#ue4-general

1 messages Β· Page 444 of 1

plush yew
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"Can character step on" set to No doesn't work on the primary first person character

shell compass
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Doesn't Can character step on only affect the navmesh?

plush yew
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I am not using navmesh, I am trying to fix this on the first person character (player)

minor rivet
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@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

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changing the type

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worked for me

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Thanks πŸ˜ƒ

regal mulch
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Cheers

minor rivet
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PS _ thats how u type emojis

regal mulch
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@shell compass It's actively queried in the CMC

minor rivet
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(: --- not like this

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xD

regal mulch
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I do this to actively avoid emojis

shell compass
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CMC? Collision something?

regal mulch
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CharacterMovementComponent

plush yew
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This works, using a Blocking Volume, but seems like a bad solution aswell

sudden agate
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using blocking volumes is pretty normal

wary wing
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You could probably add a collision primitive to the mesh that does the same thing if that would be easier to manage

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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?

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Would kinda invalidate my suggestion if so

grim ore
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@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.

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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

rapid gull
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ue4 crashed while attempting a hot reload and now crashes while launching. What do I do?

cloud cobalt
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Debug your code

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Find why it crashes

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Else revert in source control

pseudo swift
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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?

wet belfry
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I usualy use media texture, just make sure your video is in the right folder

pseudo swift
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did u try out with multiple media textures running at the same time?

wet belfry
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no, like in multiple videos playing at the same time each on a different mesh?

pseudo swift
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yea

wet belfry
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no, havent tried that

pseudo swift
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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

wet belfry
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you want to render the end result or is it for realtime use?

pseudo swift
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render

wet belfry
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thats a bitch as far as i know

pseudo swift
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XD yea same but there must be a way, they added bunch of compositing in 4.22 but cant find much about it

wet belfry
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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

pseudo swift
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ooff yea fuck that

wet belfry
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i havent played with 4.22 yet

pseudo swift
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alright

wet belfry
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so maybe post is your best option "^^

pseudo swift
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wondering what this stuff is

wet belfry
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That is like the background to where you want to render stuf

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it is like the inverse of what you are trying to do

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it is importing video as your scene background and you will have to create the forground, the 3d assets for this video scene

paper kernel
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@regal mulch did you figure out that team-color outline thing? I'm kinda stuck in same problem now myself πŸ™ƒ

pseudo swift
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will it render out?

wet belfry
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dont know

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its been a while since i worked with compositing software and it was different from unreak

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unreal

pseudo swift
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cant believe its difficult to have multiple video textures in unreal and render it out 2019

wet belfry
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lol

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im with you there

pseudo swift
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we have raytracing but we cant play a video

cloud cobalt
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We don't really have ray-tracing either

regal mulch
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@paper kernel What exactly about it again?

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I had multiple things I had to solve hehe

paper kernel
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it was that split screen enemy outline color problem

pseudo swift
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@wet belfry can I PM you a link which is a good reference of what i wanna do?

wet belfry
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sure

regal mulch
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@paper kernel Yeah I solved that more or less.

paper kernel
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I mean, did you use stencil or something else to get around self-color?

regal mulch
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No I have 2 meshes

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OwnerOnlySee and OwnerNoSee

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Works prefectly

paper kernel
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mkay

regal mulch
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Otherwise you'd need to give every player a custom stencil value

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And that is so much more work

paper kernel
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I tried that yesterday, somehow It kept defaulting to stencil 1

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no idea why

regal mulch
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That idk about

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But if you want to uniquely identify a player mesh to not render it

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You#d need to give everyone a different one

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So the 2 meshes is easier and does the job

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  • only one is rendered at any time so /shrug
paper kernel
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I tried changing the stencil during construction based on player number but postprocess always showed the value 1 color

regal mulch
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That I am able to do

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I use that to define if enemy or not

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That Material is instanced per Player Camera

paper kernel
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hmm πŸ€”

regal mulch
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So the PlayerStencil is then either 255, 254 or 253

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Depending on their team

paper kernel
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I wonder why mine didn't work then, since I also used if branch

regal mulch
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I compare that to the stencil of the pixel they look at to either hide it behind walls or not

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Can't tell you that

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:D Don't know what you could do wrong

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I know that the stencil setups in materials usually count down from 255 to x

paper kernel
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wait, 0 is 255 inside the material?

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or did you set the mesh to 255

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oh well, I might give it another go tomorrow 🀷

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(I also might point that out that V4 Material node requiring append is stupid)

coral patio
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Heyhey! If I combine actors on a skeletal mesh do the animations of that skeletal mesh still work as intended?

regal mulch
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Where does one find the SaveGame files of a Shipping Packaged Project?

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Ah found it

rapid ridge
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or will it generate another random Integer?

regal mulch
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Option 2: Pure functions run for every time you connect them.

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So yes, these will be two different Integers. You need to save them in a variable and then use the variable.

rapid ridge
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Ok thanks πŸ˜ƒ

sullen wraith
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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?

coral shoal
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Beam particle with the target and source set to the points, prob

grim ore
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look at Draw Debug Line as well

sullen wraith
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thats interesting matt, ill look into that :3

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thanks guys πŸ˜ƒ

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similiar question for missiles from one point to another?

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is it just move to?

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setactorlocation*

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im trying to find if there is a better way to do this

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to get ships to fly from one point to another

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it just seems a bit resource intensive

vast fulcrum
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hi guys

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I got a pretty simple question

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I'm trying to approach a float value logarithmically using blueprints. is there already a function available for that

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like for having a smooth camera approach

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OK I should have known how to use interps... sorry to bother^^

halcyon flame
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in terms of getting ships to fly from one point or another, it depends on what your use case is

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@sullen wraith do you want them on patrols? heading to waypoints?

sullen wraith
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just adding directly to an actor dingo

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heading*

halcyon flame
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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

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this would apply if it's a physics-based game

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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

grim ore
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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?

glad gulch
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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?

spark sonnet
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Do you mean open* level ? @glad gulch

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or if its in the same level you can use the node teleport

regal mulch
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In BP, Singleplayer, it would be the "OpenLevel" node.

glad gulch
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Thanks a lot @spark sonnet & @regal mulch i will look. πŸ‘Œ

worn sparrow
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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?

grim ore
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off the top of my head I would guess the particle effects learn example, it's in an ice cave

halcyon flame
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@grim ore that sounds really cool, I've never heard about it though

plush yew
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what channel should I use for questions related to character BPs? #blueprint ?

tiny stirrup
north nova
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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

split zinc
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so question. Are there tax related stuff i should be aware of in the US when i sell like maps or props to people??

severe root
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I alt tabbed and suddenly everything is nuts

worn sparrow
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the drop down menu next to the perspectives tab, check if the FOV is set right

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or maybe using the num keys to see if that tricks it back to nromal

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@severe root

severe root
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Yeah keeps resetting, super weird

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As soon as I set it to 90 or so, get back into the scene, it slowly pans out to 170 again

worn sparrow
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Do you have an external joystick? I've sometimes had something resting on it which causes it to interact with my editor

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restarting doesnt help?

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open up a text editor and see if it's giving any keyboard outputs

blissful willow
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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.

waxen heart
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what's the best channel to ask about a math/formula/algorithm question?

static arch
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Probably C++ :D (I'm kidding)

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But probably there or here I guess

lament coyote
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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.

covert pollen
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How do i update a plugin from the marketplace

tropic oracle
vivid zealot
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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.

tropic oracle
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you'd need something higher in hierarchy from the player as a controller. Perhaps put it in Game Mode Base?

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controller as in something to retain the information and deal with changes as needed

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think most people make a level controller for that and just bring it in as needed

vivid zealot
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Can I just do everything in the Gamemode blueprint then?

tropic oracle
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you can do almost anything anywhere but certain places make more logical sense for scaling up systems and reducing clutter

vivid zealot
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I'm really confused, I dont even know exactly what I'm asking

tropic oracle
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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

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you're asking: "where in hierarchy would I use something to retain scores, teams, information"

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and depending on scope of data retention would tell you how up the chain to go beyond the player pawn

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how far up^

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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?

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or just simply start the game you're in a level and just deal with that session as a standalone?

vivid zealot
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Yes, the individual sessions don't have meaning on other games, have you ever played TF2?

tropic oracle
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yea I have

vivid zealot
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Basically want to do that, where players join, random teamns, timer goes down and the gates open and they play

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At the end when they get x points or time runs out, they move onto another level

tropic oracle
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for your case you could just simply make a actor component without a mesh and just do everything inside it

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actually sec

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there's a better one, uses less resources

vivid zealot
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Do you have any resources I could read up on or even use, this is all brand new to me.

tropic oracle
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bleh, I'm forgetting which it is. GameModeBase prob simplest as a container you can iterate from

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hmm

vivid zealot
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Nothing like kills or anything needs to be carried over to the next game

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Or even the fact that they won, they are just moved to a new map

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same "game mode"

tropic oracle
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this is the make a "controller for the level" architecture example

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but basically any blueprint container can do the logic checks/functionality. part of the entertainment

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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

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or whatever order/logic you need

vivid zealot
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Okay this is all making a bit more sense now, thanks a lot.

tropic oracle
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you're welcome

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also, there are many resources for folks just getting starts on the UE website, websites like udemy/lynda also have courses on various topics

vivid zealot
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So a level blueprint, contains all the logic that will be fired as soon as the game starts in that level?

tropic oracle
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if you want yes. You can use the BeginPlay which shoudl fire off when level is loaded in and game is told to start

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if you want more control just make some event handlers to fire on certain custom events like "onAllPlayersReady()" that you can define and control

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try to use anything attached to onTick sparingly though and that'll save you performance issues later

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as that'll fire every frame which is a delta in fraction of seconds (usually milliseconds I believe)

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also @vivid zealot the other 2 videos that fellow links to would be worth watching. That should get you pretty far in starting

vivid zealot
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Okay, thank you, will do.

magic scarab
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And today I learned my i5 3570k is definitely not suitable for building a massive amount of light in a level

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Anyone got any good tutorials on using the swarm client for render farming it up

valid pike
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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 ?
worn sparrow
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@magic scarab maybe you could try that GPU lightmass plugin? I hear it's multiple times more quickker?

warm timber
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how can I get a Texture 2D from a static mesh at runtime?

shell compass
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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?

plush yew
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Rl615 you can access the material, you may or may not need to use a dynamic material instance.

warm timber
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@plush yew figured it out, thank you

warm timber
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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.

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Is there a way to change that on the fly, without affecting the original value?

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I guess I could create a new material from it, but I guess it would be damn expensive

cloud cobalt
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You can't convert a material.

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A material is compiled like your game is - it's either UI domain or not

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You need to maintain two separate materials if you want it for UI & world

warm timber
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I see

paper kernel
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right, so my set for custom stencil isn't working for the mesh

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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

still moth
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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

dull wraith
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Just imported one of the Paragon characters/asset packs to my project and my PC is lagging a lot πŸ˜…

warm timber
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Didn't try, but epic's freebies have 424232432468718 polygons per object

dull wraith
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Oof...

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2.6 GB

warm timber
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The open world demo is about 7GB, a tree, and a couple rocks and plants

dull wraith
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With all the other infinity blade assets, my project is 8.2 GB

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(following the Virtus Learning Hub RPG tutorial series)

still moth
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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

sudden agate
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check the distance of each item and return the nearest

still moth
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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

sudden agate
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your pickup is certainly an actor

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actors have a world location

untold oar
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Hey all. I posted this on archviz too but it looks like this channel is more active

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Is anyone willing to help me do the same in unreal 4.22?

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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.

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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

tiny stirrup
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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?

fair pike
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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?

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to get it to return to the "normal state".

warm timber
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When you open the widget you need to set input mode UI only and show cursor.

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When you close it do the other way around.

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@fair pike

fair pike
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Okay, I'll check that out. Thank you!

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How do I close it the other way around? I'm not fully understanding the documentation of this widget.

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Ah, game only probably?

deep basin
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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?

fair pike
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Thank you so much @warm timber , you solved several of my problems with one node! πŸ˜‚

warm timber
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welcome

rapid ridge
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ah nevermind i fixed it with a delay node

dull wraith
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When you have 3600 shaders to compile (Paragon Assets) without an SSD...

warm timber
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I have had 12K+ ...not that bad in my good old 2500K

steep mantle
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anyone know how make usable stair in unreal engine using Blender?

fair pike
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you can just make a stair 3D model in Blender and then work with the collision boxes in unreal when you import the mesh

tiny stirrup
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Is anyone good with IK?

pseudo swift
steep mantle
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how to edit the collision boxes? any one have tutorial link?

steep mantle
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ok one more help

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this is function

dull wraith
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Would anyone recommend having an SSD if I want to use Unreal Engine/use asset packs like the Paragon characters?

silver crown
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Would anyone recommend having an SSD period

cloud cobalt
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If you're using UE4 you need a fast CPU, fast GPU, lots of fast memory and a SSD

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😬

steep mantle
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can someone plz help me with compass issue?

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the compass ain't rotating for some reason

fair pike
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okay nevermind it seems like I found something of a solution

steep mantle
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plz can someone help with the compass?
why isn't it working?

wary wing
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Sure @steep mantle

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How far have you got with your debugging? Do you know which nodes activate and which don't?

steep mantle
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i did the compass using a tutorial on youtube

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i connected everything as shown in the video

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here is the source

wary wing
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Well we know that one works. But why doesn't yours work?

wary wing
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What calls your Set Direction function?

steep mantle
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how do i check that?

wary wing
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You could right click on it and choose Find References

steep mantle
wary wing
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So it looks like you have a timer that should update the direction every so often. Is the timer running?

steep mantle
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the timer is connected

wary wing
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Is it looping?

steep mantle
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yes

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its set to loop

wary wing
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And if you put a breakpoint inside Set Direction, does the debugger stop on it?

steep mantle
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uhh..?

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wat?

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sry i am extremly new to UE4

wary wing
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Click on the Set Position node within that function and press F9

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It tells the engine to stop when that node is reached

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So you can have a look at what's happening

steep mantle
wary wing
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Good! The next time you play, the blueprint editor should pop up there

steep mantle
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ok?

wary wing
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Go hit play πŸ˜ƒ

steep mantle
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ok hit play

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and nothing changed

wary wing
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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

steep mantle
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ok sure

wary wing
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Plot recap: It was the function name in Set Timer By Function Name

still moth
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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

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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

wary wing
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@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

still moth
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oh.. bias a collision mesh in front of myself so it doesnt contact things behind.. durr, so simple

spark sonnet
still moth
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its too bad i cant really shape a collision mesh, ya know?

spark sonnet
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nvm im just blind and stupid

paper kernel
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just a wild question: anyone seen reasonable way to encode RGB into byte?

radiant fable
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sign my petition to make a white themed slate editor

paper kernel
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just download the modification tool from asset store and do it yourself

honest rover
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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...

paper kernel
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yes, 8 bits is one byte

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I could use some math examples

honest rover
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Oh sure

paper kernel
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I can't really do bitshifting

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because I gotta decode it in material

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so, manual mapping isn't an option either

hollow pasture
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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

fast finch
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You tried googling how to move an actor? or youtubing it

hollow pasture
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moving, not yet

fast finch
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Its a good start

hollow pasture
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i searched Actor Action and it threw out random stuff

fast finch
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Take it one step at a time, focus on moving the actor to the predefined position

hollow pasture
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actions like attacks or triggering effects will work like what i find there?

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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

spark sonnet
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you could use Ai move to @hollow pasture

hollow pasture
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okay, found the solution

frail sail
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4.23 when? Any know estimated time?

azure shore
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right so Ive just opened ue4 and my map is just gone, but build data is there and the umap is in project files

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what do I do now

gleaming lotus
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Any idea how to increase the shadow distance on my foliage? Do I do it per foliage actor or as a project setting?

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Tried editing the directional light in my scene with far shadow cascades but that hasnt done anything.

abstract relic
#

Increase the LOD distance. Change the screen size in the mesh’s lod detail.

azure shore
#

so any help?

gleaming lotus
#

@azure shore how big is the size of the umap in the files?

#

file size*

azure shore
#

286kb

gleaming lotus
#

@abstract relic I dont think thats working, I've followed some unreal documents that I think will sort it out, just loading now

reef python
#

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?

gleaming lotus
#

@azure shore Sounds a little too small, was it a large scene?

azure shore
#

nah its a pretty simple map (mainly sorta platformer style)

reef python
#

I read that, but I'm more wondering from people here because official recommendation are not very good at all times.

azure shore
#

Ive got much smaller maps hanging around though

gleaming lotus
#

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

azure shore
#

ok, I guess Ill try that

#

nope nothing

sullen wraith
#

do blueprints need to be different for linux?

flat trail
#

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

azure shore
#

yeah its only copying over build data

azure shore
#

this is baaaad

hollow pasture
#

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?

sullen wraith
#

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?

tawdry raptor
#

how can I check to see how many how many objects/mesh/actors in the level??

spark sonnet
#

in the world outliner top right you can see all the things thats placed in your level @tawdry raptor

slender vale
#

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.

halcyon flame
#

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.

azure shore
#

well I still need help

red wren
#

hello

halcyon flame
#

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?

azure shore
#

no

halcyon flame
#

can you open the map if you put it into a different project?

azure shore
#

4.18

#

well another project wouldnt have the assets

#

so it would be empty

halcyon flame
#

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?

azure shore
#

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

red wren
#

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

azure shore
#

trying now

#

NOPE DIDNT WORK

halcyon flame
#

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.

azure shore
#

yeah uh how do I even load projects in newer versions

azure shore
#

right nvm

#

but holy crap compiling 4k shaders

#

gonna be here all night

sudden agate
#

4k shaders? thats like 3min =just did it 5 minutes ago) lol

azure shore
#

shaders take absolutely ages how

#

but yeah I mean opening my project in the newest version of ue4 didnt exactly fix anything...

cloud cobalt
#

Best is to roll back in source control to the last working version of the level

azure shore
#

can you tell me how

cloud cobalt
#

If you need me to tell you, you don't have source control

#

Which is anothr problem

azure shore
#

crap

#

didn't think I did

#

I think I might know what it is, could you remind me?

copper elk
#

hi I have a question, can I make the player join a RANDOM session with the "Advanced Steam Sessions"

fiery harbor
#

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...

fast finch
#

@azure shore ever heard of github?

azure shore
#

yeah...

fast finch
#

Thats what he is talking about

azure shore
#

oh I was afraid of that

#

I'll admit when I looked at github it was very intimidating

fast finch
#

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

copper elk
static arch
#

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?

azure shore
#

oh thanks sendach

worthy flame
#

updating takes soo much time

#

and my internet is being a ass

azure shore
#

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

#

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

cedar snow
#

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 πŸ˜›

#

i'll give it a shot

#

wanted to try RTX slideshow anyway

tropic oracle
#

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^

digital anchor
#

i think u only need coreminimal

hidden berry
#

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

still moth
#

what do you mean by states for weapons?

#

texas is one of the best states for weapons πŸ˜‰

hidden berry
#

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

azure shore
#

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

crude patio
#

is anyone able to import a heightmap into unreal landsacpe

#

im new to this and thre video i was trying to follow failed

low trail
#

i try with f8 to posses it but i just can go free look with the camera

still moth
#

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

hidden aurora
#

Does any1 kwnos of a good Ray tracing tutorial cause i bought a 2060 and i would like to implement rtx with unreal

azure shore
#

-_-

hidden aurora
#

You should have a helper role cause you are always helping tx

#

Gotta test the big boy

bitter iris
#

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

bitter plover
#

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

fiery harbor
#

its definitely worth it, but there's also definitely api changes

worn granite
#

Ah you'll be alright if you do smaller increments

fiery harbor
#

plan to spend a week with making your stuff compatible

#

if you don't have that week, don't update

worn granite
#

Also if you don't have a reason to move, dont

fiery harbor
#

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

dim plover
#

I did 4.19 to 4.21 recently and that went pretty smoothly.

tropic oracle
#

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)

static arch
#

Or you can paste it as plain text too if you're that kind of guy

tropic oracle
#

and what about a client side solution? Not keen on uploading things to offiste locations

#

which using this website would be

static arch
#

This is a pretty wanted feature pretty much since it's release though

tropic oracle
#

yea, would be nice!

#

great to know there's at least an online solution. Thanks

static arch
#

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 ^^

rain spoke
#

Can someone help me ?

static arch
#

Is it actually set to moveable?

rain spoke
#

What ?

#

What is set to moveable

#

@static arch

static arch
#

The mobility of your object

rain spoke
#

Spline or mesh ?

static arch
#

At best? Both ^^

rain spoke
static arch
#

Select it in your level, then at the right under the transform settings

rain spoke
#

ok

#

Because I cant set a spline to moveable

static arch
#

Hmmmmm

#

πŸ€”

#

Just curious, would one question about materials go into #graphics or rather here?

sudden mirage
#

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?

static arch
#

Take a look at the example projects

#

Set a very small goal and achieve it

#

And welcome :]

sudden mirage
#

thanks!

dim arch
#

is it possible to control thelocation of the playerpawn in editor during a PIE session in VR

plush yew
#

Why do enums need to manually be set? Shouldn't they automatically use their default value like every other variable?

rain spoke
#

Where can I find some free assets ?

static arch
#

@rain spoke UE4 Marketplace has awesome monthly-released free assets now

#

And of course the always-free ones in general

plush yew
#

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?

copper elk
#

@static arch the " isn't actually there in my blueprint

static arch
#

Ah OK

copper elk
#

and yes it is a widget that is casting

#

to the instance

worthy flame
#

can anyone direct me to a good tutorial on optimization on too much foliage?

dark depot
#

less foliage

worthy flame
#

not helpful

dark depot
#

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 πŸ˜„

worthy flame
#

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

dark depot
#

do you have lods/fog/billboards

#

have you ran the profiling tools in the engine etc

worthy flame
#

i havent touched anything, thats why im asking, since some things ive done didnt work as i thought it would

dark depot
#

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.

worthy flame
#

old project where i done some things, and this new one is just for testing, on the new one i didnt vchange anything

dark depot
#

Prestep 1. look in the engine tools like the profiler/visualizer stuff

worthy flame
#

ok will look into that later

#

ty

dark depot
#

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

bitter plover
#

Is the cross platform service epics going to release be compatible with 4.18. If it is there's no point updating

cloud cobalt
#

It won't

#

Or 4.22, or any version before it happens

pine vessel
#

hey guys

#

is there a help section here where I can ask a question?

cloud cobalt
#

Here's fine

pine vessel
#

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

jaunty briar
#

@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

valid swift
#

I have some questions

plush yew
#

wait i know the character in your pfp

#

its uhm

valid swift
#

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

jaunty briar
#

write in the c++ channel then @valid swift

plush yew
#

is it testament something anime broand

valid swift
#

okeydokey

pine vessel
#

@plush yew Fate

plush yew
#

pretty sure theres a character like that in no testament or something anime

bitter plover
#

So t he current version they release the cross platform is the only one possible

#

8m gonna have to update then

wary wave
#

huh?

bitter plover
#

Oh I'm on about the cross platform epics releasing this year

plush yew
#

didnt they have cross platform support before?

wary wave
#

Online Services aren't engine dependent

bitter plover
#

It's not that they're releasing the sdk for fortnites cross play

wary wave
#

and there's nothing stopping anyone from making a cross platform game

bitter plover
#

This year

wary wave
#

those are the online services...

pine vessel
#

@plush yew Iskandar from Fate

plush yew
#

yeah he is just waiting for ready made stuff mate

jaunty briar
#

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

wary wave
#

point is you don't need to update to an engine version

bitter plover
#

But will it be compatible with 4.18

wary wave
#

cross platform already works out of the box, always has done - Epic's Online services is an account system

bitter plover
#

Surely they'll want to put it on the newest version

plush yew
#

logs @jaunty briar

jaunty briar
#

which log?

wary wave
#

it's not tied to an engine version

#

it's a separate thing

bitter plover
#

Ok

wary wave
#

you can use it in other engines if you want

bitter plover
#

I don't need to update then

wary wave
#

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

plush yew
#

@jaunty briar which log?

jaunty briar
#

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? πŸ˜‚

valid swift
#

man I am doing myself a crash course in UE4 and it is doing my head in

plush yew
#

@jaunty briar I dont find anything in documentation

still moth
#

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

plush yew
#

@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.

jaunty briar
#

okay thx

plush yew
#

Did it got better?

jaunty briar
#

will check now

#

tested both but didnt make a difference

plush yew
#

try r.HZBOcclusion 1 and check the frames

jaunty briar
#

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 πŸ˜„ 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

plush yew
#

what about percentage of usage between 4.20 and 4.22?

#

of ur cpu and gpu

languid flax
#

@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.

still moth
#

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?

languid flax
#

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

still moth
#

so one of the variables in the struct can be quantity

languid flax
#

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

still moth
#

or just use the struct as a database and have variables for quantity outside of it used by some other part of the code

languid flax
#

yes it can

#

exactly

still moth
#

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

languid flax
#

Definetly

#

And also

#

There's a bug thats beeng bugging me since 3 years (indirectly) which destroys structs once you reopen your blueprint project πŸ˜‚

plush yew
#

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

still moth
#

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

plush yew
languid flax
#

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 πŸ˜‚

#

@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

fiery harbor
still moth
#

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

warm timber
#

what?

still moth
#

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

plush yew
#

why are u thinking it like that and not thinking like a base weapon blueprint and built on that

#

???o.0

still moth
#

thats what i am doing now grey

jaunty briar
#

@plush yew both ue4.22 and 4.20 don't put much usage on my cpu / ram or ssd only around 30% cpu usage

plush yew
#

@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?

still moth
#

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)

plush yew
#

found it

still moth
#

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

languid flax
#

Is this your first bigger project?

#

And in regards to traditional FPS you mean Quake/Doom?

#

@plush yew Love that username btw

plush yew
#

@languid flax check my pfp

bitter plover
#

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?

plush yew
#

but for real i need help with this material

bitter plover
mint sequoia
#

@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)

languid flax
#

@plush yew pfp?

plush yew
#

profile pic

languid flax
#

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.

bitter plover
#

Hmm ok

plush yew
#

spring arm component huh

bitter plover
#

Theres literally no point in the default crouch if it doesnt work

#

mhmm

languid flax
#

I don't think you can influence the crouch with a spring arm

#

outside of C++

bitter plover
#

no the spring arm is parented with the camera

regal mulch
#

@mint sequoia Hey, sorry haven't had any time yet.

bitter plover
#

when the player crouches the spring arm comp and camera go down with it

regal mulch
#

If I do, I will let you know @mint sequoia

languid flax
#

I could be totally wrong ofc

bitter plover
#

nah trust me it works

#

but i need to get the lerp working

languid flax
#

the spring arm transition works?

still moth
#

@languid flax like quake, doom, halo, battlefield, call of duty.. just a straight up FPS with no elements from other game types implemented

regal mulch
#

Would the CameraLocation Lag not work?

languid flax
#

If you really need something artificial outside of C++, maybe a Timeline faking the transition time could work?

plush yew
#

I actually build a bhop logic and strafe in a project im making right now burnt

languid flax
#

@still moth Those games are so different in mechanics tho :9

#

Biiiig differences

#

Right now I'm assuming you're talking quake-ish

still moth
#

yeah, but theyre all still strictly FPS games

languid flax
#

sure

#

But people would behead you if you'd tell them they're the same ;)

still moth
#

i already have a "ballistics" system in place to implement bullet drop and time of flight

languid flax
#

Yeah ok

still moth
#

using a series of changing line traces

plush yew
#

why are u using line traces and not just using the gravity or something?

languid flax
#

My personal tip, with nobody agreeing, is to just get it done your way and improving from what you did afterwards.

still moth
#

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

languid flax
#

Ha

#

Are you using code? @still moth

#

or just bp

still moth
#

BP

plush yew
#

alright I think i can do the material

languid flax
#

Performance is definetly a thing BP has to look out for too, but coding people will always hit you on the head πŸ˜‚

still moth
#

i tried a hybrid hitscan/projectile weapon, and it performed worse than a physical projectile

languid flax
#

Well

#

There's always a bunch of questions

still moth
#

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

languid flax
#

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

still moth
#

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

languid flax
#

@plush yew Also, you solved it?

jaunty briar
#

@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

languid flax
#

So you dont spawn a projectile if theres no enemy?

still moth
#

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

languid flax
#

But wouldn't it hit a wall?

still moth
#

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

languid flax
#

ok i see

#

Tho I doubt that is a performance issue

still moth
#

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

plush yew
#

@languid flax nope

#

i just made a pee filter

#

dont know how it turned to yellow

warm timber
#

So, gimbal lock is still an issue in UE4/2019?

plush yew
#

if anyone can help me make it use custom stencil i will be grateful

worthy flame
#

quick

#

how do I check my GPU

#

what gpu I have

#

its in dxdiag

#

what do i look for the info?

plush yew
#

device manager on windows

#

display adapters

worthy flame
#

hmm

#

i dont see that

#

in the dxdiag window

plush yew
#

search device manager

#

and then go to display adapters

#

u wanna see what gpu u have and im telling u how

worthy flame
#

and the one there is the one

#

ok got it ty

plush yew
#

drunk

worthy flame
#

lol

languid flax
#

usually just

#

Win + R, type dxdiag, click display

#

shows your gpu

#

tho I know I'm too late

#

Sharing Gandalfs fate

plush yew
#

he was doing that but he couldnt find it somehow

#

so i gave him a more easy solution

languid flax
#

oh shit, yeah I read it now

#

ok gandalf

#

What exactly do you want with that material?

#

I'll try

plush yew
#

to make it use depth stencil

languid flax
#

oh

#

I remember I used that for Post processing

plush yew
#

indeed

languid flax
#

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

light thunder
#

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?

worthy flame
#

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

still moth
#

so then set a probability that it'll run 90% of the time

worthy flame
#

yeah i figured

still moth
#

so what is the issue then?

worthy flame
#

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

still moth
#

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

worthy flame
#

actually smart

#

do it with a branch?

copper elk
still moth
#

@worthy flame yeah, just do a greater or less than check and output that boolean result to a branch

plush yew
#

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?

sick escarp
#

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?

still moth
#

data table? you mean a table of objects and their variables?

sick escarp
#

I mean the DataTable that's an imported csv file

still moth
#

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

sick escarp
#

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

still moth
#

so why does it worry you if you can create the struct in CPP?

sick escarp
#

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

still moth
#

i think unreal engine can just access the csv file

#

i believe you can import it

#

and access the csv from either

sick escarp
#

Do you know if the answer from "TooManyCrashes" is true?

#

If it is I should be fine

still moth
#

im not sure.. my skill level with unreal is still fairly basic

sick escarp
#

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

copper elk
sudden agate
#

is your game instance set?

static arch
#

Dumb question @copper elk but did you actually set your GameInstance?

#

@sudden agate was faster :P

sudden agate
#

there is only a Project-wide override for GameInstance

static arch
#

OOPS sorry

#

I just realised

#

Obviously

ancient otter
#

ik this question may sound stupid but

abstract relic
#

Inverses the value

ancient otter
#

ik but like

#

How do i put it on the node editor?

warm timber
#

He want to know the name of the node

ancient otter
#

ye ye

digital anchor
#

one minus

ancient otter
#

thank u

deep basin
#

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?

copper elk
#

@static arch so?

static arch
#

Did you read my question @copper elk?

copper elk
#

what question?

#

yes it's set

vale cloud
#

afternoon πŸ–– I was considering asking on #lounge , but perhaps here is a better place πŸ˜ƒ has anyone experienced much larger load times when loading levels in editor (large levels with many individual actors) with 4.22?

deep basin
#

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?

covert pollen
#

Is this thing broken or what

#

just getting 0's

hard ice
#

Doesn't the PlayerName in PlayerState replicate?

#

Mmm it does work with GetPlayerName

grim ore
#

you can create a function in blueprints just like you would in C++ with a return

wet echo
#

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.

tawdry sierra
#

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.

deep basin
#

is it true that the constructor script in blueprint does only get executed if i start the standalone build?

vale cloud
#

@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

deep basin
#

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

worthy flame
#

can anyone suggest good ai tutorials?

pulsar ledge
#

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

wary wave
#

are they Characters?

pulsar ledge
#

oof there's a room for that, til

#

My bad

plush yew
#

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

lusty carbon
#

ideal landscape settings for a 2x2km landscape?

azure shore
#

good lord does this thing really have to compile shaders EVERY TIME I change graphic quality settings

cloud cobalt
#

Yes

#

I'm afraid that's how it gets shaders to be lighter in lower settings

azure shore
#

doesnt have to do that on older versions

still orbit
#

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?

cloud cobalt
#

Source, Config, Content, uproject file, Plugins if any

still orbit
#

cool, thanks

worthy flame
#

how to animate AI?

#

anyone know any good docs or tutorials?

#

so it does a certain animation at specific time or random time

grim ore
#

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

proven trout
#

need help...what to learn in c++ for unreal..is graphics.h header file is usefull ...where to learn blueprint ..consider me absolute beginner

worthy flame
#

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

cloud cobalt
#

@proven trout Don't learn C++ with UE4, and definitely don't until you have months of Blueprint practice

worthy flame
#

blueprint is much easier. its like building lego code and its much easier to understand what youre doing

proven trout
#

@cloud cobalt @worthy flame thanks for your attention guys

worthy flame
#

np. ask anything in this channel someone will help

proven trout
#

any good course on udemy ?? there is a lot of unreal courses but i am confusedto pic one at my own standard

worthy flame
#

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

proven trout
#

@worthy flame thats why havent purchased any ...even with 96% discount

worthy flame
#

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

proven trout
#

@worthy flame thanks ur blueprint is confusing in starting

worthy flame
#

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

proven trout
#

i have a very cool doc about unreal engine blueprint .it contains a to z .

worthy flame
#

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

proven trout
#

unreal docs on official websites are very confusing for me as a beginner ..their language is not simple

worthy flame
#

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

cerulean nova
still orbit
#

is it possible to use assets from unity store in unreal ?

grim ore
still orbit
#

like i have a bunch of models with animations etc

grim ore
#

it is possible yes, will it take work? yes, it is legal, up to the person who sold you the asset.

worthy flame
#

i am looking through it, and it sounds confusing af

grim ore
#

then don't look thru it, follow it. It is a tutorial

worthy flame
#

how would I make a check if AI is moving?

#

event tick branch get moving and then what?

low trail
#

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

deep basin
#

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?

weary basalt
#

Are you calling Super::BeginPlay();?

deep basin
#

aaaah I forgot in my c++ class. does that influence my playercontroller_bp?

weary basalt
#

Most likely.

#

Always call Super, unless you know you dont want to.

deep basin
#

thanks, that fixed it!

weary basalt
#

πŸ‘

deep basin
#

aaaah I never know what I do xD

worn granite
#

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 {}

open eagle
#

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

dim plover
#

You can use Child Actor Components.

#

If that's what you mean.

open eagle
#

nvm i fixed the problem but created another one

sonic ruin
#

Hey is my looking for talent post still in looking for talent it doesn’t show it is for me

#

Please someone check

foggy roost
#

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

open eagle
#

how do I make a blueprint event change a boolean

knotty harness
#

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.

craggy wagon
#

is there a paid tier of UDN where I can slack directly with engineers?

open eagle
#

idk but I have a question, how do you make a hit event only trigger when a certain actor hits

knotty harness
#

@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.

plush yew
open eagle
#

@knotty harness thanks I will try that

light thunder
#

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)

plush yew
#

Sounds like you could probably make a program to make it work with unreal if it didnt work well from the gecko @light thunder

light thunder
#

Yeah I would think so it's been out for two years so I was hoping something's already happened

plush yew
#

I haven't personally used one but I don't see why it wouldn't work well :?

#

:/*

light thunder
#

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

plush yew
#

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

light thunder
#

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

plush yew
#

It has support for pretty much everything through that program it seems like @light thunder

plush yew
#

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.

safe rose
gleaming thicket
#

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.

sudden agate
#

just make a regular level and put your main menu infront of it

soft crescent
#

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?

mossy mauve
#

Anyone noticed that Eazly Z-pass is broken in 4.22?

languid flax
#

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.

languid flax
#

You probably wanna tweak it, also not perfect with the edges here, but I actually like it more.

lusty carbon
#

anyone else getting terrible fps issues with latest nvidia driver?

#

happened suddenly.. in vr

languid flax
paper kernel
#

ye the custom stencil doesn't work if you just leave it to "Enabled"

#

need to pick some other option from that list

dull wraith
#

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?

cloud cobalt
#

They're free so they're worth getting

#

Worth using, probably not, since they're extremely recognizeable

paper kernel
#

pretty, but common

shell compass
#

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

plush yew
#

@languid flax i will try right now

plush yew
#

@languid flax u were right,all this time i was trying without enabling it

plush yew
#

What is more (or is) indicative of a packaged game, standalone or play in editor?

polar hawk
#

Standalone

#

PIE -> PIE with multiple processes -> Standalone -> Launch On... -> Packaged Development -> Packaged Shipping

rose sorrel
#

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.

polar hawk
#

The more right you go on that list, the closer you are to a 'customer build'

plush yew
#

thank you

rose sorrel
#

@polar hawk are you the guy behind allarsblog?

polar hawk
#

no fuck that guy