#ue4-general
1 messages Β· Page 458 of 1
π
Don't say that to my old face
I don't have much longer to live
But yeah, I suppose that's another variable
Age
And what responsibilities you have
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?
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.
yeah if you're 40 with a family you probably don't wanna risk being unemployed for long
Yeah then you most likely work your arse off on the weekend for that game
Until you actualy can swap source of income
And quit your old job
xD
@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
yeah slyack I would assume every block or whatever would have to be an individual actor, but thatd be hella costly
I'd like to make randomly generated beautiful worlds someday, not blocky, but yeah idk if Ill ever have the skills
Thank you guys for all the feedback though <3 I'm heading home
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
doubt it would be good for making changes to plugins though
Point is that the world of Minecraft has to be generated from some underlying data.
- Form
- Biomes
- Water/Air/Solid Block
etc.
yeah, I knew minecraft wouldnt use individual actors
You don't want blocks that aren't visible for the player to be existing at all
And you technically don't even want faces of blocks to be existing if the player can't see them
yeah, you can see that when you noclip
So you would generated some sort of surface laying on top of .. nothing
Yeah
Now the tricky part is that UE4 doesn't have an easy way of showing and keeping state (in BPs) out side of Actors
So if you want to show the Stone being damaged by hits, you have to come up with a good way of "faking" that
The last good minecraft game done in UE4 used Instance Static Meshes
And swapped them out with Actors if you hit them
That more or less worked
I would consider adopting an existing voxel plugin with source and adapting it tbh
You can read more about it here: https://forums.unrealengine.com/showthread.php?102870-I-ve-created-an-Infinite-Voxel-World-similar-to-Minecraft Here you hav...
IIRC @silver crown 's voxel plugin already uses marching cubes
so it should be possible to adapt it?
damn thats really cool
oooohh so if minecraft swaps out actors, that would make sense why blocks dont stay damaged if you stop mining them right?
though then again you have chests and stuff
and blocks with data
@cloud cobalt What do you mean? :O
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?
thank you
Astroneer is a UE4 game that's all massive deformable planets in voxel terrain, Cedric
@azure shore Just to be clear: Minecraft is not done in UE4. There is no such thing as "Actors".
This is solely a UE4 concept
@cloud cobalt Yeah I know, I have it myself
I wonder if this could be a great usecase for ECS
I watched hte documentary
Not that we have ECS by default anyway
The tech in the game is pretty great
DRG is custom built, not sure about Astroneer
Zero perf hit ever
They already head a good starting point from the previous unity version I guess?
I loved their Replication Bugs early on haha
^
If you left the game, the backpack etc. stayed floating in the air, cause they didn't clean that up
π
Don't try to reinvent the wheel
I also often wonder how peeps released games with such bugs and I feel bad for every littel bug I find prerelease
My client would also not be happy if you leave the match and the weapons float in the air
.>
reinvent the wheel when the current wheel is not suitable.
:P That would mean you didn't need the wheel in the first place, so you aren't going to reinvent it anyway
someone needs to be the first to invent a new type of wheel though
@cloud cobalt astroneer tech is pretty slow
Compared to what ?
Compared to mine
it seems to me since we're discussing minecraft like games, we're more in need of cubes than wheels, really
Ah, okay.
@silver crown Your tech is godly OP
Look at how laggy it is when you transition planet
I mean, Subnautica has a streamed terrain system that lags on a 5GHz 8-cores system.
Like it's ok for the game, but it's slow ^^
And it doesn't even deform
Yeah subnautica is another story
π
Heh
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?
the four on the left dont do the same as the diagonals
idk if its an idiot mistake here that Im not seeing or what
this is so strange
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
oh, those arent variables, theyre the directional sprites
just imagine doom with its rotational thing, well all this is doing it making each of those component face the camera
thats literally all this is on screen, yet none on the left work
so how is it possible for both of these to be the exact same and one not working
how would that even work for what I have
Im trying to make it look like a billboard sprite
but with only yaw
yeah I dont want it to be location
whenever you turn the camera it should still be facing the player
right this is a working diagonal sprite (using doomguy as placeholder)
but as you can see the sides, front and back dont do the same
which just completely ruins the effect if Im trying to make it look like a doom style game
@regal mulch So if every block would not be actor what would blocks be then? Did i understand right?
voxels
A huge blocky mesh
That's the point where you'd have to replace the simple mesh with something
Honestly, for a beginner, doing Minecraft in UE4 is just crazy
but i think its fun side project. Just starting with basics breaking blocks stuff and then moving maybe to world generating
Sure it's all fun but it's also not really simple
i dont like simple thinks
It's like saying "Let's make an MMO out of fun"
but is it then bad idea to make block actors and generate from actors the world
it's gonna run like shit if you do that
You'd instantly have 1 fps
look up the concept of voxels and marching cubes rendering, that would be a good start for a minecraft like game probably
okay but where will my blocks then even be saved if they are not actors/blueprints
The only way between Actors and Procedural Mesh would be InstanceStaticMeshes
That's the only half-assed okayish way of doing this while keeping performance
you have data assets for chuncks for example, that describe the "nodes" within that chunck
You'd have one Actor with a InstanceStaticMesh comp per Block type
And if you hit an instanced mesh you can swap it out with an Actor for the state change
But the proper way is a voxel etc system
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?
can i do like if you break block with this texture then it will drop stuff
Most likely an InGame Level Editor
"Can I...?" can 99% of the time be answered with "Yes."
That's totally up to you
okay nice. What about building part?
Read the above
I want to build dirt house. How does that work. Where does my blocks come noe
You gotta figure that out yourself
A side fun project doesn't mean we help you with every step
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?
i just ask this basic stuff. Just what are blocks and what are chunks
I already told you to use InstanceStaticMesh if you want a straight forward way of having good performance with these blocks
@crude vessel That's tricky, you aren't allowed to distribute the UE4 Editor outside of the UE4 Launcher
So if you want to offer a mod editor, like ARK, you need to get in contact with Epic
(GitHub would also work if locked to UE4 accounts like the UE4 Source is)
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
There is also tutorials on Minecraft for UE4
You could distribute your map creation tools as a plugin for ue4 I guess maybe
Just google a bit
@rustic imp You still need to give Players the content
Some base classes etc.
And if you don't want to open source your project, you need to compile your own mod editor
And that one needs to go through the Launcher
any idea why my nav proxy link does not allow the AI to walk off the ledge? they just pool around the point
https://gyazo.com/f215178178889d4b1d58eff0f783b3ca
https://gyazo.com/5587a1722fca671fb55aa2c145acca9a
Does anybody use akeytsu?
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?
@neat forge read this? https://www.nukeygara.com/public/files/discover-akeytsu/Using_Akeytsu_With_UE+.pdf
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
Email their support/use their forums
I think I only know of one person here who may have used it for a decent time
@vale silo may be able to help
Otherwise, it's outside software support. But you can possibly find help in #animation
Im sure Ill figure it out sooner or later, thanks anyways
soooo does anyone know about my sprite thing then...
@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
i tabbed out of ue4 and back in and for some reason my FoV slider automaticly moves to 170 all the time ...help?! π
tabbed back into it and now its back to 90
weiiiirrrd
hi
so i have problems casting blueprints variables on blueprints with a VAREST Plugin process
but i need those process to connect to a json
api
so i do not have idea to fix it i have tried with a structures,
variables
so i decided try that process and print it on other with out jsons request and that request workd
works
process *
anyone here familiar with nav link proxies?
oh ok @safe rose I'll try to send it at some point
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.
I will try it. Thanks champ.
hi folks, as a newbie here i wanted to ask you guys something
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
Well i pretty much know creating levels in UE4, but never tried to pack it for VR
each vr set has plus and minuses, a big one is do you need it to be wireless
the second one is how will you interact and do you need 2 controllers or fancy controller motion or gestures
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
anybody have noob skills like me in unreal engine?
hi mathew thanks for the feedback.
actually, i did some research on oculus quest because wireless is pure perfection for my project. but this is not a must.
and acutally, there is not gonna be fancy interaction. i just need simple WASD movement, and click-teleport option. and thats it.
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 ....
my current pc has ryzen 2600 cpu and gtx1060 gpu. I assume thats enough for not exteremely detailed project?
@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
but can i run my project on quest? how can i install it on quest? some kind of app market or stuff?
like i said i'm quite newby on VR stuff π
quest will let you sideload the apk more than likely, its just a glorified android phone
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
oh cool...so i can transfer my project to quest.
yeah you are right. to be honest i am not quite sure about how the quality should be like...
alright mathew, thanks for info man! Appreciate that
you can get decent graphics on the mobile stuff but if you need the best you would have to go wired with your desktop
then what about DK1, DK2 and CV1? what is the difference, or is it worth the price?
The people whose gonna test my project has never experienced VR before, so it doesn't have to be so perfect at all π
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
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
when you download the paragon assets, they are somehow cooked yet readable by the editor, does anyone know how this is done?
oh i understand...i will consider that
With the default UE SkyBox/3rd person template, what else adds light to the scene besides the directional and sky lights?
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?
Yes. Sequence node
Ah that's the one thanks so much.
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
Which node will fire all of them at once but allow me to start them at the same time
I have multiple systems I need to fire off the event tick. I would like to control each one with their own delay.
You should have a read into the Event Dispatchers. If you want an event based system, they are vital for optimal event flow
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
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.
Learn about Event Dispatchers. You will want to re-write it π
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
@cyan bough if you don't need to do something every frame, it shouldn't be in tick
I need to update it often to keep the exp bars updating with heavy kill counts
The first one i can tack onto any monster and control the exp rates
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
in fact you only need to check once. When you kill. Then fire an event called OnEnemyKilled
or you can bind to listen for built in event
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
Will go do more research π
Hi guys , is there any other way to debug the world composition .
like view the buffers?
there also some console command you can use to see which level is currently streamed in or streaming in/out etc
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.
@wary wave can you please test something out for me?
I'm at work right now
oooh Epic is working on text based archives
hi i got some issue to test one of my gui in standalone
he dont want to go in 1920x1080 - that suppose to look in picture num2
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?
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.)
what does this mean
i think i never got it before with my models
and other question is what are instanced static meshes
@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.
There is sadly a lot going on, otherwise I would make it more event based
You should look into splitting that up
I found a really good chat about Blueprints that tackles this subject
@regal mulch https://youtu.be/j6mskTgL7kU
In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recomme...
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
Buuuuuuuuuuut, optimization is part of the journey
Why are meshes Y forward when importing or viewing them in the asset editor
gameplay is X forward right?
Maybe cause you imported them wrong?
seems likely an export issue
in other news, you can get the colour of a box component but not set it π
but if I open them in the asset editor it seems y is forward as well
And?
That still means that you most likely exported it with y forward
@wary wave Correct, ShapeColor is ReadOnly but EditAnywhere
I do think it's public though
So you could make a static func
which is kinda dumb
that would require native code though
No, just a c++ functionlib?
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;
}
}
Something like that
Requires ShapeColor to be public of course
But I don't see it being private
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 :/
I'll just have to remove the boxes and re-add them as necessary
i wonder why they are read only
@wary wave What do you need them for anyway?
You could also try to DebugDraw a Box
And give that color
it's just drawing debug boxes for placement checks
DebugDraw isn't an option because it utterly fucks your framerate
annoyingly you can't pass the shape colour in either when creating the boxes
I guess Epic folks don't use these much in gameplay stuff
can set colours on arrows though
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?
@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.
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
Technically the order of execution should be the order of binding
Hello any idea why I am getting this ? https://gyazo.com/956c06d3d215ee46fdec48d6e0363db4
might be that the user your using to start the project does not have access to the engine or plugin folder
@brisk osprey not generally... in most cases this issue caused of the faulty DLL...try to delete one and open the project again
the one in "your project"\Binaries\Win64
Rebuild in Visual to start with
Oof yeah that could be it
ue4 will do that if the dll is missing
Oh
Im downloading the project again
@next badger You were right! Thanks for the help π
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]
What's the full stack ?
@rapid geode looks like corrupted binaries try deleting what's in Project/Binaries/Win64
ok
nope didn't fix it
Pastebin my man
well too late now
Looks like a code error in the HeadMountedDisplay plugin
Trying to allocate at a bad index
@rapid geode it's never too late, remove the post and use pastebin
ok
plz help need a quick battle royele template for starters works with ue4 2.21.2
That a serious question ?
π
Lmao people think they can make a battle royale that easy
just a quick template that works in 2.21.2 i had one but it broke and i ccant open it
How much will you pay me for it? π
Maby a BJπ
Not a fan of Ben and Jerryβs. No deal π
Not using Source Control? -> Your own fault.
There are tons of templates on the marketplace @dire coral
thx sebb but are they free thou
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
Of course, only 5% of Steam games are good games
there's also the fact that it's possible to make a good game that nobody wants.
I got a question
what typ of game do i make for a class of 10 sutdents for a lan party BR or TDM
BR at 10 is called DM
lol was gonna say
Though DM usually has respawn
They will have graduated by the time the game is finished π
π€ true. and DM doesn't have the constricting area
Why dont you play a game that already exist?
I ment a just a typo of game something like BR where you span and picku up wepon orr with alrey made classes
@dire coral Just pick ShooterGame which is free and build on top of it
Should I use UMG or Slate for an in-game level editor?
run your editor from visual studio so you know what's crashing it
Ideally in DebugGame Editor config
@lost ember you can use both if you want. You will mostly use UMG though.
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
sure. You can create list views and everything else you need in both UMG and Slate.
What should I think about when choosing one or the other @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
aight
has anyone else experienced compiler errors when importing the third person character template into a project?
have you tried deleting the binaries_
Can you use logical operators in EditCondition?
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
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?
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
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
Its a mix of both
ok is the icon for your uproject black or blue
blue
ok, right click it and select generate Visual studio project files
wait wait it just loaded in
ah ok
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
https://i.gyazo.com/7e20138ae2abf9789742aa3f111bc4c9.png still crash;/
Have you asked Hammuer's author
@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)
He has the debug symbols IIRC
that image tells me otherwise?
He did say he had them yesterday
saying and actually having them...
Yeah, so install them @atomic meadow
i did it,ue4 crash again xd
The point of engine debug symbols is to know why
Get us the crash window after installing debug symbols
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
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.
Ignore Char
Char -> TorsoActor -> WeaponModule
->BodyActor -> WeaponModule
->LegActor -> WeaponModule
ect
added spotlight, set it's intensity stupid bright, pointed it in the right direction, no light
(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 ))))
yea it's set Movable, as it's Actor is Movable
try just a spot light in the world itself, without a bp actor
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:
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
but it only casts for about an inch in world space. argh.
I applaud you for using coloured comment bubble
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
Itβs 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
hi
hmm. 28 minutes to get the engine started loading the ContentExamples project, and then 5802 shaders to build after getting the editor up. woo.
@heavy ether load and compile times are totally fucked up for me too
is there a way i can select all DecalActors with the same material ?
@atomic meadow So it really is a Hammuer problem
Send this log to the author and wait for a fix
What's the proper naming convention for actor components?
random chance but has anyone here developed for the Quest/Go using UE4?
is there way to make material that puts image to every side
@grim ore i have played around with the go a bit
@plush yew I saw something like that with a Volume Texture
@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?
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
the android sdk and stuff right?
Yupp
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
@grim ore, btw. Love your Channel, super helpful and awesome, thanks for all the content!
Sweet! Yeah the quest looks super awesome
π 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
Yeah! π
ahh dam
and the quest is not available to buy right now but the S is.... damnit
the cast is failing
i think its because of overwrite event handle starting new player?
could that cause this?
well the HUD is not available on the server if that matters
still fails on not replicated
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?
run on owning client did work
thanks mathew π
you're always amazing help π
ah lol yeah the HUD is client only, its a good place to put UMG stuff for multiplayer
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"
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?
@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
it sounds like your map is not correct then in the 3d program, what does it look like?
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
so you want one picture, the same picture, to be shown on all 6 sides?
yes
and your UV map is set to have 1 overlapping side then?
uv seems to be fine
no overlap
You need one material slot per side and have the same material in each slot
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.
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
material blueprint?
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)
you need to fix your texture to match your map, or change your map to fix the texture
ok i want textureto match map
your texture would look something like this https://i.stack.imgur.com/5kXj6.jpg but with your squares all being green and in the correct spots where the UV map shows them
how can i make it like that
you would draw it that way using paint or some other art program
in my modeling software?
or fix your UV map so all faces are overlapping and take up the entire 0-1 UV range
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"
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'"
@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
Does anyone know how to make a paint layer to remove foliage for the landscape material, really need it
@wary wave you on?
So, how would you guys convert a screen-space direction (not location) to a 3D direction ?
Oh, nevermind.
Hi guys
My rain is going thru the wall with colission depth enabled
Any idea on why this is happening?
need more damp proofing. I know a guy.
(?)
Con someone pls help π¦
the third parameter of UGameplayStatics::OpenLevel (bAbsolute) says if true OPTIONS are reset, if false options are carried over from current level
with options does it refer to https://docs.unrealengine.com/en-us/Programming/Basics/CommandLineArguments this?
im very new to unreal and me and some people are making games
if anyone wants to join lemmi know
any ideas on how to stop this, its disgusting
stop what?
those are artifacts from dfao
@sinful umbra How do I mess with DFAO for the mesh?
you can up the distance field resolution but i'd recommend tweaking the setting in your skylight first
bearly has any change
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
Can you actually record In SEQUENCER RECORDER, static mesh physics?
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
Yeah a directional light - you'll need something else that appears as the source
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.
Can we change first person template, like from 2 hand holding a gun, to only 1 hand holding a flashlight?
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
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?
anyone knows where i find a floor/dried grass texture like the one showed here in the marketplace?
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?
Your trying to use an Actor reference from a HitResult struct that isnt valid.
Most likely a LineTrace didnt hit anything.
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?
Nar sorry
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
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
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
Debugging is where the $ is at
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?
there a sale rn at marketplace right too bad i dont have credit card or paypal
i have cash
πͺ
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
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
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
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?
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
most hardware knowledgable people are there as well, so that should be fine π
There should be a Beta Test channel in Share Your Work where you can get feedbaclk (bugs, ideas, etc)
@maiden otter For lighting you want GPU Lightmass really
How can I go about that @cloud cobalt ?
Google it
Is Luoshuang's GPULightmass what you're referencing?
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?
@wary wave you on?
kind of, what's up?
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
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?
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
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?
is there any other way i could work around this whilst still using timeline such as forcing an isgrounded check somehow?
timeline is still going to be doing it on tick
yeah but it does it for me xd
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
oh maybe it will work that way, didnt realize you could do that
what do you mean with just read from a curve?
a curve is an asset type
Any tutorials that go a little more in depth with the engine's camera system?
anyone might know why my puddles arent reflecting?
have reflection probes?
as in reflection captures? i have those
Transparent surfaces don't reflect by default, do they ?
TranslucencySurface has reflections
Is that the default though ?
it did reflect in another map then i migrated it to another project and here it doesn't reflect
....
i just plugged in my external hard drive and the projects dont show up. how do i refresh my projects in the launcher?
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
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
@harsh tiger Double click the uproject file
Or only open the Epic launcher after plugging in your drive
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
No, these two are the simplest solutions
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?
Well, both classes can have inputs
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
Just have a function in the character class for every input you want logic on
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
How do I get a CameraActor child to attach it's camera component to a springArm?
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.
Any tutorials on water?
define 'water'
Any in-depth tutorials on the cpp side of the camera system?
@wary wave either something with visible waves that you can look at, something that you can swim in, or preferably both
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
How can I move my third person camera with the mouse and have it not rotate the actual character?
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
water is hard π¦
cold water is hard, but warm water is soft
it's harder the more velocity you've gained upon impact. i blame surface tension 
The Half-Life level ?
haha π
on a serious note: water is one of the pretty hard things to do decently.
(depending on what you're aiming for ofc)
u got any settings turned down?
Okay wtf, I did it like this now and somehow I still have the same bug...
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
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
I don't even know where to begin with this
My unreal is crashing whenever I do this (drag off any blue actor node) has this happened to anyone?
have you tried updating to the latest version/repaired install?
it only happens on 1 project, so its probably something wrong with it, I just can't figure out how to troubleshoot
I've seen this once before
delete the node, restart the editor, recreate the node, that might do the trick
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
what does the crash actually say?
the crash reporter should provide a call stack if you have debugging symbols installed
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
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 
@wary wave is this what you mean? (it was gone for a bit but its back now)
yeah - but do you have debugging symbols installed?
I don't know what they are so probably no
@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?
that does seem like a bug
@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
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
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.
no
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
will the new installed epic launcher find the ue4 locations as well then?
also probably not
@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
until you open the project
@cursive dirge i'm scaling the whole actor
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
that is a good point actually
again this could be unrelated to your issue, just pointing that out in case it helps
a capsule will only scale so far vertically
because it cannot be shorter than it is wide
but in general, avoid doing scaling on single axis during gameplay, it's always asking for trouble
unless you know it's safe π
scale the mesh, manually handle the capsule
the original Mario probably pauses the character in mid air for similar reasons
I migrated my content folder to another project, it still crashes on that project, its def some blueprint causing that...
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?
cant believe im actually liking the new blender update
me too
crazy it can kind of compete with 1k+ autodesk software
not crazy if you have used that software for a while and know they have been dropping the ball for years now
yea autodesk amazes me with their lack of innovation
I've got a really dumb and confused question, where should I ask it ? 
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
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
when you say new blender update do you mean 2.8
yea
how does blender make money
donations i believe, alot of their dev's volunteer as well
damn
a good open source project can make a lot of money
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
I know how to do basic modelling but its not my forte
same
theres aton of good videos online for it but i dont do rigging much myself
cant you autorig with something
I do animation stuffs a fair bit so knowing how to retarget saves me a lot of hassle
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
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 π
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
i might just hold off until rtx cards get super mainstream and we can just raytace everything lol
I understand UVs. I just hate making them. π
So, I haven't touched UE4 yet but in layman's terms, would it be possible to:
-take a sphere mesh (or whatever the equivalent is on UE), slap the Grzmot png (green) on it (then stretch it so it fits or whatever)
-set it to weird blurry glowy so it looks like that orange one
-make it a particle
you coudl do that with a shader for sure

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
I see, like a texture you can add ?
Oh.
Hold up, is there a way to create particles and the like without coding ?
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
Oh yeah I saw those
but this is probably better to do via the material. saves resources
@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
I see. Thank you
think of the material as a Raymarched image. It can handle each pixel one at a time, so you decide what colour it is.
Welp, shouldn't be that hard to do.
Making Grzmot particles by the end of the week should be a piece of cake 
@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
Will do, cheers 
Hey how can you remove a connection your mouse is over in Event Graph? My current method is double clicking, and del
Does launching UE rely on wifi or just on your PC ?
Cause it's taking awfully long for no reason rn
does anyone know how to have a global variable?
In blueprint? Closest you can get is a hack on the marketplace
But the UX is really poor, its like using a data table
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
Mhm all I want is to have some way to access variables from several blueprints
Make a component and stick it on your game state
Then you can do Get Game State --> Find Component By Class --> Access Variable
Sorry, I've barely started yesterday, where would I go to create a Component? ^^
Or, if you can wait for the subsystem overhaul
π€
You can right click in your content browser, and create a blueprint
ah I've actually done that, made "Database" blueprint, and gave it a variable, then tried endless things to access it, but failed..
If you want, I can spare a few minutes to walk you through it via screenshare
But any case; you want your blueprint's parent class to be an ActorComponent
I selected blueprints, settings and a folder location
ohhhh parent classes, I see
I see no button to start
never used that yet
And then make a custom gamestate BP (same way, just have a parent of GameState)
Vergillicious please send a screenshot ^^
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.
I see, I'll see what I can make from your messages, I'll tell you how it went in a bit ^^
Thank You!
I'm on mobile rn, I'll take a shitty picture of my laptop 
so wait, should my Parent Class store the variable?
@faint crescent There's a few dozen videos going over the startup process
@lyric leaf your component, yes.
...I need it inside my Level Blueprint also, but I can't give that one a parent..
That's okay you don't need to.
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
Interesting, I'll see what I can do c: Thanks again!
@austere shard Right, ok.
Subtasks are going to use the same blackboard.
However, I'm not aware of a way to pass values.
hmm, i would have thought this was a common pattern that people used...
Class Settings tab
Oh! I'm silly, sorry c:
@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 
Gotcha, never knew that was a thing to begin with c:
@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
could you give an example, i'm very new to UE4
go to #blueprint and look through the pinned messages for the Blueprint Communication video
@lyric leaf you too, actually.
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
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
yea I'll do that, as I got completely lost reading your messages ^^
If the screenshare thing is still available, I'd love that!
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...
I don't have UE4 installed on this PC so I'd be guiding you through your editor
@austere shard Precisely
that would be fine, I could stream it
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*
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
I think stream + call sounds okay
launching stream, I'm on Windows right now, so it might take a while...
silly question, but has anyone found the starter content door frame to be small for the starter fps character to fit through?
~5-10 minutes?
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 ^^
@worn granite what do you mean by 'components'?
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
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
Your project preferences are being wiped
Or they're not being saved
PerUserProject something or other
So favoriting a folder is supposed to be favorited until it's manually removed from there?
what's the reason you can't have wide capsules? i don't see why anything would break because of it
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
yeah, i figured, i was just joking
hehe
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
π
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 :/
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
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 ...
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?
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!
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?
reinstall graphics drivers with a clean install
could it be that it's a low end gpu? it's the second clean install I do (of both drivers and engine)
whats your gpu ?
geforce gt 610
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?
My laptop can't run UE4, rip
It just lags way too much
I'll try putting everything on lowest settings tomorrow
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
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 π€·
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.
you sure it's capped?
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
btw, what do you use for machine learning in unreal? @storm venture
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?
Maybe. Not really something we support here
did u try google jiggle physics?
Kinda wished they made like, special portable laptops made for shit like Blender and UE specifically
Don't wanna clog 800 to 2000β¬ 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
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
lol @faint crescent
https://gyazo.com/67ad0539b6a34dfc14ab9fff4133e302 Could anyone cue me into why I can't select a single face of BSPs anymore?
Hello idk where to put this but can some1 help me with my error? π
@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
@broken stream What is the actual question you are asking? how to do it or ?
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
Figured out my selection problem. Accidentally toggled "T," making me unable to select faces.
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?
@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
@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
@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
unity seems more appropriate with the ml agents library
@near trout hit the T (Transparency select) key to toggle it on and you can select faces
okok i will giv it a go
i havent heard of that before, ill look into it but i was reaaaally hoping to use ue4, lol
@grim ore tomatoes? pom pom pom. your tutorials are great haha
π thanks
@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
@storm venture what's the reason you'd prefer to use ue4 for this?
@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?
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
Unity looks to be in a good position for Machine learning with their new stuff
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
aww π¦ I've been watching the stuff they are showing it looks neato. a contest and everything
Im not knocking Unity. I really want to spend some time with it myself
but then again, too much unreal stuff to learn
@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
i feel like id have a smoother experience developing the AI if it was in an engine im familiar with π
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 π¦
yep, was supposed to be .2/.3 for preview and then got pushed to 2020.1 for preview
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
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
but is the lerp right so its start at 25 then random to 300
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
@grim ore there's plugins for visual scripting in unity tho
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
ok let me try that
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
thanks you MathewW you are a life saver π
yay
@grim ore can u help me?
Blueprints are the best thing ever
we can try, what does your code look like for your target that detects it getting hit?
Slate is also a contender for best thing ever
@grim ore look my private massage
I don't have messages enabled, you can post it in here if you want to try and get more help from anyone here.
@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
can i call u then? then i can share my screen i think its better if u can see the blueprints
but even Unity's ML Agents is considered beta right now
(plus the initial setup is kinda funky, been there, done that)
@cursive dirge a customer version with the new ECS VS stuff or the older component based VS one that was put out?
new one
@astral phoenix you can post the screenshots here if you need, this is a general help channel.
I'll send you a link in DM as this is unreal chat π


