#ue4-general

1 messages · Page 437 of 1

somber quail
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Unreal Engine

The latest release of Unreal Engine continues the transformation of film and television production pipelines, with real-time ray tracing and new tools for virtual production topping the list of exciting new features.

modern sinew
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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

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Ok, yea. It's only detecting the slope on the small bit

still moth
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im back

cloud cobalt
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Don't tag random people

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Use debug draw tools to show your trace visually

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You will see what happens

modern sinew
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I see a red dot on the ground. what does that mean?

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fixed it

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that's where the trace is

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I split the pin and only offset the Z

still moth
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isnt there a node specifically to get the terrain angle or something?

modern sinew
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well no, we're trying to get the angle of any object under the player

still moth
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couldnt you just measure the distance between your feet and their height relative to eachother and get an angle?

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ok

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for what purpose?

modern sinew
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That would only work when moving

still moth
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what are you trying to get your character to do?

modern sinew
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get the slope for various things. For now, adding speed when sliding, and changing movement speeds when on slope

dim plover
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There are some YouTube videos regarding slope trace stuff. Particularly when discussing IKs. I think.

still moth
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are you just trying to get a character to slide?

modern sinew
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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

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1.0 for solid ground, 0.7-something on a 40 degree slope?

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Don't know what it means :/

still moth
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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

cloud cobalt
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Hit result normal = direction of the gorund

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dot vector it with (0, 0, 1)

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Result = 1 for vertical, 0 for horizontal

still moth
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there might be an easier way to do whatever it is he's trying to do

modern sinew
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oh

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It's giving me 1 for horizontal tho

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Maybe if I changed it to 1- the result?

cloud cobalt
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Maybe you're dot producting against the wrong vector

modern sinew
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This here is giving me with 21.(something) on a 40 degree slope for some reason

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It should output 40

regal mulch
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That's not how dot product gets converted

modern sinew
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?

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Well all the float stuff there is fine; 1 is 90, etc

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but I'm not sure about all that stuff before

regal mulch
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The Dot Product result goes into an ACOSD

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Nothing else

modern sinew
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because that's all new to me

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ACOSD?

regal mulch
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And the ACOSD result is the angle

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A cosinus Degree

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Inverse Cosinus Degree

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Ever asked yourself at school what all that shitty math si for?

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For this

modern sinew
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That worked

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and yea, I'm in calc now. It's not fun

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Ok, but it's now giving me a positive number for the downhill as well

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how can I change that?

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I need a negative number for downhill

dawn gull
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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?

regal mulch
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@modern sinew This whole thing only gives you the angle between two vectors

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This setup alone can't tell if it's positive or negative

modern sinew
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yea

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How do you get the length of the Trace from Break hit?

regal mulch
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I would assume it's because you aren't doing world position stuff

dawn gull
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k

modern sinew
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if I get that I can tell which direction it's going

regal mulch
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It has to be based on something they both have in common ( the chunks ) @dawn gull

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@modern sinew It literally has a Length output

modern sinew
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ok\

regal mulch
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Actually

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It doesn't wtf

modern sinew
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could it be Distance?

dawn gull
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ok that eXi

regal mulch
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Ah it does

modern sinew
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ok

regal mulch
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Yeah Distance

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I looked for Length

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xD

vast fossil
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guys my "Physical Material" file just wont apply to my game, anyone else having this issue ?

modern sinew
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yea, so I'll take the distance right below the camera and the distance like 0.005 behind it, and see which is bigger

regal mulch
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What is the - or + relative to?

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The direction the player is going?

modern sinew
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yea

regal mulch
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Well then you can work with the forward vector of the player

modern sinew
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ok

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I worked with Vectors from my boost pad

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I can grab that BP

regal mulch
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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
modern sinew
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ok

regal mulch
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So if you find a pair of vectors that result in 1 for downhill (or uphill)

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And -1 for the other direction

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Then you know what direction the player goes

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You can grab the "SIGN" of the value

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To know if it's positive or negative

modern sinew
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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?

regal mulch
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So everything between same direction and 90° is positive

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etc.

modern sinew
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because the wall can be on either side

regal mulch
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Well the WallNormal is a good start

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That is pointing away from the wall surface :P

vast fossil
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@regal mulch are you a dev at UE ?

regal mulch
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Nope.

vast fossil
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ah ok

regal mulch
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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 (:

vast fossil
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cool

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why cant we ping them ?

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is it like waking up the Kraken ?

cloud cobalt
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Because they're not here to get pinged

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They're not paid to do tech support

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They're here on their own time & terms

vast fossil
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oke fair enough

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anyone know why the physics material isnt applying ?

regal mulch
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Same as everyone here :P so don't ping people from the list without any reason hehe

vast fossil
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I read on the net that its a bug but it was supposed to be fixed in v4.8

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oke

modern sinew
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eXi, is x forward or is y forward?

fierce tulip
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x + is forward generally

regal mulch
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In UE4 X is forward

modern sinew
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NVM, dragged the player model around a bit and yea, it's X

regal mulch
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Y is... right?

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Yeah right

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UE4 is left hand rule

modern sinew
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Y and Z are the ones that don't make sense

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Y is generally up

regal mulch
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Y is right, Z is up

fierce tulip
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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

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Z is up

modern sinew
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In UE4, it is

fierce tulip
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anything else is maya blabla

modern sinew
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but generally, Y is up

fierce tulip
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no

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z :p

modern sinew
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Graphs, Minecraft, etc

regal mulch
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It's a definition

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There can be people making X up

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¯_(ツ)_/¯

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But in UE4, X+ Forward, Y+ Right, Z+ Up

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Just remember it

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Or check this:

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Bottom left corner of the viewport

fierce tulip
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it basically the difference when making a side-view and adding depth (z-axis) or top down floorplan and adding depth (z-axis)

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depending from the original "plan" they made either Y or z up

regal mulch
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Technically Y Up is "more correct" in this kind of thing

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2D Games are done in X-Y

fierce tulip
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2d did both

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depends on side-scroller or top down

regal mulch
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Yeah but you usually go from X to Y, not X to Z when "counting" :D

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So I do get why Unity has Y up

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But well

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kappa alex UE4 has shitty 2D support

fierce tulip
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"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
regal mulch
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Yeah exactly

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The second part is what I meant with "I can get why things like Unity have Y up"

fierce tulip
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yea

modern sinew
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And Minecraft

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And pretty much all graphs

regal mulch
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Well Minecraft is a Game :P that hardly counts

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Based on that you can list all kind of games

modern sinew
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eXi, how do I find the y value for the height of my player?

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Wait, I found the "Capsule Half Height"

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that should be it

regal mulch
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That's Z again

modern sinew
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just multiply by 2

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yea, Z I guess

regal mulch
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You can also try to get the actor extend

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But yeah, the capsule works too

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Ah sorry, Actor Bounds I meant

modern sinew
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I don't see why

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I didn't mess with the slope stuff

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just grabbed the distance

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sorry if it's a bit of a mess

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nvm

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my Set isn't connected

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I found what else it is

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it's using world location

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Ok, so I grabbed the forward vector, how do I modify what I have there to include it?

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so that the second (top) measurement is always behind relative to the player

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ok

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the problem seems to be that this here

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Returns 0 for distance

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instead of the actual distance

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and I'm not sure why

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Also, it's not showing up on the ground

plush yew
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I am getting overlapping UV's when converting BSP geometry to static mesh. Any ideas how to fix?

dim merlin
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Hi, anyone knows why decals standard have a transparency and how do i turn it off?

lusty carbon
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How to delete C++ class from my project?

cloud cobalt
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Delete the class files, generate the project, build in Visual

modern sinew
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@cloud cobalt Do you know why that trace is returning a distance of 0?

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It's also not appearing on the ground like the other one

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I'm trying to get it to stay always behind the player

cloud cobalt
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Probably going into the source object, make sure to ignore the character actor

lusty carbon
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deleting the class files is exactly the how to question

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from within vs?

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cause in unreal i cant

modern sinew
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Stranger?

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Something's screwing up in there, and all the fiddling I've done has only gotten me so far

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Found out that it's giving me a distance of 0

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but I don't know why

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Do you?

wary wave
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He's literally just made a suggestion

cloud cobalt
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@stiff sinew Delete the actual files on disk

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.cpp / .h

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Generate solution, build solution, restrat editor

lusty carbon
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thanks

gleaming raptor
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What do you guys reccomend doing when you wanna get into game design ?

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Mostly 3d games, not to big a fan off 2d ones.

wary wave
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...designing games

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The only way to learn really

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If you want more specific answers, you'll need more specific questions

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Generally speaking, as a game designer you won't get much say whether the game is 2d or 3d

modern sinew
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Does anyone know why that trace is showing as distance 0?

cloud cobalt
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Did you check what I told you ?

wary wave
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But it's somewhat irrelevant, since the principles are largely similar anyway

fierce tulip
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perhaps its hitting itself?

modern sinew
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where

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oh, that was to me?

cloud cobalt
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Did you ignore the character mesh ?

modern sinew
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^

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That was to me?

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ok

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I'll check

cloud cobalt
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I told you that, then ambershee told you I told you that

modern sinew
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Didn't know either of you were talking to me

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How do you tell it to ignore the character mesh?

cloud cobalt
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Google : 'UE4 line trace ignore'

gleaming raptor
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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.

cloud cobalt
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Designing games and building games aren't the same thing

gleaming raptor
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Sorry, my mistake :3

cloud cobalt
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If you're alone, you need to learn how to build games, else your design skills will be completely useless 😃

gleaming raptor
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Thanks for clarifying 😄

cloud cobalt
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if you want to learn making games, well, try doing Pong first

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Try doing really simple games

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Try game jams maybe once you've got the basics, to see what you can prototype quickly

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Take it step by step and be careful of large projects - these don't end well for small teams

modern sinew
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Uhh, stranger, I think I did it, but it's still returning 0

gleaming raptor
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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.

modern sinew
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Get Player Character -> Make Array -> Actors to ignore?

cloud cobalt
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So print the hit actor @modern sinew

gleaming raptor
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Thanks for the help dude, im gonna go do just that 😃

modern sinew
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@cloud cobalt It's not even giving me "None", it's just giving me a blank

cloud cobalt
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What's "a blank" ?

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If no hit is returned then no hit is returned

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Distance doesn't matter if no hit is returned

modern sinew
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@cloud cobalt

cloud cobalt
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You don't need to tag me

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Check "blocking hit" first

modern sinew
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False

cloud cobalt
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Great, so no hit was found, end of story.

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There is no distance or actor to check if no hit was found, obviously

modern sinew
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but why is it not hitting anything>?

cloud cobalt
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Because the line does not intersect any geometry

modern sinew
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Well yes, but that's not an answer to the question

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What I'm not sure about is why this is hitting nothing

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it should be pointing straight down

cloud cobalt
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I can't help you there. Again, debug draw the actual line trace and check visually.

modern sinew
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How do you get it to display the line?

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I can't get it to do that

cloud cobalt
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Google : "UE4 draw debug line"

modern sinew
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ok

cloud cobalt
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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.

modern sinew
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ok

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I told it to draw a line with the same variables, but it's not appearing

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wait, now it is

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but it's coming to the same place as before

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as the other one

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but the other one returns a distance at least

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Wrong line

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But I don't know why

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Why is this not giving it the correct values?..

modern sinew
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No, the line trace is not where the problem is coming from

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That block there is

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for some reason the forward vector's not really returning anything

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because I plugged it into a debug draw line and it gave me nothign either

cloud cobalt
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The forward vector isn't the problem

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Your misunderstanding of how to use it is

still moth
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well, i finally got my first C++ script to pseudo work in game

modern sinew
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Ok, well, how would you do that bit? I'm trying to get a second Trace right behind the first, relative to the player

cloud cobalt
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Your last screenshot is 100% wrong

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Unfortunately

modern sinew
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I'm just trying to get the x's and y's relative to the player..

cloud cobalt
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That's not going to work that way. Spend some time with tutorials

merry gazelle
still moth
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ive been working with line traces all week

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the one im working on.. uuh

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using C++ and something aint right

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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

zinc rivet
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TFW walks into bullet you just fired

modern sinew
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Stanger, I'm trying to look up how to do it but nothing's showing up

cloud cobalt
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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

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I'm not a math teacher

modern sinew
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I can, but I don't know what to add

cloud cobalt
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You're multiplying a vector by different values on different axis

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So no you don't know what you're doing

still moth
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the bullet spawns at the center of the camera, so "inside" the head of the first person character

modern sinew
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I'm not multiplying a vector, unless you mean that I'm supposed to be

still moth
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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

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im referring to my own issue redpandaz

zinc rivet
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@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.

modern sinew
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Burnt, was replying to Stranger

cloud cobalt
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forward = (1, 0, 0) rotated by the character's rotation

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Do what you need based on that information

lusty carbon
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@cloud cobalt I deleted the cpp class I wanted to delete, regenerated VS and now it won't even compile

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project is gone

cloud cobalt
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Fix the build in VS

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Probably an include to the class you deleted

lusty carbon
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its just not recognizing anything

cloud cobalt
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I don't see a compiler output

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Only the worthless error window that you can close now and never open again

lusty carbon
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what do u need?

honest vale
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open the output tab

cloud cobalt
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I don't need anything, you need to actually compile

lusty carbon
cloud cobalt
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"class APallet not found"

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That's pretty clear

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Fix it

lusty carbon
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thats the class i removed

zinc rivet
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yea, you're referencing it in StockMachine.h

cloud cobalt
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I figured

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Remove code that uses that class since it doesn't exist anymore

lusty carbon
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right

cloud cobalt
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This is also why there is no "delete class" in UE4 - deleting classes can never be easy

modern sinew
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Stranger, I multiplied it by the forward vector and it dissapeared again

cloud cobalt
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I can't help you RedPandaz - i'm not going to be doing the math for you and give you the graph.

modern sinew
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I don't need you to, but am I closer?

cloud cobalt
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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

modern sinew
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I'm trying to have a line that is always just a bit behind the player

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that is all

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that way I can tell if it is a positive or negative slope

misty creek
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It isn't exactly what you are looking for but it should help

modern sinew
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ok, I'll read up on it

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Ok, I did pretty much exactly what they did and it's still not moving it based on rotation

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It's still stuck to the world axes

misty creek
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Why are you changing the line start position?

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That might be part of your problem

modern sinew
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so that it's verticle

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*vertical

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I don't want it at an angle

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because we're using it to find angles

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if the line is at an angle it rather screws that all up

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¯_(ツ)_/¯

misty creek
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So are you looking to find the angle of the slope that the character is on?

modern sinew
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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

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So I'm measuring the distance of both traces

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the first gets the angle as well

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that works

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but it displays up and down as the same

misty creek
modern sinew
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pretty much all I've seen use two positions instead of line tracing

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which only works when you're moving

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But no, the line works

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I'm just- It just- I can't seem to get it to stay relative to the player instead of the world

misty creek
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Do the scene components stay relative to the player?

modern sinew
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as in?

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the other things?

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walls, etc?

misty creek
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When you are getting the forward vector it says the target is a scene component

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Is the scene components rotation the same as the players?

modern sinew
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the target is Camera

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which is socketed to the player's head

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or it should be

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but yes, the camera's rotation is what I'm trying to fix it to

misty creek
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Third or first person? I'm pulling up a project

modern sinew
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First Person built in the Third Person BP

misty creek
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Okay, I'll take a look at it

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What is you camera set up? Do you have a spring arm?

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I'm not entirely sure what it should look like but this is what I have going

modern sinew
misty creek
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Okay, so that is what mine looks like.

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When I'm drawing the debug lines what should they be looking like?

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In the screen shot that I posted what is wrong with those?

modern sinew
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I’m not sure, I don’t know how you’re drawing them. I showed you how I’m drawing mine

misty creek
modern sinew
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Maybe you can try and replicate that but I shows you of mine and figure out what’s up? I’m stumped

misty creek
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Is that what yours looks like?

modern sinew
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All of those blue lines bind to the camera

misty creek
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Okay, so just like mine. What do they output?

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What does it look like in game?

modern sinew
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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

misty creek
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So you want to line to be in front of the character?

modern sinew
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Yea

plush yew
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any tips to create dream like atmosphere and dystopia like

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?

misty creek
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@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.

modern sinew
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No that-...that doesn’t work

misty creek
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Why not?

modern sinew
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Because the line is just a placeholder- I want a trace there

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The line is just to see the thing

misty creek
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Can't you do a trace with a socket?

modern sinew
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Not accurately- the sockets move around with the animation

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If I can just get it to input the relative player X and Y it’ll work

grim ore
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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?

modern sinew
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@grim ore what’s wrong with it

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Because it’s not generating a line

grim ore
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well why are you taking your forward vector and reversing it?

modern sinew
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Because I eventually want the thing behind me

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Not in front

grim ore
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gotcha but then why are you subtracting large numbers from a small vector?

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print your vector out after you get it and multiply it by -1 and see what it shows

modern sinew
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Those numbers are just moving around the X and Z a bit

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For instance, the player is 200 tall

grim ore
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your math is all funky and I barely know math heh

modern sinew
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I know it works for the bottom one

grim ore
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you want to make a line trace down from a distance in front of the character right?

modern sinew
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Yea

grim ore
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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

modern sinew
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Well both the start and end have to be offset by the same X

grim ore
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by X I mean distance variable, not the X direction

modern sinew
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I know, but I am

grim ore
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because I don't know how far away you want it

modern sinew
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Behind

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Eventually

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But in front now so I can see it

grim ore
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are we eventually doing that now or are you doing something else now?

modern sinew
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I’ll move it behind when we’ve gotten it to stay in front of the player

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That’s just a simple translation

grim ore
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obviously replace the get actor rotation with whatever item's rotation you are checking for forward

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in this example the end point is your starting point because it's forward a certain distance from the player.

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then you can take that location and subtract your Z distance to get your end point Z distance down from that start point.

modern sinew
grim ore
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all of it?

modern sinew
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Well, besides those float offsets

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But what specifically

grim ore
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you dont subtract a distance from a vector to make it longer or in another location, you multiply it like the example shows above

modern sinew
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O...k?

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How would you do this? There’s not much here and it doesn’t seem hard, but I’ve been stuck

grim ore
#

in the picture I linked the End will be your Start

lusty carbon
#

which uv map index of a mesh is used for the material? is it strictly index 0?

grim ore
#

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.

modern sinew
#

@grim ore I am doing what that picture says tho

grim ore
#

ok

modern sinew
#

And it's not working

grim ore
#

must be some other weird issue then, might need to debug it and see where every point is at.

modern sinew
#

I can stick more Prints in IG

grim ore
#

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?

modern sinew
#

multiplying instead of subtracting?

grim ore
#

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

modern sinew
#

Mine doesn't either besides modifying the X value

grim ore
#

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

modern sinew
#

wym correct way? I can't find anything wrong, but clearly something isn't working

grim ore
#

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.

plush yew
#

Hello everyone

grim ore
#

Ahoy hoy

split zinc
#

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

grim ore
#

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

modern sinew
#

@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

dim plover
#

UUserWidget?

still orbit
#

oh, wrong channel, my bad

grim ore
#

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.

modern sinew
#

ok

grim ore
#

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

modern sinew
#

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 ?

grim ore
#

I don't know what your code is now so I don't know the answer.

modern sinew
#

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

lusty carbon
#

Packaging my project.. this is what I get when trying to open it

remote rivet
#

@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.

split zinc
#

its paint materal to apply to my land

lusty carbon
#

@remote rivet thanks I managed to fix it by deleting intermediate and saved folders and regenerating files etc

tired cove
#

Hi guys, do you know how to do a multi project thanks to the new update 4.22.0 of Unreal Engine please ?

fast finch
#

Im using a pawn, they simulate physics

#

Trying to do multiplayer

versed spear
#

What is happening? Are you talking about how the movement is not smooth on the second client?

plush yew
#

hello

#

im new to unreal

#

i come from source so its gonna be pretty rough for me

spark sonnet
#

Welcome @plush yew

plush yew
#

hey thanks dude

fast finch
#

@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

plush yew
#

im planning on making a singleplayer/multiplayer first person low poly game

spark sonnet
#

cool

plush yew
#

im using blueprint

spark sonnet
#

Let me know if you need help 😃

plush yew
#

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

spark sonnet
#

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

grim ore
#

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?

fast finch
#

Because The player is a cube

#

And I dont wanna deal with capsule components

grim ore
#

gotcha. yep might have to use your own prediction then 😦

fast finch
#

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?

wary wave
#

Not necessarily, but expect a deep dive in C++

fast finch
#

Im only using c++, not blueprints

#

So that wont be an issue

grim ore
#

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

gleaming isle
#

@modern sinew is this what you were trying to do?

modern sinew
#

No

fast finch
#

@grim ore could you point me to some of them? Having trouble finding any

modern sinew
#

But I got it to work w while back

fast finch
#

Probably because I dont know exactly what Im looking for

gleaming isle
#

no? Did you not need a line drawing relative to the player

grim ore
#

what about using a different movement component like floating ?

fast finch
#

I could add a floating movement component, but does it have the smoothing things?

#

that characaters have

#

Floating pawn movement component*

grim ore
#

I assumed so but probably not now that I look into it =/

fast finch
#

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

grim ore
#

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.

fast finch
#

yeah just saying, could be done much better

grim ore
#

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 😦

fast finch
#

isnt that what I would need to do then?

grim ore
fast finch
#

Yeah I'll try there, thanks for the help 😃

plush yew
#

any tips to create dream like atmosphere and dystopia like
?

grim ore
#

lots and lots of post processing

gleaming isle
#

I must be crazy because I thought he was looking for a line relative to the actor based on an offset and direction

fast finch
#

@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

grim ore
#

😦

fast finch
#

First time doing anything multiplayer or network related, this might be out of my depth

grim ore
#

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

fast finch
#

Alternatively, you could choose the type of collision component for the character

#

that would be nice too

grim ore
#

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

fast finch
#

Collision for characater component can only be done by the capsule

#

it has to be theroot

#

Adding your own box component does nothing

grim ore
#

"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

fast finch
#

yeah...

grim ore
#

it's lose lose either way

fast finch
#

seems like the less loss

#

is not using cubes lol

grim ore
#

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

fast finch
#

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

grim ore
#

😃

fast finch
#

Damn, you dont know either huh

versed siren
#

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?

gleaming isle
#

@versed siren I believe you can use GameInstance for this

versed siren
#

I toyed with the idea of making specific collisions to set the variable at the beginning of each level but that seems really overcomplicated

gleaming isle
#

If you create a GameInstance and create variables in it, they should be persistent between levels.

versed siren
#

where would it be created? in the level?

#

or am I misunderstanding its behavior

gleaming isle
#

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

obsidian shadow
#

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.

worn granite
#

Yes, but you needn't match it all

remote rivet
obsidian shadow
#

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.

ocean pulsar
#

Epic’s Online Services will they also host game dedicated server battlefield games?

kindred viper
#

@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

gleaming isle
#

like rain on your wedding day

kindred viper
#

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

bitter iris
#

What steps would I take to reduce basepass and shadowdepths with dynamic lighting?

fresh hemlock
#

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

hybrid scroll
#

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?

kindred viper
#

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 😄

fresh hemlock
#

I know how to do what Im doing @opaque vector its just coming along slowly

kindred viper
#

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

smoky escarp
#

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 ?

grim ore
#

I had some weird stuff happening moving things lately as well, materials all broken 😦

smoky escarp
#

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

grim ore
#

what you are doing should work tho

smoky escarp
#

ok thanks so will have to wait for a fix

grim ore
#

I was trying to test it on a test project but it soft locked on fixing up redirectors lol

bitter iris
smoky escarp
#

aha crap

ember cliff
#

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.

frank escarp
#

you can

grim ore
#

in the engine? you cant it's 1 unreal unit = 1cm

frank escarp
#

@ember cliff but dont

grim ore
#

holy hell you can? but why lol

paper kernel
#

it would scale everything

frank escarp
#

you can, but its a terrible idea for a few reasons

ember cliff
#

I'm aware of some reasons why you wouldn't

#

But I'm running into an issue with float precision

grim ore
#

... fixing redirectors loads up all materials in the folder and compiles the shaders... wheeeee 😦

paper kernel
#

yea 1cm with floating point imprecision is manageable

frank escarp
#

@ember cliff floating point precision is relative

ember cliff
#

cept I'm working with kms

frank escarp
#

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

ember cliff
#

...I'm aware

frank escarp
#

Unity runs 1 unit = 1 meter and has the exact same precision issues as unreal

#

at the same distance

ember cliff
#

My issue is that I want to change what the appearance is under the hood

#

Because it is translating it

#

by default

smoky escarp
#

so I must be bad at moving folders ?

grim ore
#

nah I think the engine just really really has to be handled gently when moving stuff lol

ember cliff
#

So, how can I make it so that for example 1 meter is 0.1 units rather than 100 units for example

smoky escarp
#

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 ^^

ember cliff
#

And no, changing appearance does not help

grim ore
#

yeah I had the TPP template break completely when I moved it all at once heh

smoky escarp
#

btw have you re opened the project because me everything worked until I re opened it

grim ore
#

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

smoky escarp
#

aha

grim ore
#

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 😦

smoky escarp
#

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

grim ore
#

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

bitter iris
#

On LOD Distribution is it possible to go below 1? Would be nice to do so, but cant do it from slider

grim ore
#

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

smoky escarp
#

advanced copy ?

#

oh yes

grim ore
#

added in 4.22, when you drag drop there is a new option

smoky escarp
#

haven't seen it i'm blind x)

grim ore
#

since it literally duplicates it all as an option it seems like it might be better(ish)

smoky escarp
#

I will try that and if I managed to do something I'll tell you

grim ore
#

yeah I can't even get this project to work anymore I broke something bad lol

smoky escarp
#

ahh hope you have a backup

fresh hemlock
#

Yo Im having a hard time getting my character into unreal

pseudo swift
#

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

sudden agate
#

those textures seem to be an old diffuse workflow.
Unreal uses PBR, which means metallic and Specular should be grayscale textures

fresh hemlock
#

Well I think I figured my thing out

upper heart
#

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?

fresh hemlock
#

@pseudo swift The S stands for subsurface

#

Its used to make skin look realistic

pseudo swift
#

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

fresh hemlock
#

Yea you plug em into the subsurface thing in the blueprint

pseudo swift
#

never done that, what should i lookup in order to set it up?

#

@fresh hemlock

spark sonnet
#

I am trying to get a variable from a pawn to its animbp but it doesnt work. Anyone know why?

warm timber
#

Is to use the default gamemode a bad thing? why I am getting this gamemode not overridden! warning in the blueprints menu

fresh hemlock
#

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

kindred viper
#

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

fierce tulip
#

if you mean the material layer stuff they made for paragon, thats already depreciated.

ember cliff
#

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:

#

I can confirm that the "Event World Origin Location Changed" event is firing

fresh hemlock
#

Like can at I at least just color the fucking fresnel

fierce tulip
#

what a nice way of asking

fresh hemlock
#

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

fierce tulip
#

just multiply it with a color. bam. done.

fresh hemlock
#

Ive already tried that

#

still white

fierce tulip
#

its not. then you are doing something wrong.

ember cliff
#

What color are you trying to multiply it by?

fierce tulip
#

white XD

fresh hemlock
#

I pale red

ember cliff
#

try with something like bright green

#

see if it is still white

fresh hemlock
#

also what multiply do i plug it into

#

Fresnels only have exponentin, basereflectfractionin and normal

fierce tulip
#

you multiply the output of a fresnel with the color

#

O_o

fresh hemlock
#

do you mean i should plug into a multiply then the color into the multiply?

fierce tulip
#

yes

fresh hemlock
#

okay there we go

#

thankyou

fierce tulip
#

if you googled "ue4 fresnel color" you would have had an answer hours ago though.
might want to consider that next time 😃

spark sonnet
#

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

fresh hemlock
#

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.

fierce tulip
#

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.

ember cliff
#

@spark sonnet Can you give a little bit more info?

spark sonnet
#

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

ember cliff
#

I meant technical details like are you using blueprints or if you have set up inputs yet

spark sonnet
#

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

fresh hemlock
#

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.

spark sonnet
#

The difficult part is to make W to always be the forward key

#

depending on the rotation

ember cliff
#

get the actors transform and then use the "transform location" node

#

err direction

spark sonnet
#

but then it doesnt recieve any location input

frosty bloom
#

We should have a #Beginner channel with tons of pointers to tutorials for different subjects

ember cliff
#

^

frosty bloom
#

Just came up with the idea, it's quite brilliant

ember cliff
#

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

spark sonnet
#

😃

fierce tulip
#

@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

ember cliff
#

true

#

I'm pretty sure my question fits best here though

frosty bloom
#

Grasping at straws. just feels like "Hey, google this for me" when I see it

ember cliff
#

regarding origin rebasing

fierce tulip
#

oh wasnt pointing at your or anybodies question, just general experience being an admin at a bleepload of places

ember cliff
#

I'm aware

#

I was trying to get a smooth transition into bringing my question up again. :p

fierce tulip
#

if they cant find beginner tips and tricks with google, they wont find a dedicated channel

ember cliff
#

ouch

frosty bloom
#

Give me his number

fierce tulip
#

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

ember cliff
#

thx

spark sonnet
#

I cant seem to figure it out :/

ember cliff
#

Have you done any programming before?

spark sonnet
#

yes

ember cliff
#

What kind?

spark sonnet
#

Python, arduino, c++, html

ember cliff
#

have you done anything with vectors?

spark sonnet
#

only in unreal engine with bps

frosty bloom
#

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

spark sonnet
#

I've tried but the thing is that my pawn is just a static mesh

frosty bloom
#

Isn't the twin stick shooter a SM too? or flying template etc

#

"static Mesh" , "InputComponent" there ya go! 😄

spark sonnet
#

Allright. Was hoping there was an easier way, but thank you

#

this is just confusing 😦

lucid agate
#

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?

ember cliff
#

does the false portion of the branch run?

lucid agate
#

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

ember cliff
#

If you remove the branch does it work?

lucid agate
#

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

ember cliff
#

quick question, what do you think that == node should do

lucid agate
#

it checks if the item is consumable if it is and if the use function is successful then it will work

ember cliff
#

ok good

lucid agate
#

should i use an and function instead

ember cliff
#

probs

#

because if the item isn't consumable and the use fails it will try to lower count

lucid agate
#

hmm that didn't work it acts the same

ember cliff
#

other than the branch not working, or the items not being setup properly in the first place I can't help you without more

lucid agate
#

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

abstract marten
#

@here can someone help me with a issue with my game?

ember cliff
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nope

abstract marten
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😦

ember cliff
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no one is capable of that

abstract marten
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danggg

ember cliff
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also fyi you just tried to ping a server with 4k online people.

plush yew
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Uhm, what is a .umap and is there a way to convert it directly to an OBJ?

ember cliff
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Lucky for you, you don't have perms

plush yew
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Or is there a way to like, recompile a .pak into unreal I guess?

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i have all of the files, I’m just not sure what to do with them

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Or in general are .uassests encrypted

abstract marten
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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

grim ore
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@plush yew uassets are generally not encrypted they are just only used in the editor and are designed to work in specific engine versions.

plush yew
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Ah, I see

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would I be able to like, import them into unreal

silver crown
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Yeah copy paste

glacial arch
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Hey guys what is an average draw distance I should be shooting for when optimizing my open world game?

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Tryna crunch some numbers

spare steeple
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i switched to 4.22 and now i have this deployment server launcher periodically making my cpu fan start making noise

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is there a way to make that not start with the editor because ending the process doesnt break anything

polar hawk
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deployment server is just for ios right?

spare steeple
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no idea

polar hawk
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do you do ios builds?

spare steeple
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no

polar hawk
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I would straight up delete that file

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just delete

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Engine\Binaries\DotNET\IOS\DeploymentServerLauncher.exe

spare steeple
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i did, hopefully it doesnt come back next time i build engine

candid cove
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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

polar hawk
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add a contact lens component to your character

candid cove
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alright

kindred viper
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naah use the C++ class AMonocle

polar hawk
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also you might want to take your depth of field and like

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turn it off

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but also, maybe your world is just one big motion blur at 3fps

candid cove
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shouldnt depth of field not affect the actual character lol?

polar hawk
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jesus

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it'll affect everything

candid cove
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no the 3 fps is just cause unreal wasn't my main tab

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i get 60 fps fine and its just cause im looking at the sun

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im new to unreal so im experimenting with the visuals and just wanna know how to turn off that near blur

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eh i got it nvm

vagrant spindle
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Is anyone interested in working with me? i know just about nothing on unreal XD

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also looking to make a vr game

gilded seal
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*-/

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oops

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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)

plush yew
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everyone does it different

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I prefer separate files

modern sinew
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Does anyone know where a good terrain editor tutorial is? I can only find ones telling you how to edit the terrain

wintry forge
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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

fringe pivot
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What does the error in the tooltip means?

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"editing this value in structure defaults is not allowed"

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oh it's a visibility issue

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however other properties are set to "VisibleAnywhere" and I can still edit them from there

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why it's not the same for this one?

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oh great, now the data table refuses to save

tawdry osprey
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@golden sierra Hello?

dry moon
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ya whats up

tawdry osprey
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??? you rpr?

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its all good, dont worry

vapid narwhal
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Is there an option to capture the hardware mouse when capturing a video via sequencer?

golden sierra
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@tawdry ospreyare you trying to pm me?

tawdry osprey
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was

hushed monolith
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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

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It also happens in an older project which I know to be stable

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Appears to be an issue with the Windows 10 Kits

hushed monolith
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nvm. rebuilt solution and it's fixed

sullen wraith
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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

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whats best way to assign value to a player and check if its different to all other players?

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and how can I transfer details from a lobby to a game? ie player selected certain character

regal mulch
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Given that you should utilize SeamlessTravel when performing ServerTravels, you could save it on the PlayerController of the Player.

restive basalt
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How is everyone tonight?

regal mulch
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And then use "OnSwapPlayerControllers" (function in the GameMode) to move the data from old to new PlayerController @sullen wraith

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@restive basalt Good, sun is shining. Just got my first coffee.

restive basalt
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Good to hear, I'm the exact opposite - moon is shining, finished my last coffee

regal mulch
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Yeah pretty much ~9 hours apart I guess :P

sullen wraith
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how can I make it so only the actors of planet with a certainvalue are returned

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is that it?

lusty carbon
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4.22 + VS2019 -> failing to get unreal to load VS19 by default.. set it both in the editor and project settings

cloud cobalt
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Have you re-generated the VS solution ?

lusty carbon
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hmm nope

cloud cobalt
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Did you expect the solution to magically turn into a VS2019 solution ? 😛

lusty carbon
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idk.. I believe in magic? XD

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fixed. thanks a lot!

still moth
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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

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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

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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

regal mulch
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@sullen wraith Yeah you need to filter them manually

sullen wraith
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how do I do that cedric, my above screenshot doesnt seem to work

sullen wraith
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this never hits the true branch

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even when its over a planet with the same value

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am I doing the array/loop wrong?

lusty carbon
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Ya'll recommend moving my vr project to 4.22?

cloud cobalt
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No

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Unless you need a feature

regal mulch
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@sullen wraith Save the Array return to a variable first

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And then loop over that

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Otherwise it will perform the Rectangle Selection every time

lusty carbon
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@cloud cobalt I need the automatic mesh instancing thingy

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it's awesome for my drawcalls

cloud cobalt
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So if t's faster move to it

lusty carbon
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any obvious apparent drawbacks from switching ?

cloud cobalt
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Plenty of bugs right now like for every UE version

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Test your game in depth and check if it's good

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I usually do a branch in source control and wait a few minor versions while working on the previous

lusty carbon
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alright

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I do notice it takes a few secs to play simulate your game

tawdry osprey
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Is anyone able to help me with somthing on Unreal engine?

cloud cobalt
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Ask your questions here and wait for answers

tawdry osprey
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Its a looooonng question involving multiplayer

cloud cobalt
tawdry osprey
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I tried there

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its been a few days of trying 😦

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2*

fallen flower
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@tawdry osprey Ask. Don't ask to ask

tawdry osprey
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???

modern sinew
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Can someone help my figure out why my BP is creating a line based on world coords and not local coords?

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It's literally the same code that for another line was relative

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so idk why it's screwing u now

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*up

fallen flower
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actorlocation is world space though?

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@tawdry osprey Just ask your question. If someone can answer, they will.

tawdry osprey
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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

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Ive just put it in multiplayer again as well

fallen flower
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A custom event that replicates multicast should work

tawdry osprey
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@fallen flower Replicates Multicast????

fallen flower
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so, create a custom event called PlayMatinee

tawdry osprey
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Ahhh i see

cloud cobalt
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Please don't multi-post questions

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Because then it creates multiple discussions

fallen flower
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Sorry, I didn't realise.

sullen wraith
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@regal mulch

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is that what you mean?

regal mulch
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The OutPut should not happen every loop

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But at the end of the loop (Completed)

sullen wraith
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its saying that the faction is different when it is correct

wary wave
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what is faction?

sullen wraith
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narrowed it down to the cast

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it's not receiving the faction valeus

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as it's printing "none"

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@wary wave their team

wary wave
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yes, but what is it?

sullen wraith
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it's a plugin that saves a variable

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tbh i think i fixed it

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i changed it from the function get faction to just getting the value

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fixed it:)

wary wave
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if it's a struct as an example, you need to be careful about things like equality operators

sullen wraith
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it's all fixed now

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I'm having massive issue with my ai now though. 1-2-3 spawn fine

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after that its extremely lag

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pretty much all the code for my ai, it's not a lot

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however when i spawn a couple its lagging extremely

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like 1-2 fps.

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thats how they spawn

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anyone got experience with why it could be lagging?

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ive tested it by removing the timer

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and there is no lag

fiery harbor
dark depot
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close it and open a new one under window/content browser

fiery harbor
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it feels like the engine decided to not build some slate stuff, I just did a full engine rebuild 😄

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but no crashes anywhere

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the UI just misses a lot of stuff

modern sinew
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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

fierce tulip
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@modern sinew if you keep asking blueprint stuff, please do so in #blueprint

modern sinew
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Nobody ever talks in there tho

fierce tulip
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¯_(ツ)_/¯

modern sinew
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And people just above me are talkign about BP

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*talking

fierce tulip
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yes, but you keep doing it

modern sinew
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icejaff up there

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well because nobody checks BP

fierce tulip
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but generally, if all of you move to #blueprint perhaps it becomes more active

modern sinew
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There, whatever

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Bet nobody will try to help all the way down thete

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*there

fierce tulip
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¯_(ツ)_/¯

dark depot
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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

sullen wraith
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dam like, I appreciate help and all to man, but you've got a very entitled attitude @modern sinew

modern sinew
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not really

fierce tulip
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lol

modern sinew
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@opaque vector We were just going over this

fierce tulip
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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.

modern sinew
still moth
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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?

modern sinew
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loop that constantly moves them that way?

still moth
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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

paper kernel
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also these cant be removed

languid shard
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feature 👌

fiery harbor
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this is a widget blueprint:

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I don't see anything in there

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I just did a full engine recompile again, that didn't fix it

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I don't really understand how that can be broken

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would appreciate any ideas

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other blueprints work fine, just widget blueprints don't

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every widget blueprint looks like that

digital anchor
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something in the view window menu was closed?