#ue4-general

1 messages · Page 459 of 1

grim ore
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if its on the forum I can find it lol

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I didnt know they actually released one yet, no idea how I missed it

cursive dirge
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spammed your DMs already :p

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but yeah, it's super early still

grim ore
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man like 2 weeks ago, how did I miss it

brazen void
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@obsidian nimbus Yes Ive been at this for about 6 months now, I really just need someone's working example that works with the game. I understand it's generally frowned upon to unpack and look at someone elses work/mod, but in this case it's the only thing I can think to do to just see someone's working example within the game I'm also modding.

frank escarp
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the new VS system in unity is barely working @grim ore

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its a very early prototype

cursive dirge
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"Undo/Redo, unstable - will likely crash
Copy/Paste between graphs, unstable - will likely crash"

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😄

grim ore
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don't care, must play with new stuff!

astral phoenix
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when i walk over my target i get a point as u can see in the top of the picture but when i shoot it i dont get a point because its not connected (''Cast To TracerRound_BP'') so i want it to get connected so i can get the points how do i do that??

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i dont want the walk thing to work its only there for test

grim ore
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which Blueprint is this in? this code doesnt trigger on it's own so how are you detecting something hitting/colliding/overlapping with your target?

astral phoenix
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like this

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idk why i need two event but it wont work with 1 so its okay xD.

sullen wraith
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I've had an issue where the host is fine, but the next player to join the server's game freezes and crashes, I've deleted the "event handle start player" and it fixed it
has anyone else experienced this?
im wanting to know what could be causing it

grim ore
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ok so this works when the player goes over it but not the bullet?

sullen wraith
abstract relic
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Delete on component overlap sphere. It’s not doing anything

astral phoenix
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yeah i get a point when the player walks over it but it makes since because in the first picture its connected

grim ore
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so what is this blueprint made out of, what components?

astral phoenix
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static mesh? idk what u mean :/

grim ore
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well how are you detecting if something collides with this? normal there is something like a box collision but I guess you could be using your static mesh as well

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your components are the items in the top left, it could be just a static mesh

astral phoenix
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u mean the 2 events i have?? i have 1 with ''Event ActorBeginOverlap'' and ''On Component Begin Overlap (sphere)'' and the sphere is my collision

grim ore
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on the top left is your Components list, in your blueprint. Something in there has to be set up or be used for checking for collision/overlapping. based on your code it looks like you are using a sphere collision object

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your actor overlap event should never really fire if it's a static mesh since it would hit and block not overlap

astral phoenix
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can i just call u so u can get a better understading of my problem? because it sounds like u dont understand :/

grim ore
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and the biggest issue here is overlap should not work because you are hitting it

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I can't take calls, no mic here. it seems like you might have skipped a few parts of learning how the engine works

abstract relic
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Is the doc down again?

astral phoenix
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every thing u have said works fine and thats not my problem my problem is that i cant connect my bullet point to my hud so i can see when i get a point like i do when i walk over it..

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as u can see in the first picture i sent

grim ore
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so your bullet, which you fire once then destroy, has a points variable that you want to show on your hud when it hits the target?

astral phoenix
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if i could just connect it then it will work fine

abstract relic
astral phoenix
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nice link dude..

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yeah thats right @grim ore

grim ore
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so if you fire another bullet should it be adding to the score on the hud or showing the same number again?

astral phoenix
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it will add +1 to the HUD so if i have 1 point and then i shoot a target i will get 1 more point so i will end with 2 points

grim ore
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ok. none of the code you posted will do that

astral phoenix
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i know!

grim ore
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so we have to fix it from the start which is your target knowing what hit it. then adding to your score variable in your player or game mode if it's a bullet. then updating the score on the hud.

astral phoenix
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like i said before when the player walks over the target it works fine the point system works fine

grim ore
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click on the Actor begin overlap node in your target, hit the F9 key to put a red dot on it (breakpoint), then play and see if it pauses when you walk into the target

astral phoenix
grim ore
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the code above doesn't seem like it should work (adding score when you walk to it)

astral phoenix
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u see?

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the bullet is not connected like the FPSPawn (player)

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the top if the last picture is for the player

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then the point get in the hud

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just need to connect the bullet

grim ore
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yep you have a binding to your text widgets in your ui that asks the player every frame what his points variable is and shows it

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you can't ask your bullet the same thing since it does not exist all the time

astral phoenix
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but every time i try i get a error because i need a abject like ''get player character''

grim ore
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unless you have a magical bullet that spawns and is never removed?

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so what you need to do is when your bullet hits the target, it adds a point to the player, and then it will work like you want (not efficiently, but it will work)

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so we need to fix the target so it knows when the bullet hits it so it can add that point/coin to the player's points variable

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because right now the target knows when the player hits it somehow and does what you want, we just want it to only do it when the bullet hits it

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so.... we need to know how the target it set up (the components list in the top left) so we can set up the correct event (probably on hit something something) and then check to see if its a bullet (can just cast to the bullet and if its good its a bullet), then do the same code as before telling the player to add coin

sullen wraith
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oops wrong pic

astral phoenix
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@grim ore the problem with that idea is that i cant connect the bullet to my ''Add coin'' function inside my player

grim ore
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why would you do that? your bullet and your add coin should not be connected

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your target should care if something hit it, it doesnt matter what but it should care if something hit it.

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after that your target should see what hit it and then do something based on what hit it

astral phoenix
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can u show me a code for that?

grim ore
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the points variable on your player and the number on your hud should not care that the number is from your bullet

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what does your components list look like on your target? right now the blueprint you posted with the actor overlap and sphere overlap do not seem like they should work and you did not debug them to see which one is actually working right now

astral phoenix
grim ore
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ok so my guess is your overlap sphere is what is causing your actual check

astral phoenix
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idk what causing my checks because it only works when i connect event overlap and sphere collision

abstract relic
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Add a print string node to each of your events.

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You’re not going to get anywhere without understanding which is being triggered and why

hidden aurora
grim ore
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your target should look more like this https://i.imgur.com/RspHjet.png with the FPS Pawn BP being cast to instead of ThirdPersonCharacter like I have (since this is my character)

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your sphere is overlapped by something -> you check to see if the other actor (whatever overlapped with the target) is your trace round -> if it is you get your player character -> cast to his specific blueprint type -> add coin

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It's still not the best way to do it, an interface would be better in the end if you wanted to make the game more robust, but this should work

hidden aurora
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Thanks so much epic to expose slate folder so that i can make my own ui

faint crescent
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Difference between C# and C++ ?

rustic imp
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They're different languages

faint crescent
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wow

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Fr though, just read about and it's basically the same thing

rustic imp
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wut lol

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not the same thing at all

faint crescent
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One's for windows and object-based and c++'s wilder

rustic imp
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c++ is way more low level, has no auto memory managment, has multiple inheritance, c++ compiles to machine code while c# uses IL, c# is pure object oriented

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and so much more

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while they are similar at some points, they are definitely not basically the same thing

faint crescent
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I know, that doesn't sound like enough of a difference to me

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So I'll learn the basics for both heheh

rustic imp
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saying c# is the same as c++ is like saying Java is the same as JavaScript

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but you'll see for yourself I guess if you try to learn both

plush yew
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does anyone know how to fix my box collider (added on character) only being triggered when being hit, not when running into another object?

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same issue for both overlap and component hit

coral patio
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Heyhey! Does anybody know where to find some good and helpful tutorials for getting into creating your own complex shaders and/or particle systems? I see lots of tutorials that show you how to do certain things a certain way without explaining anything about why exactly they do their steps... which is fine if you just want to get to that certain result but if you want to understand what exactly is going on how to create your own shaders it doesn't really help.. I'd just love to know more about it. ><

mellow turret
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I kind of want to know what's FMatrix and how a FMatrix is used to get a direction (GetUnitAxis), but since I didn't find much on the documentation im just gonna live without the "how"

wary wave
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all 3d games use matrices

modern sinew
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Anyone know any good water tutorials that aren't from like 2015?

plush yew
modern sinew
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that's even older oof

plush yew
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well yeah, it's not from 2015 😂

modern sinew
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ok, does anyone have any good updated water tutorials

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because the main area of my game is a city on an island in a bay, IE, surrounded by water

plush yew
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man unreal sure did change a lot over the years

modern sinew
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ok, I found a tutorial for the visuals, and I think I can figure out the physics myself

slow hearth
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is there a mirror of the docs anywhere?

modern sinew
barren coyote
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hi, I am running my packed game in a window mode on windows10, but when in starts it is always slightly too high on the screen so half the title bar is not visible like this

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So the window is the right size, but shifted up a few pixels, how can I fix this?

white copper
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Does anyone know someone named Hexus?

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He might have changed his user name.

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I think he's in his early twenties.

wanton zinc
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Are docs down for everyone?

barren coyote
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yeah, maintenance message pops up

wanton zinc
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:(

cyan bough
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In the third person example I use set show mouse, then turn it back off via an ability from input controls.

When I turn the mouse off the rotation locks on to single rotation of camera.
Which node would I run to unlock the rotation again?

sullen wraith
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is there a way to get testing in editor same as a built version

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my game works in editor even with dedicated server on

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but in built version thinks break

grim juniper
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After I updated 4.22.1 to 4.22.2 I get this error message every time I launch the engine GWseremePeepoThink

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It doesn't prevent the editor from launching and working, but I also don't think this is supposed to be showing every time I launch it

dim plover
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Maybe delete binaries and regenerate VS files.

grim juniper
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It's not built from source. It's from the launcher. I'm verifying files right now to see if that works

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Verifying files seems to have fixed it

languid aurora
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Hey everyone I randomly starting getting this crash: Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

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Now every time I open Unreal Engine 4.22.2 it crashes with that error

manic pawn
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did you overclock your gpu?

languid aurora
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No, or at least not that I am aware of lol

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It just started all of a sudden, without me changing anything

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Basically it seems the "trigger" for this crash is when I am using the blueprint and try to make a sequence node it crashes right away

languid aurora
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Bump

cerulean nova
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soo...

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ive been trying to make a functional car for testing and i cant get it to work the animations worked fine but it wasnt moving at all even tho the weels worked i was thinking if the wheels might be to small or something or is there some kind of magic to it? In the documentation i found nothing pointing towards such problems and im pretty sure that the way i made the bones for the "car" where right since the animation and steering worked fine. could this be a problem with the 4.22 ?

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i saw many people while searching on google who had a simular problem but no solution

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and yes they are diffrent shapes since i "cleaded up" the mesh because the other one hat Ngons because it was just a 1 minute model

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the vehicle just "falls" at spawn with the wheels having no colision

modern sinew
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That’s only after looking substantially

modern sinew
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I wouldn’t have asked that second time otherwise. Afterworld I found one, but at the time of the post the only decent tutorial that I could find, Virtus’s, was using an out-of-date version of UE4

broken shadow
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I wouldn't fret about UE4 version, us ARK Modders know well that despite the fact we're using a forked version of UE 4.5.1 doesn't matter in most cases, knowing the core aspects of UE4 is generally much more useful 😄

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ARK/4.5.1-ism's are secondary concerns

cerulean nova
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untill someone like be spills gas over the flame hmmm u want good water right? Search for Gerster Waves they have a plugin also "Nvidia Waveworks" is quiet amazing u just have to do some things to get linked wich Nvidia and github and stuff but then u can tinker around with cool ocean & water simulations stuff

fierce tulip
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@modern sinew you have been asking for various tutorials for weeks. often the exact same question in google would net you proper results

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lets keep it at that.

broken shadow
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In my case, I acquired the video I linked by searching for the following:

"Unreal Engine 4 water"

modern sinew
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I just ask to see if anybody knows any specific good ones, rather than sitting through an hour of mediocre tutorials to try and find a good one. But I have been trying to find specific channels with reliably good tutorials, Virtus being one of them

fierce tulip
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well, dont waste everyones time. waste your own.

broken shadow
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I think the video I linked a pretty serviceable final result, NetPeggle's got something pretty good too

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Oh wait

modern sinew
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IMO it’s only wasting times when it’s multiple posts; one post is not wasting time; now I’ve had multiple posts in the past, but I can tone that down

broken shadow
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His video's just a demo lol

modern sinew
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Yea

broken shadow
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My video's a full on tutorial

cerulean nova
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so how about my problem with the car tires not having collision any thoughts and yes i have searched before and the only awnser i "found" was where someone reuploaded the model from the guy in a working state but never realy awnsered why... so thats not realy an option

modern sinew
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I found one that gives decent water visuals at least. I’ll have to figure out my own swimming physics

earnest cape
fierce tulip
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if you are following tutorials and hit a snag, or want to know something in-depth, ask about it in the correct channels. but just straight up asking for tutorials is somewhat frowned upon.
we are more than willing to help, but we are not your personal google.

cerulean nova
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i followed the documentation from UE4 and even everything besides the model not moving forward is working animations like wheels spinning even steering works like i set it i had a wheel config with a data set and all that fancy stuff as listed in the doc´s

fierce tulip
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@cerulean nova while I cant help you, I do remember quite some answerhub posts and a forum thread or two about it.

cerulean nova
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yes i know and it seems to be something about the bones but i never found out what ...

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thats why i posted a picture of my bones above maybe someone who has made a vehicle can give a clue on what i made wrong

weary basalt
earnest cape
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Yeah good thing they're working on it

modern sinew
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ok

earnest cape
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Is there an offline version of the docs I could download?

modern sinew
whole quarry
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Usually something needs be online in order to download it

modern sinew
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Anyone know the dimensions of a "Landscape Component"? Epic's down rn so I can't see their page about it

cerulean nova
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depends on what u set it i guess

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if u mean measure in general i belive 1 Unreal Unit = 1 "Meter" but dont qoute me on that

mossy mortar
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Could someone help me out with blueprints?

whole quarry
languid aurora
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Hey everyone I randomly starting getting this crash: Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

grim juniper
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If you don't scale a landscape at all, then each unit is equal to 1 meter

dim plover
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I thought 1uu is 1cm.

potent wing
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How to merge couple of meshes into 1?

whole quarry
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1uu is indeed 1 cm

cerulean nova
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if anyone has a clue for me about my vehicle problem i posted more up i dont mind getting pm´s or tag me i dont realy mind ^^

kindred viper
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So. I have a PNG sprite sheet. I am removing the black background using Blend_Darken currently. But its not feathering the objects at all really. Is there anything I can do to clean this up?

modern sinew
finite wind
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@kindred viper I'm no Photoshop expert, but if you're just removing a black background couldn't you use the magic wand?

kindred viper
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well this is in the material editor, but I might have to take it to the external progs

finite wind
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@potent wing If it's meshes already placed in a level: select all your meshes, right click->Merge Actors

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@kindred viper Ah, sorry. Minimal knowledge with materials, but if it were me I would do this in an external program.

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Actually, what about this?

kindred viper
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yeah I just figured I may as well use a shader to do it. I could probably do a second pass and do something more explicit with the pixel but Blend Darken with a value of 0.0001 should be eliminating everything but black really

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sorry. everything black

finite wind
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The website is black?

kindred viper
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no. in my material, when I used blend darken, it gives me the pixel color that is higher than the value. So 0.00001 is black as a vector. Or as close to it as you can get.

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Perhaps a bit of tweaking might work, or another pass I dunno.

finite wind
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Ohhhh

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Have you checked out that link I posted? Sounds basically what you need.

kindred viper
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yeah cool ill give that a go thanks

finite wind
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If you go that route I feel that it would be kind of hard to prevent any black inside the sprite from being removed as well, so ymmv

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Good luck!

sudden agate
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@modern sinew use pixel normal offset

finite wind
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For volumes, is moving each face independently instead of scaling the volume a built-in feature?
Not BSP, btw

modern sinew
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@sudden agate the only page I could find to explain that is the Epic page, which is down; what is that?

sudden agate
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translucent materials have a Refraction category

modern sinew
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Found it

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It doesn’t seem to be reflecting anything now tho

cerulean nova
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i see a reflection

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ofcourse dont forget its also SSR

modern sinew
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@cerulean nova where’s the reflection? I only see the shadow of the ball down at the bottom of the pool

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And what’s SSR?

cerulean nova
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Screen space reflections

modern sinew
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So how do I make reflections show back up again?

cerulean nova
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whats your roughness set to in the material ?

modern sinew
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0.1

cerulean nova
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and metallic?

modern sinew
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1

cerulean nova
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should be fine then

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u might overrate the look by these "simple" techniques

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here White color + Roughness is set to 0 its "reflecting" but not as much as on the 2. where metallic is set to 1

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and yes this stuff looks weird ^^

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thats from SSR ^^

potent wing
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@finite wind, no i want to merge it outside level, how do i do that?

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Like from the folder

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@ me

fierce tulip
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you cant

potent wing
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I think i once done that, but i forgot how

fierce tulip
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export, merge in 3d app, import.

potent wing
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Its like if i donwload a free 3D assets, for example a flashlight, then when i try to import them in into UE, the flashlight splits into 3 parts. I want to combine them into 1 meshes

sudden agate
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there is an import setting

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for static meshes

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"Combine Meshes"

fierce tulip
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on import, tick the box.

potent wing
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I will try them later, thanks!

light lark
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Hey guys! Really stuck with a problem for the past couple hours.
I want to make a shopping cart that works with the car template. That for I need to rig it but I simply dont get it. I would appreciate it so much if you guys help me out ther! Seriously!

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Thank you so much!

celest dew
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is ue4 doc site down? It says maintenance for me.

thorn vector
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Yeah it down

celest dew
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thanks... guess I'll experiment for a while

plush yew
bitter iris
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anyone know how to fix

plush yew
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anyone know why my box collider (added on character) is only getting triggered when others thing run into it and not the other way around?

next badger
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@cerulean nova you need to enable planar reflections, for things like mirrors and water ...they are expensive tho

honest vale
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@bitter iris what's the DFAO resolution scale on the mesh?

bitter iris
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I will check now

honest vale
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try 2 or 3

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do the shadows happen if you don't place another modular piece next to the other one?

bitter iris
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It only happens when more than 1 present

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Its not just these meshes either, it happens on some road pieces also

dawn vessel
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Do you want DFAO? It's a lot of nonsense, too many issues IMO.

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I've always disabled it. I get better results just from tweaking other stuff tbh.

bitter iris
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I've had problems since 4.22, where is it that I can disable it?

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Cause im fed up of my world looking crap cause of this issue

dawn vessel
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Project Settings.

bitter iris
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Okay thanks I'll go look

dawn vessel
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No problem. I've had the exact same issue as you did. Looked into it for months. Just kept persisting and wasn't worth.

bitter iris
dawn vessel
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Top one.

bitter iris
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ahh okay

dawn vessel
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😃

bitter iris
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Really annoying how broken it is

dawn vessel
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It will require a UE4 Restart.

bitter iris
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Yup and probs a complete shader refresh lol

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oh boy

dawn vessel
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Shouldn't 🤔

bitter iris
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hope not lol

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Feww looks good ish now lol, i need to make the lighting darker however as it's too bright for inside

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Thanks a bunch

dawn vessel
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😃

next badger
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@dawn vessel it's down cause it is 8am in the US (at Epic HQ)... -_-

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their web dev always like that...

bitter iris
dawn vessel
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@bitter iris ❤

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Been down for like 16 hours @next badger I think 🤔

bitter iris
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wait whats currently unavailable ?

dawn vessel
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The UE4 learning resources

next badger
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@dawn vessel maybe it's just cause it's Sunday 🤷

dawn vessel
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Ah yes. I'm Australian. So bit different for me.

next badger
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not sunday there???

bitter iris
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its monday there probs

dawn vessel
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It is. But almost Monday morning.

next badger
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or it's a working day?

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@bitter iris no, it's 22 (10 pm) there

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cause o these issues with time, i've added JST and EST times to my clock

dawn vessel
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I'm still thinking it's Saturday for all you Americans. Hehe. Time zones are confusing.

bitter iris
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think its like 5am in West

plush yew
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How do I keep a team working on a hobby project engaged and motivated?

bitter iris
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find someone whos passionate

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which is hard these days

next badger
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it's actually more interesting to work on own project, and you have full power in case if you go commercial

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so, i can't help here -_-

plush yew
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Yeah, I'm actually "in charge" of the programming side of the project and the other two guy are just absent

next badger
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few things that make people motivated

  1. streaming the dev process
  2. forum/discord feedback on dev builds
bitter iris
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Personally I work solo, just because im very limited with money and finding people to work for free its next to impossible

manic pawn
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it's technically not much different from keeping employees motivated with the only difference being money is unavailable as a tool

bitter iris
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@plush yew Whos in charge of the project?

next badger
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@manic pawn yeah, but in case of a commercial product, you at least have money in case your project will not be released

plush yew
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So the one in charge is a researcher/artist that got everyone together

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He doesn't know much about programming so he appointed me to keep the programming team moving

next badger
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@plush yew

  1. is there a goal?
  2. how far is it?
  3. do people see progress?
  4. is everyones needs satisfied?
    minor milestones, and build releases may help
plush yew
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anyone know why my box collider (added on character) is only getting triggered when others thing run into it and not the other way around? same issue when using overlap instead

next badger
plush yew
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@next badger i'm not using physics simulation tho

next badger
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collisions related is for that channel, since ue4 using physx for it

austere shard
wary wave
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no,it's broken :/

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Epic are aware

plush yew
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Hello darkness my old friend

vale silo
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So, are there still people who don't mind teaming up for profit share? I thought those times are long gone

wary wave
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I'd consider it, if the team and project looked reasonable

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they almost never do, though

ember cypress
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^

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I got my start off profit share, so I'm not fully against.

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It's just like looking for a unicorn though

wary wave
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"We're gonna make an MMO shooter with physics vehicles and none of us have ever made a game before!"

plush yew
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I personalky want stuff to do but if your down to sugar daddy ne up I'm down

wary wave
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the reality is, most of the people competent enough to make games are already making games

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and not on a revenue share basis

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(because they're competent enough to get paid, either through salary or through funding)

plush yew
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I just have a low effort job that let's me dev

ember cypress
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Yea, you need to be smart and careful with what you take on. Contract up if necessary.

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The profit share I did was for content for a well established game

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So the risk was lower than if it's a fresh game/IP

dim plover
#

How much due dilligence is there typically when people team up? Because I can't imagine teaming up with random people ends up pleasant.

plush yew
#

So I've got experience in that

#

It's normally up to the game pitcher to have everyone involved and when the main guy stops posting everyone does

vale silo
#

@wary wave well, I have existing project that I'd like to port to UE4 and release on XBO/PS4 ;)

plush yew
#

Interesting

#

@dim plover in terms of doing stuff with randos there can't really be much of an expectation

vale silo
#

One thing I probably wouldn't want to work on with profit sharing is VR project (unless the game is subscription based MMO, which is a no-go project for a small part-time indie team anyway, IMO)

hoary silo
#

im making a multiplayer game using steam, how can i test it with multiple players?

plush yew
#

hi guys someone can help me making a game i need some teammates because single i can t

hoary silo
#

what do you need help with?

plush yew
#

i want to make a RPG 2D game

hoary silo
#

ok

plush yew
#

and i need someone for helping me

#

bucause i don't know how to script very good

hoary silo
#

sorry, i cant help you with that, but I bet someone else will

#

I can answer questions if you have any

plush yew
#

ok

#

i start making map

#

how can i work in my project with my friend

#

???

wary wave
#

you probably want version control

plush yew
#

hi guys someone can help me with good 2d character

#

simple

#

without items

#

empty

grim ore
#

is this using paper2d or using the 3d system with an ortho camera?

cerulean nova
#

@next badger i know im not the one wanting it ^^ if u read closely i was telling RedPandaz about it

honest vale
#

docs are down? NOOOOOOOOOOO

mellow turret
#

is there a way to pilot a component in the blueprint viewport

viscid haven
#

Not really sure what the best channel for this is, but currently am on the road a lot for work - anyone got any advice on a solid laptop to work on UE4 with while I'm not at my main rig?

frail jasper
#

When filling out the release form, it asks for a product url. Is it ok to use a social media url or wait until I have a product url of my own?

viscid haven
#

@rare pulsar Yeah I've seen the recommended hardware, but that was outdated to say the least last time I checked

#

I can't take a PC around if I'm in a different hotel every other day 🙂

#

I need something mobile, my current rig is ~£5k and is completely fine with UE4, but taking that around for work is not feasible

#

Ah right sorry, yeah, I was looking at a few of the Dell machines but wondered if anyone had any proper advice on it 🙂

#

dw I'm team blue/green all the way

frail jasper
#

You wI'll definitely want one that stays cool. I had a i7 16 gig and it was good for what I was using it for. It cost about 400 dollars.

viscid haven
#

might see if I could use it as BYOD for work and just run dual boot

#

so would like to be presentable, awesome thanks for the link

mellow turret
#

docs are down, is the debug window the place to see watched values?

atomic meadow
austere shard
#

whats the right place to ask for game design advice? eg. how to split my idea into blueprints/BT/components

cobalt snow
#

how practical is it to use tessellation to create cliffs-stones for desktop mid-end pc targeted and rpg game? or in other words: im planning to use substance materials to create cliffs and stuff, how can i do good stuff in ue4 without shitting optimization?

cloud cobalt
#

@cobalt snow Tesselation is not the answer

#

Use regular meshes

#

It will always be cheaper and look better

broken stream
#

hi good day, if i want to get a bone name location how do i do that ?

heavy ether
#

seems the latest geforce game-ready drivers + 1060 + unreal editor don't mix well

broken stream
#

i can only find closeslocation of bone

normal burrow
#

GetSocketLocation i believe dezusa, bone name for socket name

cobalt snow
#

should i create mesh out of height map? im not planning to model them manually because substance way it would be much easier and better @cloud cobalt

broken stream
#

ok thanks

cloud cobalt
#

@cobalt snow Manual modeling is what works best

#

It's what people do, really

#

Substance is easy to use but AFAIK it doesn't let you bake a model

#

It only exports displacement maps that unfortunately can't be used with good results in UE4

cobalt snow
#

what do you mean by bake a model

cloud cobalt
#

I mean what you want to use, for good performance and decent rendering, is a regular mesh. Substance isn't a tool to create meshes, it's a tool to create textures.

#

If Substance was able to export ("bake") its displacement maps as meshes, it would be fine

tall pendant
#

you can bake down displacement and do a retopo in any 3d package in a few mins tbh

cloud cobalt
#

But (as far as I know) it doesn't, so you either use something like Blender to bake for you with some setup

#

Like Dizco just said

#

Or you model directly

tall pendant
#

create the heightmap in SD and use whatever 3d tool you have to bake it down

cloud cobalt
#

^

mellow turret
#

im making controls for an isometric game, is set world rotation the best way to rotate a character? "Use controller desired rotation" messes up the camera

cobalt snow
#

i meant that by saying "should i create mesh out of height map" displacing in blender

#

but

cloud cobalt
#

You can create a mesh in Blender, apply displacement to it after you subdivide the fuck out of it, then apply the displacement, decimate the result, and export it.

cobalt snow
#

yes but which displacement

cloud cobalt
#

The result would not have any displacement, it would be a regular mesh

cobalt snow
#

i wanted to try on this to see what i can do

#

but seams

#

what about

cloud cobalt
#

Displacement in UE4 is a shit idea

cobalt snow
#

applying material to a low poly stone mesh in substance painter with tri planar

#

and export textures

#

create a slightly high poly mesh via height map and import to ue4

cloud cobalt
#

Look, I've told you - IMHO, displacement in UE4 is a shit idea.

cobalt snow
#

dude

#

no

#

i wont do anything in ue4

tall pendant
#

create a highpoly using a heightmap, retopo that to a low/mid poly mesh, uv it, use in ue4

cobalt snow
#

im just gonna apply textures

#

yes

#

exactly

#

but

#

but i wonder if its worth the effort

tall pendant
#

yes. it is.

cloud cobalt
#

So do that - create your height map in Substance, apply it to a subdivided high poly in Blender, apply all modifiers, then decimate it back to game level tri count, and export it for UE4.

#

That will work

cobalt snow
#

and i want substance because designer is awesome software and by tweaking sliders you can easily generate lots of different shapes

cloud cobalt
#

The only drawback is that decimation is hard, and if your meshes need to tile, it won't work without manual adjustments

tall pendant
#

the only way using substances directly would mean use a generic shapes mesh and have proper uv's

#

as in tiled textures

cobalt snow
#

i could simplfy height map in designer to keep only big shapes

#

and handle small shapes in normal map

tall pendant
#

but you can't change the shape in a drastic way

#

it's a trade of as usual in gamedev hehe

cloud cobalt
#

Let's just say it's something you should practice and test @cobalt snow

#

Tools in this day and age are very versatile so whatever works for you is fine

cobalt snow
#

im just trying to find the best way to use substance designer

#

i see a lot of great material renders but are they practical

cloud cobalt
#

Indeed, they aren't

cobalt snow
#

probably best result with painter

#

blending several materials

#

instead of drag and drop

cloud cobalt
#

Just like high polys and sculpts aren't usable in games either

#

Doing that, or a great Substance mat, is half the work

reef kayak
#

im having an issue where my lightbake gets stuck at gathering scene geometry. before it even bakes.

#

anyone have an idea?

#

could it be a swarm issue?

#

UE 4.15. btw

tall pendant
#

iirc skylights are not included in the update progress. they're still calculated and baked tho

#

that could cause long times w/o the progress bar moving

reef kayak
#

swarm doesnt do anything.

#

it freezes before even baking anything

kindred viper
#

you coudl try rebuilding the swarm prog if you have a source build

grim ore
#

did you block the network access for the program when it started up? lightmass needs local network access

junior solstice
#

epic skeleton animations to mixamo characters want to retargeting this possible? sry for my bad english

kindred viper
#

yes

gentle crypt
#

just curious, can you access the console command in a complete UE4 game like on steam? It would awesome if i could view a game in wireframe.

kindred viper
#

nope. But you can use a shader material to draw your wireframe from your packaged product

slate vessel
#

Does anyone know how to make it so particle effects don't get culled as the camera moves away from or too close to them?

kindred viper
#

I wouldn't know but I had an issue earlier with that happening and it was due to my Lifetime module not living long enough between the min/max for the distance

slate vessel
#

ill check it out cheers

#

Seems to be effected by literally the cameras direction rather than distance....ive got a smoke particle that drifts a distance from the source point but if the source point is too far out of frame it just disables the particle

trim granite
#

Are there any disadvantages using ''Material Domain: the user interface'' option? I read it was for UMG only or something, but my material looks fine and i only need the Emissive and Opacity channel. http://prntscr.com/ntnx4r

Lightshot

Captured with Lightshot

kindred viper
#

If those are the only outputs you need yeah its fine. No mipmaps though afaik. Or rather, just the base one.

trim granite
#

okay, good to know, thanks.

#

Are the mipmaps just disabled and does this mean it doesn't resample the textures at all?

#

Btw, are there some free test environments i could use for displaying materials?

abstract relic
mellow turret
#

lmfao the skeletal mesh was not rotated properly

mellow turret
#

is it a good idea to check a minimum distance from character to mouse point if I want the character not to start rotating like crazy when I click too close to the character (when clicks are close to the character it seems to have trouble finding where to go. so it rotates everywhere but barely moves..)

weary basalt
#

Sounds like a good idea.

mellow turret
#

well it works but maybe there is a better way, doing it this way feels like making the character less responsive

trim granite
#

@abstract relic Damn, this is good. I remember stumbling over it a couple of month ago.

vague walrus
#

How to set mesh to be in T-pose in viewport for a moment? I want to add capsule component, T-pose would be nice, but I can only pause anim

grim ore
#

I dont think you can specifically select the T Pose, it would revert to your default pose on the skeleton (A or T). You can set the animation mode on the mesh in your blueprint to custom mode and it would revert to no animation

idle stump
#

While the docs are down, for those who don't know, Google caches web pages. You can click the little drop down next to the search result URL:

#

Of course there is also the "Wayback Machine"

mint hill
#

where do i ask about animation help?

kindred viper
#

here if you like

mint hill
#

oh, i had that section minimized

kindred viper
#

its fairly quiet in there anyway

oblique trench
#

Is there anyone knows what is processing on docs?

mint hill
#

i cant really find a good video for making an animation for my simple mind.

#

and most of them have a body rig thing but i dont have it

kindred viper
#

@oblique trench good things hopefully.

#

well @mint hill you have UE4 so you do.

mint hill
#

i need to take a break from this, im not able to find stuff xD

oblique trench
#

Seems that not passes responsive for mobile devices

kindred viper
#

Well the Third Person Character is a rigged model you can use

#

there is full tutorials and documentation for it. its really easy to use, to retarget anims onto, and to control as most of it is already written

plush yew
#

having trouble baking lighting on to translucent materials. Can anyone help me?

#

All my translucent materials are like this. If I set it to opaque then everything shows up fine

idle stump
#

Docs appear to be back online, and with a little makeover

#

And now some of my bookmarks are broken 😅

crisp hawk
#

when i do "Load Level Instance (by Name)", it is NOT placing the instance in the location i'm giving it

#

is there a reason why that could possibly be happening?

#

i can manually give it a location and it still won't change

#

its wherever i had it in the persistent level

mellow turret
#

did they release updated docs? I might give another chance to reading the programming guide documentation if they did, first time I got kind of frustrated, too many features and poor examples imo

#

nevermind, they didn't update the articles I couldn't handle :pepehands:

plush yew
#

Does anyone know how to fix this transparency issue?

grim ore
#

heh, the new getting started page on the UE4 docs is targeting version 4.9

#

I know what they are intending as the old site has the info but man... it's gonna confuse so many people looking for "updated" docs

abstract relic
#

I wonder how many even notice targeting version

grim ore
#

well it's giant and up front of every page now 😦

worn granite
#

maybe we just pick an old version as the official onboarding version

#

you gotta get learned with the old editor

#

once you learn that, you can use latest

grim ore
#

Like the basic scripting page has "4.12" as the version number at the top of the page then when you scroll down you find "As of Unreal Engine, version 4.15, Blueprint Sets and Maps have both been added..." soooo....... /hug Docs team 😃

abstract relic
#

Again, I wonder who will notice 😜

real mantle
#

what's the right channel to ask for a paid consultor in some topic I'm needing?

weary basalt
real mantle
#

thanks

lapis bronze
#

Not sure if this question is better suited in a specific channel;
Has anyone had success with using the Level Sequencer to record a "demo" recording of gameplay
My ideal plan is to have a recording of me playing the game running at the main-menu screen

#

Or is that better suited for the Demo recording that UE4 has built-in

lament cedar
#

I’m having an issue importing an fbx file and I’m not sure what to do

lapis bronze
#

@lament cedar Are you coming from Blender by chance?

#

Blender doesn't have node renaming to avoid duplicate names

lament cedar
#

Yea I am coming from blender

#

so what do I need to do

lapis bronze
#

You have to make sure every single node in your model file (.fbx in this case) has a different name.
The thing that is causing the import error however, is blender related specifically.

#

I dont use blender anymore, but this is an answer hub with the same exact error you got.

lament cedar
#

ok thanks

lapis bronze
#

Also, you can try exporting just the skeleton & mesh selected

#

Dont do export all

lament cedar
#

Yea I tried that with a different model and I didn’t get the error and it exported nicely, except the materials just showed up as flat color

#

I guess I just need to create new mats for the textures with the normal maps and such

#

I’ll figure it out

#

Thanks for your help

#

Still really new to this whole thing, tryna get started

lapis bronze
#

@lament cedar Materials rarely and typically don't follow you from Maya/Blender/3dsMax w.e to unreal. You will have to remake that material using your maps in UE most cases.

#

that's normal

#

I'm assuming that other model imported because it wasn't rigged? Is that correct?

lament cedar
#

It was rigged, I didn’t make the model, my friend did so idk what he did to it

#

Lol

#

I couldn’t model if my life depended on it

lapis bronze
#

Ah i see well, good luck
glad i could help even if it didnt help that much

plush yew
#

i5 sandy bridge > amd rygen3

silver crown
#

Definitely

#

And Celeron > i5

ebon spade
#

Anyone here have Robo Recall and the mod kit?

sudden agate
#

@lament cedar the error message literally says whats wrong

heavy ether
#

just having raytracing enabled with nvidia 1060 and the game ready drivers absolutely f---s up everything 😐

near trout
#

Not sure where to put this. I was hoping to get an experienced opinion on how I should generally approach a 4vs4 PVP online multiplayer project that is a class based shooter.

For example: should I first focus on making my different classes/characters, then create the gamemode that those characters will be playing in, then address networking, and then polish?

Or is there a more efficient route (eg. getting networking established ASAP, and then building everything off of that?)

whole quarry
#

Is it your first game (with ue4) ?

near trout
#

I suppose it's my first real game, but not my first experience with the engine.

#

I am still fairly new however.

whole quarry
#

Usually with little background, multiplayer is one of the most difficult things to do

lusty carbon
cloud cobalt
#

A crash in the SteamVR plugin

lusty carbon
#

Ok

#

So I set the VR template to show me the Vive controller models instead of the hand. by ticking some checkbox in the BP. problem is, when I package the project the controller models appear with the default World Grid Material instead of proper materials. what's a solution?

cloud cobalt
#

Looks like the material either wasn't cooked, or cooked with errors

winged crypt
#

I have a uasset in windows explorer inside the content folder but it isn't showing up in the editor's content browser. It used to, it suddenly doesn't. Any idea why?

lusty carbon
#

Well what can I do then?

cloud cobalt
#

Check if it cooked with errors, or cooked at all, by looking at the packaging log

#

And then fix the material if error, add it to the forced cooked folders if missing

lusty carbon
#

no errors in the log

cloud cobalt
#

Look for the material, too

lusty carbon
#

can't find neither the material nor the model in the engine content

cloud cobalt
#

It's in a plugin

lusty carbon
#

so?

dim merlin
#

hi, in 4.22 why arent runtime created components not visible in details anymore?

lusty carbon
#

im guessing there no fix for my little issue

#

is there a way to dynamically change between the controller model and the hand controller during game?

deep basin
#

Hey, how are asynchronous parallel tasks processed in the engine? Like lets say I have a move command, which I then stop by broadcasting an event. The ongoing task must somehow still execute code to run, yet it doesn't block the main gamecode thread. This leads me to the suspicion that it will be executed on a seperate thread, but someone told me it is not an now I am going crazy to try and understand how it is done xD

atomic meadow
wary wave
#

Hammuer crashed.

atomic meadow
#

the problem is with hammuer plugin?

wary wave
#

probably

atomic meadow
#

when I had the previous drive ssd the same system wi10, ue4 4.16 I did not have any problem importing material / models

cloud cobalt
#

We told you it was Hammuer like, twice already

atomic meadow
#

now i have this problem in ue4 4.15 4.16 4.21

cloud cobalt
#

It's a community plugin, it has issues, report the issues so that they get fixed

atomic meadow
#

ok thx

night pond
#

Hey Guys - is there any good tutorial or documentation or suggestions you may know of when it comes to optimising your game?

cloud cobalt
#

There is

#

Profile first, optimize later 😛

#

Seriously though, it depends a lot on your game

#

Check if CPU or GPU is slow for your game, then use the profiling tools to know what exactly is

leaden dust
#

in what circumstance does hot reload work

cloud cobalt
#

Changes to C++ classes that do not affect the Blueprint interface

leaden dust
#

I can change default values of variables not exposed to blueprints?

cloud cobalt
#

No changes to anything related to UPROPERTY, basically

#

Not the declaration, or the default value in constructor, or the type, or the fields of a structure if it's UPROPERTY'd somewhere

#

Nothing related to it

leaden dust
#

ah ok

#

then I should expose variables to blueprints to make changes on the fly?

cloud cobalt
#

Yes

night pond
#

Thanks @cloud cobalt - This is the first game I am making, so I'd like some kind of process or tutorial to follow in order to perform basic checks. So far I have the profile... but I don't really know how to make sense of it all lol

#

There really should be a tutorial or something on this xD

cloud cobalt
#

Well, run stat unit in a packaged development game to see if game or GPU lags, first

night pond
#

ok - so I actually have to package it in order to test for optimisation?

#

oh wow! Thanks for that link that's awesome 😄

cloud cobalt
#

You can simply run your game by right-clicking the uproject and hitting "launch"

#

It won't be the optimized shipping build, but usually a good start

#

Then run stat unit in console and you'll have the basic numbers

night pond
#

huh... ok that's interesting. When I launch it your way it seems to not really lag.. thanks man!

latent moth
#

or am i stuck waiting for 4.23

#

i'm on 4.22 and downgrading is... well

glad stone
#

hi all

#

is anyone familiar with deferred decals ?

#

who use Parallex

#

darn

queen canyon
#

Hello people!
May someone remind me how to get character's movement vector relative to it's face looking vector? Need for blendspace (forward, backward, strafe e.t.c)

regal mulch
#

Dot Product of ActorForward Vector and Velocity?

#

@queen canyon

queen canyon
#

@regal mulch if only I know how dot product works >< I'll try that!

regal mulch
#

It's a node

#

It basically multiplies X with X, Y with Y and Z with Z of each vector

#

And then adds them together

queen canyon
#

sounds like not what I need...

regal mulch
#

Maybe I understood you wrong

#

Ah yeah I did

#

I thought you wanted to have the relative movementspeed

#

E.g. if you move Foward and Left at the same time, how much of that are you moving forward etc.

#

That's not what you want, right? @queen canyon

queen canyon
#

Yeah, mb, sorry for english...
Simply, top down game, character rotates to mouse cursor, wasd moves character up left down right on screen, so it's moving animation (strafe, forward, backward) must be changed (blended) depending on it's looking and moving vectors

#

ah, damn, nevermind, I fucked up much earlier trying to get char forward vector in anim bp, it just doesn't changes while I rotate character so that's why nothing of what I tried works...

ember thorn
#

hello everyone, quick question, does anyone have a good tutorial or sample to rig a character in Blender 2.8 that would be compatible with UE4? Cheers!

queen canyon
#

In first bp is how I rotate character and it works well, in second animBP actor rotation is always 0,0,0 (but something else like vector length is fine). What am I doing wrong?

cloud cobalt
#

There's a lot

#

Most of the documentation isn't version-specific

rustic imp
#

because 9 + 1 = 10?

#

so 4.9, 4.10, 4.11

buoyant marlin
#

So I make a Blueprint and double click on it and I get this window

#

And then I close it and double click on it and get this window, with no obvious way of reverting to the old window, wtf?

wary wave
#

there's a way of resetting that window

#

unfortunately, I can't recall how

plush yew
#

Hey there, can anyone give me a keyword to search for approaches how to send messages from a non-Unreal application to an Unreal application (via interprocess communication, TCP ...)? Surprisingly I do not find any ressources on this topic and don't really know where to start.

kindred viper
#

I use VaRest for stuff like that but if you want a hardcore TCP socket connection, there is a class for that.

plush yew
#

Thanks Marc! I'll have a look at VaRest first then. Any good documentation / tutorial on the TCP classes you know of, or are they pretty much self explanatory?

kindred viper
#

yeah standard. check the socket classes and it will have what you need

plush yew
#

k. Sounds good 😃

latent moth
#

this is only from 4.22

next badger
#

try to disable motion blur (if it's enabled)...no other options known

kindred viper
#

make sure the textures are in the UI domain too

latent moth
#

motion blur is disabled

#

textures in UI domain..?

kindred viper
#

aye

latent moth
#

so the only thing that fixes this is to set FXAA instead of temporalAA

#

OR to decrease antialias quality to MIDDLE on temporalAA

#

not sure if middle temporalAA is better/worse than high FXAA

dawn vessel
#

Would love to use it.

sonic ruin
#

hey it's been awhile sense I hopped on UE4 how would I change the size of an object

kindred viper
#

Select item -> Detail Panel -> Transform

sonic ruin
#

thanks

thorn vector
#

@dawn vessel we cant really verify it but my guess is procedural landscape ecosystem based on the tree and the ground texture

sonic ruin
#

is it different with engine version 4.22.2 cause it's not working?

kindred viper
#

what are you trying to change?

sonic ruin
#

the size of an object

kindred viper
#

I know that. what? An actor, mesh, UMG, particle, etc?

sonic ruin
#

mesh

kindred viper
#

select the mesh. In the details panel there are all the properties of the object you selected. Transform is there for a mesh

plush yew
#

Is GetActorRotation Nomalized?

spark sonnet
#

I dont know if its that one but there is a free asset pack on the marketplace called Open World Demo Collection @dawn vessel

kindred viper
#

@plush yew nope

plush yew
#

thx for the heads up

dawn vessel
#

@spark sonnet @thorn vector Thankyou both for your answers, I really appreciate it. I will look into them now and see if they're it.

vague walrus
#

I'm using this to knockup my enemy, and to prevent multiple knocking up on one use I use the DoOnce with delay. It works like charm for one enemy, but when I hit multiple enemies only one gets knocked up. Any simple way to fix this? I'm using On Compontent Begin Overlap event

halcyon flame
#

create a bool inside the base enemy class for bCanBeKnockedUp and have each enemy reset it to true when it's available again

rotund scroll
#

knocking up your enemy... that's a bit of unfortunate wording

vague walrus
#

feared it will require that

#

also, in blueprint viewport I've selected 'Show floor' but there's no floor

#

it's not working or what?

halcyon flame
#

I don't know what the floor even means. why is having a property in the actor for which it is relevant something to be feared?

vague walrus
#

I want to move the mesh so it's walking on the ground level, not flying 20 centimeters above

#

right now I can measure that by eye

halcyon flame
#

oh. it's just a mesh preview

vague walrus
halcyon flame
#

if you go into one of the orthographic views and ensure that his collision capsule is flush with his feet he should land on the ground

vague walrus
#

ortographic mode sounds reasonable

#

btw floor showed up... in the middle of capuse, not possible to move

#

very "useful" ^^

plush yew
vague walrus
#

dingoman: ye, looks cool, but for some reason I can't move mesh in ortographic mode

halcyon flame
#

looks like the goombas capsule is the only thing that's colliding

vague walrus
#

I'm trying to grab it but it does not move

halcyon flame
#

can you move the capsule?

vague walrus
#

Capsule can't be moved

halcyon flame
#

in all ortho views?

grim ore
#

the floor preview is the floor, it shouldnt be moved even if you could as its just to show you easily where the 0,0,0 intersection point is in a visible way

vague walrus
#

now it doesn't move in any view xP

#

I can scale it, rotate, but not move

halcyon flame
#

even changing the numbers in the location in details won't do it?

vague walrus
#

yep

grim ore
#

@plush yew if that is a character then any collision below the capsule(root) will not be used.

vague walrus
#

i can type 2353463465 and it stays where it was

halcyon flame
#

what is the root component?

vague walrus
#

capsule

#

it was working before switching to ortho xP

halcyon flame
#

restart engine is the next thing I would do. put the mesh location back to 0,0,0

#

firdst

plush yew
#

@grim ore what should i do instead? how do people handle a deer in unreal then for example?

vague walrus
#

Restarting helped

#

alligned perfectly :)

#

though on child class, where I change root scale to .75 they begin to float

#

I'll readd them

grim ore
#

@plush yew you can use a non character, its the character itself that is causing the issues.

#

@plush yew you can use a non character, its the character itself that is causing the issues.

#

@plush yew you can use a non character, its the character itself that is causing the issues.

plush yew
#

@grim ore in this specific case how would i best handle goomba-mario collision? calculating the direction vector?

wary wave
#

yes

grim ore
#

if you don't need the character specific stuff, make the goomba a pawn instead and set up your custom collision

wary wave
#

on hit, determine direction

#

if it's 'down', splat the gooma, else, splat the mario

plush yew
#

@grim ore the problem with making goomba is pawn is that doing movement will be a pain in the ass

wary wave
#

should be trivial as a pawn

grim ore
#

then do what ambershee suggested and just calculate direction based on collision

plush yew
#

because i'd have to reimplement my own gravity for a pawn

wary wave
#

why?

ember cypress
#

Pawns can use physics

wary wave
#

why?

plush yew
#

how will you make a pawn fall otherwise?

wary wave
#

pawns are affected by gravity?

#

if it's a character you can also just use character movement directly

plush yew
#

and then do movement with addforce or what?

#

wait, you can use character movement on a pawn?

wary wave
#

no, through an AI Controller

#

and no, it needs to be a character

#

but it should probably be one anyway

plush yew
#

AI controller needs character right or no?

vague walrus
#

Okay I don't understand why changing scale in blueprint have no effect when I'm adding actor do map

#

they are full sized

#

it was working 10 minutes ago -_- I've restarted everything

#

oh, after placing in world for some reasons every instance has scale changed to 1.0, I can revert it to default

plush yew
#

anyways i'll just calculate direction based on collision

vague walrus
#

why though it started happening

halcyon flame
#

I'm watching the training on the new Editor Utility Widgets and I'm wondering, is there a way to set custom hotkeys with blueprint?

(not set shortcuts for any of the existing actions in the editor preferences, but to create new ones for actions/events I define... alternatively, is there a way to create a new mode that doesn't require slate/python/C++ or another way to register/consume/listen to keyboard input in the editor?)

heavy ether
#

yep, just got around to confirming that path tracing/ray tracing seems to not work with 1060 in unreal, and when you have raytracing enabled, it wants to toggle the "developer->path tracing" on every time you load a map.

grim ore
#

which 1060 card do you have?

heavy ether
#

um.. whatever one my office bought for me 😄 the in-editor display pretty much just turns to garbage when developer->path tracing is enabled, which it re-enables every time i open anything

#

the manual page indicates that if you want to use path tracing, you turn it on when you want it.. but it defaults to on. which is annoying.

grim ore
#

DXR is supported on the 6gb 1060 only, not the 3gb is why i ask

halcyon flame
#

@grim ore ... what I'm talking about isn't possible without actual plugin coding is it?

grim ore
#

@halcyon flame I don't know for sure, I know there have been some tweets of someone doing just what you want but he has not published his work and I don't know how he actually did it. I could not find a way myself 😦

halcyon flame
#

thanks man.

thin hemlock
#

if I'm a programmer learning Unreal Engine is it best to dive headfirst into C++ (no prior experience, only been using Unity C# for 4 years) or should I learn blueprints first?

grim ore
#

you will need to use blueprints at some point in a large project even if you plan on coding in pure C++ so learning both is fine

heavy ether
#

@grim ore dxdiag says it's "GeForce GTX 1060 6GB"

grim ore
#

with that said learning C++ is a pain in the ass lol

halcyon flame
#

do you mind telling me the name of the user on twitter?

grim ore
#

@heavy ether ah damn, yeah with the latest drivers it should work then. What does turns to garbage mean to you?

thin hemlock
#

I know the basics of C++ but overall it seems like the issue is learning how to work with the engines built in methods

grim ore
halcyon flame
#

ty

grim ore
#

@thin hemlock well there are some get started with UE4 and C++ videos on the official docs page and learn pages. Other than that starting to learn the engine by learning BP might be an easier way as BP are just C++ behind them so you could for example learn the engine with BP then look at the source for what you did and learn the C++ way to do it at the same time

heavy ether
#

@grim ore hmm. kinda looks like all the meshes have been mixed with "tv-tuned-to-a-dead-channel" static

thin hemlock
#

ahhh that

#

that makes a lot of sense

grim ore
#

@heavy ether that might just be the ray tracing. Its super duper noisy on the older cards.. like super super

heavy ether
#

@grim ore well it stops when i click show->developer->path tracing to off

grim ore
#

yeah It might just be normal for that card, post a screen shot I am trying to find one

heavy ether
#

however, if ray tracing is enabled in the engine at all, that settings ticks to on every time i load a map

grim ore
heavy ether
#

yeah i'm working on it, i have to restart the editor to do that, and it had to rebuild shaders

#

yeah everything looks like the top part of that

grim ore
#

yep thats DXR with low path traces and a slow ass card 😦

#

you can increase samples per pixel but then it just goes slower lol

heavy ether
grim ore
#

I have a 1080 and it's still pretty noisy, I just enabled reflections only as the path tracer was too noisy

heavy ether
grim ore
#

yep that's what you are going to end up when path tracing on a 1060, it's just not going to be pretty

heavy ether
#

i was hoping that it would work like the engine docs describe, and that i could turn it on, render a scene, then turn it off. but it looks like it defaults to on at all times

#

and on + not useful. i wouldn't mind if it took quite some time to render a frame if i could see it done right

grim ore
#

render for a screenshot or ?

heavy ether
#

to get a comparison of how a specific thing looks with it. we've got a team at my office that is writing a path tracing renderer that they are going to plug in to Unity, and once they've got it working, they're also going to check into plugging it into Unreal ..

#

well they have it working in Unity now, but it's nowhere near complete enough to be used for a full scene yet.

grim ore
heavy ether
#

even if i could get it to render perfectly with settings, i don't want it to default to on though

grim ore
#

I'd try and help more but I only havea 1050ti here so I can't even try lol 😦

languid star
#

When exporting a rigged model from blender over to unreal, should the apply scale be All Local, FBX All, FBX Custom Scale or FBX Units Scale?

golden walrus
#

hello, can i ask a question about cloth physics render distance here?

#

hello, can i ask a question about cloth physics render distance here?

abstract relic
#

Use default unknown

normal burrow
#

cazarecon don't think there are distance related cloth physics?

golden walrus
#

which one of this affects cloth physics render distance, if any?

normal burrow
#

you'd just lod

golden walrus
#

ah?

#

r.SkeletalMeshLODBias=0
r.SkeletalMeshLODRadiusScale=0.9
r.ViewDistanceScale=0.8

normal burrow
#

you'd just lod

golden walrus
#

yes exactly

normal burrow
#

Yea you would just not cloth the higher numbered lods

golden walrus
#

oh i see, so there is basically no way for me to render cloth physics that are a certain distance away from my position?

normal burrow
#

correct, afaik. i'm not 100% on this though. but i know that the way cloth is set up as material channels.. its unlikely they just turn it off

golden walrus
#

hmph, seems doubtful

abstract relic
#

Physic asset doesn’t have its own LOD no?

normal burrow
#

no, but cloth lets you provide custom physics assets per simulation

golden walrus
#

i agree with pat though probably not @abstract relic

normal burrow
#

you can have multiple on a single character

#

but yea the tapered capsules

#

but yea the tapered capsules are limited to cloth simulation

#

like if you have a dress you usually only put the legs in the physics asset for the cloth. its kinda silly

#

would be nice to have lod'd physics assets tho

abstract relic
#

I imagine quite a bit of clipping and bouncing would occur

normal burrow
#

it can get complicated. its like 2 dimensions of weights

plush yew
#

Damn, messing around with the collision system makes me feel like such a dumbass

golden walrus
#

i highly doubt what you're saying though pat, as matter of fact when i raised all of those 3 lods the cloth phyisics render distance increased, but it didn't increase the "initial" render distance. let me explain. for instace you might be 80m away from a character and not be rendering their cloth physics, though once you get to a distance of about 50-60m from them you start rendering them again. now, if you get let's say 200m away from them once and only once you already rendered their initial cloth physics, you still will render them, even 200m or more away.

#

what i am trying to say, is that there is some sort of way of toggling the initial cloth phyiscs render distance radius

#

which isn't here: r.SkeletalMeshLODBias=0
r.SkeletalMeshLODRadiusScale=0.9
r.ViewDistanceScale=0.8

#

isn't

#

@normal burrow ? what do you think?

abstract relic
#

He’s multitasking at the moment 😜

normal burrow
#

appreciate it 😄

#

unsure what you mean about initial cloth physics. cazarecon

#

those are console variables

#

so they will adjust the existing lods to display differently

#

lod0 shouldn't load in until your within its vertical screen space percentage or whatever

#

(again i don't think there is any control specific for cloth distance)

fleet cedar
#

I've got to binge watch all of these Unreal Fest talks, there's some really good content in these

golden walrus
#

err.. i see kinda more complicated than i thought, what i mean by initial cloth physics rendering is like, let's say that there is a circle with 100m of radius, with my character being the center, now, only those who enter this circle will get their cloth physics rendered. BUT if this were to be the only cloth physics render distance, how comes that once they get out of the circle their cloth physics are still rendered? what i want to to do is to increase the size of this circle, so even those whore are 300m away from me(the center) will render their cloth physics

normal burrow
#

pretty sure LOD's are based on how much screen space they take up and not distance btw. (just mentioning it)

golden walrus
#

that's the best way i can put it

normal burrow
#

sounds like you'll just want to have LOD0 have the phyics and LOD1 not have the physics

plush yew
#

How do i null a reference variable in BP?

dark depot
#

just use a set and plug nothing in

plush yew
#

works with actors?

dark depot
#

any variable

golden walrus
#

@normal burrow nice, and how'd i make it so that lod0 always renders cloth physics?

normal burrow
#

cloth physics should always render. if lod0 renders it will render too.

#

cloth updates are different maybe

grim ore
#

@fleet cedar I watched those last night and have been working on the rest today lol. Got to love the community guys 😃

golden walrus
#

@normal burrow what do you mean? with lod0 cloth physics will only render within a certain undetermined radius

dark depot
#

yeah they are pretty great Mathew

hidden aurora
#

Can someone help me: The rocket is shooted but instead of following the purple arrow y curves down

grim ore
#

I just feel bad whenever I see Sjoerd in person I cannot for the life of me pronounce it right 😦

hidden aurora
normal burrow
#

cazarecon, i mean when lod0 shows, the cloth physics will too afaik

grim ore
#

@hidden aurora what does your code look like for firing the weapon?

dark depot
#

^

hidden aurora
next badger
#

@grim ore have you seen new Docs ? how do you like it?

hidden aurora
#

The selected nodes are the loc and rot for spawning the proyectile

grim ore
#

@next badger It's uhm.... cleaner looking but the giant green button with the engine version at the top of the page is such a bad idea

next badger
#

@grim ore green button? i have no...seems

dark depot
#

i wish the recently updated docs list was back or they added a new docs section its so easy to not know something was added

golden walrus
#

@normal burrow yes but then how comes that cloth physics will only render witihin a certain distance and not across infinity? isn't there a way to tweak that specific lod so that it renders cloth physics indefinitely?

grim ore
#

sorry lol its blue, the one that shows the engine version # that the page was last updated for

hidden aurora
normal burrow
#

want to show me the cloth distance setting your referring to cazarecon?

next badger
#

@grim ore oh, yeah...there're huge headers

#

also, banding on the gradient -_-

grim ore
#

@hidden aurora what happens to the rocket when you fire it now, or are you just spawning it and letting the projectile movement move it or how is it actually firing off?

hidden aurora
#

It spawns but it curves down instead of going forward

dark depot
#

your using projectile that uses gravity

grim ore
#

also your socket rotation for the grenade appears to not be X+ forward unless I am reading that wrong, the picture has the X+ to the right of the rocket

golden walrus
#

@normal burrow one of these probably

grim ore
#

^ it sounds like your not using enough force to get it to go forward then if you have it using gravity

golden walrus
#

@normal burrow r.SkeletalMeshLODBias=0
r.SkeletalMeshLODRadiusScale=0.9
r.ViewDistanceScale=0.8

hidden aurora
#

Whats the proper orientation for the scoket

lapis bronze
#

X+

#

forward

normal burrow
#

these are all for Level Of Detail cazarecon. which physics simulation (afaik) need to be tied to.

grim ore
#

Red Arrow forward (+/Positive) is considered engine forward when using vectors

hidden aurora
#

So the X axis should be the one looking forward right

normal burrow
#

you have to setup cloth for each level of detail if you want cloth on all of them

grim ore
#

Red Arrow forward (+/Positive) is considered engine forward when using vectors

hidden aurora
#

Oh, i thought it was the z

#

Thx

lapis bronze
#

Z is up pretty much always

#

(in UE)

hidden aurora
#

Right

dark depot
#

i mean you can have it be Z be weird bb

grim ore
#

UE4 is a Z up/ X forward / Y Right engine

hidden aurora
#

Silly me

grim ore
#

UE4 is a Z up/ X forward / Y Right engine

hidden aurora
#

Thats the reason so thx

#

I still dont know why the rocket curves down

dark depot
#

we told you

hidden aurora
#

mass

golden walrus
#

@normal burrow then i don't have it?

normal burrow
#

you have to setup cloth for each level of detail if you want cloth on all of them

golden walrus
#

yes exactly, but how do i do that?

dark depot
#

projectile has gravity and you need to set a big enough force applied @hidden aurora click your projectile to look at these and you can also set them when spawned

golden walrus
#

@normal burrow ?

abstract relic
#

@normal burrow 😜

golden walrus
#

i am sorry for asking so much questions @normal burrow you've been of great help so far

lapis bronze
#

Random question.

If I wanted a 'recording' of my game being played running behind the main menu.. Would i use the Replay system, or the Level Sequencer?

normal burrow
#

no problem

#

how many levels of detail (LODs) you have on your character now cazarecon?

hidden aurora
#

Thanks, i do have a Variable for Speed and Gravity i forgot to change them silly me

golden walrus
#

that i don't know

normal burrow
#

this might be why were repeating ourselves 😄

kindred viper
#

@lapis bronze sequencer is your best bet. But feed info from your replay, or perhaps its hooked in with replay system now anyway

normal burrow
#

lods ard like different versions of the same mesh at different quality levels

#

you have to make them and assign them before they are there

#

but

golden walrus
#

oh well, then i am at the highest lod level(0)

normal burrow
#

but if your saying that currently your cloth sim turns off at a distance, i've not experienced that

golden walrus
#

oh well, then i am at the highest lod level(0)

#

oh well, then i am at the highest lod level(0)

lapis bronze
#

@kindred viper
Thanks marc! I was avoiding the replay system because it requires all my stuff to be setup with replication right

golden walrus
#

@normal burrow oh well, then i am at the highest lod level(0) yeah that's exactly what i am saying

kindred viper
#

well yeah it would be in multiplayer. However you can simply store a bit of data for use in your sequence I guess

golden walrus
#

oh well, then i am at the highest lod level(0)

kindred viper
#

well yeah it would be in multiplayer. However you can simply store a bit of data for use in your sequence I guess

golden walrus
#

yeah that's exactyl what i am saying

normal burrow
#

the documentation gives me little idea on what this does

#

but maybe it will help you

dark depot
#

i think that is max it moves total

normal burrow
#

cazarecon is saying that his cloth sim turns off at distance, so idk if this scales that factor or its related to the simulation bounds. both sound possible though 🤷

#

hm yea volkillergames is probably right

#

i've never experienced what your running into cazarecon with cloth turning off

golden walrus
#

then i guess i am done for, but my love for cloth physics pushes me

normal burrow
#

sigh hold on haha

golden walrus
#

still, gotta try that

normal burrow
#

Max Distance
This is the maximum distance the clothing simulation particle can move from its animated position.

#

you might want to see if the character does have multiple LODs if your unsure

upbeat tendon
#

Hi, other than json what other serialisation formats are there?

kindred viper
#

whatever you want to use. Its open to your choice

upbeat tendon
#

Json is included are there any others?

kindred viper
#

FArchive has some stuff. not sure what else as I use json usually

grim ore
#

XML is supported using the XMLParser Module

upbeat tendon
#

Is zippy included?

#

Gzip

upbeat tendon
#

Stupid auto replace

hidden aurora
grim ore
#

There are plugins for zip support

upbeat tendon
#

Cool was looking in the wrong place

hidden aurora
#

Cannot open the editor

kindred viper
#

have you made sure your video drivers are up-to-date?

hidden aurora
#

Ive just updated them

golden walrus
#

crap, @normal burrow maybe this requires new assets

normal burrow
#

don't know

golden walrus
normal burrow
#

yea looked through that quickly, did not see anything about a culling radius

fringe pivot
#

guys any idea why the OnDragDetected event is not triggering?

#

Tried setting the widget root visibility to visible, it makes no difference

hidden aurora
#

Bro i cannot use unreal

heavy ether
#

sure you can

#

but not with that attitude 😃

hidden aurora
heavy ether
#

what video card? overclocked?

hidden aurora
#

2060 msi gamingz no oc

heavy ether
#

huh. i just installed the current game ready drivers a couple of days ago, that worked. although i see there's an update since then i haven't installed it yet

#

maybe try the creator drivers

hidden aurora
#

Ive just installed the last nvidia drivers

golden walrus
#

@normal burrow hey dude, thanks a lot for your help. where'd it be more likely for me to get an answer to this very nasty problem?

normal burrow
languid star
#

I get the error The following bones are missing from the bind pose. The components that it lists below have bones imported seemingly improperly.

#

The bones are just in the wrong place when imported.

#

Is there a way to manually adjust this and save it within UE4?

#

This is the misalignment issue

#

In the skeleton for the model, I can get the preview to modify the bones into their proper position. But saving it from there doesn't seem to work

hidden aurora
#

Im done

#

Unreal is making me nervous

normal burrow
#

ya?

fringe pivot
#

@hidden aurora fuck game engines, real men program directly over graphics API

#

I'm here just for the memes

languid star
hidden aurora
#

@fringe pivot lmao

languid star
#

However, going back to the mesh preview, the changes done to the skeleton are not applied at all : \

#

Do I need to retarget the mesh skeleton to convince it to update?

#

I'm grasping at straws here guys. I see the light at the end of the tunnel only to be blocked by steel reinforced bars.

golden walrus
#

@languid star you seem to be a guru, help me!

#

can i ask something about UE4? let's say that there is a circle with 100m of radius, with my character being the center, now, only those who enter this circle will get their cloth physics rendered. how can i make it so that cloth physics are rendered indefinitely? why is this happening?

plush yew
#

So lads, does anyone have experience with Unreal 3? Me and a friend are currently trying to mod a old unreal3 game but we're struggling to figure out how the game is loading external content

#

I could use some assistance figuring out how the Unreal Script of the upk file can be re-assembled to make sense of the package headers?

kindred viper
#

eek. thats some old school remembering.

plush yew
#

Tell me 'bout it, I'm struggling to find anything

languid star
#

@golden walrus Sorry dude. I haven't really meddled around with cloth physics too much. All I can say is to make sure your cloth is subdivided properly.

kindred viper
#

probably have to find an old mirror of the UDK docs and see really. Or wayback machine for the info.

plush yew
#

I did take a look at the udk docs