#ue4-general

1 messages ยท Page 434 of 1

fathom bridge
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But I haven't read the previous discussion so I don't know all the context

hoary pier
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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.

lime gull
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Wait goose, how do i make it so you can interact with the generator

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Actually I could pobably fin a tutorial

fathom bridge
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Are you attaching the grenade to a socket on the hand? Have you considered simply rotating the socket itself? On the skeleton asset

hoary pier
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@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

lime gull
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Do i have to set thek to interact with it inside the character itself?

brave grove
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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 ..

fathom bridge
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Yeah it's called a scene component

brave grove
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@fathom bridge thank you but I need something with location and rotation ...

plush yew
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A bilboard may be what you are looking for

fathom bridge
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No a scene component

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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.

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That's a direct quote from here:

azure shore
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ok I got my doomguy thing kinda working but its changing sprites based on player position rather than camera

fathom bridge
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It's an empty

brave grove
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thank again @fathom bridge

azure shore
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I could swear its just one thing to change but I cant find where

fathom bridge
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np

heavy ether
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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.

fathom bridge
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omg..

heavy ether
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i'm guessing this means that our demonstration was successful and that we have funding to carry on longer. ๐Ÿ˜„

abstract relic
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Youโ€™re going to need quite a few coffee airdrops

fathom bridge
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At least now you'll get to use the superior engine :p

heavy ether
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right... well, i haven't really used Unreal since 4 was in alpha.. so.. weeee fun.

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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

azure shore
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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

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can it only do four at once or something?

fathom bridge
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You are gonna wanna learn some of the conventions in unreal

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I have a Udemy course on Unreal I just released; if you're interested, let me know.

lime gull
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What do i use for the objext of a widget when casting

abstract relic
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And use live++ for heavenโ€™s sake.

fathom bridge
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What are you trying to cast from and to

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DJ maybe four of them have local transforms in their BP

heavy ether
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i thought unreal had live reloading.. is that not the case now?

abstract relic
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It does but no one uses it for large projects. Not even Epicโ€™s staff ๐Ÿ˜œ

fathom bridge
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Hot reloading? Yeah I don't use it

azure shore
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._.

heavy ether
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so, i'm guessing from a real quick google, that involves installing Live++ and github kitelightning/livepp ?

dim plover
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In 4.22 it comes with the engine for free. You just have to enable it.

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IIRC.

lime gull
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Nvm i got jt

heavy ether
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i should probably download the latest version of the engine while i'm chatting about it

lime gull
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Wait

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When removing a widget, how do you make it so the variable is alwayd savex

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Cause it resets when I remove the widget

fathom bridge
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You could just set its visibility to hidden instead of removing it

azure shore
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for some reason all the ones on the right are working fine but on the left they arent

lime gull
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Alright lemme do thag

azure shore
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I used two different set rotations to see if it would help

fathom bridge
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It sounds like they might have different initial rotations

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I don't think the node has a limit

heavy ether
lime gull
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It didn't work

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It still reseta

fathom bridge
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are Left, Right... etc Actors?

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Can you open their blueprints and see their sprite component rotations

heavy ether
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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

abstract relic
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The import menu gives you the option to rotate it regardless

heavy ether
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๐Ÿ˜ฎ unreal rules

lime gull
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Making it hidden still resets it

heavy ether
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i need a developer article "introduction to Unreal 4 for people who have recently used Unity, but are far more familiar with Unreal 3"

abstract relic
fathom bridge
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What do you mean by resets it? like it's no longer valid i.e. null

lime gull
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I know the problem

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I kept stadting a new one rather than maling the existing one visible again

heavy ether
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boss: "can you port this project to unreal?" me: "can? yes. timetable? unknown, will get back to you." boss: "how soon?" me: "..."

fathom bridge
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5 years

heavy ether
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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.

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although it is entirely possible that using Unreal will be like a completely foreign experience for me

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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"

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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

sage tree
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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.

fathom bridge
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Maybe a C++ tutorial or 2. Like mine ;P

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What you're doing should work. Selecting moveto should update those references

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How are you importing them?

sage tree
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using the marketplace

fathom bridge
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Are you just opening the content folder in explorer or are you importing through the engine

sage tree
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when I close the project and re-open it all of my assets are messed up, no textures etc.

fathom bridge
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Oh I've gotten that sometimes

sage tree
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its not osme times, its every time.

fathom bridge
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I've gotten that from marketplace items. They reference folders in relation to their current folder or something

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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

sage tree
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Yeah, I really dont want that.

fathom bridge
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Have you tried not moving to but instead choosing to make a copy

sage tree
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No I havent, ill try that.

fathom bridge
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see if that works, then maybe deleting the original folder and seeing if it still works

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idk if it'll work

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but worth a try

sage tree
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yep

frosty bloom
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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.

heavy ether
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oh.. VS2017 is mandatory. huh.

frosty bloom
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Regarding folder structure, once you change things within your project you might want to fix up redirectors

sage tree
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Do you need to do that on each folder, or just the root?

frosty bloom
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The root will do the trick

heavy ether
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... will it also work with VS 2019?

frosty bloom
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I think 4.22 and forward supports VS2019

dim plover
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You migrate within the same project? The tooltip says it's for cross project copying. *nvm misread

frosty bloom
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It is for cross project copying

heavy ether
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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 ๐Ÿ˜„

fathom bridge
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He's just adding assets to his project from the marketplace then moving them

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I think fixing the redirectors is what he needs to do

unborn fractal
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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.

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My CPU utilization is also at 100% while parsing. Currently have an I5-4690k.

manic pawn
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this should only happen the first time you open the solution

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not every time

unborn fractal
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It happens every time I restart my computer.... hmm...

heavy ether
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yay i get to uninstall VS 2011, 2013.

wintry forge
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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.

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I cant even set the camera to work, or import a vr character asset

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I screwed myself basically

sage tree
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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.

lofty nest
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Whats better for unreal developemt and game development in general an i7-8700k or ryzen 7 2700x

manic pawn
lofty nest
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hmm awesome thanks

fathom bridge
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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

fathom bridge
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that last part not being strictly necessary but nice

plush yew
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im on nivida 480

hidden aurora
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Does anybode knows how to make "stick man " physics when you move left and right and that kind of things?

wintry forge
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Is it blender that would let me create an object that can bend/rotate/ect?

fathom bridge
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By "stick-man" physics are you referring to rag-doll?

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Blender is one program in which you can create a rigged mesh, yes. Look into some tutorials on creating and rigging meshes in blender

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You can even create animations in Blender

harsh tiger
grim ore
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change your settings to allow it, higher step height or walk angle might be a good start

harsh tiger
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is that in project settings? @grim ore

grim ore
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its on your nav mesh settings

harsh tiger
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am i crazy? i dont see it

grim ore
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not the bounds, the RecastNavMesh-Default

fathom bridge
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Check out this answered hub quetion F5

harsh tiger
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i will do thank you

plush yew
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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

fathom bridge
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Sweet! Yeah that looks better haha

harsh tiger
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its not even that steep so i dont see the issue

fathom bridge
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I think you need it to be higher above the floor, since the stairs are actually poking through

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It looks like it's not broken, just the stairs are poking through

hidden aurora
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@fathom bridge not really, like the movement like gang beast like?

harsh tiger
grim ore
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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

harsh tiger
swift jacinth
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Hey all, just joined the discord

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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

silver crown
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to access data from an existing game What kind of data?

harsh tiger
swift jacinth
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@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

silver crown
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Which game?

swift jacinth
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@silver crown The early access FPS called Squad

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@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
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Nope

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Either it's supported by the game modding API, or it's not

swift jacinth
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@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

silver crown
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I don't have much xp with mods sadly

swift jacinth
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@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

silver crown
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definitely

swift jacinth
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@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?

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@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

fathom bridge
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@swift jacinth are you familiar with Winsock

swift jacinth
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@fathom bridge Quite a bit actually, that's more the stuff I deal with day to day

fathom bridge
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Oh cool! Why don't you just open a socket and send it via a TCP packet to your other device

swift jacinth
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@fathom bridge Are you referring to intercepting the packets and decoding the stream and interpolating the data to send to the mobile app?

fathom bridge
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No, that's way too convoluted

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Just gather the info you need in game and package it up into a packet and send it out

swift jacinth
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@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

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@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

fathom bridge
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Oh if you're intercepting then yeah you'd need to decode it

swift jacinth
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@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

silver crown
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Definitely lol

fathom bridge
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Yeah what you're talking about is something I haven't done before

silver crown
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Are there only server side mods with Squad?

swift jacinth
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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

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@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

silver crown
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Seems there're all server side

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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.

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So I guess you're doomed to install it on the servers ๐Ÿ˜‰

swift jacinth
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@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

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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

fathom bridge
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isn't that tipping the scales though? :p

swift jacinth
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However that will mean to develop the app I will need to run a test server

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@fathom bridge Well it only shows data that you would already have

silver crown
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Shouldn't be a big issue

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Unless they restrict servers?

swift jacinth
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Everyone can pull up the map in game and see markers where teammates are etc

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@silver crown No servers are available to download and run privately if you choose

silver crown
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Yeah so no big deal ๐Ÿ˜›

fathom bridge
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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

swift jacinth
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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

oblique sorrel
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What do?

swift jacinth
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@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

fathom bridge
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Sure, possibly. But the point is that its different. I'm not judging I'm just saying it is a change to the game

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If you have good peripheral vision or put it next to the screen you no longer havr to press M

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Its an advantage other players don't have

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But again not judging

plush yew
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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

grim ore
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so the parent would hold the function but you would set a variable for the function from the child?

plush yew
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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

grim ore
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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.

plush yew
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I can test it out right now I suppose, I'll post the results

grim ore
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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

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unless you parent has another parent lol

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regardless tho if the function is in the parent you can still call it from the child

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so you would just on the begin play or construct call the function that is in the parent class as the child

sonic pagoda
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Hey Mathew, have you ever had any success saving a Map(dictionary)

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like having a map, editing its value, and saving it

plush yew
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Oh I hadn't thought about it like that

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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!

grim ore
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I don't think I have had any problems with maps

sonic pagoda
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i cant for the life of me get a map with a string key and structs to update its values

plush yew
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It works that was such a simple solution wow this will save me so much time

grim ore
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how are you doing the updating?

sonic pagoda
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so i disconnected set members, because i created a separate bool array to fix my issue

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in the meanwhile

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that one pesky boolean

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save game to slot, i check the save folder, 1 save file, i load that file, that bool is always false

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(before the bool array fix*)

grim ore
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where is the struct you are putting into that to change?

sonic pagoda
grim ore
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ok for that setup there is no execute wire hooked up

sonic pagoda
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yes that is correct, sorry i had disconnected because it wont work for me

grim ore
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ok for a map you generally need to add the updated value to it for it to change

sonic pagoda
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ahhhhhh

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oh man

grim ore
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the Add node adds or replaces a map value

sonic pagoda
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yeah i see the add

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thanks so much Mathew

grim ore
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its' weird for sure but it makes sorta sense as it is supposed to be a unique key system

sonic pagoda
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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

grim ore
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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

wintry forge
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is there a way to equally space 3 objects from each other in the blueprint editor?

sonic pagoda
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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)

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thanks again Mathew

summer turret
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can someone help me? after 4 days I still cant open up my project

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I dont wanna lose all the progress

grim ore
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@wintry forge right click the nodes and look at the alignment options. I know you can vertically

summer turret
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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

grim ore
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How much of it was c++

wintry forge
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I meant in the viewport Mathew, to clear that up. I cant seem to rightclick in the viewport for that functionality

summer turret
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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

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and since then i cant open it

hidden aurora
summer turret
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I should have just stick with BPs

grim juniper
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Random simple question, what version of UE4 did they add reroute nodes to the material editor?

wintry forge
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when i hear node, i think of the programming part so im not sure if thats what you meant

hidden aurora
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I tried that timeline but doesnt works

sonic pagoda
grim ore
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@wintry forge ah yeah for that you can make a utility widget. Nothing built in.

sonic pagoda
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i did a print string right after, and the bool is still false

hidden aurora
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Isnt that add node just adding a blank input with used to true

summer turret
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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

hidden aurora
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set members alredy saves the value you have changed

sonic pagoda
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but this is a map

hidden aurora
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And?

sonic pagoda
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if i highlight the node it says that add will overwrite

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the value if it exists

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well i used set members and print string came out false

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doing this also came out false

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i use a separate bool array, just to make sure im not doing something wrong

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and it comes out true

hidden aurora
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Is the string input on the find actually exists?

sonic pagoda
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yup, also print string that string

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lol

hidden aurora
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but i think the add isnt necesary, cause its adding another entry with just that bool set to true

sonic pagoda
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in any case, neither implementation works...

hidden aurora
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Thats strange

sonic pagoda
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retrosen regarding your dialogue issue

hidden aurora
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try pluging a branch from the find bool and if false print string

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maybe isnt finding an entry

sonic pagoda
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you can make a fade in fade out animation timeline

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and just fire that in the widget itself

hidden aurora
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Doesnt works idk why

sonic pagoda
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yeah good idea

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another thing would be to just grab

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off your dialogue reference right there in your picture

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and get all the elements

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so i imagine there is a text block, a box , etc. etc.

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get a ref to all of them

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and plug them into that set color node

hidden aurora
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Its a widget component, not a widget ui that you add to the viewpoer

sonic pagoda
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right but if you click on its class

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UI_NPCDialogue

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it will take you to a widget

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wont it

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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

grim ore
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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 ๐Ÿ˜ฆ you are going to need to basically get the info out , change it, and then change it in your map itself

sonic pagoda
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its a lot easier in ASCII than it is in blueprints Mathew

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lmao

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aka a lot easier typed than done(for me)

hidden aurora
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fixed it im silly

sonic pagoda
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right here it says they are both references

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okay but you said on the set members, yeah nevermind

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but there is no "find" by reference

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for maps

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only find by copy

hidden aurora
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reinaldo

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maybe it doesnt works cause its in a function idk

orchid rapids
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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

sonic pagoda
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@grim ore , in this case i have the reference

grim ore
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@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

sonic pagoda
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somebody call George Boole

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i knew i wasnt a terrible programmer mathew lol

wintry forge
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is there a shortcut to manipulate(scale in this case) an object without manipulating its children?

grim ore
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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

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and yep the bool by itself in the save game is fine, its the bool in the struct in the map that is bogus

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even the bool in the struct in the map in the struct is fine...

sonic pagoda
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thats really weird

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my biggest issue is i cant really google around, because everyone calls levels maps

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and so when you look up anything related

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its all related to levels

grim ore
#

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

sonic pagoda
pulsar sorrel
#

unreal do not have per-instance material parameter, right?

#

or wrong? if wrong, how can i do that

grim ore
#

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

sonic pagoda
#

okay, bug report , will do

#

thanks for trying though

grim ore
#

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

sonic pagoda
#

i just used a separate bool array

grim ore
#

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

sonic pagoda
#

oh i see what you say about the int though, just use a 0 or 1

grim ore
#

yep yep

sonic pagoda
#

yeah, simpler, ill try that then

grim ore
#

damned the dinner I want to figure out this issue lol

sonic pagoda
#

lmao

#

nah man you got like 77 kids waiting on you

grim ore
#

only 5 and 3 can feed themselves ๐Ÿ˜›

sonic pagoda
#

thats some good programming ๐Ÿ˜

grim ore
#

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

sonic pagoda
#

yeah its definitely funky

#

alright Mathew thanks a millionth time again

grim ore
#

well hopefully you can make something work, you were not crazy atleast lol

sonic pagoda
#

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

orchid rapids
#

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 ๐Ÿ˜ฆ its only happeneing on 1 machine

grim ore
#

@pulsar sorrel it sounds like you are talking about dynamic material instances and yes it should be per instance if you want

sonic pagoda
#

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

pulsar sorrel
#

is "dynamic material instances" exist? Thank you! I will googling about this keyword

sonic pagoda
#

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

pulsar sorrel
#

Okay, thanks you guys!

sonic pagoda
#

@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...)

grim ore
#

Hah

#

Maybe but I added an int and another bool and no go but I never tested the first one again...

sonic pagoda
#

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

magic summit
#

oof mac

heavy ether
#

woo finally got tons of junk cleared off my system drive, 3 ancient versions of visual studio gone, 2019 installed, and creating a project. ๐Ÿ˜„ 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

heavy ether
#

huh. multi-display support is still kind of iffy here. this seems weird.

chilly gale
#

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

manic pawn
#

change the keybind

cerulean sorrel
#

help

#

can someone tell me what the hell break hit resuit does

wintry forge
#

is there a shortcut to editing a parent without influencing the children (in blueprint viewport editor)

cerulean sorrel
#

@wintry forge help

orchid rapids
#

It opens up the result or your raycast, then you can see what you hit

cerulean sorrel
#

@orchid rapids thanks ๐Ÿ‘Œ ๐Ÿ‘Œ ๐Ÿ‘Œ

#

Ah

wintry forge
#

idk man im still nub

cerulean sorrel
#

@wintry forge you nub?

fathom bridge
#

How many of you guys use unreal in your day job?

heavy ether
#

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

wintry forge
#

took me like 6 hours to make

heavy ether
#

... 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

manic pawn
#

a .mat file is a unity asset

#

they are not cross compatible

cerulean sorrel
#

@heavy ether

#

6

#

I just decided to jump into game making wish me luck

heavy ether
#

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

manic pawn
#

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

heavy ether
#

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

manic pawn
#

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

heavy ether
#

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. ๐Ÿ˜„ 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.

wintry forge
#

@heavy ether its not skeletal

#

its made exclusively in the blueprints ๐Ÿ˜ฆ

#

i hope i didnt waste my time hnng

heavy ether
#

in that case, i am definitely not qualified to answer that ๐Ÿ˜„

real pasture
#

RIP Spring sale.. until next year

fathom bridge
#

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

heavy ether
#

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

manic pawn
#

an unreal material is more similar to a unity shader than a unity material

heavy ether
#

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. ๐Ÿ˜„ 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 ๐Ÿ˜ƒ see you tomorrow

#

my experience with materials goes back to unreal 2 pretty much, so i'm about technically useless there

thorny cipher
#

help XD

#

Wtf is this

cloud cobalt
#

@thorny cipher Looks like terrible lightmaps, or... something ? Weird

thorny cipher
#

no the box thing

cloud cobalt
#

It's a light probe

#

One of the default engine meshes

tired oracle
#

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

dim plover
#

I'm not sure if you have to do this, but did you also do netprofile disable?

tired oracle
#

yeah

#

ive got some major desync issues im trying to solve in 4.22 that i didnt have in 4.21

muted willow
#

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

tired oracle
#

try remove from parent before opening the level

muted willow
tired oracle
#

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

muted willow
#

i'm really sorry i'm a total noob what do you mean by removing it from the playercontroller

dull wraith
#

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)

wintry forge
#

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?

muted willow
#

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

wintry forge
#

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

regal mulch
#

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.

proven oxide
#

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.

lusty carbon
#

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

cloud cobalt
#

If you get a crash, look at the call stack

proven oxide
#

yep i just said

cloud cobalt
#

So what's the call stack like ?

proven oxide
#

is there a physical log i can look at once the crash window closes

cloud cobalt
#

Yes, the .log file for your project

proven oxide
#

[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

cloud cobalt
#

Well, sounds like it's time to update your GPU drivers

proven oxide
#

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

cloud cobalt
#

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

proven oxide
#

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

cloud cobalt
#

Yeah in that case it means changing the laptop

proven oxide
#

but it doesnt fail all the time

cloud cobalt
#

Good news I guess

proven oxide
#

its only whilst i am away camping

cloud cobalt
#

Might be a power issue

regal mulch
#

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.

plush yew
#

any ever found / used a great drifting project/ blueprint resource?

lusty carbon
#

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.

sullen wraith
#

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

cloud cobalt
#

Well, game design isn't about implementing

sullen wraith
#

game design and programming* ๐Ÿ˜› it's a mixture but yeah I know what you mean

cloud cobalt
#

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

lone zinc
#

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

flat spear
#

Is NVIDIA Flex going to be updated in a near future?

spare sun
#

I doubt

lusty carbon
#

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.

hallow frigate
#

Somehow my capsule and sprite became seperated

#

the capsule moves first and the sprite follows

#

i have no idea how it happened

copper flicker
#

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

sullen wraith
#

are there any tutorials for selection boxes?

#

cant find many on youtube

still moth
#

selection boxes?

sullen wraith
#

like click drag over things

#

rts style

still moth
#

so you can select multiple things at once?

copper flicker
#

oh, a timer, not a delay.. thx!

still moth
#

i have scripts with delays and timers ๐Ÿ˜„

#

going to use one for an armor regen script

sullen wraith
#

yes burnt

#

so you can select multiple things at once

still moth
#

you really cant find a youtube tutorial for that? it seems like a common mechanic for RTS

vapid narwhal
#

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?

sullen wraith
#

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

still moth
#

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

sullen wraith
#

nevermind

#

I think i found something

still moth
#

alright

vapid narwhal
#

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) ๐Ÿ˜„

still moth
#

well, how do people normally handle doors? usually just rotating a static mesh i believe

abstract relic
sullen wraith
#

dammit, cant find anything about selection box :\

vapid narwhal
#

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 ๐Ÿ˜„ besides other issues that might arise along that way, that I haven't really considered yet (like baking light etc.)

abstract relic
still moth
#

elegant? if they both work in the same manner, get the same job done, go with whats easier

vapid narwhal
#

thanks @still moth ๐Ÿ˜ƒ

still moth
#

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

vapid narwhal
#

yes, good old animation principles. ๐Ÿ˜„ Will make it a little tricky and I can't start at 0.0f, so I can actually reverse it properly with a bounce.

still moth
#

hmm, why does every youtube tutorial i see have event ticks in them?.. like.. thats not good advice for most of it

vapid narwhal
#

lack of knowledge about timers? ๐Ÿ˜ฎ

dreamy lake
#

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 :/
vapid narwhal
#

Dang I remember there was an issue with the windows window manager / theme, but that's for quite old UE engine versions.

dreamy lake
#

Im at my wits here ... Really really frustrating lol

wispy raven
vapid narwhal
#

updated windows today too, 4.21.2 opening fine.

wispy raven
#

it doesn't detect when i'm moving left and right

dreamy lake
#

I really dont know then ๐Ÿ˜ฆ

  • Guess I might have to try and reinstall windows if I can't get this to work... ugh
vapid narwhal
#

maybe because GetMoveForward will override IsMoving=false in that order all the time? @wispy raven

wispy raven
#

wait

#

so, in order to fix it

#

what should i do?

#

i tried different things

#

but none of them works

plush yew
#

dxr driver for gtx i out !!!

vapid narwhal
#

if one OR the other isn't 0.0f, IsMoving=true

plush yew
#

anyone tested with ue 422 ?

wispy raven
#

wait, is there an OR block?

vapid narwhal
#

there is!

#

drag it out from the red boolean, give it a try, see if it helps X:

wispy raven
#

ok, thanks

vapid narwhal
#

@dreamy lake there must be a better solution. Maybe uninstall the recent update?

wispy raven
#

THANKS

dreamy lake
#

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

vapid narwhal
#

don't forget to backup passwords and bookmarks ๐Ÿ˜„

dreamy lake
#

yeah oifc ;p

#

Oh shit

#

bookmarks

#

my browser always has a ton of tabs open.. lol

vapid narwhal
#

:B yee hence why I decided NOT to reinstall. Even when I should...

dreamy lake
#

Its a real hassle to reinstall lol

#

Drivers and shit.. ugh

vapid narwhal
#

Ayup. Even got a extra SDD to try linux as alternative. Didn't work. Too much of a hassle.

dreamy lake
#

Was really hoping I could finish up on my house generator today D:

fierce tulip
#

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

dreamy lake
#

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

fierce tulip
#

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

dreamy lake
#

Yeah ofc.

#

Atleast my unreal project files is on a completely different drive, so should be okay

sullen wraith
#

@fierce tulip do you know any good materials to learn about selection boxes?

#

@fierce tulip classic rts style, i cant find anything

fierce tulip
#

why ask me?

wary wave
#

There's two tutorials linked right above?

fierce tulip
#

^

#

<_<

#

poor @abstract relic being totally ignored

sullen wraith
#

you helped me with selection stuff the other day:3

#

but it was just basic stuff

fierce tulip
#

hightides links should get you a decent headstart hehe

abstract relic
#

perfect for me, I'm working ๐Ÿ˜›

wispy raven
#

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

late oracle
#

do you have a post processing volume in your level?

#

exposure settings in a ppv will overwrite the project settings

late oracle
#

awesome

dreamy lake
#

Ugh... okay so reinstalling the engine diddent work.. D:

dim arch
#

yey

fathom bridge
#

Does anyone else get this: when I create a new C++ class I must close VS because Unreal opens a new Vs Window

cursive dirge
#

Along with todayโ€™s 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.

gleaming lotus
#

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?

dim arch
#

teleport is used with moveactorto function

gleaming lotus
#

Thats not a function that I'm using though

#

Otherwise I'd be able to just tick that box and this warning wouldnt appear

dim arch
#

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

gleaming lotus
#

Yeah thats what I assumed ๐Ÿ˜›

#

Just finished this prototype for an assignment, not going to go through all that trouble for the sake of one warning ๐Ÿ˜‰

dim arch
#

yea if its in prototype phase no need to fix it

gleaming lotus
#

Thanks for the help ๐Ÿ˜„

dim arch
#

no worries

paper kernel
#

yo, what was the fix for black scene after light rebuild?

dreamy lake
#

@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

fathom bridge
#

I usually have my projects on my secondary and unreal is on my C tho

spark sonnet
#

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

grim ore
#

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

spark sonnet
#

its a linetrace, when blocking hit its supposed to change. And it goes to the set variable, just doesnt do anything when its activated

grim ore
#

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?

spark sonnet
#

yes

grim ore
#

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.

spark sonnet
#

ok

#

ill send screenshot

#

you see it is supposed to change to 0,5 now but its still at 0

grim ore
#

where do you check the current value?

spark sonnet
#

from line trace blocking hit

#

from two different line traces

grim ore
#

is it possible it is setting it to 0.5 and then the next frame changing it back to 0.0 ?

spark sonnet
grim ore
#

we can't really see your actual flow of the code

spark sonnet
#

wrong screenshot ๐Ÿ˜ƒ

#

I have a string to display the variable and its always 0

grim ore
#

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.

spark sonnet
#

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

gleaming lotus
#

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.

hallow frigate
#

Unreal keeps crashing

#

D3D Device Lost

delicate turtle
#

Maybe your graphics card is not screwed in tight enough ๐Ÿ˜‰

kindred viper
#

thats a driver issue. Happened to me a bit with 4.18. Reverted back a driver and it went away again

sullen wraith
#

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

heavy ether
#

good morning unreal users ๐Ÿ˜ƒ

sullen wraith
#

spent past couple hours trying to make a click drag selection box

#

i cant figure it out

#

or find any tutorials anywhere

heavy ether
#

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 ๐Ÿ˜ƒ 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.

sullen wraith
#

what im doing atm pretty much :\

heavy ether
#

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.

sullen wraith
#

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

heavy ether
#

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

wispy raven
#

guys, is there a way to play a hud animation when a key is pressed?

cloud cobalt
#

Of course

lament star
#

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?

cloud cobalt
#

What does it look like ?

lament star
#

the height map?

cloud cobalt
#

The result

lament star
#

I can post a screenshot

wispy raven
#

@cloud cobalt and how?

#

by using a cast?

lament star
cloud cobalt
#

Okay, well, that's never going to look right. Tessellation / displacement is not a way to do geometry

#

Use a mesh

lament star
#

Seriously? I thought it would've been more precise than this...

cloud cobalt
#

This comes up regularly thanks to Substance people abusing displacement on a daily basis

lament star
#

yeah

cloud cobalt
#

Displacement is not a gamedev tool

#

Forget about it

lament star
#

damn

#

that's weird

cloud cobalt
#

You want real geometry that's way way way better looking, faster to render, much easier to design with

lament star
#

I guess I'm just gonna use a normal map this time around

abstract relic
#

Use it every time around

worldly axle
#

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)

cloud cobalt
#

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

lament star
#

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?

cloud cobalt
#

Water and terrain, but UE4 already does the terrain part

lament star
#

cause they jaggy anyways? ๐Ÿ˜‚

median bronze
#

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 ๐Ÿ˜„

#

does real time raytracing work for rendering videos? i.e. j not obviously real time videos but you can output a scene to video?

broken pawn
#

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

grim ore
#

the " goes after the .exe, the -dx12 goes after the "

broken pawn
#

it doesnt work either way

grim ore
#

then you did it wrong

#

"whatever\whatever\whatever.exe" -dx12

broken pawn
#

like i said

#

it doesnt work

grim ore
#

it works when you remove the -dx12 after the " ?

broken pawn
#

with no -dx12 the shortcut is fine

#

add -dx12 anywhere with space or no space after " it errors above

grim ore
#

must be a windows issue ๐Ÿ˜ฆ might have to format and reinstall

broken pawn
#

LOL

#

if i make the shortcut in the binary folder

#

then move it to the desktop

#

it works

#

stupid ass insider builds

hidden berry
#

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

fast finch
#

Can you show us your maps & modes project settings ?

hidden berry
#

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

fast finch
#

Does your level exist in your content browser?

naive marten
#

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 ?

hidden berry
#

where do they save by default? maybe im missing something

fast finch
#

They dont save by default, you save them

hidden berry
#

under content/thirdpersonbp/maps its only the default map

fast finch
#

What map do you currently have open, the default one or your map?

hidden berry
#

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

fast finch
#

Create a new level

#

add some cube to it

#

save the level

#

then write back

hidden berry
#

alright doing that now

#

cubes seem to save fine. Let me add in a heightmap real quick and try again

brave grove
#

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
#

Get (a Copy) node has a index input

#

plug 2 into it

brave grove
#

@digital anchor Thak you!

hidden berry
#

@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

fast finch
#

Np bud

#

UE4 is strange

#

Just go with it

hidden berry
#

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

fast finch
#

Glad its all sorted ๐Ÿ‘

shrewd quarry
#

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?

fast finch
#

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

cloud crater
#

@fast finch hi

fast finch
#

hi berd, whats up?

cloud crater
#

Can I message u in dm? @fast finch

fast finch
#

Yeah go for it berd

shrewd quarry
#

@fast finch is blueprints viable?

#

as in, how limited is it?

fast finch
#

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

shrewd quarry
#

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

fast finch
#

Are you working on the project alone, or with programmers?

#

@shrewd quarry

shrewd quarry
#

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

fast finch
#

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

shrewd quarry
#

Basically, just do that but be aware of my limitations so either learn C++ or get someone?

#

Thanks again

fast finch
#

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

shrewd quarry
#

@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?

fast finch
#

The official tutorials on unreal is fine I think, especially for beginners

stoic cobalt
#

yo

fast finch
#

fundamental things dont change often

stoic cobalt
#

does anyone know if the latest drivers gonna make my gtx 1070 work with ue4 dxr?

worn granite
#

Nobody is both current and worth watching

shrewd quarry
#

makes sense, thanks again my guy

frank escarp
#

@stoic cobalt yes

stoic cobalt
#

ok thanks

#

๐Ÿ˜€

cloud cobalt
#

Provided you have Win 1809

rare axle
#

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

paper kernel
#

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

median bronze
#

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?

wispy raven
#

is there a way to fix it?

median bronze
#

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

wispy raven
#

nevermind, fixed it

median bronze
#

....

noble marsh
cloud cobalt
#

Open project in Visual Studio, compile from there

noble marsh
cloud cobalt
#

Okay, do like I just said

brave grove
#

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 ...

low trail
#

How can I go free look when playing?

#

i mean camera wise

grim ore
#

hit eject and it will remove you from your current possessed item and go to the freelook camera

idle bolt
#

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.

lime gull
#

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

crisp hawk
#

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?

deep basin
#

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....

grim ore
#

@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)

idle bolt
grim ore
#

@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

lime gull
#

What do i use as the objext when casting?

grim ore
#

I dont know how your project is set up, I cant answer that

idle bolt
#

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.

grim ore
#

yeah I am trying to remember where I downloaded it from, it's not on the asset sharing that I can see

idle bolt
#

@wraith bridge Were you able to get the ARSkylight working correctly to reflect an enviroment?

grim ore
#

I don't think I tested that, I think I just tested the plane setup stuff

idle bolt
#

Gotcha

grim ore
#

I know I tested it tho I remember the menu in the bottom right. I was comparing AR to Unity at the time

lime gull
idle bolt
#

Thanks for the tip about the Learn tab @grim ore I hadn't actually noticed that!

grim ore
#

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

lime gull
smoky escarp
#

Hello guys, can someone that already used the Ability System in Unreal send me a pm please ? I have a few question

lime gull
#

ComputerBP Is my actor, and this is all a get percent function in my widget

grim ore
#

your widget is going to have to know about that computer BP some how. Is there more than one?

lime gull
#

Right now there's only on, but the plan was to add more

grim ore
#

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

lime gull
#

How do I save them to a game mode?

grim ore
#

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)

lime gull
#

What should the variable type be

grim ore
#

which variable

lime gull
#

The one in the game mode for the computer

grim ore
#

I would assume it would be ComputerBP since that is what you want to keep track of ?

lime gull
#

Maybe im misinterpreting something

#

So in the game mode I set variables for the computers?

grim ore
#

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.

grim ore
#

neato

lime gull
#

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?

grim ore
#

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.

lime gull
#

WOAH

#

ITS WORKING

grim ore
#

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

lime gull
#

All I need now is to increase the variable when the player holds an input and it works!

low trail
#

@grim ore Thank you man

brazen forum
#

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

paper kernel
#

because it returns a generic actor

kindred viper
#

get the character and cast to it, then access the roll var

next badger
#

Have anyone tested new Nvidia drivers already?

kindred viper
#

I wouldn't say tested. I installed them so they are testing me

next badger
#

@kindred viper does RT works in ue4?

kindred viper
#

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

brazen forum
#

@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?

kindred viper
#

because roll i sin the character class and you are getting the pawn. Although similar, the slight difference is in the inheritence

gleaming narwhal
kindred viper
#

if it did return the character as a pawn owner, then you would need to still at least cast as character to access it

next badger
#

@gleaming narwhal i'm talking about new nvidia drivers, for 10series

brazen forum
#

alright. Thx

gleaming narwhal
#

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.

next badger
kindred viper
#

I tried to run the Elevator demo (the star wars one) but I cant get it to run and there are no logs ๐Ÿ˜ฆ

next badger
#

@gleaming narwhal we are interested in dxr lightmass

#

also would be cool to render out videos from ue4 frame by frame

kindred viper
#

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 ๐Ÿ˜„

next badger
#

@kindred viper there was a great tutorial on setting up the lighting in the games (cinematic like)

#

i'll try to find it

kindred viper
#

yeah I remember skimming that once and putting it in my watch later list.

#

thanks. ill check it out when I finish this peice

next badger
#

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

kindred viper
#

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

next badger
#

@kindred viper hah, well, i'm not telling you to change your focus, it's just in case you want some info on lighting

kindred viper
#

oh I like to know a bit about everything if I can. RTX has sparked my need to know, so its all good ๐Ÿ˜„

lost wasp
#

guys, how do i turn on ray tracing gi in ue4?

lost wasp
#

Im on that page but i dont see those setting in post processing

abstract relic
#

Then you didnโ€™t set it up

lost wasp
#

I have it enabled right now the ray tracing but i dont see global illumination

plush yew
lost wasp
#

I even have the path tracer

#

@abstract relic

#

Low fps because im using 1080ti

cyan ridge
#

Trying to ray trace on a GTX card?

lost wasp
#

yes

#

17 with path tracing

cyan ridge
lost wasp
#

Ill get 2 2080 ti this summer

#

Not bacause of unreal, because of 3d rendering

cyan ridge
#

Have you looked up tutorials on the matter? I'm sure you'll find something.

lost wasp
#

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

queen arch
#

anyone here has run UE4 using an i3 (2C4T )

#

just run and create simple blueprints

grim ore
#

I used to run ue4 on an i3 6100 and uhm.. a 3rd gen i5 back in the 4.5 days

kindred viper
#

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

queen arch
#

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

fierce tulip
queen arch
#

affirmative

cyan ridge
#

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

fierce tulip
#

either their normals are flipped, or oculus medium just does a shitty job.

cyan ridge
#

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.

plush yew
#

Does anyone know if this volumetric modelling stuff works in 4.22? It looks like this in the preview map

summer turret
#

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?

dark depot
#

window/output log

#

or something in ther i dont have the engine open

summer turret
#

Error: Unrecognized sound format 'wav' in fdfasdf

#

its a wav file

dark depot
#

wrong encoding i imagine then

abstract relic
#

You gotta make it 16 bits I believe

mighty copper
#

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.

abstract relic
#

Itโ€™s been a long time but itโ€™s definitely encoding issue

dark depot
#

just open it in audacity and export .wav 16bit

summer turret
#

i wish unreal would accept mp3s

dark depot
#

why you want your sound to be crap?

kindred viper
#

lol ๐Ÿ˜„

abstract relic
#

The player canโ€™t judge if you make them go deaf first ๐Ÿ˜œ

summer turret
#

i changed it to 16 bit and still saying same thing ๐Ÿ˜ฆ

dark depot
cyan ridge
#

@mighty copper I'll try that out, can you flip normals in Unreal?

summer turret
#

yeah just fixed it I used 8 bit instead of 16

kindred viper
#

@cyan ridge in 4.22 there are some new tools for mesh editing that let you select faces and flip the normals

fierce tulip
#

<_< I just said the normals might be flipped

abstract relic
#

Poor @fierce tulip being ignored ๐Ÿ˜œ

fierce tulip
dark depot
#

ohhhhhhhh

kindred viper
#

I did some stylized 3D once. I mean my artwork was crap but I wes wearing a damn fine suit at the time.

next badger
#

i did a pixel mapping once...kind of nightmare

silent narwhal
#

Hi there! My Drag and drop (like to import stuff) doesn't work no more :/ Any ideas on fixes? 4.22

grim ore
#

this is so cool, the DXR stuff in UE4 with a 1080 card. It's slow but it works and looks pretty

brazen forum
#

guys you know the VectorLength node in blueprint?

#

How do I use that function in c++?

grim ore
#

welp the api docs say its part of the kismet math library

brazen forum
#

Ive been trying to do that. I even included it

grim ore
#

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

brazen forum
#

thx dude!!

steady owl
#

Does the order of things in DefaultEngine.ini matter?

fast finch
#

Doubt it

#

@steady owl

#

I'd keep everything under its "Category" though

sage hinge
blissful willow
#

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?

modern sinew
#

The reason my Wallrun isnโ€™t working is it seems that there Overlap event isnโ€™t triggering, anyone want to help me fix this?

fathom bridge
#

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

tawdry narwhal
#

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

hidden berry
#

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

tawdry narwhal
#

yeah it croaks

grim ore
#

you can't go backwards

cerulean sorrel
#

my UE4 crash

#

wtf

#

4.22

#

log

#

๐Ÿ˜€

rapid gull
#

How does one delete a c++ class?

grim ore
#

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

rapid gull
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I don't see a build folder.

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It worked!! Thx much!

modern sinew
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Can someone help me figure out why my Overlap isn't triggering?

blissful willow
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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?

grim ore
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when the lighting is built or when you need to build it?

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when it needs to be built it should tell you, if you are building it you should have swarm running in the taskbar

blissful willow
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When it needs to be built

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It's no longer displaying it lol

fathom bridge
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RedPandas the collision presets need to allow overlap for the object type being overlapped. Same in the other object's collision presets

brazen forum
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Hey guys can someone walk me through how to use UKismetSystemLibrary::SphereOverlapActors() in c++?

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Like when I try to fill in the parameters I get stuck

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So far I have this UKismetSystemLibrary::SphereOverlapActors(this, GetActorLocation(), 20, but I get stuck on the other parameters

plush yew
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graphics

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cel shaded like

silent narwhal
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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?

modern sinew
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Can someone help me figure out why my Overlap isn't triggering?