i have no issue so far with animation and importing
my issue is i have to create two blueprints and make the same state machine on both and use the animation corresponding to the actor
Idle Animation will have two sequnces 1 for weapon 1 for hands
Running animation will have the same
and on state machine on both i have to make a variable "Running" that is set by the character blueprint so it can go to the state and play the running animation
#ue4-general
1 messages Β· Page 465 of 1
but thats double work
doing the same animation blueprint for the two skeletal meshes
yet the states and conditions are the same
well I mean if you dont need to make the weapon a separate actor like with a drop function or something, you could make them on the same skeleton
though
seems thats the way, each has its own ABP
Shouldn't a CPP component, created with an FName("XY") show XY in the BP child instead of the c++ variable name? o.o
π€¦ try to delete a folder, but apparently it has lots of uncompiled materials... so have to wait while shaders compile before I can delete them wut
@regal mulch no it's the C++ variable name, I was just puzzling over this last night on the FPS template
projectile has a member variable CollisionComp but the name of the component is SphereComp, shows up in BP as CollisionComp
I wonder what a GetName would return though π€
Weird, I'm relatively shure the FName passed in would override that
Cause that's how I usually did that
Hey all. I'm looking for advice from someone that has worked or experimented with medium to large sized world single level game. I've been working on a space exploration game from time to time with the idea of introducing multiplayer down the road. Therefore I'm not using world composition. To be clear I'm not looking to have an entire universe on a single map, my levels are divided in individual star systems and the overall simulated playable area I'm looking to have in a single level is ~1000k. My approach thus far has been to scale down the game but it's absolutely horrendous to work with objets at a 0.001 scale. I've also noticed things such as navmesh volumes straight up aren't made to work at such low scales. A lot of things work as I expect, such as the ship itself and its movement or the materials, but all around I know there are issues with physics at such scales among other things and I'm wondering at this point if there's a better way to deal with working at such scales or if the game should straight up be rethinked.
@severe coral good rule of thumb is to keep the player pawn on the order of 1-10m for physics/other purposes
I've also noticed that objects scaled down to .01 size behave much differently w/ physics than objects created at .01 size
Does landscape grass always cull in batches instead of per instance?
What are the best setting for a open world game?
I use brushify
You could always make child materials
It's normal this material
Unreal provides a matrix-like editor
Select multiple assets - > Right click - > AssetActions/Batch Edit
You prolly want to use a single material
An multiple instances
master materials 4 lyfe
@ember notch that's completely up to your gameplay needs, no one can answer that but you
by default it's 1 meter to 1 "pixel" of the heightmap, but if you scale you can change that
Can I later change the scale?
Yes
yes
Where?
In the manage tab of a landscape
You also have to be very careful with the triangle densities, but i think there is only one way to setup a 8kx 8k map. Use 2x2 components for better rendering anyways.
https://docs.unrealengine.com/en-US/Engine/Landscape/TechnicalGuide/index.html has a list of recommended settings for specific landscape sizes as well
Technical Settings for Landscape.
Ah yes. 127 quads are relatively good for tessellations. Buit if you dont want tessies, go with 256 instead, it will reduce the number of comps a factor of 2
Or is it 255.
I need someone with an artistic vain, who can look over my Indie Horror Game, what can I do better
hi @plush yew
i see xDx
idk
You CAN change the transform of a landscape with world composition. Directly open the level with the landscape in it and edit it. Not through the persistent level.
I know because you have to set the landscape to 0,0 to fix a bug with adding adjacent landscape levels
How can I make higher mountains?
If it is for visual only you can play with landscape material's world offset parameter. If you want it to be walkable, you must rescale.
Yes
is there a way to get rid of this preview lighting text without building lighting?
Sure you can its a setting on the top bar in the viewport. Preview Shadows entry i think.
Which z scale would be best?
But you can also configure your scene to use dynamic lighting while you edit the scene, and just build light once to see the final result
iBySnow there is none.
Just pick one that seems good
Can I change the z scale later?
Every time you change it will process the landscape, but you can change it for sure. Mind that any modifications you make to the landscape will scale with that too, eg holes etc
Bumps you know
the best z-scale is the one that gives you the landscape height you need π
default gives you 256 meters from lowest to highest I think
thanks! @flat idol
@visual belfry Thanks can I you say me what settings would be good here for a open world game?
I can't say for your game
any tricks for 'resetting' the camera speed? for some reason even if I am at speed 1 its going too fast?
in the viewport
4.22
i think .2
.1
4.22.1
ah
alright well good to know they fixed it π
sukebi-scotty the left screen is missing some PP effects, tonemapper perhaps too
i cant set scalar below 1
im zooming but doesnt seem to reset it
in blender you can click "focus selected" and it fixed wonky cameras
is there something similar?
im updating my 4.22 now lets see
What is better 32x32 or 16x16 for components?
again, there is no "better", just play with it until you find the settings that work for what you want to do
F is the focus key in unreal, but I don't think it resets camera speed like blender does
How many ram/CPU he need when the total components are 1024?
im updating the engine and ill see if that fixes all the camera issues
im on 22.2 now
atleast my camera is back to normal now lets just see how long it stays that way
But why is it missing the pp effects? Did you turned them off? Or ES2 won't run them?
I so hate the internationalization for the fields.
0,0
I fear the owls as well that explains i guess
Save yourself the hassle of taking an actual photo of your monitor and just use the snipping tool, it's built into windows. You don't even need to save the image, just copy and paste
Its not working on windows 7
ah the shortcut might be a windows 10 thing
discrimination
but does win 7 have the snipping tool?
internet says it does
Use Snipping Tool to capture a screen shot, or snip, of any object on your screen, and then annotate, save, or share the image
I have to type in kΓ©pmetszΕ
I prefer greenshot, it is silent dont messing with the desktop but i can fire up with print screen button and select the area
Too bad it wont copy the image to clipboard, but the file location only
question, what is UMG navigation rule function return value?
it's a widget object reference but doesn't seem to do anything
hm I thought it was a struct
@paper kernel yeah it's just a uobject with a couple of variables:
no it's not navigation object
A WidgetObject
navigation is just the rules what to do when player input occurs
my problem is, it only works once and then loses focus
are you talking about a C++ function then?
Im wondering does the return value have to be an actual separate widget in order to maintain focus properly?
custom navigation function
guys when rendering out an mp4 which is applied onto an object inside the scene the movie plays back super fast after exporting it, does it help converting it into an image sequence?
cause i know unreal's sequencer works a bit wonky with exporting in game videos
@paper kernel your function looks correct for returning focus back to main, it's probably something else in the focus pipeline π€
it outright ignores everything on that return value
I take it's expecting a whole separate widget
since focus only works on individual widgets, not widget objects
does the widget you're passing in have Is Focusable set?
it's a sizebox, which itself doesn't have bool option for it
you should have a message in the output log though if you were trying to focus something that didn't want it π€
only the parent is set to focusable
It only generates error if I try to use SetFocus manually
but not from the return value
@latent fable terrain is just heightmaps, so you can't have overlapping bits
you can carve a hole in the heightmap and replace it with a cave mesh though
I like the camera shake at the end π€£ "no, that's not right"
so could i somehow put the terrain in blender and make a mesh from that?
you probably want to keep most of it as a terrain and just carve out a hole for the tunnel/cave
that way you can continue sculpting without baking it into a mesh
I'm kinda new to unreal and this is my first game i'm making with it so I don't really know how to do that π¦
it's going to be a bit of a rough journey while you figure out where everything is, do you know how to use materials?
https://docs.unrealengine.com/en-US/Engine/Landscape/Materials/index.html search for "Landscape Hole Materials"
Setting up materials to work with Landscape terrains.
im using an imgSeq for the video i think it fixed the speed issue
Afternoon all. Can someone help me with a simple collision-logic issue I'm having? Been stuck for 2 days on it
post it and we'll do our best
Cheers
I'm trying to set the properties correctly for "simulate physics" "simulation generates hit" and "collision presets" but getting it all wrong. I have a VR world HMD with 2 VR hands, a shield object that is bound to the back of one of the hands, and an incoming projectile
I'm trying to get the OnComponentHit event to fire, which only does when the Shield object has "simulate physics" - however when that happens the shield is knocked out of the back of my hand and goes flying
It's an issue with conflicting collision options, but can't for the life of me find it π
@visual belfry I don't really know how to set up landscape materials yet. yeah... im kinda new lol
Is there no way to get Steam's currently set language without modifying the online subsystem? It seems wild to me that I have to fork the engine's sourcecode just for something like that.
Can someone say good mobile landscape settings thanks
I've tried google, IRC, youtube, docs, manuals. Been stuck for 2 days
that moment when you follow something to the T and it dont work :<
look up and down doest work and everything matches im beyond confused now :<
I think @iron sparrow put out a video on working with imposters in 4.22, @safe forge
What game name looking better LightCity or Light City?
LiteCity
No
its also extremely basic :1
Is Light City a bad name? @bright plume
a name is only bad when it doesnt relate to anything
there are names that give a lasting impression (City of Light, basic overused but works)there are names that are unique (LyteCity, LiteCity most of the time dont work)
i dont have this option
but at the end of the day as long as it relates to the game you have created or creating it gud
where it is??
HEy can anyone help me?
is there some1 who has a simple camera follow static actor bp? not sure if it is quick to setup might skip if it is difficult, anybody know how to make camera follow object?
give it a spring arm and parent the camera to it?
I'm following this amazing set of material tutorials, but I've ran into an issue where the tessellation fade distance seems to have no effect. It's clamped to a very close distance around the camera. Anyone ever experienced this issue?
In this tutorial Series we are going to create a Landscape Material that features advanced heightmap blends, tessellation and procedural puddles. This third ...
@ 9:54 is when he's working with the fade distance. I've made sure I set it up exactly the same way
Ah, never mind, found the culprit π
@bright plume you know why this happens?
it is being dragged by a conveyor belt
and somehow the camera clips into the mesh
when it is above the other meshes the spring arm doesnt clip
when repositioned it works but i need the soup to be on the belt
Turn off the hit test on spring arm it wont snap
Maybe i understand it wrong what the issue
Do collision test turn off
i have absolutely no idea what is causing this but if i 'save as...' on a level, it doesn't keep a build of the navmesh and a navmesh cannot be generated no matter the settings
ive had to resort to favouriting levels instead of saving as
and then switching between
it works π thanks alot @flat idol @bright plume
Arceah navmesh generation can be set many different ways, dynamic, static, invokers only etc, look around the settings
i know that, the issue is that it doesnt generate at all
Do you see a recastnavmesh in your level outliner?
You may want to delete it (you will loose the settings, make a screenshot first), then move the navmesh bound a bit it may regerenerate
I usually setup the recast settings in project settings so they wont get lost
You may want to move the settings over there to be safe
Is there any tutorial or guide to setup the Unreal Engine online system?
Epic Online Services
With Epic Online Services, we're making it easier and faster for developers to successfully manage and scale high-quality games. As a game developer ourselves, we've tackled numerous hard problems over the years. With Epic Online Services, we're sharing the fruits of our labo...
The new SDK
So I am able to have it in my game
pitch it to people @ember notch
there are certain sites for things like that
but its generally not easy
no one invests in solely ideas
@ember notch
https://www.tinybuild.com/how-to-pitch-your-game
a good read
Think of it like this β if this build was at a convention, where thousands of people walk by, how can you make them interested in picking up the controller, to easily understand the mechanics, and to continue playing?
this being the most important part IMHO
@safe forge there is an issue on the git repo for the hlod imposter on 4.22 and a solution is posted but not implemented iirc. Would be nice if someone at epic could tap the shoulder of Ryan Brucks because I haven't been able to contact him yet in any regard to ask about some of.these things
@visual belfry
thats brill man thanks for letting me know
yea the hlods are kinda what i wanted it for lol π
You are using Ryan Brucks new plugin right?
Ahoy developers
I haven't called out any epic staff but if any of you are reading this someone tap on Ryan's shoulder and get him on the community stream to talk about this approach and future plans if any
I guess I can call out @gleaming narwhal can we get Ryan brucks on the unreal Thursday stream?
any suggestions for how someone might setup a method for moving objects relative to the camera view that is in use? ie, if a user is using a top down view, i would like "north" to point to the top of the screen, but if they are using a perspective view, i want it pointing away from the camera, something like that. make sense?
i'm sure i can set a Vector in the camera that would do it, configurable per camera instance, but i'm not sure if there's a better way.. or if there's any way to visualize that vector in the editor
Is there a better way of making animations other then adjusting the bones by hand?
There is but it will take a bit of hardware
I've heard you can use an extra program with XBox Kinnect to do some motion capture
Is it okay to post a GIF of a problem I'm having with an animation?
Okie dokie, thanks chief
hmm. i think i've figured out a way to handle it all automatically. woo.
I am not sure where to post this but sharing this as it will allow you to get much better texture atlases
#3D #geometric #programming, #geogram 1.6.13 with bundled xatlas (https://t.co/ASzFoCsjZ9).
xatlas generates much tighter texture atlases.
Download: https://t.co/teF8dkvfdu https://t.co/3PtFoq1Sav
Is it hard to make a open world game?
I believe it's harder to make a seamless open world game, but it all depends on context eh
What's the general background of people in here using UE4 by the way? Mostly students or industry professionals? Or passion projects etc?
in ue4 seamless transition is made by default with level streaming
both I bet, with students and hobbyists being the majority
< 3d tech artist, for 16yrs ...or so
it doesn't meant i'm great at ue4 tho...
@plush yew having ONE skeleton is better than have multiple, it's just your characters have to be similar
I'm a second year game design university student and I just feel utter terror and dread about going into the industry
@plush yew you may have additional bones and use the same skeleton, with some limitations (kinda not intuitive, but that's how skeletons work in ue4)
https://docs.unrealengine.com/en-US/Engine/Animation/Skeleton/index.html - shared skeletons
@plush yew yeah, i see you have a lot of characters there
Alex with shared skeletons do they have to be set up from the point of creation to share them?
@gusty dune what do you mean?
Thank you for advice Sukebi, I really appreciate it
Oh as in say you have three different characters with different skeletal meshes, can you make them share a skeleton once in engine?
@gusty dune depends on hierarchy, but if you can rename the bones, so they have similar structure - yes
you can't rename bones in ue4 tho
, you have to do that in blender, maya or etc
you have retargeting in ue4, so you could remap animations from one skeleton to another, in case you can't share skeleton
names not the only limitation, due to nature of animation curves, animations store relative positions, so you have to have similar bind poses for shared skeletons
blend poses may solve some of the issues, but there is no magic
rip magic
Do any of you use the Dialogue Plugin that was put up for free on the Unreal Store earlier this year?
I'm trying to set up a basic world aligned master material I can instance and adjust for basic stuff but it seems to always be stretched out no matter what the size or offset parameter, I'm probably missing something simple
world position
π€¦
josh if you're talking about notyet dialogue plugin they have a support place somewhere if you look it up if that's why you're asking
@iron sparrow I'll see what I can do! Best way for you to surface what you'd like to see on the livestream is through the survey we post every week π
@gusty dune UE1/2 modder turned UE3 professional, now working in UE4
for sure will do! i need to set my alarm for the stream! are we able to fill out that survey if we miss the stream?
@iron sparrow Yes, the survey is live for the entire week post-stream
Question: What are some good methods for organizing assets and content? I mean in general in your work library, not in a project. I have a lot of stuff, in various forms, I've been considering loading it all into a custom project called "AssetCollection" that way I can have everything set up, and can browse assets in engine. this of course means it will be a huge project file. Anyone else have another suggestion? For assets I am talking about, meshes, audio, textures, materials, basically all the raw components we as developers accumulate. The issue I run into is that I have so much, I forget what I have or where its at.
im also wondering about that, slightly off topic, does creating multiple maps take up alot of space?
The map itself wont, the lightmaps will accumulate if its large, otherwise its just instances of whatever assets you have loaded into the project.
Have someone a game idea for me?
nice! should make a Unreal Engine Post Stream Chat channel on discord ^^ could even make it closed so you post the highlight and the survey, just another source for people to get their eyes on something I think most people dont even know exists
all the game ideas have been done
Action RPG nearly broke my computer trying to load.
or forget about it from time to time like i do lol
@heavy ether what are you implying lol
there are no ideas for ibysnow
dont think of it as "games have been done" but think of it as "how will my game be different"
FFS, i was going to build a spherical ecosystem world that had animals etc and even started it as a project for the Game Jam and then just 5 days ago i found someone streaming a spherical eco system world that looked exactly like what i wanted to create. I had never seen it before and it was clearly very far along in development but it was essentially the exact game i was thinking of.
is there a built in method to exclude specific actors from being visible to a specific camera?
not that a spherical eco system is a unique idea but just that they handled all the things exactly how i had them in my head. I was blown away at the similarity. Again they were so much farther along so there was no doubt in my mind they had created it first and the chances of them seeing or even hearing about my idea in the past month was slim to none ha
@heavy ether that sounds like a specific system you would need to implement that turns off all known objects visibility when switching to a camera etc
is it "just like you envisioned" because you actually envisioned the execution of each concept exactly like they implemented it, or because you saw each execution and decided "Oh that totally makes sense and is how I would do it?" @iron sparrow
no like pretty much feature for feature, the only difference was they had a building system as well where I was going to make mine a single building system. but all the features were there like planting seeds, passively growing them, effecting each other, animals etc, doing things to help grow the health of the sphere etc
like i thought maybe i saw this trailer on my chromecast when i passed out while watching something because this is exactly as i visioned ha
it was so surreal
i still dont even know the name of the game ha
eh, I dunno, it's a kinda niche set of features, but I don't think anyone's looked at two 6dof space shooters and said "They're so alike" just because they both involve flying around and shooting things
hey my project is stuck loading at 96% pls help
My university project loads up to 97% then takes about an hour to finish the last "3%"
How long has it been at 96%?
did you run it in visual studio? if so, is it sitting at a breakpoint in vs ?
does task manager show it still doing something?
30 mins now
If the project loads up to 97% then takes a hour to finish the 3% then 96% was took about 1-3 minute depending on the disk drive and cpu
any other way to speed it up? im kinda tight on time rn tho
usually takes less time than that but if you have a particularly rough project, things can take time
Yes you can reduce the time it takes to load by removing the gamemode, default map selections so it hopefully wont require the editor to load all that thing on boot
Does anyone know how to make a large project like ARPG not lag out your computer when it tries to load???
upgrade
it sometimes also takes ultra slow to get the project load up because the boot.ddc is limited in size, and all these content can simply overload the derived cache which cause the project to recompile all content upon boot
does this only happen once or every time?
I had to restart my computer 3 times. It broke my other programs
Lagged out like crazy
slow project loading (boot) issues are usually the symptoms of overloaded boot.ddc and your project should boot into empty map without gamemode setting to solve it
there might be other issues but try this see if it helps
try... what?
that
upgrading?
nope
just set the project default map an empty, and dont set gamemode for that empty map (leave it empty)
actually you are enough to set the default editor map to be perfectly accurate
How do I do that without opening?
you can do this from ini, but its easier to do once you get into editor
also if your computer lags heavily int his boot sequence, try to drop the process priority of unreal in the task manager to the lowest
it helps a tiny bit
oh it finally loaded in for me, took 35 mins jeez
if you take a look at the log files i guess you will see lots of textures been processed while loading the project
texture atlasing
now you will never forget again!
actually im not sure how to set that up but it should be possible with ease
... so according to the manual, i should be able to change object properties in editor while running PIE. When I attempt to do this, it fails. am i missing some step besides just.. making changes ?
you can change properties when simulating in pie, and enable this feature
but changing object props in the details panel are locked in other cases
just set the project default map an empty, and dont set gamemode for that empty map (leave it empty)
@flat idol OK, how do I get into the INI?
@flat idol ... but.. how? i fiddle with them and they don't change in game, then they revert when i close. the "Keep Simulated Changes" is greyed out.
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Maps/NewMap.NewMap
You will find this in the DefaultEngine.ini at the config folder. I have an empty map (i always do this) but you can leave this field empty i believe. You can even remove this editorstartupmap line completely i believe so it will spawn you a new empty map instead.
Tho as i said its preferably done in editor to avoid messing with ini files.
Make a copy of this ini file in case you do something wrong have a backup
Eric, it only works when simulating in editor, doesnt work with play in editor
I dont use this feature at all but this is how it works anyways
... that's not what the manual says π
While using Simulate In Editor or Play In Editor, you can edit the properties of Actors and see the effect of those changes on your level and the gameplay in it.
Well then it maybe works, yet it doesnt, so the manual is lying
I'm sorry but to my knowledge it is SIE only
@flat idol Do I set GlobalDefaultGameMode to empty?
I think you can leave that for now, see if the map is enough to be unset.
Does this look good?
Write a None to the gamemode, that would look better
But yes you can make a try with this after finished with editing
Would I have to restart my computer again?
I mean, would it cause my CPU to lag out like mad?
The cpu lag was because it was iterating over hundreds of textures and materials creating new copies of the derived cache
this is a very typical symptoms of large projects and very annoying issue of the editor
Should this help soften the lag?
Now, in best case the project should load up in a couple of seconds or a mintue
With no lagging
well, on the bright side, Robert, that helped me figure out why one of my coworkers experienced the game engine never working right for them. Simulate apparently uses a default PlayerController (there's probably a setting for that somewhere) rather than the game specified one
Huh, yeah. Never wondered about which PC it is using but makes sense yes
Well, wish me luck
Good luck
it also lags like crazy compared to run in separate window
i spent a couple of days trying to figure out why the heck my coworker kept getting a PlayerController instead of our custom one. now it makes sense.
If you have many blueprints/materials/meshes etc opened on the tabs they cause the editor to just lag
I don't understand why answers found using google suggest to turn never stream on for flipbooks that are blocky on first load. When I put never stream on my 128 sprite sheets. The engine takes forever to load levels possibly because my computer ran out of ram and the game will force close on unreal splash screen when I deploy to android. what gives. lol
Mattxor it makes sense to disable the never stream but it will indeed cause longer loading times. You can perhaps cut a deal and only disable streaming for very important ones and allow streaming for less relevants.
That should be a middle way i guess
you think loading them behind a loading screen would be a decent solution? I have not tried that yet but it is looking like my only option.
There maybe is a console command for max mips , never looked
2k texture size is supposed to be alright
ah you mean 4k if you combine all 4
4k is relatively good too but you dont need 2k textures for mobile anyways why dont you resize to 1k and try 2k
With unreal there is no low end :(
You'd combine textures in an external photo app then import the result
hehe
if youre having difficulties with this texture atlasing idea just go back with the previous solution and stick to it
having 4 textures in a material is not a big deal
Does anyone else think the new documentation pages look better when you zoom it out 10%
@flat idol I think it's loading, but it just refuses to actually open
Having a bit of a logic issue. The top BP will return false at the start (Cooldown var is = 5) When I press the action button, it will set it to 0, making the top logic true, meaning, the timer should loop since its returning true. But it doesn't loop. It fires once. Am I being brain dead?
Air Man maybe you can share a log to see what is happening with the loading sequence.
In worst case use the backup ini, and wait the project to fully load (set process priority to lowest in task manager), then in editor just create a new empty map and set that to editor default
@carmine scroll
I dont think you can change a Set Timer By Event's Looping Bool during tick like that
@carmine scroll the boolean is false when the timer is set so it will never loop
the "set timer" node only fires once, it doesnt keep checking so when you fire it the first time the "timer" is initialized to not looping
Is anyone familiar with manually calling ProjectileBounce? It seems to be quite tricky.
I set cool down too 0 before the timer, it would return true?
The issue is that the Set Timer by Event node is firing once, so when you change the Cooling Down bool it doesnt matter, because the Set Timer By Event node isn't checking it anymore
it checks that bool once when it fires
the tick fires sometimes, the event fires in order when you fire it off. It never gets to the tick again during that event. so tick , false , event checking false, tick true, uh oh\
what we are both saying lol. The key is the tick does not fire at the same time as your event for the input action
I would make some delta time event for cooling down your abilities instead of using Set Timer By Event IMHO
@flat idol Share a log? How do I do that?
I was prototyping an idea thats all,
well sure but it wont work so wouldnt matter if you were prototyping or not
well yeah I know that now,
just making sure you get it i guess, but the Set Timer by Event node fires once (as intended)
You're changing that Bool there the Cooling Down
during tick
yeah I know, as I only input once.
the tick fires like 100 times a frame so I would have thought it would return true at least
wouldn't matter if it fired 1000000 times a frame
it will never tick true
since that other event only fires once
im trying to explain it but
Β―_(γ)_/Β―
its late dude π
uh the tick fires once per frame, that's the point of a tick basically
You could change that Cooling Down bool a billion times per frame
It wouldnt matter
because that OTHER event you made
only checks the bool ONCE
on fire
which it fires ONCE
yes okay I get it
My advice would be to make an event that works off delta time
instead of relying on set timer by event, or delay nodes or w.e
Get Time in Seconds is a cheeky way to get delta time in unreal
it works sure, but the issue i have with Delay nodes, is they aren't exact
and if you aren't careful, you can trip yourself in the future - creating infinite loops
i think your overcomplicating things in the end on your action start a timer that loops subtracting from the cooldown once cooldown is less then or = to 0 then stop the timer
no need for delays or tick
Using a timeline or w.e.
nahh a timer is built for this
yeah true
tick was just for speedy test
I dont ever use tick in final BPs
maybe for movement updates
but still that depends
You could do Press Button -> cooledDown? -> do ability -> set cooledDown = false -> set timer by event (3 seconds)
in that linked event
set cooledDown = true
I need a var to track how long the cooldown has left
hence why Im now not π
you could use a timeline
you can get a var out of that for how long it has left
you can set new times
etc
FTimerHandle
I can test with a timeline too I suppose
(i dont use timers)
why not?
You can pause, resume, get time remaining, etc. https://api.unrealengine.com/INT/API/Runtime/Engine/FTimerManager/
Im not against them, just havent had a reason to use one yet
will try that @digital anchor
you should use timers π i imagine there are lots of places you could of used it you just dont realize it
yeah probably
I use them a decent amount for things
its the same as timelines really except timelines are a little more useful with the curve editor
Thats why ive been using timelines personally
i love having the curve for movement or animation
i have an elevator moving with a timeline -> lerp
yeah its awesome. I miss it when im doing manual stuff but then I just look up the sin/cos based code for what I need, or use a spline etc.
its nice when I can use it but being stuck on the main event graph kinda bugs me
then again that does give you a nice orderly place to put things
Well it is sure an innovative way to change materials. Straight from an animation blueprint. Swear i never seen this before.
How did such a thing occured to you? If you dont mind me asking the question.
But anyway it likely wont work in a cooked game, or you will run into threading issues with this concept.
Just set the material on construction script
Much more consistent
And also, material curve values exist for animations
He can do it many different ways from a blueprint indeed, but an animation blueprint is a new to me. Maybe it's just me but it made me wonder.
So it's been hammered into us on my course that we should avoid using Casts as much as possible in engine, could anyone help clarify why?
in BP, because the reference to other assets will require they're loaded into memory at the time
if in C++, then (the instructors) are a bit wonky about premature optimization
What other assets are related to a cast?
the asset you're casting to
But that asset is likely loaded already, or it is unrelated anyways so no issues.
It will not trigger loading either
ok here's the hypothetical, not saying it's a good practice
Well maybe it does trigger a load, but matters not.
MyPlayerController has an interact action, which casts to DoorActor to see if a door is present that can be opened
there are no DoorActors on the levels, it would not have been loaded otherwise
however, the presence of that cast in MyPlayerController means it's loaded
Casting is not a good practice. Then what is? You get a refernce to an Actor, how to access it's properties and methods?
using interfaces π
watch this talk for a more in depth take on it: https://www.youtube.com/watch?v=j6mskTgL7kU
In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recomme...
And you would like to implement your entire game thru interfaces?
it's on a spectrum
as mentioned in the talk it's probably ok to cast to framework classes since you know they have to be loaded to play
but casting to random interactables? make yourself an interaction interface
keep in mind that it's also not "Just" DoorActor, but perhaps the door mesh and all the materials and all the casts and other references that might happen in door actor etc etc etc
Item_Standard includes >1.1gb of other assets here π
There is inheritence, child blueprints for that, you have one MyCoolDoors actor, and can have millions different doors having mesh material etc setup
yep
That will work and no need to worry about resources
Casting is fine but i can see how it can be a bit of an issue when using it everywhere.
Hammering that to people that cast is bad, is extreme tho.
casting to interfaces comes to the rescue
use your best judgement, but be sure your judgement matches reality π
since interface contains no properties to subobjects, bam
yeah, interfaces are extremely lightweight
I occasionally have an interface that a base class then implements and all my millions of doors can inherit from that π
Hmm, don't interfaces only work with events though?
I don't know much on the blueprint interface side of things though. I only use blueprints for tying my assets to my native types.
As in, you couldn't replace a cast to an animation blueprint with an interface?
blueprint interfaces seems more like a message-passing layer
you can interchangeably cast to and from interfaces in blueprints
from what I seen at a glance anyway
it's a little wordier in C++
well seems there's some sort of other way that someone can end up with a PlayerController instead of what is custom defined. only happens on one person's computer, and none of the 4 people who've successfully made our Unreal game work has been able to get it to work for that machine.
Quick question about Udemy, are some of the courses that hasn't been updated in a while still worth getting?
depends on the class. Some of the basics in UE4 are the same since 4.8. I would suggest the free stuff on academy.unrealengine.com first to see if you need more
you always need more.
... so, i just noticed that my camera FOV setting no longer works. i have absolutely no idea when this change happened. argh.
Can anyone recommend a ue4 blueprint tutorial on setting up a melee combat system please?
The top ones I'm finding on YT are very out of date
I have one for autoattacks based on animation but I don't think it's what you need
What do you mean by auto attacks?
out of date and don't work or just old?
Autoattacks for a MOBA mostly
As in, plays animation, it hits where the weapon swings, plays next animation
Though due to how my references work I'll probably be sending over 1.5GB of a project 
XD no worries, I'm going for more of a 1v1 melee weapon system
speaking of melee, i've been playing City of Brass. It is a fantastic game (Unreal, too)
@grim ore as in approx 5 years out of date and using nodes I don't recognise in the current version XD
from 2014?
That one was free on the launcher right?
seems unlikely
@gusty dune https://youtu.be/b_wTfGkvlSE you can see the box trace on the mace there
That's what my system is, but it's designed for consistency mostly
I would assume the VR couch fight sample should still have some working melee in it as it's still in the learn tab and shouldn't be broken. That is a start even tho it's a couple years old
technically the brand new action RPG has melee combat as well but beyond the basics you would need to know C++ to get the gameplay abilities section to work for actual damage. It could still help with setting up animations and such tho
https://www.youtube.com/watch?v=wgDABICTslM&list=PLL0cLF8gjBpqA8DcrhL_O9kD4jsUqhDR6&index=20&t=0s is 2 years old and covers a melee combat system
great, now my coworkers who are working in Unity are wanting some of my Unreal code. "how do we translate this to Unity" .. "idfk, that's why i'm doing Unreal"
it's not that hard if they know what they are doing, stuff is stuff no matter the engine. math is math etc.
So is UE4.22 more tolerant to BP Struct Editing?! π I was tense the whole time editing that and no issues, even with all the edits i made. π
idk dude I just draw lines from boxes and somehow it works
@grim ore yeah sure, it's just that Unity's rotation functions are all over the damn place
they are but it's just figuring out if you need to use euler angles or quaternions and such then using the appropriate like for like code. rotations in general just blow
May I introduce you to Lua in Garry's Mod and players
when I copy a skeleton, animbp and animation from plugin content to game content, how do I then modify the "new", copied animbp and animations to reference the "new" copied skeleton, and no longer the old one in the plugin content? π€
I dont find a button for changing skeleton reference of animations, without any retargeting involved
@dense gate that's looking gorgeous, are you triggering the damage as a do-once when it overlaps an enemy?
I have an array of hit actors that adds the hit
Also helps with adding "actors to ignore" to the trace
So there's less hits to filter through
It gets reset each time an attack is started
I think in that vid I actually "parry" the mob as it gets stunned
It's 3 AM for me here so my memory is getting weak
And also parrying is a rather simple "if mob is hit between this and this time of its attack, be parried"
Again, I'm not going for a complex melee system, but rather something that's simple enough for a common user while adding extra depth for a more experienced player
And out of curiosity, are you using actors for the weapons?
i'm having trouble finding an answer, what is root motion translation scale of a character for?
Where might I go to get some help with the way a child object is interacting with its parent?
having raised children to the ages of 16-22, when you find out, let me know too
uh
hmmmm
as a child aged 16-22, I fear the day my child problems grow beyond unreal
I'm just having a problem where, in my slipshod recreation of arcade classic Asteroids, I didn't bother to actually have a custom made model for a triangular outline
I have two flattened cones, one smaller and inset that uses the same material as the background
It looks fine visually, and when they're moving, they work together fine, but when they collide with a physical barrier (say, an eponymous Asteroid) the black inset triangle slides out of its white triangle home
I don't see why this would happen if it's a child of the outer triangle
I'm dumb, I fixed it
being a person who figures things out by explaining them is irritating
It's called rubber ducking. Buy a rubber duck, and talk to it. But also, feel free to tell us what solved it, so that we learn.
nothing is worse than finding a forum post with your same question
only to have it be Edited with "Nvm fixed it!" and no solution
It feels dumb
but it was that I had physics enabled on the inner triangle
I have also heard that anger is to be taken out on rubber ducks
got it fixed so π
is there anyway to use my rtx cores to accelerate building lighting for my map?
there is a gpu lightmapper on the forums but it doesnt use any RTX but it is faster then CPU baking. I know Luoshuang has talked about a RTX lightmass i think its coming to 4.23 or later tho @real bobcat
just turn on all the raytracing features hahaha
how easy is it to copy bsp brush geometry from one project to another?
is that how you 'bake' a level's geometry?
the situation is that a game i play has an sdk coming out, but it probably wont be for a few months so i wanted to get a head start on my map by blocking out the layout geometry
its the same unreal version as the one the game uses
i mean i guess you could say that. having an FBX of it will let you use it for sure because then its a model. Dont depend on the Version number for things like that it doesnt mean its able to import from other versions when it comes to mod kits.
alright, sounds good
How do you install UE new online SDK for a project?
Epic Online Services
With Epic Online Services, we're making it easier and faster for developers to successfully manage and scale high-quality games. As a game developer ourselves, we've tackled numerous hard problems over the years. With Epic Online Services, we're sharing the fruits of our labo...
There are instructions on the page where are you having an issue?
At the minimum you need to click get started on that page, agreed to being part of the Dev portal, go to the products page and add a product so you can then download the SDK and integrate it. There are samples and instructions as well
@grim ore Well I donβt know how to get it into my game. As Iβve found nowhere where the tell you how to do in those pages
I need help from sound masters to help me bind my audio to what's happening in the scene
@gusty dune it's an actor that handles the ability itself, including cooldown, animation (attack) speed
I have a "combo" struct that dictates how long the windup, hit, recovery stages are, and also from which to which socket the hit box is
I know it's not optimised to use an actor to code ability, but I was trying to avoid using C++ as having both VS and UE4 open frequently caused out of memory crashes
@plush yew Not sure what you want to do with it
it's not at all fully released
You can only get the Game Analytics and the Ticketing System
Rest is all documentated in the dev portal
hello guys, I have an animated mesh in my viewport but I would like it to start playing the animation after a certain moment instead of at the start, how can I set a delay for it before start?
@regal mulch It still contains great features
Also the question was how to get it into the game
A link to a guide or something
solved my question, i could control it through the sequencer
@plush yew It still contains great features
Which aren't released yet and might actually release in form of a plugin etc.
A link to a guide or something
Documentation and a starting guide are available in the Dev Portal
Can someone help me?
I'm new to Unreal. I have three animations. Walking, idle, and running. How can I make them play according to my buttons I press?
How to make driver/car AI?
how to make gaem ?
Stop trolling
"How to make driver/car AI?"
with difficulty
I mean, that is going to be 100% dependent on your vehicle implementation
Β―_(γ)_/Β―
is there any way whatsoever to rollback a project. to 4.21.2 from 4.22.2.
I've tried editing the hex version on the uassets, they do show up in the editor but can't be opened (so obviously the file format has changed).
There are, but consider there aren't and act accordingly.
Do you guys organize your animations, etc?
Lol
@plush yew Like
Object
Anim
ANIMBP
ANIM(animations)
BLENDSP(blendspaces)
ANIMMONT(anim montages)
Unity = joke
@regal mulch What you think is great feature donβt mind me, As I got a own opinion, The 2 released feature already fit me, But maybe not you
Hard to call that great when Steam has been there for so long
True, the two available features are nice. You didn't really specify what "great features" you are referring to.
I'm obviously way more interested in the rest of the features.
(and 500 analytics solution too)
Well Iβm trying get a hand on the SDK before new feature being released, As more like a demo
The Ticket System for free is interesting, but I assume this will all release through a proper Plugin eventually.
Yeah, then download the SDK and follow the Documentation
Yeah it's actually surprising that their SDK shipped without UE4 integration tbh
Also I have hard setting up dedicated server cus Visual Studio wonβt work
The SDK can be independent and still come with a UE4 plugin.
Yop
When changing version I get couldnβt launch editor
It's a waste of time fighting that
Why canβt I change version of my project ?
You can
When I download the github file, Run the setup.bat then the second bat, Opening the visual studio EU4 file, Letting it load, Changing version, Is giving me failed to launch editor
Sorry, I don't understand what you are saying here.
I tryed follow a guide to setup a dedicated server
No amount of encrypting can save your assets.
But when I download the privat unreal github file with my version
It wonβt work anything
there is literally nothing you can do to stop people accessing assets
- Download Source from Git.
- Run "Setup.bat"
- Run "GenerateProjectFiles.bat"
- Open the UE4.sln file
- Compile it for "Development Editor"
- Once completed, close Visual Studio
- Rightclick your projects UPROJECT file
7.1. Hit "Switch Unreal Engine Version.."
7.2. Select the Source Version - Open your projects .sln file
- Create, if not yet, the missing Server Target file (see tutorial)
- Compile your project for the needed targets
I am trying to possess clients and server with player controller but only server possess
When I change player controller value o to 1 ( client 1 possess only and soo on)
have you read the network compendium?
This is the solution @visual belfry
?
Does anyone know whatβs going on with Vivox?
@regal mulch When you mean compile for Development editor, Do you mean let it finish until is stand as "ready"?
he means compiling it until the engine is finished building
which should take some time when on a HDD.
I still don't get it, I'm sorry
have you actually compiled the project?
It simply means: Set the Target to "Development Editor" and most likely "Win64", rightclick the UE4 Solution on the right and hit "Build"
And then wait till that sh*t is done
Oh ok, Great
it is
where can I find it
It should be under Pawn in the details panel on any pawn
you can also type in possess in the search details to find it easier
Anyone help me, I am able to set view target with blend of all characters to the plane, but not able to rotate camera around the aeroplane, possesss problem I am facing, if anyone fix that I can pay also
are you able to rotate the camera around the player normally? before you set the view target to the plane
Why doesnt my level render when not in the level bounds?
Yes @grim ore
It's work fine
But after blend all player view same aeroplane, when I set auto possess player to player 0,1
It start rotation according to client number
But I can do manually for one only
is this local or network multiplayer?
Hi guys
Rotating camera around aeroplane
so you want multiple people in the multiplayer game to move the same camera and they all see the same thing?
Like pubg thing
I have not played pubg, I always assumed everyone had their own camera so they could see what they wanted
they do
but #multiplayer might be able to help more since this is networked
anything wuld be nonsense
Something I am missing
I try to get player ID
And feed into player controller
But it worked same
If anyone knw please let me knw in PM
every player has their own player controller, and every player controller has their own camera
I'm thinking you've looped through one player controller to set all the view targets, not all of the player controllers
anyway that's what I can tell without looking at the code
Sending you blueprint
@rotund scroll
Please check
So I blend all player camera to our plane camera
yeah so every time you run the loop, you just set it for player 0
because you use the player controller for player 0
for each player, you need a different player controller
or you use the cast and then don't use it for anything
What should I do here
After removing
Cast
To get my all player can rotate camera around plane
On his side only
Like pubg and fortnite
you need to make sure this code is running on the client only for one, and then you just set the view target for that one player. You would not do this on the server if this is something that is cosmetic (for the player only)
each player would have the player controller on their client, each player would have a camera locally on their client they would control
something like this:
and then you need to make sure the view targets are properly replicated etc. since it's multiplayer
or alternatively follow the suggestion @grim ore gave, since I have limited knowledge of whether or not the server needs to know about view targets. Presumably not
Hi
Hello
Any idea of libs / frameworks that assist in making web animations like this with js? https://gyazo.com/6108a0500008bdf7bf9d7b7b500dc2f6
You can try pixi js for example, tho it is not specifically for this, games rather. There might be better ones if you look exactly for something like this.
Question, I have an inventory which stores objects of an InventoryItem struct type I've created. I now have a weapon item that derives from a base item class. I pull the weapon stats from a data table on creation. I was now running in the problem that my weapons are always reset to their default stats when I equip and unequip them, what practically means when I create a weapon and destroy it in order to create an inventory item from it. This means I can't save the magazine state, since that is set in the weapon data. Any smart idea how and where I could store the magazine size on destruction to re-use it when that specific item gets re-instantiated?
With serialization (eg savegame checkmark on actor properties) you can pretty much store arbitrary data in a binary format which can be flashed on the actor when spawning it again
But it's not the only workaround, and perhaps not the best for many users
the only problem is that I spawn it from a TSubclassOf, so I never use that specific actor again (which was maybe a bad desgin decision in the first place), and since unreal remembers previous spawned actor of that type it numerates them, so keeping them in a container like a TMap with name and a state object is also not possible...
My Idea was now to mark the inventory slot item upon destruction and pass it the value somehow - but it feels very hacky and I am not quite there yet
upon destroying said weapon actor, not the slot
You don't have to use the 'specific' actor again. Like i said, storing the serialized actor data in a uint8 array you can flash it on a freshly spawned actor
It will replicate and everything
I use this method to store custom pawns which can be any pawn basically, it will always recover from this data
You don't even need to save it to disk, just hold it in an array basically
aaah, I see. You got some reference material or tutorial showing this in action? I have a rough idea but never did it
There is at least one i started iterating on
I dont use this per se, but ripped apart and wrote my own store retrieve methods
But it gave me the ideas and working nice in packaged game too
yeah, I see. This looks good, thanks. I try to fiddle my way through it
You can probably use this for great many things not only inventory stuff
But it could be a bit more involved than other solutions (which are limited but easier to setup)
There also is a marketplace plugin (for free) that is dealing with entire game world serializations, that may have some useful intel if you stuck
tho i didnt looked into that, just know its there
I guess I still gotta bend it quite a bit, if I want to do stuff like having several different weapons of the same type but with different states
lol, that sounds quite powerful
You can use one method to save anything, i feed it with UObject refs
attached components to the actor might be a bit finicky tho, you have to deal with the serialization of those too
If you need something from there
Otherwise it's alright
mhhh I see. I'll give it a go, thanks a bunch π
@flat idol Now trying to boot it up just eats away at my CPU and it went on for about an hour
Investigate the log files in the saved folder, and try find explanations what is happening. It would be easier to figure a way to avoid this to happening.
.
@flat idol Here's the most recent one... I don't really get what's happening in it
click on the drop down arrow next to the UE4Editor and see what is running under it. If it's shader compilers, you just wait.
This log literally has nothing in it, and it doesnt even indicate a 1 hour long waiting. Try finding a different one that has info in it.
MathewW the problem is he is always have to wait 1 hour upon project boot
I guess its the boot ddc tho this log indicated otherwise
what is the "boot ddc?"
The one the editor uses to quick boot you into the project. But it has a limitation in size (512mb in your case) so if your map and game mode will reference 2-3gb of content the idea falls apart
Hence the waiting (in most cases)
OK so how do I use it
It is in use by default, and because your project will boot into a map that has gazillion content, it will produce you this long waiting since the editor thinks "ok i need new ddc data" because boot ddc is already full.
It will compile you textures on each editor run, qute annoying
If - that is the case.
But your log indicates nothing so idk
Find another log that has more entries, showing what it was doing for 1 hour.
huh the default ddc has no size limit tho
It is the boot ddc, and it is limited to 512
You can extend it to 2-3 gb of max i think
how come it works fine for us having never configured anything about the ddc and having more than 512mb of content in there
Your project may not require to load up all contents. Probably your default project map the project boots into is an empty one.
Upon migrating a project similar errors can happen too.
hmm so a different ddc is used once the editor is open and you change the map from there?
It's the boot ddc only, contains derived cache data that is required to open the project default map the project will boot into
It includes data that are referenced by the game mode and so on
wasn't aware there are multiple ddc things in use at the same time
It's an optimization for editor to load quick
I recommend setup an empty map for the project default to load in editor, so it will keep the boot ddc small
I did that
Check all your logs, one of them will have the timestamps indicating it have spend a hour on dealing with something
With that info it's easier to find a workaround
@flat idol Alright, I tried and it coughed up an error
@grim ore Good day, do you have any video on adding number on a widget so it prints out to integer number ?
as a selection
I don't understand what you are trying to do
well im traing to have a selection so when i type 2 it will go to a integer number as a selction
so i can have a counter if i want to add 2 ammoboxes
you want an Editable Text under Input then @broken stream , it will let you type in text. you can then convert that to an integer if you need . The other option is a Combo Box and add in your numbers you want as options.
the easiest way is you would have to get the text from the editable text, convert it to a string, then convert it to an int if you want it as an int
no really. There are videos on Editable Text and Combo Box but not for what you are asking.
okay i will give it a go
Why is the loading just stuck at 45%?
It is compiling shaders
Generally a pretty safe rule is if unreal is frozen it is compiling shaders, at least that is what I've found
^
45% is Aaaaaaaaaalways compiling shaders, you can see this in the task manager. aaaaaAAAAAAlways
Anyone know how I can fix this window material? Instead of the window being slightly visible, you can see right through it.
I tried using translucency but it just made it look the same without a normal map
you are using masked, there is no opacity %, you would need Translucent as the blend mode if you want % based opacity
Isn't the alpha map the opacity percentage?
a mask is a 0 or 1, on or off
so you would have to have it set to transulcency for the blend mode. then you need a texture plugged into it that will be used for the opacity on the object
This is what I get when I try translucency
get the text from the GetText node and convert it to string, then get that string and convert it to int
I tried using a seperate map instead of the alpha map but it didn't change anything also
Maybe I have to lighten the map?
Ok, will do
What does the actual alpha look like for the texture you are using?
Pretty much all white except the gray areas of the window
I'll take a picture
I just changed the min alpha value while using translucency
Gives me pretty much the desired effect. Thanks for the help @grim ore
@grim ore again thanks for this man, you are a super man !! π it works grait and let me add ammo to my inventory without no problem !
yay x2
Where do I ask shader questions at?
I am trying to figure out how to add parallax occlusion to my eyes.
Ty
never heard of ue compiling shaders before loading, usually they do lazy initialization
so you only load the shaders when you need them
it does it on first run
I see
then anything after that is when you use it
I've never noticed this
when you click the left drop down next to the ue4 editor does it show shader compilers under it? also what is the speed of your machine
@grim ore Yea it does
Alright, I case anyone else has the issue that I had, I also didn't set the lighting mode under the translucency tab to surface translucency. Material looks just like in Substance Painter now
just updated VS2019 and the UnrealVS.vsix doesn't work anymore
how best to work around this?
hey guys, Im wondering how the whole levels system works, when you spawn levels using stream level in bps, it loads almost instantly, so when you load the map, does it preload it all or something?
no, but it's significantly faster if you already happen to be referencing any assets in the newly streamed level
such as if you're using a modular building set between both
oh ok
because Im wondering hows the best way to load a map quickly
I was thinking of splitting the level up into levels, then loading them individually as you go along
but I thought surely that couldnt make sense because youre still loading them either way
map change takes a minute and a half atm so
and my levels nowhere close to done
level streaming is the right way to do it, but you need the right trigger setup for streaming in so you aren't loading unecessarily. That is entirely dependent on your layout and size. There is always one loading screen, so you may as well buffer some of those levels in the background, ie. the 8 surrounding tiles, or a subset of them
ok, so if its a somewhat linear level to get through, should I just keep loading the next couple of rooms just before you reach them?
I tried loading the map with most of it stored in levels, and I tested it by just starting on a platform with nothing else in the map, then when you walk forward it triggers the rest to load
yeah that tends to work best for the starting area + surrounding tiles
@surreal gyro my shaders don't compile until I build lighting
??? @plush yew
at least you can build lighting
Sorry have I misunderstood problem?
Let me just wait it out and see how that works
... when i move an object around in the world, it seems to be dragging around a copy of it's collision, while leaving the original in place. what might i be doing wrong?
are any of your keys stuck?
are you perhaps just dragging a component instead of the actor itself?
i don't think so. this is in game. i'm moving the actor, and with "show collision" on, i can see the actor moving, along with it's collision, but a collision box remains in the same spot it started in also
did you accidentally use SetWorldLocation in your construction script?
do you use AttachTo?
it is moving by using SetActorLocation in Tick to lerp towards a given destination
the actor or the collision?
the entire actor
idk, sounds a bit like it's not attached properly
but I can't tell since I don't see what you see
it doesn't make any sense to me, it's just a static mesh component attached to a custom actor
it's set as dynamic, and when i move it in game, i can see the simple collision box moving along with it, as well as one remaining where it started. like.. no idea
i imagine lots of us do
but for real it depends on what you mean you can use simple grass wind
or something like pivot painter for more detail
Hello, Ok so easy question, If I follow along this tutorial: https://www.youtube.com/watch?v=rbrO0Nt0SIY, Will my friend be able to join from another connection or do I have to portforward it, As the guy in the video don't?
Detailed steps on how to create a Dedicated Server with UE4. Very minor code involved - simple copy & paste from the below link. Very extensible... future re...
alot of this is covered if you downlaod some things from the Learn tab of the launcher Wolf
@peak acorn look for a channel that covers the topic you need help with if there isnt one you can ask here
ok
But do you actully need to port forward to making people from other connection being able to join? And if so TCP and port I would use for that?
no idea ask in #multiplayer
might get better answers since people there are focused on it
weapon is firing parallel to the ground instead of following the crosshair
initial shot
@plush yew can i dm?
still not workin
that is already vector product
didnt work xD
one thing you should do is delete the debug and use the built in debug for your line trace, eliminate any issues from that
the code you showed should do a trace forward assuming your camera is correct and the forward is correct
didn't quite understand the first line
there is an option on your line trace for debugging the result
Draw Debug Type, set that to persistent or duration with some duration, you do not need your Draw Debug Line node
the issue I think you have is you are not getting your rotation of the camera before you get your forward vector
I mean the code you have now should be working so it's odd that is not (without getting rotation first), so I am curious on where your First Person Camera 1 is? is it an actual object that exists in the BP or somewhere else?
can i screenshare and then show its working?
I can't screen share
I did just test and this https://i.imgur.com/26zVGe6.png on the default FPS template character works as expected
so if your's is not going straight from the camera you need to figure out if the camera is actually correct, is it in the blueprint in the correct spot and are you referencing that camera? then you need to figure out if your rotation is set up correctly for your camera (in terms of using the control rotation and such)
also if you are using the default HUD setup in the FPS template, the crosshair is not in the center so a line trace from the camera center will not hit the center of the crosshair
its working
thanks fam
i am an idiot...i used first person camera 1(face) instead of first person camera(crosshair)
β€
GetObjectName is safe for packaged game right? Since I think Label (?) isn't really safe since it only refers to th editor?
Guys, i cant find a clear answer for this
for an FPS game
- Do you sperate the gun rig and the hands rig ?
--When exporting the animation i get 2 animation files for one actual animation then i have to handle two animations for both objects to sync - Can i just use one rig (hands with extra weapon bones such as magazine and tigger) and rig the weapon using those bones?
-- i will end up exporting 1 skeleton with one animation file for each animation and i can handle the animation in one blueprint
im asking because i dont know what is the correct way.. maybe any of you has already made an FPS game and has the experince to help me
You could always download the unreal tournament project and see how they did it in there. the sample FPS shooter might work as well but I don't know if those weapons are animated
its not animated
There are probably advantages and disadvantages to both of those methods, as well as any other method you might be able to think of.
is there a way to limit the amount of video memory Unreal shader compiler uses? I have two Titan RTXs in my PC, but on a heavy job it still runs out and crashes
shader compiling should use system memory not GPU memory
I cant appear to set collision or set simulate physics on and off for an actor via blueprints. How do I get the mesh component of an actor? whenever I cast it says is "Static Mesh does not inherit from actor, casting will always fail".
so is the base class a Static Mesh Actor or an Actor? is it an Actor with a Static Mesh Component on it?
hmm. still not coming up with any bright ideas about why my collision is all wonky π
its an actor with a static mesh component
you can get the static mesh component then and set it's collision and simulation if that is what you want to do
how do I get the static mesh from it
autofill isn't helping me find anything that does that
If it's a component then it would be in the list of variables
how are you trying to change it? If you are trying to change it "generically" by asking an actor for its static mesh component then that would not work since you cannot guarantee an Actor would have one.
isnt that the purpose of the isValid node?
nope
the IsValid makes sure the item you have is valid and not null, it doesnt verify what it is
how are you getting the actor you want to get the mesh from?
linetrace break hit result, Hit Actor
so this is what 'show collision' shows me after i move this chair mesh in game.
the spot on the right is where it started the game at.
ok at that point you have just a generic "Actor" object. You need to cast to your specific class that has your mesh on it that you want to change, then you can get any parts of that specific class.
a trace to it's left is telling me that it's hitting itself. the location is at the empty box. i don't understand. lol
alternately you can use things like Blueprint Interfaces or walk down the list of components and cast to static mesh components generically
well what is the Mesh variable?
so you are trying to attach itself to itself?
heh, UT as a reference... me: I wonder how they use UMG to good effect in UT... UT: all the slate
I think I can do this a different way with interfaces. Thanks for the help, MathewW
hopefully it works π
what I mean is you are using Mesh as the target, target in this case is supposed to be the actor you want to attach. Parent is the item you are attaching target to
is Mesh your sword?
Plug return value of 'add static mesh component' into target then parent is skeletal mesh of BasicHM
But your mesh is already a child if your oaw
Pawn
Ya'll make me think I am crazy so I have to double check what I say lol
its ok, I had to double check to make sure I said it right. was going to take a screenshot to make it clearer when you got it lol
my meshes have a simple collision, yet all physics options are greyed out
But you are crazy Mathew. No one will deny it π
you can't really change physics on instances I noticed, it really only lets you change it on the parent BP before you make it an instance. it's weird. assuming you are seeing the same thing I think you are seeing lol
I think it has to do with it being a component that is inherited
I think if you set the static mesh itself in the instance, then you can change the physics options but if the parent has the static mesh set already when you instance it the options are not available
lol. ok, i was trying to understand if turning that on would allow the item's collision to work properly. what it does is causes the actor to be immediately destroyed. yay.
well physics would cause it to physic so maybe its colliding with something when you do that. maybe thats the same issue with the collider on the object?
how are you moving the item
Will easy anti cheat be a plugin in Unreal anytime soon?
@grim ore to move it, i set a FVector desiredLocation, and the item does a SetActorLocation(Lerp(...)) in Tick
yep weird I just tested a BP Actor with a static mesh component, used a timeline to move it on the Y over 5 seconds and the collider stayed with it (ShowFlag.Collision 1)