the direction of your other hand, wouldnt that make it more difficult to pull?

marble shoal
#

I would like to remove the grenade actors rotation from the equation, So it doesn't care what its world rotation is. Currently it only works in the x vector

plush yew
#

any1 here has knowledge of unrealpak

#

?

still moth
#

unrealpak?

plush yew
#

Unreal Engine has a tool called unreal pak to build/extract pak files

fierce tulip
#

afaik thats not an official ue4 tool

plush yew
#

lol it is?

#

Its in the binaries folder of Unreal Engine

#

If you build your project it uses Unreal Pak to make pak files

fierce tulip
#

yes, but not unpacking

marble shoal
#

Brief: the first hand to pick it up is assigned the primary hand, and the second attempt is set as the secondary hand, , the transform in inverted for the other hand so the pin always face the secondary hand. the issue is the actual grenade pin only works correctly if I face it in the world x vector. not sure if this is making sense?

fathom bridge
#

this sounds like a case where you would want to alter the local rotation, not world rotation