#ue4-general
1 messages ยท Page 474 of 1
it would mean spawning functions would have to handle blueprint classes separately from native classes
(they use the same checking function)
ooh, I think I might see the problem, it may be literally checking against AActor
cheers!
Hey everyone, we have an issue with downloading our projects from git and things like this. We get all of the assets in the windows file browser, but none of them are in the content/file viewer in engine, meaning we cant do anything. Any suggestions? We have tried verifying and doing stuff like that already ๐ฆ
yeah we are :/
afaik
yeah it should work for us too ๐
it has done in the past
i will try and push a full version of the files again from blank and see if thats any better
thanks for the help ๐
My sequencer is recording a completely different camera. How do i force it to export the camera im currently in? I tried deleting other cameras, but no luck. Thanks in advance.
Does UE4 have a built in keyboard to enter text with a gamepad?
It's about the size of a player, but it doesn't scale down further
@thorn topaz No
RIP
Gamepad keyboards suck tbh
And text input is rarely a core mechanic
(And on consoles it's a system feature)
general question: anyone else miss the search in UE4 to do fuzzy searching for blueprint/method/files? I wonder if that is something that other ppl also miss.
What can I do against cook warnings where it can't find a package that I'm not using anyway?
Can I somehow find out where it's referenced?
everytime i use unreal it crashes after a while because it says the d3d device is lost
closing geforce experience helps, but it still crashes, just takes more time
Update your driver
i've updated my drivers so many times already
Basically your driver keeps dying here, so it's either a driver issue or a hardware issue
but i'll do it again cause new ones came out like 3 weeks ago
@regal mulch right click on your content folder -> fix Redirectors maybe?
sometimes Unreal likes to put blueprints into the Packaging folders under Project Settings. Take a look there
Packaging only lists the 5 maps we currently use
I'll try and see if one of them links something it shouldn't
hi anyone here have use truesky before
im thinking of getting a license
you need two Post Process Volumes
One for the outer and an inner Post Process Volume that is contained in the outer.
In the Outer you set a Material Instance where you see the drops and in the inner you use an Instance where you dont see them
Post Process Volumes blend the Parameters, not the Materials itself
Hi Unreal-Community! I actually have not much of experience with unreal but we have an internal project using TwinMotion. What I gathered so far is that it is based on Unreal. Apart from the great and easy ways to create scenes and content, would a skilled unreal developer still be able to utilize unreal scripting in such a project? (like I imagine the TwinMotion is "just" a layer on top of unreal, and you can still do lower level coding in it). Thank you for your help!
thankyou @sudden agate think i finally figured it out haha
Hi guys, quick question, i have attached a light component to the palyer charachter, which gets spawned in by the game blueprint, but the ligh does not render in the scene. any ideas why? when i just move a spotlight into the scene it works
also my charachter is lit, despite me deleting all ligh/skydomes etc
the background is black. can somebody explain it to me?
Unusual question, perhaps. If you take a C++ character script and convert it to Blueprints, is there a way to see what's going on behind the scene? I was following a tutorial, and I'm a bit confused as to what is actually making the function calls and what is assigning them the variables -- I almost feel like I'd be happier if I had complete control over everything that was going on. ๐
The 4.22.3 Hotfix is now live!
Feel free to discuss this release on the 4.22 forum thread (https://forums.unrealengine.com/unreal-engine/announcements-and
๐ฎ
How do you write in a .csv for Vectors and RGB (or RGBA) for use in Structures and Data Tables?
I'm working with Structures and Data Tables for the first time, and just trying to get the variable formatting correct. Is there any online quick reference for this?
You could have a variable of that type in your struct
Make the DataTable
And export the csv file from it
Then check how it was formatted
@grim ore looking at your render target thing from last night, does Find Collision UV require I have the setting in Project Settings?
?
there's dirty and there's "change project settings" dirty ๐ฆ
@regal mulch Sweet thanks, yeah I see it now
Anyone know why I cant scale my collision objects low enough?
I would be very interested to know more details regarding the question Zeblote posted as well
@manic pawn - I did a protoype game that did exactly that and noticed no problems ๐ค
@visual belfry yes that needs to be checked as it adds extra options to the engine. also if you do a line trace it has be be a complex trace not a simple trace in the trace options
someone posted a C++ solution for it if you want to make a blueprint function library to add a node to do it against the material itself directly
found alternate solution of making the interface more obtuse ๐
it's Gameplay Value!
weird model question, but is this just an optical illusion? in the first image I have a one sided material (w/ inside visible), in the second I have it set to two sided (so inside is hidden)... but it looks like a completely different mesh
I guess it's consistent looking at the hex width on the Y axis minor ticks, but my head ๐คฆ
if that is a button it has a click event you would use in UMG
In gmod when you press some button, then the object that was binded does some action, I want to track which button the player presses
same solution, you just have UMG report out to the game mode or controller or whatever you want to do ๐
can i do it without widget focus?
the click event.... does that not do what you want?
Anyone else having issues patching todays hotfix?
it took a few minutes to get past initializing but it worked after that here
Guys i have a stupid question
If i open unreal engine (and make game with it) through .exe instead of from epic launcher
Is that a problem?
Or is it fine?
It's fine
Plenty of approaches in UE4
So put it in UE4
Do a small additive material with the texture and you're good
Make it additive
Additive
so what's the problem
you might want to add some sort of fresnel masking there to hide the edge faces or so
So multiply it by 2 basically
Power of two
Depthfade
Multiply your emissive by itself and put Depthfade into opacity
Play around with fade distance
Alternatively, you can do a better-looking, much costlier method by using volumetric lights
I have bind void on characterCPP OnAction. How now I can check when character OverlapBegin with collision (collision is in class switch trigger)?
I want make script like: when player was in sphere component (overlap begin in class switch trigger) and use bind OnAction: then do something
What kind of errors?
Error when i launch my project in UE4 it instantly crash
Can you send an image of the error log
sure
It can be several reasons
can i run ue4.22.2 projects in ue4.16.3 ?
no
is the third person character class in a c++ project is in blueprints?
the base class for the character is in C++, there is a blueprint for it so it can be in the world as well
you mean can i have it coded in blueprints?
you can do it in blueprints, yes
the Blueprint project is pure BP, the C++ project is both
Hey guys, how can i change the size of this?, it is a score number value im getting for my hud, but i can't figure it out how to change the size of those numbers.
thanks MathewW
@subtle arch by HUD do you mean UMG widget or a HUD class object?
you have to adjust the font size in the widget
^ , the text widget has the size variable
Lol im noob, i was changing the size of the green rectangle, but the size option for the numbers was more at the bottom. Ty guys
must I have VS 2017 installed to compile UE4.22.3 projects?
I have VS2019 installed and I updated the compiler version from proj. settings and editor config
you can use 2017 or 2019 for 4.22
just make sure the generate project files is ran correctly to target the correct version if you have both installed
when I am trying to generate the project it gives me this
UE compile button the same :/
was your project set to use 2017 or 2019?
initially it was set for 2017. I updated the version from the project settings' toolchain and editor preferences' source code to 2019
damn ๐ฆ it should work, something must be set weirdly
I have both installed on this machine so I can't test it but my home machine has 2019 installed and I can compile projects and source in 4.22
the only solution someone suggested I can see is make a new BP project in 4.22, set your editor preferences for source code to 2019 and then try again
"This worked creating a blueprint only project and changing the default settings to VS2019 solved the issue."
i know its weird but if you make a new C++ project in 4.22 does it work?
tried that it won't work
I have a VS2015 version installed
temped to uninstall it
but it's very weird because it was working fine
I uninstalled 2017 just a few hours ago
my only other thought is you have been using 2017 this entire time without knowing it and your 2019 install is not correct, not the full c++ toolchain and such
I can reinstall it I guess
I know that I have 2019 only at home and it does work
well thanks a lot for taking the time and check with me
really appreciate your videos ๐ surprised to see you here
keep it up sir!
๐
hopefully you get it working, it might be the 2015 install but that seems really weird if so
yeah very weird, will try to keep at it
just hit a repair on VS
, see if that helps
did you take any other windows 10 patches?
nope
MS always had that wierd order of install thing with the xbox including VS I always try to stay a few years behind
๐ that's a smart thing to do lol
Yeah still rocking windows 7 everything is smooth
can anybody check their VS installed packages ?
is it similar to mine or did I miss installing a C++ feature
I just deleted my vista / xp OS's a few days ago, I could travel back in time with my boot managers
I have tools that only ran on those OS's so I had to keep them around for a while
My 3d Maya performance is stil higher using Windows 7 I have test windows 10
that looks fine here, my only difference is I have .net desktop dev installed due to a source build
even if it wasnt tho UBT would complain when it was trying to compile about missing stuff, not the wrong version
time for a clean install
scrub it down like clearn all the enviro vars, reg, etc
welp still the same issue so I am giving up and installing vs2017 back
right click in the window and you should see a clear log option at the top
output log?
When I right click, nothinn happens
Message log and output log are different
It DID clear the output log, but the message log seems to be saving
Under Play In Editor, Message Log
you see the little clear button in the message log lower right corner?
that right corner area little tiny arrow?
fun speculation time, something I may attempt on the weekend
for a multiplayer first person game, how would you consider implementing a wheelbarrow?
most notably the movement behaviour
Thats all there is, no right clicking available
@wary wave vehicle movement component 
D:
wheelbarrows have torque, right?
yeah, but it wouldn't be hugely significant, I don't think
if I have a message in that window I see a clear button at the bottom right corner if I dont have a message I dont see that button, I have my windows undocked
@loud knoll Ah yes the clear is there, however the editor still had an ass load of bugs (which I know I need to fix
I mean the Play in Editor
@feral canyon weird question but did you try right clicking the .uproject and regenerating the solution files with only 2019 installed?
it does seem to respect the settings in the editor. I switched it to 2017 and generated and got a solution file for 2017, I switched the editor to 2019 and generated again and got a solution file for 2019
yes I did try that @grim ore
I just installed VS2017 again and it works now
thank you for checking
weird you had to do that, in the solution file for the project what version of VS does it show 15 or 16?
@shut minnow So do you want to export that log so you can keep it or if you start the game again it should clear right?
16 now
@loud knoll No I don't plan on exporting it
@shut minnow are you trying to clear it while the game is still running?
@loud knoll Nope, just it keeps staking after, as in I will PIE then once I hit escape, the message logs stack it seems, thus causing slowdown. Its like it's not per session, its like scooping up all sessions and stacking. Hard to explain
I mean the easiest solution is to fix the bugs haha, but you know what I mean.
oh I see every session it keeps that set of logs
would it be possible to copy the height data from a landscape and paste it in a different one?
Indeed it does
@feral canyon now this is funny.... Im using 2019 and building source and have it set to 2019 in the sln file but half of the project is building with the 2017 toolchain and the other half with the 2019 toolchain lol
I'm curious if Chaos would be super great on VR or if it's gonna do too much lag ๐ค
hotfix has me in a failing update loop due to incompatible addons; they are unused and i cant even uninstall them or the engine version.
it would be fine on VR if you are using a dedicated headset and a powerful machine
Hey Mathew, love your work, use your vids everyday โค
anything is fine on VR if your machine is powerful enough lol ๐
@short onyx glad to hear ๐
yeah but it cost more on the GC if you use VR, so i wait and see if it's gonna do too much or just enough to not lag x)
lol @grim ore as long as it's compiling I guess you're good ๐
well it depends on the VR headset, some are 90fps some are 72fps some are 120fps. Hitting those numbers are not too hard on a high end rig for example.
hell we ended up with Robo Recall running at 72fps on a mobile chipset in the Quest ๐ The engine if set up right can do wonders if you have the right people using it
PC VR Headset is not 100% based on your GC and max framerate of the inside screen ? ๐ค
the biggest issue with PC VR is hitting your min spec at the right FPS. there are tricks using VR to get it to down scale for example or reproduction for missing frames
if you say screw it and build for high spec you can do a ton
Well, i guess i gonna go learn more about VR ๐คท
steam VR in particular has gotten a ton of updates in the last year its kinda neat. You can basically ramp up a game to higher quality in the settings of Steam VR if your machine can handle it which is nice.
Steam VR ? You mean Vive ? Or Index ?
and then the new FOV stuff in the quest to basically blur the edges with lower quality to give more performance is nice
well Steam VR is a platform pretty much now, it can work with any headset out there that supports it so Oculus Rift/Rift S/Quest, some WMR devices, the Vive devices
Any tips for speeding up a vehicle pawn? I've tried tons of variations of torque curves, RPMs, gear ratios, and mass but the vehicle is still very slow. I also tried adding a force or impulse but that was a bit unpredictable.
Oh the thing with the hub that you can only see in the vr headset and everything ?
yep but that is also the launcher for the steam VR set of games
so compiled against the steam vr plugin/libraries basically
yea it's a bit weird out there now for devices and compatibility but the quality is just getting better and better in terms of what you can push to the headsets
and if you want to get really stupid you can just push your desktop to the devices at high quality lol
Yeah but the price now..... It go pretty up pretty fast x)
Like the Index from Vavle that gonna come
@shut minnow you got me I looked all over recreated it and I cant remove them either but I dont have any errors in my project right now so the log is only one ling but that stacking thing is building for me too
more then 1000$ (for the pack with the headset, controller and captor)
yeah the vive index is ridiculous but you have stuff like the quest and rift s at $400 and the new hp reverb around that proce
I think i gonna buy the Index, but i wait to see some real test to see if it's really worth the price
it probably will for what it is but it is ALOT
I've had the vive, rift normal, and now have the rift S and Quest and the new stuff using inside out tracking so you don't need sensors is so much nicer
I only have tested the Vive, it's really good and i like the controller
the Quest is my new favourite to dev on now. Completely wireless even pushing to the device from UE4.
I wish i could test all of them :/
Yo hello guys
Ahoy
What skeletal mesh setting cause the player bounce when jumping over it?
player bouncing off another player?
no, it's not another player
so its bouncing off another object? it shouldnt by itself unless your collision is odd on the other object
it's an animal from an assets pack, weird.
there is a Can Character Step Up On settings on collision components under collision that might be of use
well I don't want the player to walk through it, I just want to remove the bounce
I know that setting will toss one character off another so it might be that
just sayin like...
nope, I think everyone is out to lunch
i guess so
Finally back from first exam, gonna try to solve that uh... Issue of not being able to shrink enough
so lucky that finished college i never gonna miss that again XD
I don't see any tab on the right where I can see how large my capsule is
I have all the usual settings, but nothing for scale
@frosty bloom @wary wave this is the only change to physics stuff in 4.22.3: https://github.com/EpicGames/UnrealEngine/commit/a2f616aa0c4e2d727f3549a27ceb6e7abe7bf803
idk what a contact offset is, maybe that's what was causing things to jump?
Yeah, so, I got a slight issue
I added collision to some bones in my physics asset
I clicked simulate, and...
One of the arms went rogue
pretty long arm right here
Why did this happen?
I haven't seen a tutorial where only one of the collision objects actually stick to the mesh, and one of them stretches the mesh's arm like a torture device
And this is why I like to get people to help me resolve things like size before I follow documentation
the bone fell off because you now have physics on it and nothing to hold it onto, that is what constraints are for
That's strange when the first bone seems to work fine
how do you guys difftool a blueprint ? ๐ค
is there an option to make the BP human readable ?
there is a diff tool in the editor but its meh. You can copy any blueprint nodes and paste them in plain text into notepad but that's not human readable.
and blueprints are human readable as is,it's pretty pictures
well I mean in git, how would one review BP code?
you wouldn't ๐ฆ
ah damn
there is an option for making blueprints text assets instead of binary but I have no experience with it and I have not heard much about it
yeah that sounds more to what I am searching
in Unity we can make .prefabs human readable
I am trying to clean up my cast to nodes. I placed the casts in the Begin play node and made references. The problem I am have is that when I take out the cast to from the code and use the references it does not work the same. I am trying to avoid cast to every frame. Any ideas ?
yeah unity has the text serialization option but it's not really a thing for UE4
I understand. thanks!
try the saving them as text option, I think it's in the editor settings, but I tried it once and got confused as it just duplicated the binary asset as text and kept both and I gave up lol
oh let me see
yeah Editor Preferences -> General - Experimental -> Text Asset Format Support
oh yeah you have to manually rigthclick on it and export it as a text asset
and creates a .utextasset for that blueprint.
yep hence the confusion on my part lol
well i'll see how they do it when I'll change jobs ๐
only thing I could think is these are meant to be shared but not used
yeah Looking thru the source it just exports out the blueprint to json for some reason
hi all, I'm trying to get the 4.22.3 update from the epic store..., but the icon just says "queued" This is even after rebooting system. Any thoughts?
ah I had to make a reference of the components not the cast to pin
are input events (such as axis firing every tick) guaranteed to be in a certain order vs Event Tick?
"Switch the Physics Asset Editor to Constraints Mode using the Constraints button" This isn't where it shows in the pic, where is it?
no guarantee of ordering
but input events should be before event tick
there are actually multiple stages in a 'tick'
Explanation of the ticking system used to update Actors each frame.
yeah, it sounds like they're triggered in player controller tick, so whenever that pops off in relation to other actors with input enabled ๐ฆ
unless you're expecting input to be valid for a single frame only, this probably isn't going to be a problem?
no it won't be a huge problem
there's also tick prerequisites if you need them
I was just moving the effects of my inputs over to event tick and wanted to understand the exact implications
it is possible to specify if an actor is dependent on another
not much implication at all, I wouldn't expect a tangible difference
"You need to make constraint files" But it doesn't tell me where to do it
Where does it say this at?
"Switch the Physics Asset Editor to Constraints Mode using the Constraints button" in documentation
yes which page?
This how-to will show you how to create a Physics Constraint Profile using the Physics Asset Tool.
yep I had a feeling that was the issue, this is the older version of the tools before they overhauled them. This documentation is not going to work in a newer version
now when you open the physics asset it opens the new editor and it's all displayed on that one screen. the same rules still apply you just can see and edit the constraints easier
you can right click any physics body in the skeleton tree to add a constraint. if you click on any constraint the details panel for it opens with the options.
This is why I don't like using documentation
It's no more or less accurate than videos
I'm not sure what You mean by "you can right click any physics body in the skeleton tree to add a constraint"
It really does speak true that a picture is worth a thousand words
and a gif is worth about 40 or more pictures
in this case if the gif or picture was 3 years old like the documentation for this asset which is now out of date then no it would be of the same value
Well, You got me there, but I just don't see where I can add constraints other than the constraints profile that seems to do jackshit when I create or delete one
guys question about interfaces, shouldn't interface mean if you implement it you HAVE to implement the methods in the interface ?
you can also edit and change any existing constraints type and connections using the graph in the bottom left
@little warren no, for UE4 if you are using a Blueprint Interface a non returning function interface event does not have to be implemented. If you want it force implemented add a return value to the interface event and it will show up automatically empty
@grim ore I'm not trying to use it with blueprints, just C++
I have the interface implemented but am not implementing the method in it and I'm getting no compile errors
So, should I link bones together that are connected?
ah gotcha, yeah I don't believe it has to be implemented you just override it if you want to
damn thats really weird
Blueprint Function libraries are so ******* useful
I know I keep saying this but you really should do it. Look at how the default TPP character and asset is set up for a proper example
If there's anything disturbingly interesting, connecting two bones that are far apart resulted in a sort of elastic rope bond
Alright, looking at the third person example just makes more questions
in my physics asset, adding a constraint from one bone to another would make a constraint object in both bones
But in this example, only one bone has the object
when you remove, if it's still referenced somewhere it won't be destroyed if that's what you're thinking
if it's not still referenced, AFAIK it does get destroyed
why not use something like Widget Switcher?
I've had bigger farts taking up memory than one off widgets ๐
I thought maybe you were doing notification popups and worried it'd build up over time
Are there any console commands for getting the name of the currently loaded level?
aah, i havent been here for a while
just keep in mind widgets are not destroyed immediately and can stack in memory till the next garbage collection
for widgets they normally stick around about 60 seconds
got a really bad bug, set actor tick enabled to false during run time does not work
you can watch it in the editor when testing, watch the # of widgrets available in the debug drop down then wait and watch them disappear
...
was referring to another bug
Ah
so setting actor tick enabled to false actually does work. the problem is if you had something runnning on tick that function never gets disabled
or de-registered , whatever you call it... and so it ticks forever
even though its set to not tick
funky
@grim ore tell me if im crazy, but if you have some time, set an actor to print a string on event tick, and then have a delay on begin play that after 5 seconds disabled tick (set actor tick enabled[false]) of course you know the node since you have a tutorial on it lol
and watch that print string still fire
And while someone's at testing things, they should also find out whether Tony Hawk is latino
I'm not sure if it's just a spray tan
@sonic pagoda so tick -> print string -> delay -> disable tick?
@sonic pagoda when you SetActorTickEnabled it just disables the onTick event callback, basically not triggering anything every frame...if it was triggered - it still will be running
run the delay off begin play
@next badger so how does one disable the tick event lol ... this is terrible for actor pooling
nope works fine here
no
you are missing the point
you disabled the tick
you got that right
but the event tick itself
is still firing
so just print a string like hello
tick event is the core engine mechanic
a workaround i guess is to just not use tick if it needs to be disabled at runtime, and just use a timer instead
even if you have tick enabled on an actor, if nothing is connected to it.. its not firing.
thats not what im saying
im saying, if you have a tick and you have an event firing off of it, even if you disable tick at runtime, that event continues firing
the first screenshot you can see the prints ending
hm well if what you say is actually true that might be a bug
so yeah I get it working as expected, disable tick stops the tick from firing again
how about
you start with tick disabled (on the actor settings)
and then enable it at runtime
and then disable it
@grim ore the better example will probably making an event that was fired by the ticking actor, and another one has logic that printing string on that event
well the event would only fire when the tick fires so it should be the same result
ill try the enable/disable thingy but I expect the same result
yep, nothing for a second, then enable tick and I get prints, then prints for a second, then no more
i mean the tick is just an event it either fires or it doesnt I would assume
i wonder how your log looks when printing the string 90 times a second =))
okay thank you... i must be doing something wrong again.. though... my code is awfully similar to yours, just a lot more things since its for gameplay
full of print strings ๐
maybe something else is re enabling it? test it with is enabled like I did
same results, mine starts after 1s, then stops after 1s
you aren't doing any crazy delay loops are you ๐ค
its a" simple "actor pool...
its just like, before returning to pool, disable tick
i will debug further, maybe the pull from pool event is getting fired more than once....
also, components using own tick queue
and the side effects you're seeing are directly from what's attached to event tick?
yes
im simulating gravity
and i get warnings telling me about adding force, which shows me that ive disabled physics before sending it back to the pool
but its still running the add force event on tick
@sonic pagoda what's your ticking group?
pre physics
yeah i just tested what you guys tested myself (on an empty bp) lol... and it does work as expected... idk ill figure it out,.. thanks all
Uh, I do like where my rigidbody is going, but I don't get why even though all constraints and shit have the same settings, that only one bone is not falling through the floor
I'm just confused
don't forget to set up the substepping for physics, otherwise it will be framerate dependent
Hey all - is anyone having an issue updating to 4.22.3?
a few people have today, they say its stuck in queued. no problems here personally
"Convert selected constraint to Ball-And-Socket, Hinge, Prismatic, or Skeletal" Uh... where's the documentation on this?
Thanks, Mat. I'm trying to track this down.
@sonic pagoda works for me..
retconned ๐
I know for me it felts like it was initializing for longer than normal but it updated fine after that
i was having an issue with the launcher... where it also said there was an update, and then i pressed that and it just didnt restart
had to restart windows and all
@elfin jacinth tell the devs we want a legend for Operations chart in the downloads tab ๐
Has anyone got a moment to help out with a casting problem?
yes, why else would we be on the internet
The memes?
I.... fair point
:3
I'm trying to cast to a sword my character has equipped, to turn the box collision on and off
But don't know what to use as a reference in the cast
At the moment it's just a wildcard
he means this
where is your sword josh
is it in your character bp?
what you should be doing, is once equipped, you save the reference of that sword to your character
so that you can use that reference instead of casting
I may be a bit slow at the moment, apologies
My sword is a separate actor, I spawn the actor and attach it to the character on equipping it
take some pics, windows+shift+s and ctrl v onto here
where are you spawning the sword from
from inside the character bp?
I am, yeah
if thats the case then after spawning the sword, that little blue circle node, promote that to a variable, and boom you have your sword reference, that you can use anytime
right click, promote to variable
and then use that variable, you dont need to cast anymore since you have a reference to the actual object
๐ฎ
Hmm, I can't find the function in the sword anymore as it's a generic reference now though
Alright, I copied the properties from 3rd person... example thing and my physics constraints are still falling through the floor
... yay...
if you promote it after you spawn it, it should be a specific reference to that object and class
josh - drag off sword reference now, get box collision
I'm being an idiot here I think, sorry about this
Right I see what went wrong
That only works if it's from a specific actor, not one from a class that's a variable as well
My bad, thank you for the help, much appreciated ๐
ah yes it wont know the class you want to spawn that way
so in that case you would cast the output variable to the right class or look into using interfaces to talk to the item generically and tell it to do stuff
That's a relief it can still be used with a variable, I was hoping to have a few different weapon types
Thank you
for different weapons either use a base parent class like weapon and make children out of the types so you can still cast to the parent class and work with it or use a blueprint interface which is intended to work with things generically like that.
in the end of course there is a way to make it work, we just have to figure it out ๐
This seems like the exact same issue that the blueprint had
Not sure why the leg tips pop out at the instant of simulation, or why they have no collision
That physics asset looks scary
It does some weird shit that I can't explain
no one simulation the same
I mean, one time, the limbs started multiplying themselves for some fucking reason, I'm starting to think any program I download is just cursed
Did you make the model yourself?
Yes
It is intended for a scary game
Horror... Would be a generous term
It's... not very serious, clearly, when I'm trying to make a physics asset for a goddamn ant wearing a fedora
ahaha
I love it already
Probably a daft suggestion,. but have you tried importing the model with less limbs, then adding them one by one to see if it's possible to pinpoint the issue?
I don't think limbs are the issue
Limbs don't create collision
All the collision in this thing refuses to keep it from falling through the floor
It's basically a public hanging where the only collision item actually working is his neck
But I thought with physics assets objects will push other objects if they occupy the same space, it happened with me when I had too many AI. In the end if too many collided they would launch through the walls and floor
Well, i was told again and again to use the "3rd person example", and in that physics asset, there are overlapping colliders, so Your guess is as good as mine
So it's either not that, or there's some super secret setting I'm missing
Cause I also copied all the applicable properties
Hmm
Is my general expression trying to understand this
Sorry Allen, I'm not too familiar with physics in engine yet
To say the least, either: The "3rd person example" is fucking useless, or there's an important setting that neither the documentation or other people have mentioned
Like, uh... I thought all collision was supposed to uh, collide with things, but just like with blueprint, uh, only one collision object is uh, colliding
There's no settings for the objects collision in here, so I'm not sure what I can do
@gusty dune for a second i thought that doggo was made inside unreal engine
OML am so stupid
I been trying to do this shit for 8 hours a day for the past 3 days
I wouldn't even know where to point you for advice on all limbs except the head going limp
An exorcist that specilises in UE4?
The head is the only one that works!
@proper crane can you show how simulate looks?
The last image I shared was how it looks
oh...i see now
Could you show a screenshot of the settings of the head and then two of the limbs please
@proper crane is collision response checked for all of them?
I do not have a setting called Collision Response
Oh, the meshes
Yes
It is checked
hmmm...it's spelled reponse for some reason
@proper crane no, i mean...in ue4...
Yes Alexey, my "Collision Reponce" is checked in all collision objects
But when those capsules drop, they drop through the damn floor
blocks would have been funnier, but I probably shouldn't be making jokes
The capsules, uh, descend much farther than they should
when collision is enabled they should not penetrate the floor at all...
What'd I say? Cursed. Just anything I touch
Name a game, If I've played it, I've crashed it by pure chance
It took me four days to beat outlast because I just kept doing the wrong things and getting into places I shouldn't have
But in all serious action... What is going on here?
@proper crane could you make a copy, and delete all the colliders in it except one? then compare 2 copies, the one that have part that falls through the floor and one that does not
Cause I've been here for 28 hours in the past three days trying to make this physics asset, I've neglected Malixille, and now I'm getting someone else confused.
So, I deleted the head collision that was working before
And now it seems a different object I can't pin point is now the one collider that's working
btw #legacy-physics is the dedicated channel for this kind of things
I'll move if You can help me summarize this shit, cause I don't know how to explain it as this point
It went from "How do I make a collider I can physically animate" to "Why does everyone's solution just cause a different problem"
It's not even a different one, this is the same one
Honestly, I can't even figure out which one is the working one anymore
If the it was working before, then try to copy the blueprint from autosave folder
And paste it into your project
I did not say the blueprint was working
I said my Physics Asset had the same issue that the people told me Blueprint would have if I tried this
Ahh i see
What about the scale of the mesh?
Pardon?
I mean its sad man like you have this problem for 3 days and have not fixed it yet, wish you luck allen
Ah, I thought HTE was some code
Ue4 tends to break on heavily scaled objects
Scaled up or down?
Uh, well, I didn't scale my mesh, but it was imported big
And, These capsules are pretty fucking big, so I can't see why there would be an issue
I mean, they are kinda scaled down to where they can no longer be scaled, but You could fit more than one player inside of the collider at this point
you are using body creation for the skeleton?
The skeleton is imported
it could be self collision
if you havent chcked the Phat tutorial by epic games
i had to watch it twice at least
When You're using Unity, You learn to not use dev tutorials
That mental indent will carry with almost any software afterword
not the case with unreal engine, you have to read the documentation
I've already seen the documentation be outdated
@proper crane the body creation tool is the one that generates collision from the skeleton
well, you need to select the bones you want to have the colliders
Where do I do that?
Y'know, like, only showing me the window, and not location, kinda like just not showing me the tool
in the physics asset editor
the green button "Generate All Bodies"
if those collision volumes are self colliding without proper constraints its going to turn into a helicopter
@proper crane but does it collide?
i havent messed with this stuff in a while, i gotta tell you, download some patience and watch the phat tutorial and replicate everything they say, 1 for 1
@sonic pagoda You were wrong'
The auto generated bodies were the helicopter
I honestly can't tell if it collides, cause it just dun team rocket the fuck out of here
lol
This interface call (to a teleporter actor) wants a reference and I can't figure out what reference wouldwork
Any ideas?
These sphere jokes are the only thing keeping me sane, this is really fucking painful to try to solve
You need to specify a target
@next badger Your suggestion... Kinda made it worse
That thing... I'm not sure how to answer
But there's only one teleporter, how would I specificy that as a reference?
Nah, nah, I'ma record this for ya
@hidden aurora what should the target be?
@gusty dune you need those references again
you cant just call functions on other actors
without referencing them
THIS is the result of your suggestion
I've been up way too long with too much caffeine XD
I thought you don't need a reference when using an interface
Yall just look at this ant... It's worth it
that reminds of how the term bug came about
@gusty dune can you send a screenshot where this event going?
Yeah sure thing
First to the interface
Then to the Teleporter actor
The Teleporter actor is just placed in the world, not attached to anything
press T , run a line trace from your actor forward, on the hit you take the actor and then run the interface event on it
Good news: The collision works
Bad news: It's killing my GTX, and RUN
Just watch this clip...
Ah see that would work if I was near the Teleporter
you need a reference
Okay the ant is...
Otherwise it would be an Event Dispatcher?
can not call functions on objects without a reference, unless you bind a delegate
yes
Thanks for your assistance this evening ๐
I finished my second year of university last week, and am trying to get into the fun stuff in UE4 again
congratulations
@potent wing Beautiful, say it
No, but seriously, burn it in a fucking fire, can someone help me with this?
Ent go fell
Can someone help me solve this?
I do not want to go into a fourth day of this
That'd raise the total work to... 38 hours
The main problem is your character falling through the world?
Except for the head?
Yes
If I delete the head, than it will be a different random piece of the hierarchy
Basically, it only allows one collison object to collide with things
Guys, if i download a font which it says is "Free commercial use" does that mean i can use it on my game and sell it? What about royalty free? What is the difference between royalty free and free commercial use?
@proper crane btw, since your collision capsules are huge, have you increased linear tolerance?
What's that?
@proper crane Projection Linear Tolerance, is the value that determines how hard capsules connected
it should be around 5-10% of the size
I don't know the size
Hey guys, noob question: How can i uncheck that?
@proper crane it's in the Body Setup
I only see radius and length
Would calculating the volume of a capsule with cylinder Pythagorean theorem work?
@low trail you don't need to, it's just a template for preview
@low trail main info shown in the lower left corner
I don't really see any scale
capsule radius, capsule length
I don't really know any formula for that
just set tolerance to 5% of the length
in the constraint settings
Linear?
Has anyone here used the free 'prototype weapons' pack from the marketplace?
@proper crane yep, angular is generally 180
I'm assuming i do "<Length>*0.05"
well, for mannequin it is 5, and the capsule overall size is aroun 30-40
nope, 35 is the largest one
I hope You know You can do math inside of the tabs where you set things like scale number
- is multiplication
well, i'm not sure where it will take length, since it's a variable of a capsule, not a constraint
Well, it seems like the most efficient way to turn the length into 5% of its number
I'm just telling you that for this size of a character, it is set to 5 units (5cm)
@potent wing always always always try to find a license
was looking at several fonts the other day that were licensed for creating documents but not shipping as part of an application ๐ค
@potent wing um...if you will use ue4 - just convert the font in to Distance Field, and ship the game without the font
distance fields are textures, so it's ok to ship even commercial ones
But that way im still using its fonts right?
And this is the size of my ent boy
very much still using the font, just not in the most technical sense ๐
where did you find the font? for example google fonts will pack the license file in the .zip as well as mention it on the page
yup thats it
I still dont understand
Texture is a byproduct of a font, as logo, or pamphlet
What does this do EULA .text do?
Give You legal leverage
it should tell you how you're able to use the font
"... May be downloaded and used free of charge for both personal and commercial use..."
does it add any other restrictions?
you're probably good to go, but I don't know what you're looking at so your judgement is best ๐
Im not allowed to modified the font
Yeah, I changed the linear tolerance to 5% of the cylinders length, and it hasn't done a thing
Ah yeah i think im good to go
lol why would a variable type of my character that is not even being used would cause compile errors when nativizing. Unreal never amazes me with what it can put me through.
@proper crane well...then the scale is the only path i see
I'm not sure what to do with scale, all these collision objects are definitely bigger than your player
Also i have a question here, so i have 2 level, 1 is a test level and the other one is main menu. How do i delete player start and my player character when im playing at main menu level? Because i keep getting errors
I have a separate game mode for my main menu, do you?
I dont, how do i do that?
maybe you have some logic in there expecting to spawn a player, etc
you can set that dropdown to just GameMode or GameModeBase
Yep im good to go
I simply create a blank game mode
And just insert it in
Thanks
1-year unreal engine experience, still have sooo much to learn
i think, gamjam pack has a menu etc with proper setup
Im wonder how pro are you if you are using unreal for years and years
Do You know any place I could scale the mesh down?
you are not...I've asked some Epic devs...they are only know parts of it
I wonder how much Victor knows
@proper crane yes, import settings...but you need to reimport mesh after you change them
Victor burgos?
Lerp
Alright, but I'm keeping this current import in case this problem is bigger than meets the eye
after about 38 hours, it's starting to get to me
Or... 30?
well, have fun...nap time for me
when in the editor, i click validate assets, on the content folder. it finds 28 that cannot be validated, and i feel its throwing a break in visual studios
Hey guys! Has Epic announce which date UE 4.23 release?
requirements for what? UE4 then you should be ok for low/med
I think so
Require for bug fix. This fix is target on UE 4.23. Hope I don't need to rollback to UE4.21๐ญ , if UE 4.23 release recently
If I cast and make a reference to a variable from the cast does that reference change base on what it is getting set to or do I need to recast to get the new value of the variable?
I assume that I would need to recast to get the new value of the variable .
I guess a work around would be making a variable in the blueprint that I need the value in and cast to that blueprint and set the variable that way I can get the cast out of the tick and it is still updated to the correct value.
probably 2 months for 4.23
hi good morning
Hi good afternoon
hiiii
is it overkill to have a hierarchy of blueprints like:
BP_Suppressor_01 is a child of BP_Muzzle_Master is a child of BP_Equipment_Attachment is a child of BP_Equipment_Master is a child of BP_Item_Master?
Hello guys, could anyone help me with setting up the team enviroment for UE4 develop?
My question is, what is your experince with git so far and where do you store content (models, textures, etc..). Thank you for any input
PackagingResults: Error: Cook failed.
PackagingResults: Error: Unknown Cook Failure
build error
are you asking for help?
did the hotfix disconnect every god damn blueprint entry node from the rest of the function for anyone else?
oh fucking hell why did i update
everything is broken
thanks epic
guys urgent, if i try to download an assest from the unreal marketplace on different computer, is that okay? if i downloaded on the second computer. can i like copy that assets file and paste it into my main computer?
@potent wing from what i've heard, you can download it and use it as much as you want, the only issue is if you distribute it to someone else who is not on the team of whatever project you're working on, which is not allowed obviously
so if the asset you're downloading from a different computer is downloaded using your epic account, that's fine, if it's someone else's epic account, they would have to be on your "team" for it to be okay
oh i see
there also 1 thing
i cannot downloaded it
beacause i dont have project to add
is there other way around?
also ue is not installed here
sorry im not too sure, perhaps it's already stored in the local cache?
thanks for the answer man
not sure why you would want assets from the store without ue4 since they are uasset files
indeed, would be largely useless
i mean im on different pc (Internet cafe PC) i cannot download it at home because i dont have wifi
right
i could use my mobile data but its very limited
then the best bet is to create a project on the internet cafe PC, then move the entire project onto something like a USB stick
thats what im planning to do
but if you don't have UE installed, it may be a problem
but the problem is theres no UE instlled so i cannot create a project
that
XD
might as well download a free project and make it as a container
i wonder if you could make an empty file with the .uproject extension and place it within a fake projects folder?
you could?
im not sure, just throwing ideas around, haha
I think you'd need a legit project file
the rest is probably unimportant
will want a directory structure, but the content probably isn't read
remind me what is the directory of unreal project?
well i imagine it would just be looking for a content folder but i havent tested anything like this so idk
So i was messing around with it and it looks like you need the project to be recognized by your launcher before you can add things from your vault to it, which means the project needs to be created or opened at some point i believe
seems that way
you're not going to be able to do it this way
fuck me
i have a question
how do you check an assets's file size from the marketplace?
You can't, I don't think?
You can't really
Especially the final ingame size
Since that's platform dependent
Don't think you can know that, no.
because i wanted to know how many mbs that i needed to download this assets, if its low enought, i can download them at my home
Email the author
i got 12GB of mobile data per month and its only 4 days, now i only have 1,8 GB because of downloading many assets from the marketplace
your best best would be to ask somewhere with wifi to let you download ue4 i think
UE4 development is bandwidth intensive, you'll need to download more than 12GB later on when you're debugging issues
Hi, i am sorry to ask this again (did so yesterday, and thought it is an easy question, but nobody answered so maybe its a stupid question?) We have an internal project using TwinMotion. What I gathered so far is that it is based on Unreal. Would a unreal developer be able to utilize unreal scripting in such a TwinMotion project? (like I imagine the TwinMotion is a layer on top of unreal, and you can still do normal unreal coding with it?). Thank you for your help!
@plush yew You'll need to ask TwinMotion devs or users
It's not really a stupid question but people here are going to be using UE4 and have no idea what TM does or how
i can actually create a project from the learn section of unreal engine, lets hope i can add the assets into that project
I ACTUALLY CAN!!! XDD
Well yeah
Anyone know how the EditorUtilityLibrary is linked to the EditorUtilityWidget?
I would like to add a function to the system but I don't quite see how I can add my own library :x
thank you @cloud cobalt will do
Guess extending from EditorUtilityWidget would be a way >.>
How can I trigger a door to open in my sequence at a specific time?
Also, freaking VS 2019 gets slower and slower and slower and then just crashes + restarts every now and then.
-_-
Hi, my terrain seems to bright (on serveral projects) anyone knows i should build lightning if having dynamic only?
or whatelse it could be?
if you still have some "built lightning" left maybe you'll need to rebuild it to clear that but I'm not sure that's your problem
Hey fellas.
Can anyone recommend some really good articles (and such stuff) on optimisation and working with lighting in particular?
Hey there, curious to know if someone already made an intensive usage of Datatable to know if it can easily handle something like 100,000+ rows or I should use an another filesystem
You can use it for a lot of rows definitely, but at that extreme I would probably consider an entirely different system
100k+ is an awful lot
you're into database territory
I prefer two separate objects
no need for a skeleton when all it does is rotate
I don't see why not
just seems more flexible not to
does anyone know how to make a Gaussian Blur as a post process material?
They are a few examples on the forums
You'll need a custom node with HLSL
Do note that UE4 has a gaussian blur already in Slate/UMG if you want to blur full-screen or rectangular shapes
which option is better do you think?
Well, what do you want to do this for ?
unreal editor doesn't see visual studio (already installed)
is it possible to fix it without reinstalling the vs from scratch?
What do you mean by "doesn't see" ?
Does anyone know a way to replicate height data from a landscape to another?
@cloud cobalt https://i.imgur.com/XMgEhf8.png
So, do you have VS2017 installed with the C++ component & Win10 SDK ?
And did you reboot after installing that ?
So you did install C++ support in VS 2017 ?
its worked yesterday , I think some soft like ccleaner remove some ue4 or VS stuff
vs2017 community was installed by ue4 official docs
I'm just trying to make sure you installed a C++ compiler too ๐
VS 2017 defaults to not having one
I did it many time since 2015
Try the "modify" option in the VS installer (it's installed with VS) to confirm you have the required components
If you do have them, then yeah, your "cleanup" tools might just have wrecked the system as they usually do
all components is already here
Probably need to reinstall then - and uninstall ccleaner
vs installer doesn't see installed vs too!
but vs is right here
I can build the engine from source
Remove ccleaner and reinstall VS ๐คท
Hello guys. Are "On clicked" events (widget blueprints) also working on mobile devices?
If des, is it enabled by default?
ccleaner, more like cdestroyer
I use CCleaner. Is that bad/dangerous?
anyone ever encountered the problem that you start up your editor and the engine has cleared all project settings? gamemode reset to default ... and the worst part ... all collision channels deleted??
@dim plover "cleanup tools", especially those that affect registry, rely on assumptions that are generally true but not always
Removing "unused" registry entries is a classic thing that's completely pointless and can cause extreme harm
I was wondering how I could control one camera, while looking through another
Im trying to create an aiming system for a true first person character
Are DefaultGameUserSettings.ini values supposed to work when you launch the game from the editor (standalone) or just with the packaged game?
looks like packaged
Can't make them work with the former
Hello ma dudes, google is seriously no help and I'm getting upsetti here so thought I'd ask here ๐ So is there any way to distort a post process material by its UVs or something? You know how you can distort a texture map by running a noise or something through its UV input
Is there a way to do this for post process materials? Specifically I have produced an outline by edge detection and I wan to make it wobbly, is it possible and if so, any ideas?
@potent kraken you mean normal maps?
@fringe pivot It's for packaged games.
it would be exactly the same as you would with a normal material
Should work in editor, but only as a default for the ini
@whole quarry I'm talking about post process materials.
@wary wave Thing is with the texture maps, the have a UV input right?
so do post process
But PP materials just produce a float that you plug into the emmisive
Wheres that? :0
Thought so, but how do I use that to distort my outline result? It literally spits out a float that I have to connect to emissive
you can use normal maps in post processing?
Normal maps are just textures
well... ye..
@cloud cobalt ok thanks, it would be a paint to test stuff that way.
Are you saying I can use normal maps to somehow distort my post process effect? If so could you get a bit more into it?
yes, you can... just google normal and post processing
Normal maps encode a direction, so you might read the normal map to get that direction, and use this for distorsion
Like altering the screen UVs
Alright lets say I do alter the screen UVs, where do I plug that in then x_x Again sorry for the spam bois but Ive been at it for so long now
Well, PP materials usually read from the previous PP input and then output emissive color
So change the PP input UV
there is a normal pin in the meterial
Not for PP mats there isn't.
Thats my badboi right now, just spits out a float value I plug to the material, cant see how I can mess with the UVs
You have "UV" input on every scene depth.
I did meddle with it quite a lot and it didn't seem the way to go, as when I do, it will mess up with the edge detection algorithm. But if you believe thats the way ill def look into that more
So you could, like, use the R and G channel in a normal map, subtract 0.5 & multiply by two to get a [-1, 1] value for X and Y distorsion
And then you can multiply that by a constant and add it to the UV
Done
Constant would be the distorsion radius in pixels
You can do much better but it's a rough outline
Are you familiar with the outline/edge detection code?
It has multiple SceneTexture nodes, not 100% sure where I should do the addition
But I'll try again and follow your message, see if it gets me somewhere new ๐
Everywhere
Like, you want to physically map the screen to an UV grid that's not a plain rectangular grid
Somewhere you probably have a TextureCoordinate node - plug the logic between that and the rest
Yes I do actually, huh
lets see how that works ๐ Cheers my dude!
I feel theres hope again
MATERIALS ARE BUILT ON HOPE
Materials are mostly built on trickery and craftmanship
hey people
Sounds like it worked !
It did! I just have to play with the settings of the texture and all that
for a smooth deformation but BOI it happened
Thank you very much ๐
/o\ opened up my project this morning and started getting these errors in the log (it won't load all the way):
[2019.06.20-14.53.33:251][ 0]LogLinker: Warning: Can't find file '/Script/SixDOFMovement'
that is a plugin I'm using and it is in my projects plugins directory... recompiling didn't help ๐ค
When profiling a VR project, is the FPS Histogram accurate? Even on an empty project, the highest I have seen the FPS go is 62 which is unexpected considering my workstation.
62 is the standard cap for the engine
I would actually expect it to report 45
(45x2)
Ok, so FPS should be doubled when profiling VR?
So that rating is actually a 124 FPS?
Is there a way I can spawn particles in a ring? So I'd have like a pipe of particles. A hollow cylinder. Rather than just in a box, or on a plane, or a line, or a point.
I don't have to manually unbind delegates/Event Dispatchers, wenn I destroy the listener, right?
Quick question.... Wasn't there a site that allowed to copy and paste Blueprints onto it so that show it on the UE forums?
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
Hi guys, is there any known issue or even bug that landscape materials (like grass) are really to bright in 4.22 ?
am really looking for this since this morning, so rlly need help
Any PyCharm users out there? My "import unreal" module line is broken on my *.py file. The Module is missing. How do I get PyCharm to recognize "import unreal" ?
depends on path/modules
@serene birch Is it possible to add a path for the Unreal Engine module? Do you know where the path would be?
Well I know how to include a module, but I can't find a source for Unreal....
