#ue4-general

1 messages ยท Page 436 of 1

hoary pier
#

I think its predict projectile path

still moth
#

yeah, but its still instant, theres no time between drawing that prediction and registering a hit

fringe pivot
#

what's the logic behind a day/night cycle?
do I need to rotate my directional light around the landscape?
would that work?

still moth
#

im going to play around with predicting a path and see how that works

worthy flame
#

if i get some lamp props, and add them do they emit light on their own or i need to do it?

shy silo
#

I'm not sure how to go about starting a turn based strategy game and am having a rather hard time finding documentation or tutorials to get me started since I'm relatively new to learning UE4

plush yew
#

I got exactly the breakthrough that I needed but I feel like my knowledge is lacking in one more area. I can interact with all the items in my inventory just like how I'd planned and I'm eager to flesh that out but I can only display the names of the items. I could of course rig what I already know to show me more values but I'd perfer it to be uniform. Can you add column's to lists? Or should I switch from a list to some other element? My current plan would be to just have identical lists next to each other, one for each stat but I wouldn't be surprised if there's already an element I can use that doesn't require multiple lists

hoary pier
#

@shy silo Break your design into small pieces and ask more about each system you are having trouble with

shy silo
#

Alright will do.

brazen forum
#

hi guys. I can't figure out how to get a reference to my playercontroller. This is what I have so farif (GetWorld()) { playerController = Cast<ABasePlayerController>(GetWorld()->GetFirstPlayerController()); if (playerController) { UKismetSystemLibrary::PrintString(this, playerController->GetLeftMouseButtonDown() ? "true" : "false"); } else { UKismetSystemLibrary::PrintString(this, "Cast failed"); } }I alwaus get the "Cast failed"message printing to the screan, So how do I get the playercontroller?

fathom bridge
#

Are you calling this from the Character

candid cove
#

So I'm adding a little grass wind to my grass material but when i'm looking at the model, it's shaking to the point of going into the floor. Does anyone know how to make it so that its just the tips that are shaking? thank you

brazen forum
#

@fathom bridge yes

scarlet birch
#

@still moth "subtract a variable from the Z axis of the trace ending location every time the script runs and you'll have bullet drop"

#

That's not right.

#

If you're set on going after a realistic bullet path then it's a parabolic path. A bullet initially rises then falls.

still moth
#

i already have bullet drop

#

a bullet only rises and then falls when its zeroed for a certain distance, and generally speaking the amount it rises in that distance is so small its not even worth calculating

fathom bridge
#

Call GetPlayerController direcrly

still moth
#

right now im testing that setup against predict projectile path

brazen forum
#

@fathom bridge "Call GetPlayerController direcrly" What do you mean directly?

scarlet birch
#

I'm not sure what you mean by zeroed? I've heard that term used when talking about scopes but never heard of it as something that affects the way a bullet travels through the air.

candid cove
#

anyone can help with grass?

still moth
#

a gun is zeroed for a certain distance so that the point of aim matches the point of impact, so when the bullet comes down, it intersects that point of aim at a specified distance.. so the bullet doesnt go up, your sights are adjusted so your barrel is pointing slightly upward so that those two points meet

scarlet birch
#

That's not right.

#

at least not entirely

still moth
#

youre generally looking at less than an inch of elevation before the bullet meets its zeroed location, so for video game purposes its really not worth the effort or coding to put in any kind of rise

#

so a straight line trace for the first 50-100 meters is plenty good enough, and apply drop after that initial trace

weary basalt
#

Squad uses a Linetrace for impacts at a close distance to the Player. After that distance they spawn a physical projectile to simulate drop

scarlet birch
#

I guess. You seemed to be asking for a more realistic flight path. It's not that difficult to calculate the actual parabolic path and there are calculators all over the place that will give you the math.

#

That's a pretty good approach

still moth
#

you dont need to spawn a physical projectile to simulate drop when you can draw a new line trace at the end of the first one at reduced length to simulate air resistance, and subtract a small amount from the Z axis to simulate gravity

weary basalt
#

I didnt say you had to.

scarlet birch
#

I don't get the point of that. Why bother if you 're just going to do a straight line drop anyway? It wouldn't take much to make it a curve

still moth
#

i tried spawning an actual projectile and the performance hit was massive compared to other options

scarlet birch
#

Were you doing a lot of math in the projectile bp?

still moth
#

mike, if you have it drop a little bit every time a new trace is drawn at the end of the old one, and also reduce the length of sequential traces it creates a trace path identical to the flight path of an actual bullet.. as gravity is a constant, the only variable in a bullets flight path is its velocity

kindred viper
#

so if you have a spline, that maps out a general direction, then you use the time along the spline path to change the velocity, and/or the drop, to whatever you want, you have a nice system of dropping over time

#

but ill stop promoting splines now :p

still moth
#

but how do you set the points of the spline when the weapon is fired? because if you angle a gun upwards its going to have a completely different flight path than if its level

scarlet birch
#

I'm not trying to say that the approach is insufficient, I'm disagreeing when you say it's an accurate approximation of the path a real bullet would take. a bullet is parabolic. I got the impression you wanted a more accurate flight path and I'm trying to convey that it would not be difficult to just plug in that math to a trace.

hoary pier
#

@candid cove You need to mask the wind. Probably using a texture or the second channel of a coordinate node.

kindred viper
#

there is a VR controller blueprint that has a cheap one built in. You can modify it for purpose but yeah the math is apparently quite the same across the board, with a variable here and there

#

if you were going full simulation though, head to any C++ lib on that kind of thing really

scarlet birch
#

Without calculating drag you just need the acceleration due to gravity, starting speed and initial height.

still moth
#

think of the path you have when you throw a ball forward, how it comes down in front of you and has an arc along the way... then when you throw it straight up.. two different flight paths depending on the angle it was thrown.. how would you get a spline to calculate that?

kindred viper
#

well its some Sine math. I couldnt tell you off the top of my head. Id google what it is when I needed it. ๐Ÿ˜„

#

spline points all have tangents though so its easy to construct what you need at the times you need it along the path

#

ricochets are especially easy to deal with

scarlet birch
#

There's actually a couple of bp nodes that will do it for you.

scarlet birch
#

Yeah those

still moth
#

i have a predict projectile path option that i was testing along side the line trace option

#

what advantage would a spline have over predicting a projectile path and just using that for hit detection?

hoary pier
#

The spline was to simulate bullet travel time

still moth
#

ok

fathom bridge
#

@brazen forum I mean just call GetPlayerController. It is a function on A character, and you don't need to go through the world with GetWorld()

still moth
#

doesnt predict projectile path simulate travel time?

hoary pier
#

I think, I've been sorta paying attention

fathom bridge
#

@brazen forum still cast it though

hoary pier
#

I don't think it does

#

it just does a non-latent trace

#

set of traces

scarlet birch
#

I'd have to double check but I think it gives you an array of points, the time the projectile would be at that point and the velocity at that moment.

still moth
#

it seems predict projectile path has an out hit time and calculates time to a hit

#

there doesnt seem to be anything for calculating drag though

scarlet birch
#

Yeah I was just looking through the code and didn't see that either

hoary pier
#

It gives you a time it would take to arrive there but the predict is instant

#

I don't think it's used for that. If you want accurate bullet physics sim you'll need to find or make it from external sources

#

This is mainly for stuff lilke grenade previews and teleport previews i would think

still moth
#

yeah, thats what i figured

lunar plaza
#

Unreal Engine is planning to use VS as their default coding program

scarlet birch
#

It seems pretty useful to me if you want an approximation of a bullet path without too much work.

lunar plaza
kindred viper
#

imagine a spline line is a path, which isn't hard. Now imagine throwing a probing collision mesh down it at a rate you can control through velocity. Now imagine you want drag. You can start reducing the length of the spline + the speed of the probe animation based on the multiplier of the drag. But I'll stop promoting splines now :p

scarlet birch
#

I have a huge list of future project ideas and none of them need anything more accurate than what predict projectile path does.

#

Marc, I want to join you in the spline love, but I'm not seeing it.

#

๐Ÿ˜„

fathom bridge
#

@brazen forum it might be called GetController

kindred viper
#

yeah there is no reason to make realistic bullets unless you are actually focusing on it as a selling point

fathom bridge
#

@brazen forum also UGameplayStatics::GetPlayerController should work

scarlet birch
#

I'm happy with a line trace unless I want eye candy

brazen forum
#

tx for the hep I was able to get it workng ๐Ÿ˜„

kindred viper
#

@scarlet birch I probably wouldn't use them myself. I would go download a C++ lib from some math hero who had an interest in it. Then apply that

scarlet birch
#

Yeah, same the formula is not that bad. I'd just add that to a personal math lib

kindred viper
#

well.... just watched a true war in a UFC match. insane sport at times

#

crowd is going utterly mental

plush yew
#

I have an array of stored items. At any point I can get each of their display names, that's no problem. But I run into an issue when trying to get their item names. When an item is put into a bag I use the destroy actor node. This also seems to destroy any variables I've set for it

#

Is destroy actor the wrong node?

zenith flower
#

Cute, using bp Open Level, with a bad "find player start" will CRASH the engine with
"failed to player start"

plush yew
#

Or do I need something more elaborate. Where before being destroyed the item sets the values of an identical item that is created inside the inventory

hoary pier
#

It is expected that if you destroy the actor any variable pointing to it will be null now

#

Your inventory probably shouldn't worry about tracking the actor versions of things unless something very different is happening

#

I think it would be better to convert that information into a struct that the inventory can store when the item is deposited

#

Or an object class perhaps

plush yew
#

That makes sense, I already have a struct that helps my data table determine what values to assign objects on spawn, I assume I can recycle that, right?

hoary pier
#

You could pass the object back and forth for the life of the item through any deposits/removals

#

If it holds the right info, reuse away

plush yew
#

I have a question about creating my first map in UE4

#

I want to recreate a level from a game, it's an interior and It's mostly made up of static meshes

#

How would I go about getting started

scarlet birch
#

I'd just use a struct if you're working in BP. Use it to hold info on what actor to spawn, what icon for the inventory etc.. Titanic games on Youtube has an RPG tutorial that does a pretty good job of showing a way to do it.

hoary pier
#

My only thought on using an object instead was for tracking the life of things like durability, modifications, etc depending on your needs

plush yew
#

So the plan is to make a new object class called "inventory item" or something like that. Before destroying the actor I'll set the values of the to-be-destroyed actor to match the values of the inventory item. And rather than adding the destroyed item to my inventory array, I'll add the new object. Then if the item is ever removed from inventory I'll do the reverse

#

Yeah I'm tracking enchantments at least

modern sinew
#

How do you make an infinite loop without Unreal giving you an error? I tried with a while loop and UE did not like that

plush yew
#

delay

#

is what I use, I set the delay to be equal to world delta time. Idk if that's right but it's how I do it

modern sinew
#

ok, well it went up, but not down

plush yew
#

what're you looping?

modern sinew
#

well I can't get it to loop because you can't pull mulitple lines out of one pin, and I hate that

#

idk how to get it to do 2 things at once

plush yew
#

sequence node

#

If there was a screenshot it'd be easier to diagnose

modern sinew
#

well sequence does things in order

pallid talon
#

Question - I have a "LineTraceByChannel", works great. When successful I have a "SpawnActorByClass" that creates an object. The "SpawnTransformLocation" is connected to a "BreakHitResult > Location" node from my line trace. Problem is, the spawn object NEVER goes to the hit location. What am I missing?

plush yew
#

Is it possible that the object being spawned is overlapping with the location?

#

Like, do you know if the object is even spawning at all?

pallid talon
#

Yes, its 100% appearing. And its location is at 0,0,0 instead of the hit location from the linetrace.

#

I've had a debug line appear correctly from the linetrace. but my object is off at 0,0,0.

plush yew
#

Just to be super clear, can you print the results of the hit location that you get from your "breakhitresult" before the spawn node?

#

That way we know for sure that 0,0,0 isn't what's being plugged into the transform?

pallid talon
#

One sec...

plush yew
#

its tedious but so many of my issues have been caused by me making reasonable assumptions that turned out to be false

pallid talon
#

You're right. The location result from my "BreakHitResult" was printing 0,0,0. Arg..

plush yew
pallid talon
#

Hmm. Im not sure why....

plush yew
#

I haven't tested this but that's what my first try would look like

#

I'm pretty deep into my inventory right now otherwise I'd try to set it up on my end

pallid talon
#

Does that look right?

#

I'm using a "ConvertMouseLocationToWorldSpace" so the trace hits where my mouse clicks.

#

In my case, the Floor.

plush yew
#

Yeah idk it looks right to me. The only thing I guess would be world direction? I'm not too familiar with the convertmouselocation node. If it was me I'd set the start to be world location and the end to be world location +/- 90000 on the z. If that works for your scenario.

#

so if you're going down I'd assume that your line is going to be from the world location down 90000 on the z value of world location. But like I said idk that node so maybe someone who does can offer better advice

pallid talon
#

I'll try that, but I don't think that's the problem... It's strange because the red debug line is correctly hitting my mouse location on the object in the world. But the spawn is way off because of the incorrect Hit Location. Hmm.. It could be a bug.

plush yew
#

just like how you were printing the location see if it's hitting a location. Maybe the trace is going where it should but not generating a hit

#

it'll be off the return value node

pallid talon
#

Oh wait.. It looks like my debug line could be going through the object. I may need to look at my collision properties.

#

Thanks bud!

plush yew
#

np good luck

fringe pivot
#

No offense but UE documentation sucks donkey balls

pallid talon
#

The community provides a significate amount of resources as well Psycho. You should expand your search.

plush yew
#

My only point of reference is blender which is so poorly documented I've encountered users who did not even know certain features existed

pallid talon
#

I actually started learning blender this week. I find it, very well done in 2.8. But older versions were not friendly for me. I'm coming from 15 years of 3d max.

#

I'm used to working with 10,000+ objects and 3d max holds the crown for that.

#

But blender 2.8 seems to be on the right track now.

plush yew
#

Oh yeah I only make basic rigs and models. I teach it to kids on weekdays but there've been times where I've said "is X possible?" and gotten several "no"'s in response only to find out a few days later that it totally was. That's not the case as much anymore since I found the blender discord but before then it seemed like there was no single source that had ALL of the info needed. Everyone's individual knowledge seemed to be fragmented

pallid talon
#

Interesting. I'm finding a lot of good references on youtube. Plus my knowledge from Max helps a lot.

plush yew
#

Kind of like unreal before I found this discord. I only recently learned about the select node thanks to MathewW, I've done plenty of tutorials where rather than using the select node they set up a branch. It's a small thing but select is soooooooooo nice

#

Yeah I bet, I don't have that many years of experience. I only know as much as I need to work on my personal projects in UE4 and blender.

fringe pivot
#

What would be the workflow if I want to create modular characters?
I mean, characters where I can swap their clothes, weapons, etc.
Should I split their bodies in multiple meshes? Does that make sense?

#

Not sure how would I animate something like that tho.

lusty carbon
#

Hey, I want to create a simple vehicle that's AI driven in the scene. never controlled by the player.
What class should I create it from?

sudden agate
#

pawn

lusty carbon
#

Why not actor btw?

cloud cobalt
#

Pawn already has code for AI

lusty carbon
#

thanks

#

Guys another issue im having.

#

Updated to VS 2019. but UE4 still treats VS2017 as default and keeps opening it instead.

#

how do I set VS2019 as the new default ide for ue4?

cloud cobalt
#

Set in in the editor settings

lusty carbon
#

it's set. still launching vs 2017 when creating new class

cloud cobalt
#

Did you remove the intermediate folder and generate solution ?

lusty carbon
#

no

#

tried. didn't help

cloud cobalt
#

And you set the compiler both in project & editor settings ?

lusty carbon
#

sigh

cloud cobalt
#

Not this

#

compiler

#

Of course it's Visual Studio, but you need to set 2019 vs 2017

lusty carbon
#

this is editor preferences

#

thats all I got

cloud cobalt
#

Look for "compiler"

#

In the "all settings" tab

lusty carbon
cloud cobalt
#

Looks like you're running <= 4.21 here

lusty carbon
#

what?

#

it's 4.21 yes

#

not compatible?

cloud cobalt
#

4.21 doesn't support 2019

#

VS2019 has been out for... two weeks

lusty carbon
#

airght

carmine umbra
#

right, i'm coming in with the noobiest question ever so be prepared... I deleted the VR gun from my FP character, and it's still visible in game... why?

proven oxide
#

Any way of setting the order of the includes in the module.cpp generated files?

#

we have a file that has to be included last but after the first compile its putting it first and breaking the compile

cloud cobalt
#

No, you need to make sure your files build independently

#

The merge order is random

plush yew
#

I'm removing an actor from play and storing it in a reference variable when I do so. I was assuming I could use the spawn actor node later and just plug that reference in but that doesn't seem possible. Is there any way for me to either spawn an actor from my reference or create a new actor from my stored data?

#

I could set up a system that sets the class based on the stored variable but if I end up with 100 items I'd rather not plug in 100 possible conditions.

modern sinew
#

What's the BP for unlocking the mouse? (for my pause screen)

mellow iron
#

qwerty

modern sinew
#

Actual answers only please

mellow iron
#

bruh i just joined

modern sinew
#

got it to work anyway

fringe crest
#

I just realized that the unreal logo can be used for uwu and owo, at the same time!

unreal w unreal

modern sinew
#

unreal ๐Ÿ‡ผ unreal what's this

sour pine
#

hi

chrome cedar
#

hey guys ๐Ÿ™‚ just a quick question.. when I open my scene in unreal I get a notification "Project file is out of date. Would you like to update it?". So.. When I do that could there go anything wrong? I donยดt want my scene to be destroyed. And when I update it, could it be possible that many of the plugins Iยดm using for that project wonยดt work anymore?

wispy raven
#

does anyone know a way to make a camera strafe tilt?

modern sinew
wispy raven
#

in the ==

#

contition

#

there is a "select asset"

modern sinew
#

ok; well it makes me jump a little, but it still doesn't make me dash forward

#

progress tho

wispy raven
#

try to break the forward vector pin

#

i'm not sure tho

modern sinew
#

ok, no I got it to work

#

but it uses world vector directions and not local

#

:/

#

Anyone know a good way to get it to use the model's local direction so I can put it facing any way?

regal mulch
#

Can I not get the Bounds of an Actor via its Default Object?

#

They return (0,0,0) while the spawned actor, with bounds made visible) clearly has bounds.

#

Or can I achieve this via spawning deferred?

#

I want to offset the Actor in z direction by half height of the bounds

modern sinew
#

It says Character Movement Component does not inherit from "Character", but where does it inherit from then?

regal mulch
#

PawnMovementComponent iirc

modern sinew
#

"PawnMovementComponent does not inherit from Pawn" Same problem, different place

sudden agate
#

Character is Pawn

#

CharacterMovementComponent is PawnMovementComponent

modern sinew
#

who does PawnMovementComponent inherit from

regal mulch
#

They have nothing to do with each other. One is a Component, one is an Actor

sudden agate
#

NavMovementComponent

modern sinew
#

And that inherits from....?

#

Because the only option for that was to cast

regal mulch
#

UMovementComponent

#

And that inherits from UActorComponent

#

And that inherits from UObject

#

ACharacter -> APawn -> AActor -> UObject

#

As said, they have nothing to do with each other

modern sinew
#

nothings showing up for UActor

regal mulch
#

What are you even trying to do?

#

You don't need to cast stuff upwards

#

Character already has everything from Pawn, Actor and Object what it is allowed to use

#

As well as CharacterMovementComponent has everything from its parent classes

modern sinew
regal mulch
#

Why are you casting so much

modern sinew
#

each cast after the first is asking for a cast

#

That's all they'll accept

#

and toss errors if I don't cast

regal mulch
#

What is the original object you are casting?

modern sinew
#

CharacterMovementComponent, apparently. so I can change the Max speed

regal mulch
#

But if you already have the Character Movement Component

#

Why are you casting to begin with?

modern sinew
#

The Max Speed needs something

#

That's the only one it would take

regal mulch
#

Ehm

#

That's not what Casting is for

modern sinew
#

Well I tried to Get something, and it didn't work

regal mulch
#

You need the CharacterMovementComponent reference from your Character

modern sinew
#

how

regal mulch
#

Singleplayer Game?

#

Well I hope so, cause you shouldn't do Multiplayer with that level of experience anyway.

The most forward way is "GetPlayerCharacter" and then "GetCharacterMovementComponent"

modern sinew
#

Singleplayer, yea

#

got it to work

#

eXi, would you know how to use BP to make that Launch Character to get the pad's x-value instead of the World x-value?

#

Or anyone?

grizzled axle
#

RedPandaz, get actor's forward vector and multiply it by how strong you want the launch to be and put that in launch velocity in the launch character ?

dim merlin
#

Hi, anyone any good info about creating lan mp games?

modern sinew
#

@grizzled axle Not the player, the pad

grizzled axle
#

then get the pads forward vector ? and make sure your pad is pointing in the direction where you want the player/character to shoot off ?

modern sinew
#

The pad is not moving

grizzled axle
#

it doesnt have to move

#

it still has forward vector where it is pointing

#

in world

modern sinew
#

ok

#

That didn't work

#

Am I doing this right? because it still used World X

grizzled axle
#

I think you need different Get Forward Vector node

#

something that takes actor or self inside it, that one seems to want rotator, which is 0 0 0 currently

#

its called Get actor forward vector ? dont have UE open atm, cant remember

modern sinew
plush yew
#

Why doesn't Unreal's Geometry show up as a mesh distance field? (Visualize -> Mesh Distance fields)

grizzled axle
#

RedPandaz, nothing is happening or do you at least launch somewhere?

modern sinew
#

Launch forward, but in the world X, which happens to be sideways

grizzled axle
#

are you sure your launch pad isnt just pointing that way?

modern sinew
#

yes, because I stuck an arrow to the front of it

grizzled axle
#

and that blueprint is in your launch pad?

modern sinew
#

yea

#

Wait, nvm, the two differently-oriented pads are pushing me in different directions

#

I just gotta swing the model around

grizzled axle
#

not sure then, this is how my old test project lauches my player away from the enemy when I get hit by melee and it works fine ๐Ÿค”

carmine umbra
#

Hey guys, So I'm a total noob and trying to make a material in UE4 for my landscape... I have downloaded a mat from quixel, and tried to build it in mat editor, but as you can see my preview looks nothing like the material preview from quixel, any ideas?

plush yew
#

@carmine umbra try changing the value on metalic

carmine umbra
#

to 0?

plush yew
#

to something that looks more similar

#

depends on lighting

#

change specular aswell

carmine umbra
#

how do I set it to a value rather than using texture samples?

#

I know i'm a total noob...

plush yew
#

@carmine umbra in material editor hold down 1 and left click to create material expression constant. You should do tutorials first, they have some good ones on web

carmine umbra
#

yeah im really struggling where to start with this stuff, Im wanting to make a basic forest environment but struggling to find a good tutorial

#

none actually go in depth, just talk through how they made it without detail

worthy flame
#

how to fix this gray space, i painted some textures over it and it turned like this. i tried undoing it. but didnt work

plush yew
#

does it say 'compiling shaders'?

worthy flame
#

nope

#

i waited a bit to see if it will show that but it didnt

topaz wadi
#

Hey guys, I want to make a rotatable map (regular and mini-map) like in Metroid Prime, so I was wondering what would be the best course of action?

plush yew
topaz wadi
#

That's pretty neat, Stain! ^^
Turns out the simplest solutions are usually the best ones.
And for it to display as hud, would it be better to mess with draw order or just set render target?

#

You can have 3D objects in menus, right?

sudden agate
#

@worthy flame you are using too many textures in your material. Change your Texture Sample Nodes to Sampler Source: Shared

topaz wadi
worthy flame
#

well i have 11 textures. but i dont quite fully understand what you meant

#

@sudden agate

sudden agate
#

you are not using 11 textures

#

you are using 22

worthy flame
#

and what do i do with that?

#

were do i connect it

sudden agate
#

do you even read?

modern sinew
#

Ok, I'm trying to have the player launch to the opposite side of the wall he's running on, whatever the angle, how would I do this?

sudden agate
#

math

modern sinew
#

but like, what math

worthy flame
#

well yes i do read. but i didnt have that sample node before

#

so i dont know where to connect it

sudden agate
#

you do. for every texture

worthy flame
#

ooh

modern sinew
#

I think I'd get the two object's location, but I don't know how to turn that into a vector

worthy flame
#

i understandnow

#

for every texture?

#

changfe it

sudden agate
#

@modern sinew Trace towards the wall and take the normal and invert it. thats your launch direction

modern sinew
#

wym trace?

#

@sudden agate

worthy flame
#

worked ty

modern sinew
#

How would I invert it? multiply by -1?

#

well no, apparently, as I got a bunch of errors

plush yew
#

Does anyone know why Unreal's Geometry won't show up as a mesh distance field? (Visualize -> Mesh Distance fields)

modern sinew
gleaming creek
#

The owner isn't a runwall?

modern sinew
#

no, this is in the Third Person BP

plush yew
#

Best tutorial for beginner? โค

modern sinew
#

Also, how can I move stuff from one folder to another? Cut and Past don't seem to exist

gleaming creek
#

Drag and drop

modern sinew
#

@plush yew Depends on what you're looking for

gleaming creek
#

Make sure to fix redirectors afterwards

modern sinew
#

@gleaming creek But it's several folders down in another folder

gleaming creek
#

Drag and drop

plush yew
#

@modern sinew A tutorial there learn me to make a game and basic blueprint stuff. :/

modern sinew
#

Trying to use stuff from AnimStarterPack for base mannequin

gleaming creek
#

And if you're asking questions about casting... it's usually because you've done something wrong with your logic, you normally shouldn't have to cast

modern sinew
#

@plush yew You're gonna have to be more specific. Currently I'm followling loosely a good FPS tutorial series

#

@gleaming creek I'm trying to get the location of the wall that the player is touching

plush yew
#

@modern sinew A city builder game tutorial?

modern sinew
#

That is not for beginners oof

plush yew
#

@modern sinew What is a good starting point? :/

gleaming creek
#

You don't have a reference to the wall

modern sinew
#

@plush yew Probably FPS. They're simple

#

and @gleaming creek how

plush yew
#

@modern sinew But do i learn the mecanic to make a city builder in fps tutorial?

gleaming creek
#

How are you detecting the wall? Some kind of trace, touch event, something like that?
You need to store a reference to that wall in a variable, so you can use it here

plush yew
#

@modern sinew Is RTS beginner frindly too?

gleaming creek
#

Casting is for forcing a variable to treated as a specific type, for polymorphism - that's a rather advanced usage that you usually don't want

modern sinew
#

@plush yew Small steps, small steps. You're on lvl 0, and what you want to do is lvl 100. So do I, but I recognize I have to build up to that

#

An FPS tutorial shows you a lot of stuff that can be useful in other types of games as well

#

This is the one I reccomend and am using

plush yew
#

Okay thanks.

modern sinew
#

NP

#

@gleaming creek Well how would you get the location of the wall that the player is touching, and find the vector perpendicular to that?

gleaming creek
#

Touching or facing?

#

Touching, you can use a touch event

#

For facing, you'd use a raycast

modern sinew
#

Touching

#

I'm trying to improve the jumping from wall-to-wall when my player is wallrunnign, by adding in more force perpendicular to the wall as poopsed to straight ahead

#

@gleaming creek

#

Wym by Touch Event

gleaming creek
#

Then you must have implemented wallrunning already, surely you keep track of the wall you're running on already?

modern sinew
#

well, just if we are touching a wall

#

but sure, yea?

#

how do I use that?

gleaming creek
#

Save it in a variable

modern sinew
#

Ok, I have the thing like "actor has tag" or whatever

#

That's how we tell

#

how....do I use that

#

@gleaming creek I promoted the wall to a variable

#

is that what you want?

gleaming creek
#

Yes, now you can use that variable to do your things

modern sinew
#

For some reason it's getting stuck when turning it into a variable

#

it won't go past that set

#

@gleaming creek

#

GTG

#

If someone knows why a set block is tripping things up, @ me and I'll read it when I wake up

dim plover
#

Is there something that refreshes overlaps so that things that are currently overlapping something will retrigger an Overlap?

wary wave
#

no

#

not short of disabling and reenabling collision, but you don't want to do that

#

why would you want to retrigger it?

dim plover
#

I currently have a melee weapon hat has some overlap comps on it. It's possible that something will already be in the overlap before the attack actually starts.

wary wave
#

only enable the overlap component when you're performing the attack?

dim plover
#

Huh... can't believe I didn't think of that.

wary wave
#

haha

haughty sand
#

how can i disable using vs17?

#

at the build

sullen wraith
#

is setting up ai to shoot pretty basic? or more advanced

hidden aurora
manic pawn
#

why are sequencer cameras hard coded to use horizontal fov br_boi

hidden aurora
#

I have a suggestion for unreal, make like a realtime pose editor, for example you place a skeletal mesh in the level, and you can open the " realtime pose editor" and move the bones into a pose you want

manic pawn
#

I must be missing something, how do I uncap the sequencer fps? I obviously want it to play back the sequence at the maximum fps the player can handle not a specific one

#

nvm, it's not actually limited

carmine umbra
#

Could anyone tell me, when I download a material from quixel there is a .json file in the zip, whatโ€™s this for? Canโ€™t find any info online๐Ÿ˜•

steady owl
#

Can anyone help debug a brand new C++ third person template only possessing the server and not the other clients?

#

The pawn for the client spawns but he never gets possessed

#

Using stock gamemode

#

And it DID work the first time I started up the template, I just changed the player starts

#

The client's camera gets placed at the origin and the spawned pawn for him never moves

#

Which I'm assuming means he didn't get possessed correctly, I just don't know how it can happen with the default template

#

Turning off Use Single Process fixed it and the client could run around- Question: is it common to turn off single process for PIE? It's the first time I've ever encountered this not working before

spark sonnet
#

Is there a way to use line trace and then get hit actor, then get the health variable from that actor? Instead of adding all the different actors?

placid locust
plush yew
#

@spark sonnet yes. You need to use 'break hit result node

#

The line trace will output a hit result which you can read from, one of the things making up the hit result is the hit actor, you can then cast to that actors class to get the variable you need

worthy flame
#

how to improve fps/performance in the scene? with a lot of props

plush yew
#

really vague I know little about it but you need to do profiling to see what is lowering your fps. Think about your scene too. Are you doing a lot of stuff on tick? Are your props very high poly?

#

Could be anything so you need to identify what is causing the issue

worthy flame
#

high polly, trees,rocks, grass

plush yew
#

is there a way to take a chunk out of a landscape? I was thinking subtractive box geometry but that doesnt work

#

hmmm well foliage can often cause issues

worthy flame
#

i know, and ive searched on google but only solutions were scattered in 4 different links and i cant figure out

plush yew
#

But as I said what is 'high'? depends on computer

#

could be that is not even the cause and its something else. you need to optimise the worst stuff first

worthy flame
#

well it can run high at lower fps. but ive placed some settings on medium to make it easier

#

the thing is i have no idea what to optimize and where

plush yew
#

If foliage is the issue and you need to make sure it is there are tons of guides on foliage optimisation

#

But no point wasting your time optimising something thats only adding 1ms when something else is adding 10

worthy flame
#

i know what you mean

#

also do you know how to make shaddows lighter?

plush yew
#

no

#

quick debug for your scene, disable foliage and see how it affects framerate

worthy flame
#

yeah im looking at that rn

#

but i cant change the environment color

plush yew
#

Are you spawning all the particles in one go? Maybe what you are seeing is the colour of the new particles being spawned, eg if your system lasts 10 seconds but you spawn new ones at 8 you will see the new ones as the old ones will be transparent

#

Set your particle whole system lifetime small but give the individual particles a long lifetime

#

okay can you go into more detail of your setup?

#

I'm not sure though I think your first leave tangent should be -0.1 and your second arrive tangent should be that.

#

Also, see how it looks if you make the materials just diffuse and not emissive

#

Other than that ask in graphics

fierce tulip
#

not graphics

#

its particles

steady owl
#

By tweaking DefaultGame.ini in the project folder, does that override BaseGame..ini?

lost wasp
#

RTGI and my gtx 1080 ti is burning

manic pawn
#

why are those cubes so bright with gi on

pallid talon
#

Question - I have a Line Trace that is going through my floor and not registering a hit. Here is what I have for my floor collision -

lost wasp
#

@manic pawn Cuz they are white

pallid talon
#

Why is my hit not registering? The debug line goes straight through.

worn granite
#

Is the floor part of the actor which is doing the trace?

pallid talon
#

yes

#

The floor is a BP and the trance function is in it via "ConvertMouseLocationToWorldSpace".

#

Should the trace be located in another object?

worn granite
#

You've got the trace set to 'Ignore Self'

#

You can also trace for just a specific component

pallid talon
#

Oh my god that was it!

#

Thank you!!!

plush yew
#

Hi, I saw that the RTX demos for unity got released by nvidia, Iโ€™m wondering if thereโ€™s a way to open them up so I can explore the scene myself, and even try it in VR?

#

is that possible?

#

Mainly the Star Wars demo

#

since it has the most to do with reflections

brazen forum
#

Hey so I'm kind of confused on the input system in ue4. I read that the PlayerController class is supposed to handle input and drive the character/pawn in the game, but then when I make a class inheriting from character or pawn I get this overridable function providedSetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) So are you supposed to handle the key bindings inside your character/pawn class or in the PlayerController class?

sudden agate
#

you can do both.

spark sonnet
#

I found it out! From line trace hit result I made an array then GET node and then cast to all the characters

brazen forum
#

@sudden agate What would be the benifit of doing both?

sudden agate
#

idk

teal tulip
#

@plush yew with VR haha, don't even give 30FPS in a normal 1080p display with a 2080RTX

#

Last unreal version still have a lot of problems with the RT things so

wispy raven
#

hi, i got a problem with an animation from mixamo, the char's animation is not moving in place

#

instead, it goes a bit forward

#

i tried enabling rootmotion, but that makes the whole animation look weird

sudden agate
#

Mixamos root is the pelvis.
You need to retarget it properly

wispy raven
#

the char was created with fuse, shouldn't that fix the problem?

#

nevermind, i forgot to put "in place" in the mixamo animation settings

spark sonnet
#

How can I make a character fall down(simulate physics) when shot without it impulsing far away. I just want it to drop right to the ground

plush yew
#

What about without VR?

#

@teal tulip

#

You can just set simulate physics to true inside blueprint @spark sonnet

#

Iโ€™m guessing itโ€™s impossible to somehow move the camera

teal tulip
#

don't think these are released

#

the UE4 ones

spark sonnet
#

I know but then it just impulses all around the map

plush yew
#

Yeah!

#

april 11th

#

lock its movement to only one axis

spark sonnet
#

Then its glitching alot

plush yew
#

Even the atomic heart one which m super excited for

spark sonnet
#

Are there no way to just simulate physics without it having to fly to a direction. I just need it to fall down

plush yew
#

Well it will only move if it has forces applied on it

#

So it must be getting the forces from somewhere

teal tulip
#

well you can download these from the web

plush yew
#

any tips to create dream like atmosphere and dystopia like

spark sonnet
#

I have no force to it

plush yew
#

You can just set velocity and acceleration to 0 then it will only be affected by gravity

teal tulip
#

thing is you can't open these on UE4 as project or don't think so

spark sonnet
#

its line trace

#

Ok Ill try that

plush yew
#

Yeah, thatโ€™s what I was curious about

#

the Star Wars one has a .pak but Iโ€™m not sure about those

teal tulip
#

these are packaged

#

every project will have these can't be opened

plush yew
#

ah, i see

teal tulip
#

even if you do UE4.22 still have serius issues

#

wait till the 4.23 in order to have some decent RT

plush yew
#

any tips to create dream like atmosphere and dystopia like

#

Iโ€™m excited for good rtx support

spark sonnet
#

kinda worked but still a bit weird

plush yew
#

Might want to lerp velocity to 0 instead of suddenly stop it.

spark sonnet
#

Found out it could be the collisions fault

#

so im gonna try that

#

didnt work :/

pallid talon
#

I need some math support. Can anyone tell me what I'm doing wrong? I'm trying to create a line trace on a tick that will update Max X and Max Y by 1 each time the mouse is moved 100cm from a starting point. Here is a screenshot breakdown -

#

Is my math incorrect?

wispy raven
dim plover
#

I think the Calculate Direction thing got changed recently to the one you have now. And I think for your blendspace node, you need to label your X/Y axes.

spark sonnet
#

Here @wispy raven

#

Make it inside the AnimBP

swift elm
#

so if i have two actors and i want to detect one overlapping the other.... what's the best way to go about this?

#

i've got a "Mining Drone" that sets down on an asteroid and a trigger sphere for the drill part

wispy raven
#

Ok, i labelled the blendspace axis

#

And I did that

spark sonnet
#

Just add a box collision and then get On_BeginOverlap @swift elm

swift elm
#

but then it will trigger whatever event on any collision, will it not?

pallid compass
#

why is there a cast node in there

spark sonnet
#

no you select a target

#

ignore the cast node ; )

swift elm
#

and then use get overlapping actor?

#

and select it

spark sonnet
#

I can send you a screenshot later @swift elm

swift elm
#

thanks mate

spark sonnet
#

np

silent narwhal
#

Hi! Is it possible to save a locked detail(or other) window ? so it's already set to this when I restart.

#

Thank you if you know! ๐Ÿ˜ƒ

remote rivet
#

Afternoon All. I'm still learning UE4, but I'm picking it up fast. I have a 20+ year programming background, and I'm wondering if there are any newbies out there who would like to just team up as design buddies. I help answer questions for you, you let me bounce ideas around. If you like my project and want to join me in my journey, great. If you just want someone on your friends list to ask questions about Blueprints too, that's cool too. My project is a Fantasy Survival First-person game with a focus on crafting and taming. Interested? Send me a message. Thanks.

vestal spade
#

Hi I'm very new to unreal and I am just trying to make a 3d map for a class I was wondering if I can just place I ramp by changing I cube or something Becouse I cannot figure it out

fast finch
bitter iris
#

any reason to why this is happening

#

its annoying af

#

its not letting me enter "Pickup" it only lets me Picku or Pickupp

vestal spade
#

Ok

fast finch
#

@bitter iris Perhaps there is already a variable named Pickup?

bitter iris
#

it was because the otherside of the node wasnt set as pickup as well as the other

pulsar ledge
#

Any idea why setting the alignment of a size box isn't aligning its horizontal box parent?

#

I can click any alignment button I want in the size box but it's not moving the horizontal box. I watched tutorial (albeit a little old) and it did, so I'm confused

spark sonnet
#

@swift elm I am making it now

swift elm
#

Awesome, thanks, i've been sitting here racking my brain lol

#

tried like 13 different attempts, maybe just not the right ones

spark sonnet
#

Could you describe again what you are making?

#

@swift elm

swift elm
#

So i'm making a drone that lands on an asteroid and mines a resource, the drone has a trigger sphere and i want it to be able to "mine" the resources when it detects that it has landed on an asteroid

#

so basically only mine when it has landed/docked with the asteroid and the trigger sphere is overlapping the asteroid pawn

spark sonnet
#

allright

#

ok done

#

Ill send it to you DM @swift elm

swift elm
#

ty

crisp hawk
#

i'm stuck on network relevancy. If you have a multiplayer map, where there's like a "home" room, which when you go inside, its your area, your stuff, but everyone can go to their "home" room, and you won't see or get other players events even though its the same "room" or level or whatever

#

or like a section of a map, like a stream level, where only a "guild" can see each other there and basically have their own instance of this part of the map, but each "guild" can go to this same spot but have their own instance of it, without getting streamed information about the other guild's instance of this area

#

i seem to be having trouble putting this into words right now for some reason, i can try to explain more if thats not clear enough. I'd really appreciate some advice on how to set things up to make this possible

desert otter
#

Hey all! Sorry to ask, is there anyone who would be able to give me a hands on guide with AI, Blackboard and Behaviour trees? I get the gist of it, but for some reason everything keeps failing

#

Like miserably

spark sonnet
#

The behaviour trees haunt me at night ๐Ÿ˜ฃ

viscid gull
#

Hello

#

My latest work

#

Just finished yesterday

candid cove
#

Hey guys, every time I try to build the lighting, it crashes at the very end. I would greatly appreciate it if anyone could diagnose as to why it keeps happening

#

LoginId:eb78a7374df6dc2d7498cd948d56f172
EpicAccountId:a0f3f94d8ca34eee907e48cb5359fd5d

Assertion failed: Texture->AddElement(PendingGroup) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LightMap.cpp] [Line: 2124]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

viscid gull
#

What computer do you have

#

Gpu

candid cove
#

1080

viscid gull
#

Wow

#

What's the cpu

candid cove
#

i7

viscid gull
#

Windows 10 pro?

candid cove
#

yea

viscid gull
#

Are you building at highest?

#

Try lower settings

#

Quality

#

What version of ue4 do you use @candid cove

candid cove
#

it's at medium

viscid gull
#

Ok

candid cove
#

4.22 is the version

#

it's always at the very ending where it crashes

viscid gull
#

That could be an issue with ue4 ot your computer

kindred viper
#

did you make sure you built the Lightmass exe in your engine build?

viscid gull
#

Try and build everything

#

Not just Lightning

#

You could reinstall ue4

kindred viper
#

you shouldn't really do that. You only need lightmass and shader worker to build lighting

viscid gull
#

Ok

candid cove
#

Alright so what steps should i pursue

viscid gull
#

But it works better with me when a build everything

#

Reinstall ue4

kindred viper
#

yeah its not going to break anything, but its wasted compilation time ๐Ÿ˜„

dark depot
#

no

viscid gull
#

.

kindred viper
#

Try rebuilding Lightmass exe in your engine source sln

dark depot
#

^

candid cove
#

Alright where do I begin lol

viscid gull
#

No just reinstall it and save your work somewhere

candid cove
#

im very new to unreal

viscid gull
#

Oh cool

kindred viper
#

oh. perhaps you dont have the unreal source version ๐Ÿ˜ฎ

dark depot
#

i would also try it in a blank project before reinstalling

viscid gull
#

Reinstall it

#

ok

dark depot
#

reinstall is last step dun

viscid gull
#

Ok ๐Ÿ‘Œ

candid cove
#

how can i backup my projec

#

rt

viscid gull
#

Do you have backup drive

#

Like extra hdd

#

I think it's a computer problem

dark depot
#

reinstalling isnt going to fix it if its your project. and you backup by using source control or making a local copy of your project folder

candid cove
#

I just use an extra hdd for storage

#

So what's my best option

dark depot
#

open new project try to build lighting

viscid gull
#

Ok so you may have to discard your work because it seems those files are borked

dark depot
#

if it fails it could be the engine install/swarm

candid cove
#

I built the lighting in another project and it worked fine

viscid gull
#

Oh...

#

Why didn't you say so...

candid cove
#

Because i was just asked to do so

viscid gull
#

Ok I thought it was an issue with everything...

dark depot
#

ok so delete your intermediate files of the broken project

candid cove
#

ok so all the work gone?

dark depot
#

no

candid cove
#

what would be classified as the intermediate files

dark depot
#

not at all

#

there is a folder in your project directory ๐Ÿ˜›

candid cove
#

I guess ill have to go to the unreal folder because i dont think i can find it in the content browser

dark depot
#

if i remember right there is also a button in swarm to clear its cache

viscid gull
#

Yes

dark depot
#

no

#

where did you make your project

#

you need to open that in explorer

viscid gull
#

Mines in documents

candid cove
#

Is there an easier way to find it lol

dark depot
#

finding your project shouldnt be that hard

candid cove
#

I can easily open it i just forgot where it's located

dark depot
#

if you really dont know in the launcher you can hover over the project and it tells you where its saved

candid cove
#

got it

#

found the folder

viscid gull
#

:)

candid cove
#

alright so I delete the intermediate files?

dark depot
#

yeah

candid cove
#

done

dark depot
#

when swarm runs i would also clean its cache

#

but you should be able to build lighting now if not there are some other places to look at

candid cove
#

swarm?

dark depot
#

its what pops up when you built lighting

#

little S icon in the taskbar

#

bottom right

candid cove
#

dont see it yet but ill keep a look out

rare axle
#

Anybody know the best way to make turn based stuff?

#

Where should you handle the tracking of who's turn it is?

#

Can't find many turn based tutorials at all

dark depot
#

Launcher/LearnTab/TurnBasedStrategy @rare axle

idle stump
#

Why is a GameMode an Actor? Is it spawned into the level? Where at? I noticed I can add components to my GameMode so I tried adding some but I don't see them in the level anywhere.

rare axle
#

Oh thank you, I had no idea that existed

wary wave
#

GameMode is an actor so that it has certain behaviours like ticking

#

you can give it components

#

it should be visible in the world outliner somewhere when the game is running

viscid gull
#

This one is the best

rare axle
#

@dark depot Can't seem to find the accompanying tutorial for that one..?

#

There's a test/template project but it's not really the kind of turn based I was looking for. The video link just goes to Epic's site

#

Searched for turn based there but it turns up nothing

dark depot
#

just open it and explore its contents. it has turn based content right? just adapt it to your needs

#

your not going to get something that is exactly what you want. that would be an already finished game

rare axle
#

Honestly opening the template... I don't really know what it does..

#

It generates a map and spawns pawns, but they don't seem to do anything

dark depot
#

if i remember right they also did a unreal stream about it you should be able to find that

rare axle
#

Really no clue. Seems to be more about random room generation than turn based anything

ancient otter
#

Hi guys, i got this particle system wich makes fog

#

but there is a problem

#

how can i make it so its giant

#

but plane

#

because if i make it bigger its an spehere

#

but i want it to be like a GIANT floor

#

any help? pls

modern sinew
#

IF I have unreal on multiple computers, can I open a project on any of them? is it like Steam, where it saves to the cloud?

remote rivet
#

no, you'd have to use something like source control and an online repository to do that.

maiden sundial
#

Deleted, doesn't really fit in this channel

tired oracle
#

getting this strange bug when I clone a project, it has massive input lag.

#

Ive tried it like 5 times and its happened on 2 of the clones, the other 3 are fine. So I'm not sure whats causing it with some clones

#

I'm trying to figure it out so ive made a bunch of clones, its happening on 4.22

#

also the lag only happens on clients, not listen/server

#

ive narrowed down the bug, its something in the Saved folder

#

moving in the original project Saved folder fixes the problem

candid cove
#

Hey guys so I was building light but at the very end it crashed. Settings are at medium, graphics card is 1080, cpu is i7. I tried deleting my intermediate files but that didn't help. Any other ideas? Thank you

#

LoginId:eb78a7374df6dc2d7498cd948d56f172
EpicAccountId:a0f3f94d8ca34eee907e48cb5359fd5d

Assertion failed: Texture->AddElement(PendingGroup) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LightMap.cpp] [Line: 2124]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

dusky delta
pulsar ledge
#

I'm trying to google but I'm not exactly sure how to phrase this. There was a feature in Unity for tilemaps that allowed you to just paint a certain tile around the map and it would automatically place the right tile in the right place depending on the surrounding tiles

#

So right edges would go on the rightmost painted tile, middle tiles would be used in places there's a tile on each edge, etc.

steady owl
#

Is there any way to run console command cvars on different levels such as t.MaxFPS 240 without using the execute console command node in BP?

#

I heard someone say it's bad practice to use that node but I'm struggling to find any other ways to set some vars

#

The .ini way only works once on startup

viscid gull
#

@candid cove didit we just go over this

candid cove
#

yea we did but I tried what you guys told me nothing worked

viscid gull
#

guys rockie just said thaat same thing like 2 hours ago

#

oh...

lucid agate
#

Im running into an issue and i was wondering if anybody could help me im trying to make an item i have in my inventory add health to my health bar. however when i try to use it with the parent class of the item i wan't to add health to it doesn't work but when i manually select the item it works im unsure what exactly would cause this. also can i post issues here?

candid cove
#

i had to email them cause my mind was completely blank

viscid gull
#

@lucid agate ue4?

lucid agate
#

yes

viscid gull
#

what is health

lucid agate
#

im using blueprint functions and my health is a progress bar on my ui

viscid gull
#

oh

#

hold on

lucid agate
#

thank you

lucid agate
#

no i have the health bar working i just try to use an item and it won't update my health bar

lucid agate
#

yes somewhat is there some way i can post my blueprint?

viscid gull
#

you can post images here

#

yes

lucid agate
viscid gull
#

ok here is this

#

is that a more direct question you are looking for?

#

You can type in "Health bar not updating ue4" on the web to get results.

lucid agate
#

well on my graph i can get an error saying that my use item function isn't returning anything, but when I bind my spawn actor class to my test_item(my child actor class) it works but when i try to bind it to my parent item class it won't work

strong mesa
#

i have a pretty simple question that i couldn't find an answer for in the vast spider web we have
so i have an actor that is a template for guns and i made a couple child actors , but when i spawn both guns i can't control them at the same time because they both take the same input from the player so what happen is the last spawned gun takes over and the first spawned gun gets ignored , and i want to be able to activate any one of them when ever i want.

viscid gull
#

hold on Sheriff

#

That?

strong mesa
#

but i control the pawns throgh a custom event

viscid gull
#

@lucid agate that may be an issue with your blueprint. I really don't know what to do. I hope I've been helpful.

#

99 hold on

lucid agate
#

you're good you have been i will see if i can debug it out lol

strong mesa
viscid gull
strong mesa
#

i have to spawn them all first then disable the ones i don't yet need
then when i want to switch i enable one and disable the other

viscid gull
#

yes hold om

strong mesa
#

checking it out

#

am i doing it wrong ?!

viscid gull
#

i cant tell

#

@strong mesa you can ask a staff or mod maybe

#

im not fully sure

#

it looks ok

strong mesa
#

i was thinking i could spawn and destroy them as i wish but then that would rest data like Ammo used and so on

strong mesa
#

no i made the system myself

viscid gull
#

Ok, I'm afraid a cant help you much farther. I hope I've been helpful.

strong mesa
#

okay thanks a lot for trying โค

viscid gull
#

๐Ÿ˜ƒ

strong mesa
#

one last thing ,, don't forget i was using child actors and so i can't deactivate or activate them

viscid gull
#

k

#

Hmm still no

#

but ive got to go. i hope you found the articles helpful!

strong mesa
#

if i can only make it act like it's independent but still shares the variable with it's parent would be great

lucid agate
#

ive got the error code Blueprint Runtime Error: "Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue". Blueprint: InventorySlot Function: On Mouse Button Down Graph: OnMouseButtonDown Node: Use Item

strong mesa
#

i have the same thing but the game acts gow i expected so i ignored it

grim ore
#

@lucid agate click on the error to go tot he node and then fix the issue. It's telling you that the node is returning back nothing when you are expecting something and doing something with it. Breakpoint that node so you can see when it is doing it and why. The other alternative is to check to see if the item is valid using an Is Valid node before working on it. You might be trying to work on it too soon or when you have nothing there.

lucid agate
#

okay thank you i will try the isValid node

brazen forum
#

hey guys how can I change the charactermovement component to a different state. Lke right now my player is always in the walking state, but I want to make it so that I can change the state (ie change the state to the falling state.

lucid agate
#

okay i fixed it it was an issue with me not setting the child actor's class to itself in the descriptions i created

hoary pier
#

I believe its just setMovementMode

still moth
#

im rebuilding a ballistics script of mine in C++ following some C++ tutorials of a similar nature, i havent done much in C++ before.. its really not as hard as people make it out to be

#

especially when i dont have to fully type out something i want, but rather just begin typing to search for something.. its really not much different than visual scripting

hoary pier
#

C++ gets very confusing when you start dealing with more engine features, the macros make things very hard to figure out what is happening. Otherwise, yeah it's not the worst ๐Ÿ˜›

still moth
#

maybe, but if you have an engine to do a lot of that and youre mostly just doing scripting, its not that hard.. reminds me a lot of C# when i was trying out unity

#

why do people even use blueprints, or C# if scripting with the fastest code available for these engines is about the same?

pulsar ledge
#

I'm having a lot of trouble figuring out Paper2D collision. I've done some tilemap stuff and I've assigned collision to each tile, but when I put the default character in my scene and hit play he just falls through everything.

#

I've been troubleshooting this for the past hour or two T.T

lucid agate
#

does the ground have any collisions?

still moth
#

hmm, i do not know why someone would use unreal engine for 2D.. it just seems a bit overkill

pulsar ledge
#

I'm doing it because I want simple networking

#

And Unity's networking is horrifying for noobs

#

The ground has collisions in that I've given each tile collision via the tile map

#

Something's just super derpy with the character

#

I position him however I want, but when I hit play it looks like all the camera settings are reverting to their defaults

#

The character's supposed to be no bigger than about 2 tiles high, but when I hit play he's like humongous

#

So far unreal is the most confusing UI I've ever tried to understand lol

#

And I learned blender from scratch

tired oracle
#

whats confusing about the UI?

grim ore
#

check the location of the player when you start and when you hit play, see if he is being pushed "out" of the level by collision

pulsar ledge
#

If he is, heโ€™s being pushed on the Y axis which would be weird

tired oracle
#

have you looked at the sample 2D project?

pulsar ledge
#

Is there a way to have the transform information of something update in real-time instead of just when you click it?

#

Yeah the sample 2D collides fine. I grabbed the sample ledge sprite and stuck it in my world with the sample default player above it, and he falls right through

#

Does it have anything to do with the fact that Iโ€™m resizing the default character to like 0.1 scale?

grim ore
#

that's a definitely possibility, are you scaling the entire character or just the mesh

tired oracle
#

did you pick up the Platformer 2D Kit last month?

pulsar ledge
#

Uhhh the whole character I assume. Itโ€™s a sprite, fwiw

grim ore
#

looks like the entire thing but why do you need to scale it?

tired oracle
#

or maybe it was february i dont remember

pulsar ledge
#

Because my tiles are 16x16

#

Iโ€™m aiming for pixel platformer

tired oracle
#

yeah I would checkout the Platformer Kit 2D

#

it was free, dont know now though

pulsar ledge
#

Nah itโ€™s 35 now

tired oracle
#

ah rip

pulsar ledge
#

If I knew I probably wouldโ€™ve ยฏ_(ใƒ„)_/ยฏ

#

Yeah there's something I'm not understanding about this system

#

I have two levels. One is the default level, one is another empty levle I've made

#

If I open the empty level and hit play, the character appears at the origin and just falls straight down

#

But I haven't even spawned the asset in the level

#

Somehow it's like coming from the default level into this one, but ignoring anything in the actual level?

#

Okay so yeah I guess I just don't understand level basics or soemthing because if I throw my tilemap in the default level, it works

#

So yeah just screw my last 3 hours I guess xD

grim ore
#

every level has a game mode, and the project has one as well. It has a default pawn that will spawn in when the levels starts

#

if you dragged a character/pawn into the level and expected it to just work that might be where your problem came from in the first place. It might have been spawning in the default pawn which is what you saw and ignored the one you had in the level

#

most of the templates that the engine comes with unfortunately never teaches this and goes about it in a crappy way for learning and has a character in the level already and overrides the spawning in of the default by forcing the one in the level to be controlled by the player

tired oracle
#

@pulsar ledge yeah i actually have issues doing 3D maps

#

like if i do a blank, empty level i have issues with it

#

but if i do a default new level and build from there, no issues

#

i remember spending hours months back trying to figure out what the hell happened xD

hoary pier
#

The only real important thing in the default level should be a playerStart. There's lighting/fog/meshes but they shouldn't affect much. You will get collision from the floor too i guess so could mask collision issues from your new stuff

pulsar ledge
#

Yeah Iโ€™ll look into the lighting stuff next time. For some reason it looks like everything on screen is like whitish tinted and the background is sort of greenish.

idle stump
#

I've been a bit out of the loop for the last 6 months or so. I thought Niagara was on by default now, it's still a beta plugin?

modern sinew
#

Is there a BP Block that is just โ€œFor X Secondsโ€?

wary wave
#

I'm not sure what you'd mean by that

modern sinew
#

Like, run this loop for a certain amount of seconds

#

but all in one block

still moth
#

hmm.. working with C++ for the first time.. GEngine errors, online tutorials tell me to change EngineCore.h to Engine.h, but the main project file only has CoreMinimal.h and adding Engine.h doesnt do anything

cloud cobalt
#

Engine.h is indeed required for GEngine

#

Not to the main project file, to the file that uses GEngine

#

Be careful with headers - include in the .cpp file that actually does stuff, not elsewhere

#

Not in the header, certainly not in the project header

still moth
#

so add it to the .cpp file that im trying to use GEngine?

cloud cobalt
#

Yes

still moth
#

alright, thanks, that made a lot of red lines disappear

cloud cobalt
#

The red lines don't mean much

#

Only the compiler output matters

#

If you have Visual Assist or VS2019 they get slightly less wrong, but the compiler output log is the bare truth of your code

still moth
#

but still, it removed a lot of the errors from not understanding things like GEngine

plush yew
#

hey just a quick question, I have a 1024x64 texture that I don't want the engine to stretch out to full 1024x1024, what should I do or use in the material to make it be 1024x64?

marble plaza
#

Maybe make the material 1024ร—1024 with transparency on the sides of your texture

cloud cobalt
#

Multiply the UV Y by (1024/64)

plush yew
#

that wont cut it, its a simple emissive texture that will move left to right and I want to use that and multiply my other texture to do a simple emissive animation

#

@cloud cobalt wouldn't that just make it tile more?

cloud cobalt
#

Yes ; do an if node on UV Y too

plush yew
#

I don't think I'm doing it right, now its just one 1024x1024 texture tiled a bunch of times while I need it to be stretched. I'm using a texcord node, what should I do to multiply just the Y?

#

I don't think breakoutfloat2components and multiplying the red is the correct way to do it...

cloud cobalt
#

red is X

#

green is Y

sudden agate
#

red is U
green is V
:P

cloud cobalt
#

break, multiply, and make 2V

sudden agate
#

or just multiply with a 2D Vector

cloud cobalt
#

Or multiply by (1, (1024/64))

plush yew
cloud cobalt
#

Multiplying the wrong channel

#

You want G

sudden agate
#

and why do you add?

#

there is the append ndoe

cloud cobalt
#

Yeah, Append instead

plush yew
#

ah right that might be it...

sudden agate
#

Append adds a component to a Vector.
Scalar -> 2D Vector -> 3D Vector and so on

modern sinew
#

Can anyone walk me through the BP for detecting the slope a player is standing on without having to be moving?

#

I hear you use Line Tracing or something but idk how

cloud cobalt
#

Line trace from your character's center to center - 1000 vertically, get hit result, hit normal is the slope

plush yew
#

ok that did it guys, thanks for correcting my brain and saving me from any additional lack of sleep this thing might've caused me today

sudden agate
#

@modern sinew DotProduct(Normal, (0,0,1)) gives you the angle

modern sinew
#

of the thing you'r standing on?

sudden agate
#

yeah

modern sinew
#

That's of 2 #D vectors

#

*3D

#

where do I get the vectors? And how does that tell the angle?

cloud cobalt
#

You still need a trace

#

To get the normal vector

modern sinew
#

idk how to use trace tho

cloud cobalt
#

Google it

#

There is like a full official documentation page on line trace

modern sinew
#

ok

#

Do you have to use 2 traces tho?

#

to find the angle?

#

otherwise you're just finding a point

#

which doesn't help I would think

carmine umbra
#

Hey guys, quick question, I am getting super bright exposure when looking down in game, even though I turned off 'eye adaptation'... any ideas why?

cloud cobalt
#

@modern sinew Do the tutorial on the doc page

modern sinew
#

ok?

#

but would you use 2 line traces?

cloud cobalt
#

Do the tutorial and look at the hit result structure

modern sinew
#

ok

#

Can't find the tutoiral

carmine umbra
#

I haven't added a lightmassimportancevolume... would that be the issue?

cloud cobalt
#

@modern sinew Google "UE4 line trace"

carmine umbra
#

Figured it out I think, unless this is the wrong way to do it?... added a post processing volume, then in exposure set max and min to 1?

cloud cobalt
#

I don't know, does that look like a tutorial on line trace ? You need to be more autonomous if you want to be efficient

#

You can't wait on people here to tell you where to click all the time

lusty carbon
#

I have a box component that's not triggering my other actor

#

kinda stuf and need help

cloud cobalt
#

Do both actors have "generate overlap events" ?

#

Make sure each actor is set to overlap the others's collision channel

lusty carbon
#

Box collision presets :

#

AActor presets :

#

it works perfectly in one instance, and not at all in the other

whole quarry
#

I see a overlap and a block, but non generate hit events ๐Ÿ˜›

lusty carbon
#

they generate overlap events

#

it don't simulate physics so I don't tick the 1st

dim merlin
#

Hi, how to spawn grass on a specific material vertex color on static mesh (like landscape grass) ?

cloud cobalt
#

@lusty carbon Look closely at the doc page I linked - you need to go into the collision preset settings to make each actor overlap the other's channel

#

Your AActor overlaps nothing

lusty carbon
#

then why is it working with another collision box that I have somewhere else?

cloud cobalt
#

If it works with box A and not box B, then box B does something different and wrong

lusty carbon
#

they're the same ..

#

ive tried playing with all those collision presets

#

it just won't trigger

cloud cobalt
#

They are not the same, or they would work the same

#

There's a Blueprint compare tool IIRC ?

lusty carbon
#

What?

#

Well, they're exactly the same

whole quarry
#

expand the Collision presets of the Box

#

cant see what channel it is using

lusty carbon
#

box

#

default one

whole quarry
#

so it overlaps, there is a Event Overlap trigger, but no hit

lusty carbon
#

what do you suggest?

whole quarry
#

to make them the same thing

lusty carbon
#

make what the same

whole quarry
#

omg

#
Do both actors have "generate overlap events" ?
https://docs.unrealengine.com/en-us/Engine/Physics/Collision/Overview#overlapandgenerateoverlapevents
Make sure each actor is set to overlap the others's collision channel```
lusty carbon
#

look I am new to this, and having hard time wrapping my head around this

cloud cobalt
#

@lusty carbon Select the working actor, and the non-working actor, in the content browser - right click and hit "diff selected"

#

That will compare them

#

If they do not behave the same, then they are not the same

#

So compare them and understand why one does not work

#

You do have one working actor right ?

whole quarry
#

If he's unable to see the differences on those screens, I doubt he even opened that URL and read anything

#

custom collision channels and settings are so much easier tho

lusty carbon
#

comparison of the two box collisions

#

they're the same

cloud cobalt
#

So compare the rest.

lusty carbon
#

one on the lest generates overlap event. one on the right don't

#

same actor ofc.

#

idk what else

cloud cobalt
#

The tool allows you to compare all of the actor

whole quarry
#

hint: your actor is blocking

lusty carbon
#

@whole quarry How's my actor the problem if (for the 10th time) it is working with the other collision box?

whole quarry
#

magic

lusty carbon
#

you're making me look like an idiot while all Im doing is comparing two things with common sense. there's no reason for one box not to work while the other is exactly the same and works.

whole quarry
#

Though good question actually, since your Actor is blocking WorldDynamic, and not overlapping

lusty carbon
#

But it's okay, I'll pass. you've been just too nice

whole quarry
#

so that you got a false positive result there

#

maybe some frame stuff going on there

cloud cobalt
#

We're not making you look like an idiot, it's just that there's no way you have diff results with same actors. Maybe you modified either actor in the level ?

#

Have you checked that ?

#

Maybe both BPs are wrong but you fixed one in the level

whole quarry
#

that sounds plausible actually

#

or maybe a spawning order or something in the level?

#

collisions can be wierd..

#

it would be easier to just make a new collision channel. set it to Overlap by default, and all problems are solved ๐Ÿ˜„

#

but thats lazy me being lazy

lusty carbon
#

ok ill look into it

#

thanks

#

so generally the actor needs to be overlapping and not blocking

whole quarry
#

If you want Overlapping results, both parties should use Overlap

#

unless you want to block, then both parties should Block

lusty carbon
#

btw, if the actor is a BP of different meshes, the collision channel in question exist on the parent mesh, right?

cloud cobalt
#

The kicker here is that the blocking actor you want overlap with should be blocking all BUT also have overlap with the overlapping box's channel.

#

WorldDynamic apparently

whole quarry
#

each child can have their own collision settings

#

you need to play with collisions and break stuff to get the general idea

modern sinew
#

Ok, I know how to do line trace now, but not to get the angle

#

wait

#

I can get the world rotation

#

right?

cloud cobalt
#

Hit result -> normal

#

You were told this already ๐Ÿ˜ฆ

modern sinew
#

wait, why can't I just do GetWorldRotation of the actor the trace hits?

cloud cobalt
#

Because it won't give you anything related to the ground direction

#

world rotation of landscape is zero

#

It's a global property of the entire actor

#

Just use the hit normal

modern sinew
#

ok

#

I did that, and it's just printing "1.0"

#

@cloud cobalt

#

Even when I walk up a slope