#ue4-general

1 messages · Page 460 of 1

plush yew
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But... yeah, it says nothing about how the files would be compiled when built

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The docs refer to the udk scripts as .u and such

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But the unpacked upk archive contains .Class, .Function and so on

kindred viper
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upk was pretty much just an archive for the files iirc. What are you trying to load externally?

plush yew
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Nothing just yet

kindred viper
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thats easy then. do nothing :p

plush yew
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Currently, I need to find out what counts as a valid package metadata header

kindred viper
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have you tried the UDN?

plush yew
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To compose a valid DLC directory and trick the game into loading it as proper dlc

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UDN?

next badger
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@languid star does the skeleton works in the 3d app? ue4 warns you that some bones were not bound

kindred viper
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unreal developer network. it was the source of all good info before Answerhub

languid star
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@next badger No it does not load with the Windows 3D app

plush yew
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Hm

kindred viper
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@plush yew also, I know that I was loading DLL's for external code in UDK. I can only remember assets being in the unreal format before import though. So I couldn't really say. Someone here should know though. There are many old school people in here

plush yew
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There is one huge problem I'm fearing though

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Because I've heard that this build of UE was someone modified by the developers

languid star
plush yew
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So I am always facing the potential issue that this is just something custom

languid star
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That is the logs from the import

kindred viper
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If you are modding a custom engine build, you might be running into legal territory there. UDK was heavily licensed in terms of tools and such. It was free as the UDK but custom licenses are a different matter

mellow turret
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void AGameplayAbilitiesTutCharacter::PossessedBy(AController * NewController)
{
    Super::PossessedBy(NewController);

    AbilitySystem->RefreshAbilityActorInfo();
}

The wiki on ability system usage tells me to override the pawn's PossessedBy function but i get "member function not declared on class" error, is there something wrong? it doesn't specify to do anything to the header

plush yew
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It might help to say that the game I'm trying to mod is Borderlands

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Currently, we're trying to build a custom Vault Hunter character, but to get it to work properly we need to get custom DLCs working

kindred viper
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yeah thats gonna take you into legal territory

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unless you have permission obv

plush yew
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I mean

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Legal issues only arrive once you actually modify the existing game, right?

kindred viper
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yeah im not even sure if they run it anymore, but I also remember you had to be licensed to read it

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Modifying the existing game is what you are doing technically. The compiled nature of binary files in terms of UDK setups comes under reverse engineering if you are adding mod ability. Unless you can do it completely externally through memory hooks and hacks.

plush yew
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To be fair

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No game that had no official mod support is legally against modding

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But I suppose this means I can't hope for any help about this from official channels like this

cloud cobalt
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Modding is legally quite gray, if not simply illegal by default

kindred viper
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Im not saying you will get chased for it, but its an issue. There were some legal issues left over with UDK that leave it in a sticky place thanks to the way it was constructed from other licensed software and distribution technicalities

cloud cobalt
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Is Borderlands UDK though ?

kindred viper
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apparently yeah

cloud cobalt
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More like heavily forked UE3, no ?

kindred viper
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might be full UE3

plush yew
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All I know is that Borderlands is UE3

kindred viper
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yeah UE3 != UDK

plush yew
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And from what I've heard, the engine in itself has been modified

kindred viper
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and it was a stupidly costly license for UE3 :p

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500k iirc

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maybe more

cloud cobalt
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Shipped a full year before UDK released so it's definitely UE3, older than first UDK releases

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And probably heavily forked

kindred viper
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then if you touch it, pray.

next badger
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@languid star windows 3d app is not an authoring app, i'm talking about maya. max or blender

languid star
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Blender

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That is what was used to create it

plush yew
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I mean

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Legally, I don't think GBX would prosecute me

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Borderlands 1 had the exact same issue

cloud cobalt
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They might though, tbh

plush yew
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BL1 had no official mod support and relies on hex editing and third party apps to be modded

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But no action has been taken by GBX

kindred viper
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I would go straight to the horse's mouth and ask their legal department if you can. It should only take a couple of weeks to get a reply :p

next badger
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@languid star well, from the error i see, you could either bind the meshes in blender, or delete them, and import separately. but the issue with separate mesh import is additional drawcalls

hidden aurora
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Guys can you show me your working layout i want to try new ones

next badger
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ue4?

kindred viper
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I use the default layout but CodeKitten just released a plugin to change layouts and save them.

hidden aurora
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yep

next badger
honest raven
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Do anyone know the build command UE runs when you click on 'Generate Project Files'?

kindred viper
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it runs a batch in the engine folder

honest raven
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ohhh, so that the trick

kindred viper
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UnrealEngine\422\Engine\Build\BatchFiles

honest raven
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Coooooool, thanks man

kindred viper
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no worries

next badger
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"blah-blah\Launcher\Engine\Binaries\Win64\UnrealVersionSelector.exe" /projectfiles "%1"

honest raven
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Gonna try both. Wanna make some CLI to make some workflow faster, and this was the last missing piece

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Thanks guys 😃

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@next badger @kindred viper

next badger
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"blah-blah\Launcher\Engine\Binaries\Win64\UnrealVersionSelector.exe" /switchversion "%1" - for switch engine ver

languid star
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@next badger So, given option 1. The teeth and eyes are separate objects in blender. Mainly because they use separate textures. They are appropriately linked to the skeleton and move appropriately in blender. I guess the FBX format or the import to UE4 doesn't know how to handle that? Then given option 2, the suggestion was to create separate FBX files, one for each of the separate entities (ie. left eye, right eye, etc)?

kindred viper
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Im surprised FBX even works in blender :p

next badger
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@languid star they are linked in blender - maybe, but not by the skin modifier

languid star
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What do you mean by the skin modifier?

next badger
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@languid star sorry...i think it's called armature in blender...(skin in all other apps)

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yet the process is called skinning 🤦

languid star
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hahaha

languid star
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Yea, that was the article I was just looking at

next badger
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blender is sad ;_;

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not bad, but sad

maiden sundial
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agree

languid star
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I gotta use what I gotta use ;_;

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But is there a problem with having the eyes and teeth as separate objects for the export to FBX?

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Or rather the skeleton structure?

surreal gyro
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how do I import a inhuman skeleton (IE Bowser or Sonic)

next badger
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@languid star if you will have eyes and teeth separated, you don't need them to be skinned at all, just use BP to place them (attach to bone)

languid star
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Hmmm

kindred viper
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@surreal gyro the same way you import any skeleton

surreal gyro
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So if I grabbed Giga Bowser from The Models resource, I'd import it that same way

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@kindred viper

kindred viper
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a skin is a skin. you asked about a skeleton though ?

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or do you want to take a skin from somewhere and put it on the UE skeleton?

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ie. retarget

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sorry.

surreal gyro
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So if I grabbed Giga Bowser from The Models resource, I'd import it that same way

kindred viper
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thats the anim part. losing it today

surreal gyro
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were losing the anim part today?

next badger
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Skeleton in UE4 is just hierarchy.

kindred viper
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im losing the plot. im not well today and its grinding on me over time :p

surreal gyro
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So I import Giga Bowser's skeleton like I would any other skeleton

next badger
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you could import "hierarchy" from fbx with skinned mesh, or use existing one in the project

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you can't import skeleton w/o mesh tho

surreal gyro
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mesh? like the skin?

next badger
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there is no such thing as skin

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"skinned mesh"

kindred viper
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its just a term people used. I like to call it "meatfleshing" but it didn't catch on

surreal gyro
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Skinned mesh, like Giga Bowser's pallet?

cinder iron
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a skinned mesh is a special 3D model that you can animate moving bones

kindred viper
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it's like when you put your finger in a jellyfish and make it dance

cinder iron
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exactly

next badger
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I'm having Crush3r vibes now

urban gyro
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Hey guys, can anyone give me an idea how Modular bits are done? Is it a skeletal mesh that I swap the meshes of the bone? Or do I define sockets in engine?
As an example: Say a lamp post had different lamps. I have to create a skeleton for a lamp post, and then export the body and lamp separately, then I swap at runtime. Is this the best approach?

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Or is it better to use the "gibs" method of replacing the entire mesh?

cinder iron
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@next badger 👉 😉 👉

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@urban gyro it depends a lot on what you are doing, but for a static object I would advise you against skeletons

urban gyro
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I want to make a modular arrow. Separate arrowhead, shaft, and feathers.

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I'm not sure if I need a skelleton with sockets for that

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i've got 2 ideas in my head, dunno which is better

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the other one is just using transforms as a location to spawn meshes

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as components

next badger
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@urban gyro no, you don't need skeleton, skeleton meshes are heavier for the cpu

urban gyro
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so what, just use scene components and then mesh stuff in ye?

dark depot
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just swap out the meshes

next badger
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@urban gyro yep, use static mesh components, you could attach them to predefined positions (as example by placing the dummy boxes)

dark depot
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or model it in a way you can swap materials

urban gyro
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yeah that's the idea, but they gotta allign yaknow

dark depot
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that is when you model it to align

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or use bounds or an offset variable

urban gyro
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thanks

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was gonna go the skelly route

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saved me a headache 😛

next badger
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imo still simpler to place in sub components, like collision box

urban gyro
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cuz i see lotsa modular weapon packs and they seem to be using sockets

languid star
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@next badger I tried combining the meshes, redoing how some of the bones worked. Nothing. Then looking at the model I noticed that the position of the incorrectly placed eyes and mouth were... familiar. Turns out, the initial position was exported/imported with the test pose translation & rotation.

urban gyro
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well i can use anything as a transform marker

next badger
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modular weapons may have animations on them, so you have to use sockets

upbeat tendon
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I want to place something in a blueprint used as the location to spawn actors

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i was going to use an arrow but that is only for editors

languid star
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I am so happy that the problem was easily fixable

urban gyro
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for the ironsights?

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i mean I'm just curious cuz i'm animating a bow and i'm split on that too

grim ore
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@upbeat tendon use a scene component, that is just a transform basically you can use

next badger
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@urban gyro yep, sights. silencer, ammo...most of them using sockets since the mesh is animated already

urban gyro
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i see. I will use sockets on my bow then, and use transform components for the arrows.

upbeat tendon
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thanks @grim ore

urban gyro
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@next badger thanks

next badger
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@urban gyro you can make animation with a generic arrow, then just remove it and place a socket where arrow was, later in BP you could attach an assembled arrow there

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but arrow itself could be just a bunch of static meshes

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no need to rig it

urban gyro
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yeah i spose that could work

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animation gotta be pretty precise tho then

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was kinda hoping to have a socket on the arrow and then attach to bowstring

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and release upon fire instead of destroying and spawning

next badger
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it is possible to do that with two-bones IK

urban gyro
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imma need a socket on the arrow anyway for skelletal mesh impalements

next badger
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in ue4

upbeat tendon
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hmm vs2019 sure does crash a lot

next badger
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2019 released?

urban gyro
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ye

next badger
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hmmm

urban gyro
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mine's stable

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community?

upbeat tendon
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maybe vsx helping it crash

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yes community

urban gyro
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been using it for a while and aside from intellisense screwing around with a few macros it's all good

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try repair?

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@next badger I will try 2point IK, have never used it b4. Never thought of it. Behave the same IK as in Maya?

next badger
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@urban gyro ik in ue4 is kind of different...but acts the same way (i.e. same purpose)

urban gyro
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ill check it out in the dox, thanks for tip

upbeat tendon
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i wish they would simply use version numbers and not years

next badger
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@urban gyro *2 bone ik

urban gyro
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I wish the old installers could pull the new version without me having to download a new one from their website

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@next badger right, I'll play around with that. Tx again.

plush yew
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is unreal engine difficult for beginners at coding ?

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like impossible ?

urban gyro
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define beginner?

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as in, you never coded or u have but just started unreal

cinder iron
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@plush yew no, blueprints are amazing. A good entry point!

plush yew
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i've never coded before and thanks i really wanna make a game and im willing to put in the work but im just wondering how difficult it would be for me

urban gyro
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you can learn bp pretty quick

cinder iron
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the best thing you can do is to start with a simple game, like... collecting coins to go through levels

wanton zinc
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"bp is easy" - me, artist, knows jack shit about programming

cinder iron
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that way you'll learn gamemode logic, interaction logic, and some other basic Stuff

plush yew
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ooo thats a rly good idea

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thank you 😃

urban gyro
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yeah just make sure to check out the game architecture in the dox

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so u know what game mode, game state, hud, player controller and all that is

cinder iron
urban gyro
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when I started i started making my own game mode, only to realize it was already available

dim plover
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Learning BPs might be a bit hard if you have no programming experience. You can follow some Udemy thing. I wish I went the Udemy route.

urban gyro
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post factum

plush yew
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i'll do all of these thank you smm

grim ore
urban gyro
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yeah Mathew is awesome

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speak of the devil

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i dig the TLDR version upgrades man

grim ore
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I liked doing them, hoping to do them again if I get time and resources 😃

urban gyro
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I hope you will, scanning notes is painful for mah eyballs

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😃

grim ore
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😃 I enjoy that part, always something fun to find. Same with going thru the github daily

cinder iron
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your tutorials are sane Mathew, I don't have other words to describe them 😄

urban gyro
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well I'd spend half my time if I went through release notes on everything I use

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substance then davinci then maya then this then that

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pain in the arse 😛

grim ore
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Substance is nice enough to give preview videos as well 😃

urban gyro
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yes

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i hope Adobe won't kill that

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love previews under 30 mins, yours are exceptional cuz of short and consise

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anyway nice chattin, imma peace out, thanks for the info guuys!

vague walrus
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Why isn't it possible to add call for parent? In parent class I have all logic for hit detection, so it works for everyone. I've created child class and I'd like to add a branch if other actor is a player to prevent enemies hitting each other, but without this it'll be impossible?

weary basalt
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Because its whats called a Multicast Delegate Event

vague walrus
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in human language?

kindred viper
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you didn't shout loud enough

weary basalt
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@vague walrus A Multicast Delegate can have multiple "subscribers" which are entirely separate to eachother. They do not share implementation details at all.

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Think of it like a newspaper subscription, there is only 1 newspaper, but it gets mailed out to many unique users. 2 users might live in the same house, but because they registered to receive the newspaper individually, they get 2 separate copies of the newspaper at the same time.

vague walrus
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okay

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so, to get what I want, I should... hm

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@weary basalt

weary basalt
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So if you want to override a parent implementation you would have to wrap it in a function.

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Then you override the function instead

vague walrus
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not really override, just a branch to either call it or skip calling it

weary basalt
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Yeah, wrap it in a function, then you can either call Super or not

vague walrus
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I don't know how to wrap an event in a function

weary basalt
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Not the event itself, the body of the event.

vague walrus
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But then the body would be called either way by event?

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Or I would have to manually add function calls for all overlap events in each child

weary basalt
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No just the parent can contain the function call

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Then the children override the function

vague walrus
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I don't get it..

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how do I properly wrap it up in a function to be able to override it later?

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It's using event arguments

plush yew
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Hello mates, do you know if there is any change on the "ragdoll" on 4.22, simulate physics just have a weird behaviour on the third person template character, doesn't ragdoll anymore

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Acrivec you can select all right click collapse to a function

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just don't select the event

weary basalt
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@vague walrus

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Bottom one is the child overriding the function

vague walrus
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Okay, now I understand

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So, if I add children overlap event it will prevent parent from calling overlap event in it's body

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yes?

weary basalt
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No

vague walrus
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thus making it possible for me to override function

weary basalt
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As i explained earlier, they are separate events

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Because its a Multicast Delegate

vague walrus
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but long story short if I do not add the event in child it will use parent

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but if I add it - it has it own event thus ignoring parent

weary basalt
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Yes, both will be called even if you add the event to the child.

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Because its a Multicast Delegate

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Multicast is the operative word here

vague walrus
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if both will be called then I do not see a reason to add the overriding function

weary basalt
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...

vague walrus
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yes, child event will not fire, but parent will do

neat forge
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What programs do you guys use for rigging and importing your mesh to an fbx?

plush yew
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Blender

neat forge
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Having a tough time because when I import the bones get all screwed up

vague walrus
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yes, child will skip but parent will still be called

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in one object

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one object used of course

weary basalt
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Your confusing yourself here, i never said that the Child was going to call that function. It simply OVERRIDES it.

vague walrus
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That's why I'm confused

weary basalt
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Both Events

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Not function

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I never used the word function there.

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The devil is in the details mate.

vague walrus
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but if both events are fired, and both events are connected to function in one way or another, both functions will be called

weary basalt
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Correct, but again, i neever said both Events are connected to a function

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Look at the images i posted

vague walrus
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your image shown that

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top - parent - connected directly to function

weary basalt
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Only the Parent is hooked up to the function. I made mention that the bottom one was the child overriding the function

vague walrus
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bottom - child - connected with branch

weary basalt
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If i wanted the child to call the function i would have said so.

vague walrus
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eh

weary basalt
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The child is only Overriding the function

vague walrus
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if it works the way i want it to work, it would mean that, in child object, parent event and thus the function is overriden when using the same event in child

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but you said both will fire

languid star
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Every time I attempt to open Unreal Engine now, it crashes. Is there some recovery to revert back somehow, or is this project just hosed?

vague walrus
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That kinda ruins everything.

deep basin
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So, I am currently fiddling around with multithreading and get crashes over crashes or other errors. Therefore my question, when does it really make sense to use multithreading in ue4? since it is really a pain...

kindred viper
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if you need it, yes. if not, no

deep basin
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when do you normally need it? I wanted to pack a bigger calculation on another thread to ensure that I can have more instances of my AI running around. But oh boy.....

kindred viper
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honestly its a case by case thing. But let's say I wanted asyncronous function calls. I'd probably head into another thread for it. Not that Im the best person to ask. I haven't actually done it in practice 😄

silver crown
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Multithreading is tricky to get right

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Especially if you're not experienced with c++

deep basin
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I just get a GetValueOnGameThread error or something like that the whole time....

rotund scroll
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has anyone noticed an increase in infinite loops in 4.22? I get stuff giving me error messages that was working normally before

kindred viper
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only when I cause infinite loops. Which I did the other day, but it was my fault :p

rotund scroll
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on two separate occasions I've seen infinite loops happen when in previous versions they were working fine...

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or did they change trigger events? I seem to get a lot more triggers from just overlapping some actors once

languid aurora
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And there's a picture of the crash

languid aurora
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Bump?

vague walrus
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Does EnvQuery for all actors of class return child classes of that class too?

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@grim ore

languid aurora
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Bumping in the vain hope someone has encountered this problem and knows how to fix it

dark depot
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No need to bump

safe rose
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@languid aurora That, and also, you can ask in GameDev.TV discord

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look it up in that course

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(or forums)

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But, I don't think they made that in 4.22 and haven't done a rerelease

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So, your best bet first off is to do it in whatever version they did it in

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As there are a lot of changes in C++ API usually

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That log you posted. All I can guess is some incompatibility with your GPU. Check your drivers

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I simply googled the actual error

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hope that helps, if not, just google some more

mint hill
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so im trying to find out how to animate the ThirdPersonExampleMap character but im lost. Do i need a separate program and if so what would would be very beginner friendly? (free)

grim ore
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what do you mean by animate? add new animations? If so you can keyframe new animations from existing ones if you want (which is horrible to do and not very good but does work). The correct way would be to use a 3rd party DCC program like Maya or Blender (free)

mint hill
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ya like a punch or a swing type of animation

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but thank you

grim ore
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there are some punch animations in the content examples learn project you might be able to use

abstract relic
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Or use paragon’s asset and retarget it

grim ore
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heh the new curve editor in 4.23 is really really... big and unwieldly lol

languid aurora
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@safe rose Thank you!

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@dark depot Sorry for the bumps 😦

fleet cedar
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Are there any training lessons which give you a screwed up project and you have to fix it?

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Something like too many dynamic lights for mobile or a blueprint is doing too much on tick, those kinds of things

iron merlin
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@rare pulsar im sure theres quite abit on youtube?

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@rare pulsar you might want to look at ue4 blueprint communication tutorial

sly lily
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I am making an Rpg game, no price limits. What should I acquire in the market place?

kindred viper
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not sure why its redirecting to the china site....

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perhaps someone on the team should notify someone about that

grim juniper
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The part of that link "zh-CN" tells what language. So if you replace that with "en-US" you'll get the US site in english

kindred viper
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oh I know. I was a web dev for like 15 years :p Im just saying, it shouldn't do that

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as far as I know, my ISP isn't in china so why its sending me there I can only think is to do with the URL rewrite or the recent updating going on has skewed something

potent wing
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Can someone help me fix this?

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I cannot edit my world or anything, just blackscreen

safe rose
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I was about to say, just buy a new cellphone

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As for "black screen"

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Uh, that's probably the first level in a new project

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If not, you created a new one without the NewLevel wizard

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Either case, just put a skylight

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and other lighting

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Or just use the wizard that does it for you

potent wing
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I think the problem is on the "eye" of the world

safe rose
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I think the problem is I don't understand

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Regardless, you don't have anything in there for lighting, so it's going to stay black

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good luck

potent wing
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There is light and stuff

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I was just editing the world

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Then when i get back to UE, this happen

upper heart
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Has anyone had an issue with UE4 dropping inputs?

queen canyon
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I turn my character in first blueprint. It works well. Second ifs animation blueprint and I cannot get actor's rotation - always the same, but if I'll try to get actor's location, for example, it works well...
What's wrong with rotation?

whole quarry
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@safe rose There is a new level wizard?? 😮

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@potent wing As seen in the World outliner, there is nothing in your level, thus its black (like space). Perhaps you opened a wrong level (like no Open Level On Startup in the Project Preferences), if there is no default map, the engine will just make a new one when launching it

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SInce itsd called Untiteled, its the latter

potent wing
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Guys, if i put an "E" keyboard on Actor blueprint, its doesnt work

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But if i put it on Character blueprint it worked

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And @whole quarry thx, thats the problem

whole quarry
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Any actor? Like no player actor? Then you need to getPlayerController and EnableInput

potent wing
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I fixed it

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Cast to my character bp?

whole quarry
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no need

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just GetPlayerController -> EnableInput

#

input is a controller thingy

potent wing
#

I done it on the character BP

#

Still doesnt work

whole quarry
#

show me

#

and use PrintScreen, not a smartphone picture >.>

potent wing
#

Lmao

#

Okay wait

whole quarry
#

Its easy to see whats wrong therer

#

Event Input E and Flipflop arent connected

potent wing
#

No i mean

#

If its connected still doesnt work

#

I was trying to connect it with Cast to character

whole quarry
#

In that actor:

#

OnBeginPlay -> GetPlayerController -> EnableInput

potent wing
#

Doesnt work

#

Nvm it worked

#

I put insert the player controller on Self, then i change it to Player controller.

#

Thx man

whole quarry
#

that didnt make any sense to me

#

also, calling a bp "NewBlueprint" is like lifetime in prison worthy

potent wing
#

I changed it

#

I also have a question

#

How do i make (door) only interactable if the player is on box collision and their crosshair is at the door?

whole quarry
#

Im not a fan of using any box collisions for doors unless they are automated doors

#

I just give the player a constant traceline thst goes like 1 meter in front of him, if any object gets traced thats interactable,magic things start to happen

#

that way i've a system that can interact with all sorts of things, like buttons, switches, doors, objects etc

#

One of the great things of OOP

devout gulch
#

@kindred viper that RPG Toolkit looks so bad 😄

#

and so detached

whole quarry
#

But to awnser your question: add a bool i.e. PlayerIsInProximity, on Box collision beginOverlap -> set to true, on EndOverlap, set to False. @potent wing

#

Then you just have to choose when you want to enable the Input on that particular door actor

potent wing
#

I done for the collision

#

Anyone know how the player can only interract with (door) if the crosshair is on the (door)

#

?

whole quarry
#

You need to make a traceline from player location to like 100 infront of him

#

Also, depending on approach (I always choose to use tags), if trace hits something, get its tag, if tag is i.e. == door -> get actor reference and add maybe a widget that says "Press E to open door"

#

BUT.... in that case you wont need any box collisions as the trace will only see things within 1 meter (100uu = 100cm = 1 meter)

#

(the traceline isnt much different than most of the 'Fire Projectile' tutorials)

potent wing
#

I done the traceline

honest vale
#

I'd have some sort of overlap check with the player on the door and then notify the player that "hey, you're within range of something that can be interacted" and only then you start doing traces

#

or you could just do traces I suppose

#

I'm not sure if it matters in the end

light seal
whole quarry
#

bone sockets, particle effects, timelines

languid shard
#

also, math trajectories

modern sinew
#

Can someone help?

#

I'm also getting this error in the same set of blueprints, so it may be connected

regal mulch
#

Not enough information to help you.

#

You need to tell us what exactly isn't working and what is.
You can't expect us to watch that tutorial and magically know what is wrong with yours.

#

The error means that you are accessing the "HitActor" of a HitResult variable which isn't valid.

modern sinew
#

I know, but I didn't want a wall of text and figured that anyone who wanted to help could ask me for specifics, maybe you to Main

wary wave
#

HitResult has no value where you are trying to use it

#

the rest is up to you

broken shadow
#

"My script isn't working what the fuck did I do wrong?" are the fodder of #blueprint

But before going forth, what I would suggest is carefully going over your script and doing a node-by-node comparison once or twice if that hasn't happened already. It's often some silly, devil-in-the-details error that stops a script dead in its tracks like that. Could be something like a boolean being true when it needs to be false or vice versa.

wary wave
#

learning to debug your own code is kind of important

#

asking in here all the time helps nobody in the end, just wastes all of our time

broken shadow
#

We here at Unreal Slackers are not afraid of the details. We live and breathe details everyday of our lives 😛

#

UE4 also has functionality for watching a BP graph execute in real time

#

It's invaluable when you've got larger, hairier Blueprint scripts to untangle

wary wave
#

it does, but it's usefulness tends to be limited in my experience, I prefer to static debug and use the output log

broken shadow
#

I figure you already know about this crap and then some 😄 I'm more talking to RedPanda here

whole quarry
#

By the power of PrintString, I debug you!

sly lily
#

what should handle spawning, should the Map Blueprint have a transform, or should the game mode? What should save last trasform location when exiting a map? how do i refrence this in other BP's?

languid shard
#

level blueprints are the devil

#

use game modes

lusty carbon
#

UE4 VR supports use of SLI?

wary wave
#

no

#

Nvidia's Gameworks does

#

(but you could have googled that)

lusty carbon
#

...

#

does that mean my VR project will get performance benefit if I plug an SLI bridge?

#

or do I need to integrate Gameworks in my project first? it seems pretty technical

wary wave
#

you need gameworks integrated, otherwise SLI is pointless

cloud cobalt
#

Basically either use the Nvidia branch of UE4 if you want SLI

chilly gale
#

I just had to reinstall the editor after updating to Windows 10 and find I can only install 4.22 no other version, is this now a stanard?

pallid compass
#

m8 forget about SLI

#

SLI is fucking dead

#

lmao

chilly gale
#

I click the + button and get 4.22 and then the + button turns grey and unusable

tame crypt
#

hey guys I have a question, in many games things change when you look at them (eg a characters name and health appear when your crosshair is over them), but the only way I can think of to do this would be ether a linetrace on tick or comparing lookat rotation on tick, both of which sound kinda heavy processes, is there a better way or ...

surreal laurel
#

Hey guys any help on this problem i'm having would be awesome - i'm following along a tutorial and am getting "Accessed None trying to read property AnimInstance" errors every time I play. I think it's an issue with a animation BP reference variable, but TBH i'm a beginner and don't really know for sure. Let me know if you can help and I'll share more info

rustic imp
#

on the end of the error it will say where the erro happens, double click it it will open the blueprint, at that point your AnimInstance variable is not properly filled in

runic iron
#

Hey guys, I read that spawning/destroying components a lot at runtime isn't good practise, can someone confirm that please ? And if so why ?

iron merlin
#

@tame crypt add timer to tick so it will call the hover event every x interval time.

mossy nymph
#

linetrace on tick is fine

#

for a player controller

tame crypt
#

is that the extent we can optimise it?

#

cos ive been told linetrace is expensive

mossy nymph
#

you don't want to linetrace on tick in a class that you have 10000 instances of

#

you only have 1 player controller

#

if you want a smooth feeling for the player and also to get information of whatever is under your mouse

#

linetrace is the way to go

tame crypt
#

ok good to know, also a classmate was saying that if you parent a long box collision to the camera and stretch it out and use that instead of a linetrace its better as a linetrace also returns data you wornt use but if you are just checking what you are looking at all you need is the actor or component. is this true?

frosty copper
#

"linetrace returns data you wont use"
so it has multiple uses. you're using one of them.

wary wave
#

collision events also return data you won't use

#

¯_(ツ)_/¯

#

tracing is cheaper, generally speaking

frosty copper
#

exactly. xD was trying to think of another example but couldn't. :p

tame crypt
#

I think his point was if line tracing returns 50 variables but collision boxes return 20 and you get the variable you want from both then go for collision, but ill tell him that it turns out linetraces are cheaper than we thought :) thx guys

frosty copper
#

pretty sure the number of return variables has nigh on zero correlation to the cost of a function.

#

and, for reference, my uni team's game used a shitload of linetraces, that were being done every tick, from multiple actors, and there wasn't a performance problem.
now... when one of said team members changed every light source to be 16k metres long, and 100 wide... THAT caused a big performance hit. 😂 and I died on the inside, but details!

river apex
#

hi guys' I'm getting a wrong reading from "getActorLocation" node, anyone knows what can cause it?

frosty copper
#

wrong how? :I

river apex
#

ill show you

frosty copper
#

🤔

river apex
#

The movement is done like so

frosty copper
#

I mean... why not just re-use the "location to"? 🤔

river apex
#

than i add some stuff to stuff to find the next spline location and voila

#

it also gives me the wrong location!!!!

#

even after actually setting my character in the correct place

maiden otter
#

Is there any way of offloading building lighting / compiling shaders to a server

frosty copper
#

probably a problem with the origin point of the model, then

regal mulch
#

The art of putting as little information into a screenshot as possible

river apex
regal mulch
#

How about you actually show us the movement code?

#

And not just a SetActorLocation node

river apex
#

yeah lol

river apex
#

its sprad across a couple functions

maiden otter
#

Thank you @frosty copper I'll take a look

frosty copper
#

couple years out'f date, but the general info on there is accurate~ 👍

river apex
#

the whole floor is built out of separate splines, so i need to know when to move to the next spline

#

than the set actor location node

frosty copper
#

imma jus'... die on the inside from those screenies. x_x

river apex
#

what 😦

rustic imp
#

Is there a way I can get the stat commands to show info in a separate window instead of on top of my viewport

river apex
#

nahhhhhh you call these screenies spaghett?!!?!

#

its work in progress

frosty copper
#

so was mine. still had time to keep it neat & under control. :P

river apex
#

...

frosty copper
#

😁

river apex
#

anyway, I'm trying to figure this thing for a while now..

rustic imp
#

let the man have spaghett if he wants it

river apex
#

you got any idea?

#

THANK YOU @rustic imp

frosty copper
#

@rustic imp NOH! D: Spaghet is unacceptabru!

#

(╯°□°)╯︵ ┻━┻

rustic imp
#

it is if you work alone

#

┬─┬ ノ( ゜-゜ノ)

river apex
#

tru

frosty copper
#

Shamefur. much shamefur dispray.

#

should always follow best practices. not make exuses to be sloppy!

#

anyway, as for the issue, personally think it's a problem with the origin point of the model.

river apex
#

the model?

frosty copper
#

nop. not aligned. 😂

#

and yes, the model

river apex
#

its a plane with a texture, its centered

#

tho the capsule component s the root of all things here

frosty copper
#

when it's selected, where are the manipulators? 🤔

river apex
#

but its not behind or below

#

just closer to the camera

#

I mean, theres a reason its offset, and even so why is ACTOR location is determined by the mesh comp?

frosty copper
#

Actors have their own origin point

#

unless you're specifically using the location of a component, the origin point is used for getTransforms.

river apex
#

i dont get it, how can a variable give 2 different values

#

my roots are correct

#

I mean, you can see the sphere is on the floor

#

yet that same var gives me a different location IN THE SAME FRAME

#

(using caps cause no bold text)

frosty copper
#

because I can't see the damn origin point in that screenshot.

river apex
#

holy shot you bold texted

#

isnt the gizmo representing the origin point?

frosty copper
#

Every actor has an origin point.
Child components have an origin point.

If you simply getLocationof the actor, you're not getting the child component origin.

#

You're getting the absolute parent origin.

river apex
#

oh ok

#

than i should still be good

#

this while actor is based around its 0,0,0

digital anchor
#

@river apex maybe its penetrating on DrawDebugSphere's tickgroup, but on TG_PostPhysics its not anymore

#

(idk if you read what i typed in blueprint)

river apex
#

not the case @digital anchor

frosty copper
#

right, I need to bugger off to work. \o\ have fun fixin'.

river apex
#

i have some pickup objects that suppose to move towards the actor

#

they move to this weird location instead

blissful hare
#

hello, could someone help me?

river apex
#

good luck @frosty copper ♥

blissful hare
#

its 7 am . I havent slept yet... there is aproblem when packaging my game ,

#

that it looks for a game mode "functionalgamemode" that apparently it gets created on its own. And this is causing Superstruct to fail

regal mulch
#

Stupid question: How does it look like if you don't move the actor along the spline but just draw the debug?

river apex
#

it gives me the correct location

blissful hare
#

I override the game mode but still Its looking for this gamemode

river apex
#

its a degredation in accurecy

frosty copper
#

@regal mulch there's never a stupid question in game dev debugging. xD
anyway... work! \o\

river apex
#

the faster i am the worse the location

blissful hare
#

Please help.... does some one knows how to avoid this?

river apex
#

@blissful hare try to regenerate c++ files

regal mulch
#

Given that it's correct when it stays still, it's either part of the moving or the drawing and actually setting of the location happens at two different points

digital anchor
#

how far u are from origin? could be a floating point precision error

blissful hare
#

thaks, @river apex where is that option?

digital anchor
#

but i still bet its the difference from tick groups

regal mulch
#

Yeah sounds like it's processed at different points

river apex
#

what do you mean different points? as if im setting the var in different functions?

regal mulch
#

No

digital anchor
#

you are seeing it at Pre-physics, and its different at Post physics

regal mulch
#

That the drawing happens one frame later

river apex
#

ok

regal mulch
#

Are you drawing post or pre movement update?

river apex
#

i dont know

#

how can i check?

regal mulch
#

Well are you calling DrawDebugSphere after or before you set the location

river apex
#

@blissful hare rightclick on you uproject and vlivk generate project files

#

after

regal mulch
#

Okay, can you try calling it before?

river apex
#

yeah

regal mulch
#

The idea is that you issue both tasks in the same frame -> Change Location and Draw Sphere.
The Change location happens instantly, but the Draw Sphere is queued, only executing next tick.
And maybe even after your stuff has moved once more.

#

Not sure if that's the case, but worth checking

river apex
#

also, this thing is the homing pickup, and this is where it thinks my player is

blissful hare
#

Like on window exploreer ? or on the unreal platform?

river apex
#

windows

digital anchor
#

where should the debug sphere appear in that screenshot?

river apex
#

the sphere is alright now

blissful hare
regal mulch
#

This is a BP only project :P

#

You should ask if the users uses C++ before suggesting C++ solutions :D

river apex
#

yeah... sory

regal mulch
#

It does look like the project isn't recognized by the engine though

#

But not sure if that is a problem

#

You might want to put your build/package output log into pastebin.com

blissful hare
#

yes, actually its only BP, but for some reason its adding a c++ blueprint on its own

regal mulch
river apex
#

@digital anchor the object i circled is supposed to move to where the sphere is

#

it has a lerp from it location to the players location

regal mulch
#

The pink sphere looks like it's on the object?

#

Can you show the lerp?

river apex
#

yeah

regal mulch
#

All of it :D

river apex
#

caught me red handed

blissful hare
#

ok @regal mulch I'll try it

river apex
#

sec

crisp fable
#

You know what's a bit annoying

#

Datasmith imports thousands of objects fairly easily

#

Try doing that with 1000 small fbx files

#

It'll take hours to import

river apex
#

its too big for one image 😄

#

also, excuse my spaghett

regal mulch
#

All good, you would benefit from making functions and using local variables

digital anchor
#

were those following the sphere before the fix?

river apex
#

@digital anchor what?

#

no

regal mulch
#

The "LerpVector" is that actually correct?

river apex
#

they went to the incorrect location

regal mulch
#

I mean shouldn't a Lerp be from one Static Value to another?

#

You are using GetActorLocation for A, which is changing

#

I guess ultimately it will reach B

#

Just wondering

river apex
#

should i do this with iterpTo?

#

yes

#

it will

#

the lerp power is gradually rising

#

0-1

#

thing is, the B it aims for is wrong

#

when it shouldnt be

regal mulch
#

The clamp and then map range clamp is kinda redundant

river apex
#

how?

regal mulch
#

You are clamping the value to 0-1

#

That's already enough

#

The MapRangeClamp is not doing anything

#

It just maps 0-1 to 0-1

river apex
#

yeah youre right, it used to

#

was playing around with it

regal mulch
#

LerpPower = TickTime + LerpPower

#

Should already be enough?

#

I mean takes a second of course

river apex
#

ummm

#

I am using the time var later

regal mulch
#

Fair enough

#

There is a "GetTimeSinceCreation" or so node

#

That gives you the life time of the actor already

#

Just so you know :P

river apex
#

ill remember that

regal mulch
#

Not sure why the location is wrong though

river apex
#

these actors are pooled

regal mulch
#

I would try to setup a simple example

#

To reconstruct that

#

And see if it still fails

river apex
#

ok

#

i hope it not and im wrong

#

ill update ♥

blissful hare
#

not sure how to add tags though

regal mulch
blissful hare
#

aaaaah

#

sorry the lack of sleep ...

regal mulch
#

You also made it private I think

#

Can't access it without login in

blissful hare
#

thats weird I did select public

potent wing
#

Guys, are Texture or "Skins" for Third person can be used on First person?

wary wave
#

there is no answer to that question

#

that 100% depends on how you've implemented your art

sacred smelt
rustic imp
#

I have a problem

#

I have a character with the character move component

#

and it doesn't move for some reason

#

but when I move the actor like 200 units in editor

#

he suddenly reacts and starts moving

#

dafak

#

anyone know why?

#

with AAIController::MoveToLocation

glad stone
#

hello

#

I have a set of modular pipes that I assembled into 4/5 kits

#

when I import into Unreal

#

as a "grouped" FBX

#

my UV channels get joined into 1

#

isnt it possible to have more then 1 UV map channels on an FBX ?

abstract relic
#

Yep

glad stone
#

so what is the maximum ?

#

and why does UE4 "stacks" them both

#

im really having an issue with this

abstract relic
#

Importing them as combined mesh will basically throw your channels out the window. Combine them in whatever software you are using and assign channels from there

#

Though do double check the static mesh, you should have multiple material slots

glad stone
#

i have multiple material slots

#

im pretty confused haha

#

so .fbx basically squashes the UV sets to 1 ?

abstract relic
#

Ah you don’t. Unless the pipes are meant to have overlapping uvs?

glad stone
#

no not at all

#

the BIG pipes have a different material/UV then the smaller ones

abstract relic
#

Then you need to remake your uvs

glad stone
#

and the end caps are part of another material/UV

#

why ?

#

and in what way

#

they do not have any custom bakes, only use tiling textures

abstract relic
#

Or assign them to different material ids

#

Then the overlapping uvs doesn’t matter

glad stone
abstract relic
#

You’re using a tiled texture for the pipes. As you said, there isn’t any bakes. So it doesn’t matter if the pipe uvs are overlapping

glad stone
#

but it does for the lightmaps doesnt it ?

abstract relic
#

Lightmap is auto generated unless you specified otherwise upon import

#

But yes. Never have overlapping uvs for lightmap

glad stone
#

alright thanks for the info 😃 it seems I still have enough to learn concerning this

void blade
#

hey everyone I have an AR question. I have access to a hololens 1 and I got streaming to work. I can look around but not walk around the scene. How do I move the player pawn around the scene? Is it possible to do so with streaming on the hololens 1?

wary wave
void blade
#

yup asked there already just wanted to give it a shot here since things move slow over there ❤

wary wave
#

they will do, not many people use Hololens, and even fewer will use Unreal with it tbh, because the hardware is just so weak

void blade
#

yeah i'm also quite frustrated with the hardware. I did a unity project with it and streaming got me excited for more visual fidelity. But if you can't move around the scene it seems useless sort of. but then again I figured if I can already look around, walking around should also be possible?

crisp arrow
#

can someone explain what exactly .po files do?

wary wave
#

not without context

crisp arrow
#

Sorry I have very little context here too - it seems like they're generally used for localization, but I don't know how to work with/otherwise apply them

glad stone
#

hmm

#

cant get the lightmaps to work correctly

#

and im guessing its because UE4 can only use 1 lightmap per asset

#

because unlike tiling materials, where overlapping does not matter, all lighting is unique relative to the world ?

#

so having 3 lightmap UV's will not work

ocean hemlock
#

Is there anywhere where i can share work on this server for free

#

What tab should i put it on

surreal tundra
#

Wild question, is there anyway to export an entire scene to c4d? If I changed my mind and want to render it in c4d instead of ue4? Hehe

glad stone
#

if anyone could answer this that would be great !

upper sluice
#

Quick question: Can you merge items in the editor? Because i downloaded an item and it is separated in pieces

glad stone
#

you can import as a "group" .fbx , but keep in mind it merges all UV channels

rustic imp
#

also under window > developer tools there's an actor merge tool

upper sluice
#

Thank you guys

plush yew
#

Hi! I just updated to 4.22.2 and I'm having ridiculous lag in editor. Completely new blank project with no content and everything is lagging.

#

I have a 1070 ti and have updated to the latest drivers

#

windows is also updated

#

Has anyone else had these issues? Just right clicking on something and moving the pointer over the items in the menu lags

grim ore
#

make sure you have nothing running that is an overlay like nvidia shadowplay or msi afterburner

lapis bronze
#

Adding unreal editor to steam overlay or discord lags me hard. Might be helpful to remove those also

plush yew
#

Don't have steam running and i'm using discord in the browser

lapis bronze
#

Ah nevermind that then.

plush yew
#

Turned off all the geforce sharing options and shadowplay

#

Downloading 4.21 to see if it's the same there

wary wave
#

are you on a laptop?

plush yew
#

Nope

#

Not an amazing PC but 4.21 definitely worked smoothely. i5 4 core at 3.4 ghz, 16 gb ram and a 1070

#

Still waiting for the reinstall of 4.21

grim ore
#

use stat fps in the console and if you are in the viewport is it smooth fps? if it is when you mouse over a toolbar item and wait for the popup does the fps tank? if so it's an overlay issue

plush yew
#

I just started a completely new project and I see the most isseus when I created a material and just moved around nodes

grim ore
#

well technically it could be a Gsync issue as well as new drivers added support for newer monitors recently

#

I keep forgetting they have gsync enabled by default now on newer monitors and driver updates

plush yew
#

I have a gsync monitor but I had it previously as well when I used 4.21 smoothly

rancid lynx
#

how do i replace foliage instance meshes with a blueprint ? without linetrace, using overlaps connected to my player. or, how do i get the index of a instance foliage without linetrace? i know how to get the index with a trace, but im making VR, i want to use box collision.

grim ore
#

make sure gsync is disabled for Ue4 then, it should be off for the editor. maybe it got turned on

rancid lynx
#

bom bom bom bom bom. tommatoes X_x

grim ore
#

😃

plush yew
#

How do I disable gsync for Ue4?

grim ore
#

Nvidia Control Panel -> Manage 3D Settings -> Program Settings -> Find the editor and disable Gsync for it in the list of options

plush yew
#

Something has happened, I don't know what. I recentyl moved and haven't used my PC in maybe a month

#

Jesus christ, everything is so slow

#

building this shader took 25 second

#

And like I said, dragging nodes around lags like hell

rancid lynx
#

do you know how to replace foliage instances meshes with a blueprint, using box collision MathewW ?

plush yew
#

G-sync didn't owkr

#

work

#

Turned it off

grim ore
#

ok soo.... stupid question, did you plug the monitor into the video card and not into the motherboard?

plush yew
#

Video card for sure

#

No stupid questions, grateful that you're taking the time to answer

#

And I love your videos

grim ore
#

damn I think I am out of ideas lol. bulding shaders doesnt use GPU so that is weird that would take 25 seconds

#

so it sounds like the entire machine is running slow

plush yew
#

Yep, maybe it got sad after the move

grim ore
#

open up task manager and the performance tab while running UE4 and just make sure the CPU and GPU are running well. maybe its stuck in low power mode or it's not really using the GPU 😦

#

but at this point it seems like something went wrong if you checked the other stuff 😦

plush yew
#

This is at shader compile

grim ore
#

yep that looks right, max CPU use and some GPU from the editor

plush yew
#

while dragging nodes around neither GPU or CPU work very hard

grim ore
#

the only time I ran into the issue with the "lagging" editor interface was due to an overlay like shadowplay or msi afterburner trying to inject stuff into the editor menus. It would show the FPS counter in the file menu lol

plush yew
#

Hmm :/

grim ore
#

@rancid lynx I don't know if you can replace them as I have not used the landscape system much. I know you can put blueprints in for painting on the landscape but I don't know if the foliage system works for that

rancid lynx
#

putting blueprints in for painting would be wonderful

#

but my bp's dont show up in the foliage tab.

#

how do i make a foliage blueprint ? i tried google X_x

#

i saw the tiny blueprint drop down menu in the foliage menu, but it only showed "foliage instance"

grim ore
#

the googles say "Users can create a Blueprint subclass of FoliageInstancedStaticMeshComponent to respond to Hit or Damage events and hide or remove instances, spawn effects, spawn real Actors in place of an instance etc."

#

I'm fighting with a VM right now so I can't actually test it yet lol

violet veldt
#

We have a finished project and VS 17, but we cant integrate VS to UE4 to pack the project.

rancid lynx
#

that would make a great video : )

#

your videos are brilliant

grim ore
#

I want to cover landscape stuff but man it's so art related and complicated but... it's on a list somewhere lol 😃

#

right now trying to finish up the VisLog and Automated BP Testing stuff because it looked like fun

rancid lynx
#

foliage to blueprints is pretty specific for 6 minutes vid

#

subclass, ill search about that

grim ore
#

when you make a blueprint, go to the bottom list where you can search/drop down to all classes. make a new BP with the parent type being that foliageinstancedstaticmeshcomponent

#

that should then allow it to show up in you foliage picker list

#

"should" lol

rancid lynx
#

ohhh. yea. i think so

urban bridge
#

Hey everyone, I don’t know if I’m posting this in the right place or not, but I’m having trouble with unreal and don’t know who to ask or even really what to ask. I have a scene that I want to record to make a video with an animated character in it and I’m really struggling with every single step of this. I was wondering if maybe someone would be patient and kind enough to sort of screenshare with me and guide me through the process? I understand if that’s a lot to ask, I’m sorry if this is in the wrong place again, I’m sort of just freaking out about deadlines and stuff and panicked.

plush yew
#

@everyone Can Unreal Engine do mesh merging (Boolean) on a character like in Blender?

rancid lynx
#

Your videos inspired me to learn more UE4. alot, i think alot of kids out there will learn alot from your tomatoes. thank you : )

#

i got stuck and quit many times, but your videos helped me keep going.

grim ore
#

I love doing the learning and the videos so 😃

plush yew
#

I have a blender character which has a boolean type facial rig

grim ore
#

@plush yew you should try not to use everyone and no the engine itself does not do mesh manipulation out of the box in the editor for existing static meshes/skeletal meshes

plush yew
thorn topaz
#

Explain this to me, two components with the same collision settings. the parent collisions are working, the child component is not.

plush yew
#

An example for this video

plush yew
#

@grim ore Thanks for the help! I restarted the PC and closed some other programs running in the backgroud, i think that helped. I had direct folders, searcheverything and f.lux which i remembered is an overlay program.

#

No i have a smooth unreal :)

#

action rpg is crashing if i duplicate goblin blueprint class someone now why?

grim ore
#

wow so f.lux was causing the issue?

#

which is possible depending on which mode it runs in. I stopped using it and just use the built in Win10 night light so I wonder if it started having issues at some point

dim merlin
#

with unreal 4.22 i often see all my models / textures have a low setting, anyone knows why?

#

they seem to go low q after a wile :S

grim ore
#

going low resolution? sounds like changing to a lower mip map settings which is normally memory related if I am not wrong

#

it is possible you have auto turned on for performance settings in the editor and it's adjusting it down to low due to fps as well

surreal tundra
#

does anyone know if theres a way to export ue4 scenes to c4d? like if i want to render my ue4 scenes in c4d

#

and i dont mind the time

#

would be such a killer if that would be possible

#

lol

grim ore
#

you can export the scene out to FBX is about all you could do

#

but I don't know exactly what goes out when you do it, It's definitely not going to be complete

surreal tundra
#

: II

#

its just so much quicker to work in ue4 for video but the render quality is not near a non-realtime rendering

cloud cobalt
#

It can be tbh

#

Look at the Rebirth demo etc

surreal tundra
#

no i know, thats what im wishing for i guess

#

but it takes a lot more work to get that quality

#

like i feel like you can get a good vid with shitty assets in c4d but to get some depth in ue4 the assets have to be all 8k

cloud cobalt
#

Not really

#

It just takes work

surreal tundra
#

yea

plush yew
#

@grim ore I'm not sure if it was f.lux, I did too many things at the same time, restarted PC, turned of f.lux and other software so I'm not entirely sure on which part of it was the culprit :(

#

Still having ridiculous shader compile times though

#

Browsing around and trying everything but nothing helps

grim ore
#

well what is ridiculous shader compile times?

ember cypress
#

If you don't need bloom at all, just disable it in the project settings.

#

Adjust your auto-exposure settings

#

What do you mean by no auto exposure/

grim ore
#

find the sky material, duplicate it, make it unlit, profit?

ember cypress
#

^

grim ore
#

alternately I know there are multiple light channels now

#

man these unrealfest videos are fan friggin tastic

#

so even with auto exposure off in your project, is it possibly enabled in a post process volume?

#

I just find it weird that it whites out like that, does it do that in a new blank scene?

#

I mean a new blank scene with your light source enabled

#

I tried to duplicate that here and no issues

#

yep you showed them earlier

plush yew
#

on a new project

ember cypress
#

Just for my own curiosity -- why are you using an upward-facing directional light?

#

OOOOOOOOH

#

Oh oh oh oh.

#

Ok.

plush yew
#

In the new project the light doesn't affect the sky

ember cypress
#

Can I offer a potential alternative solution?

grim ore
#

did you change the atmospheric fog at all?

#

because I changed mine to 100 for the sun multiplier and it causes that issue

#

😃

ember cypress
#

I might have a uniform lighting solution, if that'd help.

#

Yea

grim ore
#

I am just watching Unrealfest videos and waiting on a VM to finish updating so not much else to do right now 😦

ember cypress
#

Ooooh, hmm. I'd need to double check.

#

I was going to suggest using a Skylight with a pure white HDRI sky texture. Doing so gave me this lighting + I could keep a normal directional light for lighting.

But, this is fully baked.

#

I don't know if the dynamic GI would allow for that, but I honestly haven't tried.

plush yew
#

alrighty, because i'm currently on dynamic due to the unreal import messing the majority of my asset's texture mapping somehow lol

ember cypress
#

Shadow color I think can change with a post process effect -- it's been a while since I dug through those settings.

#

Ah, that I'm not sure for use.

#

Did you give it a proper lightmap UV on import?

#

(or before import)

#

I feel that small-team pain.

light seal
#

one man army here 😦

ember cypress
#

And all the resources

sullen wraith
#

is there a reason this doesn't work? i thought should be able to toggle hud if i get it?

#

it is

plush yew
#

also your target toggle seems to be for scene components? isn't your hud a widget?

worthy flame
#

is there a way to set the text to show the scale of a mesh, i can display it like
scaleX
scaleY
scaleZ
in different text render components.
but any way to make it in a one text component, where it will show me scaleX, scaleY, scaleZ

#

?

grim ore
#

what text? text render component or UMG?

worthy flame
#

text render component

grim ore
#

either way the scale of a mesh should be a vector and you can use the Vector -> Text node to convert it, just drag off the vector and into the set text node Value input

worthy flame
#

yeah i know

#

but i have 3 different so the scale is random in every axis

grim ore
#

yes, then you are setting the world scale? so after that get the world scale and it will give you a vector

worthy flame
#

oooooooooooooh

grim ore
#

alternately you can use an append string node to put all 3 into a single string them do that -> text, but I think getting the current scale is easier

worthy flame
#

and how do i get the world scale?

grim ore
#

same way you set it

worthy flame
#

ok yup i figured it

#

ty

grim ore
#

😃

#

neato, 2 new evangelist jobs opened up for Epic in North America. I think they are trying to stop the European team from getting bigger than them lol 😛

lapis bronze
#

that's... epic

honest raven
#

hey guys, trying to create a CLI for UE4

#

I did my template, and generated a file like:

#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CreateTodoPayload.generated.h"

/**
 * 
 */


UCLASS(Blueprintable)
class RETRYING_API UCreateTodoPayload : public UObject
{
    GENERATED_BODY()
public:
};
#

And run the generate project files

#

but for some reason the CreateTodoPayload.generated.h is not found :/

#

Is there an extra step to make the Engine to generate the generated files? x )

#

So basically I created a .h and .cpp file in the Private and Public without using the Editor, then generated the VS files, BUT no .generated files were generated

#

...

#

:/

grim ore
honest raven
#

Hmm could not be compiled, might cant handle my 'hand' generated files :/

#

@grim ore Cool, its working

#

Thanks man 😄

grim ore
#

yay

honest raven
#

It's cool UE at least notes which command it's runs, so I can just point to it from the CLI 😛

mellow turret
#

I don't get what combined tags means, anyone knows? the tooltip is rather confusing, anyone has experience with gameplay effects?

plush yew
#

Hmm. Every time I try to switch to DX12 in 4.22.2 I get severe UI artifacting issues. If I click one of the top drop-down menus it gives me a menu-sized duplicate image of my monitor's display, and if I hover over an item in the content browser the entire screen turns black except for three duplicate tooltips (which flicker when I move my mouse). I'm using an RTX 2060 with the latest game-ready drivers as of one week ago, considering switching to the creator-ready variant in case it fixes the issue.

#

Those issues don't occur in DX11, haven't tested Vulkan yet.

worn granite
#

@mellow turret you can add tags or remove tags.

Your parent class will have tags also.

If you add a tag, you have any tags that you already got from the parent, plus this new tag.

You can also remove a tag.

The combined tags just show the actual tags applied (either by you or the parent)

grim ore
#

@plush yew do you have geforce experience installed, perhaps shadowplay is enabled. I can say I have a 1080 with the latest using DX12 and have no issues. Shadowplay/msi afterburner/and other overlay programs can cause issues.

plush yew
#

Yeah, I have Shadowplay enabled, the only other overlay that might be interfering is Discord. I'll try disabling it, maybe switch to the Game Bar.

grim ore
#

try disabling shadowplay and see if it helps

#

I dont think discord interferes, its more the ones that inject into the DX layer to do stuff like capture or show FPS

plush yew
#

Good day everyone! I'am trying to simulate physics on tongue and got some progress already, but it doesn't look good enough. Anybody has tutorials for this on UE4 or examples how to do it properly? Thank you for paying attention!

mellow turret
#

So I don't need to mess with "combined tags"? Is just information so I don't have to look at the parent blueprint in order to see the tags it applies?
Also are there any resources you recommend regarding the gameplay ability system aside the wiki/documentation? @worn granite

hardy flume
#

How do I get the forward vector of a point if I'm rotating the character in a topdown game?

#

in blueprints

mellow turret
#

@hardy flume use the "get world rotation" on the root component, then use the "get forward vector" node on the rotation returned

heavy ether
#

someone in here was complaining yesterday about the nvidia drivers regularly crashing unreal out.. looks like that's a problem with the drivers that were released yesterday.

#

operations are crashing the editor left and right with those drivers

#

reverting back to creator/studio drivers now to see what happens

grim ore
#

😦 are these the 430.39 drivers?

heavy ether
#

studio driver is currently 430.86 released yesterday.. i'll check in a second when it's done installing what the game driver is

grim ore
#

oh wow, I'm 2 versions behind lol. maybe it's the latest ones then as I have no issues with .39

heavy ether
#

yea i had no issues with the game ready drivers i installed on Fri, then i saw an update available today, and grabbed it, and now the editor crashes regularly either with a "video driver restarted!" message or just a flat out debug crash to visual studio complaining about some NVidia dll

#

yea game driver version today is also .86

grim ore
#

oy... sooo.. the VRS stuff looks neato but I think I will not update for a bit

heavy ether
#

yeah it's not blowing up anymore with the Studio drivers

grim ore
#

OOH

heavy ether
#

?

urban gyro
#

Guys, real quick, what class do I inherit from for a function library in c++ (wanna expose some static funcs to BP)

heavy ether
#

blueprintfunctionlibrary ?

urban gyro
#

oh

plush yew
#

hi guyz

urban gyro
#

thought it was exclusive bp libs

#

thanks @heavy ether

plush yew
#

could someone help me out? its about ini files

urban gyro
#

ive only played around with resolution and some default settings

#

so i don't think id be much of help to ya 😛

plush yew
#

well its just about that actually

#

im playing a game and i want to change ini settings

urban gyro
#

ye? wasup

plush yew
#

but to start with

#

my GameUserSettings.ini file was blank

#

and even when my friend paste his specs to me

#

i paste it into mine

#

and it still doesnt seem to have any effect

urban gyro
#

u mean it always goes blank again?

plush yew
#

no

#

it stays

#

but still doesnt change

urban gyro
#

are you loading them ?

#

iirc u had to load them

#

or mebbe im confusing with save file

plush yew
#

well im not a developer or anything, isnt it supposed

#

to load itself?

#

like ive played other games and changedi ni files

#

and i just saved it

#

then played the game

#

and i would see the changes np

urban gyro
#

yeah but in other games theres code that reads it off at beginplay

#

hold on i got on old screw around project to see what was what

#

been a year

plush yew
#

ok

molten fractal
#

hi

plush yew
#

i think its not the case about this game cause my friend just modify and save the .ini file

#

using notepad++

#

and he will see the changes

molten fractal
#

can I use your project in the game?

urban gyro
#

yeah so everywhere i've used them i had to get the user settings

#

and then set whatever

#

so yeah u need a getter

#

also i have no idea what you're trying to do so thats my best info 😛

grim ore
#

he is trying to modify a already built game it sounds like

urban gyro
#

well in that case things like resolution or mouse sensitivity or volume would prolly work

plush yew
#

Hi people I would like to pause the game in such a way that player input is enabled, but nothing else in my level ticks - I already have logic to disable player movement

urban gyro
#

u mean like freeze time?

plush yew
#

Yes but I want some UI actions I manage with the control stick

#

yes im playing a mmorpg

#

and im goin to the folder trying to modify the .ini settings

#

but its not working

grim ore
#

it sounds like @plush yew like your windows is not set up the same as his so your default .ini folder is not the same as his, things like onedrive and public/private folders could cause that

#

so you need to find the proper place for your file to be