#ue4-general
1 messages ยท Page 452 of 1
Totally agree
Just give us a tool or an Editor setting where we can import styles
True
about the only issue I could see is making documentation and tutorials even harder to follow lol ๐ฆ ๐ฟ
tbh, someone who starts is not gonna change the style
And if you do, it's your fault
Let the user choose the style
lol
As far as I know it's basically a webbrowser, so it's not properly loading the page
yeah... you guys think that is not gonna happen but we have people in here who dont read the docs, want hand holding, and try and import uassets directly into the engine on a semi regular basis
Lmao
Yeah but I don't see a simple theme change being a problem
who imports uassets?
Beginners usually don't even know about the option
when they can't tell the difference between a component and a variable and you try and walk them thru what the UI should look like... your gonna have a bad day
Point is that a beginner that directly changes the UI is not our problem
Let the user choose from flat ui or normal ui
lol everyone who comes in here is our problem
Also flat vs normal is not the world. Everything si still at the right place
No one here is a "problem". You are free to not help anyone.
All I see here is knowledge hungry people who want to live their game dev dream and have a few questions.
And Crusher
I feel like we need more people to help people lol cause theres no much people that a ctually help
That's normal, there is always more beginners than experienced members
everyone in here can help in one way or another, it's just timing and desire that stops it. I think the best way is to just spam all the channels with the question every 8 minutes to get the highest success rate
OK I'm really over this. I reported a bug that affects anyone using ACharacter in multiplayer. Its reasonably bad. The repro was extremely simple yet took many emails for them to get there and they claim that many others on the team couldn't repro it either. Thats really appalling. And now that they finally see the bug, they went and filed it under a different bug report that has nothing to do with it whatsoever and isn't even remotely related to it saying that its similar!! This needs to stop.
Who do I complain to
if we are lucky the mods will end up banning everyone who does that and then only the polite people will be left ๐
Not interested in having a whine, I need them to fix this procedure in a meaningful way
I dont have game dev dreams! ๐
These people do not know the engine
and I know nothing of the engine
AnwerHUB/Forum/BugReport form. Or you annoy the community managers here.
But generally you have no way of reaching the inner circle.
@gleaming narwhal please read up a tad and tell me who to talk to
If you want the bug fixed, dig out the C++ code and fix it. If you can't, pay someone to do it. Alternately pay for a UDN access and direct support and have them fix it.
Bah, UDN..
It's a business, your priority is not the same as theirs
Did I mention this affects everyone ever?
That uses ACharacter in multiplayer?
Why is it my job to fix it?
if it affected everyone, it would affect Epic, and they would fix it if it was that severe.
OK you're just wrong
Cause apparently "everyone" doesn't seem to care about the issue?
What's the issue anyway
Its a new bug introduced in 4.22
Epic has a large game using Multiplayer so anything that causes issues with it would be a high priority to them in daily use.
I don't need reprosteps. I just want to know the bug
Simulated proxies slide after stopping movement
With 0ms latency
Or any latency
Or changing direction
Occurs in SimulateMovement
Do they stop sliding when hitting a wall or they will penetrate?
If it's in 4.22, you sure should be able to compare the CMC with 4.21
This is a question whether the wall will stop them or not
Here you can have some repro steps too then.
1. Make project from third person template, blueprint only is fine
2. Remove the character's animation instance (makes it more apparent, not necessary)
3. Enable Dedicated Server and set player count to 2
4. Play in new window, make sure you can see other player's screen, move and change direction a lot and stop a lot, its now very obvious
I never used 4.21 actually, so maybe it was introduced then
Its very obvious, I don't know how you guys haven't noticed it
Well what version did it not happen in?
4.20
How many is the slide amount btw? In centimeters.
Sec I have a vid
@mint sequoia Do you have a link to the issues tracker?
Notice how every time you stop it slides back a few frames (a FEW frames, without any latency) https://streamable.com/k0wix
The email has a reference ref:_00D1aL44R._5002LsndN7:ref and this is what they posted it under (wrong) https://issues.unrealengine.com/issue/UE-74459 @gleaming narwhal
How do you make grass bigger
I need you guys to go back to the previous bug reporting method. We find a lot of bugs (most more obscure than this) and report them but its become pure grief. In the future we will simply fix the ones affecting us internally and not report them.
I guess I should double check that I didn't get it in 4.20, maybe I simply didn't notice it until recently
so the same bug does not affect listen and dedicated server? only dedicated?
It has nothing to do with listen or dedicated server
Nor animations
You can test it in listen server if you want
I don't need any help fixing it, I reported it because its widespread enough that I didn't think I should have to
We don't have all the time in the world, in fact we have very little time
Could you fill me in what's wrong with the bug report? Their repro steps seems very similar to yours but with slomo added which seems like it's been added to better visualize the issue since it's difficult to catch at full speed
Maybe the slomo helps, who knows, haven't tried it. Whats wrong with the bug report is the people on the other end aren't qualified ๐คท
Even for the most preposterously simple of issues
And then it becomes purely on me to deal with them, theres no community involvement
And other people with the same issue can't search answerhub for workarounds that could stem from it
Its a massive step backwards
Oh, sorry
I get what you mean
I thought you meant the bug report process
Lets start with the title
Client movement and animation are heavy jittered on listen server
- It has nothing to do with animation.
- Its not jitter
- It has nothing to do with listen server
And the report as a whole doesn't even mention the problem at hand
is it possible it was moved to that one because the cause of the issue is the same and the devs know this and are fixing it?
No
In "Results" Character will be teleporting and updating its animation once in a few seconds. Character does not teleport at all and there is no animation issue (or any relation to animation)
And I already told them exactly where this is happening
So fixing it wont be the same
Between 4.20 and 4.21/4.22, this changed in void ACharacter::PostNetReceiveLocationAndRotation()
if( Role == ROLE_SimulatedProxy )
{
// Don't change transform if using relative position (it should be nearly the same anyway, or base may be slightly out of sync)
if (!ReplicatedBasedMovement.HasRelativeLocation())
{
[...]
CharacterMovement->bJustTeleported |= (OldLocation != NewLocation);
[...]
}
CharacterMovement->bNetworkUpdateReceived = true;
}
These two characterMovement lines got added
The rest [...] around that is the old smoothing code
I haven't double checked that it doesn't happen on 4.20, I never noticed it on 4.20
One sec
One thing I noticed is that NetworkSkipProxyPredictionOnNetUpdate makes it a lot less apparent
So I figure it will be something to do with where it processes that flag
I have an engine crash bug where should I post it? I don't want to break this discussion up
Thanks for reporting a bug with the Unreal Engine 4. Here you will find information on how to submit a report and what you can expect afterwards.
( lol )
@mint sequoia In the CMC it changed this in UCharacterMovementComponent::SmoothCorrection:
// if is new, inside was without before
if (NewLocation != OldLocation)
{
const FScopedPreventAttachedComponentMove PreventMeshMove(CharacterOwner->GetMesh());
UpdatedComponent->SetWorldLocation(NewLocation, false, nullptr, GetTeleportType());
}
// New
const double MaxOffset = ClientData->MaxClientSmoothingDeltaTime;
const double MinOffset = FMath::Min(double(ClientData->SmoothNetUpdateTime), MaxOffset);
// Adjusted
const double MaxDelta = FMath::Clamp(ServerDeltaTime * 1.25, MinOffset, MaxOffset);
@mint sequoia I will leave a note that you've expressed that the repro steps aren't focusing on the issue at hand (animation vs character movement) and I'll stay as a follower so that I receive updates in regards to it
And who do I talk to about the bug report process as a whole
Tell us how to improve Unreal Engine 4!
I never had issues with the process tbh, but well
This isn't the first time
I still have an outstanding bug report that they struggled with as well, also regarding CMC
I'll fix that one myself in the end I'm sure, no choice
I'm not really sure, but I think most of the peeps handling the initial bug report contact don't work with the engine.
Cause the peeps working with the engine, well work with the engine
https://imgur.com/a/MxUUNXi suggestiions are accepted
Yeah but the thing is they don't escalate
If they can't figure it out on their end they don't ask someone who can
They just keep coming back to you
Asking you to ELI5 it multiple times
That's not really clear in the gif :P
I was showin the muzzle fx indeed
You can't actually do robust turn in place systems with ACharacter due to the other bug
Adding recoil would make the muzzle flash a lot more impactful overall though, so that's some suggestion :D
Coz if you set mesh rotation to absolute and update it via code, it will jitter like crazy on simulated proxies, as a workaround you can change network smoothing to linear but they couldn't reproduce it and just gave up
I set everything up for them and sent them an example project and they never replied
Basically threw in the towel
Yep thats right but first i want to figure out how to make the Mouse X Y position into a rotator for thegun
So if they're the first contact, they're also the only contact
Even back with Alex and Chance, that's the wall you will always face. :P
And didn't place everything entirely on you
The whole community focused thing is noticeably going away
@mint sequoia We read all of the topics on the feedback for epic channel, and your feedback would be easier to digest in a forum post
Let's not get started with that :P @mint sequoia
OK, I'll make a forum post
I go back to what I said earlier, if it's a big deal it will get fixed since Epic uses the engine. If it does not then you can pay someone to fix it for you. It's a business and they have to do what is best for them.
Lol
They most likely have that fixed in the custom Fortnite Character already.
the issue is in .21 and .22 for sure, we saw that. If it's not in .20 then roll back the changed code yourself for the fix and carry on
Epic does what is best for them, as Mathew said. If they don't need the fix or it's not totally breaking everything, it will wait.
I submitted a bug with Splitscreen and Focus and that exists in 4.20+ and is still unresolved.
I will most likely fix that myself at some point
But I'm not mad, it's totally normal.
It's worth noting that engine fixes for Fortnite goes to UE/Main
the engine is a bajillion lines of code used by a quatillion people, not everyone is going to be happy and get what they want ๐ฆ
@gleaming narwhal Yeah, that's what I aimed at with "It's fixed already [..]"
I want to be able to save objects to disc in only blueprints but apparently Epic does not think I am special enough to do that for me
@grim ore I think you need to work on your comprehension, this isn't about a bug, its about the bug report process
And we are most unhappy with bugs, Matthew
You seem so sure that you know better than me ๐
That's not really about you or him :P
Sure sounds like he wants it to be ๐
You are making a bigger thing out of it though
I know what the issue is about, I just don't see the reason to argue about it because it's not my say in how they run their business
:P So calm down
my process is deal with the issue at hand, the bug, and move on lol.
@mint sequoia Epic prioritizing bugs is part of the bug report process though ๐คทโโ๏ธ unfortunately just because you perceive a certain method as better doesn't mean that Epic agrees
"my house is on fire, the tv shorted out" would want a person to address the fire issue itself and not calling the tv people for support while the house burns down. deal with the fire, then you can deal with the other stuff once the immediate issue is dealt with.
Not sure I've worked out the details enough to know what I'm asking yet, but would this be a good place to seek advice on starting a tutorial series for UE4?
start at the beginning, "how to turn on your PC"
Umm
Don't think we have a channel for "How to do resources.", so I guess this is the closest you can get
Well thanks for the advice but no thanks
@mint sequoia Welp, you'll understand eventually.
he doesnt have to, my kids don't understand it either
See, condescending
Matthew, you don't really know what you're talking about ๐คท So get off your high horse
Boom
And you know what you are talking about why exactly?
Why does he?
Dude.. I'm voicing my concerns with the bug report system and this guy is being condescending and self-righteous
You are unhappy with the bug report system.
Fair enough, go to the feedback forum thead and that's it.
Why does it matter
It's not condescending at all, My middle kid doesn't understand the concept of dealing with the issue first. It's something I learned in customer service.
Although I have no say over what happens here, I think this conversation would benefit from people stepping away from it for the time being
It is no longer being constructive
Dude, keep your kids to yourself
Whats your problem
I'm 31
Lol
Do you think having kids who don't understand shit makes you special? Or experienced? I don't get it
I was using a real life example in my experiences to disagree with exi on your having to understand eventually. I was agreeing with you
You don't have valid experience, then
Your parenting experiences have nothing to do with game dev
C'mon
Welp, let's just stop here then (:
Not the right place anyway.
Will give you your voice back in a few minutes. Use the time to go to the feedback forum or chat with your kids, /whatever
@midnight timber So to get back to your question: What exactly are you struggling with?
We don't have a channel for "How to do resources." so just post away here
I'm not particularly struggling with anything yet, I'm just in the early stages of planning and was hoping at some point to poll for opinions on best practices
Mostly just wanted to make sure I was posting in the most applicable space beforehand
Yeah you might run into some traffic here about default ue4 issues. If you find someone that does this content (MathewW for example) then maybe just take it to a DM (:
And tip off my direct competition?
(jokes)
Exactly!
how can i play an animmontage in any direction? My shooting anmation always snaps back to its forward position, if I aim up or down
You are probably feeding your whole animation stuff at the end through a Slot or?
The slot that your Montage uses?
I'm not doing animations that often, but I would assume you want to rather blend that
More tutorials is good! I love watching tutorials, no competition here ๐
This is a dumb question maybe but are there better ways to debug in unreal than just TONS of printStrings littered thruy blueprints ?
blending would've been my guess... mhhhhh
You can also add Breakpoints @true leaf
It's getting a bit ridiculous I can't see things in console. Oh hmmm
It would be amazing if there were like debug message types and filters or a third window or something with jsut debug stuff ๐ค
Pipedream lol
Message Log
Can you post into that from Blueprints?
look into using UMG widgets as well for debugging? sorta like onscreen stuff
I have a plugin that lets you somewhere
That's handy
Otherwise it's mostly Breakpoints and PrintStrings.
In C++ you also have LogCategories to filter a bit better
But well
It was surprising they didn't expose message log to BP
I'll just update it then link the git
I wish debugging c++ code would offer a little bit more straight forward tools....
alright so i have this mesh with an animated armature and im trying to add hair to the character in blender but i cant get it to follow in unreal, i know this is prob a blender fix but im clueless
Debugger is mostly good in cpp
I have something for that too @deep basin gimme a min
Always room for improvement
Looks like I missed an argument about the bug tracker
@true leaf @regal mulch https://github.com/Vaei/messagelogger
Not sure I want to read all that, but suggesting that they'll fix those issues if you complain on the forums is a joke
Allows posting to message log from BP and C++ (much better than doing by hand)
They've ignored the feedback for well over a year at this point
Theres also a MessageLogEndPlay function that you can use to exit out if something critical isn't set, whereas you'd usually use a fatal, just to avoid crashing the editor
It just ends PIE and pops up the message log telling you whats wrong
And @deep basin This can generate a project or plugin specific helper file that has logging macros (theres a precompiled win64 binary there) https://github.com/Vaei/VHelperMaker
I wrote that one pretty poorly but does it's job, don't have time to redo it
Then you'd just #include the MyHelper.h in a PCH
And you get LOG_MYPROJ("this is a log msg with float value %f", myfloat);
Also has _WARNING _ERROR _FATAL
And gives you access to those from BP
The macros are basically stuff I found online that other people came up with, and includes net role and function name, etc
@gleaming creek Ah the classic provide a dump for the feedback we don't want trick
I'm sure you've seen my ranting in the bug tracker thread
Spent quite a while pointing out all the flaws and explaining why it was bad and suggesting areas to improve it
The only response from Epic? Someone said they were going to read the feedback and get back to us.... and never came back
I guess they meant metaphorically
There's a lot of anti-Epic stuff going on right now because of EGS, most of it completely made-up nonsense
Gets in the way of the real issues, huh
You don't need to make up fictional reasons to dislike Epic
Back in 2015-2016 I fully supported them, but now I somewhat question them
Same
They used to be cool when the engine was new
You'd ask and the staff would immediately reply and help you
Now they've hired an army of people to smother any feedback and make sure it never reaches anyone who can do anything about it
Winning Allar's stream was the real victory
Hmm
I thought the right way to do that was to filter the feedback not gatekeep it
Yes
A hundred times yes
The thing is, every other company can manage a bug tracker
Yet Epic somehow can't
A bug tracker needs to be public
So people can post on the bugs, discuss potential solutions, whatever
You can have a team who look through bugs and classify them, and filters to hide ones that haven't been classified from devs
In many cases Epic didn't even have to fix them because the community would PR a fix as a result of said discussion
But right now we just have gatekeepers who do their upmost to reject your bugs
Its probably not even their fault, they might genuinely be trying to help, but the system wont let them
Thats another common tactic amongst companies so that the people dealing with them feel sympathy rather than anger
They lost that long ago
I always wrote really good bug reports, because I have a background in IT and know how to write 'em
I saw lovely things like: my entire detailed analysis thrown out for a three-line description when the bug finally made it to the tracker
Though I was still foolish enough to raise them when I found more
But the last straw was when they told me an outright bug was not a bug, working as designed
Nothing can make me angry faster than someone trying to pretend that something is "won't fix - working as designed" when it definitely isn't working and was probably never designed
Met that way too much in my day job
The thing that really makes me sigh is that when you complain about how they handle bug reports you don't have a link showing the whole communication
Thing is, when you're doing bug reports? You're doing their job for them. You know how much good testers are worth?
So you give your time doing useful work to benefit them, for free, and they throw it back in your face by burying your feedback
There's no incentive to try to make the engine better when that's their attitude
good testers never catch everything so for the sake that you are never better served than by yourself you'll always end up doing some bug reporting yourself
True, but I don't quite get how that's relevant?
Epic's approach is more like "I will ignore bugs coming in from the testers and instead only look at bugs I've found myself"
or only fix bugs that will effect their next game
Well, that's really the summary of everything
With all the issues i ran into with systems that are broken and never improved on, I don't see why anyone should have to pay any royalties.
I mostly get the impression that if you're just a small dev, they don't care about you at all, even if you find legitimate bugs. They only care about the bigger devs who pay them lots of money.
I think they just have too many bugs to close quickly
@versed spear You should have to pay royalties because otherwise you'd have to make all those systems yourself ๐ค
like just now I saw a bug reported by an user closed right now
There would be some merit in that
the bug was reported in january 2018 ๐
If they put the bugs in the backlog
and said "won't fix for a while"
But they don't
They mark them as won't fix
Yep
or reject them outright
They go out of their way to try to annoy everyone who wants to help them make their engine better
Also a bug dated January 2018 is nothing special, you'll be able to find bugs from 2014,15 easily
That aren't fixed
Yup, often really important ones
well any project of that size tends to have important bugs coming in faster than non important bugs get solved ๐
True enough
the difficulty is in scaling their operations, aka hiring competent staff mostly
Another big part of the problem is that a lot of the knowledgeable devs got reassigned to Fortnite-specific stuff
so the bugs will pile up even more
I don't think it's malice or the like but that it's literally extremely hard to scale their team up to absorb the demand
and the nature of the IT industry is that bug fixes don't actually bring in that much money ๐ข
I'd go with Hanlon's Razor on that front
But putting that extra step to prevent people using their bug tracker was definitely a conscious decision by management to reduce the number of bug reports
They would rather have people stuck in dev mode rather than release games. Then they will keep getting their market sales.
a "not curated" bug tracker quickly devolves into a LOT of time spent by devs dealing with fake bugs and duplicates
But they'd be getting engine royalties from finished games sold (and/or a cut from EGS)
a 'highly curated" bug tracker is annoying but also acts as a kind of "priority voting", aka if the reporter couldn bother doing the work to get the bug filed, then maybe the bug wasn't important ๐
well they are not making it easy on us
real life isn't fun :/
.... no
Priority voting is when you have a public bug tracker where people can vote on the bugs
and maybe only let devs see ones with more than X votes
Or have them curated before the devs see them
A private bug tracker is only good for burying bugs
why do you say the bug tracker is private btw?
isn't it https://issues.unrealengine.com/ ?
so it's "guest read only"
by dev you mean "Epic dev" right?
yeah
hmm I didn't check but can we at least login to vote?
btw, what about https://epicsupport.force.com/unrealengine/s/ ?
you realize its because its no longer a couple 100 devs submitting but 10s of thousands its the only way to do it right otherwise you would be flooded with spam and crap. no bug or feature request with that many submissions with be fully public you wouldn't have the manpower to clean it up
yeah the problem is that open bug trackers don't really scale well
@serene birch that is the bug submission page
gitlab has 15440 open issues ๐
The problem is that if you post something there, it goes into the void
eventually someone from the first-line support may look at it
And then they either decide they don't care and reject it
or try to reproduce it
and raise their own bug with their own wording
throwing out your entire bug report
well I saw a bug posted there Feb 22 and it was filled in the real bug tracker May 1st
In the mean time, no one else can see the bug or discuss or contribute to it
so it seems there's like a two months of backlog
You also can't post on bugs to give more information
like it should be half the people submitting dont even know how to fill it out or report things that are not bugs
either as the submitter (which is insane) or as another person who's also seen the bug
Yeah, they added that submission form because people were not filling the old form out properly
Which would have been fine if they actually submitted the bugs to the tracker and then others could see it / talk about it / add to it
But the way it is, it just feels like throwing bugs into the void
i do feel comments would be nice
just post the bug on https://answers.unrealengine.com/ so that people discuss it and mention the fill in number there at the same time
Enterprise solution for all your Social Q&A needs.
as a workaround ๐
Yeah, if you post bugs there the staff reply telling you to use the bug tracker, IIRC
We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.
they say to fill the bug with the form AND to continue discussing it on the forum
well that was two months ago ๐
Two months ago?
Has only been one post there in the last two months ant it wasn't by Epic
ok that's getting close to 3 months ago
how do you attach to a mesh socket instead of the regular socket? confused what the point of a mesh socket does, I cant seem to tell a difference
Did you try building through Visual Studio?
yes
I solved the animation problem btw. if anyone is curious.... I created two new slots, for both arms, which are both playing the same animation, these are getting blend to the upper body and the lower body
oh and thanks @mint sequoia ๐
I mostly work with blueprints, don't usually have build errors with those
If you're doing C++ stuff, you have to learn how to debug it, check those build logs mentioned and check the error logs in Visual Studio
I wish they'd add physics asset retargetting ๐ค
Wonder if anyones made something like that
I'm sure I could do it in code
Does FName have a max char length? I thought I remembered reading somewhere that FName's can only be up to 32 chars
Loop through each bone, look for matching bone name in other skeleton, create identical shapes and constraints, copy settings
when I parent one mesh to another mesh which has physics enabled the entire thing just flies off like crazy, is there a way to attach a new meshes to another mesh that has physics and have the new mesh just follow it as a child?
disable physics on the child
i did
but it still flies off like crazy since its the child is attached to a socket on the parent, and it seems like the parent mesh doesnt like that when it has phys enabled
Oh you can change the skeleton assigned to a physics asset, that works ๐
No retargetting but yeah
oh sorry ignore that. That sounds like its a collision issue
parent colliding with child type thing
omg i wanna cry i set the collisions to none on the child and it works
#OutOfContextQuotes
"disable physics on the child"
thank you @honest rune
get the pun XD
i been stuck with this issue trying to find a solution to my rig in blender for hours
after yelling at vehicle physics issues for so long I should have immediately known that lol
wheels are the devil
haha no but seriously i cant describe what a relief this is
jesus i been tech grinding this for so long was about to give up
@fierce tulip thats a good one hahah
I was almost positive I had read before that FNames can only be up to 32 chars in length. Anyone know if thats the case or is it just like strings?
(aside from invalid characters etc)
hey af regarding the phys on vehicle's did you solve motors and wheels? is there anywhere i can see what you did with it?
vehicles was just a side project. Really wanted to do something inspired by twisted metal but physics issues were just too much to be worth the little extra time I have lol. May play with it again when chaos system is out of beta maybe
alright so lets say i was planning on making a simple physics car just for a cinnematic would that be possible?
oh yeah of course
physx vehicles integration works "fine" mostly. Its just when networked physics come into play it gets ugly fast
alright, i just started with constraints and physics stuff in ue so idk how it works really with basic 2wheeel drive etc
im doing string figure rigs for animating characters quick and dirty
@vale osprey has a nice plugin he created for mechanically driven vehicles. some really cool stuff in there
so basically no keyframing and controlling them with constraints in real time
you know the name or how i can get more info on it?
just checking now
Main_Menu.jpg
No C++ is needed, this works as Rama's Victory plugin - it adds extra nodes and classed to BP. There is no need to write C++ code unless you really
some really cool stuff in it
it was more complex than i needed but fun as hell to play with
Big picture question: For a traditional top-down RPG that has one player and up to five other NPCs in the party, which class is best to own the inventory class and the UI -- player controller, player character, or something else?
@placid yarrow PlayerState for inventory
HUD class for UI
Controller would work for inventory more or less, but PlayerState is ideal
@mint sequoia ,thank you!
is there things like motor constraints which has parameters for force/speed etc?
what does your .uproject look like
I did not understand?
your .uproject file in the directory where your project is at, it is a text file, what is inside of it?
also did you enable/disable any plugins
I added a few houses and cars
a few material packages from the epic store
@grim ore
this normally has to do with something stopping a package. a plugin or other bad settings. if we can see your .uproject file we might be able to guess.
I also uploaded another version of visual studio
you can try to package the project and see if any errors show up
I've tried
one minute wait
https://i.hizliresim.com/v6kXA6.png @grim ore
packing failed
'D:\UE_4.21\Engine\Plugins\AdvancedSessions\AdvancedSessions\Intermediate\Build\Win64\UE4\Development\AdvancedSessions\AdvancedSessions.precompiled' File not found
are you using the advanced sessions plugin? if not disable it
anyone know how to make it when shift is pressed the third person character will go into a run animation?
held or pressed? and are you using any default templates like the 3rd person
held and when released they stop running and go into walk or if they stop moving they go into idle
if using the default template 3rd person character change its max walk speed in the character to something like 200. set up a key for shift pressed (using input manager or just shift key). on shift pressed set max walk speed to 600 (default) and when released set it back to whatever you set it to in the first place
the default 3rd person character has a blendspace set up to handle the idle -> walk -> run when the speed changes
yeah but i want to add an animation with it
like when shift is held it will play the running animation
the animation is handled by the blend space
its set so when you are at 0 speed it plays idle, 200 can be walk, and 600 can be run
sorry i am a bit new to ue4 but i kinda understand
well you can look at the default 3rd person project to see what we are talking about and use it to learn how to do it on your project
ok i will try
https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/Blueprints if you are not using the template
or just for something to do since it walks you thru a complete anim blueprint setup
In general, what is the most appropriate method of adding a camera to a map that just sits there? Currently, I think the default player controller + camera manager is just creating a new camera and attaching it to the default pawn
I have a camera floating in the map, but it still just uses a camera attached to the pawn
you can use SetViewTarget with blend ryan to have it use the camera you want
So you know the cross platform sdk epics going to release is it basically a subsystem/ master server?
is the camera going to be controlled by the player or just like a static camera like resident evil?
Would it be better to hold off implementing steam works and just wait for the sdk
how do i find the third person characters blendspace?
add the camera to your world, find the Auto Activate for Player option and set it to player 0
I am trying to make an indoor environment but i see my sun reflected into my glass materials, anyone know how i can fix that ?
@grim ore ooo that works, cool thanks
how do i find the third person characters blendspace?
That's in animation blueprints I think
Or, you make your own and use it in animation blueprints
One day UE4's rendering pipeline will be more flexible.
As much as I like UE4 for PBR stuff it's fairly locked down set in stone rendering leads to a few problems.
it would be very nice to have something similar to unity's srp once they finished with the render graph stuff
@grim ore thank you, it worked!
does anyone know a link where i can get footstep sound effects from
Could anyone help explain to me how the animation is done here? I'm struggling to understand how the pinata has non-constant motion (i.e they move in "steps"), I guess it could be achieved via scripts but I don't understand how this coincides with the animation. (Apologies for the weird color shift)
Its most likely RootMotion.
Aha! I had the right idea then, just couldn't find the right wording to get any relent results
Thank you very much!
hi, i am working with lens flares, specifically my project uses a 2D lens flare as a widget. however! it seems that you cannot apply postprocessing to it. for example, we have nightvision goggles with postprocessing, and the flares are not affected while using the goggles, they just draw over top of them. we've looked at retainer boxes, didn't work. tried making a widget component and then putting the widget onto that component, didn't work. are there any other solutions that are known?
Epic games purchased TwinMotion
Twinmotion joins Epic Games as the latest Unreal Engine offering to help visualization professionals in the architecture, construction, urban planning, and l...
Is Server returns true on both listen and dedicated servers, for listen servers it will return true for the client.
Is Dedicated Server only returns true on dedicated servers, it will not return true for the client.
I only tested a play in editor listen servers so mileage may vary.
I've lost my mind, and then some:
Fully dynamic, and even hides variables that are useless when certain settings are turned off, like all the volumetric sub variables.
@zenith flower ๐ฎ !
i am curious what some of those options do as i've not seen them
i remade our games' options menus and i'm always looking for more options to add
Good ue4 scalability settings and you'll find about x4 more than this. (I've got a few more days of work to do xD)
Google*
thanks, how are you applying those settings if you don't mind me asking?
i am just using some of the bp nodes
These are sub settings that get auto set by the "presets" you are using
I'm allowing manual control
And I'm executing console commands to set those variables
I had to create a special c++ to read some of the variables because the blueprint ones don't work for certain console variables (getconsolevariable)
I'm headed to bed, ping me tomorrow and I'll post my code for that fix
since UE has now bought twinmotion
do you think we'll be able to import twinmotion assets to UE4?
without too much hassle, and possibly even use them in games? it seems like a far simpler tool for level design, especially with that huge library of assets
what's twinmotion?
has anyone ran into an issue (potentially when using cull volumes) where an actor (and all its components) dont show up at all. Completely unselectable outside of manually searching the outliner?
Its driving me insane. All my "show" types are default. Everything is set to visible. If I place down a new instance of the actor it works as intended, but all existing ones are busted. Tried rebuilding the level too... nothing....
happens only on moving clouds...
anyone knows what this could be due to...?
talking about the contouring
could be anything
need more info
but my first guess would be that your cloud texture has a black background
@mint sequoia Thanks for the link! Was already sleeping at that time :P
@honest vale i'm using a purchased asset that didn't use to make this noise...
https://gyazo.com/97ab09f842209bfc8bd173341afffaec
you might want to ask the author of the asset then :\
๐
O_o
ok apparently 4.22 ray introduction has had an impact on the asset... i got the fix. thanks ๐
explosions
how are all the good looking levels made? All the buildings and streets must have some kind of base?
Like this huge floor I used?
0 votes and 0 comments so far on Reddit
@opaque ferry you should maybe look into tutorials for level art and level design
HI rn im prototyping siege system like in mmorpg with castle siege guild wars and city siege
do u guys know how to make it an event and how to make a working catapult with destructible
i cant find a single forum post or yt video for the catapult
for an MMO?
anyone else crashes upon light baking in 4.22?
you fake it, completely
you script all the behaviour so that it's 100% deterministic
i dont really understand what u mean by that
Is there a way to know if certain material that is sitting in my content browser is being used anywhere around the map?
Khai ambershee means what they said fake it
need a wall to go down you fake it
animation and stuff
dont use destruction
i have the animation n stuff for the catapult
can guide me for the process making it?
if you google "ue4 catapult tutorial" you actually get quite a few catapult tutorials
@latent moth Shader might be writing not a numbers.
Is there a way to know if certain material that is sitting in my content browser is being used anywhere around the map?
try delete it
@fierce tulip everytime someone mentions NAN I think of the Indian delicacy
it wil ask u to replace with new material if so
@obsidian nimbus okay.. so ill take it as a no
well it doesn't
even trying on materials that do exist in the level. all I see is some node setup
@fierce tulip tried that but it not what im looking for unfortunately so thats why im here asking if anyone developed it before
also
Ensure: ReflectionCaptureBuffer.IsBound occurs when building texture streaming for the first time
epic says they fixed it. I still crash every time I bake light. I hit continue in VS
but it's still annoying
it'll show the level if the level is using that material
if there is an asset that uses it as a default material, then it'll show the asset
the reference viewer needs work tbh
any idea about the bake crash thingy?
i should prolly not tell any1 to hit delete, altho this does work
no idea about the baked light issue - try changing the quality up or down a step, that's randomly helped crashes in the past
Dont try to delete folders with lots of materials inside lol
hole hombres
Took 30minutes to recover, on a m2
is it possible theres no paralax when using an orthographic camera?
not only is it not possible, that's kind of the point of orthographic projection
ughhhh i knew ittt
there's no depth - ergo it is impossible for there to be parallax
is there a way i can fake an orthographic "flat" look with the perspective mode?
or use a cinecamera in the character bp
you could flatten all your geometry I guess
yeah i thought about it, would rather wait with that solution
if everything is planar, but otherwise in 3d, you'll get something similar
do you not think using a telescopic lense would be simpler?
I'm not sure you'd get the desired effect (though I'm not really sure what the desired effect is)
lol ok
its an endless slider game (left to right) and i need big titles to show in the background
and for the titles to spawn in a specific location of course
You can just create your own parallax effect by moving things at different rates to fake the effect. Might take some fussing to get it right, but it shouldn't be too hard I wouldn't think.
@thorn vector you cannot expect a tutorial to be 1:1 what you want, you follow said tutorial, occasionally follow multiple tutorials related to the subject or an aspect of the subject you are dealing with and adapt what you learned to get the result you want.
@wary wave @midnight timber thanks ๐ flattening the meshes did the trick โฅ
I contributed nothing
You're welcome :D
Is there a way to copy a post process volume and paste it in another level?
ctrl+c, ctrl+v
I believe this also works between engine versions (old > new) but not backwards.
awesome thanks
most (if not all) things in UE 4 editor can be copy pasted
they get copied onto your clipboard in a textual representation of the thing
try copying some object in editor and paste it in notepad
and a final question about post process, this volume I have from an asset does not seem to be a box, it covers the whole scene
how do you set that?
@grave nebula thanks
Hey guys does anyone know if there is any sort of asset like unity3d rewired for unreal?
Don't think so as UE4's InputSystem is a lot better than Unity's default one iirc.
So there was never really a need for this
@plush pike Unreal has native support for pretty much every input controller
eh, not every control, but several of the mainstream ones
good morning all ๐ couple things i'm having issues with that i'm hoping someone might have an idea for. 1- when i stream in-then-out a level, i get a brief bright flash on the screen. i'm not sure if it's somehow enabling auto exposure, or multiplying postprocess effects or what. there should be no change. 2- .. um.. hmm. i can't remember what 2 was now.
the flash is probably lightmaps loading in
you're probably getting one frame where they're not, and getting horrific colours instead
are lightmaps involved?
Thanks @regal mulch and @sudden agate
oh yeah #2 is about the editor loading the wrong map at start, but i think i remember there's a setting for that somewhere
But I am just wondering is there support for steel series nimbus? Is a MFi controller
@wary wave hmm. good question. i suspect there would be. the levels that are streaming around are laid directly on top of each other
Cause I am building a game for mobile
Or maybe I could just input the same as Xbox or PS4? Cause they pretty much has the same buttons except for the middle ones
i was hoping to not have to go to black or empty first, but i suppose i might have to
you may need to fade in or something, yeah
we had a similar problem on a game I worked on a while back; we implemented a function for when the sub-levels were loaded and visible, and faded in from black only when they were
yeah, i've got notification when the levels are loaded/unloaded, and i'm doing it serially, so that i don't have multiple copies of same purpose actors around (cameras and such) at any given time.
i destroy all transient actors in the level, load the new level, unload the old level, then send out a notification to all interested parties that the new level is loaded, so they can find camera and other references
hi, in what units is the character speed? how do i know what 5km/h is (walk speed) ?
okay, thanks!
lol. ok, so i implemented a fade, and i had to set it incredibly fast, and it almost cancels out the white flash. still looks a bit wonky. maybe i need to figure out a way to fade out first before even starting the load process, so it doesn't look so wonky.
Hey guys, can i ask if theres any limitation for using blueprint instead of c++?
everything has limitations. some people write their entire games in blueprint. i think they're insane, but you use the tools you know. ๐
Some people only use C++ when using UE4. Equally insane.
Best usage is to mix them. Blueprints are C++ Child Classes.
C++ Classes can define what is available in the Children, so whatever Epic didn't expose to the BPs is the limition
as a lifelong programmer i default to writing code, but i'm sure i'll find some good uses for blueprint programming along this journey
Welp, as a lifelong programmer you should know that you should obey the framework
outside of binding actions to console commands which is all i use it for right now. i did write a socket server in blueprint, but after realizing that i was going to spend the next 300 days chaining together lines to a switch for string processing, i went and did it in code ๐
Hmm i still dont get how blueprint works. Can a blueprint be used on multiple different objects?
Blueprints in UE4 are unavoidable unless you're throwing most of the engine away
hey can somebody tell me where i can find the advanced session 4.22???
In the Thread of that Plugin
Advanced Sessions Plugin
Message to users 09/08/2017
I'd like to note that the original intent of this plugin was to shore up blueprint support for sessions
i downloaded it from this page but in the plugins it shows me 4.21
surprised its still kept relatively up to date
Maybe no one updated it yet
It is updated by the person who made it
Hmm so if i want to make a function that works for different objects, i will have to do in code?
but it stands 4.22: https://drive.google.com/file/d/1xBz...ew?usp=sharing
Blueprints are classes, @iron merlin
The version could just be wrong
its up to date u can see the edit of the post... damn
Yes and No
If it works with UE4 4.22 then it's fine
it doesnt thats the problem
i need to hook up with some other unreal developers, so that i can learn how other people achieve various things. as is, i'm the only dev experienced with unreal on this team, and so i just do things the way i'm used to doing them
@iron merlin Writing Blueprints is defining classes of objects, that you can then drag an drop into levels as instances, overriding settings for each instance if you want to.
it works in the standalone play... but I have errors if I package projekt
I am aware
I was answering to "Can a blueprint be used on multiple different objects"
The answer is yes
One should look at what BPs offer to them. A Viewport for example. An ordered Default Value List.
A way of properly orgnanizing UI elements upfront. etc.
Multiple convos here
Well, a Blueprint is literally a blueprint. A Template for objects. Just like classes
Yeah it's just a C++ Child Class if you want to keep it simple.
It has access to the non-private properties via UPROPERTY and UFUNCTION macros
Maybe i still dont get the concept of actor and etc. Im used to unity.
Just forget what you do in Unity :P
Where do I have to add the code line?
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.
using UnrealBuildTool;
using System.IO;
public class AdvancedSessions : ModuleRules
{
public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
{
PrecompileForTargets = PrecompileTargetsType.Any;
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
//bEnforceIWYU = true;
PublicDefinitions.Add("WITH_ADVANCED_SESSIONS=1");
// PrivateIncludePaths.AddRange(new string[] { "AdvancedSessions/Private"/*, "OnlineSubsystemSteam/Private"*/ });
// PublicIncludePaths.AddRange(new string[] { "AdvancedSessions/Public" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets"/*"Voice", "OnlineSubsystemSteam"*/ });
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
}
}
@iron merlin Actors are 3D objects that exist in the game world, can support network replication, etc. Read up on the actor framework.
Docs are quite good
Unity works different in a lot of places, E.g. in Unity you put an OBject into the scene and add scripts.
An Actor is basically both in one
You can add scripts to Actors too, but they are Components.
So this whole thing is inheritance oriented instead of component based like Unity
(though you can use components for logic too)
Yeah sure
But it's better to just forget about Unity at that point. It makes it hard to understand waht UE4 does
You should see this as a new software
Yeah i see
UE4 has a complete framework that expects you to understand and utilizie the classes
E.g. You need to understand what Actors are, UObjects, UActorComponent, USceneComponents etc.
So you can properly utilize them
the whole Unity thing of dragging scripts onto shit in the scene drives me nuts, haha
it's so wrong
So its like creating a class with full of class variables in it to combine function?
It feels wrong, yeah, then again I hate that I can't properly communicate between multiple components on one actor
the Unreal for Unity Developers document was quite nice to bring me up to speed when I came back to Unreal after many years away, but had been working in Unity for several months
As said, in Unity you have an Empty Object and you place Script A to Z onto it.
In UE4 you make an Actor, which is a 3D Object + a base script already on it.
There's also a solid Unity to Unreal video course on the academy
You then add Components to it to further add Meshes, Audio etc.
Breaks a lot of this stuff down.
https://academy.unrealengine.com/Class/Unity_UE4 video 3.3 onwards talks about Objects, Actors, Prefabs etc.
You could imagine it as Unity's GameObjects having a unique Script with it.
You are here for ages :P
Great infos, thanks guys!
Actually your account isn't old wtf
Now I'm confused. That profile icon and name are familiar
OH
That makes a lot more sense haha
I was like "How can that Joined Date be correct?!"
Yeah just go to #multiplayer
Awesome!
And yeah, technically it's a place to hangout. This channel here is for UE4 though, we have a #loungs for offtopic stuff.
Check the #old-rules and #more-resources channels for that
You are missing out the newest 4.22 features with that though
Also is your project even 4.21? Cause the Server and the Client should be done on the same
THen 4.21 is correct anyway
up to 50% more performance depending on how your scenes are organized
give a month or two and it should be alright
alright, so, i'm currently having a little issue
well, to say little is an understatement
i tried to package my project for windows 64 bit, but got an error, i looked up that error, and someone said to get it to work they deleted their intermediate and saved folders
so i did, and started up the project again, only to find the entire level i had created vanished and reset to the default little platform with two chairs and a table
is there a way i can recover said level?
Is there a way to merge prims in unreal. Exporting my shapes to merge them 3ds is time consuming with a old rig.
Put the error on #packaging
Possibly recover it from your recycle bin ?
Not sure if its works tho.. I've had the same thing happen to me once, and i had to start over, sadly.
Problem was fixed as of another channel
On the GPU Profiler- ResolveSceneDepthTexture takes up a lot of performance. what is that?
Also I Post Processing although there's no post process volume in my scene
PP volume controls post processing, it doesn't add it
PP is integral to the engine, you can use a PPV to disable parts of it
and as for the ResoleSceneDepthTexture?
scene depth is one of the render passes
so can't do nothing I guess?
Probably not
if I add a PPV everything is disabled anyway.
PPV defaults are far from everything disabled
Pretty sure you have motion blur as a default and that's not the cheapest part
I dont have motion blur
You mean you've explicitly set it to zero in PPV ?
it's not ticked in project settings
if you have nothing in the PPV enabled, it will have the default ones
If you add a default PPV without changing any setting, its defaults should override project settings
Meaning you're re-enabling stuff
Add a PPV, go over every setting with a fine comb
That way you're pretty sure what you really have enabled
Short of insane stuff like >100 screen percentage, you should look at motion blur, SSR quality, AA, bloom.
Convo bloom isn't going to be the default
Lighter stuff like lens flare, vignette or chroma aberration can be disabled too
i should say this is a forward shading VR project
I didn't know need to add a PPV and disable stuff tho. that's good to know
thought if u dont have any ppv you simply dont have post processing done
hmm
What's a quick way to add a roaming fps controller to a VR project and setting it to the default character instead of VRPawn ?
download a template that has that fps controller, migrate the BP of the controller over to your project, then change the input on your VRPawn's BP? @lusty carbon
I'm not too sure how I should create the functionality of a system, essentially, this is what I'm trying to create:
Every level in the RTS game I'm making will have a map made up of different sections, these sections will be swapped out while the level is being generated - So, for instance, section D has three pre-made sections that could be loaded into the space. This results in every level of the game being slightly different from the last (Every section will have different building layouts / terrain differences)
What I need to figure out is how I'm going to store each section of the map. Do I use level streaming or something, and hold every section in its own level and then load that level and offset it by its location in the grid? I'm pretty confused as to what would be the best way of doing this, any suggestions would be very much appreciated! ๐
look up instanced level streaming
Thank you!
Hi all, is it possible to get the time difference between hits down to the ms?
I donโt know if this is the right place to ask this but Iโm looking for a good place to learn c++ Iโm new to the programming world and eager to join
@covert flame Check Udemy, there are loads of C++ courses you can take. Youtube also has some good ones. There is also an Unreal course that uses C++ a good majority of the programming. Pick something and finish the course, set aside time of your day to at least get through one lecture (most are less than 20 minutes long)
i am absolutely 100% the worst at visuals in this engine. ๐
That being said. Donโt learn cpp and unrealโs api on top of that.
Don't?
is that an array?
array of actor references
interesting
what I meant btw was last index minus one, not last index is -1
although it's not len
no that would be array Length
is the array filled?
it is filled as the loop goes
it just checks is there something blocking the space where it's suppose to spawn
hello all, hope you are doing good, im trying to fix my cloth collisons, any tips much appreciated! (the white parts are the legs clipping through)
if yes -> add the existing actor to that array, otherwise spawn a new one
then it get's the last index of the array and gets actor location for the next location trace
that location get is throwing the error
Are you destroying actors referenced by that array?
nope, spawning more
I guess it's one of those weird bp data-race quirks
much like if you get integer value using delegate while simultaneously count the integer up using loop@tick, you always get the same value
you cannot change an array while iterating over it
I'm not iterating from the reference array, only adding to it
welp, that's fixed now
how?
that's interesting. i'm just sitting here reading up on some things in the documentation, and all of a sudden the engine goes "950 shaders left to compile" ...
How much is this in SEK (Swedish vaulve) Cus i donโt trust a site as the show diffrent every time same date
Ok thanks
no one has ideas about my cloth clipping issues posted earlier?
and is there a fast way to reset the pivot point than right clicking and setting the pivot to "set pivot offset here", can you keybind it perhaps?
Does UE4, have something similar to unity such as Colliders that prevent verticies from entering? You could look into that.
Hello I need help
@drowsy elk Primitives, I guess
i made my players hair a cloth. but how do you set the collision so my cloth hair doesnt go through there head??
oh
this should help, I think.
it does but idk it works with cloth the colliders are mostly for rigid body stuff
yea, most collisions are limited to primitive shapes such as box, sphere and capsule
cloths has vert based simulation but it can only check against primitive shapes
afaik
well, those primitives are still regions you can keep bones/joints/rigid bodies out of. I don't know what cloth engine you're using carl, but most would use one of those, I'd think.
If it's not then it's something specialized that would need it's own components to be with it.
When I import my height map it's not smooth
next winter i'm going to heat my house with a Unreal Swarm farm
run Path of Exile in 4K with everything on and play a summoner. Free heating. Only ยฃ0.99p an hour :p
i should probably setup an AWS network for doing swarm building actually
@drowsy elk im just using the default one in unreal, i believe its physX?
also dont know how to set it up with other meshes like the floor etc
It looks like it does support collisions.
But as mentioned, you probably need to set up primitive colliders in places on your mesh. They should act as 'do not enter' zones.
yeah i did but then my flag acts like a static rigid body cube and doesnt fold etc.
i also cant seem to group actors randomly, the option just dissappears
Is there a Tab for helping people...Im new to unreal anddd im trying to make a cube player model andddd i dont know how to animate it... Help?
what exactly is your issue?
well i made a basic minecraft player but thats all i have done its just a bunch of blocks, i would like to animate it but i dont know how.
does it have an armature? is it rigged?
no
okey so in order to animate your character, you need a skeleton which binds the mesh together so each part know how to bend and move
what software are you using?`
unreal..
how do I know the path when using ConstructorHelpers::FObjectFinder<UTexture2D>? what's the name of the root folder from which to start searching the asset? "/Content "? "/Game"?
You can right click on the asset and click Copy Path or something.
oh yeah it was under the name of "copy reference" instead of path thanks
@fading oasis Unreal is a game engine, its not primarily used to create assets, i recommend building your character in blender/maya/cinema whatever you choose and then after creating the character, create a skeleton for it, exporting it into unreal for setting up a scene/game whatever
I can create a skeleton in blender?
Alright, I'll try that. Thanks for the help. I might be back later if i run into anymore problems
Start with the basics in blender, and if you dont know how to do it, search for it on youtube
@mellow turret FPaths::ProjectContentDir()
thanks
im about to create a blueprint from a custom class, is there any debugging/compiling tools I should have to avoid/get feedback from editor crashes I think i read something about that happening and something about symbols to help with it
debug symbols are used for when the launcher editor crashes to give you a full debug stack
do I need to download/set it up or is it the window that appears on crash already?
but if you are using the source version in debug mode then you have the debug files already
and its in the window that pops up, the crash reporter. If you dont have symbols it will just show generic info rather than specific
is there a way to lock actors, for example smoke that covers my viewport, makes me unable to select other actors
you can turn off translucency select (T) to see if that helps, otherwise you can click the eyeball in the world outliner next to the item to hide it. Other than that out of the box I don't think we have locking support yet
ah thanks alot:) that helps!
its mostly the translucency which is messing things up for me
yep
do you know any quick way of resetting the pivot point to a mesh?
(im aware of the right click offset to selection etc)
looking for something more efficient
can some one explain to me how I can control a new thirdperson charature? I made a copy of my third_person_character and then added a new mesh to it. The problem is when I drag and drop the new thirdpersoncharter to the game and press start. I always play as the defult mannequin
@pseudo swift changing it permanently?
@pseudo swift If it's in a blueprint, you can use a Scene component at the root then put your static mesh under that to reposition the origin. Other than that, I'm not aware of any way of changing the origin without re-importing it.
yea permanently
its not in a blueprint
im also trying to fix this light which looks good before I build lighting and then become darker and less emissive afterwards, what am I doing wrong?
then you will have to reimport it or do the method above to give it a fake offset
the thing is, the pivot is like that on import
if you have the original you can change it, there are options to offset the pivot on import
or fix the original item
alright, you know exactly which setting i should look for when importing?
if the item is already imported double click to open it and scroll down in the details panel to the asset import data, then adjust the transform and import it again
hmm okey, think the offset method might be quicker for me to use, im just missing custom hotkeys like blender allows you to rightclick any setting and bind it to whatever you want
any tips on the light issue?
there are hotkeys (keyboard shortcuts) you can assign in the editor preferences. there are ones for setting pivot as well.
In this, the first of two videos, we will start with the basic version of the technique to show you how to simulate a simple translucent effect by using only...
google is so handy
i actually already looked through the thread and i got the subsurface thing working its just building that messes with it
I used that bottom one a while ago, does work well
@grim ore thanks i was able to keybind it! speeds it up alot!
alright i guess ill have to follow it, thanks for the link luos!
try and fix the pivot when you can and no more problems in the future ๐
๐ yeah im doing it the lazy wayy
@grim ore is there anywhere i can see your work?
oh btw i switched the lights to movable and now they build correctly
my YT page is in my notes on my profile, besides that I have no "real work" that I show off lol
๐
So... I'm creating an empty class, making it a UCLASS() but I can't compile because I need a generated.h file, and it wasn't there at the beginning like other classes get at start, how do I get that file?
oh I wasn't adding it as the last include : D
Can anyone explain to me in layman's terms why the camera position effects this code?
https://www.reddit.com/r/unrealengine/comments/bog4nv/is_there_a_way_of_doing_this_without_the/
1 vote and 3 comments so far on Reddit
that was my thought as well but it's got the weird blue stuff when it first starts as well even on the mesh to the left so shrug
I've got a slight problem with my editor. I'm trying to do the thing in top view where you hold middle mouse button and drag to find out the distance between two points
However, my middle mouse button is broken and I'm trying to rebind it but cannot find the name of the shortcut, any idea what its called?
Also Mathew, currently watching your video on instanced level streaming, its been SO useful, thanks!!
it seems that I can't assign to char[] is FString type good for string variables or should I use string type by importing std library...?
You should be using FString for strings
Don't use std::anything
UE4 types exist for everything and will be compatible with the engine
@mellow turret FString for stuff like paths, FText for user-displayed text
@gleaming lotus it looks like it is called the measuring tool and it cannot be rebound, just the units changed ๐ฆ
I had to buy a 10 key for the AI debug stuff so I know how that is lol
Yeah I might move to a 10 key next, this corsair has lasted me many years but I think its time to let it rest.
I can't fit a full size on my desk keyboard tray and nothing has really ever needed it before butthead UE4
Not sure why I didnt think of using this earlier
it works but super annoying as it scales as you zoom in/out
I'm using instanced level streaming to have a map that changes every time you play by changing the map in a grid system
yeah lol
I figured each grid is 2x2 of landscape, which is 125 meters
So I'll loop through how many rows there are and offset by 12500 every time on the X, and then add 12500 onto the Y variable when I need to go down a row
In theory should work just fine ๐
I've got your demo project from the YT video to help me
lol
hey guys live edit is new right? but how to use it I mean I can start the server and that stuff, BUT if my friends are in the same Lan(Hamachi or OpenVPN) it wont work.... they cant connect to it, cant even see the server.... does anyone use that allready and would be able to help me=
anything wrong with this lines
capsuleCollision = CreateDefaultSubobject<UCapsuleComponent>(TEXT("capsuleCollision"));
characterMovement = CreateDefaultSubobject<UCharacterMovementComponent>(TEXT("characterMovement"));
I'm getting "use of undefined type" error for each---
I am always doing more stuff, it just takes longer now ๐
I'm doing benchmarking with Unreal on lower end hardware. I set the graphics to mobile, and the default map is blank, and even with that, the FPS is like 1.
@fair fable I don't know if anyone actually tested it with "fake networking" software but have you opened the correct ports on your router and firewall to let them connect to the server?
I've also had to add target commands -d3d12, because it gives a DX11 error otherwise and won't open.
Any idea what could be running in the background in a blank scene, that is so costly?
@fair fable https://forums.unrealengine.com/community/general-discussion/1606552-multi-user-collaboration-lan-only-vpn-possible has some info on alternatives and changes that might help
I'm just using the default FPS template, btw.
what is the GPU hardware you are testing on?
It is integrated graphics
and that is weird, you should not have to force d3d12
If I were getting 15 FPS, I wouldn't be surprised, but 1 or less, something seems wrong.
there are hundreds of variants of iGPU but it should atleast give usable FPS with the rendering resolution set to 50% and low for the scalability
assuming your iGPU is from the last 7 years
final fantasy XI, one list and I don't have to sort by size lol
What are some extreme options I can take to disable expensive features?
set scalability to 50% and resolution to the far left. if its still 1fps at that point something else is wrong or you are using a dual core pentium from 1999
@grim ore this thing has been great for ue4 specific keybinds, not cheap but it's programmable and can do any key/sequence
Beats having a clunky mouse
yeah I was looking at one of those streamdecks as well for keybinds
Theres instructions to make these yourselves if you have some soldering and 3d printing skills too
I ran UE4 on an i3 3317u portable PC and on those settings I got atleast 20fps in the default TPS map. if you are getting 1fps something is wrong ๐ฆ
Yeah, thats what I figured
I would start with trying to figure out why you have to run in d3d12. perhaps you have no drivers installed and its using the basic display driver
heh I have 3d printing ability but my soldering skills are ๐ฆ
The target hardware for my friend's game is laptops, but nothing older than 4 years.