#ue4-general
1 messages ยท Page 470 of 1
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
I'll check the MP
whats best way to make quicksand? so it can suck the player to the middle
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?"
thank you
doesnt need to be realistic
i dont think my friend wants animation for that
its like the super mario quick sand where it sucks you but you can walk slowly
super mario 64 i do think
yes super mario 64
well that is animation on both the parts of the sand and mario reacting inside it.
so you animate the sand, put a trigger around it, when you walk into the trigger, fire the reactive animation on the character
i already have the animated "sand"
but the animated sand are you talking about the material that i can apply on the static mesh?
I dont know what you mean by that. You could have the sand as an object in the world. With a trigger around it
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
been smashing my head against the wall what's wrong with my lighting till i found out
gotta tweak it all again now
@lusty carbon make a bug report
Is there still no way to disable Oculus and SteamVR from running the moment I open up a project?
disable the plugin
This is before the project is fully opened my dude
IIRC, if the plugin is disabled, they don't start when you open the project?
They should all be disabled. Let me check to see if I missed anything
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 ๐
Thanks ๐
don't thank me until it works ๐
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
If it's pending kill, you've destroyed it
I know for sure I am not destroying it
There has to be some garbage collection error
It's possible, but very rare
Also I have never had this problem before without changing anything
It's more likely said actor is being destroyed, possibly by falling out of the world or something
Nono, I can see it clearly. But then the game crashes because I'm trying to access a variable from it's HUD
Let me double check, 90% sure the array is UPROPERTY
Wait it isn't
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
What does just UPROPERTY do more than replication?
Yes
@visual belfry You don't understand the reason
...
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.
Should i do it in the player blueprint?
Attach to socket
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
If it's not a Uproperty, it isn't a valid reference for GC
Oh, okay. Thanks for the information
Unless you have a good reason not to, most gameplay bars will want to be Uproperty
*vars
because I want to have a templated class cries
Yeah
even then though, I think I only had to override a function that reported which UObjects I was holding onto
@ember notch well, care to enlighten us? ๐ค
Thanks guys, it worked
yo guys
can a person legelly sale there epic acount?
@visual belfry what?
you left us hanging
i was just wandering if anyone knows
fuck you
@plush yew
and thanks for calling me a fucking retard
have a good day faggot
@visual belfry What do you mean?
???
How to make this with the job board?
I search a developer
read the pinned messages on there
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
@wary wave thanks for the help ๐ https://gyazo.com/2de770c472d20a1d615370961320184c
no problem
@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?
I couldn't say, but there's a pretty good chance
this is why you should use version control
How to make this with the job board?
read the pinned post
Where?
....in the job channel
look at the top down example for how they do it perhaps?
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
@wary wave what channel?
the channel you want to post in
alternatively you could scroll to the very top ๐คท
that might take a while....
@wary wave shhhhh
Need some help with GameDev Math? https://www.kickstarter.com/projects/bentristem/math-for-games
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
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
if you have a nav mesh of course it's easy but if not you have to fake input and movement
help, i made a laser beam using this turorial: https://www.youtube.com/watch?v=EM1MkdDW0Ic but when i ran the code the laser cylinder was being weird, anyone knows how to fix that?
If you want to help out, you can share my videos on social media, or make a donation here: https://streamlabs.com/lusiogenic This Unreal Engine tutorial show...
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
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?
@crisp arrow https://docs.unrealengine.com/en-US/Gameplay/Localization/ManageActiveCultureRuntime/index.html
culture=fr
language=fr
locale=fr
This page describes querying, applying and overriding the active culture. It also discusses the localization preview, culture remapping, and culture restrictions.
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
@crisp arrow https://api.unrealengine.com/INT/BlueprintAPI/Utilities/Internationalization/GetCurrentCulture/index.html
Get Current Culture
or same function in cpp
interesting ui you got there
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
you don't need anything but the forward since you are just moving forward. second.
I am a beginner with the blueprint
how can i do a and operation?
I want to activate the print when the collision with the trigger box and the z key is pressed
it's basically what I pasted in how to do it
IsRunningToTarget is a Boolean I created, LocationTarget is a Vector I created
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
@crisp arrow yeah, sorry - GetDefaultLocale is probably what you need
@gilded igloo it almost looks like your cylinder is flat instead of rounded
@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?
as in, where should that code be run
@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
@grim ore interesting... ill go check it out, thx!
thank you very much, I try immediately ๐
@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
it will let you make the distance check alot smaller, like 10, instead of something for like 100
yep
well the flow is what I wrote earlier if you want to understand that ๐
@grim ore are you working on new tutorials atm?
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
I honestly just hope people randomly ask questions about new stuff in here and I find something to do ๐
@grim ore yeah, it's better not to force yourself if it's not fun
do you have a WTF is Collections? ๐
What's a collection ?
that empty folder everyone checks into source control ๐ค
playlists probably
oh organization stuff
oh
I think I covered that in the editor basics on the academy thingy
yeah covered searching and creating collections from them
I have not done a WTF on it tho so , to the list it goes!
@next badger thanks for the help! โค
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
@plush yew maybe #audio or #multiplayer not sure
is there a way to have a "hovering" jump?
@bright plume the "late" jump you mean? like when player already falling from the cliff?
@grim ore i dont think its about size, I think its about POV, look at this footage:
@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
oh, i see
you could just add a propulsion for some time slowly decreasing its amount (if you don't want to mess with the gravity)
@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
@grim ore what will be the best way to leave character floating w/o adding a jump height?
so what do I do?
@plush yew yay
@grim ore So what do I do?
@plush yew compression is killing it all ;_;
@gilded igloo actually I wonder if that is your emission looking weird, what does your material look like?
@grim ore
@gilded igloo no PP?
whats PP?
PostProcessing
how do i do that lol?
it just looked like messed up dof or motion blur
ye...
yeah the example video looked like it had a lot of emissive color coming out of it but this has none
Maybe idk i think so
@grim ore it does not have emission input, also, red value is below 1
well, it's 1
yet it glows
@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
@grim ore ahahah...well, thanks for tip, i never tried myself, but probably should
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
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
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
Change it to what?
change it to the BasicShapeMaterial, it should look white
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
@next badger sorry for delayed response went to the bathroom then had to do something but your link doesn't work
@gilded igloo we actually never seen that kind of bug...i am at least
@bright plume edited, there was slash in the end
I did the same thing twice on two different computers, dont think its a bug
ok...not the bug but...this kind of behavior
ill search it on the internet...
what settings are your scalability at?
@gilded igloo can we see screenshot with standard material applied?
oh derp im retarded ty
@next badger
its blured, and the turn in the middle is part of the bp
the material is the red thing in the middle
yeah, i see now, the material is not the issue at all
wow.. ok that jumpy notify apex would work but it's a crappy way to get to it lol, go go weirdness
the blur makes me feel its some sort of mip mapping issue since it's on the material and scalability can normally affect that
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
how do i do all that?
@grim ore yeah, but it overlaps the other meshes
https://i.imgur.com/7emXxPV.png and make sure they are all set at high and 100% and such
100% and all are epic.
and below scalability is material quality and preview rendering level
high, shader model 5
yep so we can eliminate that as a stupid reason ๐ฆ
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
so it's got to be your blueprint then, what does that look like lol
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
um...is that...um...spamming the mesh every tick?
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?
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.
@grim ore didnt undestand...
was able to update my source branch np, it's just the launcher version giving me headaches
@wet berry same for me...just stuck on updating
Strange
Oh cool. I'll let it stew then
As you set the mesh's world transform, it must be setting the vertex velocities for motion blur
....and maybe pause it.
Seems like a thing
@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?
@grim ore Lazar Beam has no code in the event graph, only a function which is remotly controlled
yep but it's the lazar beam itself that looks fuzzy right. not the rest of the world or other objects?
oh man someone else got it I think, the fact you are redrawing it every frame might be causing it
when i put the lazar beam itself (again, no code activated) it is fine, no blur
How is it causing it and how can i fix it?
go into Edit -> Project Settings at the top
then in the search bar at the top of Project Settings type in motion
and disable motion blur, see if it helps
man that is weiiiiird....
you made my day guys, cant thank you enough
thank @digital anchor he got it right ๐
on what chanel?
up above lol
@grim ore it's not weird, TAA + Motion blur + flicking object = hello blurbs
i've seen it for UI only tho
@digital anchor thank you so much, ur a basic genius lol
thank you all guys
im going to bed
well weird in the fact that it's causing the motion blur itself even if the camera doesnt move was what I didnt catch
@grim ore it's actually an interesting effect...
I always associated motion blur with camera movement ๐ learn something new every day in here
Teleport marks bTransformChanged as false, possibly also fixes it, not sure
^ good point
@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
you also can't set the boolean itself on the CMC in the details panel because epic
what's this update?
@lusty carbon it's eternal...
@lusty carbon do not update Infinity blade assets
man I have an hour of work and I didnt find any new nodes to cover, got distracted by everything else in here lol
@grim ore you have a list of nodes to cover?
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
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
So am I stuck in an update loop bug or what?
cancel it, then use the drop down and repair, and then see if it can update
what is this mess
I also have an update loop issue with Nvidia drivers.
Is my life an eternal loop? ๐
... 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
uhh
don't really have the bandwith nor the patience lol
ill wait and see what happens
i've just stopped the update and did the verify
since it took more than a hour and didn't budged a little
oh you just had that too?
not just me...
๐ฆ
it didnt update for me either, im fine with that ๐
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
did u do anything on converting BPs to C++?
you won't have a good taste if you wont; taste bad things?
@grim ore have you covered constraints already?
I did a small series on BP -> C++ yep
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
I feel like I just randomly hit buttons when working with the physics constraint till it sorta does what I want
@grim ore constraints are great, but prone to bug, also seems not all variables are bp editable
... so many variables are not exposed to BP ๐ฆ
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.
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.
so how do I fix this update loop bug?
@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?
oh or do you mean show the parent variables in your list in the child?
I need the child object's variables to show in the parent's details list.
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
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
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.
Check the City of Lights update guys #work-in-progress
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
@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)
^ 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
@grim ore can you spawn instances of one class from another class in the world?
on construction
you can but you have to cheat lol
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
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.
Hi everyone, painting my landscape lags like crazy, each click pauses for 2-3 seconds
Anyone know what might be causing that?
ok so @obsidian wasp the door open are just supposed to hold values and not actually be in the world?
Yup, precisely. But I need them to be editable in the Details of RoomNew
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
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
@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
oh thanks, that worked
Thanks a ton, @grim ore! Just what I was looking for ๐
Does anyone know how to set game mode on a certain level?
it's in world properties
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
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
move it up a bit @latent fable
@latent fable at least the dev made millions ๐
Anyone here buy anything from Udemy before?
Is there a blueprint merge tool somewhere?
Hi everyone, would someone be able to help me sort out an animation blueprint issue please?
I could try. Whats the issue @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
is ue4 streaming exactly the same as SECTR in unity?
Ah
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
That's the one ๐ how would I get that set up?
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 ๐
OMG
what the
ok sorry this was a dumb question, its very late here and ... what the xD @gusty dune thx
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 ?
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
@spark sonnet oh thanks for the info ๐
@gusty dune Yea i mean i could do millions of add nodes to connect all but this is too much work xD ๐
It is possible
Do you know how ? ๐ฎ
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
how do i remove the gun from first person mode?
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
you delete it in the blueprint @hallow sleet
This sounds good ๐ I think i will try it , thanks @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.
But how i can do it better?
i dont see the bp for it any where just the stuff for the map itself
is the character in the scene already, the FPS character with the gun?
is this the First Person Template or the First Person Shooter Example
neither is a custom i downloaded
In your content browser, open the firstpersoncharacter blueprint
its not there
It has to be somewhere
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
Could you send a screenshot?
There should be a way to make that with logic gates ๐ค
how would a ball feel like if it would have a character bp?
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)
Could you send a screenshot?
https://i.gyazo.com/88b01520522e2df5e29833956fea6aa5.png
sure, this is it
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...
Why would dot product do that
Are the Udemy courses always $10 or is it just for a limited time?
since it is defined to return 1 for aligned vectors, an -1 for vectors that are 180ยฐ apart
Udemy is always $5-12 or so
but here it returns values between 1000 and 0
when I normalize it, it returns values between 1 and 0
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
Lynda ... er, "Linkedin Learning"... has a one-month free trial, they're good, too
noone ever had the problem that the dot does not return negative values when the angle between the checked vectors is >90ยฐ?
Is Camera Manager where you expect it to be?
I would expect so, it may follow the player but it probably won't rotate with the camera
mhhhhhh I see. but is there a possibility to get hold of the active camera?
Once you have the manager you can call GetCameraLocation and GetCameraRotation
m hhhh still the same issue
and the same happens when i get a specific camera from my player character
Hmmm ๐ค
it only works when I perform it in relation to my player pawn, which makes little sense in my case
Top down camera setup?
nope, its the third person one
Ok so you can look up and all that hmm
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
Dot has range over whole real set... Unless the unreal version is different idk
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
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++?
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
hm
My camera rotates or my character movement would be 100% broken ๐คฃ
thanks, so i'm going to learn c++ before using UE4
Spring arm is always useful though
the spring arm doesn't do it as well... an attached actor does also not work... I am close to madness^^'
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
and why it works when I simply use the pawns forward vector
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
use a socket?
Never worked with sockets. Are you sure this would work? If yes I would watch a tutorial
trying to figure out if i should attempt to see if this course at my college is worth a damn
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?
sockets give you a specific spawn point, can simply attach to it. can hide the actor and attach to the socket.
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?
dot product should work on any 2 vectors, is the issue one of the vectors is not valid for some reason?
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
Thank you @wind siren socket did the trick!
how do you cache the location? did you verify the location is actually nothing before you use it (print or debug? )
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....
How can i change my projects settings w/ out actually opening the project?
is that possible?
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
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
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
there's something goofier going on unrelated to the dot product ๐คฃ
no idea what it could be .... only thing I could imagine is that it has to with render distances... but they are on default
actor position has little to do with rendering by default
thought so
that's why I'm curious if it's some weird actor type
that decides to move around when you turn your back ๐
it is the component of an actor that I am actually tracking, so no clue... maybe. maybe it gets shifted to its parent position
yeah but what kind of component? what kind of actor?
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
https://gyazo.com/64c8fbe3788dcb9642fa325e6d8fb114
this is what it looks like as soon as it is going below 0, it doesn' return a value
what doesn't return a value
its in the gif above^^
I print it in my hud, since that one later is responsible for drawing an indicator
the blueprints of it
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"
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.....
what's the first thing one might go to check to see what's happening with severe fps decrease? besides windows task manager
stat raw stat rhi stat gpu
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
stat rhi says how many draw primitive calls?
holding pretty constant at 1258.8
do you got foliage? foliage.CullAll 1 makes it any better?
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.
profile it with play in new window or build out and standalone, better safe than sorry with the PIE overhead
MathewW is right, tho 'overhead' has a different meaning in my books, it doesnt dip your fps down from 120 to 17.
it does if you have material and blueprint windows open ๐คฃ
I'd say it's some bad content in your scene, or your GPU is blowing smoke
it shouldnt but he mentioned he had the open content browsers knocking down draw calls so know whats what might have been open
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
in the summertime when the weather is hot
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
and what does standalone give you? instead of just new window
i've never used that button... it... crashes.
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.
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
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.
it's a custom version of a WebSocket plugin
What could possibly crash in a socket plugin. I wonder.
not sure, it's dying out inside the libwebsocket initialization
Your modifications can be the issue. Can you remove them?
Tho it doesnt neccessary explains the reason behind the FPS
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
it is probably going to cause issues with other things. removing initialization will result in some null ptr calls
depends on the code tho
taking out the call in GameMode that actually triggers the library to do anything
ok, it runs in standalone when i remove the socket connection startup.. runs about 30fps there. interesting
open a new empty map and see the fps is up high again. if so, then your scene has some bad content or settings.
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));
}
:/
am I doing that incorrectly? when i get below about 20fps, everything just jerks around
@sharp pelican ask away?
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?
... 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
if you dont want gravity applied then turn off gravity?
well, at startup, you're giving it a 2M unit push
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
how do i do that?
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
hmm
sorry it's "lock" in unreal terms, freeze in unity terms.
Alright
theoretically, if you put the position lock constraints on it, no matter how much torque you apply, it should just spin
figure it out?
if you just want it to spin then do not enable or simulate physics and just use the AddLocalRotation function/node and done
Guys, how do you profile shipping version? At least detect your framerate?
so, Launcher updates now are broken?
there was an update to 4.22.3 but it was faulty and now there are no update
Epic being epic I guess
hmm. making that one big rectangle light actually works really well for the lighting but works terribly for the shadows.
How to set the editor to always keep all simulation changes ?
afaik you cant?
i suspect that we're not likely to see a major version number change unless something really drastic happens
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 what? don't see it
Wasn't talking to you, someone deleted messages.
okay
im trying to get flex to work but idk how
What's flex ?
ok
i just dont know how to access the github page so i can get it working and stuff in ue4
Do you hace access to the official UE4 repo on github already ?
i need access to the nvidia flex github
Okay, but you didn't answer
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?
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.
Yeah I guessed that
Look into the content browser code ๐
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
if you mean C++, I'm not a programmer so that's out of my skill set ๐ 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.
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... ๐
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"
compressed packages would have performance implications on the user end
compression is kinda best done at OS level
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
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
I wouldn't expect the pak to be optimised in such a way at all
but even then, compressed data can be streamed quite efficiently, thats how gzipped http works
depends on the compression algorithm though
@placid arrow Compressed packaged means every Steam update redownloads the full game.
If you're not using UE4 patching
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
i cant do kick/ban system without c++?
no
@cloud cobalt ive found that to be incorrect, luckily...
kick probably
๐ฆ
ban probably not
@placid arrow Then it's pretty great news, and it's new, too
Well, new since 3 years ago
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
Interesting
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
Definitely gonna need more testing there, if UE4 actually compresses paks per-file internally
it seems that way, or at least groups of assets
Well, thanks for the heads up ๐
no problem ๐ 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...
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
its probably a stupid question
but I merged actors (planes)
and now my character falls through them
they are my floor
@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
๐

@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.
open the merged actor, click in simple collision to see if theres any, if theres not, add collision
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
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
idk what I did
but I fixed it
but why does collision get buggy
after I merge actors
Probably because then new mesh has no collision?

I just used the default settings
The cubes I merged didnt get collision removed
nvm
anyway thanks guys!
Can I link an actors location to another, so when the other is moved (in the editor) the first also moves?
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.
regular attach would work
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.
Well, the attaching works but for some reason it changes the spawn location.
okay
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
left hand side has the attached node linked, right hand side is without it.
attachment shouldn't change transforms unless you tell it to?
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?
How can I get the camera location during a blend between view targets??
@latent fable something is wrong in your anim BP
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.
Hello, got some trouble... Was training on blendspace with Paragon assets, why is this happening?
(The character is shaking like doing idle animation very fast)
@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
cant I do it in ue4
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
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
No, that's quite involved even in full 3D modeling software

@rose frost check the play rate of the idle animation
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 ๐ค
Thank's anyway @hidden aurora ๐
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
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.
@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
Thanks! ๐
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...
@boreal topaz are other click events work?
@next badger yes
@boreal topaz then check the collision, if it's not covered by another (there's a collision view mode)
@bitter iris cause it's SSR
where do i mess with SSR
How would I change it to make it reflect properly
Use planar reflections, or DXR raytracing
planar just takes up too much
black parts should reflect the sky, check if you have a skylight, reflection spheres
i have a skylight
what about reflection probes?
reflection probes are pretty much required for generating reflections
wait what?
reflection probes - if you want decent reflections, you want probes
@wary wave ive never had this problem until 4.22
someone told me to disable an option for SSR an now my project wont open -.- ffs
Error msg and we could tell you what's wrong
Hey guys, I can't get planar reflections to work with dof...
'work with dof' meaning what?
No thats 24 fps
it won't be out of focus because it's post process
@hidden tendon holy shit
today its 24 fps
Thanks guys
24fps with what card? is it real time?
Yes, 2070
Without the planar reflection its about 30-40
there's not that much difference between the 2070 and 2080ti, lol
@next badger Not covered by anything else
except the gigantic difference
I think those 2080 super cards are where it's at
you're not going to get double the amount of frames out of it
Wow amazing scene
you might, depends
rumored 599 and almost comparable to 2080 ti
(well nearly triple in this case)
navi is gonna be ๐ฉ
@hidden aurora Thanks!
there wont be anything comparable to the 2080ti from nvidia super
but yea
nice scene anyway
Ah I can hope
@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
The 2080ti is just an unmatched wallet burner
Me
@amber marlin not fair
hm?
it was hot pocket there
whut
any idea why im getting this error when i try to compile this?
we have a word for wallet 
where is that
Windows -> Dev Tools -> Message Log
Does ue4 support impulse triggers?
ty
iirc it doesnt
says it casts a shadow but no physics asset assigne
then it needs a physics asset
i took shadows off
does the reflection probes require the planar reflections ticked in rendering > lighting?
no
hi all, does anyone know if this video from 2015 about drag and drop widgets is still relevant?
Sr Training Content Creator Wes Bunn shows you how to add drag and drop elements to your UI using UMG. This stream is a must see if your game uses an invento...
I'm wondering if there is nicer drag and drop options made in the past 4 years
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
@supple totem no clue, but there's new text one from epic https://docs.unrealengine.com/en-US/Engine/UMG/HowTo/DragAndDrop/index.html
Shows how you can create drag and droppable UI widgets with UMG.
it says ue 4.15, so i assume the video still relevant
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
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 you may use Session Frontent to track the performance
yea i been using the profiler
it just drops weirdly every few secs
no reason for it
it was working yesterday ๐ฆ
lol
what is a generalization of sth. like a door, a gate, or sth. that opens ??
i am missing a good word
@safe forge then try use Performance Monitor (the win tool. not ue4)
yea i done that too
Is it possible to export a quad mesh from Unreal?
no issues
Is there any way to implement 2 project into 1, Both contains importent content so maybe redo the blueprints to?
i thought about BlockingVolume - but that name has another meaning and isn't precise enough to maybe open it ...
@plush yew just move all the assets in one project to named folder, then fix redirectors, then use migrate option
Ok thanks, I'll try that
if the project is huge it may take some time, and crash the ue4 several times (4.22 tends to crash less)
What should i do in my AnimBP To play the jump animation when i jump (Space Bar)
@latent fable a lot...
Moving on in our Animation Blueprint setup, here we set up the conditions for Jumping.
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
Event graph?
animgraph
yeah animgraph
jeez i just realised how weird of a word graph is
graph is math term
in my language graph and count/earl is the same word
probably cause graph word was only introduced in 1878...
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?!?
building your own raytracing huh :p
is it a mesh? then there should be StaticMesh->GetMaterial if I remember correctly
it is a static mesh, but when im doing a GetMaterial == MatX, it doesnt work, the boolean is still false
you sure you are using the right index?
is there something im doing wrong?
What its supposed to do that
have you tried simply printing the Get Material result?
Is trace complex true or falswe
true
try false
nah, same result
i kinda tried printing the name, and it is long and complex file navigation thing
Havent used that node before
oooh it's a dynamic material instance, might not be able to compare that directly with a material
alright, what am i doing with that?
Whats more annoying than having to move that bool to the top
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
its a variable in your animation blueprint
Ohhhhh
@visual belfry u know by chance what can i do?
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?
I'm probably doing som ething wrong, but why doesn't my jump animation show up here?
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...
ooooh
well, given a dynamic material instance you can pull out parameter values
and get the color that way ๐
would act roughly like using interfaces but for materials
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?
@plush yew It won't let me drag them in and I want jump forward not jump loop
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 ๐
anyone having trouble updating engine? is the server side down?
@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
OHH
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?
you'll have to do some research in that case, because I couldn't find an easy way ๐คท
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
ooh, got it. ill give it a try later, thx a lot man
bool not equal
thanks
please just NOT
you cant find it because it looks different?
one has a | And the other has !
@latent fable u steal name
@amber marlin credit to you lol
the old one has the ! you just can't see the dot

๐
exclusive or is a friendly name
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?
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
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
"Is this really the 5000th image widget, Unreal? ๐ค "
well crap this seems like they should have fixed it by now ๐ฆ
are you dragging out on a canvas or other panel type?
