#ue4-general

1 messages Β· Page 458 of 1

regal mulch
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But I'm also still young, so I can start my dream game still in 3-4 years :D

safe rose
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😭

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Don't say that to my old face

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I don't have much longer to live

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But yeah, I suppose that's another variable

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Age

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And what responsibilities you have

plush yew
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i am trying to make minecraft like world voxel generation system for my wip project and i have no idea how to start it mostly. So are chunks basic actors and different blocks too, if yes how can i get my different blocks to chunk actor?

regal mulch
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It's also just a matter of priority. If you have a solid source of income you have to see how much you can put aside for company and then for yourself.

rustic imp
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yeah if you're 40 with a family you probably don't wanna risk being unemployed for long

regal mulch
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Yeah then you most likely work your arse off on the weekend for that game

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Until you actualy can swap source of income

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And quit your old job

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xD

safe rose
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@plush yew are you trying to do this by yourself? There are plenty of plugins that will do this for you, some free, some cheap

azure shore
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yeah slyack I would assume every block or whatever would have to be an individual actor, but thatd be hella costly

regal mulch
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Minecraft would not be build on individual actors

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Don't even recommend that

azure shore
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I'd like to make randomly generated beautiful worlds someday, not blocky, but yeah idk if Ill ever have the skills

regal mulch
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The world would be a Procedural Mesh

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Build from Verts

hardy flume
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Thank you guys for all the feedback though <3 I'm heading home

regal mulch
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UE4 is a bit annoying for voxel like games. There is nothing really out of the box so you want to grab some plugin if it exists

azure shore
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doubt it would be good for making changes to plugins though

regal mulch
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Point is that the world of Minecraft has to be generated from some underlying data.

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  1. Form
  2. Biomes
  3. Water/Air/Solid Block
    etc.
azure shore
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yeah, I knew minecraft wouldnt use individual actors

regal mulch
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You don't want blocks that aren't visible for the player to be existing at all

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And you technically don't even want faces of blocks to be existing if the player can't see them

azure shore
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yeah, you can see that when you noclip

regal mulch
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So you would generated some sort of surface laying on top of .. nothing

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Yeah

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Now the tricky part is that UE4 doesn't have an easy way of showing and keeping state (in BPs) out side of Actors

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So if you want to show the Stone being damaged by hits, you have to come up with a good way of "faking" that

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The last good minecraft game done in UE4 used Instance Static Meshes

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And swapped them out with Actors if you hit them

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That more or less worked

wary wave
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I would consider adopting an existing voxel plugin with source and adapting it tbh

wary wave
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IIRC @silver crown 's voxel plugin already uses marching cubes

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so it should be possible to adapt it?

azure shore
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damn thats really cool

cloud cobalt
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Astroneer, guys.

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Not sure what they do even

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But it's pretty fast

azure shore
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oooohh so if minecraft swaps out actors, that would make sense why blocks dont stay damaged if you stop mining them right?

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though then again you have chests and stuff

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and blocks with data

regal mulch
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@cloud cobalt What do you mean? :O

near trout
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When selecting a template for beginning a project, there are two tabs: C++ and Blueprint. If you select a template under "Blueprint," does it make it harder/impossible to use C++ later if you decide to?

safe rose
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@near trout no. you just add C++ class

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now it's C++ project

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πŸ˜ƒ

near trout
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thank you

cloud cobalt
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Astroneer is a UE4 game that's all massive deformable planets in voxel terrain, Cedric

regal mulch
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@azure shore Just to be clear: Minecraft is not done in UE4. There is no such thing as "Actors".

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This is solely a UE4 concept

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@cloud cobalt Yeah I know, I have it myself

safe rose
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I wonder if this could be a great usecase for ECS

regal mulch
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I watched hte documentary

wary wave
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Astroneer uses a setup very similar to the plugin I described

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also Deep Rock Galactic

safe rose
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Not that we have ECS by default anyway

cloud cobalt
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The tech in the game is pretty great

wary wave
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DRG is custom built, not sure about Astroneer

cloud cobalt
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Zero perf hit ever

regal mulch
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They already head a good starting point from the previous unity version I guess?

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I loved their Replication Bugs early on haha

azure shore
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well you know what I mean by actors

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of course minecraft isnt in ue4

wary wave
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Astroneer probably also uses marching cubes and voxels

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it's pretty standard tbh

safe rose
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^

regal mulch
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If you left the game, the backpack etc. stayed floating in the air, cause they didn't clean that up

cloud cobalt
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πŸ˜„

safe rose
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Don't try to reinvent the wheel

regal mulch
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I also often wonder how peeps released games with such bugs and I feel bad for every littel bug I find prerelease

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My client would also not be happy if you leave the match and the weapons float in the air

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.>

heavy ether
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reinvent the wheel when the current wheel is not suitable.

regal mulch
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:P That would mean you didn't need the wheel in the first place, so you aren't going to reinvent it anyway

rustic imp
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someone needs to be the first to invent a new type of wheel though

silver crown
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@cloud cobalt astroneer tech is pretty slow

cloud cobalt
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Compared to what ?

silver crown
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Compared to mine

heavy ether
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it seems to me since we're discussing minecraft like games, we're more in need of cubes than wheels, really

cloud cobalt
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Ah, okay.

safe rose
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@silver crown Your tech is godly OP

silver crown
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Look at how laggy it is when you transition planet

cloud cobalt
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I mean, Subnautica has a streamed terrain system that lags on a 5GHz 8-cores system.

silver crown
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Like it's ok for the game, but it's slow ^^

cloud cobalt
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And it doesn't even deform

silver crown
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Yeah subnautica is another story

cloud cobalt
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πŸ˜›

silver crown
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@safe rose it's basic stuff

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Just done right

safe rose
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πŸ˜‰

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You make it sound so easy

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Humble dev

silver crown
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Heh

azure shore
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hey so this is for a doom-style rotational sprite thing, but only the diagonal sprites face the camera in this. any idea why this wouldnt work?

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the four on the left dont do the same as the diagonals

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idk if its an idiot mistake here that Im not seeing or what

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this is so strange

rustic imp
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I think you're gonna have to be more specific what you're trying to achieve and what all these variables are intended to be

azure shore
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oh, those arent variables, theyre the directional sprites

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just imagine doom with its rotational thing, well all this is doing it making each of those component face the camera

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thats literally all this is on screen, yet none on the left work

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so how is it possible for both of these to be the exact same and one not working

rustic imp
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there's a look at node

azure shore
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how would that even work for what I have

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Im trying to make it look like a billboard sprite

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but with only yaw

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yeah I dont want it to be location

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whenever you turn the camera it should still be facing the player

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which just completely ruins the effect if Im trying to make it look like a doom style game

plush yew
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@regal mulch So if every block would not be actor what would blocks be then? Did i understand right?

rustic imp
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voxels

regal mulch
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A huge blocky mesh

plush yew
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but if i want to break blocks and make them drop stuff

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different textures

regal mulch
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That's the point where you'd have to replace the simple mesh with something

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Honestly, for a beginner, doing Minecraft in UE4 is just crazy

plush yew
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but i think its fun side project. Just starting with basics breaking blocks stuff and then moving maybe to world generating

regal mulch
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Sure it's all fun but it's also not really simple

plush yew
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i dont like simple thinks

regal mulch
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It's like saying "Let's make an MMO out of fun"

plush yew
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but is it then bad idea to make block actors and generate from actors the world

regal mulch
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Yeah cause Actors have huge overhead

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And the Meshes would also al be one drawcall

rustic imp
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it's gonna run like shit if you do that

regal mulch
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You'd instantly have 1 fps

rustic imp
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look up the concept of voxels and marching cubes rendering, that would be a good start for a minecraft like game probably

plush yew
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okay but where will my blocks then even be saved if they are not actors/blueprints

regal mulch
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The only way between Actors and Procedural Mesh would be InstanceStaticMeshes

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That's the only half-assed okayish way of doing this while keeping performance

rustic imp
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you have data assets for chuncks for example, that describe the "nodes" within that chunck

regal mulch
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You'd have one Actor with a InstanceStaticMesh comp per Block type

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And if you hit an instanced mesh you can swap it out with an Actor for the state change

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But the proper way is a voxel etc system

crude vessel
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How exactly would you set your game.up to allow players to make maps for it? Do you just expose some.assets or do you need to build an in game level editor?

plush yew
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can i do like if you break block with this texture then it will drop stuff

regal mulch
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Most likely an InGame Level Editor

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"Can I...?" can 99% of the time be answered with "Yes."

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That's totally up to you

plush yew
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okay nice. What about building part?

regal mulch
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Read the above

plush yew
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I want to build dirt house. How does that work. Where does my blocks come noe

regal mulch
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You gotta figure that out yourself

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A side fun project doesn't mean we help you with every step

crude vessel
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I mean, sorry, I was curious what the most common solution was, if I wanted to allow people to just use the standard UE4 editor to make maps?

plush yew
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i just ask this basic stuff. Just what are blocks and what are chunks

regal mulch
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I already told you to use InstanceStaticMesh if you want a straight forward way of having good performance with these blocks

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@crude vessel That's tricky, you aren't allowed to distribute the UE4 Editor outside of the UE4 Launcher

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So if you want to offer a mod editor, like ARK, you need to get in contact with Epic

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(GitHub would also work if locked to UE4 accounts like the UE4 Source is)

plush yew
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oh so is instance static mesh like mesh/models that i get from blender 3d and then just put texture to it. I didnt remember what it was

regal mulch
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There is also tutorials on Minecraft for UE4

rustic imp
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You could distribute your map creation tools as a plugin for ue4 I guess maybe

regal mulch
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Just google a bit

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@rustic imp You still need to give Players the content

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Some base classes etc.

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And if you don't want to open source your project, you need to compile your own mod editor

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And that one needs to go through the Launcher

rustic imp
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Yeah of course

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Also depends on how much customization you want to give the player

ancient lotus
neat forge
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Does anybody use akeytsu?

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Im trying to properly weight my mesh onto the epic skeleton but when I paint/remove weight it doesnt stay how I fixed it. As soon as I edit another bone it goes back to the way it was. How do I properly weight paint with out that happening?

safe rose
neat forge
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Useful, but thats what I did and thats where the problem is, the weight had to be adjusted and it wont stay fixed to where I adjust it

safe rose
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Email their support/use their forums

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I think I only know of one person here who may have used it for a decent time

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@vale silo may be able to help

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Otherwise, it's outside software support. But you can possibly find help in #animation

neat forge
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Im sure Ill figure it out sooner or later, thanks anyways

azure shore
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soooo does anyone know about my sprite thing then...

safe rose
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@azure shore If you can zip that project up (or cut everything out but the sprites and your setup) I can take a quick look at it

cerulean nova
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i tabbed out of ue4 and back in and for some reason my FoV slider automaticly moves to 170 all the time ...help?! πŸ˜„

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tabbed back into it and now its back to 90

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weiiiirrrd

wise marsh
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hi

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so i have problems casting blueprints variables on blueprints with a VAREST Plugin process

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but i need those process to connect to a json

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api

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so i do not have idea to fix it i have tried with a structures,

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variables

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so i decided try that process and print it on other with out jsons request and that request workd

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works

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process *

ancient lotus
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anyone here familiar with nav link proxies?

azure shore
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oh ok @safe rose I'll try to send it at some point

glad gulch
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Hey there. I try to use a rendered 2D picture (png) as a little HUD element in UE, but when i'm scale it it strech and runs into a pixel(ton-)monster. What can i do? Is there a percent scaleable method in ue4? Thanks in advance for your advice.

paper kernel
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scalebox

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is what you're looking for

glad gulch
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I will try it. Thanks champ.

timid saddle
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hi folks, as a newbie here i wanted to ask you guys something

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for my architecture postgeaduate, i need to create a simple game that includes some areas. And well i need to present this project in VR. Which VR headset should i go for? I'm going to create everything in UE4. Rift? Vive? Oculus Quest? what do you people think

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Well i pretty much know creating levels in UE4, but never tried to pack it for VR

grim ore
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each vr set has plus and minuses, a big one is do you need it to be wireless

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the second one is how will you interact and do you need 2 controllers or fancy controller motion or gestures

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and to go along with the first one what machine will this be ran on, can it handled wired VR at the correct speeds/visual fidelity you need

upper wasp
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anybody have noob skills like me in unreal engine?

timid saddle
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hi mathew thanks for the feedback.

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actually, i did some research on oculus quest because wireless is pure perfection for my project. but this is not a must.

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and acutally, there is not gonna be fancy interaction. i just need simple WASD movement, and click-teleport option. and thats it.

cerulean nova
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i made a Vehicle to tinker around and learn something. Somehow everything seems to "work" besides that the whiles seem to have no collision and therefore the vehicle just lays on the ground the wheels turn and steer but the vehicle isnt moving and as i said the wheeles seem to have no colision but i set up collision for them ....

timid saddle
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my current pc has ryzen 2600 cpu and gtx1060 gpu. I assume thats enough for not exteremely detailed project?

grim ore
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@timid saddle well if using wireless then your pc specs dont matter, if using wired then yeah your machine should be fine. Quest is good for wireless, rift is cheapestish for wired. anyhting you get should be fine it just comes down to wired and wireless and if it would work for you as wireless is just a glorified mobile device for quality

timid saddle
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but can i run my project on quest? how can i install it on quest? some kind of app market or stuff?

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like i said i'm quite newby on VR stuff πŸ˜„

grim ore
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quest will let you sideload the apk more than likely, its just a glorified android phone

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you would have to make sure UE4 supports it as it just came out but I beleive it does/will soon, but the quality is the issue because I don't know what you are aiming for and if it will work on a mobile chipset

timid saddle
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oh cool...so i can transfer my project to quest.

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yeah you are right. to be honest i am not quite sure about how the quality should be like...

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alright mathew, thanks for info man! Appreciate that

grim ore
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you can get decent graphics on the mobile stuff but if you need the best you would have to go wired with your desktop

timid saddle
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then what about DK1, DK2 and CV1? what is the difference, or is it worth the price?

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The people whose gonna test my project has never experienced VR before, so it doesn't have to be so perfect at all πŸ˜„

grim ore
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DK1 and 2 are the dev kits, not recommended as they are older less capable hardware for the most part. CV1 is the consumer version of the normal rift

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the new rift s is better in most regards (1 cable, no need for sensors on a desk or wall) but has no physical IPD adjust so does not fit all eyes

manic pawn
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when you download the paragon assets, they are somehow cooked yet readable by the editor, does anyone know how this is done?

timid saddle
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oh i understand...i will consider that

fringe pivot
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With the default UE SkyBox/3rd person template, what else adds light to the scene besides the directional and sky lights?

cyan bough
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How would I write an and function?

I have an events chain running in my game mode blue print connected to the event tick node.

Is there a node that would let me run multiple lines off that. Like run function A and B and C in sync?

abstract relic
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Yes. Sequence node

cyan bough
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Ah that's the one thanks so much.

magic scarab
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LogInit: Display: NOTE: Only first 50 warnings displayed.
LogInit: Display: Failure - 15 error(s), 416 warning(s)
Execution of commandlet took: 4606.67 seconds

NOooooooo

cyan bough
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Which node will fire all of them at once but allow me to start them at the same time

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I have multiple systems I need to fire off the event tick. I would like to control each one with their own delay.

kindred viper
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You should have a read into the Event Dispatchers. If you want an event based system, they are vital for optimal event flow

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it goes like this. Create Event Dispatcher. Then Bind to the Event Dispatcher. Finally, Call the Event Dispatcher. Every event registered will fire when its called

cyan bough
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I'm super new. I wrote myself a nice exp system. It uses 2 diffrent types of exp.

To make it easier to calculate I am running the exp calculations from the event tick in game mode blueprint.
It let's me pick up all the exp when using area of effect and killing many enimies at once.

The 2 systems get info from npc as it dies, runs to update exp then deletes the variable data.

I also have a save system which needs me to fire info every so often to keep up to date.

If I run the sequence the delay from the slow save game bogs down my exp systems.

kindred viper
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Learn about Event Dispatchers. You will want to re-write it πŸ˜‰

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Not saying what you have done isn't working or anything. But its such a core concept that helps you get information where you need it, when you need it. You become the Director of your own little code movie

heavy ether
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@cyan bough if you don't need to do something every frame, it shouldn't be in tick

cyan bough
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I need to update it often to keep the exp bars updating with heavy kill counts

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The first one i can tack onto any monster and control the exp rates

kindred viper
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well when you kill. Call an Event. Then update from that event. The Tick is not meant for this kind of logic. It's a one shot deal. Not a frame deal. You would be checking more than you need

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in fact you only need to check once. When you kill. Then fire an event called OnEnemyKilled

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or you can bind to listen for built in event

cyan bough
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I tired to do it from the actor blueprint of the npc. I wrote out the first exp logic, Got it all working. Then I tacked on the second one, which was an exact copy of the first. With all the variables changed those of the second system. The second system just would not fire for me. This was my work around for that lol

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Will go do more research πŸ˜ƒ

jaunty haven
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Hi guys , is there any other way to debug the world composition .

normal burrow
vagrant kayak
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there also some console command you can use to see which level is currently streamed in or streaming in/out etc

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I have this weird issue that I cannot move around any actors in my viewport. This only happens in one specific project. I do can rotate and scale.

plush yew
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@wary wave can you please test something out for me?

wary wave
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I'm at work right now

plush yew
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okay

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can anyone else try to reproduce some bug i found?

honest vale
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oooh Epic is working on text based archives

mossy thorn
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hi i got some issue to test one of my gui in standalone

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he dont want to go in 1920x1080 - that suppose to look in picture num2

regal mulch
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So we seem to have a very heavy Pure/Const BP function, that basically checks a few things (mostly booleans) and then returns true or false.
Is there any way of improving this in BPs or would moving it to C++ with INLINE solve that somehow?

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Cause I'm rather confused as to how a few AND/OR checks can be heavy (it's check on tick though, due to movement axis ticking etc.)

plush yew
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what does this mean

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i think i never got it before with my models

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and other question is what are instanced static meshes

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@regal mulch just moving the boolean checks to c++ would help a lot. the deal with your BP is that it's problably referencing a lot of other blueprints.

regal mulch
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There is sadly a lot going on, otherwise I would make it more event based

plush yew
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You should look into splitting that up

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I found a really good chat about Blueprints that tackles this subject

regal mulch
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Yeah I will see what I can do. I'm aware of how to translate stuff into event based setups.
It's just not so straight forward if 3-4 actors are actively affecting that state

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Buuuuuuuuuuut, optimization is part of the journey

rustic imp
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Why are meshes Y forward when importing or viewing them in the asset editor

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gameplay is X forward right?

regal mulch
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Maybe cause you imported them wrong?

wary wave
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seems likely an export issue

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in other news, you can get the colour of a box component but not set it 😐

rustic imp
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but if I open them in the asset editor it seems y is forward as well

regal mulch
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And?

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That still means that you most likely exported it with y forward

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@wary wave Correct, ShapeColor is ReadOnly but EditAnywhere

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I do think it's public though

wary wave
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I want to set the colour in BP :/

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you can't

regal mulch
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So you could make a static func

wary wave
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which is kinda dumb

regal mulch
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That takes a ShapeComponent

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And changes the color

wary wave
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that would require native code though

regal mulch
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No, just a c++ functionlib?

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UFUNCTION(BlueprintCallable, Category = "BP")
static void SetShapeComponentColor(class UShapeComponent* Component, FColor NewColor);

void UYourFunctionLib::SetShapeComponentColor(class UShapeComponent* Component, FColor NewColor)
{
    if(Component)
    {
        Component->ShapeColor = NewColor;
    }
}
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Something like that

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Requires ShapeColor to be public of course

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But I don't see it being private

wary wave
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yeah, I'm working in a team of 200+ people - I can't just randomly add functions for the sake of changing the colour of debug boxes :/

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I'll just have to remove the boxes and re-add them as necessary

regal mulch
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You can't* change them through code at all though afaik

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Only through the inspector

next badger
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i wonder why they are read only

regal mulch
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@wary wave What do you need them for anyway?

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You could also try to DebugDraw a Box

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And give that color

wary wave
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it's just drawing debug boxes for placement checks

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DebugDraw isn't an option because it utterly fucks your framerate

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annoyingly you can't pass the shape colour in either when creating the boxes

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I guess Epic folks don't use these much in gameplay stuff

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can set colours on arrows though

lost ember
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Theoretical question, what should I use if I want to make a modular level editor to have rooms snaps to each other's entrances/exits?

vale silo
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@timid saddle if you are going to show VR to people who has never experienced VR before, you better make sure you are showing it on the best VR hardware there is today. Which is Rift S or Vive Pro, or Quest if it's mobile VR.

sick escarp
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How can I control the execution flow of events listening to an event dispatcher? Some doesn't matter but some functions needs to happen after others. Is the best solution to just create a new event dispatcher that fires when those events happens so that I can be sure it happens after a specific event? Kind of hard to explain but I think It's comprehensible enough

regal mulch
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Technically the order of execution should be the order of binding

brisk osprey
rustic imp
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might be that the user your using to start the project does not have access to the engine or plugin folder

brisk osprey
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Not sure

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I also got this if it helps ?

next badger
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@brisk osprey not generally... in most cases this issue caused of the faulty DLL...try to delete one and open the project again

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the one in "your project"\Binaries\Win64

cloud cobalt
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Rebuild in Visual to start with

brisk osprey
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Oof yeah that could be it

next badger
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ue4 will do that if the dll is missing

brisk osprey
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Oh

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Im downloading the project again

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@next badger You were right! Thanks for the help πŸ˜„

rapid geode
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why do i get this error so much?
Assertion failed: !AllocationFlags[Index] [File:d:\build\++ue4\sync\engine\source\runtime\core\public\Containers/SparseArray.h] [Line: 87]

cloud cobalt
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What's the full stack ?

plush yew
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@rapid geode looks like corrupted binaries try deleting what's in Project/Binaries/Win64

rapid geode
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ok

cloud cobalt
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Uuuhhh

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How does it look like "corrupted binaries" and wtf is that

rapid geode
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nope didn't fix it

cloud cobalt
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Yeah no shit

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What's the full log for the error ?

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Assertions provide a call stack

abstract relic
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Pastebin my man

rapid geode
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well too late now

cloud cobalt
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Looks like a code error in the HeadMountedDisplay plugin

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Trying to allocate at a bad index

next badger
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@rapid geode it's never too late, remove the post and use pastebin

rapid geode
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ok

dire coral
#

plz help need a quick battle royele template for starters works with ue4 2.21.2

cloud cobalt
#

That a serious question ?

lost ember
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😐

hidden aurora
#

Lmao people think they can make a battle royale that easy

dire coral
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just a quick template that works in 2.21.2 i had one but it broke and i ccant open it

abstract relic
#

How much will you pay me for it? 😜

dire coral
#

Maby a BJπŸ˜‚

abstract relic
#

Not a fan of Ben and Jerry’s. No deal 😜

regal mulch
#

Not using Source Control? -> Your own fault.

spark sonnet
#

There are tons of templates on the marketplace @dire coral

dire coral
#

thx sebb but are they free thou

cloud cobalt
#

Developing a BR game can't be free

#

Since you need hosting

spark sonnet
#

if you make a good game then you'll earn back that money in no time

#

but I dont recommend making another BR game. There are too many of them now

cloud cobalt
#

Of course, only 5% of Steam games are good games

zinc rivet
#

there's also the fact that it's possible to make a good game that nobody wants.

dire coral
#

I got a question

#

what typ of game do i make for a class of 10 sutdents for a lan party BR or TDM

cloud cobalt
#

BR at 10 is called DM

zinc rivet
#

lol was gonna say

cloud cobalt
#

Though DM usually has respawn

abstract relic
#

They will have graduated by the time the game is finished 😜

zinc rivet
#

πŸ€” true. and DM doesn't have the constricting area

spark sonnet
#

Why dont you play a game that already exist?

dire coral
#

I ment a just a typo of game something like BR where you span and picku up wepon orr with alrey made classes

cloud cobalt
#

@dire coral Just pick ShooterGame which is free and build on top of it

lost ember
#

Should I use UMG or Slate for an in-game level editor?

rustic imp
#

run your editor from visual studio so you know what's crashing it

#

Ideally in DebugGame Editor config

kindred viper
#

@lost ember you can use both if you want. You will mostly use UMG though.

lost ember
#

Would Slate work if I wanted to iterate through a data table to load categories of objects and display them on screen as tabs? @kindred viper

kindred viper
#

sure. You can create list views and everything else you need in both UMG and Slate.

rustic imp
#

oh, that's not good

#

check if you have some crash logs maybe

lost ember
#

What should I think about when choosing one or the other @kindred viper ?

kindred viper
#

@lost ember I don't limit myself to choosing one or another if both are usable. Everything for it's purpose though and Slate is meant to stay in the background. Mostly for editor moditifcations or completely new widgets. However every widget you throw up on screen at runtime, will derive from UUserWidget (which is the UMG layer on top of Slate). It's all converted to Slate, and you don't really have a choice if you want to iterate quickly

lost ember
#

aight

dim topaz
#

has anyone else experienced compiler errors when importing the third person character template into a project?

plush yew
#

have you tried deleting the binaries_

rustic imp
#

the binaries folder in your project I guess

#

you'll have to recompile then

thorn topaz
#

Can you use logical operators in EditCondition?

rustic imp
#

is it pure blueprint project?

#

ah that's why

#

no I mean blueprint projects don't have a binaries folder afaik

#

still don't know why your pc crashes though

#

but something needs to be very wrong for it to shut down your entire pc though

plush yew
#

Im having a bit of issues loading up a map in the editor. My team members are able to open the level easily but for some reason the engine is stuck when loading it on my end. Its been at 75% for the past couple hours now and I need to get in here to edit some things. Can anyone help?

rustic imp
#

first time opening new maps always stays at 75% for a while, but hours seems crazy

#

maybe run it from visual studio and check the output log

plush yew
#

Okay let me check

#

@rustic imp How do I open editor through VS? Ive never done this kind of thing before, im just the artist not the programmer

rustic imp
#

does your project use c++ or only blueprint

#

?

plush yew
#

Its a mix of both

rustic imp
#

ok is the icon for your uproject black or blue

plush yew
#

blue

rustic imp
#

ok, right click it and select generate Visual studio project files

plush yew
#

wait wait it just loaded in

rustic imp
#

ah ok

plush yew
#

Lol i love it how whenever I go here the issue solves itself

#

Sorry for wasting time

rustic imp
#

happens all the time :p

#

every time something doesn't work and I call a senior, he comes stand behind me and suddenly it works out of nowhere

#

no clue

#

if you use source control of any kind, revert to a previous commit I guess

#

if you don't, you should

#

if it is a project setting

#

it's probably somewhere in the defaultengine.ini file

#

look there I guess

atomic meadow
cloud cobalt
#

Have you asked Hammuer's author

fierce tulip
#

@atomic meadow we already told you to install the debugging symbols and send the crash log to the hammuer creator (IF that is actually the reason for the crash)

cloud cobalt
#

He has the debug symbols IIRC

fierce tulip
#

that image tells me otherwise?

cloud cobalt
#

He did say he had them yesterday

fierce tulip
#

saying and actually having them...

cloud cobalt
#

Yeah, so install them @atomic meadow

atomic meadow
#

i did it,ue4 crash again xd

cloud cobalt
#

The point of engine debug symbols is to know why

#

Get us the crash window after installing debug symbols

zenith flower
#

Shouldn't this ignore all attached actors? (I also make sure attached actor's owner = the actor it is attached to) Or am I misunderstanding this, and this node, only ignores a single actor exclusively

heavy ether
#

maybe a noob question here.. i'm messing with adding a spotlight component to a blueprint... and i'm not getting any light from it. i even turned out all the rest of the lights in the level, just to make sure... and.. nada.

zenith flower
#

Ignore Char

Char -> TorsoActor -> WeaponModule
->BodyActor -> WeaponModule
->LegActor -> WeaponModule
ect

heavy ether
#

added spotlight, set it's intensity stupid bright, pointed it in the right direction, no light

zenith flower
#

(Not sure if I remember correctly, but try static/moveable, and also, make sure its close enough to you.) ((((I tried to "accurately" distance the spotlight, to the distance of the sun.... which worked... but no shadows ))))

heavy ether
#

yea it's set Movable, as it's Actor is Movable

zenith flower
#

try just a spot light in the world itself, without a bp actor

heavy ether
#

SpotLightActor worked yesterday

#

yep, i can drag a spotlight actor into the level and it instantly shows up previewing

#

if i try to use a spotlightactor attached to the blueprint, that also fails, but it does fail with a red-X and no explanation

#

seems that using a child light actor is a no go idea anyway..

#

point light works. ugh.

#

ok, after adding and deleting the point light, now the spot works. :facedesk:

neat forge
#

Im having some trouble with getting my main menu to work properly, I was wondering if anyone could help spot if I did something wrong, Im really new to UE4 and was following a tutorial

heavy ether
#

but it only casts for about an inch in world space. argh.

neat forge
abstract relic
#

I applaud you for using coloured comment bubble

neat forge
#

Its supposed to show their character at the menu, Im not sure how to get the UI to go away on there and also the buttons arent working

#

Lol trying to stay organized

abstract relic
#

It’s been awhile on my end but that Get Player Controller is my first suspect

#

And as always. Look through the doc example for basics first

pure grotto
#

hi

heavy ether
#

hmm. 28 minutes to get the engine started loading the ContentExamples project, and then 5802 shaders to build after getting the editor up. woo.

fringe pivot
#

@heavy ether load and compile times are totally fucked up for me too

next pewter
#

is there a way i can select all DecalActors with the same material ?

atomic meadow
cloud cobalt
#

@atomic meadow So it really is a Hammuer problem

#

Send this log to the author and wait for a fix

atomic forge
#

What's the proper naming convention for actor components?

grim ore
#

random chance but has anyone here developed for the Quest/Go using UE4?

plush yew
#

is there way to make material that puts image to every side

cloud radish
#

@grim ore i have played around with the go a bit

kindred viper
#

@plush yew I saw something like that with a Volume Texture

rustic imp
grim ore
#

@cloud radish any real issues deploying to the device? did the launcher version of the editor work or did you have to use the oculus branch?

cloud radish
#

I used default 4.22 for It, didnt have any issues except i didnt know i had to install the android stuff to be able to see it in the launch device ool @grim ore

grim ore
#

the android sdk and stuff right?

cloud radish
#

Yupp

grim ore
#

awesome. considering pickup up a quest today, was hoping no real issues with UE4 out of the box. It didn't look like it but had to check

cloud radish
#

@grim ore, btw. Love your Channel, super helpful and awesome, thanks for all the content!

#

Sweet! Yeah the quest looks super awesome

grim ore
#

πŸ˜ƒ glad you found it useful. I was considering the Rift S but the completely wireless and pcless sounded nice. I liked my old gearvr and having a android headset with full controller supports seems really nice

cloud radish
#

Yeah! πŸ˜ƒ

sullen wraith
#

ahh dam

grim ore
#

and the quest is not available to buy right now but the S is.... damnit

sullen wraith
#

the cast is failing

#

i think its because of overwrite event handle starting new player?

#

could that cause this?

grim ore
#

well the HUD is not available on the server if that matters

sullen wraith
#

still fails on not replicated

grim ore
#

is your cast to failing?

#

if it is, which I noticed you said it was lol, what class does it have for the HUD at that point then?

sullen wraith
#

run on owning client did work

#

thanks mathew πŸ˜‚

#

you're always amazing help πŸ˜›

grim ore
#

ah lol yeah the HUD is client only, its a good place to put UMG stuff for multiplayer

plush yew
#

can someone help me and tell how can i put like different image to every side of cube

#

So, are there any tutorials that go a little more in depth with the ue4 camera system? Most I can find is "spring arm to root, camera to springarm in the players BP"

bitter iris
#

Hey guys, I want to add a paint layer on my landscape so I can brush where I dont want foliage. Is there a way of doing this?

grim ore
#

@plush yew you need to look into UV mapping if this is one mesh with 6 sides. The UV Map determines where on a mesh the texture goes. If you dont want to do this you can make a cube by hand with 6 planes and then you now have 6 materials you can apply to it

plush yew
#

i did uv mapping. Texture is not still in right position

#

@grim ore

grim ore
#

it sounds like your map is not correct then in the 3d program, what does it look like?

plush yew
#

uv is right and it looks what i wanted but texture is just not like it should be. I can now see texture but its not in one side texture is spreading to every side as one image

#

how can i just fix position of my texture

#

So restrict your UV map to one side

#

i want one image (texture) to every side as one, but my problem is that texture is spreading to other sides as one image

#

its cube

#

What I would do is a separate material for each side, or maybe material instance, depends how different the sides are

grim ore
#

so you want one picture, the same picture, to be shown on all 6 sides?

plush yew
#

yes

grim ore
#

and your UV map is set to have 1 overlapping side then?

plush yew
#

uv seems to be fine

#

no overlap

#

You need one material slot per side and have the same material in each slot

grim ore
#

if you want the same picture on all 6 sides then it should be overlapping

#

else you need a proper unwrap on your mesh and a texture set up to match that map

#

it's why we keep asking what your map look like, same with your texture.

plush yew
grim ore
#

ok so take your picture and stretch it to map that entire map, that is what it will look like (and does)

#

thats the way it works

plush yew
#

material blueprint?

grim ore
#

I am telling you why it is doing it, you are putting 1 texture (the green) on the entire map (all 6 sides of the cube and the empty space)

plush yew
grim ore
#

you need to fix your texture to match your map, or change your map to fix the texture

plush yew
#

ok i want textureto match map

grim ore
plush yew
#

how can i make it like that

grim ore
#

you would draw it that way using paint or some other art program

plush yew
#

in my modeling software?

grim ore
#

or fix your UV map so all faces are overlapping and take up the entire 0-1 UV range

plush yew
#

So, are there any tutorials that go a little more in depth with the ue4 camera system? Most I can find is "spring arm to root, camera to springarm in the players BP"

grim ore
#

or you could use the editor cube that comes with the engine, it';s got the UV map set up like that (and why your material preview looks correct, it uses that mesh). https://i.imgur.com/fm9axaY.png you can find it in your engine content under "/Engine/EditorMeshes/EditorCube'"

plush yew
#

@grim ore it looks like problem is in material, because i fixed uv to look like a photo that you sended

#

is it possible to get photos to uv to make like a texture

bitter iris
#

Does anyone know how to make a paint layer to remove foliage for the landscape material, really need it

plush yew
#

@wary wave you on?

cloud cobalt
#

So, how would you guys convert a screen-space direction (not location) to a 3D direction ?

#

Oh, nevermind.

ancient otter
#

Hi guys

#

My rain is going thru the wall with colission depth enabled

#

Any idea on why this is happening?

kindred viper
#

need more damp proofing. I know a guy.

ancient otter
#

(?)

ancient otter
#

Con someone pls help 😦

mellow turret
haughty moon
#

im very new to unreal and me and some people are making games

#

if anyone wants to join lemmi know

bitter iris
spark sonnet
#

stop what?

sinful umbra
#

those are artifacts from dfao

bitter iris
#

@sinful umbra How do I mess with DFAO for the mesh?

sinful umbra
#

you can up the distance field resolution but i'd recommend tweaking the setting in your skylight first

bitter iris
#

bearly has any change

grim juniper
#

It bothers me that I keep my tabs like this, but when I reopen the project later and have it reopen everything some of the tabs won't be docked like they were when I closed the editor.

#

Some will be docked, but some won't. Seemingly at random

fossil ore
#

Can you actually record In SEQUENCER RECORDER, static mesh physics?

quartz grotto
#

noob question: what kind of light should I use for my sun? do I just use a directional light?

#

I see that there is a sky light, but it doesn't seem to be for making a light like a sun

worn granite
#

Yeah a directional light - you'll need something else that appears as the source

trim granite
#

How do i shift/offset a texture on the X?

#

My texture is seamless i just want to blend 2 on top of each other and to create some variation i want to shift one on the X position.

potent wing
#

Can we change first person template, like from 2 hand holding a gun, to only 1 hand holding a flashlight?

heavy ether
#

Yes

#

@trim granite search on panning a texture

trim granite
#

Thank you sir, i think i just found my answer!

barren coyote
#

Hi all, When starting with a blank project (so no first pers, etc, nothing) and I press play, the game runs and I can move around, what am I moving? what is triggered at the player start pos?

#

nvm, default pawn is created

plush yew
#

Hey, when I press a button, that triggers the AnimBP - firing a State, it fires for all the characters with that same AnimBP. Anyone know how to make it ONLY fire for the character pressing the button?

surreal tundra
#

anyone knows where i find a floor/dried grass texture like the one showed here in the marketplace?

modern sinew
#

So my game so far runs fine, but when I hit Esc to leave the editor, I get this error

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor4" Anyone know what this means or want to help me fix it?

weary basalt
#

Your trying to use an Actor reference from a HitResult struct that isnt valid.

#

Most likely a LineTrace didnt hit anything.

modern sinew
#

Now that I know how to use Line Trace, I use it a lot, so I'll check that out but I'll try to find which one

#

anything in there give clues as to which one it could be?

weary basalt
#

Nar sorry

modern sinew
#

ok

#

maybe in the output logs

#

I'm using a Line Trace to tell which side of the player a wall that you're wallrunning on is so that when you jump it launches you more to the side than you usually would, because otherwise chaining walljumps is awkward. it might be that

#

Ugh. You can't have an event referenced more than once, and you can't have two output paths. those two combine to cause some real problems for me

heavy ether
#

It's awesome that you're concerned about little log things like that. Clean those up and big problems will get fixed too. I got my start in engineering mostly fixing stupid errors that other engineers ignored that piled up into major issues

modern sinew
#

yea, I'm just not great at finding errors. Coding too, I can code pretty well, but can't debug if my life depended on it

heavy ether
#

Debugging is where the $ is at

modern sinew
#

yea

#

also, I have another problem; I'm supposed to use On Landed to reset a "Do N", but it's already being used to reset another one and I don't know how to make it do both

#

would pulling from the 0 pin of the other Switch on Int work? or cause more problems?

thorn vector
#

there a sale rn at marketplace right too bad i dont have credit card or paypal

#

i have cash

#

πŸ˜ͺ

modern sinew
#

Also I keep having this problem with games I make where I think up too much lore and gameplay mechanics to be supported by the story. My other game-in-progress has a much worse case of this, with lore, and mechanics, and areas, that the story as-is is too short to explore, but it's starting to affect this one too

thorn vector
#

for that i make a notepad file and write the idea lore i have

#

because later i look at those and see which one i can implement

#

for story i always watched movie if it a medieval one i got inspiration for medieval one

modern sinew
#

I'm thinking of either 1. turning the existing story for the first game into simply the opening act, or 2. just churn out DLC with more stories to keep players invested in exploring everything

#

Churn has a bad connotation, but IG just keep making new stories as DLC

#

because the world can support more stories

#

I just have to think of them

maiden otter
#

I'm looking into buying a new CPU as my 6600k is struggling to keep up with compiling shaders / building lighting - Would I be better off with a CPU with smaller number of higher performance cores or a CPU with a higher number of less performant cores?

fierce tulip
maiden otter
#

I asked here because I was specifically wondering how the editor deals with multithreading, not for help choosing CPUs, but sure I'll post there

fierce tulip
#

most hardware knowledgable people are there as well, so that should be fine πŸ˜ƒ

modern sinew
#

There should be a Beta Test channel in Share Your Work where you can get feedbaclk (bugs, ideas, etc)

cloud cobalt
#

@maiden otter For lighting you want GPU Lightmass really

maiden otter
#

How can I go about that @cloud cobalt ?

cloud cobalt
#

Google it

maiden otter
#

Is Luoshuang's GPULightmass what you're referencing?

modern sinew
#

So for my character's dash I want them to retain their velocity, but the tutorial uses StopMovement Immediately

#

How do I make it so they move in sorta an arc down?

plush yew
#

@wary wave you on?

wary wave
#

kind of, what's up?

plush yew
#

can you please test the scaling thing but with a timeline? i'm pretty sure it's a bug cuz it's glitched with timeline but not tick

#

like engine bug

wary wave
#

I'm not at a computer for another couple of hours at least, but I can test it

#

if you know it works one way but not the other, just do it the way that works?

plush yew
#

lerping using tick rather than timeline is kinda strenous but ig i can do it as a workaround

#

anyhow it's a bug that should be fixed

modern sinew
#

So for my character's dash I want them to retain their velocity, but the tutorial uses StopMovement Immediately
How do I make it so they move in sorta an arc down?

plush yew
#

is there any other way i could work around this whilst still using timeline such as forcing an isgrounded check somehow?

wary wave
#

timeline is still going to be doing it on tick

plush yew
#

yeah but it does it for me xd

wary wave
#

and you can probably just change the scale value in the timeline or whatever, then set the scale in the tick

#

though personally I would not use a timeline and just read from a curve

plush yew
#

oh maybe it will work that way, didnt realize you could do that

#

what do you mean with just read from a curve?

wary wave
#

a curve is an asset type

plush yew
#

Any tutorials that go a little more in depth with the engine's camera system?

surreal tundra
sudden agate
#

have reflection probes?

surreal tundra
#

as in reflection captures? i have those

cloud cobalt
#

Transparent surfaces don't reflect by default, do they ?

sudden agate
#

TranslucencySurface has reflections

cloud cobalt
#

Is that the default though ?

surreal tundra
#

it did reflect in another map then i migrated it to another project and here it doesn't reflect

#

....

harsh tiger
#

i just plugged in my external hard drive and the projects dont show up. how do i refresh my projects in the launcher?

shell jacinth
#

Hello , does anyone know about any Problems with upgrading from 4.21 to 4.22 ?
I wanna Update my Project because the 4.21 brings so many File corrupted File Errors..

#

@harsh tiger Restart the Launcher

harsh tiger
#

i opened task manager an closed it an they still didnt show. i can launch the engine an browse to the project. just a little tedious was hoping of a easy way to fresh it

cloud cobalt
#

@harsh tiger Double click the uproject file

#

Or only open the Epic launcher after plugging in your drive

harsh tiger
#

i'm in the project now, but this happens quite often so was just wondering if there was a quick refresh button i didnt know about haha

cloud cobalt
#

No, these two are the simplest solutions

maiden otter
#

If I want to handle input in my PlayerController class, and the logic behind the inputs in my Character class, how would I go about this properly?

cloud cobalt
#

Well, both classes can have inputs

maiden otter
#

I understand that, I want to have my inputs in my PlayerController, and then somehow call logic in the character class, how would I go about this?

#

I'm guessing its something to do with "Events" but I have no idea how those work, I'm new to this

cloud cobalt
#

Just have a function in the character class for every input you want logic on

maiden otter
#

Oh I see, I guess I've been overthinking it

#

Thanks for the help

lyric leaf
#

Hey, I need a bit of advice ^^

I want to put certain actors into two groups, and have different actions happening to them according to what group they're inside of. How could I do this?
Right now, my plan is to give each actor a variable to indicate the group they are inside of.
Is there a better way than this?
Edit:I need them to also be able to switch groups

plush yew
#

How do I get a CameraActor child to attach it's camera component to a springArm?

royal dragon
#

I want to see which animation is currently playing in characters animation blueprint, during game play. Is there a way to get that information via BP? Mesh.AnimationData.BreakSingleAnimationPlayData.AnimToPlay.GetDisplayName does not give me the current animation.

modern sinew
#

Any tutorials on water?

wary wave
#

define 'water'

plush yew
#

Any in-depth tutorials on the cpp side of the camera system?

modern sinew
#

@wary wave either something with visible waves that you can look at, something that you can swim in, or preferably both

fierce tulip
#

so. many. good. tutorials. on. youtube.

#

y u no google

#

learning how to properly google and filter out bad results is just another game-dev muscle you need to train

maiden otter
#

How can I move my third person camera with the mouse and have it not rotate the actual character?

wary wave
#

visible waves + swimming is technically challenging

#

and yeah, there are a lot of water based examples out there

#

if the waves need to interact with things, it's going to be math heavy, otherwise it's easier

grave nebula
#

water is hard 😦

plush yew
#

cold water is hard, but warm water is soft

tall pendant
#

it's harder the more velocity you've gained upon impact. i blame surface tension alex

cloud cobalt
#

The Half-Life level ?

tall pendant
#

haha πŸ˜„

#

on a serious note: water is one of the pretty hard things to do decently.

#

(depending on what you're aiming for ofc)

azure shore
#

u got any settings turned down?

plush yew
#

But I don't have it with your code.. is it because of the lerp messing something up maybe? This is so strange...

#

@wary wave

wary wave
#

sorry man, you gotta work this one out for yourself, I do have my own work to do too

#

plus there are plenty of other people here and the #blueprints channel

plush yew
#

I don't even know where to begin with this

quaint hull
plush yew
#

have you tried updating to the latest version/repaired install?

quaint hull
#

it only happens on 1 project, so its probably something wrong with it, I just can't figure out how to troubleshoot

wary wave
#

I've seen this once before

#

delete the node, restart the editor, recreate the node, that might do the trick

quaint hull
#

its on everything, like if I make a new blueprint, and do something that involves the blue actor note it crashes :/

#

everything else working just fine. I can connect nodes if I already have a reference ot them on the blueprint

#

it's probably trying to load something that isnt working

#

I also don't have any error on startup or anything

wary wave
#

what does the crash actually say?

quaint hull
#

nothing

#

the log also just says what I was doing

wary wave
#

the crash reporter should provide a call stack if you have debugging symbols installed

quaint hull
#

I think I fixted by going substractive mode on everything I have done this past week

#

just deleted a bunch of things and its working, now just need to figure out exactly what actor is doing it, should be easy

faint crescent
#

Finally managed to download UE. Took about 30 hours on 130mbps fiber and all the malware that came with the Epic launcher but hey, I can finally create grotesque particles and mod them into DMC sneaky

quaint hull
wary wave
#

yeah - but do you have debugging symbols installed?

quaint hull
#

I don't know what they are so probably no

plush yew
#

@wary wave i figured it out, regardless of the method, when scaling the whole actor (x, y and z) you don't get the floating issue, however when scaling the z-axis alone you do get the issue

#

seems like an engine bug right?

wary wave
#

that does seem like a bug

plush yew
#

@wary wave any idea for a possible workaround? cuz i'm doing this project for an exam and i can't afford to wait for epic to fix it

wary wave
#

I can't help you there, this is very core engine

#

you may just want to reconsider how that shrinking is going to work

#

I recall in the mario games you floated in mid-air until the shrinking / growing was complete anyway

mint trail
#

Google is giving me mixed results, but will uninstalling the Epic Launcher remove all of my ue4 installs? I have to switch out an SSD.

wary wave
#

no

heavy ether
#

Scaling one axis of a thing without also uniformly scaling the others had always been fraught with peril to some degree or other. You could try shrinking the collision component independently of the visual, not sure if that's a thing

mint trail
#

will the new installed epic launcher find the ue4 locations as well then?

wary wave
#

also probably not

cursive dirge
#

@plush yew I didn't read the past conversion, just pointing out that you can't scale certain colliders freely on some axis and expect it to match visuals, like capsule collider that characters use

wary wave
#

until you open the project

plush yew
#

@cursive dirge i'm scaling the whole actor

cursive dirge
#

on one axis

#

I don't know what your core issue is but just pointing out that you can't scale specific colliders (that are part of the actors) just on single axis and expect physics engine to match your visuals

#

you can't make capsule thinner so it's like oval

#

same with sphere, sphere collision is always perfectly round regardless if you scale it on one axis

wary wave
#

that is a good point actually

cursive dirge
#

again this could be unrelated to your issue, just pointing that out in case it helps

wary wave
#

a capsule will only scale so far vertically

#

because it cannot be shorter than it is wide

cursive dirge
#

but in general, avoid doing scaling on single axis during gameplay, it's always asking for trouble

#

unless you know it's safe πŸ˜„

wary wave
#

scale the mesh, manually handle the capsule

#

the original Mario probably pauses the character in mid air for similar reasons

quaint hull
#

I migrated my content folder to another project, it still crashes on that project, its def some blueprint causing that...

plush yew
#

if that's the case, then why does it stop floating once you move?

#

also, what should you do if you need a capsule that's more wide than tall? and why is that limitation there in the first place?

lavish quarry
#

cant believe im actually liking the new blender update

kindred viper
#

me too

lavish quarry
#

crazy it can kind of compete with 1k+ autodesk software

kindred viper
#

not crazy if you have used that software for a while and know they have been dropping the ball for years now

lavish quarry
#

yea autodesk amazes me with their lack of innovation

faint crescent
#

I've got a really dumb and confused question, where should I ask it ? ThonkRotate

lavish quarry
#

I have to use VRED at work for vis work and they somehow still havent added GPU raytracing to a 18k a year piece of software

kindred viper
#

3ds lost me at not having 4K support for years. Maya was ok but I missed things from 3ds like the CAT and the stack. But Blender kind of has both now anyway

rapid geode
#

when you say new blender update do you mean 2.8

lavish quarry
#

yea

rapid geode
#

isnt that still beta tho

#

and also not new

lavish quarry
#

New to me haha

#

and it seems pretty stable so far

rapid geode
#

how does blender make money

lavish quarry
#

donations i believe, alot of their dev's volunteer as well

rapid geode
#

damn

kindred viper
#

a good open source project can make a lot of money

rapid geode
#

true

#

do you know how to rig in blender

#

i literally just want to make a two-part knife that swings and i'd think to use a skeletal mesh for it

#

and i have no idea how to rig

kindred viper
#

I know how to do basic modelling but its not my forte

rapid geode
#

same

lavish quarry
#

theres aton of good videos online for it but i dont do rigging much myself

rapid geode
#

cant you autorig with something

kindred viper
#

I do animation stuffs a fair bit so knowing how to retarget saves me a lot of hassle

lavish quarry
#

Id like to get into it anyways, i do automotive vis, but ive seen some insane projects with skeletal rigs for vehicles

#

like the mclaren demo

kindred viper
#

I've made custom vehicles in UE4. It's quite easy if you follow the rules exactly. Deviate at any point from the instructions on the Epic site, and you fail hard πŸ˜„

lavish quarry
#

Yea, im still struggling to convert cad data over into unreal, datasmith is good but lightmapping never seems to work for me

#

One day well have a flawless auto UV solution, one day lol

rapid geode
#

i still dont understand UVs

#

and ive been using UE for a year now

#

lol

lavish quarry
#

i might just hold off until rtx cards get super mainstream and we can just raytace everything lol

kindred viper
#

I understand UVs. I just hate making them. πŸ˜ƒ

faint crescent
kindred viper
#

you coudl do that with a shader for sure

faint crescent
#

I'm slightly dumb, does that mean it's something somewhat easily doable ?

kindred viper
#

no not at all

#

πŸ˜„

faint crescent
kindred viper
#

ok when I say shader, what I am saying in ue4 terms is a Material.

#

so if you are good with those, you are writing HLSL anyway

faint crescent
#

I see, like a texture you can add ?

#

Oh.
Hold up, is there a way to create particles and the like without coding ?

kindred viper
#

you can input a texture, a color, then get it to recolour it, and with some nifty pixel shader code, you can create the particles too.

#

you can create particle emitters that are not done in code, they are blueprints

faint crescent
#

Oh yeah I saw those

kindred viper
#

but this is probably better to do via the material. saves resources

plush yew
#

@cursive dirge in short, the problem is i'm trying to shrink a character in height but when i try to do so it floats (the capsule is visibly not touching the ground, yet isflying is false and ismovingonground is true) and when i move it falls back down again

faint crescent
#

I see. Thank you

kindred viper
#

think of the material as a Raymarched image. It can handle each pixel one at a time, so you decide what colour it is.

faint crescent
#

Welp, shouldn't be that hard to do.
Making Grzmot particles by the end of the week should be a piece of cake 2bdabdab

kindred viper
#

@faint crescent its a really interesting concept if you are nerdy with maths. Or just like maths. You can make magic. Check out ShaderToy and have a play

faint crescent
#

Will do, cheers PepeSmile

lyric leaf
#

Hey how can you remove a connection your mouse is over in Event Graph? My current method is double clicking, and del

faint crescent
#

Does launching UE rely on wifi or just on your PC ?

#

Cause it's taking awfully long for no reason rn

lyric leaf
#

does anyone know how to have a global variable?

worn granite
#

In blueprint? Closest you can get is a hack on the marketplace

#

But the UX is really poor, its like using a data table

austere shard
#

Hi, this question has been asked before by @opaque cairn (and in #gameplay-ai channel) but I couldn't find a satisfactory answer to it: Is it possible to pass parameters/BB keys to a 'Run Behavior' task?
Eg. in my use case, I have a BT defined for an NPC to pick up an object X and bring it to location Y. I want to use this in another task where the NPC first calculates X and Y and then executes this pick-and-put task. It's supposed to do it twice (take X to Y1, then wait, then take X to Y2), which is why i was creating a separate BT for the pick-and-put task

lyric leaf
#

Mhm all I want is to have some way to access variables from several blueprints

worn granite
#

Make a component and stick it on your game state

#

Then you can do Get Game State --> Find Component By Class --> Access Variable

lyric leaf
#

Sorry, I've barely started yesterday, where would I go to create a Component? ^^

worn granite
#

Or, if you can wait for the subsystem overhaul

#

πŸ€”

#

You can right click in your content browser, and create a blueprint

lyric leaf
#

ah I've actually done that, made "Database" blueprint, and gave it a variable, then tried endless things to access it, but failed..

worn granite
#

If you want, I can spare a few minutes to walk you through it via screenshare

faint crescent
#

Am I actually braindead or

#

How do I start a project drool

worn granite
#

But any case; you want your blueprint's parent class to be an ActorComponent

faint crescent
#

I selected blueprints, settings and a folder location

lyric leaf
#

ohhhh parent classes, I see

faint crescent
#

I see no button to start

lyric leaf
#

never used that yet

worn granite
#

And then make a custom gamestate BP (same way, just have a parent of GameState)

lyric leaf
#

Vergillicious please send a screenshot ^^

worn granite
#

In your GameState, you should see a place to add a Component. Add your new component class.

#

Go into your project settings, and find where to set the default game state.

lyric leaf
#

I see, I'll see what I can make from your messages, I'll tell you how it went in a bit ^^

#

Thank You!

faint crescent
#

I'm on mobile rn, I'll take a shitty picture of my laptop 028

lyric leaf
#

so wait, should my Parent Class store the variable?

worn granite
#

@faint crescent There's a few dozen videos going over the startup process

#

@lyric leaf your component, yes.

lyric leaf
#

...I need it inside my Level Blueprint also, but I can't give that one a parent..

worn granite
#

That's okay you don't need to.

faint crescent
#

Lmao nvm the start button was hidden

#

Good ui pepegaLSD

worn granite
#

if your component is on your custom game state; and your game state is the default game state;

You can Get Game State --> Find Component By Class --> Access Variable from the Component

lyric leaf
#

Interesting, I'll see what I can do c: Thanks again!

worn granite
#

@austere shard Right, ok.

lyric leaf
#

okay wow I'm stuck immediately again :3

#

I can't change it

worn granite
#

Subtasks are going to use the same blackboard.

#

However, I'm not aware of a way to pass values.

lyric leaf
#

same for this, how do I change my parent class? or would that not even work?

austere shard
#

hmm, i would have thought this was a common pattern that people used...

worn granite
#

Class Settings tab

lyric leaf
#

Oh! I'm silly, sorry c:

worn granite
#

@lyric leaf

#

Also don't be worried about clicking around and seeing what all is in your editor

#

this isn't 4.19 where a color picker will crash the editor dance

lyric leaf
#

Gotcha, never knew that was a thing to begin with c:

worn granite
#

@austere shard If you're not afraid of getting your hands dirty it should be a pretty easy task to allow passing stuff to the sub-task

#

What I tend to do is have my pawn implement an interface that all tasks can use

austere shard
#

could you give an example, i'm very new to UE4

worn granite
#

go to #blueprint and look through the pinned messages for the Blueprint Communication video

#

@lyric leaf you too, actually.

austere shard
#

ok. someone suggested taht I store stuff inside the NPC itself, is this the same thing?

#

like the variables X and Y are not in BB but in the character only

worn granite
#

Yeah, that's what I'm suggesting

#

There's some state on the BB, but its minimized

#

Things in the BB should be immediately important to the actions of the actor

lyric leaf
#

yea I'll do that, as I got completely lost reading your messages ^^

#

If the screenshare thing is still available, I'd love that!

austere shard
#

im imagning that a big video game has probably 100s of complicated subtasks for characters which it wants to make reusable. It would be pretty inefficient for all to use the same huge blackboard with keys for all of them...

worn granite
#

I don't have UE4 installed on this PC so I'd be guiding you through your editor

#

@austere shard Precisely

lyric leaf
#

that would be fine, I could stream it

austere shard
#

but then its the NPC state that becomes bloated with handling of all subtasks, even those that it won't be using

#

handling keys of all subtasks*

worn granite
#

So you could stream it; we could have a discord call, or there's another server using an upcoming discord feature which allows public voice chat to share screens

#

Well, you can split state/logic into components also

lyric leaf
#

I think stream + call sounds okay

#

launching stream, I'm on Windows right now, so it might take a while...

blissful echo
#

silly question, but has anyone found the starter content door frame to be small for the starter fps character to fit through?

lyric leaf
#

~5-10 minutes?

worn granite
#

@lyric leaf discord has screenshare though

#

but yeah ~5 min works for me

lyric leaf
#

I mean I'd be up for that too, it's just that I'm more familiar with this, but if you think that'd be better ^^

austere shard
#

@worn granite what do you mean by 'components'?

lyric leaf
#

okay um

#

my xsplit crashed anyway

#

let's do Discord screenshare please c:

#

Should we do this over PM?

#

(I think it's called DM here)

#

@worn granite

worn granite
#

Actually since you both could benefit from it.

#

We're gonna do the group thing

sick escarp
#

Is it possible to make the favorites grouping "permanent"? It always resets for me when i restart the engine

#

As in marking a bp/folder as a favorite

worn granite
#

Your project preferences are being wiped

#

Or they're not being saved

#

PerUserProject something or other

sick escarp
#

So favoriting a folder is supposed to be favorited until it's manually removed from there?

plush yew
#

what's the reason you can't have wide capsules? i don't see why anything would break because of it

wary wave
#

capsules can't be wider than they are tall

#

it's mathematically impossible

plush yew
#

@wary wave

wary wave
#

that's not a capsule though

#

a capsule is two spheres connected by a line

#

given that the shortest line you can have is zero, the shortest a capsule can be is the same height as the spheres

plush yew
#

yeah, i figured, i was just joking

wary wave
#

hehe

plush yew
#

Hey, when I press a button, that triggers the AnimBP - firing a State, it fires for all the characters with that same AnimBP. Anyone know how to make it ONLY fire for the character pressing the button?

#

you mean like keyboard button?

#

@plush yew

#

nvm im retarded lol i figured it out

#

😁

shell jacinth
#

Do you guys think this level is loading or is this damaged?
I upgraded to 4.22.2 (before: 4.21.2) and its loading since ~40 Minutes now.
It stucks at 80% - Is it worth to wait or is it just a damaged map? (its my persistant level)

I hope someone can tell me what to do now :/

wary wave
#

probably compiling shaders or something similar

#

that can take a long time

plush yew
#

over 40 minutes? damn

#

is there a way to replicate layer blend per bone?

#

seems thee blend pose is the only part thats being replicated and not the base pose

shell jacinth
#

Yea i mean it loaded before i got some errors in max 6 Minutes and iam using a very good Computer ...

But now the "Loading Map" Window disappeared and the engine just dont response xD...
Maybe i should wait a little bit and its really a shader compiling thing .. but for this level he must just compile ~18000 Shaders so not so much that it needs 40 minutes ...

plush yew
#

nvm lmao figured that out

#

i have a character with an added box collider, for some reason on component hit is only triggered when other actors run into it, not when it runs into other actors, wat do?

fickle fractal
#

guys!! hello, great saturday to everybody, Have a simple question , anyone knows Whats that -1.00 on the screen? it appear one day and have no clue how to make it go away! its part of the editor, is there even in play mode! thanks in advance for the answers!

mellow turret
#

Unreal Engine is exiting due to D3D device being lost
Sometimes i get this error when opening the editor sometimes I don't, anyone was able to fix it?

kindred viper
#

reinstall graphics drivers with a clean install

mellow turret
#

could it be that it's a low end gpu? it's the second clean install I do (of both drivers and engine)

fickle fractal
#

whats your gpu ?

mellow turret
#

geforce gt 610

fickle fractal
#

umm... apparently the engine could run ,but its out of the minimum specs for it.

#

if you run some gpu stress test run without problems?

faint crescent
#

My laptop can't run UE4, rip

#

It just lags way too much

#

I'll try putting everything on lowest settings tomorrow

tall pendant
#

I think thats actually a issue with hardware being not up to the task

#

i had the same error when i tried to run ue4 on a gtx260 for fun

#

it kinda worked but had that device lost issue all the time

mellow turret
#

I mean it lets me use the editor, it's just kind of anoying that I get this error from time to time when trying to open the editor, when it finally opens it doesn't crash randomly so at least I have that going for me : P guess I'll have to live with it 🀷

storm venture
#

for someone looking to train evolutionary algorithms / machine learning type of stuff in ue4, if the trained individuals are characters, is there a good way to speed up the game time?

#

Ive seen the slomo command and setting the global time dilation, but it looks like those cap at around 10x speed.

plush yew
#

you sure it's capped?

storm venture
#

i dont know for sure but i dont see a difference between 10x and 10,000x

#

im using ai characters that just move to random locations for testing at the moment

plush yew
#

btw, what do you use for machine learning in unreal? @storm venture

brazen void
#

Hi, I'm trying to open someone elses mod for a game that runs on 4.17.2 so I can see how this person did their jiggle physics, however when I copy the unpacked uasset files to my own unreal project, all I get is the folder hierarchy and none of the actual content files show up in UE. Is there a way to open uasset files that you didn't package yourself?

regal mulch
#

Maybe. Not really something we support here

obsidian nimbus
#

did u try google jiggle physics?

faint crescent
#

Kinda wished they made like, special portable laptops made for shit like Blender and UE specifically

#

Don't wanna clog 800 to 2000€ in a machine I'm just going to use for 2 softwares and perhaps one monthly game of League when I hate myself

#

Wouldn't mind spending like 5-600 on some sort of tablet that could only run these 2 softwares exclusively though

broken stream
#

hi guys i have this Decal i spawn in to the wrold location, thats fhine but i want it to slowly scale up to and not only spawn in to the wolrd as one scale

silver crown
#

lol @faint crescent

near trout
astral phoenix
worn granite
#

@faint crescent Problem is, to run these programs you need expensive hardware. The people behind the software are not going to get anything out of subsidizing a locked down machine, and even if they did - the locks are probably going to be easily circumvented.

#

Sure, UE4 gets some royalties from your game whenever it ships, but what's in it for them that you actually use a cheap PC that can ONLY run UE4

grim ore
#

@broken stream What is the actual question you are asking? how to do it or ?

broken stream
#

hi the code looks like that and the decal spawns in a random float in range of 100 to 300, but i like it so when its spawn its slowly gose up to a random scale

#

if i can do that

near trout
#

Figured out my selection problem. Accidentally toggled "T," making me unable to select faces.

broken stream
astral phoenix
#

is there a way to connect my ''tracerRound_BP'' like my ''Cast to FPSPawn_bp'' so i take the points from me tracerRound and not my FPSPawn?

grim ore
#

@broken stream you have the output from the spawn decal node, save that as a variable. Then use a timeline or a tick or a timer or something that runs over time to scale the item

storm venture
#

@plush yew im doing machine learning stuff for my graduate thesis, specifically genetic programming. i was hoping to use ue4 for the environment and possibly apply what i learn in a real game someday

#

ive done PSOs within ue4 before using AI Characters and it proved to work really well, but it was a very simple problem (and only math based) so i could do it in BP easy

grim ore
#

@astral phoenix you can do whatever you want if you set it up. you would need this blueprint to whatever this tracer round BP is and since we don't know your setup we can't really give any more guesses

plush yew
#

unity seems more appropriate with the ml agents library

grim ore
#

@near trout hit the T (Transparency select) key to toggle it on and you can select faces

broken stream
#

okok i will giv it a go

storm venture
#

i havent heard of that before, ill look into it but i was reaaaally hoping to use ue4, lol

plush yew
#

@grim ore tomatoes? pom pom pom. your tutorials are great haha

grim ore
#

πŸ˜ƒ thanks

astral phoenix
#

@grim ore im trying to shoot a target and i want it so the target gives points but my bullet does not work i only get a point if i walk in to it and thats the code u see in the picture i want so i get point when i shoot it with my TracerRound

plush yew
#

@storm venture what's the reason you'd prefer to use ue4 for this?

grim ore
#

@astral phoenix it sounds like you are trying to connect too many things to one thing. You have a target, it should know if it get hit by something? you can detect what is hitting it, your bullet for example, and then increase your score somewhere (player, game mode, etc.). then that action, increasing the score, should make your UI show the new score.

#

so the first thing is how does your target know it is hit?

kindred viper
#

I wanted to try some machine learning AI stuff in UE4, but most of the interesting stuff is external. You can throw some info around but its mostly done outside UE4

grim ore
#

Unity looks to be in a good position for Machine learning with their new stuff

kindred viper
#

I imagine its just a case of someone porting code over to interact with any engine you use really. Unity seems to attract more people towards trying complicated stuff like that. Not sure why. They mostly end up here complaining about Unity :p

grim ore
#

aww 😦 I've been watching the stuff they are showing it looks neato. a contest and everything

kindred viper
#

Im not knocking Unity. I really want to spend some time with it myself

#

but then again, too much unreal stuff to learn

storm venture
#

@plush yew ive been playing with unreal since its release, im very familiar with it. i use unity at one of my day jobs and i constantly get frustrated with it

kindred viper
#

see ^^

#

πŸ˜„

storm venture
#

i feel like id have a smoother experience developing the AI if it was in an engine im familiar with πŸ˜›

grim ore
#

Unity was my main engine for a while before UE4 and I still keep tabs on it but only for their Visual Scripting system at this point. Super bummed out it was pushed back 😦

hidden aurora
#

Visual scripting sin unity won’t be a thing uniΓ³ 2020 or so

#

Until 2020*

grim ore
#

yep, was supposed to be .2/.3 for preview and then got pushed to 2020.1 for preview

hidden aurora
#

Yep

#

But it will be a major update for unity it will be a game changer

grim ore
#

there is a repo out there with the older half working component VS system but it doesnt really work well lol

#

I dunno, they have bolt already which is really well done

broken stream
#

so i did it like this and that scale it up in time

storm venture
#

considering people like to do the machine learning externally and port it into the engine, would that still be applicable if the trained agents are dependent on the engine? i was looking to use genetic programming to evolve the behavior trees of AI Characters, but i cant imagine how that would be done without training them in the engine itself

broken stream
#

but is the lerp right so its start at 25 then random to 300

grim ore
#

now if Unity backs the VS system, it has C# <-> VS conversion, and they document it properly it's gonna be awesome

#

the timeline should be after the spawn, more like this https://i.imgur.com/fkCs6NF.png . Spawn decal, save reference to decal as variable. Use timeline to update the scale of it over time.

#

my timeline for example is 2 seconds long and goes from 1 to 5 so it scales the item from 1 to 5 over 2 seconds

plush yew
#

@grim ore there's plugins for visual scripting in unity tho

grim ore
#

there are a few but they aren't first class citizens

#

it's like NGUI, it was the primo UI system for Unity but then got replaced by "Unity UI". It's still good but if it's not an official part of the engine a large part of the community won't use it for fear of being cancelled or replaced

broken stream
#

ok let me try that

grim ore
#

and before Bolt honestly all the other VS system were really really poor lol. Bolt atleast stole all the good stuff from Blueprints

#

It's like trying to use the VS systems from GoDot or Cryengine... it just hurts compared to how smooth BP's are

broken stream
#

thanks you MathewW you are a life saver πŸ˜ƒ

grim ore
#

yay

astral phoenix
#

@grim ore can u help me?

hidden aurora
#

Blueprints are the best thing ever

grim ore
#

we can try, what does your code look like for your target that detects it getting hit?

kindred viper
#

Slate is also a contender for best thing ever

astral phoenix
#

@grim ore look my private massage

grim ore
#

I don't have messages enabled, you can post it in here if you want to try and get more help from anyone here.

cursive dirge
#

@grim ore you know the Unity's VS thing has experimental version already?

#

also when it comes to machine learning, no other engine is quite doing it like Unity atm

astral phoenix
#

can i call u then? then i can share my screen i think its better if u can see the blueprints

cursive dirge
#

but even Unity's ML Agents is considered beta right now

#

(plus the initial setup is kinda funky, been there, done that)

grim ore
#

@cursive dirge a customer version with the new ECS VS stuff or the older component based VS one that was put out?

cursive dirge
#

new one

grim ore
#

@astral phoenix you can post the screenshots here if you need, this is a general help channel.

cursive dirge
#

I'll send you a link in DM as this is unreal chat πŸ˜ƒ