#ue4-general

1 messages Β· Page 471 of 1

visual belfry
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I wonder if some are naughtier than others

grim ore
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nope just simply a new widget with a default canvas panel, drop an image in it, drag it around and lag

visual belfry
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oof, was watching a streamer that copy pasted widgets and somehow they all referenced the same widget

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tearing his hair out trying to separate them

grim ore
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time to start installing older engine versions to figure out what broke, this is super not usable

visual belfry
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that's the point where I just start a new widget blueprint from scratch lol

grim ore
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I needed to work in UMG all day and this does not sparkle

thick herald
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Just want to say, UMG... pfffft ugh.

visual belfry
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oof same behavior here, but it's still saying the same Image_58 so that's... sort of an improvement 😐

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80->30fps

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even if I just hold it still, that's nasty

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go full coherent?

grim ore
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yeah the details panel keeps redrawing here for me, something changed at some point I noticed it a few versions ago but never used it since

visual belfry
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still a better option than direct slate derp

thick herald
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I can't work out fitting things in things with umg. It's kinda weird, the way ue does it.

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I've shelved using a scroll box for my editor widget. I was getting to frustrated at it lol

grim ore
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it works a bit like XAML for C# stuff so if you had experience with that it was easy

visual belfry
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my rules of UMG:

  • Canvas for direct positioning
  • Other panels for specific purposes
  • List views are galaxy brain tier, but probably aren't going to be arranged how you want outside of a simple scrollbox
  • always more size boxes and scale boxes than you think you need
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I claim no responsibility if those rules suck and harm you πŸ˜ƒ

thick herald
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For some reason, I keep expecting spacers to work in a different way.

grim ore
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the most important thing to understand for UMG is the parent controls the child.

thick herald
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If you have children, you know thats not true.. πŸ˜„

visual belfry
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understanding how slots work and are represented in UMG is good πŸ‘

manic pawn
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what's strange about the spacer

visual belfry
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and how you can usually edit slot placement from the parent and the child

manic pawn
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I find umg to be really nice

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it's way nicer than anything I tried to use before

visual belfry
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a lot of widget types are at very different usability/customizability levels and it can be hard to tell at first glance

manic pawn
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strange I've encountered no major blocking bug in umg at all

thick herald
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It's just my lack of experience or knowledge on umg.

manic pawn
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though there are things that could be improved

thick herald
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I do with they would open up more options in the editor widget though.

manic pawn
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like the replace with tool is quite br_small_brain

grim ore
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so 4.15.3 has slowdown but no where near as bad as 4.22 for dragging UMG in the editor. A big difference tho is a blank scene is 180fps on this machine and with a UMG window on a 2nd monitor in 4.15 I get 60FPS in the main screen and 120FPS on the main screen in 4.22. so I get better fps in general in the project in 4.22 but worse FPS when actually using UMG... lol

latent fable
manic pawn
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πŸ€” dragging a thing seems to work fine for me

grim ore
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do you have 2 monitors?

manic pawn
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the details panel is flashing like crazy though

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yes

grim ore
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ok put the main editor window on one, open a umg window on the other

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use stat fps to show the fps in the main window

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drop an image or a combo box into the umg editor

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then drag it around the editor window like you were moving it to a new spot, watch the fps

manic pawn
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wow epicβ„’

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it goes from 140 fps to 40

grim ore
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180 to 8 here lol 😦

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1050ti tho so expected

manic pawn
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I mean

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I wouldn't expect the slate ui to use much gpu

grim ore
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yeah the details panel is updating every frame or something odd

manic pawn
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it's probably cpu limited caused by something force rebuilding the details panel

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which why on earth would you do that

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it already live updates by itself

boreal topaz
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hey Matt great videos

visual belfry
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need a 1080 so you can maintain a solid 40 fps while dragging umg widgets

grim ore
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in 4.15 it's less of a hit, down to 60fps here, but in general you lose fps just having another window open on a 2nd monitor.. it's... weird

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@boreal topaz πŸ˜ƒ thanks

manic pawn
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do you have gsync?

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make sure it's off for the editor if yes

grim ore
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nope no gsync here, it breaks UE4 bad lol

manic pawn
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it works properly in packaged games at least

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but in the editor it syncs every time it draws a window 🀦

grim ore
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heh

visual belfry
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is it editor bitching time? I've got a few

manic pawn
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never noticed this widget dragging slowdown tho

grim ore
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less bitching, more just verifying it's not just me with a one off issue πŸ˜ƒ

manic pawn
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we generally build all the ui inside out with the auto layouts

visual belfry
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how bout that hi dpi support \o/

grim ore
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lol I chose not to get anything hidpi just on the fact it has always seemed not correct

boreal topaz
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im having trouble clicking objects inside a capsuleComponent. is that normal?

manic pawn
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does high dpi actually work properly in any program

visual belfry
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much more properly than it does in unreal 🀣

amber marlin
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Windows is the problem imo

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have you disabled mouse acceleration

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?

manic pawn
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I use 100% scaling on 1440p it seems to be the sweet spot

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why would you ever disable mouse acceleration

amber marlin
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if you play shooters

manic pawn
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every modern game already uses raw input

visual belfry
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I do 200% on 4k, but with the setting for full res viewport which is nice

manic pawn
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there is no need to ruin your desktop experience anymore

amber marlin
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I play shooters with a wheel anyway

manic pawn
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turning it off in windows will make using the pc suck while having no difference in games

amber marlin
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You are the coder

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im just a nuthead

manic pawn
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now I want to see someone actually playing a shooter with a wheel and not failing

amber marlin
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It was a joke, I just suck that much

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Except in Doom

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all the dooms

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Love em

manic pawn
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yes but imagine how ridiculous it would be

amber marlin
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doom 3 isnt doom

visual belfry
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old doom would be a good candidate for using a wheel in a shooter

amber marlin
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there is this fighter game guy that reks at esports events

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with a wheel

visual belfry
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downshift-hadouken

amber marlin
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he uses downshift for bait

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because the buttons click

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and shift up is binded

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but shift down not

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and he uses sound bait

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Because the paddles are clicky af

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if you want I can send a link

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I dont play fighter games I just found this interesting

grim ore
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welp its not a driver issue or a display issue, it could be a multi monitor issue but alas working with laggy UMG is on the plate for today. whooo!

visual belfry
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do all of the templates (first person, third person) use the same skeleton with no minor differences?

boreal topaz
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i have a cube and a skeletal mesh. both with the same bp. the onclick is only working for the cube. what am i doing wrong here

flat gorge
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I added footstep sounds to my character, I have them synced, but every time I press play the footsteps SFX is already running for a couple of seconds then everything goes as normal any fix? I synced the footsteps in animation bp

shut viper
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@visual belfry The answer is: it depends. If you have a seperate mesh for your first person view and your third person view (the one other people see), then yes you need seperate animations and skeletons for each model.

However if your game uses just one game model ("Third person version") then you only need one set of animations and the one skeletal mesh.

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@latent fable can you show us the blueprints

vale bison
next badger
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@boreal topaz is collision enabled for it?

boreal topaz
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yes. it has collision

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it makes no sense

next badger
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That's skeleton mesh?

boreal topaz
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yes

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skeletal mesh

next badger
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and it is visible in the Visibility Collision pass?

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also, are click events enabled in player controller? or just touch events?

boreal topaz
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both i believe

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unsure about the Visibility Collision pass

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yes click events and touch events

next badger
boreal topaz
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the object is so small when i try to preview it,, i cant see

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i usually have to scale it 1500

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im wondering if the collision didn't scale

next badger
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@boreal topaz 1 unit is 1cm, it's better to use proper scaling before bringing stuff to ue
but inport setting for scaling should scale up everything properly

boreal topaz
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okay well im at a total loss for why i cant click this

latent fable
grim ore
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@latent fable do you know how to use the debugging test stuff in the anim bp? for toggling variables on and such

latent fable
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@grim ore No i dont

grim ore
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in the anim bp when you open the main screen it shows your current animation preview in the top left. In the bottom right it should say Anim Preview Editor.

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in there it should show all the variables you have in your BP and you can click/toggle/change them to see a live preview

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if you have one in there, I think is jumping?, that is what you use to transition to jumping animation you can toggle it on and off and watch what happens in the preview.

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you can use this to atleast see what is going on by previewing. does it show in the preview when you toggle jumping that it is walking ?

boreal topaz
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i tried visibility collision and i get a pink screen. is that normal

light vigil
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Hi everyone! My game hitches really hard the first time a projectile with a VFX system is spawned - is there any way to preload those assets?

grim ore
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is it the projectile spawning or the VFX? and sure spawn one when the game loads somewhere outside of the world or during a loading screen or something similar.

light vigil
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projectile is spawning, and it has a VFX component

next badger
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@boreal topaz no...that;s not normal

latent fable
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@grim ore it doesn't do anything when i turn the vars off or on

grim ore
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that means your transition rules are bad then I would guess

vapid narwhal
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does anyone have an idea why custom nav mesh filters don't work? it's displaying fine on the nav mesh but doing a FindPathToLocationSynchronously displays still the shortest way, not around my custom area.

grim ore
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also it doesnt look like you have any way to jump when walking? your jump is only from the idle state

stray smelt
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I've found a really nice plugin i'd like to use (prefabricator), although I find using plugins like that a bit iffy due to possibly being outdated at some point. If a new engine version is released and the plugin does not support that (yet). Is it possible and easy to update that manually by myself, or is that something only the author can do?

visual belfry
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plugins ship with source

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so you can copy them into your projects Plugins/ folder

heavy ether
latent fable
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Is this okay? My transitions look fine so idk what is wrong @grim ore

grim ore
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idle is when speed is nothing? so the default animation plays right?

latent fable
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yes

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idle plays fine

grim ore
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ok and your transition to Walk is when speed is > something right?

latent fable
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yes i use blend space for it

grim ore
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ok so a first issue is you have no way to walk and jump in that graph so you might want to fix that at some point

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now when you idle and hit jump, you physically jump in the air but what animation plays?

latent fable
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just the walk animation plays

grim ore
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the walk or the idle?

latent fable
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When I jump the walk animation plays until i land again when it goes back to idle

grim ore
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I think an important thing to see might be your anim bp event graph, the graph where you get the controlled pawn and set your variables for that animation update.

next badger
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@heavy ether that's lightmap issue, due to sampling some spots can be unlit, at it looks like that

latent fable
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AnimBP Event graph ^

grim ore
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ok so first issue, you never set the is jumping so it can never transition to those rules

latent fable
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so should i do something like

grim ore
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the next one might be I think you are getting a velocity when you jump which is why it transitions to the walk part

latent fable
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should i do something like When space pressed, is jumping [true], delay 0.9s (length of jump anim), is jumping false

grim ore
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normally the idle -> walk -> run is all one blendspace that brances out to jump and such

latent fable
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I don't know how to do jump in Blendspace

grim ore
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alternately the third person template has an anim bp an blend spaces set up you can look at, it has a jump with animation in it and is a good reference for a basic anim bp

visual belfry
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third person template is always my starting point for animation blueprints πŸ˜›

grim ore
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alternate alternately you basically need to check for is falling on the character and set it in your update animation on the anim bp graph, you can see it here on the TPP template https://i.imgur.com/CE0nAqm.png

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you might find referring to that template character and using it for a base is a good start. I personally ran into a few problems (needing a few checks for transitions) when using an Idle & a separate walk/run state in the anim graph rather than just one state that handles idle/walk/run in a single blendspace

wanton slate
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Where can I get all the characters from the Digital Human project? Because the only available character at the Learn tab is Mike

radiant fable
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latest ue4 update troubles?
on 2 computers my 4.22.2 update hangs today

keen wigeon
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Guys, can someone answear me(Idk if posting here is righ but), is it a good idea to take some exact code from UE2.5 Engine ( that responds for lighting/rendering over (BSP/StaticMeshes/SkelMeshes/etc ) and transfering it to UE.4.2 . Basicly i want to take Lineage 2( MMORPG ) Light/Render( i allready decompiled some part of engine that handles that) and transfer it to UE 4.2 . Is it relivant ? Or does it enough to hire some digital artist/designer, who would tweek neccessary settings by his eye . Thats https://pastebin.com/kWJLGqkc the amount of settings they have made , for custom light ! Please any advices would be appreciated ! thanks

grim ore
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a few people reported that issue the other day @radiant fable , restarting the PC seemed to help but beyond that uninstall and reinstall

radiant fable
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thanks, did uninst-reinstall on work pc

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tried a different tact here at home and shut down epic launcher, cancelling installs, then restarted epic GL and seems to be moving again

sonic pagoda
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can you override the blueprint update animation tick speed in blueprint

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or only c++

spare sun
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hm. Lineage 2 was actually made in unreal. never thought about it

keen wigeon
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@spare sun But what about question πŸ˜ƒ ? Its good idea to use existing code( that i dissambled) for ue 4.2. Or its better to hire digital artist, so he would do it by his eye ?

spare sun
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you can try and copypaste this into the config, but I'm pretty sure most of it won't have any effect whatsoever

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you'll have to tweak values by hand

heavy ether
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@keen wigeon that's an INI file. That's configuration data for some custom components that they made. It doesn't mean anything to Unreal on it's own

spare sun
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ue has been through a lot and UE2.5 is entirely different to UE4

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I wouldn't expect compatibility between ue2.5 and ue4 config files

visual belfry
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tldr no it's not a good idea

spare sun
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but you can lookup similar settings

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like you know, sun/lighting tweaking etc

keen wigeon
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@heavy ether Ofc its not , this configuration is loaded by Engine.dll/Windrv/Window.dll (Can't remember exact function name that Handles Rendering of Viewport ) , but it use this sort of settings. Thing is i was wondering about version compatibility, like if something( that those settings were relying on) are still in ue4.2 in some way. So its worth transfering it

heavy ether
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none of that looks to even correspond to any settings i'm familiar with in any UE2 product i've ever seen, looks all custom

keen wigeon
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Yeah it is custom, i could even show u how its used in UE2 to produce Lineage 2 Light, ofc its all still a Decompuled code, i hand't got time to fully fix the code so it would look readable and easy to understand. But that was the question is it worth it ? Like i want this light to be same in UE4.2 , i guess i still have to study abit functions that handle rendering of viewport in 4.2 - right ?

sonic pagoda
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going thru the animblueprint cpp files i see no update function, does anyone know where it is

heavy ether
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@keen wigeon you seem to be missing the point -- that is configuration data for Lineage2's engine. It doesn't have anything to do with Unreal, and if you plug that same ini data into any other Unreal project, it's not going to do anything

keen wigeon
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@heavy ether i know that, but this data is relying on Unreal engine itself ! I dont know exactly how those processes are named - like Ray Tracing, light baking, and this values like HSVBSPLight are sort of matrix ( but they heavy relay on ue engine 2.5 itself). Question is - would 4.2 support this sort of things ? To implement same light color/Render over BSP/StaticMeshes/SkelMeshes etc. Or its just better to hire a digital artist to do this by eye !

spare sun
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im confused

heavy ether
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I suppose you could potentially try and re-create their system by matching something that uses those inputs, colors are still basically the same, but really I suspect you'd be better off doing it with whatever systems exist now instead of trying to jam together something that mimics a system written 20 years ago

visual belfry
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4.2 is pretty old in itself, any particular reason you're sticking to that version?

spare sun
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rendering pipeline is different but you can mimic it all. Similar options are there, but things like day-night cycle and wind will be up to you

heavy ether
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@keen wigeon might be best to do some research on how to do day-night cycles and such in unreal currently, and then see if you can make sense out of that color data to do something useful with.

keen wigeon
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@heavy ether I can show you a bit example how it works with those settings and without

heavy ether
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i know absolutely nothing about doing day-night light cycles in unreal

keen wigeon
heavy ether
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except that none of those settings exist in other UE2 games

keen wigeon
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I didnt thinked about it as only day night cicle,

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its more about the light colors how its rendering over objects

heavy ether
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most of what i saw in that config file was referencing light colors apparently for time-of-day simulations

spare sun
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hm yea

keen wigeon
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I guess there is no analog of it in so deep/typical way

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primitive way * i mean

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for ue.4

spare sun
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skybox color has a diff value for every hour so it gets interpolated I guess

keen wigeon
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and i'm not 100% sure if tweeking light settings was the problem,

heavy ether
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copyright issues aside, of course it's going to render differently, it's a completely different renderer. It's entirely possible that the L2 devs implemented a completely different renderer from stock UE2 also

spare sun
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yep. And shaders. And postprocessing.

keen wigeon
heavy ether
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if you're trying to recreate that look, it's definitely going to involve a lot of artistic touches, not just some tweaking of light colors probably

keen wigeon
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Can you suggest me what is the best way to solve this ? I dont want to transfer Lineage 2 UE2.5 to UE4.2 with all the bsp staticmeshes etc, i just want to have its render view

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@heavy ether Like approx amount of things that could be affected ?

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or a bit easier - who do i need to hire ) ?

heavy ether
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i think before any of that, you need to have a clear definition of what you mean by "i just want to have its render view"

keen wigeon
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Its u like u said before - recreate the look and all that is neccessary for that

lapis bronze
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you need a lookdev artist, some generalist extraordinaire

spare sun
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he's probably unsure whether unreal will permit this style due to differences in low-level code

lapis bronze
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you should be able to make unreal4 look as shitty as that with some proper look dev

visual belfry
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heh

heavy ether
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hey now, that was state of the art at one time.

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πŸ˜ƒ

spare sun
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haha yea honestly if you just tune down like.. everything

keen wigeon
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I honestly don't want to make just 1 map that would look alike

sonic pagoda
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wait i heard generalist extraordinaire

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i felt that

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someone cue the awwwwwww sound

spare sun
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well first of all you have too many shadows

keen wigeon
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@lapis bronze Well thats kind'a was my plan, to Dissable all new stuff that was implemented in UE4.2 till i get it close to what it was in ue2.5. Thing is i'm unsure if it right way, like with proper devs this "atmosphere/look like " could be rechead in different/maybe better way, even if it would be just by eye

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@spare sun like were ? in ue.42 screen or 2.5 ?

spare sun
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in 2.5 you have no shadows at all

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in ue4 they are all over the place

lapis bronze
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there's going to be no way to get it to be exactly the same sure, but you should be able to get very close

spare sun
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also I think trees weren't entirely 3d in L2, but might be my memory

keen wigeon
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@spare sun yes they are not all 3d,

heavy ether
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what i'd probably think about doing would be to take enough pieces to make a small scene from the original art, since obviously people have that, then import it to unreal, build up materials that are as close to the original as you can, then toy with the post processing and other settings until you find something that sort of resembles it

spare sun
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the lighting was most likely cheated on and didn't depend on position of the actual lights

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except for effects

keen wigeon
heavy ether
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and if you're direct exporting objects out of the engine, i'd love to know what you're using for that, because i do happen to have permission to port a ue2 game, but i've never bothered to because none of the original asset data is available

keen wigeon
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@spare sun yes about light your statement is very accurate and that something that bothers me, if ue4.2 u bake some map, and light and atmosphere would correspond, but then u go on other map, and it wouln't ! so it has to be dynamic right ? but how to properly do it , by working with low level render, or just tweeking settings for each map ?

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@heavy ether i can explain that, its pretty easy and i can give tools or links if u want / even sources i use for modifing UE2.5 engine to be compatable to load Lineage 2 maps

heavy ether
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a problem might be the original game had some engine mods that early exporter tools from the early 2000's all failed on.. but it's something i'd do if i had access to at least a large portion of the assets from that original game

spare sun
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hmm no, you dont have to go low level for that

keen wigeon
spare sun
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you need to know a bit about materials and how they faked lighting in dem old days though

keen wigeon
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Thing is the source code of 2.5 engine is availble, i can give some links if needed

spare sun
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u bake some map, and light and atmosphere would correspond, but then u go on other map, and it wouln't

keen wigeon
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@spare sun well that the question how to better do it, if possible maybe some links to articles, from were to start ?

spare sun
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I don't think they had different maps per zone

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I'm leaning more towards fogs and postprocessing

keen wigeon
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They had seamless word(maps)

spare sun
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are we talking about maps in terms of levels or maps in terms of parts of 3d assets

keen wigeon
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like if u are closer to end of regionX_Y NESW , it load corresponding map

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i guess terms of levels

spare sun
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ue4 can seamlessly stream-in levels, see world composition

keen wigeon
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in \map folder they got 15_20-26_16.unr around 200 map files

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well i guess then its not problem

visual belfry
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I can't imagine you won't spend more time emulating lighting than having an artist recreate it

spare sun
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as far as lighting goes wasn't baked lighting all that the models had? Like no dynamic at all, except for effects/abilities

keen wigeon
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@visual belfry Well then you tell me what this artist should do ? what his scopes of work, on what it would affect(globaly or just the maps themselfs) ? How much time it approx could take ?

visual belfry
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you'll have to find one of those types and ask directly πŸ€”

keen wigeon
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@spare sun yes baking was done in Unreal Editor,

spare sun
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like it was literally part of the texture and thats all, so you'll have to fiddle with material settings to stop lighting from affecting it

keen wigeon
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@spare sun i guess it was baked acording to that configure file , and problem is i'm not familliar with ue4.2 and the way it affects the texture/esp and other things , what do u suggest in this case ? like final thoughts - were can i read about this or look for ? Or maybe u know someone who could work on that ?

spare sun
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haha, I suggest getting familiar with ue4 if ur porting a game to it, copyright problems aside. There's other more #graphics related discord channels, there's the official documentation and there's courses.

if ur searching for someone, you can always try #looking-for-talent

keen wigeon
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xmm, but maybe u could point me to something/someone particular - like some article or guy who u know could handle this ?

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Like in graphics there is some article that describes how UE4 Lighting is being rendered from 0 low level . Ofc i could look myself in sources but yet πŸ˜ƒ maybe some description is allready there

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also 1 thing i forgett to mention, the baking data is actually stored inside StaticMeshes/SkeletalMeshes/BSP

mellow turret
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is the ue4 source code (from github) supposed to be really slow at opening the zip file/extracting, or is it my pc

heavy ether
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you probably should get it with git, rather than downloading the zip

spare sun
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prolly ur pc, just file extraction πŸ€”
@keen wigeon it's probably not as hard as you think, but I can't give any exact pointers as I never tried to recreate bad lighting. You will have to toy with materials and lighting settings inside the engine itself. And postprocessing, ofc - UE4 starts out with lots of it enabled and vibrant by default.

So smth like disable shadows, create lots of fog, reduce drawing distance, reduce sun saturation, add a global postprocessing volume and do some colors etc

mellow turret
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yeah i will get it with git if I need to download it again

keen wigeon
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@spare sun πŸ˜ƒ so as i thought i'll had to dissable most of the stuff

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Thanks anyway )

spare sun
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sure, gl

worn cape
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i have slight problems, compiling my plugin ...

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very often, it compiles, and says, everything is fine. it also does from unreal. but it does not put the new libraries somewhere.
i got around this by erasing the generated files, generate a new visual studio solution and rebuild that project

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but that isn't the stone of wisdom !

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any idea, what is going on ?

plush yew
wary wave
#

please stop pointlessly spamming that gif

bleak widget
#

hi everyone! Is anybody know how to make a water material with shoreline for ocean and support level streaming? Searching for decisions inside Ocean project

mint sequoia
#

What the actual shit? I start PIE in my game and oculus starts up trying to run in VR. My game is not a VR game and I don't dev in VR. How do I fix this

manic pawn
#

disable all the vr plugins that are on by default because br_big_brain

mint sequoia
#

Holy crap their software is such rubbish

#

It's bad enough that every time there's an update i have no choice or I can't use the headset and it destroys the guardian settings require re-setup every time and often stops the headset working until I reinstall it

#

What monkey made this

#

Thanks @manic pawn

#

Yes

#

Lol

#

The Rift S is actually a really nice VR headset, much prefer it to the Vive

#

But wow the software is bad

safe rose
#

Maybe it'll happen on the two year anniversary

mint sequoia
#

Its actually really strange they're on by default

spare sun
#

I agree. The bloat is still.. saddening..

mint sequoia
#

Butwhocaresfortnitedoesn'tneedthis

#

Dunno if I feel happy about their success since its prohibited the development of anything unrelated

grim juniper
#

Is there a reason the launcher isn't downloading updates at the moment?

next badger
#

@grim juniper i'm not sure, @elfin jacinth was investigating the issue

grim juniper
#

Ok

next badger
#

@bleak widget what's the issue, different chunks do no synchronize the wave texture?

bleak widget
#

@next badger is it can be done ?

#

i need just direction where i can found it

next badger
#

@bleak widget Shoreline here: https://forums.unrealengine.com/development-discussion/rendering/1522892-shoreline-material-function
Time is global variable, so when you use one all the materials will have the same value. If you need to Desync them, you probably will need to implement material instance and feed a parameter to it.

bleak widget
#

thx

next badger
bitter oyster
#

when creating a merged actor, the save directory window ALWAYS defaults to the root ue4 path. on complicated projects, im wasting 10-20 second for every object I convert finding it's correct file location. is this customizable in any way?

next badger
#

@bitter oyster it should point to Game root, not ue4 root...are you on win?

split wedge
#

Quick question, I'm using world composition and I have navigation mesh in the persistent level and enemies in sub level and their moving around just fine. My npc and his patrol points are also in the sub level but he is not moving around at all anyone know a fix?

next badger
#

@split wedge try Viewport - Show -> Developer -> AI Debug

elfin jacinth
#

@grim juniper will NO file download?

split wedge
#

I checked the ai debug no error came up, but the npc is set up to walk to points on map not in ai just in blueprint

near trout
#

Not sure where to put something about engine scalability: here a model can be seen in my level at Cinematic engine scalability settings for "Shadows" FIXED

#

and here it is on Low

elfin jacinth
#

I just tried to download a few different files here, and it worked.

grim juniper
#

What's the current latest version of the engine in the launcher? Is it 4.22.2 or 4.22.3?

elfin jacinth
#

4.22.2

grim juniper
#

I had restarted the launcher and it started verifying the engine without me doing anything. So I'm waiting on that at the moment, but it does say 4.22.2

#

I don't remember if it was 4.22.2 before I hit update the first time

#

Could also be something to do with plugins that have updates

#

When I hit update the first time it says 0 out of roughly 360 MBs iirc, but the downloads menu had shown everything as queued and nothing downloading

elfin jacinth
#

@grim juniper I have to take off - please DM me with the deets! πŸ˜ƒ

grim juniper
#

Ok. The verifying just ended and now it's downloading the plugins like it should, so maybe it fixed itself

#

Looks like it was just for plugins. They're all downloaded now and it says Launch instead of Update

near trout
#

Fixed my problem by adding a physics asset made of capsules to the mesh.

soft crescent
#

is there a good text based scripting plugin for ue4?

#

or did peopl stop trying to get C# working with latest versions

dry merlin
#

I develop in Unreal and I do art if anyone is interested. Looking for a few people to work as a team.

#

Got iClone to.

#

Thought I'd show a few screen shots off

#

Spruce 4K bark, problem is this is the only tree with 300,000 polygons. In Speed Tree I can do 30 LOD's, but it was the only way I could get a real good looking pine was to do each needle then optimize.

sudden agate
#

no

#

the pawn cannot inherit from Controller

#

you can only control one pawn at a time

kindred viper
#

Controller = input. Pawn = looks. Thats how I see it.

#

I might put all input logic in a controller, but I might put it elsewhere too. there is no need for it to be in the controller specifically.

#

no its still the same from the old days in that respect

#

thats the kind of setup I like to go full parental heirarchy. BasePawn + BaseController with the common/shared functionality. Then HumanPawn + ElfPawn + HumanController + ElfController which are inherited from the base versions

kindred viper
#

I should hope so or I have been pissing into the wind since 2010

honest vale
kindred viper
#

no but I absolutely would if the purpose required it

honest vale
#

πŸ˜„

#

I wonder what type of pawn epic is using for those mobs

#

probably not the stock character πŸ€”

kindred viper
#

well what is "out of the box" in unreal is not really what epic uses either. The Paragon characters, for example, had a completely different animation setup than out of the box. Using intermediary retargetting instead of direct like the editor does.

wary wave
#

I suspect they are stock characters in that example

#

doesn't mean the final game will necessarily use them as such, but it also pays to remember that Fortnite runs on dedicated server hardware, not client machines

honest vale
#

but clients still simulate them, right?

wary wave
#

to a certain extent, yeah

plush yew
#

people say that C++ is hard to learn

#

but is it really that hard

wary wave
#

people don't say these things for no reason

cloud cobalt
#

Yes, it is that hard

#

As in, anyone can learn it, but it will take years to be fluent with it

kindred viper
#

I disagree with saying its hard to learn. It's harder to want to learn it, than it is to learn it. Once you have that will to do it, nothing can stop you.

#

Until you hit custom ASM routines injected into your code to do the memory management, and you cry.

cloud cobalt
#

It's not that hard, the problem is that C++ is an extraordinarily broad language that feels a lot like three different languages merged together

plush yew
#

156201045032

#

omg

#

.... how can i delete this

cloud cobalt
#

Depending on the period, background and skill of the author, tutorials on C++ can feel like different languages entirely

tardy sapphire
#

How can I make a material that changes texture based on a constant value 1 to 4?

kindred viper
#

yeah I wouldn't go as far as saying it's an easy task, but if you have the will to do it, it doesn't seem to difficult. The times I have had, and will have, where I struggled to understand the concepts behind something in code, are the best times because I push myself to know. And with that comes the buzz from finally comprehending it or finishing something

cloud cobalt
#

@tardy sapphire Either use if, or linear interpolate

#

Using if is probably easier if you only have integer values

tardy sapphire
#

Not sure how to use If, how do you make it use a specific texture

cloud cobalt
#

You would use if on the result

tardy sapphire
cloud cobalt
#

You'll need three if nodes.

kindred viper
#

in that case I might go the custom node route to determine it

cloud cobalt
#

Do you really need the texture selection to happen during gameplay ?

#

If this is a developer / artist tool, just use a texture parameter instead

tardy sapphire
#

I wanna switch between them quickly, dragging random textures is kinda time taking

#

A slider would be a lot faster

kindred viper
#

yeah If you can avoid doing it in the material I would. But I like to do more complex "switch" style if statements in HLSL

#

Im not even sure its right as compiled material nodes have optimisation that custom node code doesn't have.

cloud cobalt
#

@tardy sapphire I'm just saying, this will have a performance cost for your players

#

Unlike a texture parameter

tardy sapphire
#

It's for editor, the object will be removed in the final run

#

It's a village layout

#

That I use to place buildings on top of

plush yew
#

is the blueprint really slower to process?

#

I thought it compiled in C ++.

cloud cobalt
#

It's not compiled to C++, unless you enable nativization, which is quite unstable

#

And no, it's not really slower, depending on what you do.

#

It's really slower if you do something like iterate over all actors at every frame

#

But you need to profile first to actually see if you have a performance problem

plush yew
#

i see : )

wary wave
#

I mean, it is slower, but it shouldn't really matter because you should have plenty of space between frames to do things, and if you are running into problems you probably want to reevaluate your approach

kindred viper
#

the only time blueprint is really slower, if when you are limited to blueprint only and have to do workarounds that would take 5 seconds in C++ :p

cloud cobalt
#

Basically most of the time your Blueprint game logic will eat up 10% of your CPU budget

plush yew
#

how exactly does the blueprint work?

#

is it under an emulator or something?

rustic imp
#

what's the best way to transfer actors from one scene to another, keeping positions

wary wave
#

not quite an emulator, but something akin to a virtual machine I guess

#

normally it's compiled into an interpreted bytecode

cloud cobalt
#

It's a virtual machine with compiled bytecode.

kindred viper
#

its Flash :p

cloud cobalt
#

😱

plush yew
#

ty very much ^^

rustic imp
#

flash is dead

cloud cobalt
#

You wish lmao

honest vale
#

I thought it's the old unrealscript engine spruced up

kindred viper
#

you would think so but its still going in another form

cloud cobalt
#

It is, jonimake

#

The input language just changed

kindred viper
#

the basis of Flash being a VM was always a point of contention, but you don't get other VM web interfaces getting the same attention. I know people did malicious stuff with Flash, but you can do that with Java too. I've written PHP that lets you execute written PHP code in the browser before. But Flash seemed to get the shitty end of the stick. I liked it though. Still wish I could use vector graphics tools in UMG. Even thought about adding it myself.

amber marlin
#

guys

#

how do I install a plugin?

#

help

#

im kinda high but Im not at work today and I wanna do this project

#

its gonna make everything more simple

cloud cobalt
#

Is it a source code plugin ?

amber marlin
#

ugh

#

can I send a link?

#

https://github.com/ue4plugins/StreetMap

#

im confused

#

how? I cant enter

#

I think I dont have 2017, I reinstalled windows couple of days ago

#

okay

#

you mean vcredist right?

#

oh

#

Okay

#

I understand

#

thanks

cloud cobalt
#

Probably not, statistically

cloud cobalt
#

Well I mean, there's like 10 recipients a year and thousands of applicants πŸ˜›

plush yew
#

I am the one

#

Can you just take the money then run off or do they like expect a game from you

faint cedar
#

I got a BP that hard-references an asset that doesn't exist

#

lovely

wary wave
#

I would like one dev grant to do, ahem, important cultural game research in Polynesia for 12 months please

faint cedar
#

I can't find where the reference is coming from

#

obj refs name="NAME_OF_ASSET" doesn't help because the asset is deleted! q_q

wary wave
#

D:

faint cedar
#

What's the console command for seeing all the assets an asset references

#

like, not "what assets reference A" but "what does A reference"

cloud cobalt
#

@wary wave If I was seriously aiming at a grant I would release my boilerplate project code with menus, saves, online sessions, etc

#

I'd rather make games though

#

Pretty sure selling gamedev tooling is more worthwile today, but well

plush yew
#

i wanna toggle the visibility of a lamp of a truck without being on it

#

Lots of ways to do that

#

key event -> toggle visiblity doesnt work

#

Do you have a reference to the lamp?

#

nah

#

Are you using input action

#

no

#

Show bp

#

Does the 'rect light' have children which cast light, otherwise not sure, but if you only press the key then instantly move finger off won't it just turn off on instantly?

sudden agate
#

in what blueprint are you? @plush yew

plush yew
#

of the cube

#

@plush yew children?

#

Actor needs to have receive input

#

The actor with the bp attached

#

what is receive input? O_O

#

You need to tell the actor you have your blueprint in that it listens to input from player 0 (I'm assuming single player)

#

Look it up (auto receive input) use Google

#

cast to firs tperson controller?

#

No don't need that

#

It's in details panel

#

Look it up I g2g in a min can't explain from scratch

#

ok now it works..

#

though how di o do it manually @plush yew

manic fern
#

Hey all, newly developing in VR HMD. Is there a way to still build/preview/simulate without having to Build and run on the headset each time?

wary wave
#

depends on the device

tribal pebble
#

does anyone know why IMPORTED FBX ANIMATIONS have wrong interpolation in UE4?

#

like in unity it works

#

in ue4 it adds random interpolation frames where it shouldn't making the animations look floaty and not Snappy

#

as far as i have looked around its not based on if i use Maya or Blender ,but its just what ue4 does to animations dunno why

wary wave
#

I can't say I've ever seen a problem?

digital anchor
#

it does linear interpolation between frames, thats what u mean?

#

can be disabled on the animation

tribal pebble
#

i mean for example

#

i make a 24 fps animation i import it in ue4 and it looks like trash unless i limit frames to 24 and then it looks a bit better

#

i dunno how to change character interpolations

#

since i'm using ue4 only for render i know how to use only the Cinematic Tool

azure shore
#

I want it pink

#

but its - not pink

rose glen
#

Quick Question,
i have created an actor in CPP , now i want to make multiple

#

actors based on it

#

do i create a BP of the cpp ? or create child cpp ?

#

because iwas thinking creating a blueprint based on it will defeat the goal of using cpp for performance

azure shore
#

.

rose glen
#

@azure shore whats ur material ?

azure shore
#

wdym

tribal pebble
#

@azure shore you need to add the color to the emissive

#

or mix it together

#

becuse adding an emissive value alone it makes it just white

azure shore
#

oh I thought it involved mixing the two

tribal pebble
#

try that

azure shore
#

a simple multiply?

tribal pebble
#

ye

#

tho the stronger the emission the less pink it will be

azure shore
#

oooh ok thanks I should have known that

rose glen
#

multiply the value u want

azure shore
#

thanks got it working but, how can I make like a sorta aura flare type thing where you cant actually see the mesh its on?

#

but I also want this aura to surround a pickup object which is solid

#

well not surround as such, still a normal sphere shape but you can see it through another mesh

rose glen
#

seach youtube for an "outline" tutorial and find the material you want to use

#

mix them together

#

for example this

azure shore
#

thanks

#

Ill have a go

#

oh, I'd really rather not do it with bps...

#

yeah this doesnt really look like what I wanted...

wary wave
#

an outline will need a post process and probably the stencil

#

the technique is pretty much a given in UE4

azure shore
#

I already have this post processing thing for black outlines around everything

#

but can I not just have this sorta flare effect in the same place as another mesh?

#

maybe its particle actually?

wary wave
#

if you want to render it through things, you will need to do some kind of depth / stencil buffer effect

#

Tom's articles go through this technique in quite a lot of depth

azure shore
#

but I know how particle effects can go through things, Im thinking it might be that

#

for this I just edited the default explosion

amber marlin
#

guys how can align meshes together?

#

perfectly that is

#

for example

#

a road without bumps but with elevation

#

I wanna join meshes perfectly

carmine scroll
#

are you using terrain tools?

wary wave
#

use grid snapping

#

if the meshes aren't built to be modular, well...

carmine scroll
#

I assumed he meant snap to the shape of terrain

#

or shape terrain to the road

#

idk

amber marlin
#

I cant do that with the default meshes?

#

like a plane?

#

or a cube?

#

its a road

#

terrain yes

#

with a smooth surface

plush yew
#

Hello guys !

carmine scroll
#

Hi

plush yew
#

i need Help

#

XD

carmine scroll
#

whats the issue?

plush yew
#

so

#

i made Animation bland space for
walking / running
and i got my animation-BP setted up
but
the player stuck on the running animation
even if the movement speed is in walking animations value

#

max speed is 270
running

and my player moving on speed of 180 but performing run animation

solemn loom
#

Hello everyone, I'm a bit confused about how physics works. I started a simple side scroller with starter content, created 2 blocks, checked to apply physics on them, constrained them to YZPlane and placed them one above other. Start the game - they fall, physics works as expected, they fall, a bit of bounce and then balance out. But then I jump on them with my character and here the wtf starts. Instead of just support weight of my character they start to clip through each other until either one of them bounce off screen or until both are laying on the ground completely merged. If I step off - one of them is pushed back out.
I tried to enable CCD on both of the blocks and on character. I tried to remove bounciness from the blocks, created massive material for them and so on, they still clip through each other when my character stands on them

plush yew
#

idk why it wont blend to walk

#

plz if anyone has solution Dm me

carmine scroll
#

@plush yew post images of your BPs

#

is there also an idle state?

#

since if not, he'll always run anyways

azure shore
#

is there a way to set something to not recieve post process effects?

plush yew
#

@carmine scroll i will send it in DM

thorn topaz
#

So I have my mouse hidden and I'm trying to set focus on a widget so I can interact with it with my gamepad but I can't seem to find a way that keeps the mouse hidden

carmine scroll
#

please dont @plush yew

#

Use 'Set input mode' node @thorn topaz

thorn topaz
#

I am

carmine scroll
#

and set mouse hidden to true?

thorn topaz
#

If I remove the widget focus code, it works find

#

fine*

#

once you do keyboard focus, the mouse is always displayed

azure shore
#

is there a way to set something to not recieve post process effects?

sudden agate
#

A model with Scale 0 still has render cost, right? Atleast the Vertexshaders do stuff, right?

azure shore
#

thanks

carmine scroll
#

as far as I know yes, @sudden agate

azure shore
#

guess its not exactly - simple

carmine scroll
#

wait, you wanna use gamepad @thorn topaz

#

so why setting keyboard focus?

thorn topaz
#

so the widget can handle input

azure shore
#

yeah I wont be able to use that for what I want to do

#

so I have this post process that puts black outlines around all objects, but for these little emissive spheres I dont want it to apply to them

thorn topaz
#

So why won't a custom depth channel work for that?

azure shore
#

well these spheres are in a particle emitter

plush yew
#

yesterday i realized on what way is appropriate to use interfaces and i forgot by now

carmine scroll
#

walking back, is on 0? @plush yew

#

so when your not moving, his walking back

plush yew
#

nope

#

its idle

#

maybe he changed the keys mate

#

maybe he did that so this thing is walking forwards and the s key is -1 and use a different blendspace

#

one sec

carmine scroll
#

his also using a calculate direction node, which I wouldnt use for direction

plush yew
carmine scroll
#

but idk if that makes a difference

plush yew
#

@carmine scroll is there better way to get direction ?

carmine scroll
#

letme load unreal

#

yeah okay

#

I think its the calculate direction node

#

I just used it in mine and it makes walking backwards, moving sideways or something like that

#

it doesnt play the right animation anyways

plush yew
#

ahhh

#

so how to fix that

carmine scroll
#

I can show a very quick fix

#

to see if it works

#

1 sec

plush yew
#

ok

carmine scroll
#

Make a direction var and set its value from whatever your left/right input axis is.

#

Thats a quick way, and should work.

#

Works fine for me, so, we'll find out lol

plush yew
#

Same 😦

carmine scroll
#

hmm

plush yew
#

runing slowly XD

#

its not geting the speed i think

dim merlin
#

Hi so, if playing in PIE fullscreen, would fps be the same as in game or packaged game?

carmine scroll
#

No

dim merlin
#

how much does it takes more in editor?

#

and why?

restive seal
carmine scroll
#

Its not always that it lowers FPS. Sometimes the fps in PIE can be higher @dim merlin

mossy mauve
#

How would i go about asking for help with Anti Aliasing? I didnt find a support channel nor do i want to spam here or anywhere else by accident. Sorry if its an obvious question.

autumn socket
#

i unticked can walk off ledge

#

i doubt this is supposed to happen

#

anyone have an idea what i am missing?

graceful coyote
amber marlin
#

I am still trying

#

to this moment

#

xd

#

yes

graceful coyote
#

hahahaha I know your pain

#

I will write the steps wait a moment

#

press (shift+3) then press (Manage) then press (Selection Tool) then press (Edit Splines).
After that, in your map <hold> (Ctrl) and press (mouse left click) anywhere many times as much as you want to make turns for roads.

#

press (All Splines) to make the road suitable to the streets. then on the (Details) press (Segments) and then scroll down to find (Landscape Spline Meshes) and press the (+) then on the next line press the (>) before the (0) so you can choose your mesh as cube or plane...

amber marlin
#

yea yea

#

im figuring it out

graceful coyote
#

well good luck πŸ˜ƒ

amber marlin
#

ahhaaa

#

Yes

#

I get it

graceful coyote
#

I missed one step as I remember, scroll down at the end and change one of the axis to Y-axis to make the streets right direction not in width

#

Forward Axis

amber marlin
#

I didnt even have a landscape lol

#

read my name ^^

#

xd

graceful coyote
#

lol, you have it for sure, but it is hidden maybe due to the size of the menu(Modes), resize it to be larger. and take my note (Always use Youtube for these and when it is blocked in yourface then ask for it). this way makes you pro at the end.

#

ok so, Guys who can help me specifically to add (Admob) ads in my android project? I will help who helps me in this so much in the future πŸ˜‰

plush yew
#

how can I switch the camera to the default character camera component?

#

I can not get the reference

graceful coyote
#

can you add details? if u have pics better too.

#

you want to use the camera for menu or something like this?

plush yew
#

I changed the camera using the set view target with blend instruction, targeting a camera inserted in the game map. but I can't restore the camera that was there before, always using the set view target function, because I can't select it

#

sorry I'm a beginner πŸ˜‹

solemn loom
#

Why is this happening ?

restive seal
feral canyon
#

anyone having issues with installing unrealVS for VS2019?? I have it installed but the UnrealVS doesnt detect it

next badger
#

@restive seal you're not using any dev code right?

regal mulch
#

@feral canyon Had the same thing, was told it doesn't support it yet /shrug

feral canyon
#

Ohwell 😦

regal mulch
#

@restive seal That's a tough one. It could totally be due to a programming bug.

#

PIE doesn't mean that Package works.

next badger
#

the one from github works

regal mulch
#

Oh does it?

next badger
#

well, i haven't used it, but i've installed it on my 2019

#

@regal mulch it's under deprecated api

mystic zinc
#

i wanted to code a simple function that returned a string element of a vector the code is fine in visual studio it doesnt give me the error underlining anywhere it looks like it should compile but when i do compile it it gives me the error

cannot find class", to resolve delegate 'string'

ive been at it for days it should be so simple

shrewd shuttle
#

can some one send me a good tutorial for leakage stain decals?

next badger
#

@shrewd shuttle on how to place them ?

shrewd shuttle
#

the whole thing, im pretty neww

#

to make them and stuff

next badger
opaque salmon
ember notch
shrewd shuttle
#

@next badger thnx

ember notch
#

What i can enter in the field? my publisher name? iBySnow?

light vigil
#

can I live tune variables defined in blueprint/anywhere at runtime in my game somehow? So I don't need to make one change, reboot, evertyhing, repeat?

#

In Unity I can just live tune stuff for example

midnight bolt
latent fable
#

I made my first main menu! It looks bad Right now, but i'll improve the aesthetics soon. If you have suggestions or feedback for it please tell me πŸ˜ƒ

#

(also very unfinished)

next badger
#

@midnight bolt is that BSP brush or mesh? if bsp - use the edit mode

visual belfry
#

@ember notch your full legal name

obsidian wasp
#

Is there any way to get the bounds of a mesh without spawning an instance of it? An Instanced Static Mesh Component with its Static Mesh value set to something doesn't seem to produce a Box Extent when plugged into a Get Component Bounds block.

next badger
#

@latent fable could you set a normal name? i see no reasons for it to be this way

obsidian wasp
#

@grim ore's video made it seem so simple to get the component bounds, but that method doesn't seem to work for meshes that aren't spawned into the game world.

Figured it out. Floor Mesh -> Get Local Bounds gives me what I need.

next badger
#

@latent fable you're nor Crush3r twink, right?

latent fable
#

@next badger Okay, i'll change it back, and what do you mean by "Crush3r Twink"?

#

its just so people know im really bade

#

bad

#

lol

#

πŸ˜„

next badger
#

@latent fable Crush3r is "special kid"...i'm not sure if he's kid tho

latent fable
#

I have no idea what you are talking about lol

stray smelt
#

are there some weird requirements to using Recapture Sky for skylight? The issue was/is that lighting looks different (better) in-editor compared to in-game. I've tried to execute Recapture Sky at BeginPlay but it doesn't have any effect. The issue is probably related to that I have two sets of Skylights that show depending on whether it's night or day. I've tried both hiding and destroying the other skylight that should not be in use

#

or could it be caused by something else entirely perhaps. Left is editor right is in-game:

next badger
#

@stray smelt are you using eye adaptation in both cases?

stray smelt
#

@next badger you mean auto-exposure? there is only one post process volume here

next badger
#

yes, does it work in both cases?

stray smelt
#

I believe so. I can't see it behaving differently, although I don't really use it (i.e. both low percent and high percent are 100):

#

oh seems it might be due to min/max brightness

#

at least now it looks identical πŸ˜ƒ

#

how come it's different in-editor and in-game with that setting?

#

i need to read up on what it actually does...

#

yeah ok the documentation answers that. Thanks @next badger !

hidden aurora
fierce cipher
#

Hey, anybody else get crashes when their laptop is running on battery?

#

Mine can't seem to do anything while my lappy is on battery, just constant crashes, plug it in, works fine...

flat idol
#

@fierce cipher Check on the power management settings of your OS, and set high performance for devices like gpu, cpu, that may help. Tho it could be something entirely different, a hardware issue for example. Use your lappy from cable anyways, UE will drain power rather quickly i expect, especially when you turn it to blowing on full power

fierce cipher
#

yeah I have it always on full performance hah

#

I mean, it would be nice to be able to be on the go and rock a few hours of jamming anytime. but yeah i guess game engines aren't built for runnign on battery

next badger
#

@hidden aurora why is the glock so small compared to hand?

hidden aurora
#

Its the fov

#

I set it t o 115 to check the animations worked perfectly

bitter iris
#

Hi all, so i want to have my own in game menu, so users can edit their own settings whilst in game instead of main menu, here is my code for it. sometimes the people testing wouldnt be able to use the menu properly

#

could i get some help

grim ore
#

what is "wouldnt be able to use the menu properly"

#

The only real issue I can see is you are putting in Null for the In Widget to Focus on the Set Input Mode Game and UI. The white wires are executed in order so you are trying to set a widget to focus before you actually create it.

bitter iris
#

sorry, tired, erm i meant they couldnt use the cursor properly to interact with the menu, and also the menu would overlap the options for instance

#

Okay so in which way should that have been

grim ore
#

you need to create the widget first. and no real need to focus. But what do you mean the menu would overlap the options? any screenshot or more info

bitter iris
#

ill make a gif now

obtuse nest
#

apologies for the super simple question but how do I make it so that my viewport live updates lighting as I add additional lights?

bitter iris
#

So once i open the menu, go to options, if the user press K again (to open in game menu) it overlaps and then i loose control of the ui

grim ore
#

the lights need to be movable to be realtime

#

ok a couple things but the first should be making sure your order is correct for your menus

#

in your main panel, the root of the object in your UMG widget, you can set the draw order

#

or depth

bitter iris
#

the input priority ?

grim ore
#

you want to set the ones on top to be higher

grim ore
#

sorry. the Zorder is what you are looking for

bitter iris
#

So it looks like it works slightly here

grim ore
#

but i think the bigger issue here is you are letting them open the other menu again when this one should be the only one up?

bitter iris
#

yeah

#

i need a way to stop the interaction of the in game menu once the options etc is open

#

as then this happens

grim ore
#

so for the first one

#

when you add to viewport you can set the ZOrder in the little drop down menu, the advanced options

#

so if you set the z order of the main menu to 0 (default) and the z order of the options menu to something higher, like 1, then whenever its added the options menu will always be above

bitter iris
#

is 0 what is placed ontop or bottom

grim ore
#

for the second issue, if you go down to your main panel in the options menu, the one at the bottom probably a canvas panel, and set its visibility to Visible instead of Self Hit Test Invisible it will now capture input and prevent anything from going behind it

#

read the tooltip.

#

higher numbers are on top, or more towards the screen, than lower numbers. 0 is just default

#

you could for example make backgrounds -1000, main menus 0, and then popups 1000

visual belfry
#

and lots of room for activities inbetween \o/

bitter iris
#

ahhh right okay

grim ore
#

yep if you ever start getting complicated UI's you start using larger numbers as "base" layers for UI

bitter iris
#

So when im in game, my in game menu should be 1, then my options in game should be 2 essentially ?

visual belfry
#

z order should be a float 🀣 so you can keep subdividing it without actually fixing anything

grim ore
#

sure, or 0 for the little 3 button menu and 100000 for the options menu

bitter iris
#

Okay so it works but this problem again

grim ore
#

well which one works and which problem is left

bitter iris
#

Well when I click K to open in game menu, I click options, it works fine, but soons I click K it pops over the options menu still, so then if i click resume on the in game menu, i loose UI mode on the options menu

grim ore
#

well then if you are hitting K and it pop up above you didnt set the z order correctly

#

also are you creating a new widget every time you hit K, that might be another problem.

bitter iris
#

Yeah, K is the inputaction then > Create in game menu widget > add to viewport > show mouse cursor > set input mode game an ui

grim ore
#

if the z order is correct, and you block clicks on the bottom layer of the options menu, the problem is not fixed correctly but it should stop being an issue

bitter iris
#

oh wait i have a canvas panel and a border, ill try adding a zorder to the border

grim ore
#

the ZOrder is on the Add To Viewport node

#

thats sets the z order of the entire widget

#

the z orders on the parts of the widget set the order of the parts inside that widget

bitter iris
#

oh

grim ore
#

this just fixes the layering issue, it does not fix clicking behind the options menu

#

it also doesnt fix you creating a new widget every time you hit K

#

or allowing the player to hit K again when the options menu is loaded

bitter iris
#

oh boy

#

i think my resume is broken now πŸ˜‚

deep basin
#

what exactly is project in the hud class is doing? I want to project a world location to screenspace. When I was logging the location I was expecting its position to be negative x, when it is left from my viewport and positive x, when it is to the right. this is however not the case. it is often positive on both sides, which confuses me a lot

manic pawn
#

that isn't how this works

#

0 0 is the top left of the viewport, with x going right and y down

#

a position off screen will return an error

thorn vector
#

anyone here have experience develop with character movement component?

fluid terrace
#

Hi I have questions regarding unreal.

  • Are the libraries/Functions found when using blueprints (listing when pressing left click) the same as the ones if you used c++ to program your game?
#

are the names, parameters, properties, and methods the same?

#

assuming blueprints use classes

#

the aim is know whether learning blueprints initally will make doing c++ stuff has one requirement which is only know how to write c++ code

digital anchor
#

blueprint nodes are C++ functions with some UFUNCTION specifiers, right click the node > go to definition to see how they were created

fluid terrace
#

it shows reading c++ symbols but nothing happens after

#

i've probably did it before but this happened and i realized it won't take me to VS

restive seal
#

@next badger No, no dev code for those actors

#

@regal mulch I checked out my last release from a couple months ago, and found similar problems with running Standalone Process, but not in Launch/Packaged Game

thorn vector
#

anyone wanna test my mmo next weekend?

#

rn im currently finishing weather system with rain season etc

#

next weekend primarily stress tessing

gilded igloo
#

sure why not

thorn vector
#

i havent make a discord yet im gonna make it tonight after i got back from work

#

will update soon

thorn vector
#

sure thing im currently got ample time for testing anyone game

#

@plush yew

thorn vector
#

yeah 2990wx rtx 2080ti(game dev) and 8700k 1060(gaming)

plush yew
#

Hello,thanks for add!

woeful sparrow
#

Is there anyone who can help me with ue4???

#

Tag me and we'll have a chat

weary basalt
#

Ask your questions here man,

#

People arent going to randomly DM you

#

Also i was talking to @woeful sparrow

fluid terrace
#

hi anyone's familiar with this syntax
AMyActor::AMyActor() : TotalDamage(200), DamageTimeInSeconds(1.f) { }

deep basin
#

I know that the viewport has its origin at the top left, but there must be any way to find out, when an object is not in the viewport, if it is left, right, up or down, isnt there?

weary basalt
#

@fluid terrace Its a Member Initializer list.

static narwhal
#

Does anyone know the perfect UV light map settings for Spiral Staircase? I’m having a hernia working through this 😒

bitter iris
#

Hey guys, so I'm running tests for my game, and ive had someone with a Ryzen 3, 8GB and a RX 470 get 80-100 fps on max settings. However another tester who has a i7 8700k, 1070, 32gb, is only getting 75fps just seems really weird

plush yew
#

Im i stupid,why cant i find how to blend only the hands

#

it must be something really stupid

regal mulch
#

Layered Blend by Bone?

plush yew
#

yeah i found what i was doing

#

i was mixing the wrong bones like an idiot

#

@plush yew its not super easy unless you switch to forward rendering where you can set exactly when to render objects. one trick in deferred (which is unreals default) is to set the material of the character as translucent and disable depth test on it. this will lose some quality on it though. google "custom depth pass" for other solutions. also dont forget you can have the object behind but extend its collision.

ember notch
plush yew
#

black panel?

ember notch
#

I mean this black backgroumd

plush yew
#

isnt it just a black widget image with some transparency?

wary wave
#

I would assume that is the case

ember notch
#

I have this picture from Google

#

How I make this now in widget blueprint?

plush yew
#

lmao

#

google it

earnest crater
#

@ember notch do you want to turn the image into a widget?

#

Or make something like it

latent moth
#

all, my player possesses a drone but I'd like for the sounds that are heard to remain the ones of the character, not the drone. Is that doable?

earnest crater
#

Could you elaborate

#

Do you see through the eyes of the drone?

brittle gulch
#

I've posted a topic on the forum, people responded, but when I click on the link, it brings be to that page :
How can I see my post back?

plush yew
earnest crater
#

Can you send the link

#

@brittle gulch

brittle gulch
earnest crater
#

Maybe it no longer exists

brittle gulch
#

it's weird, I posted it a few days ago

earnest crater
#

Was it a general question

next badger
#

@plush yew why are you posting meaningless images on this channel? it's not #lounge

brittle gulch
#

I don't think so, or maybe it was, I asked what can be better usage for a dense forest, A cluster of several trees or individual trees,and asked for advice from people who already worked on a forest, how they handle it

earnest crater
#

Well it depends on what you want clusters are faster but individual is more unique

next badger
#

@brittle gulch check your profile for started topics

brittle gulch
#

I want a very dense forest, where the player's view is rapidly obstructed. To do that, I would have to place a lot of foliage, so I was wondering if placing individual foliage would really be the way to go. Maybe if I create some clusters, import them as static meshes and use that as foliage directly, it would be better for LOD and oclusion calculations

earnest crater
#

You could use the foliage with trees and change the density to your liking

brittle gulch
#

@next badger It worked, Although I can't see people's response

earnest crater
#

The page itself doesn't exist btw

brittle gulch
#

Yes, But I don't know if there wont be too much stress on the CPU to compute the oclusion and LOD of all that single piece of foliage

#

Yeah the page doesn;t exist it seems like, I can only see it from my profile, but without the responses

earnest crater
#

Either way It'll take a long time to build I mean it's really preference

brittle gulch
#

Oh okay, so I wont really gain much performance with this technique?

next badger
#

@brittle gulch HISM could do that...except the lighting can't be baked to it

willow siren
#

Does anybody know why the camera is looking sideways? (it is set to use the character's control rotation, so rotating it in the viewport doesn't change anything); also moving the camera around works as it should, so it's not because the socket it's attached to is sideways; it's also sideways when connected to other sockets

brittle gulch
#

@next badger Okay not a prob, because I want to make a day/night cycle, so it should be dynamic

ember notch
#

@earnest crater I want to turn black case into the widget blueprint

earnest crater
#

Like the others said it's probably just a image with opacity

ember notch
#

No another option?

earnest crater
#

Like what?

#

That's the simplest way

ember notch
#

I want a black case

wary wave
#

Please just Google it

earnest crater
#

So an image with opacity

plush yew
#

i literally talked to project borealis team and asked them about source files 3 months ago and they said nah

wary wave
#

This is so basic, most IMG tutorials will cover this info

plush yew
#

yeah exactly

wary wave
#

*UMG

plush yew
#

people dont search anything

earnest crater
#

That's all I do^

wary wave
#

It's a quarter of my job :')

next badger
latent fable
#

Does anyone know how I can hide my character mesh in the local client only?

next badger
#

@latent fable you meant among all players, do not show the mesh if the player is - host?

latent fable
#

yes

next badger
#

@latent fable that;s not great idea, cause you won't be able to run dedicated server w/o breaking it

#

still want to do that?

latent fable
#

hm

#

So

#

let me do a drawing quick to show exactly waht i mean

#

what*

plush yew
#

uh its a standard thing in multiplayer fps games. it wont cause issues anywhere

next badger
#

@plush yew no, he wants that other players still could see own character mesh

latent fable
#

no

#

i want this

#

what yeats said

next badger
#

@latent fable but when i've asked about the host you've said - "yes"... -_-

latent fable
#

sorry i'm kinda new to this

#

i misunderstood you

#

sorry for the misunderstanding

next badger
latent fable
#

thank you

#

woah thats from a long time back

next badger
#

@latent fable nothing changed since...bOwnerNoSee and bOnlyOwnerSee

#

same variables in BP

ember notch
#

How I make a buy house system like in gta?

plush yew
#

lol from black boxes in umg to gta houses.

#

your project must be coming along fast

next badger
#

@ember notch with a lot of effort

#

afaik the house buy system is like whole web ui

#

with map etc

ember notch
next badger
#

@ember notch assign garage id to one player only...i assume

latent moth
#

@earnest crater yes, you control the pawn, so your character stays on ground supposedly controlling the drone.

#

however the sounds come from the drone position, NOT the character position

#

for instance: the drone itself generates an engine noise

#

i'd like the noise heard from the player to be the one of the character, so if the drone goes away, the sound disappears too

ember notch
#

@next badger And I need a MySQL server right?

next badger
#

@ember notch well, if you will be making some kind of database - yes, but you could use, sqlite, or savegame object or...whatever you could implement

wary wave
#

@next badger -sorry, I'm not at a computer right now and won't be for a few hours

ocean wind
#

quick question, I'd like to have a different lightmap for a model I made

#

Getting something like this right now, I found that this is where I have to change the channel, Not sure how this works with the auto generation of lightmap UV's

sterile heart
#

really want to know if any fighting game tutorial / online course around

next badger
#

@ocean wind source channel is one that already exist in the model UV, it is used to generate lighmap uvs from
target is, well the uv channel the generated uv's will be written to
you could preview the generated uv's in the viewer

#

@ocean wind it is always better to have uv'ed meshes for the LM generation

ocean wind
#

Ohh I see

#

this is the one it generated but it looks like it's not using it at all

#

called Uvchannel1

grim ore
#

it might be using it, it just might not be usable based on the density of your mesh

ocean wind
#

It's basically a bunch of planks that I unwrapped and alot of them are ontop of eachother

grim ore
#

and if you aren't getting the results you want you will have to unwrap it to get what you want or go about designing it another way. That item may be too complex and too high density to get any accurate results when unwrapping

ocean wind
#

Oooh I see, and what kind of lighting would you use on that in the end? static?

#

I'm after the best performance possible so I believe I want static, and with baked lightmaps?

grim ore
#

static is lightmapping and it depends on your scene and goals.

ocean wind
#

Light doesn't have to move, it'll just be a scene during one point in the day

grim ore
#

if you want static you need to possibly break that mesh into different parts with better quality light maps

ocean wind
#

Hmm..

#

Alright thanks, I'll play around with it for a while!

next badger
#

@ocean wind it looks like you have a lot of separate polygons in the mesh, so when lm uvs are generated they setting a large padding between the pieces, this value depends on lightmap resolution, if you increase it, it should give you better results

#

@ocean wind
Setting Light Map Resolution or Overridden Light Map Res lower than the Min Lightmap Resolution used for a generated Lightmap UV will cause seams and potential light leaks once lighting is built. The Min Lightmap Resolution should be the lowest resolution you ever intend to set for this Static Mesh to ensure that enough padding is maintained between UV Charts.

#

in your case your meshes may have subpixel size uvs

upbeat tendon
#

i've just created an interface when compiling i get error : GENERATED_IINTERFACE_BODY must occur inside the native interface definition

#

ah i think i found my problem

latent fable
#

Does anyone know how i can get a mesh and change it so it is only arms? (for fps)

grim ore
#

open the mesh up in a DCC program like blender or maya and remove the parts you don't want

ocean wind
#

It just turns entirely dark now lol.. I really don't understand what i'm doing wrong

#

I also increased lightmap size from 64 to 16

#

now it works all of a sudden? πŸ€”

#

nevermind lol..

#

even worse this time

#

It's not detecting my skylight or any of my lights at all

grim ore
#

did you lower your lightmap resolution from 64 to 16?

ocean wind
#

Yeah, but even on 64 it gives me the same

grim ore
#

you just simply might not have enough room in your UV map for this item for a decent light map due to the size. you can try cranking the resolution up to 1024 and see if it helps but if that doesnt then you need a better uv map

ocean wind
#

1024 will make it worse though

#

I don't even think that resolution is my issue

#

the thing is entirely black, not detecting any light whatsoever..