#ue4-general
1 messages Β· Page 442 of 1
and once the character gets removed
it still takes damage
and i get a error
which refers to the player taking damage without him being there
@grim ore I fix
how to stop that loop
Didnt know if there was a way to do it in engine but thanks for the help π
hey, im having a wierd problem with placing foliage, when ever i try to place trees down, they all clump up together
any way to fix this to make them spread almost evenly?
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
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?
Basically the material doesnt render in the orthographic view mode.
that was odd, retargeted some mixamo animations and my character ended up flying in the sky
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
you also have an additional speed multiplier that you adjust by scrolling while holding right mouse
but if I don't press RMB the camera doesn't move at all lol
WASD + RMB that is how always move the camera
yes
isn't that how its supposed to work?
you can scroll while doing that to modify the second speed setting
ahhh I guess that's it, will check it next time it happen thanks π
which lets you make 2x + scroll all the way in become faster than 4x + scroll all the way out
yes I guess that explains it, I feel as I just discovered the fire
so ive changed the name of a project, and ive managed to brick the essential pawn blueprint of my game by doing that
pressing the compile button on that specific bp just crashes the engine now
cant even copy him, because that crashes the engine as well
tried pressing fix up redirectors on the content folder...
anyone ever had this?
so i just found out the project keeps backup files
im going to try those
^ Yes. This is what version control is for. π
and i had just backed up, after changing the project name lmao
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.
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?
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.
Help why can't I zoom anymore in the edited 4.22
Wtf is this ahi
@proven oxide
Wtf
π π π
π π π π
π π π π π π
what
drunk kids
looks like a downsize of textures stripped the alpha out of the texture, a reimport of the original 4k texture fixed it
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.
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?
Noise is very slow depending on settings
@tawdry quail Basically the way noise works in materials is that it's all evaluated compile-time
(or it would crawl render to a halt at runtime)
So it can get crazy very fast
ah, that makes sense. I did notice it was mostly wishful thinking, other materials do not take as long
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
Why do i see the sky and horizon on the glass even though it's inside? π
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.
@valid root Skylights ignore collision IIRC
Hey guys, anyone like to test something in 4.22? (c++) it seems like worksDeprojectMousePositionToWorld is broken...
i cant use pixelDepth with tessellated materials?
no
is there a way to make a projectile follow the line trace line?
@radiant haven not what people are here for
youtube tutorials if it's a simple game.
i have parameters in material functions, can the names of these parameters be automatically renamed every time i add that function to a material?
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.
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
you mean the ~ console or..?
yes
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
@unkempt lotus you press ~
maybe you need to have the mouse on the 3d window or have it focused
hey, has anybody used the rifle anim pro from the marketplace?
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
My question TLDR: is the act of spawning and destroying the expensive / slow part of a game like zombies?
I notice a little hitch in the frame rate every time a group of enemies are spawned at once
i have an idea
spawn one smaller group of zombies.. when they "die" cant you pool them, and reuse them later and bring them in again?
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
well spawn as many as you'll have in one wave, as they die, pool and reuse them for the next wave
so youre just reusing the same zombies rather than destroying and recreating them
Yep that sounds like the way to go
So the spawner itself would manage the array of zombies it spawned?
no idea
And by pool, it'd just be hide, reset and then have ready to use again
havent done that
Also I've used rifle anim pro
It's good quality but if you need new anims it'll be hard to match
Also I'm not sure if it's rifle anim pro or another rifle pack but one of them has really unoptimized anims
They have thousands of keys per anim
The other for similar anims have nice optimized ones
that sounds pretty bad
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
Good thing about that pack is that they've got pistol and cover anims in separate packs that work really well with it
The running anims are great in the rifle animset pro
Yeah
But you might notice a big difference in quality when blending between mixamo and this
does the anim pro have starts, stops, directional changes, etc?
And theres no hip fire
Yeah it's missing a few things
There's a full animation list on the page
hipfire isnt really a real life thing though.. not outside of hollywood
I can't remember if its got stops but I'm pretty sure it is
Fair enough, I know next to nothing about real combat
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
hipfire went out of fashion in WWII where the only time people used it was basically door to door stuff
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
look up whats called the "low ready" position, thats how guns are carried in a combat situation when not shooting
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
@steady owl I remember someone recommending that you stagger spawning chronologically when you've got a large number of entities.
@zinc rivet So this would be not pooling and spawning / destroying just offset a bit?
I wonder if there's any downside to pooling
well, it's probably logically simpler to handle creation / destruction rather than recycling
but yea the idea would be something like "spawn a zombie, wait x game ticks, spawn another"
you'd probably need to experiment to see what makes the most sense
Great thanks a lot
Sometimes if I try and load unreal and discord at the same time I get a blue screen
meh, just load discord. You'll get about the same amount of work done anyways @plush yew
?
I was alluding to the fact that discord is distracting, so you wouldn't get much work done in unreal with it open anyways.
I'm going to be distracted by stuff anyway. And occasionally I get vital help here
it was a joke π€·
Better than 3 hours of pr0n
hey guys i tried to set the position of my widget where i click but its not working :/ Help please
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.
it print the position but the second print prints nothing
the widgeet its spawning but it stays at the original position
F9 to set a breakpoint on the cast to canvas panel slot then step thru and make sure the data going in is correct
what is the Panel Opt btw?
the panel opt is the canvas panel that i set as a variableof the wwidgget i want to spawn
but wdym by step thru?
ok so I think that is your problem
you need the canvas panel that contains this widget, to tell it where this widget goes
if this is just in the viewport then it has no parent panel to be set in
hum i didnt understood all sorry im a beginner :x, hopw i can tell where this widget goes?
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.
the parent of your widget is the viewport so it has no way to be set, it just goes however you designed it
oh so here my canvas panel isnt the parent of my widget?
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
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
ohh ok i think i understood. Thanks !
hey @grim ore do you have modular characters tutorials in your videos?
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.
@warm timber I do not π¦
More than likely it would use Skeletal Meshes and I am just not experienced enough on those. Anything Art related is not my skillset
need a really good tutorial
is there a good tutorial series out there for making a horror game
game design or mechanically ?
I am a beginner and want to make a simple game
i tried a bit and have also experience with Unity
so i dont need the bASICS
need a tutorial like TheJoyOfCreation game
wanna create a rtype of game like this
that didn't answer my question at all ^^
I mean, did you already somewhat design what you want to do ?
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
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 ?
missing
sure, shoot a dm
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
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.
that... is a good point, thanks
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
Hey guys, so anyone around who can explain how the terrain lods in unreal engine are done? any info on it anywhere?
@rigid storm block why
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
and now its just on moving to the more complex things
Any tips for making an underwater shader?
I've been trying different filters in a PPV but I can't get a decent effect
hey whats up peeps
any of you having some crashes lately with the unreal engine 4?
more specifically on a 1080ti
@warm timber https://streamable.com/mzbtl
It's a simple Distortion and Fog Post Process
- some default PP like Vignette and Jitter
Thanks, I will check it
Is there any way to make the socket names increment by 1 instead of 2?
-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
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
and to answer the guy above, ive had no crashes with unreal, im using a RX590
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)
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
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
Any advice?
Or is there like a "remove unused files" from the content browser somewhere that can exclude anything I don't use
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
my max "aimed" speed is only 300
their hipfire ones, the ones i can use when not aiming, and moving at full speed look plenty good enough for placeholders
@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.
Not a bad shout, guess there's no such feature yet. Will give it a shot, thanks Mathew
well now, theres a bug i probably should have expected to find
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
Has anyone here used the sequencer? I'm having an issue where "Play to frame/time/mark" jumps instantly instead of playing.
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
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
nevermind, its not an animation issue
I don't get how something this simple can be this broken
which size do have house walls?
whelp, i guess thats the end result of that
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
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?
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.
Anyone have any experience bending sequencer to their will. Like C++ experience with sequencer? Could use some help via a 5 min discussion
Not yet but I want to. It looks fun
they can network into the engine with the IP address? dont they need a copy of the files?
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
how would they get that copy? would it have to be packaged and uploaded for them?
yes if you don't want to give them access to your source repository or code. Google drive works fine for sharing packaged projects.
stick it on a floppy disk and mail it
or a couple hundred
I suspect pixel streaming wouldn't give a great impression of how it actually plays
alright, i can package it
...any reason this shouldnt be working?
shows blueprint with all the lines obscured and nodes shoved together so it's impossible to tell what's going on
it looks like it should work but we don't know what should work means to you.
lucien I did that to fit it in ok
it should just be - showing it
nothings happening
did this same thing for all other widgets I needed and they worked fine
maybe it's the widget then?
I considered that but it all looks fine
everythings anchored to the centre, all showing fine
if it's a simple widget, maybe try re-making it, or copying another widget and modifying it?
never know
why is this not working?
is the event being triggered?
yeah, with the "onlanded" event
er also i think range min / max should be the expected range of the input? and return value is between 0 and 1?
well this is beyond me
so maybe normalize between 0 -> 1000, and clamp it to a max of 1.0
no reason it should be working
thanks @zinc rivet
it work?
yea because the value is > 1000
that's why I said to clamp it
should be a Clamp function for floats
probably FClamp @wispy raven
ok, i'll try
yea this is what you want http://api.unrealengine.com/INT/BlueprintAPI/Math/Float/Clamp_float/index.html
Clamp (float)
thanks again
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.
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.
I can select and edit the vertices and lines of the brush and edit those, but not the faces.
I'm on 4.22 if that's relevant
I haven't BSP'd in a while but I just tried a face extrusion, it seemed to work ok (also 4.22)
try hitting T
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.
it toggles transparency selection
Let me try that
I just tested it and it will bork up face selection in editing mode
^ good call, it does indeed
That was it. Oh man, thank you!
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
Its not visible on the viewport but click the settings button and its in that list near the top
it defaults to ON so most people don't even know or worry about it
Wow. There it is indeed. Man this is embarrassing lol
nothing embarrassing about it, there is a billion options in the editor
Thanks again, I've been racking my brain for a couple hours on this
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
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.
might wanna give a higher resolution picture. I can't read any of that text
its pretty much just set actors in selection rectangle
the scale is really low for some reason, even though the value is not that low
nevermind
fixed it
it was because the scale of the shake wasn't a positive value
ah. negative z velocity?
@sullen wraith what other items is it picking up?
it's picking up the actors behind the camera
on your video other people mentioned it in the comments to
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.
thats why I am curious what is it picking up that is behind the camera?
ok yeah I can reproduce it now, that is super weird... I nver had that happen in earlier versions
@grim ore I just realised, you're Mathew Wadstein from YouTube π Love your content, it's helped me a lot
π
guys, is there a way to make the z shake only go down and not over 0?
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?
considered turning on/off the plane collision based on a normal of the plane so far but sure there's a better way
@grim ore so no idea how to fix it?
according to comments it's been happening for atleast 3 months
@wispy raven maybe try changing the shake parameter?
Tried that
It doesnβt look nice
Iβll try to find another way to make a nice falling animation
I still say go for the "Splat" + "You died" π€£
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.
I really don't understand what you're asking...
Can you maybe give an example using the objects in your game? Like what are you trying to do with the maths?
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?
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
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?
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
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?
i think i may of got it. tbh
yes
thats it jet
i think i just reverse the - lol..
i'd just use positive and negative values
unless you need to keep track of many owners
Have a positive faction and a negative faction
negative values doesn't really allow for more than 2 factions though
right.
^^
i got it...
allow values to go negative, do a check, if it's negative, then swap the sign and change the owner
i should consider my answers before i send them.
im an idiot...
all i had to do was swap them around
so instead of planetships - incoming ships
but that's why i've got my pants on my head in my avatar
incoming ships - planet ships
@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.
I've tried the entirely in box, and it just seems very not ideal for an rts :3
especially with larger objects
yeah I know π¦
maybe recently rendered or the line trace then as a 2nd check. Super weird something broke
no I think its called "was recently rendered", it checks the renderer
only issue it it might be slightly lagged
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 π
it seems to work with my testing π
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?
I have no idea of what any of that meant π besides camera π
im still learning π
why does starting PIE turn off realtime on the main viewport, yet stopping PIE does not turn it back on 
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
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
In the editor? Try Window -> Developer Tools -> Output Log
when i hit play
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
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
I think the output log might do what you want too
You can put it somewhere and it will stay there
yeah i just discovered that, i should tear it off and put it somewhere
Yeah
i might need another 4 monitors lol
Haha tell me about it
1/2 sphere? hah
i've got two different game engines and code editors simultaneously running, it's a nightmare right now
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
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 π
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
ever heard of scope creep and the moving target problem? you're in it
All you have to do is work as fast as 4 people
as they add new features you're always playing catchup
well, the good thing, is that 4 people get in the way of each other
^^
lol
I was gonna suggest you could try to find a way to stop them coming to work lol
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. π
such is life of developer of game
i guess. by the time i'm done with this, i'll definitely be qualified to work in the games industry again
thats the spirit
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
It gotta loop whether you like it or not
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
I prefer giant chopsticks with cowbells on the end
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
anyone know a good place to get HUD assets? doesnt have to be free. im looking for Scifi/Cyberpunk oriented Assets
Have you checked the Marketplace?
i was wondering, why do some people use older unreal engine versions in stead of current?
Mostly because they don't wanna put in the effort of upgrading and dealing with it breaking the game
but i mean, i see people using even 4 year old versions, i find it quite hard to understand why
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
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 π€·
@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
I'd hate to migrate some projects I've seen even across small gaps in versions
@manic pawn Ditto
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....
is the delay suppose to have a time on it @blissful willow
No, I want the timeline to repeat infinitely basically.
Ah :/
CAST TO
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.
The solution is Raytracing
Buggy Shadows -> Raytracing
New Shading Model -> Raytracing
Physics broken -> Raytracing
As much as I like raytracing it isn't really the most friendly things for toon shaders.
I thought the solution to everything was AI π
yes, the ai will decide how to apply ray tracing to solve the problem
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.
any word on unreal studio exporter for revit/max/sketechup v2020?
@spiral island and don't forget blockchain
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
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?
How can I stop folders from auto opening in the editor world outliner?
every time the level resets eg after testing
I don't think you can
oh never mind it was because I had them all parented to an object rather than in a folder proper
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
Anyone here getting odd viewport movement in 4.22?
@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)
There is a horrible new default for the camera "zoom" feature
Look in the editor settings to restore it to something usable
ye
who the heck came up with that?
you dont have to play with the mouse scroll wheel everytime with this
unless you select from afar and dont hit f
it also has been a little buggy for people
@languid shard I just this second noticed what was happening. Its not nice
π¬
Its janky yeah. Only works when you use F
the whole zoom thing is weird since recent version
if you zoom in, the speed decreases
if you zoom out, the speed increases
wtf
Just disable it
disable what?
That new behaviour
Trying to find the option now
It's optional, defaults to yes
where? ._.
Let me tell you
Level Editor - Viewports, Controls
ay thanks
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 :
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
@wary wave I can put all these folders in the plugins directory, or should I create a subfolder first?
It's for 20.3 and +. As it's been said on the blog. I've caught it here, for those who are interested :
https://www.cgrecord.net/2018/12/download-free-volumetric-clouds-for.html
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
Curious, has anybody had problems with an old datasmith scene (4.21) with the new exporter? (4.22)
@brittle gulch - the single folder inside the archive wants to go in the plugins directory
can I use GameplayDebugger with Player character ?
Hey Guys i need help
how to fix when near the object disappear
when i try to near some object the object will disappear
Probably a NearPlane issue.
The default value is 10 so everything that is closer than 10 units will disappear
@sudden agate how do i fix it ?
General Settings Near Plane
It is advised to not change it tho
then how can i do not let the object disappear ?
don't get within 10cm of it
i dont see this procedural foliage spawner, any idea ?
https://youtu.be/DzR6UNAIYbs
i dont see that experimental ^ (4.22)
I've just checked my local build and the tickbox is there in the experimental settings
it's the first thing in the list
Ideas to how create a spherical landscape? Or make it plan and then model ?
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
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? π
they never used to be
I've used them in gameplay script before
seems like a bug to me
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
hmm.. i do a fast check lets see if it is removed from normal actor too (instead of character class)
hmm.. nop.. arrow comp works within a simple actor class... but not works in character.. fair enough π
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
Can one somehow resize the Camera Preview? My preview is kinda a square
how do i export a height map from world composition, as of now its only exporting 1/17 of the landscape
@real iron so i need to try to add all character to the empty actor?
@grizzled condor i reacted to my own comment. :)
not yourssry
Ah it's a camera setting itself, nvm
@real iron oh ok
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
All, I'm experimenting something weird. I want my Particle System NOT to collide with landscape. Therefore, I create a new object LANDSCAPE and set it on the landscape:
https://gyazo.com/eb1ecdc8785d8594c088a7ec75f495c5
Then, in my particle system i do NOT set it to collide with it (CPU particle):
https://gyazo.com/508dcb8c9f8db52052ffa180810cd6b9
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?
Is there a way for recording visual logger in packaged win64 game?
I have enter console command vislog record but nothing happened
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
you definitely should if you have something to contribute
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
Tick's fine really, unless you're doing Blueprint tick on many objects (> 100)
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.
what i use can be done with different things, the event tick can generally only be done with one item at a time
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
i use a timer by event that happens at a much lower rate than a per frame basis
the entire engine is one big tick when you get down to it lol
but for something like a health regen you dont need that line of code running 60 times per second
Eh, if you want smooth animation of your health widget
well you don't need it, but you can still do it.
you can get a smooth animation of a health bar with much less than 60 updates per second
hello Mathew-can you check in bp?
i think those putting out tutorials using event ticks for everything are just giving bad advice to foster bad habit
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
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
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
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 π¦ kinda weird
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
well this is more for the new editor utility widget so I can't touch on the source code when showing how it works
yeah that feels like a restriction beyond my patience :p
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
this is one way that captures a list of selected objects, which is cool for single or batch processing
yep they have a node for it which I run every tick but.... tick lol
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
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 π
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?
where can i ask for help for NPC Behaviour tree?
a transform is just a set of values, it has no other real information. why does your transform not have the Z already?
ofc it has a z value, I just don't know it
I think you might be confusing the transform for something else?
I'm talking about landscape elevation at runtime
@misty creek thank you
np
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
It kinda surprises me that there is no a built in solution for this
like asking the landscape for it's transform info at a certain X/Y ?
yes
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
yes I'm already on that
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.
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!
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".
open the new project >>> right click on the desired asset >>> Asset Action >>> Migrate
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 ?
@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)
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
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.)
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
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?
nah, the official episodes has things changed, i have no idea what the hell is going on lol
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...
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.
Phew, did just that and, from what I can tell, I'm saved.
Does the landscape have an ObjectType?
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. >_>
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 π 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
Lights, Reflections, Navigation, Baked Visibility
So its a good thing for me to do then I suppose
pretty much everything that's under Build
Its ideal to press it once in a while, yes.
Never clicked it π
More ideal for you to understand the basics of each individual element under "build"
Well I kinda know what the lighting does but thats about it
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
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?
Open up a 3d software of your choice, import the problem mesh, open your uv maps, clean it up
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
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.
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?
@plush yew is the mesh transparent
no its not I can still see it in the viewport
material i meant
where could I check that?
i mean you would know if you made it transparent π
ok then no
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
try pressing T first, then select as usual
yes when I try try to click it something else got selected
and pressing t + select works
then that objects collision is in the way
and its a transparent object that was in the way
π
anyway T toggles between transparent selection on/off
yeah well it works now normally again thanks
something was transparent but I dunno why
@plush yew your tree meshes are probably missing a dedicated uv channel for the light maps. You can fix that in unreal opening the mesh editor and generate the lightmap uv for those meshes (https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/LightmapUnwrapping)
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
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?
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.
how long does it take most skilled programmers to pump out an FPS/TPS?
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
hmmm...well I only say FPS/TPS to describe the camera, but it's more like an action game I suppose
Action games generally have much more art work than programming
Unless they're MMOs or something like that
I see, thanks for the reply
more of a pvp type game
not sure how much work goes into netcode
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
I see
I'd just be wary of PVP because well, cheaters
If you like that sort of stuff, go for it
thanks for the advice
not really sure how anti-cheat works, but does it affect performance?
seems doable with 10 people in 1-2 years π
oh, if you dont know how anticheat is supposed to work you may add another 10 years development skills
rip life
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
no, anticheat is always a patchwork, you cant design bulletproof netcode, otherwise you quadruple performance hits on the server
well, yeah that's why it's only the first step
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.. π¦
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
a lot of cheats arent possible to begin with if you make good decisions when structuring your game to begin with
you are not gonna let your server do bullet traces dude
except if your game is designed to handle 4 players max.
straw man ;v
serverside authoratative movement will kill your speedhacks. Serverside authoratative ability/resource checks kills infinite stamina/energy cheats
dunno if anything changed in that regard, but by xeon1231v3 could barely handle 4 clients on automatic fire with a relatively slow firerate π
traces and hitreg seem like the hardest decision to make, usually
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
@twilit hill funny you should mention that limit, because what I have in mind is a 2v2 lol
for that kind of game you better do some hole punching instead of relying on dedicated servers
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
hmm, i didnt know those paragon characters came with animations.. im sure i could find some decent placeholders with those
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?
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
Can you set actors mobility at runtime?
Has anyone used gamelift and what are your thoughts on it
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!
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
Ok thx!
@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
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?
?
Yeah but I don't want to pay.
I'm not good with the engine
they were actually giving it away for free last month i believe
It's possible to do most things but will be down to your skill!
Loft In london GTX 1060 6GB Test My computer specs: i5-4670(3.5 ghz) Zotac gtx 1060 6gb
I got that new computer guys
@viscid gull Hopefully i dont fall down and die while I sleep.
anyone know whats up with Collision views in 4.22? They're both just black
How the hell this can get bewitched to a point where summing up two vectors results in a value, not in any way related ?
show us the debug points and arrows π
@grave nebula Sure you want to add a location to a direction ?
Yes. Same with transform location. @cloud cobalt
Well that's weird
Apparently happens when reading and setting element from same array in a foreach loop
that's weird
seems like someone has tried to optimise stuff out, but introduce a bug in the process
Is there a reason why Camera Pitch isn't replicated by default?
I wouldn't expect a camera to be replicated at all
Camera Pitch is replicated though.
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
That has nothing to do with replication :P
@regal mulch Well I mean't the Pitch wasn't working for other Clients to see.
But that does it for now anyway.
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 Combination of biasing and filtering.
@grave nebula ok. sounds complicated π
reduce shadow bias in light's settings and/or increase shadow resolution.
thank you π
hey there. I just wanna make clear some terms for unreal
Is standalone and cooked is same or?
Pretty much
Cooked = assets are cleaned up, stripped from their editor data, made non-editable
it's not strictly the same thing though
Standalone is loosely defined, could mean "game without editor" or "packaged"
you can have cooked assets and use them in the editor
Packaged = cooked
you can also theoretically ship games with uncooked data packages
Yeah
though why you'd necessarily do either is anyone's guess
I've seen mod SDKs with certain assets cooked though
Generally speaking though, standalone == packaged == cooked
a week ago or so, when recompiling my engine, for some reason my UMG designer stopped working after that, with the designer just showing emptyness: https://i.gyazo.com/a149ccec1b13c7934a10a826f28c5219.gif
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
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
π
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?
Is it possible to work with 2 triggers at the same time?
Never used more than 1 at the same time
@fiery harbor that must be one of your changes then, since umg designer works fine in 4.22
@manic pawn I didn't apply my changes on top of 4.22 yet, that's the thing...

I'm pretty sure that every engine version I compile myself has that issue, while every launcher version works
well.. if I count the triggers it should work. until Unreal fksup... and doesn't properly detect a trigger
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
what version of vs are you on then?
and then I end up with the wrong state
maybe not having updated it is the issue here
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
works fine for me on whatever the latest windows 10 and vs 2019 versions are π€
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
best build a new pc just in case 
Have you tried with a blank proyect
yes, that gif is with a blank new project
Oh
both in 4.19 and 4.22
blank new project, create new widget blueprint, double click it, and thats what I see
I just freshly compiled it
and I had the same issue with 4.19 ever since I recompiled that a few days ago
does any one know which .dll the UMG designer ends up in?
nop
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?
Depends on the features, but probably not much
UE4 is a moving target anyway, nothing's cast in stone
I see, thanks.
how can I view sockets in viewport?
@hidden aurora disabling antivirus is a really good idea I think, but I tried it, doesn't help
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
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?
one post is preferred
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
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
what is the rest of that ?
for one you're plugging vector components straight into a rotator
and that ^
try get relative rotation
from what?
might use the Rotate Vector around Axis node to rotate the Vector around an axis, or use math.. math is fun
it is when you understand it π
true haha
you can see an example here of the node, it is designed to do what you want. https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/66326-rotate-a-vector-by-90-degrees . A vector just represents a direction in your case so you can't just turn it into a rotator
I tried using the RotateVectorAroundAxis but I didnt understand
try parenting the sensor under the mesh
its a root component so i cant parent it
Wich one is a root comp
the car mesh
Sent a photo of the hierarchy
ok
^
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
Make a sce comp and make it the r oot
Do it in the parent class?
Its pawn parent
Or is this inherited from some C++ base class and you're in BP only?
can anyone help with this?
native pawn subclass can change the component hierarchy
You will have to make c++ pawn buts a lot of work lol
This is the simple car template
yep
And how its the spring arm parented so
oh
I can parent it but I tried to change it to root component
how do I parent it?`
Drag the scene comp to the mesh
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.
Picture
@sleek spear you really have not said what the problem is, just a picture with words.
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?
but thanks guys. I have to go now but I'll figure it out
@grim ore
looks like texture compression to me
yes it looks like it, but i dont know when it happens
Also try changin the rules and see if it works
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?
it's usually the green channel that gets borked?
but changing the compression type might make a difference
but png doesnt have compression
in the editor
oh ok, tried all options didnt correct the output
@elfin jacinth any chance we'll see 4.22.1 hotfix this week ?
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
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.
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 =/
Finally yess Iβm so happy
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 ?
Question, a friend stumbled upon this error. http://prntscr.com/ngbhhc
How does he fix this? Tip: He already restarted his PC multiple times.
do you have enough free disk space?
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.
I would suggest him to delete temp files, or perhaps to reinstall the launcher helps
He's reinstalled it. But I'll tell him to go and try deleting those temp files. See what happens.
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?
is the material one material?
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
@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.
Just make an emissive map as you would with any other texture maps
but how can I mask what areas the emissive map control?
Open photoshop or gimp
Isolate the section you want and export it out as a texture. Or make a mask and export it.
@plush yew why would an update to Win 10 trash your project?
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?
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.
sorry man! really appreciate the help, i will look into emmisive masks! Thanks again:)
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 itβs been done before
At the very least make the game unplayable.
At the very MOST I want it to spam the userβs folders with porn and somehow access their email and make them send the porn to their contacts with asking to βrole playβ in some of them
Teach them not to steal
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!
I have no clue what that means. Maybe I should wait when it nears complete
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.
@late olive inb4 your "anti-pirate" system switches a boolean and you spam porn on all your buyers' desktops
Oh
also generally a bad idea to make your game include a virus
since that's basically what it is
I like the approach that some devs take where they play subtle pranks on pirates
There's no point in anything more than a bare minimum attempt at anti-piracy.
like that game dev simulator that added a trigger on pirates where ingame pirates cause your studio to go out of business
Either you're stopping people from just sharing the exe and being done with it or there's no point.
But how can you make it tell whether you payed money for the game or not?
That's a question for you to answer.
there's no such thing as pirate proof
it's you vs 1000 people that want to release your game for free. you're not gonna win.
Well, there kind of is, but that means always online to phone home.
But how do games like Arkham Asylum, Mirrors Edge and Serious Sam 3 do it?