#ue4-general

1 messages · Page 439 of 1

zinc rivet
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wow

modern sinew
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The other player

dark depot
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pong is the easiest you are going to get

grim ore
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make a game with a level that is a level and you run around the level finding coins. when you collect all the coins the door opens. when you exit the door you win.

zinc rivet
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just make it 2 player if you dont want ai

dark depot
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if you cant do that gamedev might not be fore you

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you can also just set it to the ball location

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with a delay

modern sinew
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IG, but then it’ll be super predictable. Eh, never liked ping anyway

zinc rivet
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make a game with stock starter assets where you kick a bunch of balls into net and count score

dark depot
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well you asked for easy ideas

grim ore
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I did that with the brick breaker game that came with QBasic. Made the paddle just move to the same position as the ball on the X every frame lol

modern sinew
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What about a hide-and-week game based on the multiplayer tutorial by Ue4?

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*seek

dark depot
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you said simple

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but you do you

modern sinew
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That is. It’s just basically adding a timer to a tutorial

dark depot
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then what are you talking here for open ue4

zinc rivet
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"Help I want ideas for easy art. How's making a 10 foot tall sculpture of David vs Goliath for a first project?"

dark depot
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nahh dont do that make an MMO much easier

modern sinew
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They have a tutorial for the hard part tho

wintry forge
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hey guys should I do this as 2 separate objects?
Green = up and down movement, it makes the plate wobble/tries to get perfectly balanced with the ground
Orange rotates 360° horizontally to face whatever direction
Red rotates 360° vertically to aim at an arbitrary target

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this is mounted on a tripod that does the same as the green but on a larger scale

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should i just do it as 1 object with a big bone structure?

zinc rivet
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@modern sinew if you want to make a more complex game, why not break it down into smaller parts that you can fit together later on to make a complete one? Figure out the pieces individually so you don't get overwhelmed

modern sinew
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@zinc rivet well my current problem is not that my game idea is too hard to make, it’s that it needs a lot of assets

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And I have no money

zinc rivet
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you don't need assets to make shit man. Use placeholders

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use free assets

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they don't need to look good

modern sinew
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To have a full release you do

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Most of the gameplay is already done

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But I can’t release it

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Without assets

zinc rivet
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really? let's see a playable game with placeholders first. Shitty animations, shitty models, make it work. Then buy assets to make it look nice.

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saying you need to buy assets to make the game is an excuse

modern sinew
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That would be at the end of build 3, “the combat update” Build 2 is like 90% done, and it’s the largest one, but it’s on hold until summer break

zinc rivet
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you can make a hide and seek game using untextured spheres and cubes

wintry forge
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tbh depending on the game a lot of work goes into making assets work afaik,

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actually, nvm idk

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with sockets and stuff its easy

modern sinew
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Thankfully for my game, since most of the enemies are robots, it makes sense for them to be copy-paste

heavy ether
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So happy to be back using unreal again I'm going out wearing my ue4 t-shirt from the pre alpha days

modern sinew
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Ooh

zinc rivet
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+100 to productivity

modern sinew
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Anyway, is Blender any good for making assets? I could probably teach myself it over the summer

wintry forge
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yea it is

zinc rivet
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it's also free

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unlike maya, 3ds etc

modern sinew
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Yea

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So do you think I can teach myself well enough to make good assets in 3 months?

zinc rivet
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I dunno, do you think I can learn to draw in 3 months?

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you'll definitely be able to make something in 3 months, but the quality depends on how easily you pick it up.

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also depends on what those 3 months are. If you're just watching youtube vs spending 4 hours a day experimenting and modelling

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you can make something basic within a couple hours easily

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for some definition of basic

modern sinew
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Sellable-game-worthy assets

zinc rivet
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You're focusing pretty strongly on the money aspect of this. I recommend you forget about the money and just try to learn shit. That aside, "sellable-game-worth" is pretty damn subjective. Minecraft has sold millions, but I don't think anyone would claim that those assets are complex or difficult to make.

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more directly, no you will not be making AAA game worthy assets in 3 months with blender

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especially if you don't have previous modelling experience

modern sinew
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I've used SolidWorks, although I know that's different

broken shadow
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You're looking down the well of something closer to 3 years of training for being able to reliably make high fidelity art assets.

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Backing up Lucien here

plush yew
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Hello everyone, I’m creating a very balanced battle royal game and I was wondering on what you guys think if every gun in the game was good/high tier. For example in Fortnite there’s a legendary weapon mode, what if that was the actual battle royal mode. Good or bad idea?

broken shadow
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Blender is a good program but with the admission that it's trying to be a lot of programs all in one.

crimson fulcrum
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Question
Does anyone know who naruto is first
Second how would I make clones spawn with a key function

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Attackmove then plays animation

broken shadow
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It'd be a more relevant question to ask who doesn't know of Naruto at this point 😄

If you're doing this in Blueprint scripting, SpawnActor is your go-to node for this

crimson fulcrum
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Lol

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Ok thx

grim ore
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Make key event in the player, spawn actor from class using your character class, done? Put it on a loop If you want more than one. Is this good? No but it works lol

crimson fulcrum
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Lol

plush yew
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Hello everyone, I’m creating a very balanced battle royal game and I was wondering on what you guys think if every gun in the game was good/high tier. For example in Fortnite there’s a legendary weapon mode, what if that was the actual battle royal mode. Good or bad idea?

broken shadow
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Spawn Actor covers placing any kind of object into your game world, as well.

It could be a character, a bomb, an arrow, (these 2 objects being easily summarized as projectiles), a wall, etc.

crimson fulcrum
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Ok

broken shadow
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@ Savage - sounds like a question that would sit well in #design-chat - I take you just simply want a roster of weapons competitively balanced against each other, rather than having obvious "Tiers" to go through.

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Each weapon represents a role rather than a power level

crimson fulcrum
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Jelly I wish I could give u a badge or something on here for helping me

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@broken shadow

plush yew
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Thanks jelly that’s exactly what I want

orchid rapids
deft surge
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Hi guys! I have a question. So we are working on creating a pilot episode for an animated series we are creating. The series is fantasy based and visually its going to be more set in realism. We decided to give UE4 a shot since everyone had been talking about the new advancements. But I wanted to know if you guys had any helpful advice you could give about the vfx. We want them to look like cinematic vfx and not like video game vfx(like LOL or something). We are going to use Houdini but still have concerns about fluids and dynamics. The series is magic heavy so we want to make sure UE will work before switching to it.

heavy ether
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@savage when everything is high end then nothing is high end

crimson fulcrum
long dawn
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Does building reflection captures usually take a while?

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its been stuck at 0% for a while

tropic oracle
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anyone tested out UE 4.22 with Visual Studio 2019? Any issues so far?

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this blurb on what to change found on the UE pages : https://www.unrealengine.com/en-US/blog/unreal-engine-4-22-released showing items to change in target.cs

Unreal Engine

Unreal Engine 4.22 is now available on the Epic Games launcher and GitHub. Push the boundaries of photorealism in real-time environments with ray tracing, capture live performances and composite them in real-time, and take advantage of the fastest version of UE4 with up to 3...

severe seal
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Anyone know how to import blender models with their textures to UE4 intact? im making a little project

full sluice
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which version should i be using? been learning with 4.20 but would it be better to make new projects with the latest version

sullen wraith
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I'm having issues, how can I check how many players are connected on the start of a match so I can assign a different team to every player?

plush yew
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@heavy ether lol ue4 back in 2014 haha back when it was subscription based and there wasnt much documentation

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now though is the best time ever to use the engine

heavy ether
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@plush yew I had the alpha test as well as I was working for a studio that had source access at the transition between ue3 and 4.. that was a great time too.

lethal breach
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Good evening everyone. I'm working on importing a static mesh I made in Blender. I have a material that shows up on the model in texture mode with all the visuals I want. But when I import to UE4 all of the materials are reset to blank materials that just display white. Any ideas how to import the materials for my mesh properly?

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The top photo is in Blender. The bottom is what happens when I import to UE4.

cerulean sorrel
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@lethal breach

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Wtf

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???

lethal breach
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What?

cerulean sorrel
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Import is werid

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Hmmm

lethal breach
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I know, that's why I'm asking if anyone knows why... lol

cerulean sorrel
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Nope rip you

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Never happened to me

lethal breach
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It imports 3 blank materials instead of the materials I made in Blender. They're obviously assigned as they work in the Blender Render and all. It's very strange. My last project in Blender worked when exported to UE4, but this is giving me all sorts of issues. lol

cerulean sorrel
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Yes very werid

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@lethal breach try asking in the blender server

lethal breach
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I'm not seeing a blender server...

cerulean sorrel
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@lethal breach here

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@lethal breach @lethal breach

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Opps

lethal breach
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I'm here. lol

cerulean sorrel
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Wait

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How do i

lethal breach
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Do you mean the Blender Discord? I'm already asking there, just waiting for a response.

cerulean sorrel
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Ah

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Idk then

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GL

lethal breach
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Thanks

plush yew
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Anyone know how to go about lighting with a completely procedural world on mobile?

summer verge
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Does the DX12 version of the engine seem really unstable for anyone else?

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Ever since I've used the engine (starting at 4.18) running the editor or game in DX12 causes all sorts of artifacts and crashes regardless of the PC I'm on...

turbid wigeon
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why is my engine taking 170Gbbb

wispy raven
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Engine + projects + plugins?

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But I'm not sure

turbid wigeon
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just engine folder

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with plugins of course

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plugin folder is 29gb

proven oxide
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Gah! I am using the code from shootergame but my editor is crashing on mouse over the player pawn BP, any idea how i can work out easily what is causing it

turbid wigeon
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what's in the log file?

proven oxide
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let me get it

turbid wigeon
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is it after updating to a newer engine version?

proven oxide
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UE4Editor_Engine
UE4Editor_SectionNine!ASectionNineWeapon::OnEquip() [f:\development\unreal\sectionnine\source\sectionnine\weapons\sectionnineweapon.cpp:85]
UE4Editor_SectionNine!ASectionNineCharacter::SetCurrentWeapon() [f:\development\unreal\sectionnine\source\sectionnine\player\sectionninecharacter.cpp:689]
UE4Editor_SectionNine!ASectionNineCharacter::SpawnDefaultInventory() [f:\development\unreal\sectionnine\source\sectionnine\player\sectionninecharacter.cpp:577]
UE4Editor_SectionNine!ASectionNineCharacter::PostInitializeComponents() [f:\development\unreal\sectionnine\source\sectionnine\player\sectionninecharacter.cpp:85]

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its after adding a gun to the character BP

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in the inventory slot

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The gun BP is baseds on the SectionNineWeapon_Instant

turbid wigeon
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and you cna open the new gun bp without problem?

proven oxide
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and its all about animations and such

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I can open the gun BP with no problems

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the crashing lines are accessing the onEquip call

turbid wigeon
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this class inherit shooterweapon_instant (name something like that not sure)

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?

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SectionNineWeapon_Instant*

proven oxide
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that was renamed to ^^ yes

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line 85 is bPendingEquip = true;

turbid wigeon
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and you're stuck not being able to open the player bp, is that right?

proven oxide
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/** is equip animation playing? */
uint32 bPendingEquip : 1;

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no not even that

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cursor over the playerpawn in the editor content browser and the game crashes after adding the weapon to the player

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so not even trying to open the playerpawn

turbid wigeon
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damn

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well, the weapon is faulty obviously

proven oxide
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could it be as i have no animations?

turbid wigeon
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can you get a clean playerpawn bp from a shootergame project copy or is your pawn class too customized?

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could totally be the lack of equip animation

cloud cobalt
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Look at the call stack

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Check the local vars

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Crashes are easy

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(in VS)

turbid wigeon
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but you should have a "ACCESS VIOLATION" in your log if they're trying to access undefined variables

cloud cobalt
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Launch in Visual, reproduce the crash, look at the screen

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Probably going to be in a method where this == nullptr

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Or a highlightine line that says check()

fringe pivot
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what would be the parent of a widget blueprint that you add to the viewport?

still moth
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slowly i grind through rebuilding a blueprints script in C++

cloud cobalt
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Did you profile it and found it to be a large performance hit ?

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Do you have trouble maintaining it over time without text-based source control ?

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If yes, then yes

still moth
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i dont get a lot of the syntax for C++ scripts.. like, a lot of it seems completely unnecessary

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like which world to spawn a particle system in.. uuhm, probably the one im playing in i'd imagine

cloud cobalt
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C++ is not friendly or easy or generally better than Blueprint

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If you're fine with Blueprint do BP

still moth
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im trying to experiment with a performance hit between it and BP to test for myself and learn what the difference is and how they both work

cloud cobalt
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The performance overhead of BP is real, but most people's games are small enough that their entire code has negligible impact

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Don't go into C++ because you guess it might be faster

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Your game will just crash instead

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Finish your game, then profile it

hard lintel
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Does anyone know why my game won't generate Target.cs files in my Source folder? I keep getting an error when I try to generate visual studios files saying "UnrealBuildTool Exception: Expecting at least one ProjectTarget to be associated with project." But when I look online it seems its supposed to auto generate these?

cloud cobalt
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Only when you create the project as a c++ project

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It's never generated again, it's part of your code

hard lintel
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Nvm, I got it to generate new ones. Somehow my source control tossed the files and then none of the C++ files were working in the game.

regal mulch
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Hm, I got a slight "problem" with Custom Stencil (outline) and Splitscreen.
Since the mesh of the enemy is the actual mesh (not a replicated version), you can't apply different stencil values to the mesh.
I need to to have two different colors though for enemies and teammates.
At the same time I need the local player not see their own outline.

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How does one do that? I assume I have some freedom via making the PP of a Camera dynamic and adjusting a value.

paper kernel
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so team based coloring for outlines, and hide player self?

regal mulch
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In Splitscreen, yeah

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Just regular multiplayer is easy

paper kernel
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🤔

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it shouldn't be all that different, but you would probably need 2 separate PP materials applied to the pawn camera

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instead of global one

regal mulch
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I already have one on the camera

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Main issue is that I don't see how to properly turn off the effect for a mesh

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I can't disable the pass, cause that disables it for all others that see the mesh too

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Cause well, splitscreen means every mesh exists once

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No local replicated copies

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The only thing I thought about is having two meshes, one with and one without the custom pass.
And then having one OwnerNoSee and one owner only see

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Buuuut, mäh

paper kernel
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interesting

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can you actually change custom depth stencil on runtime tho?

regal mulch
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Yeah

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That's how outlines are toggled when tracing something

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Including Stencil value of the mesh and if it runs the custom deapth or not

paper kernel
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ok then it shouldn't be too hard

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assuming you have spare layers

regal mulch
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The different colors can probably be achieved by giving one team stencil A and the other stencil B.
And then having these two as vector params and changing them to red or green depending on which team you are.

wary wave
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can you do some diddling with screen space coordinates in the PP?

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since you always know who is on which side of the screen

regal mulch
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I have 0 idea

paper kernel
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yea but is the team always same of one side?

regal mulch
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Remember I don't do shaders usually

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It's more about enemy = red, friend = green.
In online you can easily give the replicated copies of the meshes a different stencil value.
In splitscreen you can't, so I guess keeping one value and changing the color per PP might work

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Would technically also work for online at the same time

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but man, disabling the effect for the local player's mesh is still a problem.

paper kernel
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it should be doable with material params

wary wave
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not so sure with regard to the local player

regal mulch
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Well only if you, inside of the PP material, know what mesh you are looking at

paper kernel
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then you just need to configure it during pawn construction

wary wave
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if we're talking TP, they're on the screen

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ergo will always render within the PP

regal mulch
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The only real solution I see is 2 meshes

wary wave
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and because it's local multi they need to be rendered with respect to PP for the other player

regal mulch
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OwnerOnly and OwnerNoSee

wary wave
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two meshes might be the easy solution

paper kernel
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@wary wave per camera pp

wary wave
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annoying though

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You're a per camera PP

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and whilst that works for the camera

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the meshes still render to both, no?

paper kernel
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but yea if you got no experience on postprocess spaghettis, finding the color toggles could get difficult

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yea, you just change the logic on each PP instance to flip the colors over @wary wave

wary wave
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sure, but the player character is still an issue

regal mulch
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That would mean the player needs a custom stencil value to be identified

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So everyone needs a custom stencil value

paper kernel
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player self needs to be thrown into separate stencil

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now other way to disable it really

regal mulch
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player self needs to be thrown into separate stencil

paper kernel
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or custom depth

wary wave
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you can't put every player into a separate stencil

regal mulch
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This makes it a separate stencil for all

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Gotta keep in mind every mesh exists only once in Splitscreen

paper kernel
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not every player, just THE controlled player

wary wave
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there are multiple players

paper kernel
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sec

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depth fade

regal mulch
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I supposed to do what?

paper kernel
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mean you only apply outline to objects that are closer or further than player

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(to camera)

regal mulch
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Hm, sadly I have no idea how to utilize that node

grave nebula
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@regal mulch You can just check which view post process applies to and flip the colors accordingly. Alternatively, if you are using mesh based outlines, you can check which view the mesh is being rendered into and change its color based on that.

regal mulch
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That's the owner only see solution

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I will forward that info the shader person and maybe they can fix that up

fierce rampart
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Once I used the stencil buffer for something really dumb on a project, that being to hide anything that's outside of the level by using the stencil buffer as a mask and having the level geo draw to it.

paper kernel
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disabling player outline using depth value would work on both, but it's rather annoying to calculate

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  • there is a minor feature that it wouldn't outlines for enemies that are right next to player
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but I still think 3 layers with 1 team-param should be enough, as the layer settings are per mesh instance if I'm not mistaken

wary wave
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might work

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but I'm not so sure actually

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you still have the problem where two players exist on one screen

paper kernel
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you wouldn't be drawing outlines to those anyway, right?

wary wave
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Player A will always have the same stencil value on both screens

paper kernel
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right, I get what you mean

regal mulch
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Can a Box Mask 3D help?

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Sounds ugly but could I draw a box mask around the player? :D

paper kernel
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sphere mask with gradient would probably be slightly better, but it would create the problem that enemy outlines would disappear when rendered near the player

regal mulch
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Yeah

paper kernel
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probably very minor issue that would occur only when enemy gets between player and camera

regal mulch
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I might really just use the second mesh

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Even though I really don't want to haha

proven oxide
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wouldnt a springarm deal with that issue?

paper kernel
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spring arm has its uses, but collision should never be checked against moving objects

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it can spazz out real fast

proven oxide
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Is it possible to create a camera / capture that isnt rectangle? how would you change the shape of the capture camera ?

regal mulch
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Mask it?

proven oxide
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how!

regal mulch
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The same way you mask everything in materials

proven oxide
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no idea how?

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i am a coder not a materials girl

paper kernel
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post process material, you just multiply all the pixels with 0 you dont want to see

regal mulch
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That's how it always works

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You take the main input. And multiply it with the mask

proven oxide
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well i want to take a "camera view" and squish it down from square to rectangle but without stretching or changing the look, (ie a "mirror" effect

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cameras tend to look square

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mirrors are tall and narrow

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if i use the capture it puts a square on the rectangle block

sullen wraith
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Hey all, I'm starting to try to add additional players to my game, how can I make it so each player has a seperate "team" in their player controller?

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have no experience with this so far and anything to point me in right direction would be appreciated

regal mulch
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You would simply use an Enum (Enumerator) and create a variable of that in your PlayerController (and PlayerState so everyone can access it).

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When to set that depends on your game. You could apply it OnPostLogin or on a button press "Join Team XY".

plush yew
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In my little project I noticed that for a material I made, the further I am with the camera, the less of the normalmap is "rendered", as in, normalmap detail "fades away" the further away I move the camera

Is there a way that I can customize this process for the roughness map exclusively? So I'd like the roughness to be only visible when closer to the camera, otherwise the "grunge" on the material of the roughness map gives a disgusting texture tiling effect in the distance

sullen wraith
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whats onpostlogin?

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and where would i use it

wary wave
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oh boy, Relative Transform in sequencer really does not work

twilit hill
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Boy is it just me or has the quality of marketplace assets lately shifted to terrible, they all are incomplete, never come with a full and accurate description and most of the time look like straight from 2006

sudden agate
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implying there were asset marketplaces in 2006

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i haven't had problems with the MP.
But some assets really are low tier

sullen wraith
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I'm working on my first multiplayer attempt for my game

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window 1 works perfectly

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window 2 wont move at all

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what can cause this?

restive fern
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Muscle stagnation

sullen wraith
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??

cloud cobalt
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It's hard to answer this seriously

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I guess it means your multiplayer code doesn't work ?

velvet finch
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need some help guys

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on the top right

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my camera,scaling,move,rotate tools are gone

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i can't find a way to enable them back

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i know for main window its

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the hide viewport UI button

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but for the static mesh inside i can't find this option

sudden agate
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Because there are none

velvet finch
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they removed it in the latest update?

sudden agate
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they were never there

velvet finch
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i'm pretty sure i've been using them in the last version

sudden agate
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no you haven't

dawn vessel
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They don't exist in a Static Mesh Window

sudden agate
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^

dawn vessel
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Only in the main Window. Your viewport.

velvet finch
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so they were never here?

dawn vessel
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No.

spark sonnet
velvet finch
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these things

sudden agate
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they are not there because it wouldnt make sense

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and they were never there

velvet finch
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weird

sudden agate
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@plush yew maybe show the actual error instead of the path of the file that caused that error

velvet finch
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i'm trying to think

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how did i snap things

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in it

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nvm

sudden agate
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you cannot snap things in it lol
Its merely a viewer

velvet finch
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i'm an idiot lol

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i looked at my old pictures and just facepalmed

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idk why i suddenly thought it was there

sudden agate
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@plush yew did you upgrade your project or is that a clean project?

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try creating a new empty project

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using any plugins or the like? Third Party stuff etc.

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Could be an issue with outdated materials

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well you surely have the version before upgrade

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try migrating your stuff to the new blank project

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Materials etc. first

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well, not the best point to upgrade to a new version

dim plover
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I really have no idea about this stuff, but I have heard some people deleting their DDC with issues like this.

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To fix shader problems from upgrading.

sudden agate
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There is a derivedDataCache somewhere under AppData

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Appdata/Local/UnrealEngine

somewhere there

cloud cobalt
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"out of memory"

sullen wraith
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where is a players index saved?

wary wave
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not sure precisely, but I'm not sure you want to use it?

sullen wraith
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@wary wave

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like this is in the player controller

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problem is when there are 2 players, only works on the first

wary wave
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player index is not a replicated variable

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index 0 is always the local player

sullen wraith
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hmm

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when i do a server test only player 1 works, player 2 cant move :3

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thought it would be that

wary wave
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have you actually written any multiplayer code?

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from what I've seen so far, you haven't

sullen wraith
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nothing currently

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what is actually required?

wary wave
#

a lot, unfortunately

#

I suspect you're in for a world of pain, depending on how much you've done already

#

multiplayer is difficult

#

there's a network compendium pinned in the messages in the multiplayer channel that is a good place to start

sullen wraith
#

pretty basic game, hoping it wouldn't be to hard to implement multiplayer :3

wary wave
#

multiplayer is always hard except for the most basic event driven stuff

#

anything that moves or has timing instantly becomes problematic

sullen wraith
#

its kinda funny, like i cant move around on the second character, but i can still right click and do things

#

which both players see

#

which is pretty much the entire game

#

i just need to fix the movement

#

is it the player state where I save player variables?

#

and can i access the player state from blueprints?

wary wave
#

@sullen wraith - player state is a good place to put player important network information, yes

restive fern
#

;33

regal mulch
#

When calling "Quit" doesn't that fire UGameInstance::Shutdown?

#

Cause I can't get a breakpoint to call

#

Well apparently not

#

Neither BP or C++ call the breakpoint

#

Nvm, now it starts breakpointing again. Just restarted

#

(╯°□°)╯︵ ┻━┻

silver relic
#

oh! nevermind

#

got it 😄

#

👍

rustic imp
#

is there an easy way to get rid of all redirectors?

cloud cobalt
#

Right click content folder, fix redirectors

rustic imp
#

oh shit, that works? I thought you had to do it on all assets manually

#

great thanks man

long moth
#

what is best way to share a model in unreal engine?
i want to send my model + textures + material. (not full scene)

grim ore
#

so send that to another user to use in UE4?

long moth
#

got a file from my friend and it is "upack" . i have no idea how i can pack like this

#

yes @grim ore

grim ore
#

so you want to use his upack file he sent you or you want to create one to send him back?

wary wave
#

err, what is a "upack" file

azure shore
#

can anyone help me get my ai thingey facing the direction of movement

#

I use a ai move to node and they just stay facing the direction they were before

long moth
#

@grim ore i want to share this with my friend. he is using unreal engine 4

cloud cobalt
#

Use source control to add it to his project

long moth
#

i cant access his pc.

cloud cobalt
#

I didn't mention his PC

#

The best way is to use source control and submit your changes directly to it

#

The second best way is to create a project with your content, send it to him

#

And have him migrate

long moth
#

so there is no way to export this model for other unreal engine users without source control.

#

i tought i can export somehow

cloud cobalt
#

You can

grim ore
cloud cobalt
#

Create an empty project, migrate your asset there

#

Send the project

#

Then your friend will migrate back to his project

#

Simple stuff

#

Even simpler is source control since your friend will use it if he's not completely mad

long moth
#

thank you @grim ore and @cloud cobalt i will check it all.

#

btw srry for my bad english.

grim ore
#

It's no worse than my bad english 😃

long moth
#

D:

sullen wraith
#

how can I change the parent class of a blueprint

#

nevermind

manic pawn
#

nice the 2 missing videos from gdc are finally online

frank escarp
#

@manic pawn link

manic pawn
#

don't have one but just check the unreal channel

sullen wraith
#

how can i add the hud_main to my character

spark sonnet
#

is that the only hud @sullen wraith ?

sullen wraith
#

nah there is another so trying not to overwrite :3

spark sonnet
#

ah

grim ore
spark sonnet
#

why do you need two huds?

sullen wraith
#

It's just merging two projects atm, in the end i want to get rid of the other

#

but its simpler for testing atm

spark sonnet
#

I see

grim ore
#

your game mode controls the HUD that is used. You can't just use 2 of them, you have 1 that is defined by the game mode for that level. Replace it in your world settings for that level or the maps and modes in your project settings for the default

versed spear
#

I don't get why I can not leave UE4 running over night while I sleep. I wake up in the morning to it saying not responding in task manager. It will do this even if I just open the project and let it sit there. What a POS it is seriously.

spark sonnet
#

Why do you need to do that @versed spear ?

versed spear
#

I don't need to do that. I am just saying there is no reason for it to be not responding in task manager when it is using 0% cpu and 0% disk. It just sits there doing nothing while saying not responding. I like to wake up and go strait to programming. Now , I have to end task it load it back up. I am lazy person and it just gets me the wrong way when things act a certain way for no reason then on top of everything have to pay royalties for dealing with this BS?

radiant haven
#

hello

versed spear
#

hi 😃

radiant haven
#

i am new in UE so need a bit help

#

over tuts I wont get the content that i need

spark sonnet
#

Hey @radiant haven

#

What do you want to know?

radiant haven
#

well I switched from Unity to UE cause Unity YoU NEED TO DO EVERYTHING

#

that was enough

#

;D

#

and wanna continue my game

versed spear
#

You will have more issues with UE....

cloud cobalt
#

You'll have worthwile help here if you ask precise questions

delicate scarab
#

does anyone know what's the idea behind the building system in fortnite? as in how does it work in order for the structures to always get destroyed and not stay in the air

radiant haven
#

@versed spear why?

versed spear
#

@radiant haven The devs of UE choose to develop unfinished features and expect us as devs to use their broken product and pay them for it.

#

You will be half way through your project just to find out that a feature that your using was abandoned or it was slapped together to never be touched again.

plush yew
#

when I load any map, I see this weird 2D thing. anyone knows how to fix? maybe its a hotkey I accidentally pressed?

sudden agate
#

@plush yew Top left corner of your Viewport

plush yew
#

yes?

sudden agate
#

set it to Perspective and Lit

plush yew
#

great, thank you

cloud cobalt
#

@versed spear And while that is accurate, it's also why UE4 has much more features too, some of them abandoned, most of them quite solid

#

It's also the result of a community that can push for features directly

#

LPV is the poster child for abandoned features, but people forget that a developer made it for a game and let the community use it, something Unity can't do by design

versed spear
#

Yea no engine is perfect. I am just suggesting that you keep your options open before you jump right in.

cloud cobalt
#

For sure. People have weird church-like behaviour about tech sometimes

#

Pick the right tool, etc

sudden agate
#

wants component-centric behaviour in UE
T_T

#

Having an Actor class really pisses me off in UE.
It's so bloated with bullshit

cloud cobalt
#

Hey, I like the actor class.

radiant haven
#

@versed spear that means what now?

sudden agate
#

@cloud cobalt i classified you as insane now

versed spear
#

If I were to look for an engine, it would be one that is royalty free.

cloud cobalt
#

Considering average game sales, royalty free doesn't look that good

radiant haven
#

And? What means that with ue?

cloud cobalt
#

He's saying if you're a millionaire you'll have to pay 5% of your earnings to Epic

radiant haven
#

@versed spear

versed spear
#

5% is a lot when your paying 30% to google and 30% to taxes.

cloud cobalt
#

Sounds like you have a Google problem

#

More than an UE4 problem 😛

versed spear
#

thats the thing. I have a problem with everything and we all just let them run us over.

radiant haven
#

so UnrealEngine is not a good idea?

versed spear
#

it is a good idea

radiant haven
#

but?

versed spear
#

but just be ready for issues

radiant haven
#

for not finished scripts or what?

#

or projects?

versed spear
#

getting months into projects just to find unfinished or abandoned features that you were using.

#

like i said i can not even leave UE4 running over night from a clean start up without it being not responding when I wake up.

cloud cobalt
#

There's actually a pretty great range of game engines today, from Unity to UE4 to Lumberyard to Godot. UE is the only one with a royalty model - If you don't think UE is worth the 5%, there are alternatives.

#

Personally I think the 5% is an amazing deal but everyone will have his calculation

#

Stores are a much trickier target because they take way more and do way less

#

And you can't go around them much

versed spear
#

I mean it would be reasonable to to pay 5% for a certain time. Not for the life of the game. See it is greed on their end and people need to see that.

cloud cobalt
#

You don't pay for life though

#

Only as long as you're making 3K per quarter

#

After taxes and refunds

#

Unity also demands money

#

If you make any kind of success

abstract relic
#

I’m just glad the engine doesn’t ask for 30% like certain stores 😜

versed spear
#

Hurts thinking about it hehe.

cloud cobalt
#

Epic demands money starting from 12,000$ a year, Unity demands money starting from 100,000$ a year so the values are different

versed spear
#

somone just posted something from warframe. I would check into the engine they use. Never have to pay a dime.

cloud cobalt
#

Unity also demands somewhat less money depending on your dev count so overall it's cheaper

grim ore
#

One thing to miss about Unity is this is on the company not the individual and not per title

cloud cobalt
#

Yeah, Unity costs 1.5K per user per year if you're in a company that already makes money from anything

#

Well any serious money

grim ore
#

its not even making money either "if you are a Legal Entity using the Unity Software (other than to provide services to someone else), your Total Finances are your gross revenues and/or funding (no matter what the source" as it counts funding as well

cloud cobalt
#

Then again it's quite cheap so people don't mind

grim ore
#

until you realize you are locked into using Unity once you start as it's all subscription based now 😦

#

They all have their plus and minus points, just have to find something that works for you 😃

cloud cobalt
#

Basically in a company situation, UE4 is only costlier than Unity if you break 50,000$ year for that game.

#

Below that it's cheaper

versed spear
#

The whole point is just read up on what your getting yourself into. It is nice to have places like this so that others can help you know what your getting into before you make the jump.

grim ore
#

in the end if you really have to worry about the cost to pay in royalties or license fees you will be making enough money to cover it

cloud cobalt
#

^

#

I'm happy to be paying royalties lmao

hidden berry
#

anyone know how i would call a material function into a material? i dragged it in and check marked Material Attributes, but the last input on my material function keeps saying float not compatible with material attributes

grim ore
#

as I focus on education and not content work I have no royalties so +1 here 😃

versed spear
#

I am about to finish my first game so I hope things are not to much of a pain in the butt.

cloud cobalt
#

@hidden berry functions output the type you passed as output inside

#

If it outputs a float then you have a float

#

Mat attributes are a distinct type

#

Just drag it and use it as a float, since it returns float 😃

#

@versed spear It's pretty easy to pay the royalties tbh, not much nonsense

#

Getting on e.g. GOG or Epic is way more intense

versed spear
#

yea isnt it 4 times a year and I have to submit something before I even release my game? to much extra work on top of all the work I do. Right now I am solo because my business partner is living in another state finishing school. I hate jumping through hoops lol.

hidden berry
#

well the problem is, only the last part is a float, all the other ones arent

#

the last input says "In (TExt)" not sure what input that would take lol

#

@cloud cobalt

long moth
#

@cloud cobalt tried migrate thing but textures are missing

#

i have no idea how ppls can share contents for unreal engine (as offline)

#

im an 3d artist

#

i want to help a friend

#

dnt want to give obj or fbx file.. i want to give models ready to use

versed spear
#

the textures should be transferring during the migration.

#

try making a map and putting your content on that map then migrate the map over to the new project.

worn sail
#

where can i ask something when i have a pb ?

versed spear
#

pb?

worn sail
#

problezm

versed spear
#

what kind of problem?

worn sail
#

it's not really a problem i would make something but i don't know how

#

I want to disable diagonal from my movement

versed spear
#

That would be blueprint channel.

worn sail
#

Ok thanks

long moth
#

@versed spear found the issue. looks like i need to press "SAVE ALL" button before doing anything :/

#

thanks to you guys, i feel better now @versed spear and @cloud cobalt

versed spear
#

That is why I love this community. We all do our best to help each other for free. 😃

sinful mesa
#

A general question about UE cache Path="%ENGINEVERSIONAGNOSTICUSERDIR%DerivedDataCache", is it a good practice to place it in the project folder to not clutter other disks OR the stuff from this cache is shared between projects (for instance i use one asset lib between projects) and thanks to this i do not have to wait millienials for assets to be complied becuase it would use the cache data from this folder ?

sudden agate
#

it is shared between projects

sinful mesa
#

oh

#

😛

#

thanks for info

timber junco
#

Does anyone know how to add weapon kickback to a FPS in BP? I don't mean recoil, but kickback, like the weapon physically moving back. I've been trying it with a timeline and a set relative location, but don't think that it's the correct approach

humble crow
#

In an action based game, meaning dashes, attacks all finely tuned, would that be based on a system of anim notifies or how would the overlapping of triggered events be based on? Triggering animation interrupts or saving an action if pressed at 50% through current action to play next. My friend thinks anim notifies are not reliable.

#

timelines could be abother way to avoid anim notifies but is that any better, since both systems will have to be playing

kindred viper
#

you dont need anim notifies for that. I mean, it can help control the animations, but its not needed. There is a Anim Blending node that takes two animations and blends them. This way if you have the animgraph logic setup right, you can go from Anim A to Anim B with an interpolated smoothness that makes it look fluid

silver relic
#

i have a particle system. and its starts when i start my game. how do i make it so its already started?

kindred viper
#

I use that system for a dynamic fighting system I setup

humble crow
#

well specifically I'd look to use them for managing when we accept inputs. Like 1st 50% of an action no input, 2nd 50% be open to saving last input for next action, but also have the very last 20% trigger an animation interrupt and jump to the next action.

#

does that make sense? SO there are phases of any given action

kindred viper
#

you can logic flow that into it for sure

timber junco
#

Also, I just want to do it in Blueprints, not animation

kindred viper
#

the blend isn't static either. I believe it has the ability to connect a graph so you can smoothly do that at any point during the blend

#

or set the blend to only occur at a certain variable value

humble crow
#

I'll need to read up on anim blending. The whole animtree is not super clear to me in best practices

kindred viper
#

im not even sure on best practices myself. I Just jump in and hope everything works :p

humble crow
#

😄 yeah thats what I do, but its the main area of technical challenges for me

kindred viper
limpid turret
#

ive got a strange issue that im not sure where to put, but whenever I save current, my previous compile is stopped. so for example, when i compile and play without saving its fine but when i compile then save it doesnt work

#

it only seems to be affecting the UI though

sudden agate
#

Has someone tried Directory Junctions/ Hardlinks to share Assets between Projects?
Instead of having the same asset in every project, you can make a Directory Junction (Windows) or a Hardlink (Unix) that points to a single folder that contains the asset.
However, do uassets work between different versions?

grim ore
#

uassets are versioned so no they will not work between different minor version .XX, they just don't load up in your project/content browser

sudden agate
#

fu

lethal breach
#

Anyone know why my Blender Model has a hole in it when imported into UE4? There are only 4 vertices on the wedges in this center "circle"

limpid turret
#

is it definitely closed? check the model in vertex mode instead of face mode

#

also check if the normals are flipped

lethal breach
#

It looks closed to me, even in vertex mode. Are all normals supposed to be flipped? None of my mesh has flipped normals. I'll give it a shot though.

#

Vertex Mode - Flipping normals and reimporting still resulted in a hole.

azure shore
#

any ideas why ambient dust might seem to not show up

limpid turret
lethal breach
#

@limpid turret Fixed whatever the issue was... Not sure why it was an issue, but it's working now.

limpid turret
#

nice

lethal breach
#

But thanks for your help!

limpid turret
#

np

azure shore
#

guess not thats cool ok

willow garnet
#

Guys what influence ram has in unreal engine

grim ore
#

some larger projects might need more ram for larger models and textures

worn sail
#

Guys

#

It is normal that my character slide ?

plush yew
#

What context :p

worn sail
#

Like when i move with it

#

On the floor

#

But i think its because i made it 'fly'

plush yew
#

How do you control

worn sail
#

Zqsd

#

With axis

plush yew
#

Is it player character

worn sail
#

Sprite

#

So flipbook ?

plush yew
#

You need to give way more detail lol

worn sail
#

Wait i take screen

#

do u need this ?

#

tell me if u need something else

deep basin
#

Hey, does anyone know what the C++ equivalent to the node "Perform Condition Check AI" is?

abstract relic
#

Set movement to Walking and make sure acceleration is high. Assuming you’re actually using character movement component

deep basin
#

Its a UBTDecoration node

worn sail
#

Ok thanks man !

azure shore
#

ugh lighting is so hard

#

any advice?

#

and yeah those are seperate objects

plush yew
#

Thats why lol

#

they gotta be combined

azure shore
#

oh, theres no workaround?

#

wow

wary wave
#

or they need better lightmap uvs

azure shore
#

yeah, lighting is ugh

#

I can never get a simple spotlight looking nice

pulsar ledge
#

I just popped over to HaptX’s corporate office in Seattle to say hi because it’s only a 15 minute walk from school, and on their list of visitors, the last person there was someone from UE lol

plush yew
#

That's cook

#

Cool

carmine umbra
#

Hey guys, So I'm working on lighting in my game before I go crazy building the level, I enabled light propagation volumes (LPV) and am using fully dynamic lighting, but my shadows are so dark! it's almost like AO isn't working or something, would anyone be able to point me in the right direction to brighten this up in the shadow areas?

#

even in a daytime scene the shadows are solid black

spark sonnet
#

Should I avoid using child actors?

carmine umbra
#

if you're making a porno then yes...

spark sonnet
#

(:

carmine umbra
#

FIXED IT! 😄 Ambient cubemapping is the key, using a HDRI now 😄

spark sonnet
#

I dont like child actors now :/

#

Its doing half of the adult actor

haughty moon
#

hi i had a small problem with ue4 and i was wondering if anyone knew how to fix it

spark sonnet
#

whats the problem @haughty moon ?

haughty moon
#

its with foliage

#

im new to ue4

#

so ive made some foliage textures and stuff and put it into ue4

#

it looks nice imo but when i look at it in the direction of the sun light it is super shadowed

#

ill show you

#

this is it form one angle

spark sonnet
#

oh

#

have you built the lighting?

haughty moon
#

no i havent

spark sonnet
#

click on build

#

left side of play button

haughty moon
#

i didnt need to do this when i used someone elses grass

#

only when im using my own

spark sonnet
#

try to build

haughty moon
#

i am

#

hmm

#

taking a while

spark sonnet
#

yup

#

you could also try to increase light intensity

haughty moon
#

that makes it worse

spark sonnet
#

oh, maybe inside the material?

haughty moon
#

if im correct its the foliage mesh having a self shadow on itself

#

okay so when i drag and drop the foliage as an object it still does it

spark sonnet
#

if you send the foliage I can look at it

haughty moon
#

send it?

spark sonnet
#

yes

haughty moon
#

send what

#

the ue4 file?

#

brb

spark sonnet
#

the foliage file

haughty moon
#

um

#

the image?

spark sonnet
#

dont you have an fbx file?

haughty moon
#

no

#

i dont think so

spark sonnet
#

how did you make the foliage?

haughty moon
#

i made it in blender exported to obj put it in ue

spark sonnet
#

yea the obj file

worn granite
#

the raw mesh file is what I'd have asked for

haughty moon
#

um

#

its literally a few planes

carmine umbra
#

@haughty moon turn off "cast shadows" in the foliage details, 1. it'll get rid of the horrible shading, 2. casting shadows from foliage is one way to make your game run at 2 fps

haughty moon
#

ive tried that

carmine umbra
#

and its still casting a shadow with it turned off?

#

did you rebuild lighting after turning off?

haughty moon
#

it it dosent get rid of the shadows that the foliage is casting on itsself

carmine umbra
#

screenshot your details panel for foliage?

haughty moon
carmine umbra
#

and lighting is rebuilt?

haughty moon
#

would that do anything?

#

it seems like this is a setting

carmine umbra
#

rebuilding lighting will remove old shadows

#

if you turned off cast shadows theyll still be there til you rebuild

#

unless using dynamic lighting

haughty moon
#

this is it with cast shadows on

carmine umbra
#

right go to project settings under "edit" tab

haughty moon
#

yh

carmine umbra
#

and search for "force No-Precomputed Lighting"

#

tick the box

#

then rebuild lighting and see if still there

haughty moon
#

okay thanks

carmine umbra
#

bare in mind that's not a permanent fix

#

just to find the issue, as this will disable all your static lighting

haughty moon
#

um in project setting after i type "force No" it comes wit hno results

worn sail
#

guy

#

s

carmine umbra
#

sorry editor preferences

worn sail
#

when i used set max walking, my character slide

haughty moon
#

ok

carmine umbra
#

just search "force"

#

youll see it, i got the term wrong, i knew it was something like that

spark sonnet
#

what did you set the max speed to @worn sail ?

worn sail
haughty moon
carmine umbra
#

i cant check in my own engine right now as im packaging something :\

haughty moon
#

oof

#

ok

spark sonnet
#

did you mean to set max walk speed crouched ?

worn sail
#

i just tested crouched

#

in fact

#

i had set max flying

spark sonnet
#

ah

worn sail
#

but when i stop to walking my character was 'sliding"

carmine umbra
#

right i'm a retard, it's in "world settings" forgive me :\

worn sail
#

someone told me to replace with max walking

haughty moon
#

haha XD

worn sail
#

but it slide even more

carmine umbra
#

tick it then rebuild

haughty moon
#

okay

#

build lighting only?

carmine umbra
#

yeah

spark sonnet
#

still sliding @worn sail ?

haughty moon
#

ok

worn sail
#

yepp

#

even more

haughty moon
#

it wants me to restart the editor

spark sonnet
#

what kind of character do you have?

worn sail
#

sprites

carmine umbra
#

yeah you'll need to

worn sail
#

flipbook

spark sonnet
#

oh

worn sail
#

should i send u screen ?

haughty moon
#

um

spark sonnet
#

yes

haughty moon
#

build lighting only does nothing

worn sail
#

i send them here ?

carmine umbra
#

so the shadows are still there with force no precomputed lighting ticked?

haughty moon
#

yh

worn sail
#

@spark sonnet i send the screen here ?

carmine umbra
#

set your directional light to movable?

#

did you say you made the grass yourself

haughty moon
#

yh

spark sonnet
#

You can dm me slycer

worn sail
#

ok

carmine umbra
#

maybe you have overlapping UV's or something, try setting light source, only thing maybe you could try is delete light source, add "directional light" set it as moveable, set sky light as moveable, see what that does

haughty moon
#

would it help if i told you that id i rotate the sun light the shadows move 2?

#

like if i make it pointing the opposite direction the shadows will switch

carmine umbra
#

that's because you still have dynamic lighting on

haughty moon
carmine umbra
#

im not an expert on this but if you're making an outdoor scene you maybe better looking into dynamic lighting, set it up properly before starting your scene, and personally I find it much easier to work with... I'm sure most of the pros in here will think im a retard

#

you need to set the direcitonal light as the target for your sky sphere

#

you can delete the sky light actor as well

haughty moon
#

im sure everyone here thinks im one

carmine umbra
#

hahaha im just tryna help a fellow noob

haughty moon
#

lmao

carmine umbra
#

this is a method for dynamic lighting, it's an experimental feature but is working great for me right now, follow this document on a new blank project and then add your terrain and grass, should help you out

#

for more info just google "UE4 light propagation volumes"

haughty moon
#

you know what i think is the problem

#

my shadows are way to intense

dim plover
#

Is it normal for UI code to be... tricky? Especially in Multiplayer stuff. Having to show the player property values that aren't normally replicated.

#

For me, the most hacky and confusing code is largely UI related.

haughty moon
#

@carmine umbra thanks for your help! i have fixed it by removing the sky light instead of the directional light

grim ore
#

since it's the blank template do you have a game mode, a pawn to use as the player, and the default pawn set up?

#

If you are merging the third person template you can just use the one that comes with that

pulsar ledge
#

So I'm following an old(er) tutorial and I'm seeing that the "asset actions > property matrix" isn't there

#

Is there somewhere else I'll have to go or is that renamed or something?

#

I lied it's there

#

I'm blind

#

don't mind me

midnight mantle
#

is it bad that I want to create something, but can't wrap my head around coding/blueprints

spark sonnet
#

kinda 😃

midnight mantle
#

:<

#

guess I'll just...stop then lmao

spark sonnet
#

why? Blueprints arent that hard to learn

#

Just watch some tutorials on youtube

midnight mantle
#

I watch the tutorials and I have no issues following directions, but I don't feel like I learn how to use them

#

that's my current issue with coding/bp

spark sonnet
#

I didnt either, but eventually I started to understand what the nodes did

midnight mantle
#

hmmm

spark sonnet
#

try using a template, for example the thirdperson. then try to understand what the blueprints says

grim ore
#

HMD is the head mounted display, for VR stuff

#

what does that mean?

grim juniper
#

Out of curiosity is there a Discord plugin for UE4?

#

Like, so someone who doesn't do coding can use like Rich Presence with blueprints instead of digging into code

icy mulch
#

Does anyone no how to switch between multiple ais to control

spark sonnet
#

yes @icy mulch you can use Possess

#

he is flying :/

icy mulch
#

@spark sonnet do you have a blue print because I have two ais following me

spark sonnet
#

Ill tell you in DM @icy mulch

pulsar ledge
#

Any idea why everything except my sprite appears to be visible in the camera's viewport, but when I start the game everything is black (except the character sprite), and after a few seconds the character's actor dies?

fierce tulip
#

lol

pulsar ledge
#

Literally the only thing I just did is change the size of my tilemap and sprites

#

On the left you can see it deletes itself

mental shale
#

yo

#

where are the default classes/BPs stored?

#

like, I want to see the OG actor BP

grim ore
#

@unkempt vault open the project, go to file open project, uncheck the checkbox, open another one, profit

pulsar ledge
#

OH

#

I know my problem

#

the player start is a different position from the actual character

#

mind blown

#

Okay mind unblown

#

I'm so confused. Now when I start the game it's just a completely black screen e.e

#

I feel like I broke something important but legit all I did was resize some thingssss

plush yew
#

Are you high or just drunk

dim plover
#

that's his sober

mental shale
#

ooh

#

ellipsis*

hidden berry
#

i just migrated the Advanced Locomotion System V3 into my project, how would i either make the mannequin with ALS already on it the default, or transfer the ALS to my mannequin now?

zenith flower
#

(This is a server login based game, this allows me to blueprint all of the login/play logic, as if I was actually running a compiled Dedicated Server on the machine)

onyx lily
#

Hey everyone, im just trying to get a quick render out of UE4, but im havig some issues with doing that. I exported out the maps from painter using the UE4 map config and when i bring them in UE4 i get what you see in the image. It looks super glossy and wet and i tried using a constant node and multipying it in the roughness but it doesnt change much at all.

plush yew
#

Metallic maybe? Idk. Plus graphics

spark sonnet
still moth
#

if its a progress bar on the UI you have to set it to update with a variable you work out in the event graph, and that variable also needs to be a value between 0 and 1.. so you have to divide your current value by the maximum value.. so if its a health bar, divide current health by max health should give you a decimal value between 0 and 1 to use for a progress bar

spark sonnet
#

ah. its between 0 and 100

#

Think thats the issue

#

Ill try chaning it

#

yep. fixed it 🤦 Thank you @still moth

still moth
#

even at my novice stage i am still able to help others

pulsar ledge
#

I made unreal divide by zero, suck all the ram out of my graphics card and black screen my monitor

#

So today I learned don’t do that

dim plover
#

Dividing by zero normally doesn't do that, does it?

hidden aurora
#

you cant divide by 0

#

like its not math possible

spark sonnet
#

thats like moving the recycle bin inside the recycle bin. Dont try it @pulsar ledge 😃

pulsar ledge
#

All I had was a healthbar that gets set to 0 but whenever I did that, the game told me I was running out of graphics ram

#

Then after testing that 4 separate times, my screen straight black screened permanently

zenith flower
#

I actually abused a divide by x, if x=0, then the result would be 0, which is what I wanted. But its not "proper"

humble sun
#

Pretty Random questions but does anyone know if its possible to get profiling data either directly or converted to a CSV file? One of our clients is asking about that format for large amounts of profiling data.

#

i did find a thread about how to convert the stat file via the frontend command line but it only outputs a few lines of info. very little of the profiling data.

icy mulch
#

I need some help I want to have a health bar shown on my controllable ai follower cause i have two that are following me and when I press z I want the health bar to show at the character

mint sequoia
#

Our artists, I suspect, have done something that is obscure - getting this warning spam
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (37.669 sec). This should never happen. Something is wrong with the timer delegate!

icy mulch
#

Hello!?

plush yew
#

Do you already have the health bar components or are you starting from scratch in terms of health bars

manic pawn
#

@mint sequoia this warning appears to randomly display in 4.22

mint sequoia
#

@manic pawn Ah thats good to hear 😄

#

Means we don't have to fix it 😛

rough hearth
#

does anyone know any videos of how to add punching for third person game i cant find one if you know one pls @ me

still moth
#

how to add punching?.. you'd need an animation for it

rough hearth
#

ya but im still not good at adding animations that's the thing

abstract relic
#

Then start with how to implement animation

still moth
#

yeah, lots of video tutorials on adding animations to UE on youtube

rough hearth
#

all i need is a vid right now and i dont know with one i need to look at for like punches

still moth
#

you could probably just do a play montage node after the "punch" button is pressed and set a delay at the peak of arm extension to fire off a hitscan line trace to detect collision and cast damage

#

but probably best to use the animation blueprint

thorny stream
#

Whats the difference between an Interface and event dispatchers?

pulsar ledge
#

I'm doing straight p2p, no steam stuff

unique fern
#

Hey guys, I am quite new to ue. I have a question about asset creation. is it better to use multiple materials per object or only one material with with all information in the textures?

#

Ofc only if I can one shader for the whole object

jade wind
uncut vigil
#

if I duplicate a BP component it just adds 1 in the name. any way I can do it to add numbers not just a bunch of 1111s?

full sluice
#

visual studio for mac only really works with C# and cross platform stuff right?

#

how do mac users code in C++ with unreal?

cloud cobalt
#

CLion

full sluice
#

ah jetbrains

#

makes sense

#

looks like you can use xcode too

#

forgot xcode can do C++ stuff

plush yew
#

hey guys, thought I'd ask. I keep running into these nodes on ue4 wiki and I can't find a way to replicate them in my blueprint since the names don't match... please help a rookie

#

actually, just the SET node. I just realised what the other one is

cloud cobalt
#

Draw the variable and click set or get

plush yew
#

but what should I pick? theres a boatload of gets on the list and I feel like I went through almost all of them nothing matches the tutorial

#

oh... you just drag and promote to variable

#

ok that was easy... god I'm stupid sometimes

#

thanks

dull wraith
#

So I'm thinking of following some of the virtus learning hub tutorial playlists to teach myself more about UE4. Where should I start (know some UE4 but all I've made so far is a small 2d Pixel Art Platformer for an exam)

deep basin
#

the best courses I've come along so far are the gamedev.tv course and the tom looman course on udemy

#

bet they currently have some 10 dollar deal due to eastern....

full sluice
#

can vouch for ben tristem, just finished his blueprints course

dull wraith
#

I've bought the Unreal C++ course, just wanted to do some UE4 practise today for free though 😄

#

(on Udemy)

full sluice
#

the C++ course is huge, but if you want something shorter his blueprints course is great

deep basin
#

yeah it is 60 hours, though you can almost entirely skip the last section, or (what I am doing) use it as an opportunity to become better at translating BPs to C++

#

And they make some suboptimal decisions in the last section, like controlling the AI Gun shooting wit the animation blueprint

dull wraith
#

I'm planning on studying Computer Science with Game Programming at Uni next year so that course will be pretty good for any free time I have 😄

merry gazelle
#

Those damn artists! (I'm an artist :D)

deep basin
#

No, I love artists, you guys can do what I will never be capable of xD

dull wraith
#

Are there any engine-crashing bugs with 4.22 or is it safe to update?

deep basin
#

I experienced some crashes on refactoring my asset folders. but besides that its fine. And I wasn't able to upgrade most of my 4.21 projects

#

I personally like 4.22 I compile and work a lot faster with it, compared to 4.21. Whether it be due to optimized compilation, VS2019, the new resharper support for ue4 or a combination of any of those^^

dull wraith
#

Welp, the Infinity Blade assets don't work with 4.21...

#

Or at least some of them

deep basin
#

yep, unfortunately many of the nice free assets are not supported yet...

#

the infinity blade weapon set is supported though

dull wraith
#

True. Might stick with 4.18 for this project instead

worthy flame
#

never had this problem before. but my landscape's basic texture doesnt show on the landscape. its just black

#

how to fix it???

deep basin
#

I had this once, rebuilding lighting did solve it for me

#

did you try that already?

worthy flame
#

nope

#

so i just do build lighting only?

#

since it doesnt show me that the light needs to be rebuild

#

ill try it now

#

didnt work

deep basin
#

mhhhh, then I don't know sorry. I suppose restarting the editor alo didn't solve it

#

*also

worthy flame
#

i think i might have figured out

#

yup

#

forgot to make the layer info

rustic imp
#

guys, would an SSD have any impact on light baking times?

wary wave
#

possibly

#

the most important thing will be memory bandwidth and CPU

rustic imp
#

memory bandwidth as in ram speed or what?

cloud cobalt
#

Yes

rustic imp
#

oh ok

cloud cobalt
#

I really don't see SSD inpacting lighting time much

rustic imp
#

I'm not really a hardware guy, but we're looking to upgrade one of our artists' pc for faster baking and shader compiling and such

cloud cobalt
#

Especially with the official engine Lightmass which is just incredibly slow

wary wave
#

rather than upgrade a PC, make use of Swarm and distributed building

rustic imp
#

we do that already

wary wave
#

most studios I work in have an extra PC with a fat load of memory and a multi-core CPU sat around specifically for this purpose

rustic imp
#

yeah, we're thinking about setting up an extra machine for building and swarming

wary wave
#

(also for shader compilation and code compilation through incredibuild)

#

it's fairly essential, even for a small team 😃

cloud cobalt
#

Faster shader compiling & faster light baking will require different parts too. Shaders will probably always be pure CPU, lighting is CPU right now with official, GPU with GPU Lightmass, probably only GPU with Lightmass 2

#

So think about that

worthy flame
#

when you buy something fro, the marketplace and it says create a project instead of add to project. it has the right version. HELP??

limpid turret
#

i still have no idea why this would be happening, but if i compile then play, my UI sliders work fine but if i save the project before that then they dont work

cloud cobalt
#

@worthy flame Depends on how the marketplace asset was set up

#

Create project + migrate

worthy flame
#

ok ty

limpid turret
#

figured it out, i had to cast to the character instead of getting a reference to it

dull wraith
#

That moment when UE4 crashes and you forgot to save 😅

regal mulch
#

Has anyone created their own Damage system for UE4 and has some references?
I'm so sick of UE4's build-in version.

#

Well mainly cause of the poorly exposed BP functions

limpid turret
#

how do you mean damage system, the actual act of being damaged or having health removed when damaged

regal mulch
#

The underlying system of point and radial damage.

#

UE4's build in system removes access to the DamageEvent struct for BPs.

#

Which I get why they have to do it, but it removes the ability to pass any sort of state information

limpid turret
#

sorry, i dont know

carmine umbra
#

@haughty moon no worries dude! had to go last night i was so tired, glad you fixed it!

worthy flame
#

how to fix the lag after painting?

still moth
#

whelp, since i finished up coding the line trace based bullet mechanics.. i think it's time i work on some other weapon types

limpid turret
#

i have an issue with my UI widget but it may just be because im using child blueprints, basically I have multiple characters whose health bars need to be on screen at all times, but they only 'fill' when you possess the character

wary wave
#

well, you're getting player character 0...

limpid turret
#

setting it to 1 empties the bar

wary wave
#

you need to pass in a reference to the character

#

'Get Character X' gets the character for the given player index

#

it is totally useless for you in this case

limpid turret
#

how would i get character

#

or atleast, in a number format

wary wave
#

you can't "get it in a number format"

#

you have to pass in a reference from somewhere else

paper kernel
#

Can I delay the destruction of actor?

#

or should I just use lifespan

#

if I want to add delay to it

wary wave
#

err, for what purpose?

paper kernel
#

like say, do scale to 0 over 1 second before actually destroying the actor

wary wave
#

have an intermediate function that does the scaling, then call destroy

limpid turret
#

@wary wave so do i just directly plug in the character reference into the object? because when i do that it empties the bar again

wary wave
#

are you actually getting a character reference from anywhere?

limpid turret
paper kernel
#

oh nvm, Destroyed is on the override list rooDerp

#

ill just use that

limpid turret
#

yeah its a variable of the character im casting from

wary wave
#

okay, so if CharacterReference4 is a valid reference, it looks like it should work

limpid turret
#

well it doesnt

wary wave
#

then my guess it isn't a valid reference

#

where is it set?

limpid turret
#

uh

#

i dont think i set it anywhere

#

but its now telling me this

#

the variable character reference comes from my HUD widget BP

sudden agate
#

do you even know what casting is?

#

prolly not

wary wave
#

A) There's no point casting it because it is already that type
B) If you never set the variable it never has a value, ergo isn't valid

#

I think you probably want to step back and follow some beginner tutorials at this point

#

otherwise you're just going to go around in circles not understanding why things don't work

limpid turret
#

well thats the thing, i dont understand why it worked when the player index was 0

wary wave
#

it didn't, not really

#

if player index is 0, you're grabbing the local player character