#ue4-general
1 messages ยท Page 475 of 1
this module might not exist as a .py file anywhere
but as a module directly added in C++ by the editor in the Python interpreter
So it isn't really possible?
unless the editor could export a kind of "api definition file" meant for use in external editors, yeah
Hmm, I'm surprised it doesn't exist.
is eye adaption enabled by default? how to disable it?
Yes, set 1 to min & max value in PP volume
To disable it globally
That's just the default value though
Is it possible to use OnMouseButtonDown with a widget that is a button?
What's wrong with doing it that way? simple and gets the job done
That's pretty much the only way to do it through BP
Does anyone know a way to replicate height data from a landscape to another?
If even possible
What? As in heightmaps?
@abstract relic yes
How do I get rid of one of Sonic's two mouths?
https://cdn.discordapp.com/attachments/221798806713401345/591079519838928896/unknown.png
Actually there is landscape tool that seems to to that, it's just it says "areas", I would like to copy/paste the whole landscape height data. Need to check how it works.
@plush yew OK, same question, how do you remove his 2nd mouth?
Gizmo tool can do that psy . Whether you just want to copy/paste or export. https://docs.unrealengine.com/en-US/Engine/Landscape/Editing/Gizmos/index.html#gizmodataimport/export
Guide to the Gizmos available for modifying Landscapes.
@abstract relic ahh cool thanks, will check that
Is there a way to split up the instanced foliage mesh?
I am using Unreal for Microsoft AirSim (research purposes, so I don't really know much about Unreal Engine), and they have a Post processing material that colors stuff based on the mesh instance (for semantic segmentation), but I would like to do one color for trees and another for (example) grass, however as far as I can see, all the foliage made with the paint tool ends up under a single 'InstancedFoliageActor_0'. Does anyone know of a way to avoid this without having to place every single tree manually?
@plush yew uh, no
So...is there better documentation for Unreal's C++ functions anywhere? I'm having a hell of a time just finding the functions I need to give a movement command to a cube. ๐
My static meshes generate nav mesh inside of them, any way to get them to not do that while still remaining complex collision, i.e. without applying a simplified box collider or the like?
@sturdy prairie API reference is here: http://api.unrealengine.com/INT/API/index.html
Don't expect too much though, UE documentation sucks camel balls.
Unreal Engine API Reference
That's what I was already using, so yeah -- it must suck. How do people get anything done? O_o
Thanks though.
you need to figure most stuff, googling code from other people helps, also VS intellisense
Well, that's...fun, I guess. ๐
sometimes, most of the time is just frustrating
What do you guys think about the weapon info design, ignore the wepaon img
50 number is?
For me, the 50 is unclear, and the text for the mode is possibly unnecessary and implies you need text and can't make do with an icon or on-gun effect.
Yea i know
Personally I prefer a simpler HUD, so I might recommend a single or multi-bullet icon.
I was thinking about that
And I'd find another way to represent your total ammo and/or clipsize, or at least another color. Right now the 50 is confusing.
Thanks
Something like (30/30 | 50) with a visual separator might work, where the number to the far right is the number of bullets NOT loaded you have.
So you see that number drop each time you reload.
The 50 drops when you realod
If the 50 drops when you reload, then it isn't "total ammo," which is what you mentioned it was.
Since when you reload your total ammo doesn't actually change.
okay, so not total ammo then, but total ammo - whatever you have loaded
This might be my recommendation
Yep
I think attaching an ammo icon to the 50 would be fine as well in any arrangement
indicator that it's a global ammo count
and
if you ever do the 30+1 mechanic
i.e. one in the chamber during a reload
/30 is meh
(that mechanic is really weird and overcomplicated)
I like @sturdy prairie 's pic a lot.. also guys quick question, if I want my main menu widget to have a background of an environment with some moving parts like leaves on trees blowing with the wind; can I just add this to the widget or must I make a level and build the environment in 3D rather than with art? Thanks
does anyone know the answer to my earlier question? cause I might have found a workaround, but it's unnecessarily complicated
@polar hawk The problem with just the 30 | 50 is it doesn't make it clear how much of the CURRENT clip you have loaded.
How can i represent burst mode with an icon
Multiple bullets, an explosion symbol, a x3, etc.
thats what makes sense to me
However you want to.
And auto?
are you making some super tactical game where you need to know the max ammo of a mag
In most shooters I like to know how much of my clip remains without having to remember the maximum.
you know how much remains by how many bullets are shown
if you got 3 bullets left you know you got 3 bullets left
ยฏ_(ใ)_/ยฏ
But not how MUCH of my clip -- i.e. is it almost empty compared to full?
Because 3 bullets from a gun that holds 4 is at 75% power before reloading, while 3 in a gun that holds 100 is at 3%.
If you have a small number of weapons where it's easy to remember, that works fine.
But if I have multiple guns I want that information clearly presented.
I suppose
Battlefield has tons of weapons and they don't display that info, /shrug
the only games I know that where that info is critical don't even tell you that info and make you inspect your mag
but I suppose there is always room to innovate
Is there anyway to make a custom derived class of StaticMeshActor, and have the engine use that by default when dragging a static mesh into the world?
just go super realistic and no numbers ๐คท
Smt like this?
most of the time you really only need the current ammo in the weapon and the total
what if you added a progress bar somewhere
to visualize how much of the current mag is used
then you only need one number
the exception being when you have a system where rounds in the magazine are wasted on reload
@manic pawn ive thought of that
but that's only typical of the more hardcore sim shooters
the number itself could be the progress bar even
Yep
in a normal shooter, players will rapidly learn what the mag capacity is, because they see it every time the weapon is reloaded
you need nothing more than XX / YYY
The mag will change depending on wich type of mag is equipped
if they have different mag types, then they'll know based on what they choose
they'll see what the full capacity is everytime they reload the weapon
True
I would lean towards showing less information in this case - too much information can help make a screen increasingly unreadable
(a common UI mistake)
You mean like that
is the picture of the weapon even necessary
probably not
Not really lol
I guess if you have multiple
you probably see the weapon anyway, in FPV view
to know which one to look at
I can make a gameplay settings where the user can select to see or not the mag capacity
I think it looks cool
Clean
Is there a way to edit a static mesh in here ?
Wanna rotate it and scale it a bit up
Don't really wanna create a blueprint for this
Or editing every single instance
you would have to reimport it and adjust the translation settings when you do
@polar hawk lol you make my life easier man ๐ https://i.gyazo.com/69ed3d15fb300b2a28775ad3eb90e396.gif
Now the ui looks better
Anyone know why my physics asset is being a little bit fucky?
It's finally getting into the realm of weird
Hi. I have a markedsplace asset kit (character interaction kit) that have a ready save bp. There is debuging keys like 6 to save and 7 to load, when im tryning to add the same logic to my load button (onclicedbutton)in Main menu widget, it can't find the same nodes the kit is using for debugging:/ plz help!
unload level stream doesn't get rid of widgets added to the viewport right, they need to be removed manually even after unload
I would assume they would not unload as they are not actually added to the level
@eager tangle its possible the kit is using macros or something specific to it for the nodes, what do they look like in the working project?
Just a press key event, then load weapon function, load inventory etc
Im not at my pc, so i can't post screenshot:/
This it in the doc for the kit
thanks mat
which nodes are missing?
?
well you said you cant find the same nodes the kit is using for debugging
The Black ones, but just under all the event nodes he have the debug keys, but the nodes is blue then
The Save Player Health, Save Player Weapons, etc?
you can add a key input node, it doesn't have to be an input event
and those black nodes are collapsed graphs. You can select a group of nodes, right click, collapse them, and they get hidden by this one node
if you double click the node it just opens up a new graph with those other nodes in them
and I dont see a blue node for key input on those screenshots
So what to call in the widget then;/ none of thoes came upp in the widget
they will not come up in the widget, those are graphs he created
No, it's under, dont shows
I dont know why he does not show you what is in them, I think it might be the ones in the first picture called SaveWeapons, SaveHealth, etc.
what matters is you will not find the black nodes, they are not nodes in the engine they are a group of nodes that have been collapshed into a node to make it look cleaner
double click on those nodes in the example and you can see how he does it
I'll post a screenshot when i get home from work
Anyway i can't call anything from his kit to my Main menu widget:/
no its not
I'm not sure whats' wrong
Look at that beauty
vhs cassette label tier
someone has been playing factorio
My ant has become butter
I'm still getting the issue where only one collision object uh, You know, uh... collides
This is clearly deeper than "don't scale it too high or low"
Is it in the right pos?
When spawning an object via Python, how do I name that object during spawn time?
For example: sun_class = unreal.DirectionalLight(name='Test')
doesn't name it "Test" like I thought it would. Any suggestions?
@placid warren Nice one m8
really professional.
Reporting you and your group on the forums for those actions. Making sure people do not get involved with you.
Really not cool, and very rude.
Pardon?
Asked about payment for a project, got told to stfu and blocked ๐
Yeah, he seems to have no messages in this discord at all
And also Stoqn Ivanov, I think has been PMing people with the job ads, not sure if that's alright
I got a random PM a couple hours ago
Nope, its also not
Want a screenshot?
PM?
Sure
hey where would i go for technical support
Probs not here? Depends what support, and what for
is there any specific way I should go about debugging an UE4 game as a player?
Meaning no access to the debug symbols or tools to debug with?
Pray they log everything and pull an all nighter plotting the output
(lemme help you here, nobody logs everything)
well im jsut a user yaknow
i have been using debugdiag
idk if im running the right ones but i have attempted to read the reports ๐
as a player not much you can do but report to the dev what happened and how to reproduce it
<@&213101288538374145> Can I ask a favour from one of you?
?
Are you able to delete posts in #looking-for-talent ?
Yes, you can DM one of us in the future, no need to tag all of us.
Okay, didnt know the rules on that
Which would you like removed?
thats why
Posts by Pistol Brute
Spamming paid/unpaid ones
and when I joined a 'Paid' one
and asked about payment
was told to 'stfu'
and blocked
@grim ore they all pretty much say buy a new graphics card, but i dont want to on m grandmas PC and the game crashes at the weirdest moment
Something other people dont need to deal with
its something that i believe can be fixed, just the devs are lazyish
Sounds like you've got a head start on debugging it :p
Ill remove his duplicates and talk with him about posting multiples in the future.
Okay, thank you very much/
๐
@main willow just because you don't want to do it doesn't mean it's not the correct fix
I couldn't play Trove on my work PC when it came out for example due to it not supporting SM5. I couldn't exactly go "Yo devs replace your rendering engine to support me"
is there a variable type that creates a dropdown list and their place in the list == an integer
@cinder basin it says wher you could see the log
anyone know how to fix :
Log.WriteException: ERROR: -createchunkinstall must specify the chunk install data directory with -chunkinstalldirectory=
@cinder basin for start i see
ProcessResult.StdOut: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: True
ok thanks
@cinder basin also...you are using Niagara on 4.20 ?
I think so yeah
that's a dare move...you better to get yourself a 4.22...niagara not yet released, and in 4.20 it was buggy as hell
alright I'll work on updating it
@cinder basin make a backup copy
ue4 generally makes it when updating the project, but just in case
hey fellow nerds, i have a question, I am sure there is a way to create a base mesh which can be instanced somehow so when the base mesh is edited it changes all instances?
is that a thing? if yes, how do I get to that?
also, when using brushed to make stuff, they have collision, but when i make a mesh from the brush the collision is gone, what am i doing wring?
nevermind, just used use complex as simple
Is there a hotkey for straightening pins in Blueprints?
hovering over and right clicking says "Q" but pressing the q key doesnt seem to do anything
@surreal flame it is best to add simple collision and not use simple as complex as it's better for performance. You can do that from th collision menu once you open up th static mesh.
@grim ore thanks will do that, our meshes are veerryy simple though anyway!
Also another question, i try to give my character a ribbon trail, this should change color depending on the speed, I would like to have a "rainbow" ribbon so to say, so that the particle on a given position has the corresponding color to the speed the player had on this position
i got the color to change, but it changes the color of the whole ribbon, nur just the particles that are spawned right now, is there a way?
color over time with keyframes this does work, but ofcourse this aint corresponding to the speed
cant get this to work, with color over time and "keyframes" the ribbon trail has multiple colors depending on its life spawn, as it should be, but if i set the color parameter at runtime it always changes the complete ribbon color and not just the currently spawning particles of that trail :/
(in cascade that is)
Should i have my FBX model already with Outline for Cel shader effect
or use a post processing shader?
@cloud cobalt I found VS killer , its not CCleaner in my case, CCleaner works just fine, its another optimizing software called BoostSpeed.
Remove them both imho
Hey guys, why doesnt trace work whenever i use custom made object types? I googled and it seems to be a known issue?
Probably messed up collision.
What do u mean? Because the trace dint even appear. Give me a moment to upload a gif.
I changed the object types to custom made for the value that passes it to multiboxtraceforobject's object Types. What i am trying to achieve is to make sure my trace will hit either AI or environment which can't be done using trace channel.
@cloud cobalt already done.thanks
can anyone explain to me in a nutshell what is a blueprint interface?
Gonna need context here
Blueprints that declare functions to define an interface between Blueprints.
thx
One of the methods of communication between the blueprints.
Might want to add a neutral gender option on there too.
That's a pretty good question tbh
That one is the one I usually see : https://thenounproject.com/term/gender-neutral/133748/
just make the gender option not a combobox but two checkboxes ๐
Whatever color works
I mean in the technical sense of how they work
Btw does anyone know why my trace doesnt work?
@iron merlin yea man. you missed a ;
@plush yew i'd use Sex instead of Gender :P
some people are very insensitive when you call them sir instead of m'am
@spring eagle im using blueprint though. I stated the issue above. You can scroll up abit. Trace dint work when i use custom made object type for it.
Is there any alternative way to detect more than 2 channels for trace?
@spring eagle Troll answers help no one. (:
@iron merlin If it works with one collision type but not with the other, then you might need to double check that setup your collision settings accordingly
@regal mulch the trace debug shape dint appear. I will check them again
@regal mulch yea didn't rly know he had an issue before since who scrolls in this chat? mb.
@iron merlin all else fails. start from scratch
@iron merlin What do you mean with "2 channels"
Traces are usually meant to trace for one channel
And everything that blocks it will react to it
Wait, since when is there an "x" next to previews?
@regal mulch but my object types cant work
@spring eagle it works if i use ue4 default object type.
So you change the Collision Type of whatever you are hitting to XY
do you have hitboxes on the objects you are using?
And you also change the shaped trace type to XY?
and collision enabled?
Cause I only see you changing the collision type at one place
The collision type is for the trace.
So what is not working then? The Collision isn't registering?
The trace dint show at all
Can you show the full code that produces the trace?
Not just the node
Cause changing the trace type shouldn't cause this
I dint use c++
all nodes man. show us all nodes
Nodes are code too :P
btw this trace you are doing is for the sword?
Im not currently on computer.
This trace is for an attack.
I will come back to #blueprint to post my codes
Looking good
where would i look to hire people ?
Character has an "OnLanded" event
You could listen to that
And give the player a short window in which they can jump again to gain speed
Hey, does anyone know if I can enable Debug Line Traces when I run my game without the game engine editor. I'm currently trying to enable them when I locally test my client & server?
hmm , I Only know they are disabled for shipping and test, but maybe they only work for editor aswell ๐ฆ
nvm, line traces do work on client & server tests, I made the mistake somehow and called it on the server, where it is disabled obviously, my bad ๐
I have a question about arrays. I made this bp that adds a bunch of actors in an AOE to an array of units in a local var
Then, I ran a for each loop on the array and 'removed' each item that is 'invalid' according to params ...
Loop backwards.
Well even if every one is invalid
^
Got that update loop issue going on. any fix?
Omg what a terrible bug that caused
Good general knowledge to know
That makes sense now
Ty
then the next part of the loop goes to check index 6, but what's in there is what was previously index 7, and what was previously index 6 got skipped, hehe
Riiiight
Yeah idk I haven't run into that in JavaScript or ruby much just ue bp. Anyways , I'll loop backwards or the other way to do it is use a second buffer array and add valid ones
Instead of removing invalid
Ty
@plush yew that didn't help..
oh there is 4.22.3?
must be it then.
well apparently this update is 2 days old
I had some update loop issue prior to that
nevermind
Yo, anybody here using unreal.hx?
hi, how to post anything in "looking for work" section?
regarding "full body awareness"
does i have to split (material) a character into "head" "arms" and "rest" ??
@twilit creek Check the pinned messages in the channel.
@dim plover how? me newbie
It's the Pin icon in the upper right of Discord.
I have all of these pieces on the same X but for some reason they arnt aligned as you can see. is there an easy way to correct this?
thx
in BP i want to have my OnCLick check a bool to see if its true or false before doing something.
I have the variable setup what do i need to add to do the check?
this seems to work. is this the recommended way?
depending on what you are doing yes, there is also the flip flop node
im having the player click a piece of a gun to detach it. once they detach it they should now be able to move onto the next piece
so i need to have it set another bool onClick also so its available
๐ค
I think that is trying to update plugins and failing
@boreal topaz that looks fine then assuming you are going to do something off the false branch
false pretty much will be they cant interact with the piece a nymore, which the bool does in the branch
Any idea how to make a cable component less 'jolty'? This is me holding a fishing rod upwards while walking the cable goes crazy. I've disabled collision too, I dont want to disable gravity as I like it floppin when the player is using it.
For reference, this is how it looks normally.
@spark dawn Try to kill the Launcher and restart it
I would not use a cable component for this purpose
I probably wouldn't use one at all tbh
Really? This is basically just a 'mini game' in my game, I wanted to have a fun little fishing rod with interesting astetics
Is there a way to make rope components only have relative velocity and not have the player's velocity add to it?
I would have handled it as part of a skeletal mesh
cable components are a fairly quick / hacky particle based solution
so you can't really control their behaviour
is there an option to keep the game running even if it's out of focus?
I know the editor has this option, to "Use less CPU in background"
but is there one for a packaged game?
Honestly,
I have no answer to that one
But amber and grandma, would it have been feasible to let the rope that goes out the end of the rod be a cable component, and the part within it be a seperate type of part?
feasible, yes, would I do it, no
It would have all the same problems as the current line, but worse
You think?
I'm really new to unreal but I have to manage a team workers for unreal now
So I really need to learn the gritty stuff
@plush yew IIRC, there is a function called to determine if we should be receiving input when out of focus. You can probably overload that.
Hwllo guys.
I want to Upload an app to google play store. I just saw that there was an app released with the name that i wanted to use
Can i Upload tue app with that name or do I have to change Think absolut another name?
just add happy or star or fantastic or something else in the title, the android app store is the wild wild west with naming
You should be able to upload as long as the package name is different.
so i've updated all my drivers because of "d3d device is lost" but now it's worse
01101000 01101001
it crashes way quicker now
No need to add anything else to publish. You may disappear down if there's too many apps that are more popular with the same kind of name though.
Also, for your safety, run a quick search to see if those apps may have copyright/trademark the name so you don't put yourself in legal hotwater. (Esp if the app is in the same genre/type as yours)
If so/ if they intend to, try to contact them to get express confirmation that you are not infringing on them. (You don't want a Mojang V. Bethesda on you)
what video card and what type of machine? if it's a laptop is it plugged in
gt 1030, desktop, intel i2 quad, 8G's of ddr3 ram
it's shit but gets the job done
i know for sure its a problem with c++
tried making some basic programs with c++ and they ended up crashing after a while with the same error message
(out of unreal)
should i just accept the fact that i have to restart every 3 mins?
you shouldn't but d3d loss is normally due to something else wonky like loss of power or the device swapping from one to the other like with optimus
i do have a 240w power supply, idk if that is a part of the problem
240 isnt a ton but it's an older machine it should be ok. If it's old it might just be getting to the point where it's losing too much due to degredation
i would def replace it but its a shitty proprietary psu made for a prebuilt hp
buying this thing was a big mistake lmao
i only had a budget of 250$ for this thing
unreal hasnt crashed yet
somehow
might want to make sure power saving is off for the card in widows and it's set to max performance
Thx @karmic basalt
@karmic basalt it is not popular. 5 Downloads and the company is very unpopular
ive milked every bit of performance out of this thing, battery saving is off, cpu throttling is off, everything maxed
I want my game to procedurally evolve over real time (e.g. actors appear / disappear). It's singleplayer and I wondered if there's a good way to achieve this that also prevents the player from manipulating the date (e.g. changing system time/date)?
nope nevermind i clicked into unreal and it crashed
@plush yew You should be fine. Is their app any similar to yours?
store the date when stuff happens, check against the stored date and current date and if anything feels weird (its going backwards for example) then do whatever. Alternately it's single player, who cares let them do what they want
@karmic basalt its the same genre but it looks completly different and its not really the same
makes sense, I could just add up game time rather than sync according to the realtime date. I was hoping to be able to trigger events at specififc periods (e.g. Jan1 2020)
@merry gazelle , when you say real time, you mean player time or in-game time? If it's ingame, just add to game time.
Ideally it would be player time but I don't think it'll be possible without some networking
If you want player time, the best you could do is compare timezone to some sort of server to prevent someone playing with their computer time. Or just don't. Missing an event in a single-player game is annoying.
yeah, to be fair I woudln't even call it a game. It's more of a "simulator" that procedurally generates maps. It's got physical collectable "keys" associated with each map thats generated. A big part of the game is discovery and I want events that are actually missed by players (e.g. supernatural stuff)
lol I don't even know how to explain it ๐
i have a piece on a weapon i want to turn when clicked. would animation be the easiest way? it just needs to turn about 90 degrees once
Hello there.
Not sure if this is the right place to ask but let me know if i should put this somewhere else. So, I'm working on a Third person perspective shooter project and I'm facing an issue of "Screen Tearing".
On "Full Screen Mode", Tearing is quite easily noticeable which is making this feel way weird.
On "Windowed Borderless Mode", Tearing is minimal but then the mouse sensitivity starts behaving awkwardly while aiming.
So here is the question - "Is there anyway to reduce screen tearing without using V-Sync?".
Here is my system configuration :-
Processor - i7-4770K
GPU - Nvidia GTX 1070
RAM - 16 GB
Monitor Refresh Rate - 60 Hz
Unreal Editor version is use - 4.22.2
@boreal topaz if it's just a static mesh you can rotate it easily, if it's a skeletal mesh and you want it to rotate with some animation then yes you should do it out of engine as an animation
Guide to the Gizmos available for modifying Landscapes.
I'm stuck at this, where it says "press the Export Gizmo Data button", ....but that button doesn't exist
Am I missing something or is it just another outdated documentation?
@karmic basalt nice, thanks, I'll look into it
how old of a driver?
using 399, so from 2018
I'm a bit tilted, I couldnt't understand why all my lighting build had only 1 bounces of GI instead of the 20 I set inside the world settings. It comes from the materials, those with textureparameter2D won't propagate lights in the 4.22 ... Hope my hours lost will help someone ...
yes the exact same scene is working on 4.21 and not on 4.22
Didn't saw it on the release note
my bad
it's called using V-sync
like, it's meant to remove tearing and anything that removes tearing is a form of v-sync
well
I'm sad I didn't found this article sooner
Hello guys,
I have an issue, when I try to use Parameter Texture Object node in Unreal 4.22 from material editor.
When I use the node it breaks the volumetric
I'm tilted
time for day 2 of ue4
right now i'm trying to make a C++ third person movement input system
does anyone know why my spawned object via Python does not have its name changed with this line?
sun_class = ue.DirectionalLight(name='Sun')
i'm reading the docs and trying to make sense of stuff
if i do setactorlocation in a physics body will it deal with collisions or will it just go thourght stuff?
@grave canyon https://api.unrealengine.com/INT/API/Runtime/Engine/GameFramework/AActor/SetActorLocation/index.html ๐
Move the actor instantly to the specified location.
see the Teleport and Sweep parameters
and there's also CCD you can turn on if you want it to affect other objects on the path
Is it hard to turn off chromatic aberration?
no
do you want it off completely? or toggle at runtime?
drop a post process volume in the level with infinite extent and there's a chromatic aberration section under Lens category
nah im just wondering for a game Im playing, it has chromatic abberation on and you cant disable it
it wouldnt require a lot of work for them to disable it right?
why does it even exist
human eyes are not a camera lense
I dont know a single person that likes it
well human eyes also don't produce hexagonal lens flares ยฏ_(ใ)_/ยฏ
bokeh*
I don't like it much either but it's kind of OK as part of a "shake cam" effect
I have stated that lens flare is pointless for years. I mean, it only replicates an error in cinematography, not a feature :p
if you were replicating that sure
supposedly r.SceneColorFringe.Max in the UE4 console could be used to bloc it
isnt it mostly battlefield that has lens flare and blinding sun?
Unreal 1 had glorious lens flares everywhere ๐
setting r.SceneColorFringeQuality to 0 might also work to turn off the effect
Chromatic aberration effect that simulates the color shifts near the edges of real-world camera lenses.
yes
How I can see north, west, south, east?
@grim ore its a static mesh, whats the best way to rotate it with a lerp so it just doesn't jerk into the new position
hey guys I was looking at the shooter game project and I was wondering how does the collision on the map is generated is it done by hand or with some UE options ?
I already have significant chromatic aberration because of a strong glasses prescription, hate it when it's artificially added outside of temporary effects
@ember notch needs more description, what are you trying to do? a minimap with NEWS maybe?
No i only want to see where is north and south
With a compass?
oh
i have a compass on my desk to help me know which direction my actor is facing
๐
you need to define your own mapping between +X,-X,+Y,-Y to N,E,W,S
(I suggest not mapping any of those to Z because ...reasons ๐คฃ )
character movement component will be unhappy with you trying to enforce that
I want to know where is South because I build a big map
whats the point of creating sockets when bones can be used in the same way?
sockets can be used on static meshes as well
watching a video on animating static mesh and it says to use Matinee, is that legacy or is there a replacement
i suppose so
I see some mentions that sockets are only updated if something is attached, but bones are always updated
@boreal topaz yes matinee is legacy, sequencer is the replacement
TY
says more about the person who told you that than the icon itself...
that's this fist
clearly
I'd worry much more about it for the core iconography of your game, but for a character where it totally makes sense? not much issue
but yeah, it's an anti-fascist icon
ALTHOUGH it is exactly that symbol ๐คฃ which might lead people to draw conclusions you didn't want if they are familiar
yeah, it's basically identical
if you fill in the palm/wrist gap though...
๐
Hey guys, how can i proportionally resize an image in ue4? (like when you hold Alt in Photoshop)
@plush yew Thank you man!, the scale option did the work too ๐
ive tried googling this but no luck. what does a collision box do on its own? does it have its own tick that constantly checks for overlaps? would disabling one do anything with regards to performance?
Hey I have got a problem. I retargeted the animation blueprint and the skeletal mesh of character model A to character model B. After this, all animation just got played fine, I successfully replaced a character model with a different one while still be able to play all animation. But for some reason, when I add the new mesh to the existing player object, the animations dont get triggered, only the walk animation.
Where do I find this?
Like this=
Everything in the animation blueprint is exactly like in the blueprint of the old model. I retargeted it, so I think everything should have been correctly transferred or not?
I did that too
I dont see it too. But it is also not in the original blueprint. Where should I look for it?
maybe this?
It is in both the old and my new blueprint
you made a copy of a symbol w/o knowing what it meant?
This is in the animation blueprint.
Im really lost right now. Because both the old and the new blueprint are identical
how can i rotate a static mesh with onclick
Yeah but the state machine of the old blueprint has not too.
This is the state machine of the functioning blueprint https://gyazo.com/18c0415700aaa25c9f5e2e749f9cf88e
yeah
mhhhh this is bad
Maybe renaming the mesh to the old one does it
I found something else which is maybe interesting
Plays animation from code using AnimMontage
There's a BP PlayMontage node.
Ahhh okay thanks guys. Now I finally have atleast a direction
i can't find how to make a camera active ๐
Because the animation which dont get played all start with AM (probably stands for AnimationMontage)
@dim plover Do you know where I can find that? Is this in a animation blueprint or in an actor blueprint object?
It's in ActorBlueprint.
So, you would put the Montage slot or whatever in the AnimBP, and you would play it with the Actor BP.
There are some YouTube tutorials on the subject, I'm pretty sure.
It should be noted, animation montage will only be activated through bp or cpp. It still needs to be set up in the anim bp however
How to fix this?
I tried to add a C++ class to my BP project and now I get this when I try to load it up
How I do that he does not move so funny anymore?
and this
Please help
Better physics ?
@HighTide do you know how to set it up in animBP?
I think I found it!
This is in the actor blueprint
There's a "better" PlayMontage node for Characters. It has the OnInterrupted, OnFinished stuff.
@plush yew thanks
just rebuild it in visual studio yeah?
Thanks buddy, this is stressing me out lol
thought I tanked my entire project and last backup was two days (20hours) ago
@dim plover In the actor blueprint it calls the montage with the name AM_rolling. I made sure know that this animation exists in the animation blueprint and it exists! So what could still be wrong here?
backups daily not every 3 days, yep/
I'm in the process of rebuilding project, getting these errors, is this normal?
I've heard sometimes VS has issues with ue4
I heard it pulls up random errors like this
will do
stupid question but how do i make a camera current from the editor? or is there no way to do it
i tried to google but had no success
i have a 3d person camera component and i want to make it the current camera
i don't know, my editor crashed
day 2 of ue4 is being fun
ahhaah
@plush yew Rebuilding didnt work so I'm going to update and try again
thanks. I'd be lying if I said I wasnt clenching right now
i'm going to change my question
i have a camera component inside of a spring arm component in my player class instance
how do i get a reference to the camera in C++?
but they already exist
Okay still not working. I set up a node slot for the animation montage but it is STILL not working. WHY does https://gyazo.com/d0481f876cad823c99cf0776466f542d NOT play the animation montage. just whyyy. Is there some debugging I can do. Like showing if the animation montage even exists for the blueprint actor ???
the new "slot" https://gyazo.com/95f1ce5894a4bffd5c65622e8ae1a178
And here is AM_Rolling... completeley functional https://gyazo.com/713f599b60346e43ec7ebc0ac88aa536
@plush yew You mind if I DM you? I just rebuilt it in VS and it succeeded, but I'm still getting the 'project could not be compiled' error popping up when I try and open the project.
StartSectionName probably has to be not-None.
When I change the mesh to the old it works with this actor blueprint
I dont know now
Slowly I think the mistake isnt even on my side anymore
NOW I FINALLY found a difference
In my new animation blueprint there are a bunch of slot nodes. In the original is only one (the original works).
Now I cant remove these because they are referenced by other Animation montages god....
and animation montages seem like not removable too..
Can you just remove an animation from animation blueprint?
epic said when they will add the gpu lightmapper?
Im adding a child widget dynamically to a scroll box, i don't see any padding options, is there a way to add padding? or a way to make the child not resize to the parents width and center it....
Pretty sure you have to use the Slot.
When I drive he always moves funny please help
does anyone know were or how i can learn C++ for unreal? Just about every video i find on youtube is making project and advanced tutorials not vary useful. I know a bit of C# since i come from unity.
Can someone help me?
Probably Udemy.
udemy cost money do you know a free way?
Udemy = scam
youtube?
Udemy is pretty good IMO
i went through 2 of the courses there on Unreal
They make in one week the price 200$ and in the next week 14,99$
just dont buy the ones for 200$ ?
Yeah pretty much, they're like the Khols of online learning websites
if you know what that store is
fake discounts galore
Donโt buy anything unless itโs โ90%โ off

well to be quite anne frank, C++ isnt exactly starter friendly IMO
im aware,
$10 isnโt a bad investment for a 120 hour tutorial series
i fully predict visual languages or node based systems will make it very easy, and just auto compile down
soonโข
is your target audience the people playing those games?
i would say 3 years and fail big on average ๐
making MMO RPGs is like gold panning
i would never recommend doing it
or more like try for 2 months and stop on average
does it hurt performance to have empty child actors on other actors?
test the extreme and profile it ๐
true
add child actors on tick ๐
yea but you can say the same about UE4
a 10 man team didnt write this engine
also made with programs he didnt make himself ๐
i know what u mean tho
buckets of trash get released every day tho
sidescrollers do and i played a few of the good ones
none of the trash
altho i might have missed a few good games tho
something more fit for me and less fit for mainstream
owninator games is not a real catagory yet ๐
havent played any MMO in a long time, but friend of mine played a WoW clone instead of WoW
well it looked like a clone to me, dont have an eye for that stuff
but you will have your own framework by than and can replace the assets
you wil know it by heart and can operate it way better than any1
its a sculpter versus a character generator
you cant generate a character in Daz and call urself an artist
damn ur old!
lol ๐
market is bigger and more brutal now i think
but bigger also means more potential $$
thats still an option, but dont think 1 click mmorpgs are the biggest concern
GTA V is running better then a UE4 game on my laptop xD but why?
because it had a $500m budget and was coded by some of the best in the industry vs whatever game you are picking on :p
Run Hardware Benchmark
i can run fortnite 200 fps or 30
it runs 60fps in 4k for me. solid as a rock.
You want a game? Make you own game engine lol
So we're adding dynamic weather effects to our game. Say it's raining and I'm standing inside a house. How can I have it be raining outside but not inside the house. Currently, I have the weather VFX just attached to the camera which works great when you're outside but not so great when you're inside. Obviously when I'm inside, I can just raycast up to the sky sphere. I'm worried about the case where the fringe case of being inside but looking outside.
Does anyone know how to access the editor property of actors such as "DirectionalLight" via Python?
does anyone know why i automatically possess my character in editor play mode but when i launch i cant possess anything
oh actually it seems i am possessing them, it just isnt letting me control them
Okay still not working. I set up a node slot for the animation montage but it is STILL not working. WHY does https://gyazo.com/d0481f876cad823c99cf0776466f542d NOT play the animation montage. just whyyy. Is there some debugging I can do. Like showing if the animation montage even exists for the blueprint actor ???
the new "slot" https://gyazo.com/95f1ce5894a4bffd5c65622e8ae1a178
And here is AM_Rolling... completeley functional https://gyazo.com/713f599b60346e43ec7ebc0ac88aa536
You left your section name as none. Also, you didnโt make any sections in the Montage to begin with
IIRC leaving it as none just plays the first section
@ripe coral does the output log say anything of use when it tries to play?
I will look into it. But I dont get any errors
my launcher was working fine last night and today my launcher lets me log in but it freezes instantly after i sign into my account, is their a to find an error cause i have to task manager close it
i even uninstalled it
@limpid turret You can't control them because you didn't setup a PlayerControl.
i have though
If you're not controlling a character that you're possessing then you're missing something with the Control setup. Perhaps you haven't enabled input?
nope, input all seems to be fine in the control BP
also, why would it work in editor but not in launch?
LogAnimMontage: Warning: Playing a Montage (AM_Attack_Axe) for the wrong Skeleton (Aurora_Skeleton) instead of (SK_Mannequin_Skeleton).
ok i got the engine to open up but i cant get epic games launcher to stop freezing
@limpid turret Because at launch the game gets your Gamemode information to decide which input source to use. Your editor does not. Check your "World Settings" > Game Mode and see if you're overriding. Also check your "Settings" game mode and make sure you're pointing to your Player Controller blueprint or C++ file.
Setting > Project Setting > Maps and Mode
It seems to really have something to do with the mesh. Because when I give it another mesh, the original one, it works. But not when I switch to my mesh.
Mhh. nobody seems to know where the problem lies.
Any ideas on why this isnt working
Or is there a way to get an array of all the data rows?
@pallid talon nope, still didnt work
@hidden aurora not 100% sure... but you have it already, no?
@hidden aurora from Get Data Table Rows, drag out from the array pin and choose Make Array
@hidden aurora Have you seen this video? https://www.youtube.com/watch?v=a8jMl69alrg
Don't forget to subscribe! For more tips, tutorials and free stuff: http://www.ue4u.xyz/ Lessons plan: https://trello.com/b/iTdModlp/ue4u-tutorials Don't for...
Ive just seen that one but isnt helpful at all
I think the function inst running at construct but dont know why
I have a question
it's because you're trying to plug a data table row directly into a struct array
Everytime I hit "play" it puts me into god-mode. But I want to play as the camera. Controller (which is looking at the cone)
Anyone have a idea why it's not swapping?
Its only getting the first row
@sharp pelican did you make a Character for your Controller
Yeah
// Fill out your copyright notice in the Description page of Project Settings.
#include "Critter.h"
#include "Components/StaticMeshComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/InputComponent.h"
// Sets default values
ACritter::ACritter()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Rootcompontent"));
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshCompontent"));
MeshComponent->SetupAttachment(GetRootComponent());
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(GetRootComponent());
Camera->SetRelativeLocation(FVector(-300.f, 0.f, 300.f));
Camera->SetRelativeRotation(FRotator(-45.f, 0.f, 0.f));
AutoPossessPlayer = EAutoReceiveInput::Player0;
CurrentVelocity = FVector(0.f);
MaxSpeed = 100.f;
}
// Called when the game starts or when spawned
void ACritter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACritter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
FVector NewLocation = GetActorLocation() + (CurrentVelocity* DeltaTime);
SetActorLocation(NewLocation);
}
// Called to bind functionality to input
void ACritter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("MoveForward"), this, &ACritter::MoveForward);
PlayerInputComponent->BindAxis(TEXT("MoveRight"), this, &ACritter::MoveRight);
}
void ACritter::MoveForward(float Value)
{
CurrentVelocity.Y = FMath::Clamp(Value, -1.f, 1.f)* MaxSpeed;
}
void ACritter::MoveRight(float Value)
{
CurrentVelocity.X = FMath::Clamp(Value, -1.f, 1.f)* MaxSpeed;
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Critter.generated.h"
UCLASS()
class PROXIMA_CENTAURI_API ACritter : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ACritter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(EditAnywhere, Category = "Critter")
UStaticMeshComponent* MeshComponent; //Can use "class" to declare it (to add a defention later on).
UPROPERTY(EditAnywhere)
class UCameraComponent* Camera;
private:
void MoveForward(float Value);
void MoveRight(float Value);
FVector CurrentVelocity;
float MaxSpeed;
};
Any ideas?
Can I see your Pawn Bp?
Is there a way to acces blueprint data from a class
Hang on.
@sharp pelican you are put in simulate mode, because that's selected. Just drop down the play button and choose "selected viewport"
This is the code (above)
๐ฎ
I didn't notice
but my keys are inverted
Postive (forward) negative is (back) in unreal yeah?
Maybe I am right but my POV make it seem strange
Yes they will be used as a multiplier with forward vector, right vector, up vector. So you must set the keys accordignly.
With the point of view it's hard to tell where up really is
@hidden aurora
But i need to get the data structure but thanks anywhay
It's strange -- when I hit "W" it goes down. When I hit "S" it goes up?
void ACritter::MoveForward(float Value)
{
CurrentVelocity.Y = FMath::Clamp(Value, -1.f, 1.f)* MaxSpeed;
}
void ACritter::MoveRight(float Value)
{
CurrentVelocity.X = FMath::Clamp(Value, -1.f, 1.f)* MaxSpeed;
}```
That seems right?
Well if it is giving you strange results, i assume it is not right :)
It really is depends on what do you try to implement with this equation.
For me, the intuitive way moving in 3d is when i press W i expect the camrea to move the forward direction , and not on the world's Y direction (which is world's right i think)
@hidden aurora
I just noticed.
use get data table row
I'm playing as (blue) when I want to be playing as (red)
Do I just delete the controller or can I swap them out?
Well i think the player start (blue arrow) will be automatically selected by the gamemode for you, probably because you are not alrady possessing the camera (red). In unreal you can only possess pawn's (and derivatives) so your camera thing (red) must be a Pawn or Character, there on the details you can select to be auto possessed by player 0 and it should be the player you will control in the game.
what are you trying to accomplish in the end?
On the engine graph (red) seems to be gamepad symbol and (blue) is what the camera is looking at
I want to play as the blue!
and what is blue
what is it? A character, a pawn, a texture, a rabid dinosaur
Actor
is it just a random static mesh you randomly put in the world?
ok, is this for a fixed camera or do you plan on moving it?
we are getting off track. Lets see if I can summarize the proper way and try and go backwards
the player start will go into your game mode, find the default pawn, and spawn it in on game start
if you want a new player/pawn/character for the player to control you can replace the default pawn in the game mode for that level or in the maps and modes in settings
if you don't want to use a player start then you need to delete it, remove the default pawn from the default game mode, and then put in your own character/pawn in the world and set it to auto possess or manually possess it
or you can spawn it in and possess it
so what we need to do is figure out what your goal is in the end
I will make short video. hang on
sure but it doesnt change what I am saying
Its only add the first row to the array
When I start the game. It goes to the player controller symbol. I want to go to the camera.
If I delete the controller it spawn another cone in the air
I want to switch to the controller
Hmm wait I've got a new question
If I play the game in "viewport" one cone shows up.
However in simulated -- there just the one -- like how I want it? So why is viewport (play) spawning another cone?
ok soo... again.. what is the goal here?
i want to play as the camera-cone
you want your player/character/pawn to spawn in and not the one the game is spawning in now?
yea
ok so is your camera-cone a blueprint?
yea
ok so it's parent is a critter, is somewhere in that parent chain a pawn or character or is it just actor?
it looks like it but I am trying to make sure
in your project settings, is a maps and modes section
in the maps and modes it shows the default game mode and under that in selected game mode the defaults for each class
the default pawn in there is what spawns in using a player start, change that to your blueprint you want to be spawning in
then you can delete your copy of that blueprint in the world and just use the player start where you want it
this assumes the game mode is BP based, if it is C++ based you would change that part for the default pawn in your C class
Do I need a different GameMode if I want to have 2 different Pawns?
these aren't the same?
the game mode controls the default pawn that is spawned in when a pawn in spawned in, that is all it does for the default pawn
the world settings overrides the default in maps and modes, so if you have something changed in your world settings that is what it will use
using multiple pawns is just up to you to swap out during game play, game mode will not change that
i have 2 maps, how do I switch between pawns depending on which map is loaded?
that would be a good use for 2 different game modes
use player starts for your player and it will use the default pawn in the levels game mode when it spawns in a player
Coolz, Thanks, I'll give it a go
you dont need it of course, you can have no default pawn and manually spawn in the correct pawn for that level if you want. the player starts and default pawns are convenience thingies
It still spawns me as not the camera actor :I
check your world outliner, do you have only 1 player start and no other pawns?
what would that be under?
the world outliner is the top right window that shows you what is in the world
when i hit play this appears
i dont know what is going on with your project, I cant see it or know how it is set up, but having a player start in the world and the default pawn set to what you want will spawn in that pawn when the project runs in the player start location. if you have no player start location it will spawn in the default pawn where the camera is or 0,0,0 depending on your settings
and how many of your critter blueprints are in there?
1
ok so how do you know that is not working?
it looks like your critter is in the middle of the screen
Ok what if it is working and i'm just crazy ?
but if that is so: why is there another cube?
i dont know what the other cube is, hit shift-F1 to eject when playing and then eject from the player and click it to see what it is
There are at least two cubes in the world, one is the floor, other is the grey thing
Wait... look at this
Two different views?
Why are there two views?
Maybe It does work?
I'm a noob when it comes to UE4 (so I don't know)
thats 2 critters not one, you said you had one
did you delete the one you had in the world and just leave the player start or did you leave both
if you are using default pawn and player start you do not need another one in the world before the game starts
you want it to play the red arrow, that is the correct way
oooooooo
is it possible to extend a timer?
it doesnt need one, its just a placeholder
the player start is the place where the player will start when the level loads, it will spawn in your default pawn in that spot
if you hit play right now and you have 1 critter in that spot then yes
Whats the best way to Save an actor with attached actors... and have them load again
UE4 has the Gameplay Framework https://docs.unrealengine.com/en-US/Gameplay/Framework/index.html which sets up a large amount of things by default in a project
Alright thanks '_')a
Say, I have a sniper rifle, and I add a scope, and a silencer. Then a add something else to the scope. I have a rifle with 2 attachments and a attachment with a attachment. Whats the best way to store this data?
each item has an ID, you store the ID of the items to rebuild it later
my gun consists of Stock <12345> and Barrel <33414> and magazine <342345> and etc... all of those just point to data in a table or file somewhere
Stored in a Array, or Map, or Struct
DataTables can't be written to, right? It's just read only?
here is a video I just watched https://youtu.be/uAg1SETGhEU?t=1285 where he talks about how they handle it in the cycle and his experience. The time code is for that part but if you watch from the start he covers the other ways and problems
correct data tables are just data and they should refer to base or default properties. you gun is just a set of numbers and reference in the end. you can save out those numbers to a save game for example as a struct or array or whatever so you can recreate it later
Side note, @grim ore your tutorials rock
Thanks! I'll watch the video.
thanks @shut minnow ๐
Severity Code Description Project File Line Suppression State
Error MSB3075 The command ""C:\Program Files (x86)\Unreal Engine\UE_4.22\Engine\Build\BatchFiles\Build.bat" Proxima_CentauriEditor Win64 Development -Project="D:\Unreal Game Projects\Proxima_Centauri\Proxima_Centauri.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. Proxima_Centauri C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
I have no clue what this means?
that error is that something else broke, you have to find the error above that
Error (active) E0020 identifier "FMeshDrawSingleShaderBindings" is undefined Proxima_Centauri C:\Program Files (x86)\Unreal Engine\UE_4.22\Engine\Source\Runtime\RenderCore\Public\VertexFactory.h 626
Any ideas how to fix :I
where did you get the source from?
Errr...
Well
I typed this...```c
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Collider.generated.h"
UCLASS()
class PROXIMA_CENTAURI_API ACollider : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ACollider();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(VisiableAnywhere, Category = "Mesh")
class UStaticMeshComponent* MeshComponent;
UPROPERTY(VisiableAnywhere, Category = "Mesh")
class USphereComponent* SphereComponent;
FORCEINLINE UStaticMeshComponent* GetMeshComponent() { return MeshComponent; } //FORCEINLINE is like setter + getter
FORCEINLINE void SetMeshComponent(UStaticMeshComponent* Mesh) { MeshComponent = Mesh; } //setting + getter -- setted
FORCEINLINE USphereComponent* GetSphereCompontent() { return SphereComponent; } //FORCEINLINE is like setter + getter
FORCEINLINE void SetSphereComponent(USphereComponent* Sphere) { SphereComponent = Sphere; } //setting + getter -- sett
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "Collider.h"
#include "Components/SphereComponent.h"
// Sets default values
ACollider::ACollider()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
SphereComponent->SetupAttachment(GetRootComponent());
SphereComponent->InitSphereRadius(40.0f);
SphereComponent->SetCollisionProfileName(TEXT("Pawn"));
}
// Called when the game starts or when spawned
void ACollider::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACollider::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ACollider::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
Then that -- then it went all wacko on me
so it sounds like your error might be somewhere else then, what other errors are there?
only those two
Only after I created a colider actor did this happen.
#include "Components/SphereComponent.h" maybe it was after I added that
So you have no idea?
Should I try deleting the colider?
maybe see what happens. i cant see your IDE to see the errors
I didn't do anything :/
and when you try and build it still errors out there?
Yeah
I just deleted the class >
Okay when I remove the collider it fixes
What did I type that made it do that?
so the code was bad in that class then. did you create it in the editor?
I created a pawn in the editor
and you called the Pawn Collider?
ok I had to do it myself to figure it out but uh where did you get the code from if you copied it?
I typed it. I'm retyping it now.
Why is this one "red"? it says it doesn't match function type -- but it does to me... not if i typo'd
I super don't see it
ok so one issue is class should not be before your properties, they should not be class UStaticMeshComponent etc.
second in the UPROPERTY you spelled VisibleAnywhere incorrectly
_<
and the error above again is a spelling issue
really >_< I don't see
macros, the () thingies, will give random wacky errors like this
Which sphereCompotent is spelled wrong?
well for your squiggly line error its due to you not having your sphere component include in the .h file
and what you pasted is not spelled correctly, Component
remove the class parts and it should error about SphereComponent being unknown
add in the header for it and that should go away
fix the spellings for it and that should go away
negative, the .generated.h is ALWAYS the last one
this will compile, it might not be correct but it will compile, ```#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/SphereComponent.h"
#include "Collider.generated.h"
UCLASS()
class CPPTPP_API ACollider : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ACollider();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(VisibleAnywhere, Category = "Mesh")
UStaticMeshComponent* MeshComponent;
UPROPERTY(VisibleAnywhere, Category = "Mesh")
USphereComponent* SphereComponent;
FORCEINLINE UStaticMeshComponent* GetMeshComponent() { return MeshComponent; } //FORCEINLINE is like setter + getter
FORCEINLINE void SetMeshComponent(UStaticMeshComponent* Mesh) { MeshComponent = Mesh; } //setting + getter -- setted
FORCEINLINE USphereComponent* GetSphereComponent() { return SphereComponent; } //FORCEINLINE is like setter + getter
FORCEINLINE void SetSphereComponent(USphereComponent* Sphere) { SphereComponent = Sphere; } //setting + getter -- sett
};```
you don't need the class before the class type in your properties. so remove the two class parts
and you will end up with that above
It says MeshCompontent is undefined lol
Man I'm not seeing this spelling error >_<
Component is not the same as ComponTent
Zooming in ...
this is what autocomplete is good for, make sure the headers are declared correctly and use autocomplete when typing
ok so...
when you do class Blah blah you are making a new class
The header is wrong?
your 2 properties above are not saying "use these 2 classes", you are saying "make 2 new classes called blah blah"
you need to remove the 2 class parts, the "UStaticMeshComponent* MeshComponent;" does not need class infront of it
remove the class and then your spelling error will show up
ok I didn't say to remove the line
I said to remove class
literally the word class
instead of "class UStaticMeshComponent* MeshComponent;" it should be "UStaticMeshComponent* MeshComponent;"
then you will notice that line has USphereComponent spelled incorrectly
yes
I hate this
you did not see that before because you were saying "hey I want a new class in there called USphereCompontent" and not saying "hey I want to use the existing class USphereCompontent"
diving into C++ with UE4 is not easy or recommended
diving into C++ is not recommended either but that's just me lol
make sure your properties are spelled correctly then
the vertex factory one is due to a macro failing more than likely
did you make sure the .generated.h line was the last include?
paste your code again if still stuck, I have to head out shortly. I did paste above my exact working code if you need to compare line by line
Yeah it's last
SetupAttchment
the 2nd you don't have the include for your SphereComponent so it has no idea what it is
According the highlights they are all spelled the same
again auto complete, let it spell it for you
There like 100 things that pop out when -- the auto complete shows up
yep and that's the way coding works
you can click the item you want to auto complete or ctrl-space to have it fill it in
again again... is your SphereComponent header in there
in your .h
#include "GameFramework/Pawn.h"
#include "Components/SphereComponent.h"
#include "Collider.generated.h"```
Yeah I did do that same error
I moved #include "Components/SphereComponent.h" to cpp
I don't see the changes you make your code and you may be changing multiple things. for your age file I pasted above exactly what I have that works fine you can go line-by-line and compare if you would like
Okay so paste this ```#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/SphereComponent.h"
#include "Collider.generated.h"
UCLASS()
class CPPTPP_API ACollider : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ACollider();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(VisibleAnywhere, Category = "Mesh")
UStaticMeshComponent* MeshComponent;
UPROPERTY(VisibleAnywhere, Category = "Mesh")
USphereComponent* SphereComponent;
FORCEINLINE UStaticMeshComponent* GetMeshComponent() { return MeshComponent; } //FORCEINLINE is like setter + getter
FORCEINLINE void SetMeshComponent(UStaticMeshComponent* Mesh) { MeshComponent = Mesh; } //setting + getter -- setted
FORCEINLINE USphereComponent* GetSphereComponent() { return SphereComponent; } //FORCEINLINE is like setter + getter
FORCEINLINE void SetSphereComponent(USphereComponent* Sphere) { SphereComponent = Sphere; } //setting + getter -- sett
};``` into my h file?
It's saying this decloration has no storage class or type specifier
and your code didn't work when I pasted it :/
Well my code won't work exactly for your class, my project is named different
which parts should I copy then?
This is the problem
Should I add a Macro? it what it suggests..
That's normally an error if the parts above it are bad. What's your code now before you pasted mine?
You still have class in there lol
wrong screenshot
It keeps tellin me --> identifier "FMESHDRAWSINGLESHADERBINDS" is undefined
I have no clue what that is...
That is an error because it will not compile
