#ue4-general
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You should normalize the vector output from the subtraction and use that instead. You have gotten a vector facing from the grenade to the hand but then you only use the world X from that.
Wait goose, how do i make it so you can interact with the generator
Actually I could pobably fin a tutorial
Are you attaching the grenade to a socket on the hand? Have you considered simply rotating the socket itself? On the skeleton asset
@lime gull That's however you want. If its on a keypress then ytou have to determine if the player is in front of/looking at something to interact with
Do i have to set thek to interact with it inside the character itself?
Hey guys, I am sort of new to unreal engine and I was wondering - is there something like an "empty" component in UE? I need something with a transform to hold a few subcomponents and I have no idea what to use ..
Yeah it's called a scene component
@fathom bridge thank you but I need something with location and rotation ...
A bilboard may be what you are looking for
No a scene component
A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. Useful as a 'dummy' component in the hierarchy to offset others.
That's a direct quote from here:
A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities.
ok I got my doomguy thing kinda working but its changing sprites based on player position rather than camera
It's an empty
thank again @fathom bridge
I could swear its just one thing to change but I cant find where
np
well, here's where the fun begins. my boss just said "hey can you port this project to Unreal?" we've been writing a thing in Unity for the last 5 months.
omg..
i'm guessing this means that our demonstration was successful and that we have funding to carry on longer. ๐
Youโre going to need quite a few coffee airdrops
At least now you'll get to use the superior engine :p
right... well, i haven't really used Unreal since 4 was in alpha.. so.. weeee fun.
i'm wondering if we should grab one of the "use C# with Unreal" plugin thingees that i see exist to ease people's lives there
ok this is weird I have 8 sprites one for each angle but only four of them face the camera, yet theyre all in the same script that sets them to face camera
can it only do four at once or something?
You are gonna wanna learn some of the conventions in unreal
I have a Udemy course on Unreal I just released; if you're interested, let me know.
What do i use for the objext of a widget when casting
And use live++ for heavenโs sake.
What are you trying to cast from and to
DJ maybe four of them have local transforms in their BP
i thought unreal had live reloading.. is that not the case now?
It does but no one uses it for large projects. Not even Epicโs staff ๐
Hot reloading? Yeah I don't use it
._.
so, i'm guessing from a real quick google, that involves installing Live++ and github kitelightning/livepp ?
Nvm i got jt
i should probably download the latest version of the engine while i'm chatting about it
Wait
When removing a widget, how do you make it so the variable is alwayd savex
Cause it resets when I remove the widget
You could just set its visibility to hidden instead of removing it
for some reason all the ones on the right are working fine but on the left they arent
Alright lemme do thag
I used two different set rotations to see if it would help
It sounds like they might have different initial rotations
I don't think the node has a limit
are Left, Right... etc Actors?
Can you open their blueprints and see their sprite component rotations
i think i need to see what's up with our assets. none of our assets were in the right orientation for Unity, so hopefully they'll all be good with Unreal. They're probalby like left-handed Z forward and right-handed Y forward or some crap. lol
The import menu gives you the option to rotate it regardless
๐ฎ unreal rules
Making it hidden still resets it
i need a developer article "introduction to Unreal 4 for people who have recently used Unity, but are far more familiar with Unreal 3"
Use fan favorite https://m.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
What do you mean by resets it? like it's no longer valid i.e. null
I know the problem
I kept stadting a new one rather than maling the existing one visible again
boss: "can you port this project to unreal?" me: "can? yes. timetable? unknown, will get back to you." boss: "how soon?" me: "..."
5 years
well, it was only 4 months or so of dev work building it mostly between two of us, i'm pretty sure that i should be able to replicate it in a different engine, one i'm more familiar with, in less time.
although it is entirely possible that using Unreal will be like a completely foreign experience for me
i at least won't be spamming chats with things like "how the hell do i convert from world to local" and "who the hell thought spreading the rotation functions across 4 different classes was a good idea"
so, what other things are nice to have? considering c# and/or v8 plugins because all of our devs are pretty highly fluent in one or both, and our C++ experience is significantly less, although we're pretty flexible on that sort of thing
So, I have a question, and its probably a pretty basic one but its driving me nuts, im importing some assets, and them moving them, so that my file structure is maintained, however it seems every time I do the references get messed up, what is the proper way to move files within UE4? Ive just been draging the asset to the folder I want and selecting move to.
Maybe a C++ tutorial or 2. Like mine ;P
What you're doing should work. Selecting moveto should update those references
How are you importing them?
using the marketplace
Are you just opening the content folder in explorer or are you importing through the engine
when I close the project and re-open it all of my assets are messed up, no textures etc.
Oh I've gotten that sometimes
its not osme times, its every time.
I've gotten that from marketplace items. They reference folders in relation to their current folder or something
Even when I migrate to another project I've always been forced to just let them stay in their folder structure. It's really annoying
Yeah, I really dont want that.
Have you tried not moving to but instead choosing to make a copy
No I havent, ill try that.
see if that works, then maybe deleting the original folder and seeing if it still works
idk if it'll work
but worth a try
yep
You'll break all references 95% of the time if you just drag from a folder to another. Migrate option from within the content browser is what you want to do.
oh.. VS2017 is mandatory. huh.
Regarding folder structure, once you change things within your project you might want to fix up redirectors
Do you need to do that on each folder, or just the root?
The root will do the trick
... will it also work with VS 2019?
I think 4.22 and forward supports VS2019
You migrate within the same project? The tooltip says it's for cross project copying. *nvm misread
It is for cross project copying
whoa, the free version of VisualStudio has a checkbox to install Unreal Engine along with it. The developer world is an entirely different place than it was last time I used Unreal ๐
He's just adding assets to his project from the marketplace then moving them
I think fixing the redirectors is what he needs to do
Is there a way to cut down the parsing time for visual studios? Usually every time I open visual studios I have to wait roughly 10-15 minutes for it to parse the entire engine. I am currently using Visual assist which helps but its still a long time.
My CPU utilization is also at 100% while parsing. Currently have an I5-4690k.
It happens every time I restart my computer.... hmm...
yay i get to uninstall VS 2011, 2013.
I regret watching this tutorial series. While it helped understand some things, i still feel lost pretty much at every step of doing something. Still a lot to learn.
However im in a time cruch of 2/3 weeks to create a simple thing to present(vr game where you set up a tripod and walk to several points in the game world) and I thought it would be much simpler process.
I cant even set the camera to work, or import a vr character asset
I screwed myself basically
Ok so I got it working, moved assets over using move to command, then did fix redirects on the root, checked files, restarted checked files, deleted marketplace folders, did fix redirects on root again, saved, reloaded the projects, all files are good. not sure what the direct process is, but its in there somewhere.
Whats better for unreal developemt and game development in general an i7-8700k or ryzen 7 2700x
https://cpu.userbenchmark.com/Compare/Intel-Core-i7-8700K-vs-AMD-Ryzen-7-2700X/3937vs3958 seems like the intel will be better in sc, so the editor and games overall will be faster with a lot of single threaded parts, but the ryzen is slightly better in extreme multicore loads (baking lights or compiling many files)
hmm awesome thanks
You shouldn't have a problem with either of those, assuming you have a decent amount of ram, good gpu and enough ssd space for unreal
that last part not being strictly necessary but nice
im on nivida 480
Does anybode knows how to make "stick man " physics when you move left and right and that kind of things?
Is it blender that would let me create an object that can bend/rotate/ect?
By "stick-man" physics are you referring to rag-doll?
Blender is one program in which you can create a rigged mesh, yes. Look into some tutorials on creating and rigging meshes in blender
You can even create animations in Blender
any easy ways to patch up them cracks in nav meshes?
change your settings to allow it, higher step height or walk angle might be a good start
is that in project settings? @grim ore
its on your nav mesh settings
not the bounds, the RecastNavMesh-Default
Anyone know a way to go about getting lights that can move on mobile but have more then 4. I have a dynamically changing terrain and plan to add lighting options such as torches and I am not sure how to have more then 4 at once
Sweet! Yeah that looks better haha
better but still broken in other places
its not even that steep so i dont see the issue
I think you need it to be higher above the floor, since the stairs are actually poking through
It looks like it's not broken, just the stairs are poking through
@fathom bridge not really, like the movement like gang beast like?
the AI dont even more no more
this is one of the cases why people make the collision on stairs a flat plane up, you don't need stairs to be stairs most of the time just a ramp for collision
Hey all, just joined the discord
I have a question relating to if it would be possible to access data from an existing game. Specifically I'm wanting to make a client-side mod that sends game data to a mobile companion app, but if I'm honest I'm a systems developer and don't do much dabbling in game coding, any tips or direction on this would be most appreciated
to access data from an existing game What kind of data?
all get stuck on the stairs
@silver crown such as current map of the game (it's an FPS) and possibly other data like players in the game, which side they're on, the score data, etc
Which game?
@silver crown The early access FPS called Squad
@silver crown I'm a huge fan of the game, it's really good so far, and they do support server side mods, however the client side stuff hasn't really been developed yet, which I suspect will be supported at some point, there are no APIs yet or any real way to get the data, so I'm wondering if there is a way using the UE4 API to get at the data somehow
@silver crown Well there isn't a API yet, there are talks of one from what I've read. They do have server side support and I could make a server-side mod that would do what I want, but it would be up to the servers to load said mod for it to do anything, I would really prefer to develop it at the client level and let users decide if they want it or not
I don't have much xp with mods sadly
@silver crown It makes more sense considering it would need to be linked locally to a mobile device, then having some system for users to link the server to a mobile device etc
definitely
@silver crown Well I appreciate the input, so you think there is probably no way to get data like that using the UE4 API then?
@Phy I hate to trouble the guys working on Squad, I'm sure they are buried trying to get things done, and a client-side mod is probably low on their totem pole so to speak
@swift jacinth are you familiar with Winsock
@fathom bridge Quite a bit actually, that's more the stuff I deal with day to day
Oh cool! Why don't you just open a socket and send it via a TCP packet to your other device
@fathom bridge Are you referring to intercepting the packets and decoding the stream and interpolating the data to send to the mobile app?
No, that's way too convoluted
Just gather the info you need in game and package it up into a packet and send it out
@fathom bridge My rough idea was to have an app on for example an IOS device, listening for UDP data and have a PC running the linking application sending the data over the local network to the mobile app
@fathom bridge However the issue I have is getting the data from the game, I can do all of the aforementioned things except I have no data to send
Oh if you're intercepting then yeah you'd need to decode it
@fathom bridge Unless you happen to know of a way I can get the data out of the game without breaking anything. It does use EasyCheat and I'm pretty sure if I went about scrapping the screen or probing memory I'd probably piss it off
Definitely lol
Yeah what you're talking about is something I haven't done before
Are there only server side mods with Squad?
I mean there is a 3rd party website squad-servers.com that has some of this similar data, but not data from the server itself, but more from the listing of the servers, nothing about players or player data etc
@silver crown There are quite a few, different game modes, lots of things, it's actually kind of surprising given the game is still in early access alpha development
6 votes and 7 comments so far on Reddit
Seems there're all server side
This is to ensure fair play, as well as version syncing. For example, if you were to retexture a player model, what is to prevent someone from making all players bright pink, so they stand out? However, if it's applied to the server, then everyone would be bright pink... making such a mod silly and the advantage moot.
So I guess you're doomed to install it on the servers ๐
@silver crown Hmm interesting, yeah I'm not trying to do anything to tip the scales for any players, just a way for them to have for example a map screen on an iPad they can glance over at while they play instead of pressing M and looking at the map, very helpful if you're doing fire support or planning a fire mission
Maybe it will just have to be server-side, which wouldn't be a huge deal, I see the logic in not support client-side mods for that reason
isn't that tipping the scales though? :p
However that will mean to develop the app I will need to run a test server
@fathom bridge Well it only shows data that you would already have
Everyone can pull up the map in game and see markers where teammates are etc
@silver crown No servers are available to download and run privately if you choose
Yeah so no big deal ๐
Yes but with what you're doing they would be able to see it without having to do that, a tiny step eliminated.. giving them the slightest of edges
It just made much more sense to me to have the mod client-side since the users would be linking it to a mobile device, I'm not even sure if a server-side mod could do that, maybe via a website, so server-mod links to a API like website and you would somehow link the app with your player and then the server could feed the data, way more overhead and work involved
So, I got logged out of forums.unrealengine.com, Firefox somehow didn't save my login credentials, and I can't recover the password 'cause the password recovery page is just
What do?
@fathom bridge possibly, but I think looking away from the screen to something like an iPad would be about the same as stopping somewhere and pressing M, the map overlays on the screen so you can still see what's around you etc
Sure, possibly. But the point is that its different. I'm not judging I'm just saying it is a change to the game
If you have good peripheral vision or put it next to the screen you no longer havr to press M
Its an advantage other players don't have
But again not judging
I'm using a data table to assign all of my items their values. It's very convenient since I used to have to go into each item BP to set values, but now I can do it from the data table. I'm wondering if I can make this even easier though? Because every individual item BP sets values based on the data table. But if I could set that up in the parent BP I wouldn't have to keep diving into individual BPs every time a new value gets added to the list. My only hangup is how I'd get the right reference to the data table row.
If I set a value in each individual BP on begin play such as row name then would that work back on the parent? Or would I need to set a small delay on the parent so that the child could update the variable before the parent sets everything based on the data table
so the parent would hold the function but you would set a variable for the function from the child?
Yeah, so right now the only difference between all my items is that drop down menu in row name. This one is for the backpack so I'm setting it based on the Backpack row
I would think if you did the begin play, then called the super parent at that point the object is already constructed so the variable should be set. I really don;t know for sure tho as that is a really good question.
I can test it out right now I suppose, I'll post the results
well assuming the parent has the function call in the begin play, in this case it looks like you are doing it in the child anyways
unless you parent has another parent lol
regardless tho if the function is in the parent you can still call it from the child
so you would just on the begin play or construct call the function that is in the parent class as the child
Hey Mathew, have you ever had any success saving a Map(dictionary)
like having a map, editing its value, and saving it
Oh I hadn't thought about it like that
That takes all the confusion away, I'll hook that up and see if it works. I don't see why it wouldn't. Thanks again @grim ore!
I don't think I have had any problems with maps
i cant for the life of me get a map with a string key and structs to update its values
It works that was such a simple solution wow this will save me so much time
how are you doing the updating?
so i disconnected set members, because i created a separate bool array to fix my issue
in the meanwhile
that one pesky boolean
save game to slot, i check the save folder, 1 save file, i load that file, that bool is always false
(before the bool array fix*)
where is the struct you are putting into that to change?
ok for that setup there is no execute wire hooked up
yes that is correct, sorry i had disconnected because it wont work for me
ok for a map you generally need to add the updated value to it for it to change
the Add node adds or replaces a map value
its' weird for sure but it makes sorta sense as it is supposed to be a unique key system
yeah, its different than arrays, i had watched your tutorial on it, but it had been a while I thought I had it all in my brain but apparently not
don't feel bad I had to just wire it all up to double check lol. No set/get nodes for auto complete is a pain in the ass for maps
is there a way to equally space 3 objects from each other in the blueprint editor?
but the cool thing is you can use the key in a struct and it shows up beautifully (this is a procedural upgrade system im working on where you can generate widgets based on the amount of maps)
thanks again Mathew
can someone help me? after 4 days I still cant open up my project
I dont wanna lose all the progress
@wintry forge right click the nodes and look at the alignment options. I know you can vertically
I opened my solution and pressed ctrl+f5 it says success in the bottom but then I try to open my project it still says the same thing
How much of it was c++
I meant in the viewport Mathew, to clear that up. I cant seem to rightclick in the viewport for that functionality
I opened the c++ editor just to take a look at it and tried to implement something but it was too complicated so I alt+f4 the c++ editor
and since then i cant open it
any ideas how can i fade in/out the dialogue widget when an event is fired?
I should have just stick with BPs
Random simple question, what version of UE4 did they add reroute nodes to the material editor?
when i hear node, i think of the programming part so im not sure if thats what you meant
I tried that timeline but doesnt works
mathew, did i do it right, btw God bless you man you are so in demand today ๐
@wintry forge ah yeah for that you can make a utility widget. Nothing built in.
i did a print string right after, and the bool is still false
Isnt that add node just adding a blank input with used to true
So theres no fix for my situation? it just doesnt feel right to lose all the stuff just coz i didnt press compile on my C++ editor
set members alredy saves the value you have changed
but this is a map
And?
if i highlight the node it says that add will overwrite
the value if it exists
well i used set members and print string came out false
doing this also came out false
i use a separate bool array, just to make sure im not doing something wrong
and it comes out true
Is the string input on the find actually exists?
but i think the add isnt necesary, cause its adding another entry with just that bool set to true
in any case, neither implementation works...
Thats strange
retrosen regarding your dialogue issue
try pluging a branch from the find bool and if false print string
maybe isnt finding an entry
you can make a fade in fade out animation timeline
and just fire that in the widget itself
Doesnt works idk why
yeah good idea
another thing would be to just grab
off your dialogue reference right there in your picture
and get all the elements
so i imagine there is a text block, a box , etc. etc.
get a ref to all of them
and plug them into that set color node
right but if you click on its class
UI_NPCDialogue
it will take you to a widget
wont it
in any case those are the 2 solutions i know, in the widget blueprint make that animation timeline, or drag off that component and get the individual elements you want to fade
ok so the issue you are having right now reinaldo is you are putting in a copy of the return from the map into the reference input on the set which will never work because programming ๐ฆ you are going to need to basically get the info out , change it, and then change it in your map itself
its a lot easier in ASCII than it is in blueprints Mathew
lmao
aka a lot easier typed than done(for me)
fixed it im silly
right here it says they are both references
okay but you said on the set members, yeah nevermind
but there is no "find" by reference
for maps
only find by copy
I was executing the fade and after setting its visibility to true, thats why
reinaldo
maybe it doesnt works cause its in a function idk
Hello everyone, since we updated to 4.22 source, there is a crazy amount of log file produced when building.
it looks like this
Note: including file .... blabla.cpp
Note: including file ..... blabla.cpp
Anyone knows a way to disable that?
It produces a 16mb log file and its almost impossible to find errors
im just gonna give up and use my bool array, which never fails lol
@grim ore , in this case i have the reference
@sonic pagoda holy hell I have no idea what is going on and it seems to only affect the bool wtf. every way I tried it would never save the boolean but a string next to the bool saves fine in a struct or a map or a map in a struct or whatever
is there a shortcut to manipulate(scale in this case) an object without manipulating its children?
it is the weirdest thing, all the methods work we just got stuck on the fact that the bool did not and it threw us off
and yep the bool by itself in the save game is fine, its the bool in the struct in the map that is bogus
even the bool in the struct in the map in the struct is fine...
thats really weird
my biggest issue is i cant really google around, because everyone calls levels maps
and so when you look up anything related
its all related to levels
It's beeeeyond weird because no other var type seems to have that issue
lol the engine calls it maps and levels depending on where you look at it.... it's an annoying thing
seriously different parts call the same object different things lol
yeah i just seen that
unreal do not have per-instance material parameter, right?
or wrong? if wrong, how can i do that
its not only that, its "MAPS" & Modes in the settings, it's Level when you make a new one, the default templates call them ThirdPersonMap
and Levels in the levels window, build navigation for level...
I give up on the bool, I would report it as a bug it has to be. All other variable types are fine in a map stuct when saving out but bools always keep the default value
i even tried multiple bools and it's still fubar
it's like the save game serializer just skips them for some reason lol. If you reeaaaaally needed it you can always fake it with an integer lol
i just used a separate bool array
even when you debug and pull back the data from the save game object it still shows it as changed, it's just when it loads that it either skips the changed data or it never saved it in the first place even tho the save game thingy shows them as changed which makes me think it's skipping the loading of the bool now that I think of it since it loads the default
oh i see what you say about the int though, just use a 0 or 1
yep yep
yeah, simpler, ill try that then
damned the dinner I want to figure out this issue lol
only 5 and 3 can feed themselves ๐
thats some good programming ๐
blah engine isnt up to date for source, will have to figure it out tomorrow at work lol. I have the part of the code that has the problem tho just have to step thru it while it loads and figure out if it's in the creation of the save game class or stuffing the file stream into that save game
the string in the upper left, the name of the key, the int changed from 0 to 1, and the bool set to true, but not
yeah its definitely funky
alright Mathew thanks a millionth time again
well hopefully you can make something work, you were not crazy atleast lol
i consider it a win
yeah i got it to work, just sad that i thought i had maps figured out, but then happy now again that the int solution does the trick so yay
Does anyone know the reason why I am unable to build unless I delete the game Intermediate folder every time? Its really killing my productivity ๐ฆ its only happeneing on 1 machine
@pulsar sorrel it sounds like you are talking about dynamic material instances and yes it should be per instance if you want
in your material you can right click on a vector like a color for example and set it vector parameter, and then name it color
is "dynamic material instances" exist? Thank you! I will googling about this keyword
right click on the material in the content browser
create a material instance, and it will have that parameter for you to mess with, but yes google will teach you lots more
Okay, thanks you guys!
@grim ore there is some engine fuckery going on... its working now... i am able to set the bool to true, but only after placing that new int .. its like the bool or the struct got intimidated (its probably a struct issue though imo...)
Hah
Maybe but I added an int and another bool and no go but I never tested the first one again...
and its saving as well and loading correctly... so go figure
@hidden aurora and if i dont use the add node it wont work lol.. that ADD node is absolutely necessary for maps
oof mac
woo finally got tons of junk cleared off my system drive, 3 ancient versions of visual studio gone, 2019 installed, and creating a project. ๐ let's see what's happened in unreal in 7 years.
... is it normal for the editor to come up in "basic project" settings, with a chessboard?
... because the last project that i worked on, 7 years ago, was a chess game lol
huh. multi-display support is still kind of iffy here. this seems weird.
Quite a while ago UE4's in editor game play stopped quiting when I hit ESC it's doing it again now BUT I can't remember the fix, any help pretty please
change the keybind
is there a shortcut to editing a parent without influencing the children (in blueprint viewport editor)
@wintry forge help
It opens up the result or your raycast, then you can see what you hit
idk man im still nub
@wintry forge you nub?
How many of you guys use unreal in your day job?
well, i just started doing so today
i have it installed and have imported a few meshes from our existing project, and that's it. first time i've used it for more than a few minutes in several years
you guys think itll be possible to use this like an actual tripod
took me like 6 hours to make
... question for anyone: my existing Unity project has a bunch of ".mat" files that define the materials for things. It seems that Unity understands those files, but Unreal has no knowledge at all of them, and the only reference i can find to ".mat" files with a Google search is Matlab, which they clearly are not Matlab output.
Anyone know what outputs these, or what I can input them into to make them compatible with Unreal ?
@wintry forge keeping in mind that my knowledge level is quite out of date, i'd say it'd be pretty easy to use it like a tripod, if it's a skeletal
that's.. interesting. i thought unity was storing the material data in the meta files or something. so i wonder where the hell unity got the textures for these materials, since they aren't in the project as far as i can tell
they should be in the project as png/jpg/tga/whatever
meta files have something to do with tracking changes I think, there is no content in them
they might be off in some other directory, i guess, i'll have to dig through the project more, with both unity and unreal open at the same time
you'll want to create a new master material in unreal with the same parameters your shader in unity has, then make material instances off it and assign textures for each unity material you have
the assets that we've got are absolutely stupid for game engine use, things with like 40 individual pieces, thousands of verts, dozens of material slots . . .
but we're not building a game, so that's not so bad really
i... don't really understand what you just said there zeblote. ๐ i'm just at the "can we import our things to unreal" phase right now
tomorrow i'm going to try to get our entire test scene imported, so i can put down some code that uses it, and play with it from there.
@heavy ether its not skeletal
its made exclusively in the blueprints ๐ฆ
i hope i didnt waste my time hnng
in that case, i am definitely not qualified to answer that ๐
RIP Spring sale.. until next year
Yeah you will need to recreate those in unreal's material's editor
Squall are the legs each an individual mesh component?
If so you can move them independently
Maybe use a timeline
Esp if their origins are at the top pf the leg... Juat adjust the rotation with a timeline
i don't think we have any sort of master material in the Unity setup, i'll have to ping the people that were responsible for importing things there and see what they know
an unreal material is more similar to a unity shader than a unity material
this was not something that i did anything at all with, i just wrote code. i had to reference a shader once in all of it. ๐ i'll talk to the people responsible for that tomorrow and see what they can tell me and come back with more questions probably. thanks everyone ๐ see you tomorrow
my experience with materials goes back to unreal 2 pretty much, so i'm about technically useless there
@thorny cipher Looks like terrible lightmaps, or... something ? Weird
no the box thing
I'm trying to get the networkprofiler to work, but nothing happens when I open the file. I know its recording because the file size shows that, but the profiler shows nothing when I open it
I'm not sure if you have to do this, but did you also do netprofile disable?
yeah
ive got some major desync issues im trying to solve in 4.22 that i didnt have in 4.21
Hello, i got an issue with my main menu, it launch well but i when i hit "new game" it won't disappear, the game is running in the background in the game and then the menu keep popping
try remove from parent before opening the level
Thanks you for your help, the issue is still the same
try removing it in the palyercontroller or wherever you call it, thats how i handle umg
but i also thought umg automatically goes away when loading levels
i'm really sorry i'm a total noob what do you mean by removing it from the playercontroller
this is the bp of the level it suppose to activate, maybe the issue is here
Is there a way to make a background follow the player character? Got a square background for my platformer but it zooms in so much that a window looks massive (city Skyline for half of it, a road for the rest)
can anyone give me some input? i made a tripod purely inside the blueprint viewport editor and I wanted to know if I could get it functioning properly. Would it be better to try and make a skeletal mesh instead?
ok i think i got what you said @tired oracle , not the script is not in my player controller bp
Ok i figured out ! thanks ! i was building the script in level1 instead of titlemenu lol
is it possible to import a model i created in the blueprint viewport with cylinders/cubes into blender? i wanna add a skeletal mesh, think itd be easier to do that than program the tripod without one
Well, UE4 is not a modeling tool.
Creating stuff in the Blueprint Viewport is if it all placeholder worthy.
You should go into blender and create it there from scratch, properly.
i am having problems with 4.22 on my machine
when i start up the editor
2-3 times i get a crash as the editor lost the D3D device, and then on the 3-4 th try it loads up fine and works ok
others are getting complete freezes.
Guys, in the editor I have a decal on top of a decal on a wall. Looks fine. When I package the game the top decal disappears
If you get a crash, look at the call stack
yep i just said
So what's the call stack like ?
is there a physical log i can look at once the crash window closes
Yes, the .log file for your project
[2019.04.11-08.40.50:758][ 0]LogSlate: Took 0.000222 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
[2019.04.11-08.40.52:748][ 2]LogD3D11RHI: Timed out while waiting for GPU to catch up. (2.0 s)
[2019.04.11-08.40.52:748][ 2]LogTemp: Display: Unable to get render query result on a platform supporting RQT_AbsoluteTime queries, defaulting to 5 iterations for LongGPUTask
[2019.04.11-08.40.54:222][ 3]LogD3D11RHI: Error: Direct3DDeviceIMContext->Map(TempTexture2D,0,D3D11_MAP_READ,0,&LockedRect) failed
at D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RenderTarget.cpp:1235
with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG
Well, sounds like it's time to update your GPU drivers
on the latest
that was the first thing i tried
if it just failed all the time i would probably say it was the card being too old
Well it does look like that, or a driver problem
I'd uninstall the driver completely first and check again
Alternatively you can try running with Vulkan or OpenGL instead
If it also crashes with Vulkan, time to get a new GPU
no idea how to change that, I mean it is a Gen 3 laptop
(i7 geb 3) with Intel hd gfx and a built in GTX 610m
Yeah in that case it means changing the laptop
but it doesnt fail all the time
Good news I guess
its only whilst i am away camping
Might be a power issue
You do have the power cable on it at all times, right?
Cause laptops without Power Cable usually go into a less energy hungry mode.
Which will cause the GPU to easily die if you need it to perform.
any ever found / used a great drifting project/ blueprint resource?
Guys, in the editor I have a decal on top of a decal on a wall. Looks fine. When I package the game the top decal disappears
in other words, how do I specify which decal is on top?
fixed- sort order.
currently doing some game design courses in UNI, is it honestly a standard expectation that everyone knows map design/drawing?
I hate drawing and map design, i'm all about making the features :3
Well, game design isn't about implementing
game design and programming* ๐ it's a mixture but yeah I know what you mean
Level design is also a core part of most game design
Not drawing is fine, I think ; but drawing a map isn't really drawing
Hello ! Anybody has a go-to link to understand pixel streaming ?
I have found severals but I'm looking for more that i've missed maybe
Is NVIDIA Flex going to be updated in a near future?
I doubt
Hey ya'll. what's the ideal way to approach a simple vehicle movement (controlled by AI)? No need for animation or wheels, it's just a forklift model moving around the scene picking stuff up and dropping it.
Somehow my capsule and sprite became seperated
the capsule moves first and the sprite follows
i have no idea how it happened
howdy folks. qVestion.
what kind of programming logic can reset a delay?
ok, more specific....
I'm stopping Tick after .... say.. 10 seconds
but restarting it if I get near the character after say... 2 sec
and then stopping it again, whcih starts a new 10 seconds delay
so the delays start overlapping
and I end up with the FIRST delay being unwanted
selection boxes?
so you can select multiple things at once?
oh, a timer, not a delay.. thx!
i have scripts with delays and timers ๐
going to use one for an armor regen script
you really cant find a youtube tutorial for that? it seems like a common mechanic for RTS
I wonder, in terms of performance: If I have a simple object that has moving parts, like a treasure chest, where you can open the lid: is it better to have 2 static meshes animated via timeline or have it as one skeletal mesh with an animation?
burnt nothing is showing up in my youtube search, ill keep looking, ive found some rts tutorials but its more about auto ai
not selecting them
do you even need an "animation" per se?.. couldnt you simply off-set the lid so that the hinge of the lid is right on the X axis or something and just use a script to rotate the mesh around the X axis when activated?
but in terms of which is better, two meshes or a skeletal, i doubt it really matters much
alright
well if I were to go with static meshes (1-4 for furniture like treasure chest, drawers, etc,.. simple stuff) id have them nested and manipulate rotation/translation values. But then I'd have 2 draw calls for each static mesh. Now I don't know if there is a number after which it makes sense to use a skeletal mesh instead, to reduce draw calls (like how much performance all the attached information use up compared to a static mesh) ๐
well, how do people normally handle doors? usually just rotating a static mesh i believe
dammit, cant find anything about selection box :\
It seems like a more elegant way to use a skeletal mesh and animations, but I am worried about having a room full of skeletal meshes (for furniture with moving parts) being not performant compared to blueprints with timelines ๐ besides other issues that might arise along that way, that I haven't really considered yet (like baking light etc.)
What is the HUD: Get Actors in Selection Rectangle Node in Unreal Engine 4. Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples...
Learn how to Select and Move RTS Units using Unreal Engine 4 and C++. This part focuses on creating HUD and Player Controller class, writing basic function f...
elegant? if they both work in the same manner, get the same job done, go with whats easier
thanks @still moth ๐
in a timeline , you should be able to adjust how much it moves and when, so if you want an opening that starts off slow, then speeds up for a smooth start/stop, thats doable
so, not just having a lid or drawer move at 100% full velocity from first to last frame
yes, good old animation principles. ๐ Will make it a little tricky and I can't start at 0.0f, so I can actually reverse it properly with a bounce.
hmm, why does every youtube tutorial i see have event ticks in them?.. like.. thats not good advice for most of it
lack of knowledge about timers? ๐ฎ
Anyone who knows of any potential fix to the engine not wanting to start.. at all ?
- Windows updated yesterday, which seems as if today it simply just won't open any project at all, can't even create a new project, on any engine version
- The Splash Loading screen shows, and then after reaching 70-100% it just shuts down/crashes with no crash logs, and potentially opens the epic launcher again :/
Dang I remember there was an issue with the windows window manager / theme, but that's for quite old UE engine versions.
Im at my wits here ... Really really frustrating lol
it only detects when i'm moving forward
updated windows today too, 4.21.2 opening fine.
it doesn't detect when i'm moving left and right
I really dont know then ๐ฆ
- Guess I might have to try and reinstall windows if I can't get this to work... ugh
maybe because GetMoveForward will override IsMoving=false in that order all the time? @wispy raven
wait
so, in order to fix it
what should i do?
i tried different things
but none of them works
dxr driver for gtx i out !!!
if one OR the other isn't 0.0f, IsMoving=true
anyone tested with ue 422 ?
wait, is there an OR block?
ok, thanks
@dreamy lake there must be a better solution. Maybe uninstall the recent update?
THANKS
Tbh, reinstalling window has been long overdue on my end anyway - windows has been behaving strangely for like a year lol.
Just going to try and reinstall the engine versions im using, and then see if that works
if it doesn, then I'll try reinstall
don't forget to backup passwords and bookmarks ๐
:B yee hence why I decided NOT to reinstall. Even when I should...
Ayup. Even got a extra SDD to try linux as alternative. Didn't work. Too much of a hassle.
Was really hoping I could finish up on my house generator today D:
put in usb/cd of win10, pick option to fix old install, it auto-backs old windows, reinstalls new windows 10, all software drivers etc are maintained and relinked. everything works after install. done
also, quite offtopic
Yeah idk.. my windows tends to be EXTREMELY slow at startups.. the majority of the time anyway.. like - you type in the password for your account, and then there's a very long wait time for windows to create the desktop, from which it then loads the rest of everything :S
oh nice thanks man
though, always back up important stuff
just because my experience with it has been rather okay (for a win10 product), doesnt say it will do so for others
Yeah ofc.
Atleast my unreal project files is on a completely different drive, so should be okay
@fierce tulip do you know any good materials to learn about selection boxes?
@fierce tulip classic rts style, i cant find anything
why ask me?
There's two tutorials linked right above?
hightides links should get you a decent headstart hehe
perfect for me, I'm working ๐
i need some help
the exposure seems broken
even if i turned that off in the project settings i still get in
both in the editor and in-game
do you have a post processing volume in your level?
exposure settings in a ppv will overwrite the project settings
awesome
Ugh... okay so reinstalling the engine diddent work.. D:
yey
Does anyone else get this: when I create a new C++ class I must close VS because Unreal opens a new Vs Window
Along with todayโs driver release, NVIDIA and its partners are also releasing a trio of previously announced/demonstrated DXR tech demos. These include the Star Wars Reflections demo, Justice, and Atomic Heart.
I'm getting this warning when I'm spawning an actor (that has to adjust spawn location due to collision)
Any idea how to stop this warning pop up? There's no teleport flag on a spawn actor?
teleport is used with moveactorto function
Thats not a function that I'm using though
Otherwise I'd be able to just tick that box and this warning wouldnt appear
so the collision handling will adjust its location if the original spawn point is blocked
it doesnt teleport it when it does that
I dunno if there is an enum state which will do that, or if you need to override it in cpp
Yeah thats what I assumed ๐
Just finished this prototype for an assignment, not going to go through all that trouble for the sake of one warning ๐
yea if its in prototype phase no need to fix it
Thanks for the help ๐
no worries
yo, what was the fix for black scene after light rebuild?
@fathom bridge I had this, only workaround I found to work was to install the engine on a different HDD different from that of where the project itself is installed
I usually have my projects on my secondary and unreal is on my C tho
Hey. Does anyone know why my float variable wont change its value? I have a blueprint that sets the value but the value doesnt change
there are a few reasons why, what does your blueprint look like that is changing it? and what does your blueprint look like that is looking for the change
its a linetrace, when blocking hit its supposed to change. And it goes to the set variable, just doesnt do anything when its activated
so when you set a breakpoint on the set node with the new value you confirm when debugging that the value before the set is the old value and after settings it's not the new one?
yes
weird. There is not much else we can suggest then if it's just not setting the variable for some reason. You can post screenshots so we can see this code and maybe we can see something.
ok
ill send screenshot
you see it is supposed to change to 0,5 now but its still at 0
where do you check the current value?
is it possible it is setting it to 0.5 and then the next frame changing it back to 0.0 ?
we can't really see your actual flow of the code
when does it display the string? and also this is not debugging as you are not checking the variable after you set it. At the worst put a print string after you set the variable and print it out and see what it shows.
ok I put a string after it and now it says 0,5 but its not steering at 0,5,
So the variable is working, it just wont set the steering input
Building my lighting into production quality level but they're built at the lowest build quality (they're 'blobby')
Any idea where I'm going wrong?
All my meshes have lightmap resolutions of 64. Although I wasnt having this problem in previous lighting builds.
Maybe your graphics card is not screwed in tight enough ๐
thats a driver issue. Happened to me a bit with 4.18. Reverted back a driver and it went away again
i installed a plugin now im getting would you like to rebuild?
if i say yes it crashes
if i say no it crashes
how can i remove the plugin
nevermind
think i got it
good morning unreal users ๐
spent past couple hours trying to make a click drag selection box
i cant figure it out
or find any tutorials anywhere
keeping in mind that my experience is quite out of date, and there might be far better ways to do it now, what i'd do if i were using unreal 3 ๐ is get the screen coordinates of your box, project those points into world space, then do a box trace from those points into the world for whatever distance is necessary to pick things up.
what im doing atm pretty much :\
so what's not working
also, it is so nice to be able to talk in terms that i actually know again, discussing things on unity forums was like working in a foreign language.
when i left click it randomly spawns all massive
and as yo ucan see my cursor is in the middle
it's not following my mouse at all
maybe should draw a 2d-box so you can see that your screen coordinates are right first
i'm sort of thinking that there might be some maths involved if you're not on a straight top-down view though
guys, is there a way to play a hud animation when a key is pressed?
Of course
hey guys, I have imported to unreal a 4k height map for tessellation but the result is extremely imprecise and jaggy geometry. I've tried tweaking all of the tesselation setting in the material but it doesn't get any better. Any ideas? Maybe I have to tweak some settings on the height map?
What does it look like ?
the height map?
The result
I can post a screenshot
Okay, well, that's never going to look right. Tessellation / displacement is not a way to do geometry
Use a mesh
Seriously? I thought it would've been more precise than this...
This comes up regularly thanks to Substance people abusing displacement on a daily basis
yeah
You want real geometry that's way way way better looking, faster to render, much easier to design with
I guess I'm just gonna use a normal map this time around
Use it every time around
hey guys i tried to make a camera controller by the mouse cursor but idk wwhat to do next, i tried to connect my camera actor to this but i cant (im new to ue4 btw)
Frankly I can think of zero situation where displacement maps are the right way to do it. Maybe when we only have raytracing on 100% of the hardware
Except water of course
aight thanks for the info, I thought that I could use tessellation for stuff like this, it would have actually been easier for me to model the geometry in the first place instead of creating this material...
better late than never
water and rocks maybe?
Water and terrain, but UE4 already does the terrain part
cause they jaggy anyways? ๐
HEYYYYYY i just found out that the 1080 gtx ti can now use real time raytracing does that work with 4.22? not as fast as rtx cards but better then nothing? least i can try iit out ๐
does real time raytracing work for rendering videos? i.e. j not obviously real time videos but you can output a scene to video?
I have a really stupid issue
that I feel stupid for having to ask help with
but when I try to add -dx12 to the shortcut i get this
the " goes after the .exe, the -dx12 goes after the "
it doesnt work either way
it works when you remove the -dx12 after the " ?
with no -dx12 the shortcut is fine
add -dx12 anywhere with space or no space after " it errors above
must be a windows issue ๐ฆ might have to format and reinstall
LOL
if i make the shortcut in the binary folder
then move it to the desktop
it works
stupid ass insider builds
anyone know why when i spend hours creating a level design, save it 200k times, close the engine for the day, then load it back up, the map is always gone, and im just floating in the skysphere? i thought it was just afluke the first couple of times, but now its like i can never get my map to come up after closing and reopening. ive tried switching maps in the project settings and everything and everything
Can you show us your maps & modes project settings ?
yeah, one second, however, i will say, my new level i made previously doesnt even show up
right now its just set to the third person map, as i cant select the level i saved previously
Does your level exist in your content browser?
Hey,
Someone knows if there is any way to optimize procedural mesh component generation ? I'm creating about 300k triangles (more or less) but It take some time to generate... Any ideas ?
where do they save by default? maybe im missing something
They dont save by default, you save them
under content/thirdpersonbp/maps its only the default map
What map do you currently have open, the default one or your map?
does the save button at the top left not save the map? (not being smart, genuinely asking)
i have the default, because im not able to select anything else besides the default ones provided
alright doing that now
cubes seem to save fine. Let me add in a heightmap real quick and try again
Hey guys .. I have probably the dumbest question ever but I am really new to blueprints...
So .. If I want to take the value of a specific index inside an array how can I do this?
For example I have an array of vector3 and I want to take the value on the 3th index ... how do I do that in BP ?
@digital anchor Thak you!
@fast finch of course when i finally ask for help it works fine now lol i swear on my life ive done that exact process everytime and it never loaded up it, thanks for the help though mane
yeah , i just restarted last night from a project ive been working on for about 2 weeks now, cause it came up with the error "This file is not associated with a program" and i didnt care enough to figure out why lol
Glad its all sorted ๐
Who is "the number 1" tutorial guy on youtube? And is using a version of UE4 such as 4.12 going to really hinder my progress versus learning current version. Also can a project from 4.12 be "upgraded" to a more current state?
Depends
blueprint or c++?
Unless you have a really good reason to using 4.12, not recommended at all. And yes, upgrading from 4.12 to any new version is super easy
@fast finch hi
hi berd, whats up?
Can I message u in dm? @fast finch
Yeah go for it berd
Compared to c++ its limited in many areas
Like multiplayer for example
If you know how to c++, I'd recommend a mix between both
Say my role as a developer would have nothing to do with multiplayer functionality, more just level design, character mechanics and enemy mechanics. Would blueprints still be recommended and maybe even preferred (taking into consideration time restraints)
@fast finch
and also thank you for your time
Currently just two people but as soon as we realize we need more I'm sure we'll look
Most of that stuff will be handled by me unless we luck out and find someone
Blueprint is great for prototyping or handling non heavy things
Its especially a great tool for designers and non-programmers like yourself
So, if you don't know how to code, definitely just do stuff in blueprint, and a programmer can move some stuff to c++ later if needed
Basically, just do that but be aware of my limitations so either learn C++ or get someone?
Thanks again
Depends on how big and complex your game is, If its not super complex, it can all be done in blueprint, granted c++ gives better performance but it wont matter if the project isnt very complex
@fast finch last question, doing an official tutorial on unreal's youtube channel from 3 years ago isn't recommended? If not who's current and has basic fundamentals to get you going?
The official tutorials on unreal is fine I think, especially for beginners
yo
fundamental things dont change often
does anyone know if the latest drivers gonna make my gtx 1070 work with ue4 dxr?
Nobody is both current and worth watching
makes sense, thanks again my guy
@stoic cobalt yes
Provided you have Win 1809
Hey guys, I'm about to start a 2.5D project, I'm not a programmer so I'll be following Tutorials. My question is; will Paper2D tutorials be applicable to 2.5D?
Or does Paper2D use a totally different type of controller / character setup?
I've just noticed there are more tutorials doing the sorts of things I want on paper2D, don't want to get started, invest time, and then realize that there are things I can't do with the standard 2.5D sidescroller template, that could be done in the Paper2D setup
Thanks
depends, paper is strictly for 2D assets
but it's not really important do you use it or not, there are other more flexible ways to achieve same looking results
i assume sequencer can render out raytraced scenes as videos without an issue in 4.22 yes?
what you see in editor is what you should see in the processed video?
so 4.22 real time ray tracing doesnt yet work with landscapes? but can scenes that have landscapes with lightings set up still beinfit from soft shadows j? bit confused by what that means
nevermind, fixed it
....
I have this error. what to do?
Open project in Visual Studio, compile from there
@cloud cobalt and i have this
Okay, do like I just said
Hey guys .. I am having a game with local coop. I want to have an option for a "ghost" player that I made using a default pawn. I want the ghost to be blocked by static collisions but to be able to pass trough the other players and other players to ignore it too. How can I do that ?
On the collision component I tried setting "Pawn" to "Ignore" but other players are still blocked by it ...
hit eject and it will remove you from your current possessed item and go to the freelook camera
Hi Everyone, I'm looking to download some AR sample projects published by Unreal, but I'm not sure where to look to find them.
Anybody know how I can set up a system like the generators in dead by daylight, where multiple actors have their own variable linked to a widget, and multiple players can see the widget and have that variable set to it
I guess what im asking is how can I reference an actor variable inside a widget
is it possible to have a game mode per streamed level?
like, one main game mode for your persistent level, then a separate like sub game mode for each streamed level?
or would you need to put the game mode logic inside the stream level?
is it nor possible in unreal to add a widget component in c++, like I can add a static mesh or sphere or w/e? createdefaultsubobject doesn't work for some reason....
@idle bolt which projects? anything that is public is normally on the Learn tab on the Launcher or in the resources forum (probably nothing here)
@grim ore Thanks. I'm looking for sample AR project files. In the comments of this tutorial Joe Graf says that they are planning to release a sample project with 4.21 that shows the setup for an ARSkylight. https://medium.com/@joe.j.graf/ar-environment-probes-in-ue4-4-20-afda05bcc587
@lime gull you should be able to reference a variable in a widget like any other way of referencing. If this is multiplayer then you would likely keep the variable somewhere else and have the individual widgets pull that data since widgets are client side only.
I remember seeing that one
What do i use as the objext when casting?
I dont know how your project is set up, I cant answer that
Joe Graf: "The plan is to release a sample with 4.21". I was wondering where that sample would be available for download. I guess in the Learn tab, but I'm not seeing any AR sample projects at all in the Learn tab.
yeah I am trying to remember where I downloaded it from, it's not on the asset sharing that I can see
@wraith bridge Were you able to get the ARSkylight working correctly to reflect an enviroment?
I don't think I tested that, I think I just tested the plane setup stuff
Gotcha
I know I tested it tho I remember the menu in the bottom right. I was comparing AR to Unity at the time
I know is hard to see but im trying to get the variable from the actor to bind with thw widget but it keeps asking for a target
Thanks for the tip about the Learn tab @grim ore I hadn't actually noticed that!
it is hard to see, use print screen on your keyboard and paste it into Paint to crop out what you want then you can paste it in here or imgur.com
Hello guys, can someone that already used the Ability System in Unreal send me a pm please ? I have a few question
ComputerBP Is my actor, and this is all a get percent function in my widget
your widget is going to have to know about that computer BP some how. Is there more than one?
Right now there's only on, but the plan was to add more
yep then you are going to have to keep a list of all of those somewhere for all your widgets to access. Game Mode or Game State or Game Instance is a universal spot that is easy to get at if these are points of interest. Getting them into there is going to be harder unless they tell the GameXXX item or your GameXXX item gets all of them and knows which is which
How do I save them to a game mode?
you can make variables for them in the game mode and have them when they spawn or whatever get the game mode and tell the game mode about themselves.
so like Get Game Mode -> Cast to your game mode -> Set MyComputerVariable and have it set to self (this is calling it from your computer)
What should the variable type be
which variable
The one in the game mode for the computer
I would assume it would be ComputerBP since that is what you want to keep track of ?
Maybe im misinterpreting something
So in the game mode I set variables for the computers?
yes, you can crate a variable or variables or an array in your game mode that can keep track of your computers
then when the computer is created, being play for example or whatever, it can tell the game mode about itself and set that variable in your game mode
then anything else in the game when running can get that variable from the game mode and do whatever
@idle bolt man I tried over and over and I just cannot find where I got it from. I know I was on a kick learning AR for UE4 and Unity but I cannot seem to find where I got that file from.
neato
How would I save the computer as a variable? Would I get the progress from the computer and assign that number to its own variable on the game mode?
you would from the computer Get Game Mode -> Cast to your game mode -> Set the variable you created and for the input pin you would put the self variable
this is assigning the item that is doing this (self) to the variable on your game mode so the game mode has a reference to that item. then at anytime you can do your Get Game mode -> Cast to your game mode -> Get your variable for the computer -> do whatever you wanted to do with that computer
like get your percentage for example
heck you could if you didnt want to keep asking the game mode you could at some point have your widget ask the game mode once, and then save a local reference to that item inside of it so it can just talk to it directly from then on.
buuut.... lots of these ways are just making extra work and duplicating reference so you have to find a way that works for your project
All I need now is to increase the variable when the player holds an input and it works!
@grim ore Thank you man
Hey guys, I am trying to access this variable in MyCharacter.h from my animationBP but it doesn't show up when I look for the get function for it
Whenever I extend off of TryGetPawnOwner it doesn't show up in the list
because it returns a generic actor
get the character and cast to it, then access the roll var
Have anyone tested new Nvidia drivers already?
I wouldn't say tested. I installed them so they are testing me
@kindred viper does RT works in ue4?
I am not sure yet. Im gonna make a cup of tea and fire it up. I need a project to test though as Im no artist or lighting guy
@paper kernel what do you mean it returns a generic actor? I dont quite understand the concept because I can extend off of trygetpawnowner and easily access the components it has, and then acces that component's variable. So why cant I just access my roll variable?
because roll i sin the character class and you are getting the pawn. Although similar, the slight difference is in the inheritence
@next badger I haven't seen any reports of it not working since we released 4.22. Sjoerd's learning theater talk from GDC contains a lot of information: https://youtu.be/EekCn4wed1E
As of Unreal Engine 4.22, Unrealโs renderer will support the new DXR API for real-time ray tracing. During this Unreal Engine Learning Theater session at GDC...
if it did return the character as a pawn owner, then you would need to still at least cast as character to access it
@gleaming narwhal i'm talking about new nvidia drivers, for 10series
alright. Thx
Ah! That one I'm still unsure on. But I did see a comparison on what you could expect in terms of performance. 1080 seems to be the only card where you'll get acceptable performance.
@gleaming narwhal https://www.theverge.com/2019/4/11/18305084/nvidia-driver-ray-tracing-gtx-gpu-graphics-card
I tried to run the Elevator demo (the star wars one) but I cant get it to run and there are no logs ๐ฆ
@gleaming narwhal we are interested in dxr lightmass
also would be cool to render out videos from ue4 frame by frame
I wish I had some talent for the lighting to run up a new project or something as a test. It really makes me feel like im pigeonholed into coding ๐
@kindred viper there was a great tutorial on setting up the lighting in the games (cinematic like)
i'll try to find it
I drink, eat and sleep level design and game environment art. My name is Alex Galuzin. I am the creator of World of Level Design.com I love level design and ...
iirc this one https://www.youtube.com/watch?v=MaUt1p3PQvo
"UE4 The Corridor Project" can be found here: https://www.worldofleveldesign.com/store/ue4-the-corridor.php --------------------------------------------- Blo...
yeah I remember skimming that once and putting it in my watch later list.
thanks. ill check it out when I finish this peice
unfortunately ue4 lighting slightly changed since then...like there are capsule lights available now and some other features, but general knowledge in this video is still valid
ahh ill keep it in mind. Also though, im useless at this stuff. I used to have fun with it in the early days of ue4 but it kind of got lost on me as I got into plugins and engine stuff
@kindred viper hah, well, i'm not telling you to change your focus, it's just in case you want some info on lighting
oh I like to know a bit about everything if I can. RTX has sparked my need to know, so its all good ๐
guys, how do i turn on ray tracing gi in ue4?
Im on that page but i dont see those setting in post processing
Then you didnโt set it up
Does this shader bits plugin work with 4.22? https://www.youtube.com/watch?v=CWzPP5FAYAg
I opened the preview map but it doesnt seem to work
https://forums.unrealengine.com/showthread.php?143716 Ryan Brucks returns to the livestream and this time he's got brand new content to show off. Ryan built ...
Trying to ray trace on a GTX card?

Have you looked up tutorials on the matter? I'm sure you'll find something.
Im trying to find some tutorials
In the tutorials they use post processing i think but i dont see any ray tracing options in it
I used to run ue4 on an i3 6100 and uhm.. a 3rd gen i5 back in the 4.5 days
I spent ยฃ900 on a brand new 1080ti and now I just ran the raytracing in UE4 to see what it can handle, and now it feels like a $10 GPU
Yeah, mine will be 6003u
will it be as miserable as I suspect it will be?
will just create some pain volumes and hit points
affirmative
I need some help. I use Oculus Medium to create models in VR. When I export them and put them into unreal, it appears like polygons are missing. Seeing "Degenerate Polygons", even if I export the model with even less polygons, it still happens.
Example
either their normals are flipped, or oculus medium just does a shitty job.
I dunno, I've seen many people import their stuff into Unreal and working well. My friend tried flipping the normals and tried to unify them but got a weird result.
Does anyone know if this volumetric modelling stuff works in 4.22? It looks like this in the preview map
Failed to import 'C:/Users/Me/Creative Cloud Files/Audio/fdfasdf.wav'. Failed to create asset '/Game/Audio/fdfasdf'.
Please see Output Log for details.
where do i find output log?
wrong encoding i imagine then
You gotta make it 16 bits I believe
hey Casarome if you look at the model from inside can you see the missing polygons? if you can they are flipped. if not they are missing.
Itโs been a long time but itโs definitely encoding issue
just open it in audacity and export .wav 16bit
i wish unreal would accept mp3s
why you want your sound to be crap?
lol ๐
The player canโt judge if you make them go deaf first ๐
i changed it to 16 bit and still saying same thing ๐ฆ
https://docs.unrealengine.com/en-US/Engine/Audio/WAV make sure its also PCM or another listed here
@mighty copper I'll try that out, can you flip normals in Unreal?
yeah just fixed it I used 8 bit instead of 16
@cyan ridge in 4.22 there are some new tools for mesh editing that let you select faces and flip the normals
<_< I just said the normals might be flipped
Poor @fierce tulip being ignored ๐
ohhhhhhhh
I did some stylized 3D once. I mean my artwork was crap but I wes wearing a damn fine suit at the time.
i did a pixel mapping once...kind of nightmare
Hi there! My Drag and drop (like to import stuff) doesn't work no more :/ Any ideas on fixes? 4.22
this is so cool, the DXR stuff in UE4 with a 1080 card. It's slow but it works and looks pretty
guys you know the VectorLength node in blueprint?
How do I use that function in c++?
welp the api docs say its part of the kismet math library
Ive been trying to do that. I even included it
yep so if we look at the header for that we find /** Returns the length of the vector */ UFUNCTION(BlueprintPure, meta=(DisplayName = "VectorLength", ScriptMethod = "Length", Keywords="magnitude"), Category="Math|Vector") static float VSize(FVector A);
so UKismetMathLibrary::VSize(your vector here) should return back a float of the length
and to back that up if we look at the API docs at http://api.unrealengine.com/INT/API/Runtime/Engine/Kismet/UKismetMathLibrary/index.html we find entries for VSize and other methods that return the length of a vector
thx dude!!
Does the order of things in DefaultEngine.ini matter?
someone has operated a control Joystick cybertel
So I have a level developed with a Nav Mesh bounds volume in it so I can supposedly move in VR...I can open up the VR preview and look around in VR, but the controllers and whatnot don't seem to be recognized, as I don't have hands. Is there something else I need to get VR working in my level?
The reason my Wallrun isnโt working is it seems that there Overlap event isnโt triggering, anyone want to help me fix this?
You take the vector and use Size()
FVector MyVec(1.f, 1.f, 1.f);
Float Size = MyVec.Size();
That's another way. It's a function in FVector
is it possible to downgrade project engine versions?
I have a project in 4.22 and want to look at it under 4.17
due to some graphical bugs
i think it asks you if you wanna convert your project files over, you ight wanna keep the engine youre using now, download the new one, then try it out though @tawdry narwhal
yeah it croaks
you can't go backwards
How does one delete a c++ class?
close VS, delete the files from your folder in your file explorer, delete your build/intermediate/saved folders, delete your .sln file, right click the .uproject and generate your solution file, rebuild your project, hope it all worked
technically you can just delete the C++ files but then UE4 won't know about it so that is what the rest is for lol
Can someone help me figure out why my Overlap isn't triggering?
My little warning that says "lighting needs to be rebuilt" disappeared a few hours ago, and it's hard to remember when it's ready to go vs not...is there a way to get that back?
when the lighting is built or when you need to build it?
when it needs to be built it should tell you, if you are building it you should have swarm running in the taskbar
RedPandas the collision presets need to allow overlap for the object type being overlapped. Same in the other object's collision presets
Hey guys can someone walk me through how to use UKismetSystemLibrary::SphereOverlapActors() in c++?
Like when I try to fill in the parameters I get stuck
So far I have this UKismetSystemLibrary::SphereOverlapActors(this, GetActorLocation(), 20, but I get stuck on the other parameters
is it copying if i use same like art style as https://youtu.be/gP_BMNquggk borderlands
The Final Boss Fight in Borderlands 2. THE WARRIOR! Time to destroy this world ending creature with our Rifles! Like taking down Godzilla with a BB gun. Bord...
graphics
cel shaded like
Hi! Anyone knows a plugin for creating my custom menu with some parameters from here and there anywhere in the project. like a quick access thing?
Can someone help me figure out why my Overlap isn't triggering?