#ue4-general

1 messages Β· Page 442 of 1

worthy flame
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it goes in a constant loop

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and once the character gets removed

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it still takes damage

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and i get a error

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which refers to the player taking damage without him being there

unborn matrix
worthy flame
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how to stop that loop

unborn matrix
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Didnt know if there was a way to do it in engine but thanks for the help πŸ˜ƒ

viral herald
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hey, im having a wierd problem with placing foliage, when ever i try to place trees down, they all clump up together

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any way to fix this to make them spread almost evenly?

pure harbor
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is there some system settings for handling lod type ranges.
i spent an entire day going through most assets in my game and coming up with proper transition ranges that are hard to spot in vr. looks great. just took all day. but is there a value in the settings that i can just dial in the automatic settings for everything and then i can just fix a few that dont seem right in the end.

also i got all my light map resolutions to be minimum for good shadow map baking. and the it mipmaps down so close to my player it just gets horribly broken shadows literally 10 feet away from my player. and you can see that in the game view. and you can really see it in the vr view. im kinda hung up on these problems

gilded token
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Hi, I am running through a tutorial to make pong and I have dropped a cube brush into the world and placed a material on it with a picture of the final layout to use as reference while I build it. When I switch the view to top mode and set it to lit I cannot see the material on the the top of the cube anymore. How do I turn it back on?

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Basically the material doesnt render in the orthographic view mode.

still moth
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that was odd, retargeted some mixamo animations and my character ended up flying in the sky

warm timber
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I swear I don't understand how camera speed works, sometimes is slow as f*ck in 4x, and then it start moving at lightning speed at 2x

manic pawn
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you also have an additional speed multiplier that you adjust by scrolling while holding right mouse

warm timber
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but if I don't press RMB the camera doesn't move at all lol

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WASD + RMB that is how always move the camera

manic pawn
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yes

warm timber
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isn't that how its supposed to work?

manic pawn
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you can scroll while doing that to modify the second speed setting

warm timber
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ahhh I guess that's it, will check it next time it happen thanks πŸ˜‰

manic pawn
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which lets you make 2x + scroll all the way in become faster than 4x + scroll all the way out

warm timber
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yes I guess that explains it, I feel as I just discovered the fire

sonic pagoda
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so ive changed the name of a project, and ive managed to brick the essential pawn blueprint of my game by doing that

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pressing the compile button on that specific bp just crashes the engine now

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cant even copy him, because that crashes the engine as well

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tried pressing fix up redirectors on the content folder...

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anyone ever had this?

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so i just found out the project keeps backup files

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im going to try those

open merlin
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^ Yes. This is what version control is for. πŸ˜›

sonic pagoda
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and i had just backed up, after changing the project name lmao

open merlin
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If you don't have source control you'll have to find a worthy autosaved version in the Saved folder. Also, sometimes the compile issue isn't the BP itself but a bad struct/actor component/function reference that if you remove will fix it. But best check the crash logs to narrow it down.

proven oxide
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Can anyone advise, under 4.21 we had a mesh with a transparent section of material, (a chain link fence) we were getting this through using the alpha from the diffuse on the opacity map, now in 4.22 its not showing as transparent any more , what do we have to do to rectify this issue?

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Hmmmm, it appears that the texture never had an alpha layer, so in 4.21 what would the alpha channel do? it looks like it made Black = transparent and everything else visible.

cerulean sorrel
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Help why can't I zoom anymore in the edited 4.22

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Wtf is this ahi

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@proven oxide

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Wtf

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πŸ˜‚ πŸ˜‚ πŸ˜‚

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😭 😭 😭 😭

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😭 😭 😭 😭 😭 😭

dark depot
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what

warm timber
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drunk kids

proven oxide
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looks like a downsize of textures stripped the alpha out of the texture, a reimport of the original 4k texture fixed it

sullen wraith
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hey all, I've been following @grim ore tutorial on selectionbox, and i've come across and error I've been struggling to fix for the past day

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with the selection box, it selects actors behind the camera aswell sometimes?

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does anyone know how to fix.

tawdry quail
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So I think I got come problem with the engine and my laptop
this material takes 10 minutes to compile on a 7700hq. I worked on much slower cpus with faster results. Ram is not an issue as it's 32gb.
The entire editor is unusable for 10 minutes every time I make a change to even the smallest material. Is this normal?

cloud cobalt
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Noise is very slow depending on settings

plush yew
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damn

cloud cobalt
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@tawdry quail Basically the way noise works in materials is that it's all evaluated compile-time

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(or it would crawl render to a halt at runtime)

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So it can get crazy very fast

tawdry quail
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ah, that makes sense. I did notice it was mostly wishful thinking, other materials do not take as long

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but I remember it's possible to keep using the editor as materials compiled, when I lick apply everything is unusable until it's done

valid root
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Why do i see the sky and horizon on the glass even though it's inside? πŸ˜„

somber quail
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Would anyone here happen to know if it's possible to merge Nvidia VR AudioWorks into a newer version of UE4? It's currently built for 4.15 so missing some of the sweet updates that have come out since then.

cloud cobalt
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@valid root Skylights ignore collision IIRC

dim merlin
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Hey guys, anyone like to test something in 4.22? (c++) it seems like DeprojectMousePositionToWorld is broken... works

sleek spear
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i cant use pixelDepth with tessellated materials?

sudden agate
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no

spark sonnet
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is there a way to make a projectile follow the line trace line?

warm timber
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What's in kms a UE4 landscape of 4,336?

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are those units meters equivalent?

plush yew
radiant haven
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could someone spend 1h to help me making a game

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simple game

sullen wraith
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@radiant haven not what people are here for

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youtube tutorials if it's a simple game.

radiant haven
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no

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yt tutorials dont helped me out

sleek spear
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i have parameters in material functions, can the names of these parameters be automatically renamed every time i add that function to a material?

sullen wraith
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hey all, I've been following @grim ore tutorial on selectionbox, and i've come across and error I've been struggling to fix for the past day

with the selection box, it selects actors behind the camera aswell sometimes?
does anyone know how to fix.

unkempt lotus
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How can the Console be used in the editor? Tried changing the input key in the project settings and changing it in the DefaultInput file as well but both options don't seem to fix it

spare sun
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you mean the ~ console or..?

unkempt lotus
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yes

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my level has a low framerate so I want to check if things get occluded by using this command: r.VisualizeOccludedPrimitives 1 but I can't seem to open the Console

sleek spear
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@unkempt lotus you press ~

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maybe you need to have the mouse on the 3d window or have it focused

still moth
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hey, has anybody used the rifle anim pro from the marketplace?

steady owl
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For a COD zombies style of game where enemies are constantly spawning, is it far more cost effective to spawn the max amount of enemies on begin play, but hidden and inactive and then when they are needed, instead of spawning, move and activate them to spawn locations and reset / hide them instead of destroying them on death? Then they could be reused instead of new ones spawned and destroyed

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My question TLDR: is the act of spawning and destroying the expensive / slow part of a game like zombies?

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I notice a little hitch in the frame rate every time a group of enemies are spawned at once

still moth
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i have an idea

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spawn one smaller group of zombies.. when they "die" cant you pool them, and reuse them later and bring them in again?

steady owl
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Yeah that's roughly what I'm thinking, but spawn many at begin play to avoid any hitching when they actually spawn for the first time

still moth
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well spawn as many as you'll have in one wave, as they die, pool and reuse them for the next wave

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so youre just reusing the same zombies rather than destroying and recreating them

steady owl
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Yep that sounds like the way to go

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So the spawner itself would manage the array of zombies it spawned?

still moth
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no idea

steady owl
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And by pool, it'd just be hide, reset and then have ready to use again

still moth
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havent done that

steady owl
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Also I've used rifle anim pro

still moth
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yeah, they could be hidden offscreen somewhere

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is rifle anim pro worth $60?

steady owl
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It's good quality but if you need new anims it'll be hard to match

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Also I'm not sure if it's rifle anim pro or another rifle pack but one of them has really unoptimized anims

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They have thousands of keys per anim

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The other for similar anims have nice optimized ones

still moth
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that sounds pretty bad

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im currently using mixamo animations and the ADS animations are actually pretty good, the running animations are complete garbage though, but since those animations only play at speeds above 300, as 300 is the aimed walk speed, i could probably just trash the bad ones

buoyant meadow
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Good thing about that pack is that they've got pistol and cover anims in separate packs that work really well with it

steady owl
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The running anims are great in the rifle animset pro

buoyant meadow
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Yeah

steady owl
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But you might notice a big difference in quality when blending between mixamo and this

still moth
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does the anim pro have starts, stops, directional changes, etc?

buoyant meadow
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And theres no hip fire

steady owl
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Yeah it's missing a few things

buoyant meadow
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There's a full animation list on the page

still moth
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hipfire isnt really a real life thing though.. not outside of hollywood

buoyant meadow
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I can't remember if its got stops but I'm pretty sure it is

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Fair enough, I know next to nothing about real combat

still moth
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in real life combat, if youre not aiming down the sights, youre not shooting, same with any kind of real life shooting, you generally dont put your finger on the trigger unless youre aimed at something.. there is a thing called "point shooting" that people do with handguns and rifles but generally speaking, those are still held in the same fashioned as when aiming.. a rifles still going to be shouldered

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hipfire went out of fashion in WWII where the only time people used it was basically door to door stuff

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if you watch swat team now kick in a door, even if theyre not using their sights, theyre not firing a round from a rifle or SMG that isnt shouldered

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look up whats called the "low ready" position, thats how guns are carried in a combat situation when not shooting

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you could always take the idle animation, repose the character, save that pose as a 1 frame animation, save that animation as an additive mesh space, and apply that to your non-aiming state on your animation blueprint, and go between an instinctive shooting position or even a low-ready, to an aimed firing position simply by that additive layer track

zinc rivet
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@steady owl I remember someone recommending that you stagger spawning chronologically when you've got a large number of entities.

steady owl
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@zinc rivet So this would be not pooling and spawning / destroying just offset a bit?

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I wonder if there's any downside to pooling

zinc rivet
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well, it's probably logically simpler to handle creation / destruction rather than recycling

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but yea the idea would be something like "spawn a zombie, wait x game ticks, spawn another"

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you'd probably need to experiment to see what makes the most sense

steady owl
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Great thanks a lot

plush yew
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Sometimes if I try and load unreal and discord at the same time I get a blue screen

zinc rivet
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meh, just load discord. You'll get about the same amount of work done anyways @plush yew

plush yew
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?

zinc rivet
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I was alluding to the fact that discord is distracting, so you wouldn't get much work done in unreal with it open anyways.

plush yew
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I'm going to be distracted by stuff anyway. And occasionally I get vital help here

zinc rivet
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it was a joke 🀷

plush yew
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Better than 3 hours of pr0n

worldly axle
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hey guys i tried to set the position of my widget where i click but its not working :/ Help please

grim ore
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so which part is not working? what does it print out? F9 to debug one of the nodes and step thru it to see where it is failing.

worldly axle
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it print the position but the second print prints nothing

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the widgeet its spawning but it stays at the original position

grim ore
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F9 to set a breakpoint on the cast to canvas panel slot then step thru and make sure the data going in is correct

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what is the Panel Opt btw?

worldly axle
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the panel opt is the canvas panel that i set as a variableof the wwidgget i want to spawn

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but wdym by step thru?

grim ore
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ok so I think that is your problem

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you need the canvas panel that contains this widget, to tell it where this widget goes

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if this is just in the viewport then it has no parent panel to be set in

worldly axle
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hum i didnt understood all sorry im a beginner :x, hopw i can tell where this widget goes?

grim ore
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the parent of a widget determines where it goes. A parent canvas panel lets you put it in a fixed position, a parent vertical box stacks them.

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the parent of your widget is the viewport so it has no way to be set, it just goes however you designed it

worldly axle
grim ore
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your widget has a canvas panel as it's root object, it's parent is whoever is it's parent which is the viewport in your case since you are adding it to the viewport

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you would need a widget that is just a canvas panel that is the entire screen that is added first, call it UI or something. then anything you want to move around or position would be added as a child to that UI Widget

worldly axle
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ohh ok i think i understood. Thanks !

warm timber
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hey @grim ore do you have modular characters tutorials in your videos?

grim ore
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It's a bit weird at first but the idea is the parent of the widget controls how the child is set up and you can see that in the details panel at the top because it shows the parent type and what settings you can use.

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@warm timber I do not 😦

warm timber
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go make one πŸ˜†

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I've been delaying that part, I feel it will be PITA

grim ore
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More than likely it would use Skeletal Meshes and I am just not experienced enough on those. Anything Art related is not my skillset

warm timber
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need a really good tutorial

radiant haven
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is there a good tutorial series out there for making a horror game

rigid storm
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game design or mechanically ?

radiant haven
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I am a beginner and want to make a simple game

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i tried a bit and have also experience with Unity

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so i dont need the bASICS

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need a tutorial like TheJoyOfCreation game

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wanna create a rtype of game like this

rigid storm
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that didn't answer my question at all ^^

radiant haven
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okay

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mechanically

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i think so

rigid storm
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I mean, did you already somewhat design what you want to do ?

radiant haven
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what do you mean

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ohh no+#

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i got it in my head

unkempt lotus
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Hello! I'm using the P_Fire particle from the starters content, but is there an alternate way to set the mobility to static instead of movable? Because it isn't possible to change it in the Details tab

rigid storm
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cool, so what knowledge precisely are you lacking right now that is stopping you from going in the engine and creating what you have in mind ?

radiant haven
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lacking=

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other word pls)

rigid storm
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missing

radiant haven
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well basic

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can we talk

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private

rigid storm
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sure, shoot a dm

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so, was wondering, what is the best way for hair and fur respectively in ue4 ?

I took a look regarding hairworks given it claims to be integrated.. but it seems like the solutions regarding it are way outdated
everything else I find is taking cloth simulation or some self-made solutions

grim ore
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there is a realistic human example on the learn tab, one in the content exampls, multiple paragon characters with hair/fur on the marketplace. Tear one apart. I beleive most stuff lately uses hair cards for performance.

rigid storm
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that... is a good point, thanks

grim ore
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and hairworks should work but it's a manual process to integrate it into a source build last I saw. so... a pain in the rear

dim merlin
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Hey guys, so anyone around who can explain how the terrain lods in unreal engine are done? any info on it anywhere?

radiant haven
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@rigid storm block why

worthy flame
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in about a week of playing around with ue4 i have learned more with googling and following basic tutorials on how to do some things

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and now its just on moving to the more complex things

warm timber
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Any tips for making an underwater shader?
I've been trying different filters in a PPV but I can't get a decent effect

patent plover
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hey whats up peeps

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any of you having some crashes lately with the unreal engine 4?

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more specifically on a 1080ti

sudden agate
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  • some default PP like Vignette and Jitter
warm timber
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Thanks, I will check it

sick escarp
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Is there any way to make the socket names increment by 1 instead of 2?

still moth
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-trying out a second batch of animations to see if theres something to fill the role from mixamo from the time being, if not, i may have to start blending upper and lowers of different animations

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im really considering the anim pro set though since they seem to be well done, and fit with the unreal skeleton perfectly, but i have mixamos retargeting just fine

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and to answer the guy above, ive had no crashes with unreal, im using a RX590

ember phoenix
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I just downloaded the "free for the month" content pack with all the fancy dinner dining sets but it's huge for my project. If I want just the meshes/textures/materials they come out as 6GB which is like 8 times the size of what I've committed to my git repo already (currently ~700mb after gitignore)

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I just want to use like two or three assets but they're heavily linked between each other in regards to materials and textures they use so I can't track down the only ones used and just copy those to my project

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Is there a common practice with such things? If you want just one dining set for your game and download the whole thing, then you do that with content packs from the marketplace for 10 aspects of your game and the whole projects gets to like 100GB

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Any advice?

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Or is there like a "remove unused files" from the content browser somewhere that can exclude anything I don't use

still moth
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ya know what? i think these mixamo animations are going to work out just fine for the moment.. i straight up deleted those ugly aimed animations.. which is okay because they were animated at a speed higher than my aimed speed is capable of

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my max "aimed" speed is only 300

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their hipfire ones, the ones i can use when not aiming, and moving at full speed look plenty good enough for placeholders

grim ore
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@ember phoenix import/create a new project for that asset pack, then you can right click on anything you want and migrate out what you want and it should move over to your existing project just the required files.

ember phoenix
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Not a bad shout, guess there's no such feature yet. Will give it a shot, thanks Mathew

still moth
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well now, theres a bug i probably should have expected to find

grim ore
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the problem with removing unused assets is the asset could be referenced softly, like in code, so the content browser might not know this and might remove it

shell compass
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Has anyone here used the sequencer? I'm having an issue where "Play to frame/time/mark" jumps instantly instead of playing.

still moth
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alright.. so i got a good set of "hip" fire and aiming animations.. but the issue i seem to have ran into is that while the hipfire animations blend seemless into the aimed ones, while moving.. while standing still theres a change in foot positions, and sliding occurring because of it

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i may just do a layered blend per bone starting at the top spine for the aimed animations and use the lower 2/3 of the body of the other ones so that theres no shifting feet when transitioning

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nevermind, its not an animation issue

shell compass
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I don't get how something this simple can be this broken

radiant haven
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which size do have house walls?

still moth
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whelp, i guess thats the end result of that

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lesson learned.. if having slightly different poses, like aiming a rifle, vs holding it or even hip firing, its better just to use one of the sets via blend

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i have a question.. is there any way i can get other people to enter the game i am testing?.. like some friends of mine to help test out some mechanics?

grim ore
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if using multiplayer you can forward the ports from your router to your machine to let them join in, if not using multiplayer then send them a packaged copy of the project.

polar hawk
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Anyone have any experience bending sequencer to their will. Like C++ experience with sequencer? Could use some help via a 5 min discussion

kindred viper
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Not yet but I want to. It looks fun

still moth
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they can network into the engine with the IP address? dont they need a copy of the files?

grim ore
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they would need a copy of course yes. If you don't want to share you can always set up pixel streaming on your local machine as an alternative and forward those ports then they can just go to a web address and interact/watch you play

still moth
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how would they get that copy? would it have to be packaged and uploaded for them?

grim ore
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yes if you don't want to give them access to your source repository or code. Google drive works fine for sharing packaged projects.

zinc rivet
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stick it on a floppy disk and mail it

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or a couple hundred

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I suspect pixel streaming wouldn't give a great impression of how it actually plays

still moth
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alright, i can package it

azure shore
zinc rivet
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shows blueprint with all the lines obscured and nodes shoved together so it's impossible to tell what's going on

grim ore
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it looks like it should work but we don't know what should work means to you.

azure shore
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lucien I did that to fit it in ok

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it should just be - showing it

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nothings happening

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did this same thing for all other widgets I needed and they worked fine

zinc rivet
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maybe it's the widget then?

azure shore
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I considered that but it all looks fine

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everythings anchored to the centre, all showing fine

zinc rivet
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if it's a simple widget, maybe try re-making it, or copying another widget and modifying it?

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never know

wispy raven
zinc rivet
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what's it doing?

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as opposed to working

wispy raven
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it should change the value to 0-1

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it doesn't do anything(?)

zinc rivet
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is the event being triggered?

wispy raven
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yeah, with the "onlanded" event

zinc rivet
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er also i think range min / max should be the expected range of the input? and return value is between 0 and 1?

azure shore
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well this is beyond me

zinc rivet
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so maybe normalize between 0 -> 1000, and clamp it to a max of 1.0

azure shore
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no reason it should be working

wispy raven
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thanks @zinc rivet

zinc rivet
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it work?

wispy raven
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i'm doing it

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the value gets over 1

zinc rivet
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yea because the value is > 1000

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that's why I said to clamp it

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should be a Clamp function for floats

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probably FClamp @wispy raven

wispy raven
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ok, i'll try

zinc rivet
wispy raven
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thanks again

short shuttle
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This is kind of embarrassing but for some reason I can't extrude a face on a BSP brush. All of a sudden it won't let me extrude faces on any BSP, even ones I've placed previously, even ones that I've done it to before.

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It's probably something I'm overlooking but for the life of me I can't figure out why. My Google-fu is usually pretty strong but I haven't been able to find anything useful.

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I can select and edit the vertices and lines of the brush and edit those, but not the faces.

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I'm on 4.22 if that's relevant

wary wing
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I haven't BSP'd in a while but I just tried a face extrusion, it seemed to work ok (also 4.22)

grim ore
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try hitting T

short shuttle
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Yeah, it was working earlier in this project but then for some reason it won't let me do it any more. I've tried restarting the editor and it's still happening. I've looked at all the settings I think would be relevant and it's still not working.

grim ore
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it toggles transparency selection

short shuttle
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Let me try that

grim ore
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I just tested it and it will bork up face selection in editing mode

wary wing
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^ good call, it does indeed

short shuttle
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That was it. Oh man, thank you!

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Is there anywhere that says you're in Transparency Select mode? Because I didn't know that was even a thing and didn't see anything about it

grim ore
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Its not visible on the viewport but click the settings button and its in that list near the top

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it defaults to ON so most people don't even know or worry about it

short shuttle
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Wow. There it is indeed. Man this is embarrassing lol

grim ore
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nothing embarrassing about it, there is a billion options in the editor

short shuttle
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Thanks again, I've been racking my brain for a couple hours on this

lavish gale
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hi guys! does anyone know how to render burn-in's from sequencer while using custom render passes? "final image" pass and no other passes seem to actually burn the burn-in? any ideas or help would be deeply appreciated

sullen wraith
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hey all, I've been following @grim ore tutorial on selectionbox, and i've come across and error I've been struggling to fix for the past day

with the selection box, it selects actors behind the camera aswell sometimes?
does anyone know how to fix.

zinc rivet
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might wanna give a higher resolution picture. I can't read any of that text

sullen wraith
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its pretty much just set actors in selection rectangle

wispy raven
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nevermind

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fixed it

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it was because the scale of the shake wasn't a positive value

zinc rivet
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ah. negative z velocity?

sullen wraith
grim ore
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@sullen wraith what other items is it picking up?

sullen wraith
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it's picking up the actors behind the camera

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on your video other people mentioned it in the comments to

grim ore
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the only thing I could think of is the selection rectangle is picking up part of it, I tested and I did not have that problem where it was not expected.

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thats why I am curious what is it picking up that is behind the camera?

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ok yeah I can reproduce it now, that is super weird... I nver had that happen in earlier versions

buoyant meadow
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@grim ore I just realised, you're Mathew Wadstein from YouTube πŸ˜„ Love your content, it's helped me a lot

grim ore
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πŸ˜ƒ

wispy raven
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guys, is there a way to make the z shake only go down and not over 0?

tropic oracle
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anyone know if there is a way to make a plane that only does line-trace blocking from 1 side? Plane is viewable from one side: possible to have it only create a hit when drawing a line through it from 1 side?

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considered turning on/off the plane collision based on a normal of the plane so far but sure there's a better way

sullen wraith
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@grim ore so no idea how to fix it?

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according to comments it's been happening for atleast 3 months

zinc rivet
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@wispy raven maybe try changing the shake parameter?

wispy raven
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Tried that

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It doesn’t look nice

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I’ll try to find another way to make a nice falling animation

zinc rivet
#

I still say go for the "Splat" + "You died" 🀣

sullen wraith
#

what math can I use to get how many above 0?

#

so for example

#

something has a value of 20

#

i then want to add another variable to it of 30

#

so i want it to -20 to bring it to 0

#

then add 10.

zinc rivet
#

I really don't understand what you're asking...

wary wing
#

Can you maybe give an example using the objects in your game? Like what are you trying to do with the maths?

heavy ether
#

i've noticed that there seems to be 3 different types of console command entry prompts . . . that trigger apparently at random. is there a way i can force the large console view?

sullen wraith
#

does this make more sense @wary wing ?

#

so you have an incoming value of 30, it then removes the current value from the new value

#

then adds the remainder

wary wing
#

Still not really sure what you're going for. It looks like maybe you just want to subtract value from some input?

#

So Value = Input - Value?

#

What's it supposed to do in your game?

sullen wraith
#

ships are attacking a planet, think galcon, when the planet reaches 0, it swaps control to the faction

#

so instead of removing the value

#

it adds the value

#

as it becomes friendly

wary wing
#

Ok so you're firing negative valued points at the planet, and when the planet reaches 0 points, it swaps control and any "extra" points you hit it with swap to positive?

sullen wraith
#

i think i may of got it. tbh

#

yes

#

thats it jet

#

i think i just reverse the - lol..

heavy ether
#

i'd just use positive and negative values

wary wing
#

Yeah sounds good to me

#

I like Eric's suggestion though

heavy ether
#

unless you need to keep track of many owners

wary wing
#

Have a positive faction and a negative faction

zinc rivet
#

negative values doesn't really allow for more than 2 factions though

heavy ether
#

right.

wary wing
#

^^

sullen wraith
#

i got it...

zinc rivet
#

allow values to go negative, do a check, if it's negative, then swap the sign and change the owner

heavy ether
#

i should consider my answers before i send them.

sullen wraith
#

im an idiot...

#

all i had to do was swap them around

#

so instead of planetships - incoming ships

heavy ether
#

but that's why i've got my pants on my head in my avatar

sullen wraith
#

incoming ships - planet ships

grim ore
#

@sullen wraith only real way I can think of is to actually see if the item is visible, or being rendered recently, to make sure it is on the screen. There is a node to check recently rendered/visible or you could do a trace and see if it's actually in front of the camera and not behind it. I thought it might be the shadows and most people think its the bounding boxes but even those dont seem correct right now as to the reason it is broken. the other idea is to make sure its entirely in the box with the 2nd checkbox.

sullen wraith
#

I've tried the entirely in box, and it just seems very not ideal for an rts :3

#

especially with larger objects

grim ore
#

yeah I know 😦

#

maybe recently rendered or the line trace then as a 2nd check. Super weird something broke

sullen wraith
#

is this what you mean by is visible?

grim ore
#

no I think its called "was recently rendered", it checks the renderer

#

only issue it it might be slightly lagged

sullen wraith
#

ill test the was recently rendered

#

it seems to work atm

#

ill do some tests

#

thanks mathew, it's a good temp fix until a better solution is found πŸ˜„

#

it seems to work with my testing πŸ˜ƒ

wary wing
#

Do you just need to know if it's in front of the camera? I could you do a dot product of the object's camera-relative position with the camera's forward vector? Or are you accounting for occlusion too?

sullen wraith
#

I have no idea of what any of that meant 😊 besides camera πŸ˜›

#

im still learning πŸ˜›

manic pawn
#

why does starting PIE turn off realtime on the main viewport, yet stopping PIE does not turn it back on br_face_rage

wary wing
#

Ok. We can break it down if you like. There's a maths thing called a dot product that will give you a number related to the angle between two vectors (it's a cosine if you've met them before). If you wanted to could use that to check if the direction from the camera to the object is within a given angle (like 90 degrees - cause that would mean it's in front of the camera) of direction the camera is facing

#

I'll run you through it in private messages if you're interested, but all good if not

heavy ether
#

anyone know a way to pin the console to the long version? instead of the half-a-line or single-line version? it seems like it chooses one at random right now

wary wing
#

In the editor? Try Window -> Developer Tools -> Output Log

heavy ether
#

when i hit play

wary wing
#

Give focus to the viewport by clicking it, then hit your console key twice

#

If the editor still has the focus you'll get the tiny one at the bottom of the screen. And one press in the viewport gives the single line one

heavy ether
#

yeah i get the half-line console the first time i do that, then if i click to another application (not another unreal window) then back in, i can tap it once to get the full-line, and again to get the full console

#

OH, ok, that's making more sense.

#

i'd like to have it just open the full one all the time

wary wing
#

I think the output log might do what you want too

#

You can put it somewhere and it will stay there

heavy ether
#

yeah i just discovered that, i should tear it off and put it somewhere

wary wing
#

Yeah

heavy ether
#

i might need another 4 monitors lol

wary wing
#

Haha tell me about it

tropic oracle
#

1/2 sphere? hah

heavy ether
#

i've got two different game engines and code editors simultaneously running, it's a nightmare right now

tropic oracle
#

4 monitors is nice for comparing 2 projects. (Main window + VS/editor) x2

#

yea, nabbing chunks from prototypes I did in 4.17 and 4.20 into 4.22. Good times

heavy ether
#

yeah i should probably just spend some time organizing a setup for having both running and save them. yay for porting a project from unity to unreal πŸ˜’

#

and the other 4 devs are still working on the unity project, while i'm supposed to be getting it ready for everyone to jump in on unreal

tropic oracle
#

ever heard of scope creep and the moving target problem? you're in it

wary wing
#

All you have to do is work as fast as 4 people

tropic oracle
#

as they add new features you're always playing catchup

heavy ether
#

well, the good thing, is that 4 people get in the way of each other

wary wing
#

^^

tropic oracle
#

lol

wary wing
#

I was gonna suggest you could try to find a way to stop them coming to work lol

heavy ether
#

so i really just have to work as hard as 2 people. 2 people that aren't in each other's way

#

in a language i don't know, using technology i'm 10 years out of date on. πŸ˜„

short shuttle
#

such is life of developer of game

heavy ether
#

i guess. by the time i'm done with this, i'll definitely be qualified to work in the games industry again

covert pollen
#

thats the spirit

covert pollen
#

is there not a quicker way to add a value to each item in an array without looping over them

#

seems like there should be

abstract relic
#

It gotta loop whether you like it or not

kindred viper
#

I often go shopping and with my giant arms, I scoop up all my shopping in one go from the doorway, slide it over the checkout in one go, then return to normal :p

abstract relic
#

I prefer giant chopsticks with cowbells on the end

kindred viper
#

I actually think if you hashed the array, you might get away with global operations for increment/decrement quicker, but its negligible unless your array is massive anyway

#

its the nature of a list type data structure tbh. It also has its advantages

manic pawn
#

what

#

if you want to add something (aka modify) each value, of course you need a loop

hidden berry
#

anyone know a good place to get HUD assets? doesnt have to be free. im looking for Scifi/Cyberpunk oriented Assets

gleaming creek
#

Have you checked the Marketplace?

sleek spear
#

i was wondering, why do some people use older unreal engine versions in stead of current?

worn granite
#

Mostly because they don't wanna put in the effort of upgrading and dealing with it breaking the game

sleek spear
#

but i mean, i see people using even 4 year old versions, i find it quite hard to understand why

wraith lark
#

well some people have a okay stable project in a old version of UE4, but when upgrading, they are getting issues. Example : Main problem is finding the right coder for the job, if you dont have any, and have been using freelancers

#

so it all comes down to, if you can afford a descent coder, to fix your upgrading issues

manic pawn
#

it usually takes 1 or 2 days to upgrade and fix all the new issues for us, and then you get to enjoy the cool new stuff

#

always upgrade to .0 on release day and never had an unsolvable problem 🀷

hidden berry
#

@gleaming creek i have , and @sleek spear i use one version before the current because alot of the packs i wanna use arent compatiable with the newer version and i dont feel like waiting to implement them

worn granite
#

I'd hate to migrate some projects I've seen even across small gaps in versions

mint sequoia
#

@manic pawn Ditto

blissful willow
#

Is there any reason why this isn't working? I'm trying to get a spot light to pulse. I was able to get a point light to do it, but not a spot for some reason....

hidden berry
#

is the delay suppose to have a time on it @blissful willow

blissful willow
#

No, I want the timeline to repeat infinitely basically.

hidden berry
#

ahh gotcha

#

maybe its bugged, looks alright to me

blissful willow
#

Ah :/

signal briar
#

CAST TO

fierce rampart
#

I hope that the UE4 rendering pipeline becomes more flexible one day because I really don't want to have to recompile the entire engine to implement toon shaders that aren't a post processing hack.

sudden agate
#

The solution is Raytracing

#

Buggy Shadows -> Raytracing
New Shading Model -> Raytracing
Physics broken -> Raytracing

fierce rampart
#

As much as I like raytracing it isn't really the most friendly things for toon shaders.

spiral island
#

I thought the solution to everything was AI πŸ˜›

manic pawn
#

yes, the ai will decide how to apply ray tracing to solve the problem

spiral island
#

And incorporate physics into it as well

#

Because that makes sense only to an AI

fierce rampart
#

I guess what I really want is direct access to the light buffer but that's probably a very hard thing to give the user access to.

dim arch
#

any word on unreal studio exporter for revit/max/sketechup v2020?

fringe pivot
#

@spiral island and don't forget blockchain

still moth
#

hmm, im looking at some root motion, wondering if that may be a better setup for adding more realistic movement.. getting rid of foot sliding, adding starts, stops, pivots, etc

wary wave
#

root motion is a PITA for a lot of things though, so it really depends on your use case

#

here's a fun question - I need to test and iterate on a multiplayer object, where two players can interact with it (button held) at the same time

#

any ideas on how to actually do that locally?

plush yew
#

How can I stop folders from auto opening in the editor world outliner?

#

every time the level resets eg after testing

wary wave
#

I don't think you can

plush yew
#

oh never mind it was because I had them all parented to an object rather than in a folder proper

radiant haven
#

can someone help me making a map right

#

labyrinth

somber crown
#

Have posted this in VR channel as well just adding it here for visibilty:
Is there a way to have the desktop show a different camera instead of seeing what the VR headset is seeing?
I disabled the SpectatorVR and added a new player using CreatePlayer and had it possess a ThirdPerson Pawn but for some reason the desktop no longer updates at all, and inside the headset its rendering both cameras at the same time. The way it looks is the VR headset is now the third person camera and i can see the other player's 3d character aka pawn but due to some interference moving using WSAD or just rotating the headset to look around makes it so that the entire floor and visible pawn is just stuck to my headset. I also disabled LockToHmd in the 3rd person character's camera settings but that didn't help either
I'm trying to accomplish local multiplayer with the desktop being one player with his own controls and the VR user being player 2 and having his own control

ruby folio
#

Anyone here getting odd viewport movement in 4.22?

languid shard
#

@ruby folio might be the new camera speed feature based on focus

#

it adapts the camera speed depending on the size of the object you focused on (F key)

cloud cobalt
#

There is a horrible new default for the camera "zoom" feature

#

Look in the editor settings to restore it to something usable

wary wave
#

camera speed based on focus

#

whut

languid shard
#

ye

wary wave
#

who the heck came up with that?

languid shard
#

I think its alright

wary wave
#

that just looks awful to me :/

#

but hey, if I can turn it off

languid shard
#

you dont have to play with the mouse scroll wheel everytime with this

dark depot
#

unless you select from afar and dont hit f

#

it also has been a little buggy for people

ruby folio
#

@languid shard I just this second noticed what was happening. Its not nice

languid shard
#

😬

ruby folio
#

Its janky yeah. Only works when you use F

sudden agate
#

the whole zoom thing is weird since recent version

#

if you zoom in, the speed decreases

#

if you zoom out, the speed increases

#

wtf

cloud cobalt
#

Just disable it

sudden agate
#

disable what?

cloud cobalt
#

That new behaviour

ruby folio
#

Trying to find the option now

cloud cobalt
#

It's optional, defaults to yes

sudden agate
#

where? ._.

cloud cobalt
#

Let me tell you

ruby folio
#

Level Editor - Viewports, Controls

sudden agate
#

ay thanks

brittle gulch
#

Hi, I've downloaded a pack of free volumetric clouds, but I don't know how to put it into my project, the folder looks like this :

wary wave
#

that's not a 'pack', it's a 'plugin'

#

it probably needs to go in a folder in the plugins directory

#

whether it will work is another question since it might want specific engine versions

brittle gulch
still moth
#

im back

#

so i was looking into root motion animation and it seems the issue a lot of people have with it is turning smoothly because your turn rate is going to be locked to that of the animations.. so why not use a blend space of doing a 180, 90, and 45 degree turn and blend those against the idle based on the rate at which you are trying to turn?

#

or using two different turning arcs, one for your widest, one for your shortest and blend between those two?.. wouldnt that give you a pretty smooth end result using root motion animations?

#

or utilize an aim offset.. give an FPS character a bit of lateral rotation via aimspace before the mesh rotates or turns

severe ibex
#

Curious, has anybody had problems with an old datasmith scene (4.21) with the new exporter? (4.22)

wary wave
#

@brittle gulch - the single folder inside the archive wants to go in the plugins directory

devout gulch
#

can I use GameplayDebugger with Player character ?

grizzled condor
#

Hey Guys i need help

#

how to fix when near the object disappear

#

when i try to near some object the object will disappear

sudden agate
#

Probably a NearPlane issue.
The default value is 10 so everything that is closer than 10 units will disappear

grizzled condor
#

@sudden agate how do i fix it ?

sudden agate
#

General Settings Near Plane
It is advised to not change it tho

grizzled condor
#

then how can i do not let the object disappear ?

wary wave
#

don't get within 10cm of it

dim merlin
#

i dont see this procedural foliage spawner, any idea ?

wary wave
#

I've just checked my local build and the tickbox is there in the experimental settings

#

it's the first thing in the list

idle garden
#

Ideas to how create a spherical landscape? Or make it plan and then model ?

wary wave
#

UE4 doesn't support non-planar landscapes

#

geometry-wise, you'll want to model something like that

#

either that or write a new landscape system

real iron
#

hey,
arrow components are excluded from build by default even if "is editor only" isnt checked?
did someone noticed this?
or i missed some configuration about this? πŸ˜ƒ

wary wave
#

they never used to be

#

I've used them in gameplay script before

#

seems like a bug to me

barren python
#

How would I stop my projectiles from stopping in place when hitting a Box Trigger (or any other empty volume)?
I've got my collision preset to OverlapOnlyPawn because I do need to generate overlap events for my pawns

real iron
#

hmm.. i do a fast check lets see if it is removed from normal actor too (instead of character class)

grizzled condor
#

and what was the problem is this?

#

@sudden agate

real iron
#

hmm.. nop.. arrow comp works within a simple actor class... but not works in character.. fair enough πŸ˜„

digital anchor
#

Did anyone try to launch from cmd with UE4Editor.exe MyGame.uproject /Game/Maps/MyMap?game=MyGameInfo -game??
Documentation says its possible, but from forum posts looks like its not possible,
Cant manage to make the ?game parameter work
Ok: -game runs from MyGame.dll, while i was thinking it runs from MyGame-DebugGame.DLL

regal mulch
#

Can one somehow resize the Camera Preview? My preview is kinda a square

split wedge
#

how do i export a height map from world composition, as of now its only exporting 1/17 of the landscape

grizzled condor
#

@real iron so i need to try to add all character to the empty actor?

real iron
#

@grizzled condor i reacted to my own comment. :)
not yourssry

regal mulch
#

Ah it's a camera setting itself, nvm

grizzled condor
#

@real iron oh ok

somber quail
#

Is it possible to package a project with command line arguments? I'm using steam audio and I'd rather not have to create a shortcut to add the "-audiomixer" argument

latent moth
#

however, no matter what I try if WORLD STATIC is enabled as collision actor in the CPU PS, then it will collide with landscape.

#

Is landscape somewhat ALWAYS a worldstatic no matter what?

mellow junco
#

Is there a way for recording visual logger in packaged win64 game?

#

I have enter console command vislog record but nothing happened

still moth
#

sometimes, i feel like i should do my own youtube tutorial videos, i see so many flaws with many of the people doing them now

grim ore
#

you definitely should if you have something to contribute

sudden agate
#

yeah, like using delay or tick

#

or blueprints

still moth
#

yeah.. you watch one tutorial series and the same guy tells people to use event ticks like 4 different times for 4 different things.. not only is that bad advice, but its impossible too

#

for example, if you were doing a health regen system, how would you do it? they say event tick to update it.. i have my own method

cloud cobalt
#

Tick's fine really, unless you're doing Blueprint tick on many objects (> 100)

grim ore
#

they say event tick to update it.. i have my own method this doesn't mean either one of you is right or wrong, it just means you have different ways of doing it. Contributing your different way as different would be a good thing for sure.

still moth
#

what i use can be done with different things, the event tick can generally only be done with one item at a time

cloud cobalt
#

C++ tick is where everything happens anyway, tick or not tick ; Blueprint tick does have some overhead, but it's important not to get carried away with performance concerns until you know they are real

still moth
#

i use a timer by event that happens at a much lower rate than a per frame basis

grim ore
#

the entire engine is one big tick when you get down to it lol

still moth
#

but for something like a health regen you dont need that line of code running 60 times per second

cloud cobalt
#

Eh, if you want smooth animation of your health widget

grim ore
#

well you don't need it, but you can still do it.

still moth
#

you can get a smooth animation of a health bar with much less than 60 updates per second

plush yew
#

hello Mathew-can you check in bp?

still moth
#

i think those putting out tutorials using event ticks for everything are just giving bad advice to foster bad habit

cloud cobalt
#

Updating a health bar at sub 60fps is the kind of optimization that is horribly pointless and visibly reduces quality imho

#

The performance hit doesn't even exist at that point

#

Here's my wild take : don't optimize anything when building your game, ever.

#

Then once the game is built, profile the fuck out of it with the engine tools which are pretty great

grim ore
#

speaking of event ticks, anyone know how to get the selected object on selection using the new editor widget utilities? So far all I can do is look for what is currently selected on tick and that is annoying

kindred viper
#

you mean any object or from a specific place? I ask because it seems to get handles in a few places. Not sure the editor widget utilities method but for eg. Content Browser holds its own currently selected. etc

grim ore
#

from the viewport. Would like a callback or something to get when you select an object rather than just checking for what it selected every tick.

#

it looks like it's not implemented yet tho based on what other people say 😦 kinda weird

kindred viper
#

im really unsure of the blutility stuff but if you are going that deep, you may as well go the whole hog and hit up the plugin/engine architecture directly

#

I can see its use for non-coders for sure, especially when debugging that stuff is a nightmare sometimes

grim ore
#

well this is more for the new editor utility widget so I can't touch on the source code when showing how it works

kindred viper
#

yeah that feels like a restriction beyond my patience :p

grim ore
#

works nicely so far but having to click on the widget to register objects to work on is super annoying if you just want to be lazy lol, tick works around it but.... feels dirty

#

and I know it exists already in the engine as the undo history tracks clicking on objects, it's just not exposed in any easy way directly to the scripting tools yet

kindred viper
#

this is one way that captures a list of selected objects, which is cool for single or batch processing

grim ore
#

yep they have a node for it which I run every tick but.... tick lol

kindred viper
#

can you attach a blueprint function library to an Editor Widget Util and use that to scope in some external code?

#

actually dont answer that, I should investigate it properly. I have to guess otherwise

grim ore
#

I really don't know. I know there are a few people on the twitters who have some keybindings working with the editor and widgets but I don't know if that is with a plugin or existing systems

#

ah well something to try and futz around with today when I do the project work anyways πŸ˜ƒ

fringe pivot
#

Isn't there a built in method that return the Z value of a transform, given X and Y?

#

Do I really need to RayCast it?

plush yew
#

where can i ask for help for NPC Behaviour tree?

grim ore
#

a transform is just a set of values, it has no other real information. why does your transform not have the Z already?

fringe pivot
#

ofc it has a z value, I just don't know it

misty creek
#

@plush yew

grim ore
#

I think you might be confusing the transform for something else?

fringe pivot
#

I'm talking about landscape elevation at runtime

plush yew
#

@misty creek thank you

misty creek
#

np

grim ore
#

so you want to get the x y and z of a point on your landscape knowing only the x and y? if so then yes you might have to do a trace down to get it's location unless you are using a height map or something else

fringe pivot
#

It kinda surprises me that there is no a built in solution for this

grim ore
#

like asking the landscape for it's transform info at a certain X/Y ?

fringe pivot
#

yes

grim ore
#

welp it's certainly an idea, maybe add it to the answerhub as a request. They can probably query the mesh somehow and get the transform given 2 points (would have to make other methods like X/Z, Y/Z, etc. as well )

#

for now you can make a macro or blueprint function to do that for you

fringe pivot
#

yes I'm already on that

sinful thorn
#

Hi, I have a problem with my main Character. My shield sound lasts 5 seconds but if I shoot at the same time it gets interrupted / overriden by the gun sound. I'm using "Spawn Sound Attached" in both cases.

sonic pagoda
#

LogTcpMessaging: Discovered node '0034B06C08D6C7E5218F59AA3377CC1A' on connection '127.0.0.1:6666'...
LogTcpMessaging: Discovered node '00988CA908D6C7E524CA7EB033CA82FF' on connection '127.0.0.1:6666'...

#

why does that come up while building, and it just keeps waiting for that process, my project wont build until that finishes

#

its been like 5 minutes now

#

had to cancel it and then build again...

#

oculus go is fun!

fair pike
#

Hey, does someone have a guide / insight where I can edit my thirdpersoncharacter? I bought an asset and have no idea how to import it as it "comes with a new project".

abstract relic
#

open the new project >>> right click on the desired asset >>> Asset Action >>> Migrate

civic swallow
#

yo

#

anyone knows a good online chat blueprint tutorial maybe ?

#

most i looked are outdated

#

i tried some and it didint work out because i believe of different versions ?

sonic pagoda
#

@civic swallow if you look at the official unreal engine multiplayer tutorial (its like 23 videos i know) there is a part where they work on a lobby chat system, which would work in game as well

#

things should still work

#

indepedent of version

#

the online subsystem didnt really change (in a way that would affect you and those tutorials)

civic swallow
#

oh, i just had some things that i couldnt connect, spent hour figuring out but thought i might just start new

#

imm look that one u said up now tho

fair pike
#

So, my third person mesh has long hair and a physics asset for it. But I can't figure out why it won't work - the hair just stays stiff despite it in the mesh having the right physics asset. I tried applying it to the "physics asset override", but it did nothing. Does anyone know what might be the problem?

#

(all the rest of the physics seem to work on the asset, only they hair doesn't.)

still moth
#

anyone use the animation starter pack?.. you know that ridiculous looking animation anomaly you get when youre using those animations in a blend space and you attempt to go forward-left, or back-right?.. any way to correct that?

#

because ive used other animation packs, even those with pre-defined diagonals that still have that issue at some point in their rotation

rustic imp
#

for making editor tools, would you guys recommend doing just c++ slate programming or using the new Editor Utility Widgets with c++ methods if needed?

civic swallow
#

nah, the official episodes has things changed, i have no idea what the hell is going on lol

wild prism
#

AGH, can someone tell me how to restore from Autosave?

#

And what's the difference between backup/autosave?

#

I just quit out like an idiot, and my last save is from this morning...

grim ore
#

auto save is in a folder in your saved folder, you can just move those files back into the correct spots and hopefully they work for you. There is no automatic backup.

wild prism
#

Phew, did just that and, from what I can tell, I'm saved.

fringe pivot
#

Does the landscape have an ObjectType?

fair pike
#

I'm getting frustrated, I've been trying to find tutorials to figure out what could be wrong with the hair but I just can't solve it. >_>

plush yew
#

Hey guys. Currently making a main menu for my game, but should I create a new game mode for the main menu? My problem is that my custom player controller (cpp) is loading since it's default for the game mode :/

#

Hey guys πŸ˜ƒ Quick question... What actually happens when you click the "Build" button in Unreal?

#

I truly dont know the whole process of what it does, besides the lights

sudden agate
#

Lights, Reflections, Navigation, Baked Visibility

plush yew
#

So its a good thing for me to do then I suppose

sudden agate
#

pretty much everything that's under Build

frosty copper
#

Its ideal to press it once in a while, yes.

plush yew
#

Never clicked it πŸ˜‚

frosty copper
#

More ideal for you to understand the basics of each individual element under "build"

plush yew
#

Well I kinda know what the lighting does but thats about it

frosty copper
#

Ye. You don't need to know the ins and outs of all of it, but there are timss you'll need to only build one thing, not all of them

plush yew
#

Right I see, well I am still extremely new to Unreal but I am learning progressively

#

I think the most annoying factor right now is trying to debug my errors with BP's and I am just soo stuck

#

Umm... How do I fix all of these?

abstract relic
#

Open up a 3d software of your choice, import the problem mesh, open your uv maps, clean it up

plush yew
#

Hello guys I wll make save game to save the current level of the player and also how many stick he collected and the items he has but when I create the variables I need to make the main bp in the hud widget-right? Because there are iwll be the items

grim ore
#

the save game can be created/updated from anywhere, you just need to have it updated whenever you have your player save.

#

if you are keeping track of the level of the player and how many stick he collected it might be good to keep that in the game mode or the player itself.

plush yew
#

hey guys I got a little problem.... I can't select with left mouse click my character anymore but I can select any other mesh ( but I can still select my character with the outliner... )what could be the problem here?

dark depot
#

@plush yew is the mesh transparent

plush yew
#

no its not I can still see it in the viewport

dark depot
#

material i meant

plush yew
#

where could I check that?

dark depot
#

i mean you would know if you made it transparent πŸ˜‰

plush yew
#

ok then no

dark depot
#

would be in the material for it. i ask because those cant be selected by default

#

hmmm when you click in it is anything else getting selected

analog dew
#

try pressing T first, then select as usual

plush yew
#

yes when I try try to click it something else got selected

#

and pressing t + select works

dark depot
#

then that objects collision is in the way

#

and its a transparent object that was in the way

#

πŸ˜‰

analog dew
#

anyway T toggles between transparent selection on/off

plush yew
#

yeah well it works now normally again thanks

#

something was transparent but I dunno why

analog dew
#

however for foliage (trees, grass etc) is sometimes better to disable static lighting, since they are going to require a lot of lightmap space and will impact lightmap build times a lot. As the other messages suggest the foliage is consuming a lot of lightmap memory, so either you reduce the lightmap resolution for that or disable the static lighting

sand ledge
#

So for a Random project I want to work on, I need to see if it is possible to have Unreal Track BPM in a song, that can be randomly Chosen by a player, and possibly uploaded. How would anyone here approach this?

true leaf
#

Probably with custom C code that would upload a song in memory , perform an FFT or other algorithms on it and then output the BPM or other data. Definitely not something that can be done just with blueprints. Oh you'll also need to integrate some sort of in-game file browser probably

#

Apparently there is a Download Image node 0.o kind of similar concept but not

#

Depending on the song format you can of course decode it into a bytes array using encoder/decoder libraries.

midnight mantle
#

how long does it take most skilled programmers to pump out an FPS/TPS?

cloud cobalt
#

Programmers using a game engine are barely 10% of the work for a shooter

#

And it depends

#

You don't do Call of Duty with 10 guys

midnight mantle
#

hmmm...well I only say FPS/TPS to describe the camera, but it's more like an action game I suppose

cloud cobalt
#

Action games generally have much more art work than programming

#

Unless they're MMOs or something like that

midnight mantle
#

I see, thanks for the reply

#

more of a pvp type game

#

not sure how much work goes into netcode

cloud cobalt
#

PVP game is 30% anticheat, 30% setting up and paying servers, 30% paying people to play the game

#

And a bit of code

#

Seriously though, PVP is quite hard to pull of for indies, but I guess you can cut on content too

midnight mantle
#

I see

cloud cobalt
#

I'd just be wary of PVP because well, cheaters

#

If you like that sort of stuff, go for it

midnight mantle
#

thanks for the advice

#

not really sure how anti-cheat works, but does it affect performance?

twilit hill
#

seems doable with 10 people in 1-2 years πŸ˜„

#

oh, if you dont know how anticheat is supposed to work you may add another 10 years development skills

midnight mantle
#

rip life

coral shoal
#

first step in anticheat is designing the netcode so it's not vulnerable

#

things like serverside authoratative movement and hitreg

#

dont let any client know things its not supposed to

#

dont trust the client at all

twilit hill
#

no, anticheat is always a patchwork, you cant design bulletproof netcode, otherwise you quadruple performance hits on the server

coral shoal
#

well, yeah that's why it's only the first step

grim ore
#

if designing and creating and programming and making a complete game is easy (it's not) then making a multiplayer game is the devil compared to that soo.. 😦

twilit hill
#

instead of that, anticheat software is signature based and ofc heuristics, such as in BE

#

yeah to get perfect replication going, that takes about 1.5x to 2x the time it took you to write the original logic

coral shoal
#

a lot of cheats arent possible to begin with if you make good decisions when structuring your game to begin with

twilit hill
#

you are not gonna let your server do bullet traces dude

#

except if your game is designed to handle 4 players max.

coral shoal
#

straw man ;v

#

serverside authoratative movement will kill your speedhacks. Serverside authoratative ability/resource checks kills infinite stamina/energy cheats

twilit hill
#

dunno if anything changed in that regard, but by xeon1231v3 could barely handle 4 clients on automatic fire with a relatively slow firerate πŸ˜„

coral shoal
#

traces and hitreg seem like the hardest decision to make, usually

plush yew
#

kinda weird but sometimes when I open a level that is UI only, in the spaces where there is blackness (so nothing added by me yet) I see this weird green blob flash for a second and do an animation. Not that I care much but its weird

midnight mantle
#

@twilit hill funny you should mention that limit, because what I have in mind is a 2v2 lol

twilit hill
#

for that kind of game you better do some hole punching instead of relying on dedicated servers

coral shoal
#

just keep in mind that when because the client says "i fire megafireball and nuke the whole map" the server should always check the player is allowed to fire it in the direction they did and they have the energy/stamina/mana/whatever to do it

#

or there will be a cheater teleporting 1 million fireballs to every spot on the map at the same time

still moth
#

hmm, i didnt know those paragon characters came with animations.. im sure i could find some decent placeholders with those

deep basin
#

question, is there any magic I need to perform when I add multiple collision spheres to the player pawn? aside from subscribing a method to the OnComponentBeginOverlap and OnComponentEndOverlap?

plush yew
#

Okay so I am encountering an issue with navigation building. I have a central level as a main hub which uses the top down template. However if the player enters the level at certain points in the game (including the first time they visit it) the level does a quick check on begin play then loads another level where I play a cinematic, after clicking a button the player is returned to the main hub, however the navigation is not built and will not build, it looks like it is built to the extent that it would build (from editor) in the short time the player is there before the cinematic level opens.

#

hmm unchecking 'force rebuild on load' seemed to help

thorny cipher
#

Can you set actors mobility at runtime?

magic scarab
#

Has anyone used gamelift and what are your thoughts on it

rapid gull
#

Would it be better to use cpp or bp to activate/deactivate a pause menu?

#

Just @ me with a response as I will have discord in the background. Thx!

grim ore
#

the better one is whichever one you want to do it in, whichever your project is using.

#

how are you displaying your current UI and that should be a good answer

rapid gull
#

Ok thx!

magic scarab
#

@thorny cipher yes, I believe you set it on the static mesh

#

Just get the static mesh and drag out a node and search for set mobility

sly dirge
#

Is it possible to make a more basic version of Hearthstone, the Card Game, using this engine, and if so can someone assist me?

#

Can anyone answer that?

covert pollen
#

?

sly dirge
#

Yeah but I don't want to pay.

covert pollen
#

well then make it yourself lol

#

it should at least answer your question

sly dirge
#

I'm not good with the engine

covert pollen
#

they were actually giving it away for free last month i believe

plush yew
#

It's possible to do most things but will be down to your skill!

viscid gull
#

I got that new computer guys

sudden agate
#

@viscid gull Hopefully i dont fall down and die while I sleep.

rustic panther
#

anyone know whats up with Collision views in 4.22? They're both just black

grave nebula
#

How the hell this can get bewitched to a point where summing up two vectors results in a value, not in any way related ?

pearl sparrow
#

show us the debug points and arrows πŸ˜›

cloud cobalt
#

@grave nebula Sure you want to add a location to a direction ?

grave nebula
#

Yes. Same with transform location. @cloud cobalt

cloud cobalt
#

Well that's weird

grave nebula
#

Apparently happens when reading and setting element from same array in a foreach loop

wary wave
#

that's weird

#

seems like someone has tried to optimise stuff out, but introduce a bug in the process

dawn vessel
#

Is there a reason why Camera Pitch isn't replicated by default?

wary wave
#

I wouldn't expect a camera to be replicated at all

regal mulch
#

Camera Pitch is replicated though.

dawn vessel
#

My Yaw works on Server.

#

But Pitch isnt.

regal mulch
#

Yaw is not based on your camera

#

You are only getting that correctly cause of using the Characters Yaw I assume

#

Pitch and Roll are also not directly replicated

#

Pawn has a "RemoteViewPitch" variable

#

That is replicated for non-owners

dawn vessel
#

Nvm

#

That was the issue. Damnit hehe

regal mulch
#

That has nothing to do with replication :P

dawn vessel
#

@regal mulch Well I mean't the Pitch wasn't working for other Clients to see.

#

But that does it for now anyway.

sleek spear
#

what is the easiest / fastest way to pack textures for unreal (pack grayscale textures to rgb channels) do you people have any nice workflow? i want to do this many times, not once or twice.

silver relic
#

the chair is on the ground

grave nebula
#

@silver relic Combination of biasing and filtering.

silver relic
#

@grave nebula ok. sounds complicated πŸ˜›

grave nebula
#

reduce shadow bias in light's settings and/or increase shadow resolution.

silver relic
#

thank you πŸ˜ƒ

severe glen
#

hey there. I just wanna make clear some terms for unreal

#

Is standalone and cooked is same or?

cloud cobalt
#

Pretty much

#

Cooked = assets are cleaned up, stripped from their editor data, made non-editable

wary wave
#

it's not strictly the same thing though

cloud cobalt
#

Standalone is loosely defined, could mean "game without editor" or "packaged"

wary wave
#

you can have cooked assets and use them in the editor

cloud cobalt
#

Packaged = cooked

wary wave
#

you can also theoretically ship games with uncooked data packages

cloud cobalt
#

Yeah

wary wave
#

though why you'd necessarily do either is anyone's guess

#

I've seen mod SDKs with certain assets cooked though

cloud cobalt
#

Generally speaking though, standalone == packaged == cooked

fiery harbor
#

I was on 4.19 with a lot of custom changes there, but now I just compiled 4.22, and I actually see the exact same thing there...

#

I really would have expected that the issue would go away when updating to 4.22

copper flicker
#

howdy fine folks. question.

#

so let's say I have 1 Happy Trigger. when an actor overlaps it, he goes into Happy State. when he exits.. he goes back to Sad State. he must stay in Happy state while being inside the trigger area.

#

all good... until I need a SECOND trigger

#

and they overlap

#

what now? O o

#

πŸ˜„

#

cuz when I exit trigger 1 he goes into Sad state... and doesn't know he's still inside trigger 2

#

I was thinking maybe counting the number of triggers he entered....

#

but is there a correct way to do this?

hidden aurora
#

Is it possible to work with 2 triggers at the same time?

#

Never used more than 1 at the same time

manic pawn
#

@fiery harbor that must be one of your changes then, since umg designer works fine in 4.22

fiery harbor
#

@manic pawn I didn't apply my changes on top of 4.22 yet, that's the thing...

manic pawn
fiery harbor
#

I'm pretty sure that every engine version I compile myself has that issue, while every launcher version works

copper flicker
#

well.. if I count the triggers it should work. until Unreal fksup... and doesn't properly detect a trigger

fiery harbor
#

it feels like some windows update or whatever introduced some compilation bug that breaks the generated binaries

#

I did not update VS

#

last VS update was ages ago for me

manic pawn
#

what version of vs are you on then?

copper flicker
#

and then I end up with the wrong state

manic pawn
#

maybe not having updated it is the issue here

fiery harbor
#

15.9.5

#

its one of the last versions of 2017

#

its from january 08

#

newest would be 15.9.11

#

it all always worked for me till a few days ago, so I think its fair to assume that its unrelated to any VS update stuff, with me having done the last update in january

manic pawn
#

works fine for me on whatever the latest windows 10 and vs 2019 versions are πŸ€”

fiery harbor
#

I'm also not on latest win10, I'm still on 1803

#

if I would have updated anything recently, I would understand if that introduced some new issues

#

but the fact that nothing was updated recently makes it very weird that the UMG designer suddenly stopped working

manic pawn
#

best build a new pc just in case br_big_brain

hidden aurora
#

Have you tried with a blank proyect

fiery harbor
#

yes, that gif is with a blank new project

hidden aurora
#

Oh

fiery harbor
#

both in 4.19 and 4.22

#

blank new project, create new widget blueprint, double click it, and thats what I see

hidden aurora
#

Thats strange never happend to me

#

and re isntalling 4.22?

fiery harbor
#

I just freshly compiled it

#

and I had the same issue with 4.19 ever since I recompiled that a few days ago

hidden aurora
#

Maybe its smt of your computer

#

Try disable anti viurs idk

fiery harbor
#

does any one know which .dll the UMG designer ends up in?

hidden aurora
#

nop

cold lily
#

Hey, I'm just starting out with the engine, and I've been wondering something regarding the tutorials I've been reading/listening to.

#

I have the 4.22 version of the engine, and most of them are of earlier versions.

#

Is there a big enough divide between each version that makes the tutorials outdated?

cloud cobalt
#

Depends on the features, but probably not much

#

UE4 is a moving target anyway, nothing's cast in stone

cold lily
#

I see, thanks.

plush yew
#

how can I view sockets in viewport?

fiery harbor
#

@hidden aurora disabling antivirus is a really good idea I think, but I tried it, doesn't help

fiery harbor
#

I've just copied in the UE4Editor-UMG.dll and UE4Editor-UMGEditor.dll from the 4.22 launcher version and then modified their file modified date to current time so that it doesn't trigger a recompile..

#

that works, my source version of the engine is now using the launcher version .dlls, but it didn't affect my issue with the UMG designer, that issue still exists same

plush yew
#

hello guys

#

I want to ask about the looking for talent. I want to write about some talents but to make this in one post or every separate?

wary wave
#

one post is preferred

plush yew
#

ok

#

ty

spark sonnet
#

Hey everyone. Does anyone know how I can keep my line trace to the forward vector of the car? The line trace is set to rotate from 60 to 120 degrees

grim ore
#

what does your line trace look like now, the code?

#

it looks like you arent getting the rotation of the object, the car, and getting its forward vector to determine the direction of the casts

spark sonnet
#

I dont understand why it wont work

grim ore
#

what is the rest of that ?

wary wave
#

for one you're plugging vector components straight into a rotator

grim ore
#

and that ^

spark sonnet
#

and this is the line trace

hidden aurora
#

try get relative rotation

spark sonnet
#

from what?

hidden aurora
#

sensor

#

insted of world

grim ore
#

might use the Rotate Vector around Axis node to rotate the Vector around an axis, or use math.. math is fun

spark sonnet
#

it is when you understand it πŸ˜ƒ

hidden aurora
#

true haha

grim ore
spark sonnet
#

I tried using the RotateVectorAroundAxis but I didnt understand

hidden aurora
#

try parenting the sensor under the mesh

spark sonnet
#

its a root component so i cant parent it

hidden aurora
#

Wich one is a root comp

spark sonnet
#

the car mesh

hidden aurora
#

Sent a photo of the hierarchy

spark sonnet
#

ok

wary wave
#

or just use scene components as roots

#

makes life so much easier

hidden aurora
#

^

spark sonnet
#

the rest are just sensors

#

that could also work

grim ore
#

If the code in your first screenshot, break vector -> make rotator is what you use to create your fan effect on the traces you should replace that with the rotate vector around axis to get the correct result

hidden aurora
#

Make a sce comp and make it the r oot

spark sonnet
#

ok

#

uh I cant do that since the mesh is inherited

wary wave
#

Do it in the parent class?

hidden aurora
#

Its pawn parent

wary wave
#

Or is this inherited from some C++ base class and you're in BP only?

sleek spear
#

can anyone help with this?

wary wave
#

native pawn subclass can change the component hierarchy

sleek spear
hidden aurora
#

You will have to make c++ pawn buts a lot of work lol

spark sonnet
#

This is the simple car template

hidden aurora
#

Yep

#

But are you sure you cannot parent the snesor with the mesh ?

spark sonnet
#

yep

wary wave
#

mesh is the root component

#

so I see no reason it cannot be parented

hidden aurora
#

And how its the spring arm parented so

spark sonnet
#

oh

#

I can parent it but I tried to change it to root component

#

how do I parent it?`

hidden aurora
#

Drag the scene comp to the mesh

spark sonnet
#

that doesnt work

#

I parented it to the vehiclebase socket

olive schooner
#

Any idea why my packaged build opens a connection to ec2-34-198-71-64.compute-1.amazonaws.com? Since we're not using any networking (single player game) it looks weird to have a firewall exception pop up for nothing.

hidden aurora
#

Hold left click and drag

spark sonnet
#

that doesnt work for me

#

says the root component cannot be replaced

hidden aurora
#

Picture

grim ore
#

@sleek spear you really have not said what the problem is, just a picture with words.

sleek spear
#

i have this 8bit grayscale displacement texture, i pack it in an 8bit rgb texture in the blue channel and import it to unreal engine and i get this, can anyone help?

spark sonnet
#

but thanks guys. I have to go now but I'll figure it out

sleek spear
#

@grim ore

wary wave
#

looks like texture compression to me

hidden aurora
#

in begin play

sleek spear
#

yes it looks like it, but i dont know when it happens

hidden aurora
#

Also try changin the rules and see if it works

grim ore
#

well 8 bit is 256 shades of gray

#

and is that just the one channel of the image, what do the other channels look like?

sleek spear
#

the other channels look like the original

#

only this looks strange

wary wave
#

it's usually the green channel that gets borked?

#

but changing the compression type might make a difference

sleek spear
#

but png doesnt have compression

wary wave
#

in the editor

sleek spear
#

oh ok, tried all options didnt correct the output

vale silo
#

@elfin jacinth any chance we'll see 4.22.1 hotfix this week ?

elfin jacinth
#

That is the hope

#

But, no promises.

sleek spear
#

red and green channels look good. like the original. but blue channel looks compressed. i tried with many different textures and packed them with many software. photoshop gimp blender pixaflux

#

also i compare packed and original in image editing software and there is no difference. something happens to the blue channel in unreal engine

somber quail
#

I remember reading that because red and green are more prominent colours, that they take up more bits in the texture and that the most important/noticeable channel in the texture should be kept in the green channel.

grim ore
#

that depends on the texture compression used but yes DXT1 for example is 5:6:5 so you get 1 extra bit for Green

#

but his issue seems to be a weird packing problem or texture compression type on the texture in UE4 =/

hidden aurora
vale silo
#

is there a way to set pivot point in the Editor for static mesh for the purpose of better handling of larger meshes when viewport is zoomed in ?

spring wigeon
#

Question, a friend stumbled upon this error. http://prntscr.com/ngbhhc
How does he fix this? Tip: He already restarted his PC multiple times.

Lightshot

Captured with Lightshot

warm timber
#

do you have enough free disk space?

spring wigeon
#

He's got 250GB free, He said that he restarted as stated on the error. He then checked the support with that error and got no leads.

warm timber
#

I would suggest him to delete temp files, or perhaps to reinstall the launcher helps

spring wigeon
#

He's reinstalled it. But I'll tell him to go and try deleting those temp files. See what happens.

pseudo swift
#

hey guys, im trying to make this green paint emissive, while keeping the rest of the texture regular, i cant really figure out how to make it work

#

can I make a new texture map masking out the area I want to greenscreen then use it to control where the emissive color 'shines' through?

spark sonnet
#

is the material one material?

kindred viper
#

perhaps you can isolate the texels with that RGB and apply some kind of multiplication on the colour. Not a material guy. Just putting it out there

pseudo swift
#

@spark sonnet the material is just regular pbr maps at this point but i can do whatever

#

since I make em myself, open for any solution

#

my idea was to create alpha 'holes' in the pbr maps and then have a solid green color plugged into the emissive slot to shine through the alpha holes the problem is just that it goes everywhere even underneath the diffuse etc.

abstract relic
#

Just make an emissive map as you would with any other texture maps

pseudo swift
#

but how can I mask what areas the emissive map control?

abstract relic
#

Open photoshop or gimp

pseudo swift
#

yes?

#

sorry i need a little bit more elaboration im almost following

abstract relic
#

Isolate the section you want and export it out as a texture. Or make a mask and export it.

kindred viper
#

@plush yew why would an update to Win 10 trash your project?

pseudo swift
#

diffuse is all the way to the left

#

@abstract relic

#

@abstract relic the far right one is with the greenscreen section alphad out although not sure this is what you mean?

abstract relic
#

Please do not ping

#

Emissive is more or less and overlaying mask. Black = no emission. The image below demonstrates this. Far right texture is the emissive map.

pseudo swift
#

sorry man! really appreciate the help, i will look into emmisive masks! Thanks again:)

late olive
#

Does anyone know how to put in anti-piracy code?
I want to do some shit if they try to pirate my game.

#

I know it’s been done before

#

At the very least make the game unplayable.

At the very MOST I want it to spam the user’s folders with porn and somehow access their email and make them send the porn to their contacts with asking to β€œrole play” in some of them

#

Teach them not to steal

frozen wing
#

hi all, just a newb starting to learn UE. Can anyone point me to any tutorials or articles that goes into principles of project organization? I understand there are plenty of ways to go about setting up folders to keep your uassets, but as a starter, I'd like to know to go about managing multiple levels on one project. Thanks!

late olive
#

I have no clue what that means. Maybe I should wait when it nears complete

livid haven
#

Sabotaging a user's system classifies your software as malware.

#

Doesn't matter how justified you think it is. It is both against the license agreement and illegal.

zinc rivet
#

@late olive inb4 your "anti-pirate" system switches a boolean and you spam porn on all your buyers' desktops

late olive
#

Oh

zinc rivet
#

also generally a bad idea to make your game include a virus

#

since that's basically what it is

late olive
#

Ok no virus

#

Just make it unplayable.

zinc rivet
#

I like the approach that some devs take where they play subtle pranks on pirates

livid haven
#

There's no point in anything more than a bare minimum attempt at anti-piracy.

zinc rivet
#

like that game dev simulator that added a trigger on pirates where ingame pirates cause your studio to go out of business

livid haven
#

Either you're stopping people from just sharing the exe and being done with it or there's no point.

late olive
#

But how can you make it tell whether you payed money for the game or not?

livid haven
#

That's a question for you to answer.

zinc rivet
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there's no such thing as pirate proof

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it's you vs 1000 people that want to release your game for free. you're not gonna win.

livid haven
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Well, there kind of is, but that means always online to phone home.

late olive
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But how do games like Arkham Asylum, Mirrors Edge and Serious Sam 3 do it?

zinc rivet
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true, there are classes of games which are more difficult to pirate due to networked dependencies

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but that doesn't mean it can't be done. Even WoW has had "pirate" servers