#ue4-general

1 messages ยท Page 470 of 1

tardy sapphire
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Can they snap to ground?

wary wave
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you can do whatever the heck you want

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(so yes)

tardy sapphire
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I'd rather buy a plugin from the Marketplace though, I'm quite in a hurry with this project so I'd rather not write my own BP haha

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I'll check the MP

plush yew
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whats best way to make quicksand? so it can suck the player to the middle

kindred viper
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thats a pretty tough question to just answer without more questions, like "does it need to be realistic or cartoon-like?" and "Do you need to do it with animation or physics?" and "does it need to look different everytime?"

plush yew
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thank you

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doesnt need to be realistic

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i dont think my friend wants animation for that

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its like the super mario quick sand where it sucks you but you can walk slowly

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super mario 64 i do think

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yes super mario 64

kindred viper
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well that is animation on both the parts of the sand and mario reacting inside it.

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so you animate the sand, put a trigger around it, when you walk into the trigger, fire the reactive animation on the character

plush yew
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i already have the animated "sand"

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but the animated sand are you talking about the material that i can apply on the static mesh?

kindred viper
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I dont know what you mean by that. You could have the sand as an object in the world. With a trigger around it

plush yew
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ye, i understood it ๐Ÿ™ƒ

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when i posted the last reply

lusty carbon
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Did you know? Turning off inverse square falloff to your lights for whatever reason and then turning it back on will mess up ur lights cause the units change to unitless and reset intensity

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been smashing my head against the wall what's wrong with my lighting till i found out

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gotta tweak it all again now

sudden agate
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@lusty carbon make a bug report

plush yew
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Is there still no way to disable Oculus and SteamVR from running the moment I open up a project?

wary wave
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disable the plugin

plush yew
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This is before the project is fully opened my dude

wary wave
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IIRC, if the plugin is disabled, they don't start when you open the project?

plush yew
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They should all be disabled. Let me check to see if I missed anything

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Looks like I missed SteamVR in my project. Spent the entire day opening all of my projects and disabling the VR plugins, looks like I missed this one plugin ๐Ÿ˜›

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Thanks ๐Ÿ™Œ

wary wave
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don't thank me until it works ๐Ÿ˜„

sick escarp
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I'm having a problem with an actor pending kill for no reason, the actor is referenced in 2-3 arrays so that Isn't the problem

wary wave
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If it's pending kill, you've destroyed it

sick escarp
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I know for sure I am not destroying it

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There has to be some garbage collection error

wary wave
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It's possible, but very rare

sick escarp
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Also I have never had this problem before without changing anything

wary wave
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It's more likely said actor is being destroyed, possibly by falling out of the world or something

visual belfry
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blueprint or C++ arrays?

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(if C++ are they UPROPERTY'd up)

sick escarp
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Nono, I can see it clearly. But then the game crashes because I'm trying to access a variable from it's HUD

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Let me double check, 90% sure the array is UPROPERTY

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Wait it isn't

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I'll try it, I read something about the fact that you should UPROPERTY everything in headers but this was created before I read that

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What does just UPROPERTY do more than replication?

wary wave
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Yes

ember notch
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@visual belfry You don't understand the reason

ember notch
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...

wary wave
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If something isn't referenced, the garbage collector will remove it

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By design

latent fable
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I have a placeholder weapon, but I'm not sure how i should attach the weapon to the player's hand. If anyone knows how i can do it, it will be greatly appreciated.

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Should i do it in the player blueprint?

wary wave
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Attach to socket

sick escarp
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Even arrays from the game state? I know I probably shouldn't store actor arrays in the game state but I haven't created a seperate class for it yet

wary wave
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If it's not a Uproperty, it isn't a valid reference for GC

sick escarp
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Oh, okay. Thanks for the information

wary wave
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Unless you have a good reason not to, most gameplay bars will want to be Uproperty

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*vars

visual belfry
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because I want to have a templated class cries

sick escarp
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Yeah

visual belfry
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even then though, I think I only had to override a function that reported which UObjects I was holding onto

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@ember notch well, care to enlighten us? ๐Ÿค”

sick escarp
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Thanks guys, it worked

plush yew
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yo guys

ornate surge
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can a person legelly sale there epic acount?

ember notch
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@visual belfry what?

visual belfry
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you left us hanging

ornate surge
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i was just wandering if anyone knows

ember notch
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With what?

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@visual belfry

sleek sky
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fuck you

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and thanks for calling me a fucking retard

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have a good day faggot

ember notch
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@visual belfry What do you mean?

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???

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How to make this with the job board?

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I search a developer

visual belfry
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read the pinned messages on there

ember notch
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Oh, I made a youtube video about gta v in UE4 and I got 5 likes and 6 dislikes and then I lost my mood with the Unreal Engine 4 on

latent fable
wary wave
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no problem

latent fable
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@wary wave my cha racter controller is an edited thirdpersoncontroller but i accidentally pressed force delete instead of replace references while replacing the jump animation and can't undo it, is this going to cause issues?

wary wave
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I couldn't say, but there's a pretty good chance

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this is why you should use version control

ember notch
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How to make this with the job board?

wary wave
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read the pinned post

ember notch
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Where?

wary wave
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....in the job channel

grim ore
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look at the top down example for how they do it perhaps?

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but without a nav mesh you would have to basically get hit location on the ground -> find look at rotation -> rotate the player to that location -> move him forward like you would normally by giving him input automatically -> check for distance -> stop when within tolerance range of that location

ember notch
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@wary wave what channel?

wary wave
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the channel you want to post in

ember notch
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I don't see the message

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I see now thanks

visual belfry
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alternatively you could scroll to the very top ๐Ÿคท

wary wave
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that might take a while....

visual belfry
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@wary wave shhhhh

safe rose
grim ore
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you have something that makes the character move when the forward key is pressed? you duplicate that on something like tick and basically auto run it forward to the destination

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and then only have it add input on that axis if something like "isMovingToLocation" is true which you can set when you click on somewhere to go

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if you have a nav mesh of course it's easy but if not you have to fake input and movement

gilded igloo
grim ore
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correct, you would put that move forward on a tick. make it only activate when a boolean is true. and put in something like 1 for the axis value

crisp arrow
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I'm localizing a game into a couple different languages. I've never done that before. So far I've been able to use the localization features to great effect, but as of right now I'm still using command line options to switch between languages. What's the most correct way to check the host operating system's selected language and switch based on that? Additionally, where would I be best off putting that code or blueprint?

next badger
crisp arrow
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Thank you - that's helpful! Any input on how to best detect the selected language of the OS? Or is there another route I should pursue in setting the default language

next badger
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or same function in cpp

spare sun
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interesting ui you got there

crisp arrow
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Correct my if I'm wrong @next badger , but doesn't that only refer to the culture that is selected for the game? I'm looking to find out what language settings the user has selected for their operating system

grim ore
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you don't need anything but the forward since you are just moving forward. second.

plush yew
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I am a beginner with the blueprint
how can i do a and operation?

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I want to activate the print when the collision with the trigger box and the z key is pressed

grim ore
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it's basically what I pasted in how to do it

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IsRunningToTarget is a Boolean I created, LocationTarget is a Vector I created

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the only remaining issue is the Distance check to see if you are close enough to the target does not take Z into account so its at 100 now due to the location for running to being on the floor and the location to compare to being in the middle of the player

next badger
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@crisp arrow yeah, sorry - GetDefaultLocale is probably what you need

grim ore
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@gilded igloo it almost looks like your cylinder is flat instead of rounded

crisp arrow
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@next badger Ah thank you very much. Is there a generally agreed upon place where I would want to check for the locale and set the language?

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as in, where should that code be run

grim ore
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@plush yew you want it so when you are in the trigger box and you hit Z the print runs? if so make a boolean called "IsInTrigger" and set it to true when the overlap happens (you should also check to make sure it's the player overlapping later). Then in your Z input you can check if IsInTrigger is true and do your print. You also want a OnActorEndOverlap node to set the IsInTrigger to false when they leave it

gilded igloo
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@grim ore interesting... ill go check it out, thx!

plush yew
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thank you very much, I try immediately ๐Ÿ˜ƒ

grim ore
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@plush yew if you are looking for a fix btw for the distance check you can do something like this https://i.imgur.com/CAMOVLF.png where you are adding a number to the Z which is usually half the character height since your actor location on a character is probably the middle

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it will let you make the distance check alot smaller, like 10, instead of something for like 100

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yep

grim ore
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well the flow is what I wrote earlier if you want to understand that ๐Ÿ˜›

next badger
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@grim ore are you working on new tutorials atm?

grim ore
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Nothing worked on right now but I try and do them every Friday if I am home. I have a few on the master list but nothing sounds like fun right now. I was going to try and find some more random nodes today if I have time lol

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I honestly just hope people randomly ask questions about new stuff in here and I find something to do ๐Ÿ˜ƒ

next badger
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@grim ore yeah, it's better not to force yourself if it's not fun

visual belfry
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do you have a WTF is Collections? ๐Ÿ˜ƒ

grim ore
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What's a collection ?

visual belfry
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that empty folder everyone checks into source control ๐Ÿค”

next badger
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playlists probably

visual belfry
grim ore
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oh organization stuff

next badger
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oh

grim ore
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I think I covered that in the editor basics on the academy thingy

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yeah covered searching and creating collections from them

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I have not done a WTF on it tho so , to the list it goes!

crisp arrow
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@next badger thanks for the help! โค

plush yew
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has anyone experience screeching distorted audio when broadcasting to steam? I tried with another game in my library and didn't have the problem. But I also didn't have this problem with my game the last time I broadcast so IDK what changed

next badger
bright plume
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is there a way to have a "hovering" jump?

next badger
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@bright plume the "late" jump you mean? like when player already falling from the cliff?

gilded igloo
bright plume
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@next badger like a low gravity jump or when the player jumps they are floating in air for a short period of time before falling

next badger
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oh, i see

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you could just add a propulsion for some time slowly decreasing its amount (if you don't want to mess with the gravity)

grim ore
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@gilded igloo oh yeah that is weird, Was hard to tell from the earlier shot. That almost looks like the entire item is mip mapping which is odd

next badger
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@grim ore what will be the best way to leave character floating w/o adding a jump height?

gilded igloo
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so what do I do?

grim ore
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@plush yew yay

gilded igloo
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@grim ore So what do I do?

next badger
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@plush yew compression is killing it all ;_;

grim ore
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@gilded igloo actually I wonder if that is your emission looking weird, what does your material look like?

gilded igloo
next badger
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@gilded igloo no PP?

gilded igloo
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whats PP?

next badger
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PostProcessing

gilded igloo
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how do i do that lol?

next badger
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it just looked like messed up dof or motion blur

gilded igloo
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ye...

grim ore
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yeah the example video looked like it had a lot of emissive color coming out of it but this has none

next badger
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waaait, it's not emissive material

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it's...decal?

gilded igloo
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Maybe idk i think so

next badger
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@grim ore it does not have emission input, also, red value is below 1

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well, it's 1

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yet it glows

grim ore
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@next badger man I have no idea. I was trying to figure out a good way to float but nothing sticks out. There should be a notify apex event that you can hook into and maybe turn movement mode to flying at that point for X time then turn it back on to falling but I can't get it enabled lol

gilded igloo
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It doesnt glow, it like blures

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it might look like a glow but its definitly not.

next badger
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@grim ore ahahah...well, thanks for tip, i never tried myself, but probably should

grim ore
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well lets eliminate the material, go tho that object in the scene and changed its material from that one to the BasicShapeMaterial and see if it still happens

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no it's a good question, I don't know how I would implement it but I am trying to figure it out now lol

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I thought there was a way to control floating in mid air on a jump at the apex but it's just air control itself

gilded igloo
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Change it to what?

grim ore
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change it to the BasicShapeMaterial, it should look white

gilded igloo
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alright

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It is the same thing

grim ore
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ok so it;s not the material then, its the mesh or something else like post processing. What is your scalability settings at? https://i.imgur.com/7emXxPV.png

gilded igloo
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scalability settings?

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man i thought i was getting the hang over this unreal stuff

bright plume
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@next badger sorry for delayed response went to the bathroom then had to do something but your link doesn't work

next badger
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@gilded igloo we actually never seen that kind of bug...i am at least

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@bright plume edited, there was slash in the end

gilded igloo
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I did the same thing twice on two different computers, dont think its a bug

next badger
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ok...not the bug but...this kind of behavior

gilded igloo
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ill search it on the internet...

grim ore
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what settings are your scalability at?

next badger
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@gilded igloo can we see screenshot with standard material applied?

bright plume
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oh derp im retarded ty

gilded igloo
next badger
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holy...

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that doesn't look like standard material

gilded igloo
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its blured, and the turn in the middle is part of the bp

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the material is the red thing in the middle

next badger
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yeah, i see now, the material is not the issue at all

grim ore
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wow.. ok that jumpy notify apex would work but it's a crappy way to get to it lol, go go weirdness

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the blur makes me feel its some sort of mip mapping issue since it's on the material and scalability can normally affect that

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whatever I still think we need to know what the scalability settings you are using now just to eliminate the editor running it all on low. also need to eliminate the rendering type and makes sure shaders are all on SM5

gilded igloo
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how do i do all that?

next badger
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@grim ore yeah, but it overlaps the other meshes

grim ore
gilded igloo
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100% and all are epic.

grim ore
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and below scalability is material quality and preview rendering level

gilded igloo
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high, shader model 5

grim ore
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yep so we can eliminate that as a stupid reason ๐Ÿ˜ฆ

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If you make a new level which is just the blank square on the ground and put that blueprint in which is having problems does it still do it? so we can eliminate your test level and any post processing volumes

gilded igloo
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ill check it out

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nah, still blures ๐Ÿ˜ฆ

grim ore
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so it's got to be your blueprint then, what does that look like lol

gilded igloo
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well, its a bit messy

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I followed a yt tutorial if that helps

grim ore
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it would but we don't know if yours is exact. You said it's the same issue on 2 different machines as well so that should eliminate hardware and drivers

gilded igloo
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yes

next badger
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um...is that...um...spamming the mesh every tick?

gilded igloo
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ye but im deleting the mesh every tick as well

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look at num 1

grim ore
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well all of that seems fine, if you just put your Lazar Beam actor into the world and resize it does it do it as well or only when it's in the BP?

wet berry
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anyone have issues grabbing the latest 4.22.2 patch or should I start looking at my network? It's been on 'Updating 0.0 B/s 67.9 MB' for awhile.

gilded igloo
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@grim ore didnt undestand...

wet berry
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was able to update my source branch np, it's just the launcher version giving me headaches

next badger
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@wet berry same for me...just stuck on updating

safe rose
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Strange

wet berry
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Oh cool. I'll let it stew then

safe rose
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I saw update for Infinity Blade stuff

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And looked at the comments

digital anchor
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As you set the mesh's world transform, it must be setting the vertex velocities for motion blur

wet berry
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....and maybe pause it.

safe rose
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Seems like a thing

grim ore
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@gilded igloo drag and drop your Lazar Beam blueprint into the scene and resize it so its big and roundy and long and see if it has the issue still. I assume it does?

safe rose
gilded igloo
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@grim ore Lazar Beam has no code in the event graph, only a function which is remotly controlled

grim ore
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yep but it's the lazar beam itself that looks fuzzy right. not the rest of the world or other objects?

gilded igloo
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no.

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but

grim ore
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oh man someone else got it I think, the fact you are redrawing it every frame might be causing it

gilded igloo
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when i put the lazar beam itself (again, no code activated) it is fine, no blur

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How is it causing it and how can i fix it?

grim ore
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go into Edit -> Project Settings at the top

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then in the search bar at the top of Project Settings type in motion

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and disable motion blur, see if it helps

gilded igloo
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omg

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it worked!!!!

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thank you guys so much!!!!

grim ore
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man that is weiiiiird....

gilded igloo
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you made my day guys, cant thank you enough

grim ore
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thank @digital anchor he got it right ๐Ÿ˜ƒ

gilded igloo
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on what chanel?

grim ore
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up above lol

next badger
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@grim ore it's not weird, TAA + Motion blur + flicking object = hello blurbs

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i've seen it for UI only tho

gilded igloo
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@digital anchor thank you so much, ur a basic genius lol

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thank you all guys

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im going to bed

grim ore
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well weird in the fact that it's causing the motion blur itself even if the camera doesnt move was what I didnt catch

next badger
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@grim ore it's actually an interesting effect...

grim ore
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I always associated motion blur with camera movement ๐Ÿ˜ƒ learn something new every day in here

digital anchor
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Teleport marks bTransformChanged as false, possibly also fixes it, not sure

grim ore
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^ good point

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@next badger It's really stupid but it works, you can set the Notify Apex boolean on the Character Movement component and it will fire off an event for OnReachedJumpApex that can be bound to. At that point I just set movement to flying, wait a second, then set it back to falling and it works (just looks stupid lol). The only real weird thing is once the event is called the Notify Apex boolean is set back to false automatically so you have to set it again if you want it to be called again... it's.... weird lol

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you also can't set the boolean itself on the CMC in the details panel because epic

lusty carbon
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what's this update?

next badger
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@lusty carbon it's eternal...

lusty carbon
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what?

next badger
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@lusty carbon do not update Infinity blade assets

lusty carbon
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I don't understand you

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as in a bug?

grim ore
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man I have an hour of work and I didnt find any new nodes to cover, got distracted by everything else in here lol

next badger
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@grim ore you have a list of nodes to cover?

grim ore
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I have a master google doc that covers all my videos and stuff I plan on working on in the future yep but right now i have nothing in the 'oooh neato I will do these 5 videos this week' pile

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I usually find something in here, like vis log last week, or I randomly just search the palette and find a section I haven't done yet heh

lusty carbon
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So am I stuck in an update loop bug or what?

grim ore
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cancel it, then use the drop down and repair, and then see if it can update

lusty carbon
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what is this mess

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I also have an update loop issue with Nvidia drivers.

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Is my life an eternal loop? ๐Ÿ˜

grim ore
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... if you have the bandwith try installing 4.21 and see if it starts, if it does then maybe remove .22 and try installing it again as it should go right to .22.2

lusty carbon
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uhh

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don't really have the bandwith nor the patience lol

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ill wait and see what happens

next badger
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i've just stopped the update and did the verify

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since it took more than a hour and didn't budged a little

lusty carbon
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oh you just had that too?

next badger
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not just me...

abstract hawk
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happened to me as well

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restarted pc and then it was fine

grim ore
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๐Ÿ˜ฆ

obsidian nimbus
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it didnt update for me either, im fine with that ๐Ÿ˜„

grim ore
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whoo found 12 really crappy nodes to cover for this week but hey you can't get to 100% coverage if you don't do the crappy ones too lol

obsidian nimbus
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did u do anything on converting BPs to C++?

next badger
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you won't have a good taste if you wont; taste bad things?

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@grim ore have you covered constraints already?

grim ore
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I did a small series on BP -> C++ yep

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I .... really don't like physics... but it's on the list. All of the BP Components are on the list just some I really hate

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I feel like I just randomly hit buttons when working with the physics constraint till it sorta does what I want

next badger
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@grim ore constraints are great, but prone to bug, also seems not all variables are bp editable

grim ore
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... so many variables are not exposed to BP ๐Ÿ˜ฆ

obsidian wasp
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How would I go about exposing variables from an object that I've instanced via blueprints? As in, make them visible/editable in the Details panel of the parent object.

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The variables that I want to edit in the editor are "Side", "Position" and "Width". In DoorOpening, they're all marked as "Instance Editable" and "Expose on Spawn", but that doesn't seem to cut it.

lusty carbon
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so how do I fix this update loop bug?

grim ore
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@obsidian wasp so they are instance editable (yellow eye icon next to the variable in the my blueprint list) but you don't see them in your details when they are in the world?

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oh or do you mean show the parent variables in your list in the child?

obsidian wasp
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I need the child object's variables to show in the parent's details list.

grim ore
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on the left in the My Blueprint at the top of that window is an eyeball with a drop down arrow next to search, click it, show inherited variables

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also the Construct object from class node might not be the one you want if you want the object to actually be in the world

obsidian wasp
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Sorry, I'm new to UE4, so I probably don't know the right terminology, but I need the variables to show up here (Red rectangles in image). Essentially, I have a Blueprint (RoomNew), which uses Contruct Object From Class to create child-objects (DoorOpen), which I need to be able to edit in the editor.

ember notch
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Check the City of Lights update guys #work-in-progress

grim ore
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ok so the construct object from class creates objects in the engine, they are not objects in the game world and will not show up like that so I think that is one issue

next badger
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@obsidian wasp as @grim ore said, they only could be self contained references or base class objects (not existing yet), you could however make logic to autoreference some of the instances placed in the world, once the assed is placed in one (basically on construction)

grim ore
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^ for what you want I think you want to look into the Construction Script. You also want to spawn in actors and attach them to this Actor then you can see them in your world outliner like you have above and edit the rooms individually but... construction scripts are volatile so we might want to know your exact goal before we suggest more

next badger
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@grim ore can you spawn instances of one class from another class in the world?

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on construction

grim ore
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you can but you have to cheat lol

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you cant spawn in the construction script itself but you can call an event in the event graph from the construction script that will do the spawning

obsidian wasp
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Uuuh... Sorry, you lost me @next badger. I don't know all the UE4-related (or gamedev-/programming-related) terminology just yet... :/

@grim ore Essentially, I have this blueprint that has a few public variables, the important ones being "NumTilesX", "NumTilesY" and "DoorCount". Based on NumTilesX and NumTilesY it generates a floor and walls of corresponding size.

Based on the DoorCount, I create an array of objects, each of which has data regarding a door opening - which wall it should be on, at what distance from the beginning of said wall, and how wide it should be.

However, I have no way of editing these variables for the objects in the array.

I could achieve the same result by having several arrays, each holding one type of value. But that would be a hassle to work with in the long run.

light vigil
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Hi everyone, painting my landscape lags like crazy, each click pauses for 2-3 seconds

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Anyone know what might be causing that?

grim ore
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ok so @obsidian wasp the door open are just supposed to hold values and not actually be in the world?

obsidian wasp
#

Yup, precisely. But I need them to be editable in the Details of RoomNew

upbeat tendon
#

i've placed two actors in the scene, i would like to setup a reference to the other actor, i figured i could have a UPROP of a TArray type and hoped i could select the actor in the scene from a list

grim ore
#

I don;t know if you are going to be able to do that. A struct is more in line with what you are looking for as that is editable in the world

obsidian wasp
#

๐Ÿ˜ฎ

#

Thanks a ton! I'll look into that right away ๐Ÿ˜ƒ

next badger
#

@upbeat tendon if you set the property to editanywhere you will be able to pick the fitting actor from the scene, variable should be a reference to that particular class you want to add

upbeat tendon
#

oh thanks, that worked

obsidian wasp
#

Thanks a ton, @grim ore! Just what I was looking for ๐Ÿ˜ƒ

latent fable
#

Does anyone know how to set game mode on a certain level?

wary wave
#

it's in world properties

spark sonnet
#

What would be the best way to equip something from a wall? Lets say a gun hanging on the wall, then make the player equip it if he presses a button while looking at it

#

There is no green on the stairs

#

Oh

wary wave
#

if it's chasing you it's probably trying to find a point on the stairs to move to but cannot

#

it can use a nav link proxy to get from A to B, but it cannot find a point to move to outside of the navmesh

latent fable
#

Does anyone know why this is here?

spark sonnet
#

move it up a bit @latent fable

latent fable
#

ah, thanks

#

Hello Neighbour?

#

i forgot that existed lol

plush yew
#

@latent fable at least the dev made millions ๐Ÿ˜„

real pasture
#

Anyone here buy anything from Udemy before?

light vigil
#

Is there a blueprint merge tool somewhere?

gusty dune
#

Hi everyone, would someone be able to help me sort out an animation blueprint issue please?

spark sonnet
#

I could try. Whats the issue @gusty dune ?

gusty dune
#

Thanks Sebb

#

I'm trying to get the character to show the movement animation and play an animation montage at the same time

#

More specifically with an example, to run whilst playing the attack animation without making the character float forwards

plush yew
#

is ue4 streaming exactly the same as SECTR in unity?

spark sonnet
#

Ah

gusty dune
#

I know it involves using a cache in the animation BP and setting a bone in the skeleton where it blends the two animations as well. But I'm afraid I don't know how

hidden aurora
#

Anim slots

#

Use the attack animation just to upper body

gusty dune
#

That's the one ๐Ÿ˜„ how would I get that set up?

cinder island
#

I am having a minor problem with fixing a few runtime errors with a few guns that i've been working on for a game. Its in event graphs and not programming, if anyone could help that would be awesome ๐Ÿ˜™

gusty dune
#

an AND Bool

#

Hang on I can show you XD

shell jacinth
#

OMG

#

what the

#

ok sorry this was a dumb question, its very late here and ... what the xD @gusty dune thx

gusty dune
#

Did you delete your question? I can't see it now

shell jacinth
#

Oh ok my problem was not this, my problem is that i have 30 variables and i wanna say them if 2 of them are activated "do this" @gusty dune

#

i need it for these variables, 2 of them or more must be true to do the action, so do you or anyone else know what i have to add for this? maybe its NAND ?

spark sonnet
#

NAND wouldnt work for that

#

Thats the opposite of and

gusty dune
#

Ohh

#

Now I'm with you

#

I'll have a smoke and a think about it and let you know if anything comes to mind, that's a real puzzler

shell jacinth
#

@spark sonnet oh thanks for the info ๐Ÿ˜ƒ

#

@gusty dune Yea i mean i could do millions of add nodes to connect all but this is too much work xD ๐Ÿ˜…

spark sonnet
#

It is possible

shell jacinth
#

Do you know how ? ๐Ÿ˜ฎ

spark sonnet
#

Im thinking ๐Ÿ˜„

#

So return true if 2 or more are bools are true right?

shell jacinth
#

yes ๐Ÿ˜ƒ

#

If 2 warning (variables) are true -> do XY (branch)

grim ore
#

It's a really really really stupid way of doing it but. start your check -> Add all of those booleans to an array, loop thru the array, increase count variable for each true, break when you hit 2, check count when broken, if 2 or more execute code

hallow sleet
#

how do i remove the gun from first person mode?

grim ore
#

you could sorta bypass part of that by making a macro/function that took in a bool, checked for it's truthyness, and outputted 0 or 1 as an integer based on that and directly adding that return to your count variable

spark sonnet
#

you delete it in the blueprint @hallow sleet

shell jacinth
#

This sounds good ๐Ÿ˜ƒ I think i will try it , thanks @grim ore !

grim ore
#

like I said really really stupid but lol. You can optimize more by creating your array on begin play so you only create it once as well.

shell jacinth
#

But how i can do it better?

hallow sleet
#

i dont see the bp for it any where just the stuff for the map itself

grim ore
#

is the character in the scene already, the FPS character with the gun?

hallow sleet
#

n o

#

i just click play and start moving

#

it just shows up

grim ore
#

is this the First Person Template or the First Person Shooter Example

hallow sleet
#

neither is a custom i downloaded

spark sonnet
#

In your content browser, open the firstpersoncharacter blueprint

hallow sleet
#

its not there

spark sonnet
#

It has to be somewhere

grim ore
#

ah.. You might have to ask the person who created it then or learn more about the way projects work in UE4 at academy.unrealengine.com

spark sonnet
#

Could you send a screenshot?

spark sonnet
#

There should be a way to make that with logic gates ๐Ÿค”

plush yew
#

how would a ball feel like if it would have a character bp?

spark sonnet
#

Happy? ๐Ÿ˜ƒ

#

If it would use character movement it would be as any other shape

deep basin
#

I am creating the dot product between my cameras forward vector and the distance from my camera to an object, yet my sot product never becomes negative but rather stays undefined if it goes below zero.... any idea why this happens? (and no, I am not using clamp or absolute)

spark sonnet
#

Could you send a screenshot?

deep basin
#

had to normalize it since for some reason the dot product here does not return values between -1 and 1 in the first place ... dont know why ... and now it is undefined for less than 0

#

it was undefined for less than 0 before...

plush yew
#

Why would dot product do that

real pasture
#

Are the Udemy courses always $10 or is it just for a limited time?

deep basin
#

since it is defined to return 1 for aligned vectors, an -1 for vectors that are 180ยฐ apart

wind siren
#

Udemy is always $5-12 or so

deep basin
#

but here it returns values between 1000 and 0

#

when I normalize it, it returns values between 1 and 0

wind siren
#

They might put a given course at it's "regular price" for like 30 seconds on the second new moon of february every other leap year, but that's it

real pasture
#

Okay. Well that's good to know.

#

Now I don't need to rush buying some courses.

wind siren
#

Lynda ... er, "Linkedin Learning"... has a one-month free trial, they're good, too

deep basin
#

noone ever had the problem that the dot does not return negative values when the angle between the checked vectors is >90ยฐ?

visual belfry
#

Is Camera Manager where you expect it to be?

deep basin
#

yes

#

does it have to do with using the camera manager?

visual belfry
#

I would expect so, it may follow the player but it probably won't rotate with the camera

deep basin
#

mhhhhhh I see. but is there a possibility to get hold of the active camera?

visual belfry
#

Once you have the manager you can call GetCameraLocation and GetCameraRotation

deep basin
#

m hhhh still the same issue

#

and the same happens when i get a specific camera from my player character

visual belfry
#

Hmmm ๐Ÿค”

deep basin
#

it only works when I perform it in relation to my player pawn, which makes little sense in my case

visual belfry
#

Top down camera setup?

deep basin
#

nope, its the third person one

visual belfry
#

Ok so you can look up and all that hmm

deep basin
#

I can, yes

#

problem is, I have to use the camera as relative point in my world, since I am building a hud indicator to an objective... in a fps this would be easier^^'

#

I could try and stick an actor on my camera to avoid using the camera, if that is the problem, which does sound like a bug if that is really the case

plush yew
#

Dot has range over whole real set... Unless the unreal version is different idk

deep basin
#

I found ot why

#

*out

#

the cameras coord system doesn't rotate when the camera rotates

#

so I might need the boom, since that guy rotates

stoic mirage
#

hey guys i'm not sure if i have to say this in #cpp but, i'm learning c++, should i start in UE4 with c++?

deep basin
#

no, ue4 c++ is quite simplified and different to regular c++. start with a basic course and write some programs in it. when you feel comfortable in c++ and have a base start with ue4

#

unless you ONLY want to use c++ in ue4, then it doesn't matter I guess

stoic mirage
#

hm

visual belfry
#

My camera rotates or my character movement would be 100% broken ๐Ÿคฃ

stoic mirage
#

thanks, so i'm going to learn c++ before using UE4

visual belfry
#

Spring arm is always useful though

deep basin
#

the spring arm doesn't do it as well... an attached actor does also not work... I am close to madness^^'

deep basin
#

okay, the camera rotates .... no doubt, but as soon as the angle between cameras forward vector and the vector from camera to object exceed 90ยฐ it doesn't get displayed anymore - I have no clue what is going on there

plush yew
deep basin
#

and why it works when I simply use the pawns forward vector

topaz tusk
#

Hey I hope anyone can help me. It sounds easy. I chop down a tree and an animation i made in blender plays when it falls. after the animation i want to get its location and spawn items there. I tried root motion but couldn't get it to work. Is there a better way or is root motion the best way for that

wind siren
#

use a socket?

topaz tusk
#

Never worked with sockets. Are you sure this would work? If yes I would watch a tutorial

safe linden
#

trying to figure out if i should attempt to see if this course at my college is worth a damn

split wedge
#

quick question, so i have a nav mesh in my persistant level and i have enemies in sublevel and their moving around just fine, my problem is that i have a npc with patrol points in sub level also but hes not moving at all lol any one know how to fix that?

wind siren
#

sockets give you a specific spawn point, can simply attach to it. can hide the actor and attach to the socket.

deep basin
#

oh darn... I found out that I cannot get the dotproduct to a vector in the world, if that location is not in my viewport. is that because it gets derendered and that location is actually invalid? if so, is there anything to prevent it?

ancient otter
#

My unreal is crying ๐Ÿ˜ฆ

#

i mean crashing

#

oops

grim ore
#

dot product should work on any 2 vectors, is the issue one of the vectors is not valid for some reason?

deep basin
#

yes, thats what I suppose is the case. I cache the location of an actor component in the world, but if that location is not in my viewport it becomes invalid

topaz tusk
#

Thank you @wind siren socket did the trick!

grim ore
#

how do you cache the location? did you verify the location is actually nothing before you use it (print or debug? )

deep basin
#

I printed it

#

now I use the actual actor component and it works

#

seems like the world position is removed from memory when its location is not rendered....

ancient otter
#

How can i change my projects settings w/ out actually opening the project?

#

is that possible?

deep basin
#

well, you should start with the crash report from the engine

#

most of the time that already gives some clue, the more c++ related it is, the better the clues most of the time

deep basin
#

kay, it still doesn't work, with nothing.... as soon as some location goes out of my camera view I cannot get the dot product to it

visual belfry
#

what is the location actor type?

#

that's ... not normal behavior

deep basin
#

I first tried it with a regular vector that I cached from the component of the object I am tracking. then I tried passing in the actual actor and get the location from there, still not working. I tried it with my pawn and it only gets the correct dot product if my camera doesn't look more than 90ยฐ away from it, otherwise there is no value...

#

I first thought it is because of the camera object but its not, it happens when a location gets behind the viewport

#

tldr: everything works fine, if I can somehow see the location

visual belfry
#

there's something goofier going on unrelated to the dot product ๐Ÿคฃ

deep basin
#

no idea what it could be .... only thing I could imagine is that it has to with render distances... but they are on default

visual belfry
#

actor position has little to do with rendering by default

deep basin
#

thought so

visual belfry
#

that's why I'm curious if it's some weird actor type

#

that decides to move around when you turn your back ๐Ÿ™€

deep basin
#

it is the component of an actor that I am actually tracking, so no clue... maybe. maybe it gets shifted to its parent position

visual belfry
#

yeah but what kind of component? what kind of actor?

deep basin
#

an actor that derived directly from the base class and the component is a box component

#

location doesn't change I just logged it

#

I can make a gif

visual belfry
#

what doesn't return a value

deep basin
#

the printing from my dot product

#

I print it to the screen in tick

visual belfry
#

show me

#

who's responsible for printing?

deep basin
#

its in the gif above^^

#

I print it in my hud, since that one later is responsible for drawing an indicator

visual belfry
#

the blueprints of it

deep basin
#

sure, just a sec

visual belfry
#

from what I'm seeing there absolutely has to be some branch or something preventing the tick from executing that print rather than dot returning "nothing"

deep basin
#

there are two branches before that, but I would be surprised if they do stop it when I turn the camera away, wait I can send them

#

oh wait lol, you were right xD

#

AAAARGH XD

#

it was a branch where i switched up the condition

#

good lord.....

visual belfry
#

first rule of fight clubdebugging: no assumptions

#

\o/ but you found it

deep basin
#

what a ride^^......

#

thanks a bunch for holding my hand ๐Ÿ˜„

heavy ether
#

what's the first thing one might go to check to see what's happening with severe fps decrease? besides windows task manager

flat idol
#

stat raw stat rhi stat gpu

heavy ether
#

hmm. seems to indicate that it's spending a ton of time in shadow depths and screenspace reflections. i'm vaguely curious about the 6.7M triangles count too, but that number should be constant when it's running at 120fps instead of 17.

#

which it did until about 20 minutes ago

flat idol
#

stat rhi says how many draw primitive calls?

heavy ether
#

holding pretty constant at 1258.8

flat idol
#

do you got foliage? foliage.CullAll 1 makes it any better?

heavy ether
#

no, no foliage at all. it's really a pretty simple scene, just a few objects. i have no idea where it's coming up with almost 7M tris. i did just kill the open content browser windows, and that cut it down to 1100 draw calls.

grim ore
#

profile it with play in new window or build out and standalone, better safe than sorry with the PIE overhead

flat idol
#

MathewW is right, tho 'overhead' has a different meaning in my books, it doesnt dip your fps down from 120 to 17.

visual belfry
#

it does if you have material and blueprint windows open ๐Ÿคฃ

flat idol
#

I'd say it's some bad content in your scene, or your GPU is blowing smoke

grim ore
#

it shouldnt but he mentioned he had the open content browsers knocking down draw calls so know whats what might have been open

heavy ether
#

i always use new window.. but.. i just restarted editor, let's see if that makes any difference. It could be something related to GPU, it is much warmer here today than it has been since i've been back to using Unreal

flat idol
#

in the summertime when the weather is hot

heavy ether
#

suspecting that i'm having some issues with this updated lighting scheme that i'm trying out. yeah got up to 20fps after i closed out all my web browsers and restarted the editor. hmm

visual belfry
#

and what does standalone give you? instead of just new window

heavy ether
#

i've never used that button... it... crashes.

flat idol
#

I had to restart the PC the other day to fix timing issues. Not fps but the gpu driver can be a little devil. First time for me to restart the pc because of unknown malfunctions.

heavy ether
#

interesting. what does Standalone do? it's crashing in a plugin.. i've used that plugin in built games, and it works.. so i'm curious what standalone does differently

flat idol
#

My cooked / editor pie game was running at 50% speed, like in slow motion. After restart both were running just fine.

#

standalone will bring up a new instance of unreal engine that has no editor window, so it runs the game more stable in comparison

#

Which plugin is crashing in standalone? Name it.

heavy ether
#

it's a custom version of a WebSocket plugin

flat idol
#

What could possibly crash in a socket plugin. I wonder.

heavy ether
#

not sure, it's dying out inside the libwebsocket initialization

flat idol
#

Your modifications can be the issue. Can you remove them?

#

Tho it doesnt neccessary explains the reason behind the FPS

heavy ether
#

it wouldn't surprise me if the original version of the plugin also blows up when doing that, but i'll just comment out the call that's causing the crash for right now, just to see what happens

flat idol
#

it is probably going to cause issues with other things. removing initialization will result in some null ptr calls

#

depends on the code tho

heavy ether
#

taking out the call in GameMode that actually triggers the library to do anything

sharp pelican
#

I could use some help

#

is this place to ask?

heavy ether
#

ok, it runs in standalone when i remove the socket connection startup.. runs about 30fps there. interesting

flat idol
#

open a new empty map and see the fps is up high again. if so, then your scene has some bad content or settings.

heavy ether
#

yep it's the shadows, shadowquality 0 pops me back up to 90

#

i guess my new lighting strategy for trying rectlights where the fluorescent ceiling fixtures are is a wee bit more expensive than the previous one using point lights

#

i'll try something else and see if that works better. maybe one giant rectangle light. or go back to the point lights.

This does bring up a question, though... my movement code.. apparently things get really dicey at low frames.

    if (!FVector::PointsAreSame(GetActorLocation(), moveDestination)) {
        SetActorLocation(FMath::Lerp(GetActorLocation(), moveDestination, 40 * DeltaTime));
}
sharp pelican
#

:/

heavy ether
#

am I doing that incorrectly? when i get below about 20fps, everything just jerks around

#

@sharp pelican ask away?

sharp pelican
#

I've got both of these code. And my objective to make my object spin on a rotation but it isn't working for some reason. Can you please assist me
It works but it doesn't work the way I want it too -- I don't want gravity to be applied. (and I have gravity checked in my editor) -- But my object hits the ground and spins when I just want it to spin in the air

#

any idea?

heavy ether
#

... do you need to use physics to do that?
You probably want to freeze the Z axis, I believe there's a way to do that

grim ore
#

if you dont want gravity applied then turn off gravity?

sharp pelican
#

let me show you

#

if I turn gravity off it spins away in a random direction

heavy ether
#

well, at startup, you're giving it a 2M unit push

sharp pelican
#

Should I try zero/

#

When I change it to zero -- still the same

heavy ether
#

it's been a looooong time since i messed with physics, but I think AddForce gives it a directional push, and AddTorque gives it a rotational push. Either way, if you don't freeze the axes, it's going to go wherever the physics engine thinks it should go

sharp pelican
#

how do i do that?

heavy ether
#

i suspect that physics isn't really what you want to use to do this, rather just SetActorRotation on the whole thing, probably? at least, that seems a lot easier, without knowing what your overall goal is

sharp pelican
#

hmm

heavy ether
#

sorry it's "lock" in unreal terms, freeze in unity terms.

sharp pelican
#

Alright

heavy ether
#

theoretically, if you put the position lock constraints on it, no matter how much torque you apply, it should just spin

sharp pelican
#

I want it to float in the air and spin :I

#

that's all

#

Thanks For Your help

heavy ether
#

figure it out?

grim ore
#

if you just want it to spin then do not enable or simulate physics and just use the AddLocalRotation function/node and done

errant mist
#

Guys, how do you profile shipping version? At least detect your framerate?

next badger
#

so, Launcher updates now are broken?

#

there was an update to 4.22.3 but it was faulty and now there are no update

sudden agate
#

Epic being epic I guess

heavy ether
#

hmm. making that one big rectangle light actually works really well for the lighting but works terribly for the shadows.

ember hull
#

How to set the editor to always keep all simulation changes ?

whole quarry
#

afaik you cant?

plush yew
#

since we'll be Ray tracing on unreal 4

#

Well there still going to make ue5

heavy ether
#

i suspect that we're not likely to see a major version number change unless something really drastic happens

plush yew
lusty carbon
#

how performance expensive is it to play multiple media players at the same time in my lvl?

#

(basically looping mp4 videos from real life footage)

cloud cobalt
lusty carbon
#

@cloud cobalt what? don't see it

cloud cobalt
#

Wasn't talking to you, someone deleted messages.

lusty carbon
#

okay

blissful trail
#

im trying to get flex to work but idk how

cloud cobalt
#

What's flex ?

blissful trail
#

nvidia flex

#

some physics thingy and its really cool

cloud cobalt
#

ok

blissful trail
#

i just dont know how to access the github page so i can get it working and stuff in ue4

cloud cobalt
#

Do you hace access to the official UE4 repo on github already ?

blissful trail
#

i need access to the nvidia flex github

cloud cobalt
#

Okay, but you didn't answer

thick herald
#

Probably a daft question.. you know how in editor we see thumbnails of meshes etc in the details panel. Is there anyway to access those images? ie get the image path and use it to display it?

cloud cobalt
#

I'm not sure they're images

#

Well they're probably render targets at some point

thick herald
#

Yeah, no doubt something I can't easily access. I said details panel but that's incorrect, I should have said content browser. Not that really makes much difference.

cloud cobalt
#

Yeah I guessed that

#

Look into the content browser code ๐Ÿ˜ƒ

#

They're definitely gettables, as in, you could add a "save this image as a new UE4 texture"

#

The image won't exist in runtime obviously so you need saving

thick herald
#

if you mean C++, I'm not a programmer so that's out of my skill set ๐Ÿ˜ƒ Don't need it for runtime, it's for in editor work. I've stuck this in UMG, as it's related to the Editor Widget.

cloud cobalt
#

Definitely gonna need C++ for that

#

At least to know what to look for

thick herald
#

It's not the end of the world, it would have been nice for my end users to see what they were dealing with before using it. A simple delete sorts it. But having a preview saves time and since the whole idea of an editor widget is to save time... well... ๐Ÿ˜„

placid arrow
#

any idea why "compress package files" under packaging isnt on by default, when it seems a pretty stable, mature, common sense option to enable

#

it halved my packaged game size from 2.7 gigs to 1.3 gigs

#

the only place ive seen mention of it is on a page about optimising for android, do people just assume "meh, pc users have space for it"

wary wave
#

compressed packages would have performance implications on the user end

placid arrow
#

thats true i guess,but how much, on a modern pc?

#

has anyone measured that?

serene birch
#

compression is kinda best done at OS level

wary wave
#

I suspect it's hard to measure / quantify and best looked at on a per game basis

#

a game that needs to do a lot of content streaming may find it problematic

#

a game that loads everything into memory once probably doesn't care too much

placid arrow
#

i'd assume its really a problem when you have a lot of asset streaming, as the pak should be arranged for efficient loading of sequential objects for streamed levels

wary wave
#

I wouldn't expect the pak to be optimised in such a way at all

placid arrow
#

but even then, compressed data can be streamed quite efficiently, thats how gzipped http works

#

depends on the compression algorithm though

cloud cobalt
#

@placid arrow Compressed packaged means every Steam update redownloads the full game.

#

If you're not using UE4 patching

placid arrow
#

related to this i ran some tests to see if its feasible to still use for example steamcmd with compressed paks, it is, a minor change is still a small binary diff, so it seems to compress each object individually, not the entire pak file as a stream

plush yew
#

i cant do kick/ban system without c++?

wary wave
#

no

placid arrow
#

@cloud cobalt ive found that to be incorrect, luckily...

wary wave
#

kick probably

plush yew
#

๐Ÿ˜ฆ

wary wave
#

ban probably not

cloud cobalt
#

@placid arrow Then it's pretty great news, and it's new, too

#

Well, new since 3 years ago

placid arrow
#

i changed my entire project to compressed, it re-uploaded the entire 1.3 gigs.... then i made another small change to one checkbox of a blueprint, it uploaded 7 megs

cloud cobalt
#

Interesting

placid arrow
#

and shows in builds and depots as 7.3mb

#

based on that, and that my game doesnt really stream much, i may just leave it compressed for release

#

my game isnt the sort to be able to justify a 2.7gb install imho

#

even in 2019

cloud cobalt
#

Definitely gonna need more testing there, if UE4 actually compresses paks per-file internally

placid arrow
#

it seems that way, or at least groups of assets

cloud cobalt
#

Well, thanks for the heads up ๐Ÿ˜ƒ

placid arrow
#

no problem ๐Ÿ˜ƒ glad it was useful

#

also, im using 4.14

#

i know, i know, its old

#

so if its doing that in 4.14, perhaps there have been even bigger advancements in the past few years...

amber marlin
#

hey guys

#

I wanna ask a question

brittle gulch
#

why can't I update 4.22.1 to 4.22.2 ?
If I click okay, it puts UE4 in queued download, and it never start

amber marlin
#

its probably a stupid question

#

but I merged actors (planes)

#

and now my character falls through them

#

they are my floor

placid arrow
#

@brittle gulch either remove that plugin or wait for its author to update it for 4.22.2

#

or if you have source and free time you can try and update it yourself

#

๐Ÿ˜„

amber marlin
brittle gulch
#

@placid arrow I can't remove it, it's not installed for 4.22 (it doesn't exist anymore, it's ARTV2 now ). I think I'll uninstall/reinstall the whole thing.

digital anchor
#

open the merged actor, click in simple collision to see if theres any, if theres not, add collision

amber marlin
#

Can character step- yes
Collision preset- default

#

oh yeah

#

found it

#

Thanks!

#

How do I add collision though

#

Sorry, Im very new

#

I ticked the "Simple collision" box

#

but I still fall throught

#

Someting isnt okay

#

It might be me

#

but when I enable simple collision and save it

#

it doesnt get saved

#

Oh no my bad

#

it isnt for adding, just for viewing

regal mulch
#

You have multiple ways to handle collision. The simplest would be enabling Complex Collision, but I had parts where that caused collision to fail.

#

If it's for just a simple shape, you can also open the Static Mesh

#

And at the top left you'll have a menu (check them all, can't remember the name) where you can add different collision shapes.
You can move them and adjust size/rotation

#

There is also an option to create more complex collision shapes automatically

amber marlin
#

idk what I did

#

but I fixed it

#

but why does collision get buggy

#

after I merge actors

regal mulch
#

Probably because then new mesh has no collision?

amber marlin
#

I just used the default settings

#

The cubes I merged didnt get collision removed

#

nvm

#

anyway thanks guys!

wary wave
#

physics

#

you will hit the limits of accuracy in floating point coordinates

thick herald
#

Can I link an actors location to another, so when the other is moved (in the editor) the first also moves?

wary wave
#

parent it to the other actor in the world outliner

#

(drag and drop)

thick herald
#

do you know if there is a BP node/function that does that?

#

Although I'm not doing it in runtime, I'm using a editor widget. It's not crucial, but it'd be handy.

wary wave
#

regular attach would work

thick herald
#

I thought that, but for some reason it's not playing nicely. I'm probably using it incorrectly.

#

Does the attach only kick in in runtime perhaps?

#

ah ha.. it might help if I was calling the correct function.... muppet brains.

latent fable
#

Does anyone know why I can't move the camera?

thick herald
#

Well, the attaching works but for some reason it changes the spawn location.

regal mulch
#

Try to restart the Editor

#

Might be some bug

latent fable
#

okay

regal mulch
#

Still suffering randomly from this:

Attempted to access UniformBufferRHI on a TUniformBuffer that was never filled in with anything
Seems to be connected to some Particle (no new particles, happens since 4.22).

#

:/

#

Tried to look through the callstack but I can't find out what exactly is causing it.

#

Error also really doesn't tell me anything

#

Despite the obvious

thick herald
wary wave
#

attachment shouldn't change transforms unless you tell it to?

thick herald
#

that's the only difference between the two

latent fable
#

Hmm, does anyone know why it gets stuck on the last frame of my jumping animation?

unkempt lotus
#

Hello! Does someone here have experience with importing rigged characters that have child meshes like a coat added to them into the engine? Because the character keeps getting imported without the coat when I try it, maybe I'm overlooking an option that has to be checked?

thorn topaz
#

How can I get the camera location during a blend between view targets??

#

@latent fable something is wrong in your anim BP

gilded igloo
#

my DoOnce StandartMacro isnt working, for some reason it does not assign "IsClosed" to true at any point, even when there is a node sayin "Assign IsClosed True.

rose frost
tardy sapphire
#

@wary wave I tried writing a BP for landscape spline but well, I think I'll just go back to the normal landscape spline, thing is.. in one project the END button works and snaps the control point to the ground, in another project it doesnt... I do not understand this behaviour

#

All I want is to snap the control point to the ground

amber marlin
#

guyw

#

guys*

#

how can I delete the middle of a cylinder and leave only the outline

tardy sapphire
#

Check out some shaders

#

Or do it in 3D modelling app

amber marlin
#

cant I do it in ue4

cloud cobalt
#

What do you mean "leave only the outline" ?

#

The 2D outline on screen ?

#

You can make the material translucent while using custom depth to produce outlines, but I'm not sure that's what you're asking @amber marlin

amber marlin
#

nah

#

So

#

My idea is

#

I wanna make pavement easier

#

and if just put a cube overlapping the planes that are the road

#

isnt there a way to delete whats overlapping

#

?

#

and leave the shape that isnt overlapped by anything

cloud cobalt
#

No, that's quite involved even in full 3D modeling software

amber marlin
hidden aurora
#

@rose frost check the play rate of the idle animation

rose frost
#

I think I've fixed it. I was trying to do an Idle to Jogging, but (I think) this speed up my idle animation to do a good blend, have to do it with a thing like this, not a blendspace ๐Ÿค”
Thank's anyway @hidden aurora ๐Ÿ˜ƒ

boreal topaz
#

struggling here fellas. I am trying to do OnCLick and for some odd reason its not recognizing when im clicking that specific piece. it can see me clicking anywhere on the map just that one specific piece isn't registering the click

#

I set an OnCLick for that piece, it never registers

obsidian wasp
#

Is there any way to reset the camera/viewport in the editor?

#

Like, to a top-down view with the standard rotation or something?

#

Oddly enough, googling doesn't seem to yield any good results. I'm looking for something similar to pressing NUM7 in blender.

thorn topaz
#

@obsidian wasp store your camera transform, restore that transform when you want to reset it

#

oh I miss understood

#

Top left, click the box that says perspective

obsidian wasp
#

Thanks! ๐Ÿ˜ƒ

obsidian wasp
#

Is there any way to reorder Local Variables in Blueprints other than deleting and recreating them?

#

Not being able to reorder them like the global variables seems so weird...

next badger
#

@boreal topaz are other click events work?

boreal topaz
#

@next badger yes

next badger
#

@boreal topaz then check the collision, if it's not covered by another (there's a collision view mode)

bitter iris
#

Any ideas why my water is doing this

next badger
#

@bitter iris cause it's SSR

bitter iris
#

where do i mess with SSR

next badger
#

SSR only reflects what is visible on the screen

#

that's why it's Screen Space

bitter iris
#

How would I change it to make it reflect properly

next badger
#

Use planar reflections, or DXR raytracing

bitter iris
#

planar just takes up too much

wary wave
#

then don't reflect at all

#

cubemaps are an option

digital anchor
#

black parts should reflect the sky, check if you have a skylight, reflection spheres

bitter iris
#

i have a skylight

wary wave
#

what about reflection probes?

bitter iris
#

havent thought of using reflection spheres

#

ive never had this problem until 4.22

wary wave
#

reflection probes are pretty much required for generating reflections

next badger
#

wait what?

wary wave
#

reflection probes - if you want decent reflections, you want probes

next badger
#

@wary wave ive never had this problem until 4.22

wary wave
#

(even if planar)

#

yeah, dunno about that

sudden agate
#

Reflection probes are love

#

Reflection probes are life

sudden agate
#

Also make sure you use Surface Translucency mode

#

Volumetric only has SSR afaik

bitter iris
#

someone told me to disable an option for SSR an now my project wont open -.- ffs

sudden agate
#

Error msg and we could tell you what's wrong

hidden tendon
#

Hey guys, I can't get planar reflections to work with dof...

wary wave
#

'work with dof' meaning what?

hidden tendon
#

I can't get the water to go out of focus with the rest of the scene

amber marlin
#

whaaat

#

is this a 3d render

#

woah

hidden tendon
#

No thats 24 fps

wary wave
#

it won't be out of focus because it's post process

bitter iris
#

@hidden tendon holy shit

amber marlin
#

today its 24 fps

hidden tendon
#

Thanks guys

amber marlin
#

24fps with what card? is it real time?

hidden tendon
#

Yes, 2070

amber marlin
#

aah

#

if you had a 2080ti youd probably get 60

#

but wallet killer it is

hidden tendon
#

Without the planar reflection its about 30-40

wary wave
#

there's not that much difference between the 2070 and 2080ti, lol

amber marlin
#

ahahahaha

#

okay buddy

boreal topaz
#

@next badger Not covered by anything else

bitter iris
#

not much difference?

#

๐Ÿ˜‚

amber marlin
#

except the gigantic difference

hidden tendon
#

I think those 2080 super cards are where it's at

wary wave
#

you're not going to get double the amount of frames out of it

hidden aurora
#

Wow amazing scene

amber marlin
#

you might, depends

hidden tendon
#

rumored 599 and almost comparable to 2080 ti

wary wave
#

(well nearly triple in this case)

amber marlin
#

navi is gonna be ๐Ÿ’ฉ

hidden tendon
#

@hidden aurora Thanks!

amber marlin
#

there wont be anything comparable to the 2080ti from nvidia super

#

but yea

#

nice scene anyway

hidden tendon
#

Ah I can hope

next badger
#

@boreal topaz if other parts work, try to eliminate all factors that make this piece different, or you could even try to clone working part and change it to this one

amber marlin
#

The 2080ti is just an unmatched wallet burner

hidden aurora
#

Who would pay 1.500 bucks for a gpu

#

unnecesary

sudden agate
#

Me

next badger
#

@amber marlin not fair

amber marlin
#

hm?

next badger
#

it was hot pocket there

amber marlin
#

nah

#

we just use "pocket" instead of wallet in mt language when we talk about money

wary wave
#

whut

boreal topaz
amber marlin
#

we have a word for wallet kek

wary wave
#

I think someone has been lying to you

#

"see map check log for details"

amber marlin
#

Im so jealous

#

I suck at UE4

boreal topaz
#

where is that

wary wave
#

Windows -> Dev Tools -> Message Log

amber marlin
#

Does ue4 support impulse triggers?

boreal topaz
#

ty

amber marlin
#

iirc it doesnt

boreal topaz
#

says it casts a shadow but no physics asset assigne

wary wave
#

then it needs a physics asset

boreal topaz
#

i took shadows off

bitter iris
#

does the reflection probes require the planar reflections ticked in rendering > lighting?

wary wave
#

no

bitter iris
#

okay cool, disabled it to save more performance

#

gotta cut back to 5ms

supple totem
#

hi all, does anyone know if this video from 2015 about drag and drop widgets is still relevant?

#

I'm wondering if there is nicer drag and drop options made in the past 4 years

safe forge
#

Hey guys im getting the frame rate drop hiccuping issue. Any idea how to solve it? ive tried rolling back drivers, several versions of UE (19,20,21,22). tried closing background processes etc and nothing is working. I have a 1080 ti

next badger
#

it says ue 4.15, so i assume the video still relevant

supple totem
#

Appreciated, thanks!

#

@safe forge are you getting hitches on new blank projects?

safe forge
#

yes

#

thanks for replying ๐Ÿ˜ƒ

deep basin
#

most of the things that you find can at least be 90% used

#

phew... I tell you ... creating a fully functional real-time object tracker was tougher than I thought lol. glad its done xd

supple totem
#

When my system is hitching, I just reinstall os. Start from a blank slate and diagnose from there. If that's an option for you try it. Otherwise make sure drivers are updated and maybe run stress tests, see if cpu is getting heat throttled.

safe forge
#

heat seems fine

#

changed the paste a few months back

next badger
#

@safe forge you may use Session Frontent to track the performance

safe forge
#

yea i been using the profiler

#

it just drops weirdly every few secs

#

no reason for it

#

it was working yesterday ๐Ÿ˜ฆ

worn cape
#

lol
what is a generalization of sth. like a door, a gate, or sth. that opens ??
i am missing a good word

next badger
#

@safe forge then try use Performance Monitor (the win tool. not ue4)

safe forge
#

yea i done that too

wanton slate
#

Is it possible to export a quad mesh from Unreal?

safe forge
#

no issues

plush yew
#

Is there any way to implement 2 project into 1, Both contains importent content so maybe redo the blueprints to?

worn cape
#

i thought about BlockingVolume - but that name has another meaning and isn't precise enough to maybe open it ...

next badger
#

@plush yew just move all the assets in one project to named folder, then fix redirectors, then use migrate option

plush yew
#

Ok thanks, I'll try that

next badger
#

if the project is huge it may take some time, and crash the ue4 several times (4.22 tends to crash less)

latent fable
#

What should i do in my AnimBP To play the jump animation when i jump (Space Bar)

next badger
#

@latent fable a lot...

latent fable
#

o h n o

#

okay let me try this

#

uh am i stupid or what but i cant remember where the st ate machine graph is

supple totem
#

State machine is a node in the anim bp graph

#

Double click it to open

latent fable
#

Event graph?

#

animgraph

#

yeah animgraph

#

jeez i just realised how weird of a word graph is

next badger
#

graph is math term

latent fable
#

I know

#

i just find the spelling weird for some reason

next badger
#

in my language graph and count/earl is the same word

#

probably cause graph word was only introduced in 1878...

gilded igloo
#

if i made a line trace, broke the hit result, and i want to check if the material of the hitten component is matX, how do I do dat?!?

deep basin
#

building your own raytracing huh :p
is it a mesh? then there should be StaticMesh->GetMaterial if I remember correctly

gilded igloo
#

it is a static mesh, but when im doing a GetMaterial == MatX, it doesnt work, the boolean is still false

deep basin
#

you sure you are using the right index?

gilded igloo
hidden aurora
#

What its supposed to do that

visual belfry
#

have you tried simply printing the Get Material result?

hidden aurora
#

Is trace complex true or falswe

gilded igloo
#

true

hidden aurora
#

try false

gilded igloo
#

nah, same result

#

i kinda tried printing the name, and it is long and complex file navigation thing

hidden aurora
#

Havent used that node before

visual belfry
#

oooh it's a dynamic material instance, might not be able to compare that directly with a material

gilded igloo
#

alright, what am i doing with that?

hidden aurora
latent fable
#

I'm in the transition for two animations and I'm following a tutorial, but I can't figure out how to get the red node in the bottom left

sudden agate
#

its a variable in your animation blueprint

latent fable
#

Ohhhhh

gilded igloo
#

@visual belfry u know by chance what can i do?

visual belfry
#

nope, not something I've really attempted before

#

why are you grabbing the material in the first place I'm curious

#

wouldn't it give bad results if your component is made up of more than 1 material?

latent fable
#

I'm probably doing som ething wrong, but why doesn't my jump animation show up here?

gilded igloo
#

Im trying to make a laser beam, a line trace covered by a glowing cylinder, if the line trace goes through a color filter, the laser that comes out of the filter will only have 1 color chanel (r,g,b) i want to detect the filter so i can move on with the coloring...

visual belfry
#

ooooh

#

well, given a dynamic material instance you can pull out parameter values

#

and get the color that way ๐Ÿ˜ƒ

#

would act roughly like using interfaces but for materials

gilded igloo
#

ye man thats what im trying to do, I want to make sure the material instance is the right one, how can i compare material instances?

latent fable
#

@plush yew It won't let me drag them in and I want jump forward not jump loop

visual belfry
#

I'd just grab the parameter value and check that it's not the default (black?) unless that happens to be a valid filter in your game ๐Ÿ˜’

gilded igloo
#

sorry @visual belfry , didnt understand anything :/

#

im kinda new

urban meadow
#

anyone having trouble updating engine? is the server side down?

visual belfry
#

@gilded igloo this won't work if you actually are getting the wrong material, but something like this

#

it looks like you are getting the right material though, it's just that you can't easily check what the dynamic material was created from perhaps

latent fable
#

OHH

gilded igloo
#

no @visual belfry, when im setting up the line trace it may hit a lotta stuff, i want to check if it hit a specific material instance, how do I do that? how do i take the hit component, get the material out of it, and compare it to a different material?

visual belfry
#

you'll have to do some research in that case, because I couldn't find an easy way ๐Ÿคท

#

my suggestion above was treat the parameter value like an interface for materials... materials that don't use that parameter will return black, so you know they're not of your specific type

gilded igloo
#

ooh, got it. ill give it a try later, thx a lot man

latent fable
#

Does anyone know the name for this?

wind siren
#

bool not equal

latent fable
#

thanks

visual belfry
#

please just NOT

latent fable
#

this?

#

so i can use that?

#

I can't find this though

#

so should i just use

grim ore
#

you cant find it because it looks different?

latent fable
#

one has a | And the other has !

amber marlin
#

@latent fable u steal name

latent fable
#

@amber marlin credit to you lol

grim ore
#

the old one has the ! you just can't see the dot

amber marlin
latent fable
#

๐Ÿ†’

visual belfry
#

exclusive or is a friendly name

grim ore
#

so weird question. when I drag something in UMG, lets say a new blank widget with just an image in it, the FPS tanks to like 8FPS while dragging. anyone else having this issue?

visual belfry
#

occasionally, is it recreating the widget each frame?

#

I notice that the counter on the widget name starts going crazy sometimes and I'm not really sure what triggers that behavior

grim ore
#

yep I think I noticed it a few versions back but havent used it since then. The details panel goes nuts with redraws. well crap

visual belfry
#

"Is this really the 5000th image widget, Unreal? ๐Ÿค” "

grim ore
#

well crap this seems like they should have fixed it by now ๐Ÿ˜ฆ

visual belfry
#

are you dragging out on a canvas or other panel type?