#ue4-general
1 messages Β· Page 444 of 1
Doesn't Can character step on only affect the navmesh?
I am not using navmesh, I am trying to fix this on the first person character (player)
@regal mulch OMG! Those 3 lines of observation itself made a world of difference, thank you! I had accidentally set the CurrentWeaponPickup type to Weapon, instead of Weapon Pickup
changing the type
worked for me
Thanks π
Cheers
PS _ thats how u type emojis
@shell compass It's actively queried in the CMC
I do this to actively avoid emojis
CMC? Collision something?
CharacterMovementComponent
using blocking volumes is pretty normal
You could probably add a collision primitive to the mesh that does the same thing if that would be easier to manage
Should the character be able to step on the next one to the left, by the way? It looks wider so I presume perhaps yes?
Would kinda invalidate my suggestion if so
@warm timber you pretty much have to rename the old folder, tell UE4 to install where you want it, pause the install/shut down the launcher, copy the good files into that directory, relaunch the launcher and tell it to repair and it should just fix it up and re download a small amount.
there are other methods like using unreal version selector to associate the new engine directory with the projects but that won't add it to the launcher, it will just let it use that version when you launch a project using that version
ue4 crashed while attempting a hot reload and now crashes while launching. What do I do?
what is the best way of playing videos in 4.22? cg_layer? media player/media texture? it has to be an img seq i guess? any keyterm i can google?
I usualy use media texture, just make sure your video is in the right folder
did u try out with multiple media textures running at the same time?
no, like in multiple videos playing at the same time each on a different mesh?
yea
no, havent tried that
right now i just color the parts green and add the videos in post but its a bit messy since they dont track the target
you want to render the end result or is it for realtime use?
render
thats a bitch as far as i know
XD yea same but there must be a way, they added bunch of compositing in 4.22 but cant find much about it
cause the video keeps on playing while the render takes time to render out its frames, you have to calculate the time it takes to render a frame and base your media texture frame rate on that
ooff yea fuck that
i havent played with 4.22 yet
alright
so maybe post is your best option "^^
That is like the background to where you want to render stuf
it is like the inverse of what you are trying to do
it is importing video as your scene background and you will have to create the forground, the 3d assets for this video scene
@regal mulch did you figure out that team-color outline thing? I'm kinda stuck in same problem now myself π
will it render out?
dont know
its been a while since i worked with compositing software and it was different from unreak
unreal
cant believe its difficult to have multiple video textures in unreal and render it out 2019
we have raytracing but we cant play a video
We don't really have ray-tracing either
@paper kernel What exactly about it again?
I had multiple things I had to solve hehe
it was that split screen enemy outline color problem
@wet belfry can I PM you a link which is a good reference of what i wanna do?
sure
@paper kernel Yeah I solved that more or less.
I mean, did you use stencil or something else to get around self-color?
mkay
Otherwise you'd need to give every player a custom stencil value
And that is so much more work
That idk about
But if you want to uniquely identify a player mesh to not render it
You#d need to give everyone a different one
So the 2 meshes is easier and does the job
- only one is rendered at any time so /shrug
I tried changing the stencil during construction based on player number but postprocess always showed the value 1 color
That I am able to do
I use that to define if enemy or not
That Material is instanced per Player Camera
hmm π€
I wonder why mine didn't work then, since I also used if branch
I compare that to the stencil of the pixel they look at to either hide it behind walls or not
Can't tell you that
:D Don't know what you could do wrong
I know that the stencil setups in materials usually count down from 255 to x
wait, 0 is 255 inside the material?
or did you set the mesh to 255
oh well, I might give it another go tomorrow π€·
(I also might point that out that V4 Material node requiring append is stupid)
Heyhey! If I combine actors on a skeletal mesh do the animations of that skeletal mesh still work as intended?
Option 2: Pure functions run for every time you connect them.
So yes, these will be two different Integers. You need to save them in a variable and then use the variable.
Ok thanks π
what's the best way to go about a laser between two points? im guessing a line trace and then setting a mesh's scale based on the distance?
Beam particle with the target and source set to the points, prob
look at Draw Debug Line as well
thats interesting matt, ill look into that :3
thanks guys π
similiar question for missiles from one point to another?
is it just move to?
setactorlocation*
im trying to find if there is a better way to do this
to get ships to fly from one point to another
it just seems a bit resource intensive
hi guys
I got a pretty simple question
I'm trying to approach a float value logarithmically using blueprints. is there already a function available for that
like for having a smooth camera approach
OK I should have known how to use interps... sorry to bother^^
in terms of getting ships to fly from one point or another, it depends on what your use case is
@sullen wraith do you want them on patrols? heading to waypoints?
well, depending on the size of your scope you might want to write a PID controller for them so that they can always manage their heading
this would apply if it's a physics-based game
setting its direction and location instantly is going to be a bit weird. you can use linear interpolation perhaps to set it to 10% of the desired transform every update (or a smaller % based on how far away it is), but this cheats your physics if you have a physics based game
so wacky question but has anyone here used the UWP fork of UE4 to play with games on an xbox one? not the dev kit but the normal free insider version of the development environment for the xbox. Recently I was playing a new game, Operencia, that is UE4 and UWP on windows and works on the Xbox so I was curious if there is something more public that people can get access to or was that all custom?
Hey guys. I looking for the right 'keyword' in UE. About "Portal teleportation". For example: I click [use: door open] in my open world and it send my player to a new level. Like for example my interior of the house. Can somebody help me out that i can find the right documemtatiom about it?
Do you mean open* level ? @glad gulch
or if its in the same level you can use the node teleport
In BP, Singleplayer, it would be the "OpenLevel" node.
Thanks a lot @spark sonnet & @regal mulch i will look. π
I lost all of my project files, I'm just wondering if anyone recalls the epic content example that contains T_IceNoise for normal and diffuse?
off the top of my head I would guess the particle effects learn example, it's in an ice cave
@grim ore that sounds really cool, I've never heard about it though
what channel should I use for questions related to character BPs? #blueprint ?
Does anyone know why my character's foot twists when changing the alpha on my IK foot set up?
so have a question that i cant seem to find anything about on google, but as you can there seems to be some dark edges on my painted material for landscape and it only happens if im changing material layer of the same colour, does anyone know why this would be happening
so question. Are there tax related stuff i should be aware of in the US when i sell like maps or props to people??
Is there a way to fix or change the perspective of the editor camera π
https://gyazo.com/f688ddb0bab7bbe5140abb50afb94036
I alt tabbed and suddenly everything is nuts
the drop down menu next to the perspectives tab, check if the FOV is set right
or maybe using the num keys to see if that tricks it back to nromal
@severe root
It keeps resetting to 170 π
https://gyazo.com/855c6106aed7e98d0718f3772f9d9c52
And panning up towards the sky even though I'm not touching the keyboard
Yeah keeps resetting, super weird
As soon as I set it to 90 or so, get back into the scene, it slowly pans out to 170 again
Do you have an external joystick? I've sometimes had something resting on it which causes it to interact with my editor
restarting doesnt help?
open up a text editor and see if it's giving any keyboard outputs
I have a mesh that's just a cylindrical band that has an emissive material that pans around it. In order to get the lighting to look right, I have to have lights floating above them so that there will be a soft golden glow, as if the "holograms" are actually giving off light. However, when I bake lighting, the hologram objects cast these gross golden artifacts on the ground. I am unable to disable "cast shadows" on these objects. The box is checked and greyed out. I was hoping that was the solution to my problem.
Is there a way to get the "cast shadows" button to not be greyed out? Or a way to make the mesh stop casting these artifacts?
This is the hologram with the spot light floating above it, and you can see the ring of artifacting on the floor around it.
what's the best channel to ask about a math/formula/algorithm question?
I don't know in which channel this question could go. Do you guys know the requirements for publishing on ps4 and switch?
Xbox told me they want ship date parity with other consoles so I wonder what the others require. Not that I block a way by releasing on xbox first.
How do i update a plugin from the marketplace
in case it helps anyone. Found this video helpful for delegates (aka Event Dispatchers in UE4) https://www.youtube.com/watch?v=MwqgmhOL8gs
How to set up event dispatchers in c++ Note Knew I was forgetting something at the end there, this also lets it work perfectly with blueprint, so if you ...
Anyone know how I could go about a team system, so when they join the game they are put on a random team (Team A or B) and they spawn in their correct spawn room, so points can be tracked, etc.
you'd need something higher in hierarchy from the player as a controller. Perhaps put it in Game Mode Base?
controller as in something to retain the information and deal with changes as needed
think most people make a level controller for that and just bring it in as needed
Can I just do everything in the Gamemode blueprint then?
you can do almost anything anywhere but certain places make more logical sense for scaling up systems and reducing clutter
I'm really confused, I dont even know exactly what I'm asking
probably best to make a level controller and just have GameModeBase start the level controller for all the details in the level if it's only persistant in that scope. IF it's tracking stats further like across game sessions maybe log it out to another system or GameMode
you're asking: "where in hierarchy would I use something to retain scores, teams, information"
and depending on scope of data retention would tell you how up the chain to go beyond the player pawn
how far up^
like if you kept the data only in the level then if you changed levels you'd lose the data unless you moved it. Does that matter to your intent? Is there only certain information you care about passing across levels/game sessions?
or just simply start the game you're in a level and just deal with that session as a standalone?
Yes, the individual sessions don't have meaning on other games, have you ever played TF2?
yea I have
Basically want to do that, where players join, random teamns, timer goes down and the gates open and they play
At the end when they get x points or time runs out, they move onto another level
for your case you could just simply make a actor component without a mesh and just do everything inside it
actually sec
there's a better one, uses less resources
Do you have any resources I could read up on or even use, this is all brand new to me.
bleh, I'm forgetting which it is. GameModeBase prob simplest as a container you can iterate from
hmm
Nothing like kills or anything needs to be carried over to the next game
Or even the fact that they won, they are just moved to a new map
same "game mode"
probably what you're looking for as reference : https://www.youtube.com/watch?v=_CV_Sg3Ffw8
In this Unreal Engine 4 tutorial we'll create a basic score system increasing the Player's score when shooting appearing targets. The tutorial is a continuat...
this is the make a "controller for the level" architecture example
but basically any blueprint container can do the logic checks/functionality. part of the entertainment
then just expand on it to do the logic of when a player starts up they send a signal in saying "player X" ready to be spawned. Then assign them to a team array, which then use the team to figure out valid spawns to randomize through
or whatever order/logic you need
Okay this is all making a bit more sense now, thanks a lot.
you're welcome
also, there are many resources for folks just getting starts on the UE website, websites like udemy/lynda also have courses on various topics
So a level blueprint, contains all the logic that will be fired as soon as the game starts in that level?
if you want yes. You can use the BeginPlay which shoudl fire off when level is loaded in and game is told to start
if you want more control just make some event handlers to fire on certain custom events like "onAllPlayersReady()" that you can define and control
try to use anything attached to onTick sparingly though and that'll save you performance issues later
as that'll fire every frame which is a delta in fraction of seconds (usually milliseconds I believe)
also @vivid zealot the other 2 videos that fellow links to would be worth watching. That should get you pretty far in starting
Okay, thank you, will do.
And today I learned my i5 3570k is definitely not suitable for building a massive amount of light in a level
Anyone got any good tutorials on using the swarm client for render farming it up
LogPackageName: Warning: String asset reference "Env_Ice_Rocky.Mesh.Env_Ice_RuinedSteps001" is in short form, which is unsupported and -- even if valid -- resolving it will be really slow.
LogPackageName: Warning: Please consider resaving package in order to speed-up loading.```
Anyone know how to fix this ?
@magic scarab maybe you could try that GPU lightmass plugin? I hear it's multiple times more quickker?
how can I get a Texture 2D from a static mesh at runtime?
Anyone here worked with UMG menus on a larger scale, as in a "real" project? I'm in need of some tips on good practices for organizing my menus. Right now I have one monolithic main menu UMG that contains a bunch of other parts of the menu as UserWidgets inside it, but it's all just so confusing and brittle. Wondered if there's a way to structure it all to be more modular and easy to restructure?
Rl615 you can access the material, you may or may not need to use a dynamic material instance.
@plush yew figured it out, thank you
So what I am trying to do is to covert that material in a slate brush and it doesn't render.
As I understand this is due the material domain should be set to user interface which is not the case.
Is there a way to change that on the fly, without affecting the original value?
I guess I could create a new material from it, but I guess it would be damn expensive
You can't convert a material.
A material is compiled like your game is - it's either UI domain or not
You need to maintain two separate materials if you want it for UI & world
I see
right, so my set for custom stencil isn't working for the mesh
custom depth stencil pass is enabled on project settings, postprocess accepts color change based on param value(but not on stencil value), mesh color indexes are printing out correctly
so many ways to code the same stuff eh?.. having an "interaction collision" around your character works as well as having one around your interactable items?.. that could be interesting.. make it about arms length
Just imported one of the Paragon characters/asset packs to my project and my PC is lagging a lot π
Didn't try, but epic's freebies have 424232432468718 polygons per object
The open world demo is about 7GB, a tree, and a couple rocks and plants
With all the other infinity blade assets, my project is 8.2 GB
(following the Virtus Learning Hub RPG tutorial series)
hmm.. so for an interaction system, whenever an object is overlapped, an add unique adds it to an array with a list of currently interactable items.. end overlap unregistered the item from the array.. however, im trying to get the closest object to an array, and set that as the interactable object
check the distance of each item and return the nearest
thats where i am stuck, i can only get a return value of nearest in a float value.. unless i used line traces to each item
Hey all. I posted this on archviz too but it looks like this channel is more active
Interaction Pack: https://www.assetstore.unity3d.com/en/#!/content/82023?aid=1101lHIq Support my channel by becoming a patron! https://www.patreon.com/user?u...
Is anyone willing to help me do the same in unreal 4.22?
I'm trying to get into Archviz with VR and as a fist project I built my mother's work-in-progress kitchen, all good so far, but I want to make certain meshes have interactive materials in order to let my mother choose the colors of the floor, walls, countertop and cabinets however she likes.
I'm willing to pay like the unity developer asked for this - 10 euro, if someone is willing to make it as a template and very easy to replicate for all projects. Thanks
Can anyone please help with this? IK works fine on the UE4 mannequin, but as soon as i retarget the animations to my own skeleton, the foot twists when adjusting the leg position. I can't figure out why! The only thing i'm guessing it could be is that my skeleton lacks the calf and thigh twist bones that the mannequin has. Is this the problem?
Hey, I have a widget in thrird person where, when activated, the mouse cursor shows up and the player clicks buttons. In the end, when I've removed the widget, the mouse doesn't go back to thee third person controls (the player has to click and drag to move the camera for the third person character). Does anyone know what I should do after this?
to get it to return to the "normal state".
When you open the widget you need to set input mode UI only and show cursor.
When you close it do the other way around.
@fair pike
Okay, I'll check that out. Thank you!
How do I close it the other way around? I'm not fully understanding the documentation of this widget.
Ah, game only probably?
Hi, I got a question code design wise...
I have items in my games. some are weapons, some are consumables some are questitems. Besides the fact that they are supposed to be stored in an inventory, they don't share any similarities. Weapons can attack, consumables can be consumed and questitems are completely static. Consumables and quest items can also be stacked which is why they need to display an amount.
Question is it the best solution here to give all the inventory related information to a base class item and simply ignore it for the ones or set them to false, where they don't apply or is there from a software architectural view a smarter solution?
Thank you so much @warm timber , you solved several of my problems with one node! π
welcome
When you have 3600 shaders to compile (Paragon Assets) without an SSD...
I have had 12K+ ...not that bad in my good old 2500K
anyone know how make usable stair in unreal engine using Blender?
you can just make a stair 3D model in Blender and then work with the collision boxes in unreal when you import the mesh
Is anyone good with IK?
https://www.youtube.com/watch?v=utL9tbDpk1Y
anyone know how this is done? at: 10.43 hes starting different videos inside the editor in real time, how can i do something like this with media textures?
SONIC ACTS ACADEMY Sam Rolfes - Absurd Arms 25 February 2018 - Dansmakers, Amsterdam, The Netherlands --- Somewhere between presentation and performance, Rol...
how to edit the collision boxes? any one have tutorial link?
ok one more help
i am trying to make a compass, but the compass ain't rotating
this is function
and this is the event graph
Would anyone recommend having an SSD if I want to use Unreal Engine/use asset packs like the Paragon characters?
Would anyone recommend having an SSD period
If you're using UE4 you need a fast CPU, fast GPU, lots of fast memory and a SSD
π¬
can someone plz help me with compass issue?
the compass ain't rotating for some reason
okay nevermind it seems like I found something of a solution
plz can someone help with the compass?
why isn't it working?
Sure @steep mantle
How far have you got with your debugging? Do you know which nodes activate and which don't?
i did the compass using a tutorial on youtube
i connected everything as shown in the video
here is the source
How to create a dynamic compass such as is found in Skyrim and PUBG using a single HUD widget. Topics covered: Widgets, blueprint scripting, blueprint functi...
Well we know that one works. But why doesn't yours work?
What calls your Set Direction function?
how do i check that?
You could right click on it and choose Find References
this is the result
So it looks like you have a timer that should update the direction every so often. Is the timer running?
the timer is connected
Is it looping?
And if you put a breakpoint inside Set Direction, does the debugger stop on it?
Click on the Set Position node within that function and press F9
It tells the engine to stop when that node is reached
So you can have a look at what's happening
Good! The next time you play, the blueprint editor should pop up there
ok?
Go hit play π
Ok! So something isn't hooked up right. I'm gonna pm you to work out what it is so that the other lovely people in this channel can keep using it for their stuff
ok sure
Plot recap: It was the function name in Set Timer By Function Name
so far for an interaction system, to determine which interactable i can interact with, on overlap with the actor i add that actor to an array.. if the array length = = 1, then that is instantly set as the interactable object.. if it's greater than 1, selectable object is determined by proximity to the controlled player.. it works, but i'd also like the character to have to be looking at least somewhat in the direction of the object theyre interacting with
another question.. is it better to have the interactable collision mesh on the interactable object itself, or around the player character, roughly arms length in diameter
@still moth If you put your 'interactable collision mesh' in front/at the front of your player, would that answer both your questions? Otherwise you can check angles and stuff (I do love me a dot product), but moving the mesh might be simplest
oh.. bias a collision mesh in front of myself so it doesnt contact things behind.. durr, so simple
Can someone explain why this wont work? π
its too bad i cant really shape a collision mesh, ya know?
nvm im just blind and stupid
just a wild question: anyone seen reasonable way to encode RGB into byte?
sign my petition to make a white themed slate editor
just download the modification tool from asset store and do it yourself
@paper kernel https://en.wikipedia.org/wiki/8-bit_color
8-bit color graphics is a method of storing image information in a computer's memory or in an image file, such that each pixel is represented by one 8-bit byte. The maximum number of colors that can be displayed at any one time is 256.
There are two forms of 8-bit color graph...
Oh sure
I can't really do bitshifting
because I gotta decode it in material
so, manual mapping isn't an option either
Hey guys! I wanna make an actor do a certain predefined action (like move to position A and perform attack on enemy actor) and I'm really not sure this is called in UE4 and thus how i can google into it
You tried googling how to move an actor? or youtubing it
moving, not yet
Its a good start
i searched Actor Action and it threw out random stuff
Take it one step at a time, focus on moving the actor to the predefined position
actions like attacks or triggering effects will work like what i find there?
i will, i just wanna see in advance where i'm going because the turorial i've been following until here starts handling things differently than what i'm going for
you could use Ai move to @hollow pasture
okay, found the solution
4.23 when? Any know estimated time?
right so Ive just opened ue4 and my map is just gone, but build data is there and the umap is in project files
what do I do now
Any idea how to increase the shadow distance on my foliage? Do I do it per foliage actor or as a project setting?
Tried editing the directional light in my scene with far shadow cascades but that hasnt done anything.
Increase the LOD distance. Change the screen size in the meshβs lod detail.
so any help?
286kb
@abstract relic I dont think thats working, I've followed some unreal documents that I think will sort it out, just loading now
Hi! I've been thinking of getting a laptop to do some Unreal development but also other things. What is the minimum ram memory, processor and graphics card I should get by your experience?
nah its a pretty simple map (mainly sorta platformer style)
I read that, but I'm more wondering from people here because official recommendation are not very good at all times.
Ive got much smaller maps hanging around though
hmmm, probably is still there then. I'm not too sure what to do, possibly duplicate the umap in your file explorer and rename it, then relaunch the project
@reef python That wiki is reliable
do blueprints need to be different for linux?
Does these headers overwrite eachother?
Im not getting the correct response back, and its only a empty payload with the headers
But i cant see the headers anywhere, so i dont know how to check them
yeah its only copying over build data
this is baaaad
so, i have a nav mesh here, and it's not showing, and despite the movement event firing off my actors aren't moving, press P to show doesn't do anything
any ideas?
Im having an issue
im not sure why im getting is pending kill
when im checking for a is valid
if it's being deleted, surely it should come back not valid and remove it?
how can I check to see how many how many objects/mesh/actors in the level??
in the world outliner top right you can see all the things thats placed in your level @tawdry raptor
Anybody know how to create foliage? What I have seen and was told so far was get some grass, take pictures of them, cut them out, go into blender, make a little grass bush with it, then export it as a mesh or whatever, then put it in the unreal engine.
I'm not understanding how to make it a mesh or how I export it from blender.
physics question: I have a physics-based pawn and I added a medium sized static mesh to it (an arrow to tell which direction something was pointing - but an actual SM arrow, not the arrow component, I wanted to see it in game).
although I had "simulate phyiscs" unchecked, it flagrantly effected the motion of my pawn, almost like it was causing drag. so it seemed to offset the COM of the pawn... why would this be? how can I ensure that this doesn't happen as I'll have other SMs to add and I don't want them effecting the physics whatsoever.
well I still need help
hello
my issue solves if you change Collision Presets to NoCollision. I also changed CanEverAffectNavigation to false and the effect is gone.
@azure shore are you on the latest engine version?
no
can you open the map if you put it into a different project?
updating is typically a good start to these types of problems. can you migrate it to another content folder from inside of a new project?
what source control are you using?
I dont know what you mean just this ONE umap wont show up at all in the project
wherever I put it in project files
would anyone mind taking a look at the blueprints channel if they want to read my dumb question? it sounds like what i am looking to accomplish isnt possible in UE, but want to make sure i guess
unless you have a strong reason not to, I'd update the engine. don't forget to back up your project first.
in general just focus on messing around with different stuff, UE4 can be kindof janky like that. mcguiver a fix if updating, copying, migrating, all the other things that come up off the top don't work. I've gotta get back to work man, best of luck.
yeah uh how do I even load projects in newer versions
4k shaders? thats like 3min =just did it 5 minutes ago) lol
shaders take absolutely ages how
but yeah I mean opening my project in the newest version of ue4 didnt exactly fix anything...
Best is to roll back in source control to the last working version of the level
can you tell me how
hi I have a question, can I make the player join a RANDOM session with the "Advanced Steam Sessions"
I'm a bit surprised to see that with 4.22, the event driven loader is still shitty
enabled it to see if it might finally work, but no, still makes game crash on startup...
@azure shore ever heard of github?
yeah...
Thats what he is talking about
It can be, but if you find the right tutorial on youtube its super simple really
He goes through it in a good and simple manner, step by step, from start to finish
I'd recommend watching video 1-5, the rest you dont really need
my cast is failing for some reason, any help? https://blueprintue.com/blueprint/m3wjo46e/
You got a custom GameInstance BP set up @copper elk?
It's probably the " in it's name
Other then that, I'm not sure if the cast should work on Construct
Which BP is that? Widget?
oh thanks sendach
oh good lord
do you actually have to code to use github
I know I sound stupid but I dont know much about it at all
ok soooo what exactly do I upload
like how would I even get my ue4 project on there
wouldnt just be the uproject would it?
uuuuhh...
I have a repository up and I have an upload files screen
just this
oh...
well I guess considering this is just for version control that would be it
yeah
so every time I wanna back it up I just reupload I guess?
well I'll be honest at one point I kinda had no idea what you were on about but it helped lol thanks
anybody else getting an exception (=editor crash) when trying to edit any material?
in 4.22.1
ensure(!ReflectionCaptureBuffer.IsBound());
that's .. unexpected
i'am on team green π
i'll give it a shot
wanted to try RTX slideshow anyway
in c++ .h files if you use DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(functionName, bool, bTest) where would I find the #include files for this to add to header? https://api.unrealengine.com/INT/API/Runtime/Core/Delegates/TMulticastDelegate/index.html points to this being a macro.
Implements a multicast delegate.
and haven't found the _OneParam and others in the c++ portion of website API as yet
as is Visual Studio found the function definition
has not found^
or the IDE
for^
i think u only need coreminimal
how would i go about making different states for weapons in addition to the animations i already have for non weapon movement? like how do i tell the character to switch between the non weapon anims and the weapons anims when it picks up a weapon
what do you mean by states for weapons?
texas is one of the best states for weapons π
lol i mean like state machines
do i make a blendspace for non weapon anims, and a seperate one for wepaons, or house them in the same blendspace
ok so new map problem; I managed to put the backup thing in file explorer into the current project but when I try to load it it shows the loading bar but then just nothing happens
is anyone able to import a heightmap into unreal landsacpe
im new to this and thre video i was trying to follow failed
Hey guys, i spawn the 3d character but when i simulate im unable to use it
i try with f8 to posses it but i just can go free look with the camera
working on interaction systems is the first time i actually found a use for arrays
id imagine arrays are used to keep track of inventories too right?
and the inventory list in a HUD/UI is basically just an output of an inventory array
and i guess a struct would be used to keep a database of values tied to items that could be found in an array so when an object type in the array is used, the information about that item gets pulled from the struct.. am i right?
things like weight per item, for example
Does any1 kwnos of a good Ray tracing tutorial cause i bought a 2060 and i would like to implement rtx with unreal
-_-
You should have a helper role cause you are always helping tx
Gotta test the big boy
hey where can i find the notes for the recent 4.22 update
not the 4.22, there was an update a few days ago for it
Guys is it worth uprgrading from 4.18 to 4.22? I've got half my code in c++ And I'm worried there's gonna be api changes
its definitely worth it, but there's also definitely api changes
Ah you'll be alright if you do smaller increments
plan to spend a week with making your stuff compatible
if you don't have that week, don't update
Also if you don't have a reason to move, dont
and if you currently have the event driven loader disabled, don't update
as you won't be able to package your game with 4.22 then
I did 4.19 to 4.21 recently and that went pretty smoothly.
is there a way to save out the Visual Blueprint into a cropped JPG/PNG/etc for archival purposes? Already have a git repo for the asset but also like to keep visual records of things in case future versions break things
(aside from snipping chunks that are in view)
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
Or you can paste it as plain text too if you're that kind of guy
and what about a client side solution? Not keen on uploading things to offiste locations
which using this website would be
This is a pretty wanted feature pretty much since it's release though
At the end of the day, copying blueprints is copying plain text
So in case of emergency, good old text will do it as well ^^
Can someone help me ?
I created a mesh from geometry.. then used spline tool with it https://prnt.sc/nhs341 and when I built lightning I got this https://prnt.sc/nhs45e
Is it actually set to moveable?
The mobility of your object
Spline or mesh ?
At best? Both ^^
And where do I go to set it to moveable ? http://prntscr.com/nhsa26
Select it in your level, then at the right under the transform settings
Hmmmmm
π€
Just curious, would one question about materials go into #graphics or rather here?
Hi everyone! I'm super new to Unreal and programming in general, and I want to get started on making a game. I have no idea where to start or how to use Unreal Engine o begin with, so do you guys have any guides I could look at?
Take a look at the example projects
Set a very small goal and achieve it
And welcome :]
thanks!
is it possible to control thelocation of the playerpawn in editor during a PIE session in VR
Why do enums need to manually be set? Shouldn't they automatically use their default value like every other variable?
Where can I find some free assets ?
@rain spoke UE4 Marketplace has awesome monthly-released free assets now
And of course the always-free ones in general
I guess this is kind of a general question. Can UE4 open files that don't have file extensions? Like empty data files that have text inside them or raw data? I'm trying to integrate a tensorflow component that runs through python but it can't access some files or write some files to a folder. Do all files used by ue4 have to be imported, and in that case with an extension that is one of the extensions listed under import dialogue?
@static arch the " isn't actually there in my blueprint
Ah OK
can anyone direct me to a good tutorial on optimization on too much foliage?
less foliage
not helpful
sorry its late for me. i would say it really depends one what is causing your foliage to be expensive your not going to find tutorials on something like that
are you using alot of alpha card type stuff for your foliage
are you setting culling up on it?
Lods etc
aka less foliage π
yeah i have culling, but its not fr thr bigger stuff that needs to be visible is the problem
and i cant remember the things on the project since i dont have it opened now
i havent touched anything, thats why im asking, since some things ive done didnt work as i thought it would
so Step 1 for me would be making LODs you can try using the build in autoLoD stuff in engine. Step 2 if using things with alpha minimize the overdraw on them. Step 3 look into making Billboard for far objects.
old project where i done some things, and this new one is just for testing, on the new one i didnt vchange anything
Prestep 1. look in the engine tools like the profiler/visualizer stuff
good luck
if you need more help things like this #graphics is a good place but you need to have images as a nice start i would say
Is the cross platform service epics going to release be compatible with 4.18. If it is there's no point updating
Here's fine
oh ok, is it possible in UE4 to put some cameras and have it take a picture? like I have a scene, I just need a photo of what my camera sees.
just for extra information I'm totally new to UE4
@plush yew something in you're replication process is missing probably, you need to check if you replicate the projectiles properly from one clients input to the server and then to the other clients
I have some questions
So I'm a dude who literally knew nothing about UE4 last week, I've been giving myself a crash course.
doing C++ class editing
write in the c++ channel then @valid swift
is it testament something anime broand
okeydokey
@plush yew Fate
pretty sure theres a character like that in no testament or something anime
So t he current version they release the cross platform is the only one possible
8m gonna have to update then
huh?
Oh I'm on about the cross platform epics releasing this year
didnt they have cross platform support before?
Online Services aren't engine dependent
It's not that they're releasing the sdk for fortnites cross play
and there's nothing stopping anyone from making a cross platform game
This year
those are the online services...
@plush yew Iskandar from Fate
yeah he is just waiting for ready made stuff mate
I've got a problem with UE4.22 in a project of mine, maybe it's due to the new autoinstancing but basically: I'm using modular buildings movnig the building with ~120 actors is completely fine in UE4.20 but soooo damn laggy in UE4.22 I'm 99% sure that there's nothing wrong with the project only migrated those things to a new project in UE4.22 to make sure
point is you don't need to update to an engine version
But will it be compatible with 4.18
cross platform already works out of the box, always has done - Epic's Online services is an account system
Surely they'll want to put it on the newest version
logs @jaunty briar
which log?
Ok
you can use it in other engines if you want
I don't need to update then
not right now, no - there may be an official plugin in future that requires a specific engine version, but for the time being we don't know if that is the case
@jaunty briar which log?
well in the project i only merged the small map too i got some load errors but not in the "real" project so I think it's not caused by those @plush yew nothing else in the message log
i also disable auto updating nav mesh to make sure it's not caused by that but didnt improve the situation
is there a way to "turn off" the auto instancing to see if that's caused by it? π
man I am doing myself a crash course in UE4 and it is doing my head in
@jaunty briar I dont find anything in documentation
hey.. did anyone see my message earlier.. i havent used structs, but my assumption about structs is theyre just a database of variables that one could use object IDs categorized in an array to pull from to make something like an inventory system?
array keeps a list of items you have in your inventory and pulls from a struct which has information about those items, like damage, armor ratings, weight, etc
@jaunty briar Same scene, r.HZBOcclusion 0 on the left, 1 on the right.
And all of a sudden this thing is smooth as silk.
As expected, this change is huge and needs to be written in bold at the very top of 4.22 update notes.
try this r.HZBOcclusion 1
Instancing started to occur automatically upon updating to 4.22, set r.HZBOcclusion 1 for extra ms in a scene with lots of small objects.
okay thx
Did it got better?
try r.HZBOcclusion 1 and check the frames
fps are always good but when trying to move multiple objects in editor it's really slow and like 5 fps or so while moving
while in UE4.20 it's always completely non laggy while moving a lot of static mesh actors
jsut as further explanation π not sure if it was understandable what my issue is
but the command didnt make a difference as far as i can tell
but yeah its a scene with a lot of small actors
@still moth Haven't seen your earlier message, but with in a struct you can store a custom amount of different variables that belong to that custom struct of yours. And like you said, you can make inventories out of it. Since you can have an item struct with a bunch of different variables that define that struct.
does the struct store variables of how many of that item you have or do you use an array to store that information and read the per item stats of that item from the struct?
That depends on how you build your game. there are many cases
I.e. you can have a list of structs and variables outside of it that determine how many items of a struct (items) your character holds
so one of the variables in the struct can be quantity
you can have that information inside the struct too. Like: Item name, Item picture, Item cost, Item amount held by player
Or you can have a struct that holds single items like Item name, Item picture, item cost and then you count how many of those structs are included in an array of the struct
or just use the struct as a database and have variables for quantity outside of it used by some other part of the code
alright.. thats what i was thinking
im not making an inventory system for what i am working on, but its still good to understand these things
Definetly
And also
There's a bug thats beeng bugging me since 3 years (indirectly) which destroys structs once you reopen your blueprint project π
So I'm using a material with render custom depth to render meshes as translucent,can i change that material into using custom depth stencil value?I'm a beginner in material editor
im working on a first person shooter.. i'll have two weapon slots that can be swapped out in game and a number of other equippables so a struct for that wouldnt really be necessary, but if i was making an RPG or a survival game where hundreds of different unique items, i'd probably organize them all in a struct
Iiirc its just if you use structs in structs
Like... you have an inventory struct that has item structs
But I'm drunk since about 10 hours so read the thread π
@FPS / RPG: Yeah, not so important for a smaller game
Or less complex in the inventory aspect
I think I had a big upgrade system in a top down shooter and it broke half the system and I had to redo it
the bug
can people give this a vote maybe? really bad bug in 4.22 https://issues.unrealengine.com/issue/UE-73368
i wouldnt mind eventually going to some kind of RPG type of game, or even a survival, but regardless of that, i want a good, fun combat system, so im focusing all my efforts on that first, in developing a fun, and still realistic first person shooter in the traditional sense of an FPS.. after which, i will use that system to build upon something more later on
so, i may end up with an inventory system later on, but its not relevant to the current goal
what?
although.. i am imagining some ways some things could be done differently to achieve the same goal using a struct.. for example, instead of creating actor blueprints for every weapon type and have characteristics about that weapon build into the actor BP. i could probably organize all the in game weapons by weapon type, damage type, damage properties, ammunition capacities, and when activating a weapon off the ground, use the character blueprint to pull that data off the struct to determine which weapon becomes active on that weapon slot
why are u thinking it like that and not thinking like a base weapon blueprint and built on that
???o.0
thats what i am doing now grey
@plush yew both ue4.22 and 4.20 don't put much usage on my cpu / ram or ssd only around 30% cpu usage
@jaunty briar I'm talking about the same project on 4.22 and 4.29
4.20*
@still moth I remember a good tutorial on weapon blueprints,i think it was from uh
mindless pursuits?
i am also using a master interactable item that can be duplicated and modified to contain information about the object on the ground that can be interacted with (swapped out)
The Foundations series provides tutorials on building the base infrastructure for your game, in this case, a firing weapons hierarchy for instant-hit and pro...
found it
i was actually thinking of sending fire events to the given weapon, or mode change events to change fire rate or to a secondary function.. animate the trigger itself dependoning on fire mode and just IK the index finger to the trigger of the weapon so it moves when the trigger moves
then create a 1D blendspace of light recoil and heavy recoil, using the equipped weapon to send back a float representative of recoil to drive that recoil animation blendspace
ill watch that video now
Is this your first bigger project?
And in regards to traditional FPS you mean Quake/Doom?
@plush yew Love that username btw
@languid flax check my pfp
For the defualt crouch function thats provided is there anyway to lerp the camera instead of snapping the spring arm component to the new position?
but for real i need help with this material
@regal mulch I'm curious whether you tried the ue4cleaner program yet (or, when you do, please let me know how it goes, esp. if you ever find a fix for the registry issues)
@plush yew pfp?
profile pic
To reply tho, I'm usually struggling with materials myself. So, currently, I tried to decipher your bp. And at this moment it's like a big puzzle to me, I have no idea. Which isn't to say your bp is complicated, just that I'm not capable of thinking that much atm.
oh yeah well, I'm seeing that .. a lot.
@bitter plover I think if you want to use the standard crouch you have to deal with that. Otherwise you have to make your own crouch function.
Hmm ok
spring arm component huh
no the spring arm is parented with the camera
@mint sequoia Hey, sorry haven't had any time yet.
when the player crouches the spring arm comp and camera go down with it
If I do, I will let you know @mint sequoia
I could be totally wrong ofc
the spring arm transition works?
@languid flax like quake, doom, halo, battlefield, call of duty.. just a straight up FPS with no elements from other game types implemented
Would the CameraLocation Lag not work?
If you really need something artificial outside of C++, maybe a Timeline faking the transition time could work?
I actually build a bhop logic and strafe in a project im making right now burnt
@still moth Those games are so different in mechanics tho :9
Biiiig differences
Right now I'm assuming you're talking quake-ish
yeah, but theyre all still strictly FPS games
i already have a "ballistics" system in place to implement bullet drop and time of flight
Yeah ok
using a series of changing line traces
why are u using line traces and not just using the gravity or something?
My personal tip, with nobody agreeing, is to just get it done your way and improving from what you did afterwards.
because i tested it along side physical projectiles and found it to use considerably less performance just to fake gravity and drag with line traces
BP
alright I think i can do the material
Performance is definetly a thing BP has to look out for too, but coding people will always hit you on the head π
i tried a hybrid hitscan/projectile weapon, and it performed worse than a physical projectile
at distance anyway... i guess if you factor in the fact that most people will not fire guns at distances before the projectile spawns in to apply drop, then it works better
Like, does it matter? The performance of a couple actors flying around
Not that I want to undermine the effort, feels great to improve performance
Just saying, maybe you can get to the fun part of the system before it needs to be considered optimized
if you do a straight 100m line trace and if no hit is registered, then spawn a projectile with velocity... in most cases somethings going to hit within the first 100m and a projectile never gets spawned.. so you would have drop and drag when shooting at distance, or the ease of hitscan at more common distances
@plush yew Also, you solved it?
@plush yew UE4.22 has slightly more load on my cpu than UE4.20 with the same project but it's not increasing while moving objects
So you dont spawn a projectile if theres no enemy?
anyway, now im working on getting weapons in the game that can actually be used
with the hybrid system, if nothings hit in 100m it would.. if an enemy or wall is hit inside that distance it wouldnt
But wouldn't it hit a wall?
mine is basically a straight line trace to 50m and if nothing is hit in the first line trace, the trace gets progressively shorter every .1 second it takes to draw the next line, with a value representing gravity subtracted from the Z axis
if the system i spoke of, which doesnt spawn a projectile at all hits something inside 50m.. same result, it just ends up as a simple hitscan weapon
yeah, inside 50-100m for most games, its going to hit something and just work as a hitscan
no, hitscan has no noticeable change on performance over shooting nothing at all.. so at close range, the system i use wont either
it just runs through a simple line trace, a branch checks if a hit has been registered, it only applies drag and gravity if that branch outputs false
if i could get it to work without having to spawn an unrendered actor to work as a placeholder to run the line of code until a hit is registered, i could make it work even better.. but having one actor firing multiple shots each one having to be changed every .1 second, i dont think i could have a character or weapon handle correctly
not unless i could figure out how to do it with an array, saving the variables on a shot by shot bases to a specific entry in an array
im going to go try that out.. for no other reason than to get better familiarity with arrays and their related nodes
So, gimbal lock is still an issue in UE4/2019?
quick
how do I check my GPU
what gpu I have
its in dxdiag
what do i look for the info?
search device manager
and then go to display adapters
u wanna see what gpu u have and im telling u how
drunk
lol
usually just
Win + R, type dxdiag, click display
shows your gpu
tho I know I'm too late
Sharing Gandalfs fate
oh shit, yeah I read it now
ok gandalf
What exactly do you want with that material?
I'll try
to make it use depth stencil
indeed
arg
is that 4.22?
I have to update that shit
But I definetly used it for recording with sequencer and rendering out colors without numbers for AE
in 4.19 or 20
Got a local deal on a Logitech Craft - the keyboard dial has pretty nice integration with Photoshop, but I haven't seen anything in Unreal for it.... Can anyone advise?
in a way, what is the exact thought on how would AI run away after it sees a player, but not always it will be done at random
for example a deer, is scared of people and will run away 90% of the time
so then set a probability that it'll run 90% of the time
yeah i figured
so what is the issue then?
well i need to go soon and be back later
and if i start it now i will think about it until I get back and once im back ill be like yeah i cant do it
and if i dont i will think about how to do it until i get back
and ill choose option 2
ill take time since its not the only thing that I need
if you want to do a chance based thing.. just random integer 1-100, do a check is float less than 90, if true.. action A, if false, action B.. now you have a 90% chance of performing action A, and a 10% chance of action B
my cast is failing for some reason, any help? https://blueprintue.com/blueprint/m3wjo46e/
@worthy flame yeah, just do a greater or less than check and output that boolean result to a branch
Once again, can UE4 open files that don't have file extensions? Like empty data files that have text inside them or raw data? I'm trying to integrate a tensorflow component that runs through python but it can't access some files or write some files to a folder. Do all files used by ue4 have to be imported, and in that case with an extension that is one of the extensions listed under import dialogue?
I need to use data tables which I haven't used before and I'm reading around for different solutions where I can use them in cpp and blueprints. From what I've read I should be able to create my data table in the editor(not cpp class) as long as it uses a struct(BlueprintType) that's created in cpp and then I can use it in cpp and bp?
data table? you mean a table of objects and their variables?
I mean the DataTable that's an imported csv file
i think you could create the struct in blueprints and access it via CPP with some of the built in C++ functions of the engine
I'll do the struct in cpp, It's the DataTable that is worrying me
Because I need to use it more in cpp than bp
so why does it worry you if you can create the struct in CPP?
I was wondering if it works to create the data table in the editor and still access the data from cpp
Because the information I find mostly covers bp related stuff
i think unreal engine can just access the csv file
i believe you can import it
and access the csv from either
Do you know if the answer from "TooManyCrashes" is true?
If it is I should be fine
im not sure.. my skill level with unreal is still fairly basic
is any of this relevant? https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/38571-importing-a-data-table-csv
Build powerful visual scripts without code.
Still nothing about editor created DataTable use in cpp but the fact that I can't find anything about populating a DataTable in c++ makes me think It's the common way to do stuff
my cast is failing for some reason, any help? https://blueprintue.com/blueprint/m3wjo46e/
is your game instance set?
Dumb question @copper elk but did you actually set your GameInstance?
@sudden agate was faster :P
there is only a Project-wide override for GameInstance
ik this question may sound stupid but
https://gyazo.com/e0d84747eed1cdb1968467bebf472f41 what is this
Inverses the value
He want to know the name of the node
ye ye
one minus
thank u
what is the best way to initialize data from a data table? I try to initialize items I have from a data table and in the itemactor_bp of each items, I set their values equal to the properties in my data table. If I however try to interact with them during runtime, they still got the default values and it only gets updates if I manually change their values in the itemactor_bp. I tried doing the initialization in construct as well as in begin play. bith didn't work, what am I missing?
@static arch so?
Did you read my question @copper elk?
afternoon π I was considering asking on #lounge , but perhaps here is a better place π has anyone experienced much larger load times when loading levels in editor (large levels with many individual actors) with 4.22?
I think my problem is because I am using a TSubclassOf to create a slot for my pickup object to hold the item. When I initialize the data on my item actor, it is not in the game, so it is clear that it is not working. how can I initialize the data of a default class via datatables?
you can create a function in blueprints just like you would in C++ with a return
I'm trying to export my project but I get this error, anyone know how to fix it?
UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'AdvancedSessions'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AdvancedSessions.build.cs to override. PackagingResults: Error: Missing precompiled manifest for 'AdvancedSessions'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AdvancedSessions.build.cs to override.
I need help. Im trying to use the set local/world(doesnt matter, tried it all) rotation (sprite). But the sprite goes invisible. Ive tried add local rotation(sprite) and it works. But i cant use that one because it is set on an event tick.
is it true that the constructor script in blueprint does only get executed if i start the standalone build?
@deep basin construction scripts execute once when you drop the actor on the level, and then executes every time you change anything on any exposed variable
that is weird, since I was trying to set my default variable values from a datatable in the construct script. If I however hit play all values are still null
constructor function
sorry
can anyone suggest good ai tutorials?
I need some help figuring out some networking stuff here
I can't figure out why, but for some reason the host updates peers' movements worse than any of the peers update any player's movements
I'm doing non-dedicated, the server is a player too, programming
As can hopefully be seen from this view, the host is top-left and he sees the peer jitter a bit as the peer jumps around him, but when the host jumps around the peer sees it moving perfectly 1:1 -
https://gfycat.com/SpecificCriminalDrever
ffs I hate blender so much.... so many transform issues
cant seem to override the rotation from blender even when I set scaling to absolute scale
pff
ideal landscape settings for a 2x2km landscape?
good lord does this thing really have to compile shaders EVERY TIME I change graphic quality settings
doesnt have to do that on older versions
if I want to strip my project to the bare bones so it can be uploaded at the smallest size, what do I need to keep from the project folder?
Source, Config, Content, uproject file, Plugins if any
cool, thanks
how to animate AI?
anyone know any good docs or tutorials?
so it does a certain animation at specific time or random time
it should be the same way you animate any other character or pawn. use the normal inputs such as velocity or jumping or direction to play those in your state machine, anything else can be called at specific times as needed to pushed to your anim bp as needed
need help...what to learn in c++ for unreal..is graphics.h header file is usefull ...where to learn blueprint ..consider me absolute beginner
everything youll need is here
and you can search virtus hub on YT he has some game dev videos you can learn some things from there
but everything is in the docs
@proven trout Don't learn C++ with UE4, and definitely don't until you have months of Blueprint practice
blueprint is much easier. its like building lego code and its much easier to understand what youre doing
@cloud cobalt @worthy flame thanks for your attention guys
np. ask anything in this channel someone will help
any good course on udemy ?? there is a lot of unreal courses but i am confusedto pic one at my own standard
i bought several courses on udemy but didnt learn anything
im not saying you shouldnt
but there are a lot of tutorials on YT, and google is your friend
and the google docs is a good starting point
@worthy flame thats why havent purchased any ...even with 96% discount
it took me 3+ tries at ue4 to understand what im doing
and im still new to this but have much better understanding
and still learning
@worthy flame thanks ur blueprint is confusing in starting
also BIG TIP which I ignored every time. dont plan the next big thing/game before you learn some important thing
until now
i got my patience and im doing this out as a hobby and i dont care if i make a game or not atm
i have a very cool doc about unreal engine blueprint .it contains a to z .
i still dont understand on how to animate the ai. i havent done this before @grim ore
i have some characters but im still using the ue one
and i havent touched its aniumations
unreal docs on official websites are very confusing for me as a beginner ..their language is not simple
i know what you mean. youll need time to understand stuff
and then learning will be easier
just keep trying to learn and it will click in your head and it will make sense and then thats pretty much the learning proccess
Anywhere more info on that? ^^
is it possible to use assets from unity store in unreal ?
@worthy flame walk thru the official docs on animation then to learn how the anim bp works, https://docs.unrealengine.com/en-us/Gameplay/HowTo/CharacterMovement/Blueprints
like i have a bunch of models with animations etc
it is possible yes, will it take work? yes, it is legal, up to the person who sold you the asset.
i am looking through it, and it sounds confusing af
then don't look thru it, follow it. It is a tutorial
how would I make a check if AI is moving?
event tick branch get moving and then what?
Hey guys, when creating triggers like this (Box Collision) Which option is better and why? changing the box extent or the size of the box? ty
Hi, I just found out that my PlayerCon troller_BP does not fire begin play. My parent C++ class however does. Can someone enlighten me?
Are you calling Super::BeginPlay();?
aaaah I forgot in my c++ class. does that influence my playercontroller_bp?
thanks, that fixed it!
π
aaaah I never know what I do xD
Generally if you can look at the Super and know yeah i don't need this because XYZ, don't call Super
default to calling Super
I call Super sometimes when Super is just {}
hey guys so yeah I'm trying to reference an actor in blueprint but when I click on it and go in to the blueprint the bar on the top says "select a component to view available events and functions"
I cant reference it
does anyone know a way around this
nvm i fixed the problem but created another one
Hey is my looking for talent post still in looking for talent it doesnβt show it is for me
Please someone check
hi guys
i would like to know if it is possible to create a 3d footage or still image that can be view using a 3d glasses or on a 3d tv with the engine
how do I make a blueprint event change a boolean
In the event you can add a SET node for the Bool you want to set then add or remove the check to what you need.
@foggy roost You can definitely do that. This Epic stream might help you out: https://www.youtube.com/watch?time_continue=32&v=VfuQv_5RDRA
Announce Post: https://forums.unrealengine.com/showthread.php?125878 On this stream Sam Dieter is explaining the Stereo Panoramic Plugin and how to get the b...
is there a paid tier of UDN where I can slack directly with engineers?
idk but I have a question, how do you make a hit event only trigger when a certain actor hits
@open eagle You can drag out from the "Other" pin on the Event to work with the other actor involved. You can then cast to the blueprint of the actor type you want and then script what should happen. You can do this for multiple as well with a struct or array containing the other actor types.
@knotty harness thanks I will try that
Got a local deal on a Logitech Craft - the keyboard dial has pretty nice integration with Photoshop, but I haven't seen anything in Unreal for it.... Can anyone advise?
Think they call it "the crown"
Would be really handy to scroll through bp windows (I always overshot with Ctrl tab)
Sounds like you could probably make a program to make it work with unreal if it didnt work well from the gecko @light thunder
Yeah I would think so it's been out for two years so I was hoping something's already happened
Well I'm not about to drop over $100 on something that I'm not sure about damn thing retails for nearly 200
Plan b is to use a DIY x pad hack for macros using a standard numpad
Again could probably make a simple program that takes input from the wheel and based off of what it reads do something. Or it might have driver software that lets you change what it does
@light thunder I just looked it up it looks like you can make profiles for it
I saw someone Logitech had some profiles but I wasn't clear on what functions you can access from unreal unless you can somehow record keystrokes or even a mouse click cursor I'm not sure how much you can customize it
Logitech Options unlocks features and lets you customize your mice, keyboards and touchpads for optimal productivity and creativity.
It has support for pretty much everything through that program it seems like @light thunder
Found a bug in UE 4.22, not sure if it's already known.
If you create a function binding in UMG that returns a Text Property, and, in a Return Node, set the Text to a string table entry, then you save the blueprint, the editor will crash.
Thanks for reporting a bug with the Unreal Engine 4. Here you will find information on how to submit a report and what you can expect afterwards.
Guys I didnt know which section to ask this but, how would I go about making an animate main menu background? Something like the Last of us where the curtain keeps moving in the background of the main menu.
just make a regular level and put your main menu infront of it
asked in #niagara but will ask here as well
whats the best way resource to get my feet wet with niagara having not touched cascade before?
Anyone noticed that Eazly Z-pass is broken in 4.22?
@plush yew
Your material has worked for me without problem.
Try this: Did you change "Custom Depth-Stencil Pass" in Engine - Rendering from "Enabled" to "Enabled with Stencil"?
Ah, wait a moment.
You probably wanna tweak it, also not perfect with the edges here, but I actually like it more.
Project: https://we.tl/t-E2rHDfvoNs
anyone else getting terrible fps issues with latest nvidia driver?
happened suddenly.. in vr
@plush yew Here is a good explanation of it: https://youtu.be/rL7VUeZzRyQ?t=1879
βΊ Outlines Tutorial: read here for the topics timings In this tutorial you'll learn how to create an outline post process in Unreal Engine 4 to show objects ...
ye the custom stencil doesn't work if you just leave it to "Enabled"
need to pick some other option from that list
Question: are the paragon characters worth getting if I don't have an SSD yet? (getting one next Friday on pay day)
Or is it natural for them to lag up the engine like crazy?
They're free so they're worth getting
Worth using, probably not, since they're extremely recognizeable
pretty, but common
Anyone know why I'm getting "LogUObjectBase: Warning: NULL object" spam in the editor each time I open up any map in my project?
Could be a completely blank map without any actors, and I still get a lot of those lines in the output log without even pressing play
@languid flax i will try right now
@languid flax u were right,all this time i was trying without enabling it
What is more (or is) indicative of a packaged game, standalone or play in editor?
Standalone
PIE -> PIE with multiple processes -> Standalone -> Launch On... -> Packaged Development -> Packaged Shipping
I have these warnings CreateExport: Failed to load Outer for resource... I've been trying to find a fix for these warnings for a year now. All the time more and more files in my project start giving these errors. Everything works in PIE but after packaging many of my features are not working, not sure if this issue is the cause. Project is on 4.20.3 right now but had the same errors on 4.18 and 4.19. If I remember correctly these warnings disappeared for a while after the upgrades but slowly they creep back. I have tried googling this issue for ages now and people seem to this issue quite a bit but no clear answer from anyone. I have tried: removing "Intermediate", "Saved", "Binaries" etc and derived cache, reinstalling the whole engine, migrating everything to another project(This causes too many other issues to be a viable solution anyways, but it doesnt fix this). The warnings are there on every computer I have tried the project on.
The more right you go on that list, the closer you are to a 'customer build'
thank you
@polar hawk are you the guy behind allarsblog?
no fuck that guy