The composure documentation links in this article are not public - I get hit with an "Access denied" message
#ue4-general
1 messages · Page 437 of 1
Ok, @cloud cobalt , I told it to print the hit actor and it's giving me some very wierd results. When I walk up the slope (A TemplateFloor), it's still telling me that it detects the landscape, until I get high enough on the slope, and it tells me it detects nothing. Then when I hit the narrow top of the TemplateFloor, only then does it say TemplateFloor
Ok, yea. It's only detecting the slope on the small bit
im back
Don't tag random people
Use debug draw tools to show your trace visually
You will see what happens
I see a red dot on the ground. what does that mean?
fixed it
that's where the trace is
I split the pin and only offset the Z
isnt there a node specifically to get the terrain angle or something?
well no, we're trying to get the angle of any object under the player
couldnt you just measure the distance between your feet and their height relative to eachother and get an angle?
ok
for what purpose?
That would only work when moving
what are you trying to get your character to do?
get the slope for various things. For now, adding speed when sliding, and changing movement speeds when on slope
There are some YouTube videos regarding slope trace stuff. Particularly when discussing IKs. I think.
are you just trying to get a character to slide?
Well now it's detecting the field, it's just that what @cloud cobalt said would get the angle isn't getting it in any recognizeable form
1.0 for solid ground, 0.7-something on a 40 degree slope?
Don't know what it means :/
but why do you want the angle of the ground for a slide? you can just remove the friction/traction you have with the ground and let the physics make you slide over terrain
Hit result normal = direction of the gorund
dot vector it with (0, 0, 1)
Result = 1 for vertical, 0 for horizontal
there might be an easier way to do whatever it is he's trying to do
Maybe you're dot producting against the wrong vector
This here is giving me with 21.(something) on a 40 degree slope for some reason
It should output 40
That's not how dot product gets converted
?
Well all the float stuff there is fine; 1 is 90, etc
but I'm not sure about all that stuff before
And the ACOSD result is the angle
A cosinus Degree
Inverse Cosinus Degree
Ever asked yourself at school what all that shitty math si for?
For this
That worked
and yea, I'm in calc now. It's not fun
Ok, but it's now giving me a positive number for the downhill as well
how can I change that?
I need a negative number for downhill
Hi all. I'm making a game that's being released in May so i'm kinda stressed out, but i have a tesselated texture that i made as my landscape, but the chunks don't merge together so i get a line. How can i fix this?
@modern sinew This whole thing only gives you the angle between two vectors
This setup alone can't tell if it's positive or negative
@dawn gull Check #graphics
I would assume it's because you aren't doing world position stuff
k
if I get that I can tell which direction it's going
It has to be based on something they both have in common ( the chunks ) @dawn gull
@modern sinew It literally has a Length output
ok\
could it be Distance?
ok that eXi
Ah it does
ok
guys my "Physical Material" file just wont apply to my game, anyone else having this issue ?
yea, so I'll take the distance right below the camera and the distance like 0.005 behind it, and see which is bigger
yea
Well then you can work with the forward vector of the player
You just have to remember that two vectors (normalized, so length of 1) have these dot product results:
- Same Direction -> 1
- Opposite Direction -> -1
- 90° to each other -> 0
ok
So if you find a pair of vectors that result in 1 for downhill (or uphill)
And -1 for the other direction
Then you know what direction the player goes
You can grab the "SIGN" of the value
To know if it's positive or negative
is this whole Trace thing how I can modify the jumps when I'm wallrunning to jump perpendicular to the wall instead of just the way the player is looking?
because the wall can be on either side
@regal mulch are you a dev at UE ?
Nope.
ah ok
Dev at Epic Games would be the proper thing, but no. Only people under the Epic Staff role (on the right) are from Epic Games.
Please DON'T ping them for support though (:
Because they're not here to get pinged
They're not paid to do tech support
They're here on their own time & terms
Same as everyone here :P so don't ping people from the list without any reason hehe
Check #graphics for material stuff
eXi, is x forward or is y forward?
x + is forward generally
In UE4 X is forward
NVM, dragged the player model around a bit and yea, it's X
Y is right, Z is up
this can be really confusing when you have a platformer, a first person shooter, and a top down game and work on em at the same time
Z is up
In UE4, it is
anything else is maya blabla
but generally, Y is up
Graphs, Minecraft, etc
It's a definition
There can be people making X up
¯_(ツ)_/¯
But in UE4, X+ Forward, Y+ Right, Z+ Up
Just remember it
Or check this:
Bottom left corner of the viewport
it basically the difference when making a side-view and adding depth (z-axis) or top down floorplan and adding depth (z-axis)
depending from the original "plan" they made either Y or z up
Yeah but you usually go from X to Y, not X to Z when "counting" :D
So I do get why Unity has Y up
But well
UE4 has shitty 2D support
"There are two fairly reasonable ways to define a coordinate system for a 3D environment. Both build on the intuition we learned in school with graph paper, with X representing the horizontal coordinate, and Y the vertical coordinate.
If you think of the world from an overhead perspective (like Google Maps), then the location of an object on the map is defined primarily by its X and Y coordinates, and its height above the map by Z. In my intuition, this was the most sensible coordinate system for Unreal. This standard was earlier chosen by AutoCAD deriving 3D data from 2D floor plans, and continued with Autodesk's 3D Studio.
If you think of the world from the perspective of the screen, then X is right, Y is up, and Z is forward. If you further assume you're level and facing north, then that defines the other popular coordinate system. Historically, its use derives from OpenGL, which was derived from SGI's IRIS GL, and is logical if you're mapping a default observer in a 3D world into screenspace. Maya was initially developed for SGI hardware, so it took this path too."
- Tim Sweeney hehe
Yeah exactly
The second part is what I meant with "I can get why things like Unity have Y up"
yea
Well Minecraft is a Game :P that hardly counts
Based on that you can list all kind of games
eXi, how do I find the y value for the height of my player?
Wait, I found the "Capsule Half Height"
that should be it
That's Z again
You can also try to get the actor extend
But yeah, the capsule works too
Ah sorry, Actor Bounds I meant
Now it's just constantly giving me 0
I don't see why
I didn't mess with the slope stuff
just grabbed the distance
sorry if it's a bit of a mess
nvm
my Set isn't connected
I found what else it is
it's using world location
Ok, so I grabbed the forward vector, how do I modify what I have there to include it?
so that the second (top) measurement is always behind relative to the player
ok
the problem seems to be that this here
Returns 0 for distance
instead of the actual distance
and I'm not sure why
Also, it's not showing up on the ground
I am getting overlapping UV's when converting BSP geometry to static mesh. Any ideas how to fix?
Hi, anyone knows why decals standard have a transparency and how do i turn it off?
How to delete C++ class from my project?
Delete the class files, generate the project, build in Visual
@cloud cobalt Do you know why that trace is returning a distance of 0?
It's also not appearing on the ground like the other one
I'm trying to get it to stay always behind the player
Probably going into the source object, make sure to ignore the character actor
deleting the class files is exactly the how to question
from within vs?
cause in unreal i cant
Stranger?
Something's screwing up in there, and all the fiddling I've done has only gotten me so far
Found out that it's giving me a distance of 0
but I don't know why
Do you?
He's literally just made a suggestion
@stiff sinew Delete the actual files on disk
.cpp / .h
Generate solution, build solution, restrat editor
thanks
What do you guys reccomend doing when you wanna get into game design ?
Mostly 3d games, not to big a fan off 2d ones.
...designing games
The only way to learn really
If you want more specific answers, you'll need more specific questions
Generally speaking, as a game designer you won't get much say whether the game is 2d or 3d
Does anyone know why that trace is showing as distance 0?
Did you check what I told you ?
But it's somewhat irrelevant, since the principles are largely similar anyway
perhaps its hitting itself?
Did you ignore the character mesh ?
I told you that, then ambershee told you I told you that
Didn't know either of you were talking to me
How do you tell it to ignore the character mesh?
Google : 'UE4 line trace ignore'
I want to ultimately make a open world airship game but since that shit is quite a big goal when you're just starting out i was wondering if you reccomend something small and easy i should try making first to help me learn the basics.
No need to explain anything that has to do with actually doing it, just wondering what small project could help me get the feel of it.
Designing games and building games aren't the same thing
Sorry, my mistake :3
If you're alone, you need to learn how to build games, else your design skills will be completely useless 😃
Thanks for clarifying 😄
if you want to learn making games, well, try doing Pong first
Try doing really simple games
Try game jams maybe once you've got the basics, to see what you can prototype quickly
Take it step by step and be careful of large projects - these don't end well for small teams
Uhh, stranger, I think I did it, but it's still returning 0
Yeah i've seen that happen over and over again so im not really gonna attempt something to big, i am a dreamer but im also a realist so yknow.
Get Player Character -> Make Array -> Actors to ignore?
So print the hit actor @modern sinew
Thanks for the help dude, im gonna go do just that 😃
@cloud cobalt It's not even giving me "None", it's just giving me a blank
What's "a blank" ?
If no hit is returned then no hit is returned
Distance doesn't matter if no hit is returned
False
Great, so no hit was found, end of story.
There is no distance or actor to check if no hit was found, obviously
but why is it not hitting anything>?
Because the line does not intersect any geometry
Well yes, but that's not an answer to the question
What I'm not sure about is why this is hitting nothing
it should be pointing straight down
I can't help you there. Again, debug draw the actual line trace and check visually.
Google : "UE4 draw debug line"
ok
Please do this every time you have a question, fist. It's not like I don't want to help you, but you're not going to make any progress on your skills if you don't always start by searching.
ok
I told it to draw a line with the same variables, but it's not appearing
wait, now it is
but it's coming to the same place as before
as the other one
but the other one returns a distance at least
Wrong line
It seems that the error is coming from here
But I don't know why
Why is this not giving it the correct values?..
No, the line trace is not where the problem is coming from
That block there is
for some reason the forward vector's not really returning anything
because I plugged it into a debug draw line and it gave me nothign either
well, i finally got my first C++ script to pseudo work in game
Ok, well, how would you do that bit? I'm trying to get a second Trace right behind the first, relative to the player
I'm just trying to get the x's and y's relative to the player..
That's not going to work that way. Spend some time with tutorials
look what I found lol
https://blueprintsfromhell.tumblr.com/
ive been working with line traces all week
the one im working on.. uuh
using C++ and something aint right
the problem im having is im spawning the C++ actor to handle bullet physics, but it collides with the character firing the weapon, so i need to tell it to ignore the owning actor which is easy to do with blueprints by adding a node to the linetracebychannel node
TFW walks into bullet you just fired
Stanger, I'm trying to look up how to do it but nothing's showing up
I'm not going to be able to help you, this is just math. You need to be able to do basic vector math - adding vectors, etc
I'm not a math teacher
I can, but I don't know what to add
You're multiplying a vector by different values on different axis
So no you don't know what you're doing
the bullet spawns at the center of the camera, so "inside" the head of the first person character
I'm not multiplying a vector, unless you mean that I'm supposed to be
i could always get the forward vector of the camera, add maybe a meter to the front of that and use that as the starting point
im referring to my own issue redpandaz
@still moth that'd probably be relatively simple, but you might end up with a situation where you can't hit stuff that's right in front of you.
Burnt, was replying to Stranger
forward = (1, 0, 0) rotated by the character's rotation
Do what you need based on that information
@cloud cobalt I deleted the cpp class I wanted to delete, regenerated VS and now it won't even compile
project is gone
I don't see a compiler output
Only the worthless error window that you can close now and never open again
what do u need?
open the output tab
I don't need anything, you need to actually compile
thats the class i removed
yea, you're referencing it in StockMachine.h
right
This is also why there is no "delete class" in UE4 - deleting classes can never be easy
Stranger, I multiplied it by the forward vector and it dissapeared again
I can't help you RedPandaz - i'm not going to be doing the math for you and give you the graph.
I don't need you to, but am I closer?
I have no idea, I don't know your project. Think by yourself, draw on a paper, draw debug lines to check everything until it works
I'm trying to have a line that is always just a bit behind the player
that is all
that way I can tell if it is a positive or negative slope
Try taking a look at this: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/34830-line-trace-from-actor-location-that-is-always-in-the-same-relative-direction
Unreal Engine Forums
Build powerful visual scripts without code.
It isn't exactly what you are looking for but it should help
ok, I'll read up on it
Ok, I did pretty much exactly what they did and it's still not moving it based on rotation
It's still stuck to the world axes
so that it's verticle
*vertical
I don't want it at an angle
because we're using it to find angles
if the line is at an angle it rather screws that all up
¯_(ツ)_/¯
So are you looking to find the angle of the slope that the character is on?
well, this second line, I'm using to find a second direction, and if it is longer than the one in front of it, we're going uphill, and if it is shorter we're going downhill
So I'm measuring the distance of both traces
the first gets the angle as well
that works
but it displays up and down as the same
Hmmmm, I've never done anything like that but after a quick google something like this would probably be useful: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/48174-tutorial-change-character-speed-based-on-hill-slope-angle
Unreal Engine Forums
Build powerful visual scripts without code.
pretty much all I've seen use two positions instead of line tracing
which only works when you're moving
But no, the line works
I'm just- It just- I can't seem to get it to stay relative to the player instead of the world
Do the scene components stay relative to the player?
When you are getting the forward vector it says the target is a scene component
Is the scene components rotation the same as the players?
the target is Camera
which is socketed to the player's head
or it should be
but yes, the camera's rotation is what I'm trying to fix it to
Third or first person? I'm pulling up a project
First Person built in the Third Person BP
Okay, I'll take a look at it
What is you camera set up? Do you have a spring arm?
I'm not entirely sure what it should look like but this is what I have going
Okay, so that is what mine looks like.
When I'm drawing the debug lines what should they be looking like?
In the screen shot that I posted what is wrong with those?
I’m not sure, I don’t know how you’re drawing them. I showed you how I’m drawing mine
Here is my blueprint
Maybe you can try and replicate that but I shows you of mine and figure out what’s up? I’m stumped
Is that what yours looks like?
Currently? A line to the positive X of me. The thing is, I want it to be in front of me no matter which way I’m looking
So you want to line to be in front of the character?
Yea
@modern sinew I'm not thinking well today, so I would just suggest that you use a socket. Add a socket to your skeletal mesh out in front and then you can just grab that location.
No that-...that doesn’t work
Why not?
Because the line is just a placeholder- I want a trace there
The line is just to see the thing
Can't you do a trace with a socket?
Not accurately- the sockets move around with the animation
If I can just get it to input the relative player X and Y it’ll work
get camera -> get forward vector -> multiply by X distance in front of the camera you want to start at, use that as the line trace start. trace on the Z X distance? this does not work?
What I’m doing currently
@grim ore what’s wrong with it
Because it’s not generating a line
well why are you taking your forward vector and reversing it?
gotcha but then why are you subtracting large numbers from a small vector?
print your vector out after you get it and multiply it by -1 and see what it shows
Those numbers are just moving around the X and Z a bit
For instance, the player is 200 tall
your math is all funky and I barely know math heh
I know it works for the bottom one
you want to make a line trace down from a distance in front of the character right?
ok so you need a point X distance in front of your character which is very common when doing a line trace, it's the end point of the trace normally, and this would be your start instead of your end normally
Well both the start and end have to be offset by the same X
by X I mean distance variable, not the X direction
I know, but I am
because I don't know how far away you want it
are we eventually doing that now or are you doing something else now?
I’ll move it behind when we’ve gotten it to stay in front of the player
That’s just a simple translation
can you get the line trace start point? like a normal line trace end point? basically this https://forums.unrealengine.com/filedata/fetch?id=1070953&d=1427038647
obviously replace the get actor rotation with whatever item's rotation you are checking for forward
in this example the end point is your starting point because it's forward a certain distance from the player.
then you can take that location and subtract your Z distance to get your end point Z distance down from that start point.
Here is what I have, what needs to change?
all of it?
you dont subtract a distance from a vector to make it longer or in another location, you multiply it like the example shows above
O...k?
How would you do this? There’s not much here and it doesn’t seem hard, but I’ve been stuck
in the picture I linked the End will be your Start
which uv map index of a mesh is used for the material? is it strictly index 0?
then you can take that value that you are putting into end, drag it out into it's own line and break the vector to give you your X Y and Z. then you can subtract your value from Z to down down similar to what you are trying to do in your blueprint so far, then put that new value of Z and the old values of X and Y into your end.
https://docs.unrealengine.com/en-us/Editor/Content/Types/StaticMeshes/HowTo/UVChannels the default UV channel for a material is 0 but you can use other UV channels if you want using the texture coordinates node
@grim ore I am doing what that picture says tho
ok
And it's not working
must be some other weird issue then, might need to debug it and see where every point is at.
I can stick more Prints in IG
sure, it might not hurt. might show that they are not in the correct place
when you used the info I gave you with multiplying instead of subtracting what did that do wrong?
multiplying instead of subtracting?
sure, you said you were doing what the picture showed and the one I showed didnt have subtraction in it so I assumed you changed yours to the correct way
Mine doesn't either besides modifying the X value
ah, ok
well at some point maybe make a new function or change it to better match the correct way and it might work better
wym correct way? I can't find anything wrong, but clearly something isn't working
the picture I posted is the correct way to do a forward line trace starting at the actor location and ending a distance in front of them. Since you just want the end point you can use this code for your starting point and go from there.
Hello everyone
Ahoy hoy
Weird question. My friend ask if he could try the current state of my game. Is there a way for me to make a copy for him to try?? also i have known him for 12 years lol he wont steal it lol. is there a way to email it or even send a copy through discord
package the game and send him the packaged version zipped up?
alternately if you are using source control, and you are using source control right?, give him access to your repo and let him download it and run it using the engine
@grim ore I put in literally the code that's there, just split apart in placed (Vector to three floats)
and it didn't work
UUserWidget?
oh, wrong channel, my bad
you are getting your actor location, then subtracting 200 from the X, and using that as your start. that means that the start location will always be -200 and not relative to your characters rotation which I assume is wrong.
ok
the code I posted, the entire part that they use for the End, is putting that point 50 units forward of the character. That entire part of the code is what you should be using for your start which would put the start of your trace 50 units forward of your character
Well the good news, is it is now relative. The bad news is that it is not where it needs to be
Also, why is it at an angle?
I got rid of any x or y modifications
Changing the multiplier to 1 fixed that
Now how do I move it relative to the player @grim ore ?
I don't know what your code is now so I don't know the answer.
got it to work anyway
For some reason when I'm falling tho it turns it to -90
I guess it doesn't affect it much anyway tho
Packaging my project.. this is what I get when trying to open it
@lusty carbon Sparks, try setting your packaging option to be Shipping Profile, and select the checkbox that says it's a Shipping or Deployment package. That should make sure it includes everything in the build.
im missing some thing in this or dose it look good
its paint materal to apply to my land
@remote rivet thanks I managed to fix it by deleting intermediate and saved folders and regenerating files etc
Hi guys, do you know how to do a multi project thanks to the new update 4.22.0 of Unreal Engine please ?
Would anyone know why this would be happening? https://streamable.com/ibrmy
Im using a pawn, they simulate physics
Trying to do multiplayer
What is happening? Are you talking about how the movement is not smooth on the second client?
Welcome @plush yew
hey thanks dude
@versed spear yes
I've followed a tutorial, however they use characters, and the movement is smooth by default. Im using a spawn, so Im not sure if some settings are not set up by default
im planning on making a singleplayer/multiplayer first person low poly game
cool
im using blueprint
Let me know if you need help 😃
well im gonna start watching tutorials because if i started asking questions they would never end
but sure ill ask if i dont understand some things
True. Thats what I did/am doing
A good way to learn would be to use the default Firstperson or thirdperson blueprint and look at the nodes to learn what they all do
characters have smoothing built into the character movement is why, you might have to replicate your own smoothing code if you want to use a pawn. Any reason not to use a character?
gotcha. yep might have to use your own prediction then 😦
well
you think I can fairly make the capsule
fit the cube?
im gonna try
Meh its not really possible. Is it hard to replicate my own smoothing code?
Not necessarily, but expect a deep dive in C++
I've seen a few posts on smoothing code in C++ on the interwebs for pawns so might be able to use one of those for UE4
No
@grim ore could you point me to some of them? Having trouble finding any
But I got it to work w while back
Probably because I dont know exactly what Im looking for
no? Did you not need a line drawing relative to the player
what about using a different movement component like floating ?
I could add a floating movement component, but does it have the smoothing things?
that characaters have
Floating pawn movement component*
I assumed so but probably not now that I look into it =/
God the character system is flawed
why can you only have ONE capsule component, and not change it out to anything
And adding any additional collision components doesnt work
yeah this seems to come up more often than it should. I don't think it's flawed because this is just something the engine provides you keep in mind, it's not like it's required.
yeah just saying, could be done much better
heh, most of the fixes seem to be basically just replicating rotation and location using RPC events every time it moves or tick or whatever. no actual prediction 😦
isnt that what I would need to do then?
well it is a way sure, it's just not going to solve any problems due to lag https://www.youtube.com/watch?v=WFAy5nYWCRE is one I was watching. I really don't know if it's a good idea or not #multiplayer would be a ton smarter on fixing this issue
Yeah I'll try there, thanks for the help 😃
any tips to create dream like atmosphere and dystopia like
?
lots and lots of post processing
I must be crazy because I thought he was looking for a line relative to the actor based on an offset and direction
@grim ore best solution seems to be to ditch the player being a cube, and maybe making the player a spehre or capsule shaped to fit the character lol
😦
First time doing anything multiplayer or network related, this might be out of my depth
I do wonder if they plan on making more movement components in the future. I know the issue is the CMC is tied to the Capsule as the base object
but like all the fancy math is based on a capsule so just replacing it with something else like a cube or a triangle introduces issues for the movement stuff
Alternatively, you could choose the type of collision component for the character
that would be nice too
I think you could cheat and do your own manual checking of your own collision stuff as an alternative
like have a box collision then do box checks every frame lol
but again it's working around the existing limitations so I dunno
Collision for characater component can only be done by the capsule
it has to be theroot
Adding your own box component does nothing
"built in collision" has to be done with it yes
it doesnt mean you can't manually check for your own "collisions" every frame and handle them
basically roll your own collision checking and handling lol
yeah...
it's lose lose either way
goofing off with Niagara right now but I think I will look more into the issue as it seems to keep popping up and maybe harass any epic employees with the question next year at GDC lol
I know an epic employee
Might as well pop the question at some point
I dont know if I'll be murdered in my sleep if I do however
😃
Damn, you dont know either huh
hey im having trouble getting a variable to stay consistent between levels, is there an event that allows me to set it to a specific value upon a specific level being opened?
@versed siren I believe you can use GameInstance for this
I toyed with the idea of making specific collisions to set the variable at the beginning of each level but that seems really overcomplicated
If you create a GameInstance and create variables in it, they should be persistent between levels.
create a blue print class that inherits from game instance
and in the project settings you can assign it to be used
at the bottom of maps and modes
Hey, guys! I have a problem that SHOULD have simple solution, but I cannot figure it out for several days now.
Shortly speaking, I need a character with a horizontally stretched collision box (for an animal body), which would use character movement component. Having search throw the web for few days, I starting to think that it's not possible, which sounds ridiculous to me.
Should I completely rewrite UCharacterMovementComponent to achieve such effect? There'are almost 11k lines and it's like A LOT even without networking stuff.
Yes, but you needn't match it all
@obsidian shadow you may have already read this, and it doesn't offer a perfect solution, but this might help some - https://answers.unrealengine.com/questions/139279/wolf-as-main-character-1.html - It mostly discusses collision, but it's focus is on a quadruped character instead of upright.
Thank's for the replies! @remote rivet, aren't everything except the root capsule would be ignored during collision?
I guess, I've tried something like that before.
Epic’s Online Services will they also host game dedicated server battlefield games?
@opaque vector it looks to me like a plain old bait and switch. The bait being the animation to the "arm over shoulder" as if getting it from a backpack, with a direct switch, either through visibility (which makes sense to save time when respawning weapons) or actually despawning. The more I think about it though, at the pace of this game, despawning would probably be the wrong choice for performance
ironically, the client would probably keep a weapon "cache" as they aquire new items
like rain on your wedding day
yeah spawning isn't expensive, but its considerable I would say. If you want peak speed and performance whilst switching between actors/meshes. Then visibility has that edge
@gleaming isle don't cha think? 😄
in computer terms, a cache is a storage area for things that need accessing quickly
like a buffered object, or weapon mesh, etc
yeah
do the spawning and despawning on pickup and drop of the item
What steps would I take to reduce basepass and shadowdepths with dynamic lighting?
Ay Ive been working on an Indie game for a good minute now and am realizing Ima need a team if Im gonna see this project to the finish
Ehhh... Problem I have for the n-th time...
Is there a way to figure out what is consuming player input? can be BP, can be C++. Don't care.
Not "is A consuming input", but specifically, out of all my actors and widgets, where did my f-ing input go?
is your gpu an RTX card?
then yes that is how it will run for you in general
it might get optimised for more lower end eventually through DXR but don't count on it.
yeah I have a 1080ti overclocked and it gets hammered with any one of the RTX effects on
ambient occlusion is about the fastest, but reflections and GI are killers
the good thing is its useable for individual screenshots so you can make animations no problem 😄
I know how to do what Im doing @opaque vector its just coming along slowly
absolutely
I would imagine there is still room for external rendering though. Im not sure its upto the level of pro renderers yet, but there is no reason it cannot be if it takes off
I wouldn't worry about any of it quite yet. See what happens in the next gen releases. But use now to test things, get to grips with concepts and if you think its the direction to go, then fully invest in development
Hey guys I was wondering if I was the only one having the problem, on UE4.22 I import one paragon asset and then when I try to move one folder containing materials and fix up redirectors it work but once I re open the project all the textures references are broken. Am I doing something wrong ?
I had some weird stuff happening moving things lately as well, materials all broken 😦
i saw a report but it was from 4.17 and someone told in 4.21 it was fixed but even in 4.21 i had the same issue
what you are doing should work tho
ok thanks so will have to wait for a fix
I was trying to test it on a test project but it soft locked on fixing up redirectors lol
Guys how can I edit the landscape LODs? LOD0 is way to big
aha crap
Quick question, how do I change the units so that 1m = 1 unit rather than 100 units? I can see how to change the appearance but I'm not seeing a way to change the actual units.
you can
in the engine? you cant it's 1 unreal unit = 1cm
@ember cliff but dont
holy hell you can? but why lol
it would scale everything
you can, but its a terrible idea for a few reasons
I'm aware of some reasons why you wouldn't
But I'm running into an issue with float precision
... fixing redirectors loads up all materials in the folder and compiles the shaders... wheeeee 😦
yea 1cm with floating point imprecision is manageable
@ember cliff floating point precision is relative
cept I'm working with kms
it happens exactly the same way if you have 1 unit = 1 meter or 1 unit = 1 cm
becouse its just the number of digits you can save
so changing scale means nothing
...I'm aware
Unity runs 1 unit = 1 meter and has the exact same precision issues as unreal
at the same distance
My issue is that I want to change what the appearance is under the hood
Because it is translating it
by default
so I must be bad at moving folders ?
nah I think the engine just really really has to be handled gently when moving stuff lol
So, how can I make it so that for example 1 meter is 0.1 units rather than 100 units for example
aha yes I may move a lot of stuff acutally since i'm trying to reorganise the paragon assets that I import since they messed up my project ^^
And no, changing appearance does not help
yeah I had the TPP template break completely when I moved it all at once heh
btw have you re opened the project because me everything worked until I re opened it
I havent event gotten redirectors to clean up yet....
I moved one folder full of rocks from the kite demo and it did not like it
aha
I don't even think it can do it to be honest
it compiles some shaders then goes all wonky and churns CPU but disk and memory don't change 😦
that's kinda what it was doing to me
when I finished with everything even fixing redirectors I was always left with some empty duplicates folders from the assets
might be time to just make some sample projects and figure this system out. It's gont some quirks
yep same here when moving the TPP and I couldn't even fix up or delete the abandoned folders
On LOD Distribution is it possible to go below 1? Would be nice to do so, but cant do it from slider
I wonder if the new advanced copy is a smarter way to get around this issue. Advanced copy the stuff into the new location then delete the old completely
added in 4.22, when you drag drop there is a new option
haven't seen it i'm blind x)
since it literally duplicates it all as an option it seems like it might be better(ish)
I will try that and if I managed to do something I'll tell you
yeah I can't even get this project to work anymore I broke something bad lol
ahh hope you have a backup
hey I have texture maps which end with D and N, I understand they refer to Diffuse and Normal, but then I have two more which end with S and M. I dont know how to use them with unreal, Metallic and Specular?
also do I plug out the RGB out or use a specific channel?
Im positive im using the two maps called S and M wrong
those textures seem to be an old diffuse workflow.
Unreal uses PBR, which means metallic and Specular should be grayscale textures
Well I think I figured my thing out
Does anyone know if there is a way to check a player's drivers on startup? And if there is a list of blacklisted drivers for UE4?
alright, is there anyway i can convert or use these textures? I have alot more of them and it would be great if I could use this type of texture map
Yea you plug em into the subsurface thing in the blueprint
I am trying to get a variable from a pawn to its animbp but it doesnt work. Anyone know why?
Is to use the default gamemode a bad thing? why I am getting this gamemode not overridden! warning in the blueprints menu
Yo anybody know how to overlay two materials. Im trying to create a hair material and I wanna set up a standard hair mat with an opacity map and no emissive. But I want to overlay that material with an emissive material with a fresnel opacity
I want the materials layered so the emissive fresnel mat overlays the regular hair material
the new material system should cover that but I haven't really done much with it. I remember you can layer materials now though to save drawcalls
if you mean the material layer stuff they made for paragon, thats already depreciated.
So I'm having issues with origin rebasing. I am under the impression it should solve graphical artifacts. Does it not?
Or am I doing it wrong?
Here is an example:
This is at origin: https://i.imgur.com/WJJkCcX.png
I can confirm that the "Event World Origin Location Changed" event is firing
Like can at I at least just color the fucking fresnel
what a nice way of asking
Im upset okay please how do I color a fresnel in Unreal.
I have been trying to color a fresnel for over an hour now
its upsetting
just multiply it with a color. bam. done.
its not. then you are doing something wrong.
What color are you trying to multiply it by?
white XD
I pale red
also what multiply do i plug it into
Fresnels only have exponentin, basereflectfractionin and normal
do you mean i should plug into a multiply then the color into the multiply?
yes
if you googled "ue4 fresnel color" you would have had an answer hours ago though.
might want to consider that next time 😃
How can I make WASD controls? I am using it for a static mesh. I cant get it to move forward when pressing W its only going to one axis
I read the docs.unrealengine pages a lot its just sometimes when theyre several pages long like they are in unreal I just kinda get more frustrated because it makes something as mundane as a fresnel seems needlessly complicated. Im also just much more familiar with production rendering like renderman, mayamentalray, cycles, arnold etc and get completely freaked out by some stuff in Unreal because its very different.
if you know all that, you should be accustomed to going trough documentation, and literally the first link of that google search was all you needed to know.
if anything as a gamedev or basically anybody using more advanced software searching the web for answers should be considered a main skill.
basically "ue4 + part of engine + problem" is more than enough to solve most problems.
its good practice, and can save time.
@spark sonnet Can you give a little bit more info?
Ok so I am tryin to make a very simple drone so I need it to move with WASD keys. And I cant seem to figure out how
I meant technical details like are you using blueprints or if you have set up inputs yet
I made a pawn I can send you a screenshot
this is whats inside the Pawn
And I need to move the mesh around like a drone
I am very used to going through documentation I just get annoyed sometimes because things seem much more roundabout then theyve been in the past or documentation will tell me things I may already know and go on and on about something I am already familiar with etc etc. I also just get tired after reading through UE4 documentation or any documentation sites like maya, blender etc. after a few hours of doing it to do things like diagnose broken imports which I was doing a lot today. The fresnel just kinda was that straw that broke the camels back and had me set off.
The difficult part is to make W to always be the forward key
depending on the rotation
but then it doesnt recieve any location input
We should have a #Beginner channel with tons of pointers to tutorials for different subjects
^
Just came up with the idea, it's quite brilliant
I'm just being a complete dork not remembering how to do that
My mind is about as far away from that as it can be right now
😃
@frosty bloom its useless, they'll just ask in other channels where that channel is, or totes ignore it and ask the right questions in the wrong channels
Grasping at straws. just feels like "Hey, google this for me" when I see it
regarding origin rebasing
oh wasnt pointing at your or anybodies question, just general experience being an admin at a bleepload of places
I'm aware
I was trying to get a smooth transition into bringing my question up again. :p
if they cant find beginner tips and tricks with google, they wont find a dedicated channel
ouch
we've seen people trying to install ue4 on their phones trough shady websites <_<
anyways, im off. good luck getting an answer with rebasin. @ember cliff
thx
I cant seem to figure it out :/
Have you done any programming before?
yes
What kind?
Python, arduino, c++, html
have you done anything with vectors?
only in unreal engine with bps
Google something along "Pawn movement" / "Input Component pawn control" / "Can't move my pawn UE4"
You can also look at any of the templates that comes with UE4, reverse engineer them and figure out how they make stuff move
I've tried but the thing is that my pawn is just a static mesh
Isn't the twin stick shooter a SM too? or flying template etc
"static Mesh" , "InputComponent" there ya go! 😄
Allright. Was hoping there was an easier way, but thank you
this is just confusing 😦
hey i am having an issue with my blueprint it doesn't want to delete the item from my inventory here is my part to delete the actor can anyone see anything wrong with this?
does the false portion of the branch run?
no not currently im just trying to test the inventory system it will use the item and add health but it will not make the item go away when i use
If you remove the branch does it work?
thank you for helping me first of all ive been stuck on this for an hour lol. and no it doesn't
however i just tried to connect the false of the branch to the set array elem and it deleted the item and worked but deleted all of that item from the slot
i wonder if it is returning the use item if false
quick question, what do you think that == node should do
it checks if the item is consumable if it is and if the use function is successful then it will work
ok good
should i use an and function instead
probs
because if the item isn't consumable and the use fails it will try to lower count
hmm that didn't work it acts the same
other than the branch not working, or the items not being setup properly in the first place I can't help you without more
I think i just figured it out i didn't set the item to say if the function was successful it was set to no. it worked out now i need to figure out why it is deleting all of that item from my slot
@here can someone help me with a issue with my game?
nope
😦
no one is capable of that
danggg
also fyi you just tried to ping a server with 4k online people.
Uhm, what is a .umap and is there a way to convert it directly to an OBJ?
Lucky for you, you don't have perms
Or is there a way to like, recompile a .pak into unreal I guess?
i have all of the files, I’m just not sure what to do with them
Or in general are .uassests encrypted
i am having a problem with my walking animations.. whenever i walk it doesn't register my walking animations only when i click W a couple times, then it registers my animation, can someone plz help thanks
@plush yew uassets are generally not encrypted they are just only used in the editor and are designed to work in specific engine versions.
Yeah copy paste
Hey guys what is an average draw distance I should be shooting for when optimizing my open world game?
Tryna crunch some numbers
i switched to 4.22 and now i have this deployment server launcher periodically making my cpu fan start making noise
is there a way to make that not start with the editor because ending the process doesnt break anything
deployment server is just for ios right?
no idea
do you do ios builds?
no
I would straight up delete that file
just delete
Engine\Binaries\DotNET\IOS\DeploymentServerLauncher.exe
i did, hopefully it doesnt come back next time i build engine
Hey guys, so i'm getting a weird effect where its almost as if i have near-sightedness. Is there anyway I can change that? thank you
add a contact lens component to your character
alright
naah use the C++ class AMonocle
also you might want to take your depth of field and like
turn it off
but also, maybe your world is just one big motion blur at 3fps
shouldnt depth of field not affect the actual character lol?
no the 3 fps is just cause unreal wasn't my main tab
i get 60 fps fine and its just cause im looking at the sun
im new to unreal so im experimenting with the visuals and just wanna know how to turn off that near blur
eh i got it nvm
Is anyone interested in working with me? i know just about nothing on unreal XD
also looking to make a vr game
*-/
oops
So, random question, how does everyone store their enums/structs things like that. keep all enums in one header, or make a header for each (if they are used by more than one class for something)
Does anyone know where a good terrain editor tutorial is? I can only find ones telling you how to edit the terrain
Hey guys. So in blender I made an item with 3 'legs' that will let you manipulate how level the top plate will be with the ground.
Would I be able to just use the blueprint/coding to move the 'legs' on its axis to manipulate the level-plate?
as is, with IK bones in blender I can move the 'legs' and what is supposed to rotate does so, but Idk how itll work in ue4
What does the error in the tooltip means?
"editing this value in structure defaults is not allowed"
oh it's a visibility issue
however other properties are set to "VisibleAnywhere" and I can still edit them from there
why it's not the same for this one?
oh great, now the data table refuses to save
@golden sierra Hello?
ya whats up
Is there an option to capture the hardware mouse when capturing a video via sequencer?
@tawdry ospreyare you trying to pm me?
was
Has anybody here seen this error before during a build?
C:\Program Files (x86)\Windows Kits\10\include\10.0.10240.0\ucrt\corecrt.h(128): error C2953: '_CrtEnableIf<true,_Ty>': class template has already been defined
I have a 4.18 project that I haven't touched in a while. Tried to do some work in it this week and now I get this all the time and can't build
It also happens in an older project which I know to be stable
Appears to be an issue with the Windows 10 Kits
nvm. rebuilt solution and it's fixed
I have zero experience with multiplayer, working on a 2 player game atm. I have different "factions" I want to assign a different faction to each player
whats best way to assign value to a player and check if its different to all other players?
and how can I transfer details from a lobby to a game? ie player selected certain character
Given that you should utilize SeamlessTravel when performing ServerTravels, you could save it on the PlayerController of the Player.
How is everyone tonight?
And then use "OnSwapPlayerControllers" (function in the GameMode) to move the data from old to new PlayerController @sullen wraith
@restive basalt Good, sun is shining. Just got my first coffee.
Good to hear, I'm the exact opposite - moon is shining, finished my last coffee
Yeah pretty much ~9 hours apart I guess :P
how can I make it so only the actors of planet with a certainvalue are returned
is that it?
4.22 + VS2019 -> failing to get unreal to load VS19 by default.. set it both in the editor and project settings
Have you re-generated the VS solution ?
hmm nope
Did you expect the solution to magically turn into a VS2019 solution ? 😛
im attempting to redo a ballistics script and make it more accurate, more reliable.. what i am doing is taking a single line trace of a certain distance.. getactorlocation and getactorforwardvector multiplied by the velocity and added to actor location to get the initial line trace.. that wall works fine.. if a hit is registered, fine and dandy, if not, then it applies bullet drop and slows down the "projectile" by subtracting an amount from the Z axis, and reducing the "velocity" every time the script cycles
after the initial trace if it fails to register a hit, it updates the starting location of the line trace, and updates the speed, updates the "gravity" and cycles back through ever 0.1 second
the issue is that the gravity doesnt seem to be getting applied properly and there will be a sharp turn from the end of the initial line trace to the arcing line trace beyond that
@sullen wraith Yeah you need to filter them manually
how do I do that cedric, my above screenshot doesnt seem to work
this never hits the true branch
even when its over a planet with the same value
am I doing the array/loop wrong?
Ya'll recommend moving my vr project to 4.22?
@sullen wraith Save the Array return to a variable first
And then loop over that
Otherwise it will perform the Rectangle Selection every time
@cloud cobalt I need the automatic mesh instancing thingy
it's awesome for my drawcalls
So if t's faster move to it
any obvious apparent drawbacks from switching ?
Plenty of bugs right now like for every UE version
Test your game in depth and check if it's good
I usually do a branch in source control and wait a few minor versions while working on the previous
Is anyone able to help me with somthing on Unreal engine?
Ask your questions here and wait for answers
Its a looooonng question involving multiplayer
@tawdry osprey Ask. Don't ask to ask
???
Can someone help my figure out why my BP is creating a line based on world coords and not local coords?
It's literally the same code that for another line was relative
so idk why it's screwing u now
*up
actorlocation is world space though?
@tawdry osprey Just ask your question. If someone can answer, they will.
OK well my question is, I have a Matinee ready to play. how do i Play the Matinee to all Clients in my Multiplayer Game? I have a button that activates the Matinee but the matinee only Plays for that person who presses the button
Ive just put it in multiplayer again as well
A custom event that replicates multicast should work
@fallen flower Replicates Multicast????
so, create a custom event called PlayMatinee
Ahhh i see
Discussion ongoing in #multiplayer
Please don't multi-post questions
Because then it creates multiple discussions
Sorry, I didn't realise.
what is faction?
narrowed it down to the cast
it's not receiving the faction valeus
as it's printing "none"
@wary wave their team
yes, but what is it?
it's a plugin that saves a variable
tbh i think i fixed it
i changed it from the function get faction to just getting the value
fixed it:)
if it's a struct as an example, you need to be careful about things like equality operators
it's all fixed now
I'm having massive issue with my ai now though. 1-2-3 spawn fine
after that its extremely lag
\
pretty much all the code for my ai, it's not a lot
however when i spawn a couple its lagging extremely
like 1-2 fps.
thats how they spawn
anyone got experience with why it could be lagging?
ive tested it by removing the timer
and there is no lag
my content browser is broken
close it and open a new one under window/content browser
and my UMG designer is broken:
it feels like the engine decided to not build some slate stuff, I just did a full engine rebuild 😄
but no crashes anywhere
the UI just misses a lot of stuff
Can someone help my figure out why my BP is creating a line based on world coords and not local coords?
It's literally the same code that for another line that worked
so idk why it's screwing up now
@modern sinew if you keep asking blueprint stuff, please do so in #blueprint
Nobody ever talks in there tho
¯_(ツ)_/¯
yes, but you keep doing it
but generally, if all of you move to #blueprint perhaps it becomes more active
¯_(ツ)_/¯
people are in #blueprint all the time if your thing doesnt get answered wait or try again in a more thought or question at a later time
dam like, I appreciate help and all to man, but you've got a very entitled attitude @modern sinew
not really
a question here and there is fine, obviously. but this channel is becoming more and more about blueprints, which it shouldnt.
So politely and humbly use the channels properly and i'll be a happy camper.
Can someone help with my problem in #blueprint
how would you guys implement simulated gravity based on 9.8m/s^2 into something that doesnt have physics applied to it?.. a calculation applied to the Z vector of an object over a period of time?
loop that constantly moves them that way?
i do use a loop that moves it 1/10th of my given velocity per second one every 1/10th of a second, i apply a loss of velocity by changing the amount added to the forward vector each time the line is drawn, but gravity is a rate of acceleration, not a specified amount subtracted each time, but its increasing to the point of terminal velocity
feature 👌
this is a widget blueprint:
I don't see anything in there
I just did a full engine recompile again, that didn't fix it
I don't really understand how that can be broken
would appreciate any ideas
other blueprints work fine, just widget blueprints don't
every widget blueprint looks like that
something in the view window menu was closed?