#ue4-general

1 messages ยท Page 475 of 1

serene birch
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The unreal module exposes nearly everything that is exposed from C++ to Blueprints in your Editor environment. It's not pre-generated; it automatically reflects whatever is available in Blueprints in your Editor.

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this module might not exist as a .py file anywhere

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but as a module directly added in C++ by the editor in the Python interpreter

pallid talon
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So it isn't really possible?

serene birch
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unless the editor could export a kind of "api definition file" meant for use in external editors, yeah

pallid talon
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Hmm, I'm surprised it doesn't exist.

dim merlin
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is eye adaption enabled by default? how to disable it?

cloud cobalt
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Yes, set 1 to min & max value in PP volume

abstract relic
cloud cobalt
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That's just the default value though

thorn topaz
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Is it possible to use OnMouseButtonDown with a widget that is a button?

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What's wrong with doing it that way? simple and gets the job done

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That's pretty much the only way to do it through BP

proper crane
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Never bite down on your tea bag, jesus

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So inexplicably minty

fringe pivot
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Does anyone know a way to replicate height data from a landscape to another?

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If even possible

proper crane
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This acceptable behavior for a physics asset so far?

abstract relic
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What? As in heightmaps?

fringe pivot
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@abstract relic yes

surreal gyro
fringe pivot
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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.

surreal gyro
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@plush yew OK, same question, how do you remove his 2nd mouth?

abstract relic
fringe pivot
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@abstract relic ahh cool thanks, will check that

steady coral
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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?

surreal gyro
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@plush yew uh, no

sturdy prairie
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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. ๐Ÿ˜›

light vigil
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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?

fringe pivot
sturdy prairie
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That's what I was already using, so yeah -- it must suck. How do people get anything done? O_o

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Thanks though.

fringe pivot
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you need to figure most stuff, googling code from other people helps, also VS intellisense

sturdy prairie
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Well, that's...fun, I guess. ๐Ÿ˜›

fringe pivot
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sometimes, most of the time is just frustrating

hidden aurora
steady coral
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50 number is?

hidden aurora
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Total ammo

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Big 30 is current ammo

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Small 30 is magazine capacity

sturdy prairie
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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.

hidden aurora
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Yea i know

sturdy prairie
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Personally I prefer a simpler HUD, so I might recommend a single or multi-bullet icon.

hidden aurora
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I was thinking about that

sturdy prairie
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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.

hidden aurora
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Thanks

sturdy prairie
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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.

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So you see that number drop each time you reload.

hidden aurora
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The 50 drops when you realod

steady coral
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pretty much same as what I thought, 50 didn'

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t make sense

sturdy prairie
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If the 50 drops when you reload, then it isn't "total ammo," which is what you mentioned it was.

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Since when you reload your total ammo doesn't actually change.

steady coral
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okay, so not total ammo then, but total ammo - whatever you have loaded

sturdy prairie
hidden aurora
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Yep

polar hawk
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30 | 50

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or make the /30 so fucking small

visual belfry
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I think attaching an ammo icon to the 50 would be fine as well in any arrangement

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indicator that it's a global ammo count

polar hawk
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and

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if you ever do the 30+1 mechanic

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i.e. one in the chamber during a reload

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/30 is meh

manic pawn
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(that mechanic is really weird and overcomplicated)

pulsar fractal
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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

steady coral
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does anyone know the answer to my earlier question? cause I might have found a workaround, but it's unnecessarily complicated

sturdy prairie
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@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.

hidden aurora
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How can i represent burst mode with an icon

pulsar fractal
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Id have 3 bullets together

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rather than one

sturdy prairie
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Multiple bullets, an explosion symbol, a x3, etc.

pulsar fractal
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thats what makes sense to me

sturdy prairie
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However you want to.

hidden aurora
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And auto?

polar hawk
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are you making some super tactical game where you need to know the max ammo of a mag

sturdy prairie
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In most shooters I like to know how much of my clip remains without having to remember the maximum.

polar hawk
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you know how much remains by how many bullets are shown

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if you got 3 bullets left you know you got 3 bullets left

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ยฏ_(ใƒ„)_/ยฏ

sturdy prairie
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But not how MUCH of my clip -- i.e. is it almost empty compared to full?

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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%.

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If you have a small number of weapons where it's easy to remember, that works fine.

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But if I have multiple guns I want that information clearly presented.

polar hawk
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I suppose

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Battlefield has tons of weapons and they don't display that info, /shrug

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the only games I know that where that info is critical don't even tell you that info and make you inspect your mag

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but I suppose there is always room to innovate

light vigil
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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?

visual belfry
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just go super realistic and no numbers ๐Ÿคท

hidden aurora
wary wave
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most of the time you really only need the current ammo in the weapon and the total

manic pawn
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what if you added a progress bar somewhere

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to visualize how much of the current mag is used

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then you only need one number

wary wave
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the exception being when you have a system where rounds in the magazine are wasted on reload

hidden aurora
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@manic pawn ive thought of that

wary wave
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but that's only typical of the more hardcore sim shooters

manic pawn
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the number itself could be the progress bar even

hidden aurora
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Yep

manic pawn
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half of it in a different color

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nah this is probably too br_big_brain

wary wave
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in a normal shooter, players will rapidly learn what the mag capacity is, because they see it every time the weapon is reloaded

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you need nothing more than XX / YYY

hidden aurora
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The mag will change depending on wich type of mag is equipped

wary wave
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if they have different mag types, then they'll know based on what they choose

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they'll see what the full capacity is everytime they reload the weapon

hidden aurora
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True

wary wave
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I would lean towards showing less information in this case - too much information can help make a screen increasingly unreadable

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(a common UI mistake)

hidden aurora
wary wave
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show only what a player needs

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yeah

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that's fine

manic pawn
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is the picture of the weapon even necessary

wary wave
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probably not

hidden aurora
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Not really lol

manic pawn
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I guess if you have multiple

wary wave
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you probably see the weapon anyway, in FPV view

manic pawn
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to know which one to look at

hidden aurora
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I can make a gameplay settings where the user can select to see or not the mag capacity

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Clean

maiden sundial
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Is there a way to edit a static mesh in here ?
Wanna rotate it and scale it a bit up

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Don't really wanna create a blueprint for this

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Or editing every single instance

grim ore
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you would have to reimport it and adjust the translation settings when you do

elfin jacinth
grim ore
hidden aurora
proper crane
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Anyone know why my physics asset is being a little bit fucky?

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It's finally getting into the realm of weird

eager tangle
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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!

mellow turret
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unload level stream doesn't get rid of widgets added to the viewport right, they need to be removed manually even after unload

grim ore
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I would assume they would not unload as they are not actually added to the level

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@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?

eager tangle
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Just a press key event, then load weapon function, load inventory etc

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Im not at my pc, so i can't post screenshot:/

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This it in the doc for the kit

mellow turret
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thanks mat

grim ore
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which nodes are missing?

eager tangle
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?

grim ore
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well you said you cant find the same nodes the kit is using for debugging

eager tangle
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The Black ones, but just under all the event nodes he have the debug keys, but the nodes is blue then

grim ore
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The Save Player Health, Save Player Weapons, etc?

eager tangle
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He just adding a key input node and call the Black event noded

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Nodes*

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Yes

grim ore
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you can add a key input node, it doesn't have to be an input event

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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

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if you double click the node it just opens up a new graph with those other nodes in them

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and I dont see a blue node for key input on those screenshots

eager tangle
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So what to call in the widget then;/ none of thoes came upp in the widget

grim ore
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they will not come up in the widget, those are graphs he created

eager tangle
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No, it's under, dont shows

grim ore
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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.

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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

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double click on those nodes in the example and you can see how he does it

eager tangle
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I'll post a screenshot when i get home from work

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Anyway i can't call anything from his kit to my Main menu widget:/

proper crane
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I don't think this is supposed to happen?

hidden aurora
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no its not

proper crane
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I'm not sure whats' wrong

hidden aurora
radiant fable
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vhs cassette label tier

manic pawn
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someone has been playing factorio

proper crane
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My ant has become butter

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I'm still getting the issue where only one collision object uh, You know, uh... collides

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This is clearly deeper than "don't scale it too high or low"

hidden aurora
pallid talon
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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?

carmine scroll
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@placid warren Nice one m8

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really professional.

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Reporting you and your group on the forums for those actions. Making sure people do not get involved with you.

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Really not cool, and very rude.

proper crane
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Pardon?

carmine scroll
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Asked about payment for a project, got told to stfu and blocked ๐Ÿ™ƒ

proper crane
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Yeah, he seems to have no messages in this discord at all

carmine scroll
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I have noticed ya

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He posted a job ad for it

proper crane
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And also Stoqn Ivanov, I think has been PMing people with the job ads, not sure if that's alright

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I got a random PM a couple hours ago

carmine scroll
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Nope, its also not

proper crane
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Want a screenshot?

carmine scroll
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Yes please

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so I know

proper crane
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PM?

carmine scroll
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Sure

main willow
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hey where would i go for technical support

worn granite
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Probs not here? Depends what support, and what for

main willow
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is there any specific way I should go about debugging an UE4 game as a player?

worn granite
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Meaning no access to the debug symbols or tools to debug with?

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Pray they log everything and pull an all nighter plotting the output

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(lemme help you here, nobody logs everything)

main willow
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well im jsut a user yaknow

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i have been using debugdiag

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idk if im running the right ones but i have attempted to read the reports ๐Ÿ˜›

grim ore
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as a player not much you can do but report to the dev what happened and how to reproduce it

carmine scroll
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<@&213101288538374145> Can I ask a favour from one of you?

weary basalt
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?

carmine scroll
weary basalt
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Yes, you can DM one of us in the future, no need to tag all of us.

carmine scroll
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Okay, didnt know the rules on that

weary basalt
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Which would you like removed?

carmine scroll
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thats why

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Posts by Pistol Brute

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Spamming paid/unpaid ones

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and when I joined a 'Paid' one

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and asked about payment

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was told to 'stfu'

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and blocked

main willow
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@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

carmine scroll
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Something other people dont need to deal with

main willow
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its something that i believe can be fixed, just the devs are lazyish

worn granite
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Sounds like you've got a head start on debugging it :p

weary basalt
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Ill remove his duplicates and talk with him about posting multiples in the future.

carmine scroll
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Okay, thank you very much/

grim ore
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wow those posts are pretty cringy

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"I need programmers" without any other info lol

carmine scroll
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๐Ÿ™ƒ

grim ore
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@main willow just because you don't want to do it doesn't mean it's not the correct fix

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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"

main willow
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XD well I think I know the causeeee

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I just want a bandaid

radiant fable
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is there a variable type that creates a dropdown list and their place in the list == an integer

cinder basin
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packaging issue

next badger
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@cinder basin it says wher you could see the log

cinder basin
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ok I'll look at that then

static viper
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anyone know how to fix :
Log.WriteException: ERROR: -createchunkinstall must specify the chunk install data directory with -chunkinstalldirectory=

next badger
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@cinder basin for start i see

ProcessResult.StdOut:   LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: True
cinder basin
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ok thanks

next badger
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@cinder basin also...you are using Niagara on 4.20 ?

cinder basin
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I think so yeah

next badger
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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

cinder basin
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alright I'll work on updating it

next badger
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@cinder basin make a backup copy

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ue4 generally makes it when updating the project, but just in case

surreal flame
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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?

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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?

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nevermind, just used use complex as simple

bright aspen
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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

grim ore
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@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.

surreal flame
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@grim ore thanks will do that, our meshes are veerryy simple though anyway!

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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

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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?

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color over time with keyframes this does work, but ofcourse this aint corresponding to the speed

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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 :/

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(in cascade that is)

signal bone
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Should i have my FBX model already with Outline for Cel shader effect

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or use a post processing shader?

woeful sparrow
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anyone>

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?

errant dagger
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@cloud cobalt I found VS killer , its not CCleaner in my case, CCleaner works just fine, its another optimizing software called BoostSpeed.

cloud cobalt
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Remove them both imho

iron merlin
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Hey guys, why doesnt trace work whenever i use custom made object types? I googled and it seems to be a known issue?

cloud cobalt
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Probably messed up collision.

iron merlin
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What do u mean? Because the trace dint even appear. Give me a moment to upload a gif.

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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.

errant dagger
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@cloud cobalt already done.thanks

gilded igloo
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can anyone explain to me in a nutshell what is a blueprint interface?

cloud cobalt
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Gonna need context here

wary wave
gilded igloo
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thx

ivory copper
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One of the methods of communication between the blueprints.

whole quarry
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Sure

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Just cast to the widgets bp

cloud cobalt
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Might want to add a neutral gender option on there too.

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That's a pretty good question tbh

serene birch
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just make the gender option not a combobox but two checkboxes ๐Ÿ˜›

cloud cobalt
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Whatever color works

serene birch
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I mean in the technical sense of how they work

iron merlin
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Btw does anyone know why my trace doesnt work?

spring eagle
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@iron merlin yea man. you missed a ;

sudden agate
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@plush yew i'd use Sex instead of Gender :P

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some people are very insensitive when you call them sir instead of m'am

iron merlin
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@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?

regal mulch
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@spring eagle Troll answers help no one. (:

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@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

iron merlin
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@regal mulch the trace debug shape dint appear. I will check them again

spring eagle
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@regal mulch yea didn't rly know he had an issue before since who scrolls in this chat? mb.

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@iron merlin all else fails. start from scratch

regal mulch
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@iron merlin What do you mean with "2 channels"

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Traces are usually meant to trace for one channel

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And everything that blocks it will react to it

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Wait, since when is there an "x" next to previews?

iron merlin
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@regal mulch but my object types cant work

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@spring eagle it works if i use ue4 default object type.

regal mulch
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So you change the Collision Type of whatever you are hitting to XY

spring eagle
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do you have hitboxes on the objects you are using?

regal mulch
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And you also change the shaped trace type to XY?

spring eagle
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and collision enabled?

regal mulch
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Cause I only see you changing the collision type at one place

iron merlin
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The collision type is for the trace.

regal mulch
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So what is not working then? The Collision isn't registering?

iron merlin
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The trace dint show at all

regal mulch
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Can you show the full code that produces the trace?

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Not just the node

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Cause changing the trace type shouldn't cause this

iron merlin
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I dint use c++

spring eagle
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all nodes man. show us all nodes

regal mulch
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Nodes are code too :P

spring eagle
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btw this trace you are doing is for the sword?

iron merlin
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Im not currently on computer.

This trace is for an attack.

cloud cobalt
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Looking good

blissful trail
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where would i look to hire people ?

cloud cobalt
regal mulch
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Character has an "OnLanded" event

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You could listen to that

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And give the player a short window in which they can jump again to gain speed

plush yew
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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?

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hmm , I Only know they are disabled for shipping and test, but maybe they only work for editor aswell ๐Ÿ˜ฆ

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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 ๐Ÿ˜›

true leaf
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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

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Then, I ran a for each loop on the array and 'removed' each item that is 'invalid' according to params ...

dim plover
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Loop backwards.

true leaf
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Well even if every one is invalid

wary wave
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^

true leaf
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It don't work

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Oooooo

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Okay because yeah it would like mess up

wary wave
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when you remove the item from index 5

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index 6 becomes index 5

true leaf
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Maybe when they all shift it wpuld freak out

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Gotchaaaa

lusty carbon
true leaf
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Omg what a terrible bug that caused

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Good general knowledge to know

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That makes sense now

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Ty

wary wave
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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

true leaf
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Riiiight

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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

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Instead of removing invalid

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Ty

lusty carbon
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@plush yew that didn't help..

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oh there is 4.22.3?

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must be it then.

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well apparently this update is 2 days old

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I had some update loop issue prior to that

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nevermind

next cloak
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Yo, anybody here using unreal.hx?

twilit creek
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hi, how to post anything in "looking for work" section?

violet goblet
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regarding "full body awareness"
does i have to split (material) a character into "head" "arms" and "rest" ??

dim plover
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@twilit creek Check the pinned messages in the channel.

twilit creek
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@dim plover how? me newbie

dim plover
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It's the Pin icon in the upper right of Discord.

boreal topaz
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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?

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thx

boreal topaz
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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?

grim ore
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depending on what you are doing yes, there is also the flip flop node

boreal topaz
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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

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so i need to have it set another bool onClick also so its available

wary wave
grim ore
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I think that is trying to update plugins and failing

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@boreal topaz that looks fine then assuming you are going to do something off the false branch

boreal topaz
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false pretty much will be they cant interact with the piece a nymore, which the bool does in the branch

gleaming lotus
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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.

regal mulch
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@spark dawn Try to kill the Launcher and restart it

wary wave
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I would not use a cable component for this purpose

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I probably wouldn't use one at all tbh

gleaming lotus
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Really? This is basically just a 'mini game' in my game, I wanted to have a fun little fishing rod with interesting astetics

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Is there a way to make rope components only have relative velocity and not have the player's velocity add to it?

wary wave
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I would have handled it as part of a skeletal mesh

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cable components are a fairly quick / hacky particle based solution

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so you can't really control their behaviour

gleaming lotus
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I see

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Thanks for the advice ๐Ÿ˜ƒ

plush yew
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is there an option to keep the game running even if it's out of focus?

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I know the editor has this option, to "Use less CPU in background"

#

but is there one for a packaged game?

brave birch
#

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?

wary wave
#

feasible, yes, would I do it, no

#

It would have all the same problems as the current line, but worse

brave birch
#

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

karmic basalt
#

@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.

plush yew
#

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?

grim ore
#

just add happy or star or fantastic or something else in the title, the android app store is the wild wild west with naming

karmic basalt
#

You should be able to upload as long as the package name is different.

buoyant socket
#

so i've updated all my drivers because of "d3d device is lost" but now it's worse

snow jungle
#

01101000 01101001

buoyant socket
#

it crashes way quicker now

karmic basalt
#

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)

buoyant socket
#

just crashed again

#

unreal is really unusable like this

grim ore
#

what video card and what type of machine? if it's a laptop is it plugged in

buoyant socket
#

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?

grim ore
#

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

buoyant socket
#

i do have a 240w power supply, idk if that is a part of the problem

grim ore
#

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

buoyant socket
#

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

grim ore
#

might want to make sure power saving is off for the card in widows and it's set to max performance

plush yew
#

Thx @karmic basalt

#

@karmic basalt it is not popular. 5 Downloads and the company is very unpopular

buoyant socket
#

ive milked every bit of performance out of this thing, battery saving is off, cpu throttling is off, everything maxed

merry gazelle
#

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)?

buoyant socket
#

nope nevermind i clicked into unreal and it crashed

karmic basalt
#

@plush yew You should be fine. Is their app any similar to yours?

grim ore
#

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

plush yew
#

@karmic basalt its the same genre but it looks completly different and its not really the same

merry gazelle
#

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)

karmic basalt
#

@merry gazelle , when you say real time, you mean player time or in-game time? If it's ingame, just add to game time.

merry gazelle
#

Ideally it would be player time but I don't think it'll be possible without some networking

karmic basalt
#

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.

buoyant socket
#

im just gonna try and use a old driver

#

i dont know whats left to try

merry gazelle
#

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 ๐Ÿ˜›

boreal topaz
#

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

sudden widget
#

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

grim ore
#

@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

fringe pivot
#

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?

plush yew
#

@karmic basalt nice, thanks, I'll look into it

buoyant socket
#

old driver installed, time to experiment

#

i think it's fixed

#

its fixed

grim ore
#

how old of a driver?

buoyant socket
#

using 399, so from 2018

ocean elm
#

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

serene birch
#

it's called using V-sync

#

like, it's meant to remove tearing and anything that removes tearing is a form of v-sync

ocean elm
#

well

#

I'm sad I didn't found this article sooner

#

I'm tilted

grave canyon
#

time for day 2 of ue4

#

right now i'm trying to make a C++ third person movement input system

pallid talon
#

does anyone know why my spawned object via Python does not have its name changed with this line?
sun_class = ue.DirectionalLight(name='Sun')

grave canyon
#

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?

visual belfry
#

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

lofty hollow
#

Is it hard to turn off chromatic aberration?

visual belfry
#

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

lofty hollow
#

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?

serene birch
#

it's basically off by default

#

so they manually went in to add some ๐Ÿ˜›

lofty hollow
#

why does it even exist

#

human eyes are not a camera lense

#

I dont know a single person that likes it

serene birch
#

well human eyes also don't produce hexagonal lens flares ยฏ_(ใƒ„)_/ยฏ

rotund scroll
#

bokeh*

serene birch
#

I don't like it much either but it's kind of OK as part of a "shake cam" effect

kindred viper
#

I have stated that lens flare is pointless for years. I mean, it only replicates an error in cinematography, not a feature :p

rotund scroll
#

..which is sometimes what you want

#

good games are authentic, not realistic

kindred viper
#

if you were replicating that sure

serene birch
#

supposedly r.SceneColorFringe.Max in the UE4 console could be used to bloc it

lofty hollow
#

isnt it mostly battlefield that has lens flare and blinding sun?

serene birch
#

Unreal 1 had glorious lens flares everywhere ๐Ÿ˜Ž

kindred viper
#

oops wrong flair

serene birch
#

setting r.SceneColorFringeQuality to 0 might also work to turn off the effect

lofty hollow
#

yes

ember notch
#

How I can see north, west, south, east?

boreal topaz
#

@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

smoky escarp
#

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 ?

visual belfry
#

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?

ember notch
#

No i only want to see where is north and south

spark sonnet
#

With a compass?

ember notch
#

No

#

In the editor

spark sonnet
#

oh

boreal topaz
#

i have a compass on my desk to help me know which direction my actor is facing

#

๐Ÿ‘Œ

visual belfry
#

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 ๐Ÿคฃ )

#

character movement component will be unhappy with you trying to enforce that

ember notch
#

I want to know where is South because I build a big map

visual belfry
#

it's wherever you want it to be

#

pick a direction and call it south

plush yew
#

whats the point of creating sockets when bones can be used in the same way?

visual belfry
#

sockets can be used on static meshes as well

boreal topaz
#

watching a video on animating static mesh and it says to use Matinee, is that legacy or is there a replacement

plush yew
#

i suppose so

visual belfry
#

I see some mentions that sockets are only updated if something is attached, but bones are always updated

plush yew
#

@boreal topaz yes matinee is legacy, sequencer is the replacement

boreal topaz
#

TY

visual belfry
#

well, is it your game logo?

#

or an ability icon?

wary wave
#

says more about the person who told you that than the icon itself...

#

that's this fist

#

clearly

visual belfry
#

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

wary wave
#

but yeah, it's an anti-fascist icon

visual belfry
#

ALTHOUGH it is exactly that symbol ๐Ÿคฃ which might lead people to draw conclusions you didn't want if they are familiar

wary wave
#

yeah, it's basically identical

visual belfry
#

if you fill in the palm/wrist gap though...

sudden agate
#

2019

#

Being offended by a symbol

digital anchor
#

๐Ÿ–•

subtle arch
#

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 ๐Ÿ˜„

plush yew
#

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?

ripe coral
#

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

obsidian nimbus
#

you made a copy of a symbol w/o knowing what it meant?

ripe coral
#

This is in the animation blueprint.

#

Im really lost right now. Because both the old and the new blueprint are identical

boreal topaz
#

how can i rotate a static mesh with onclick

ripe coral
#

Yeah but the state machine of the old blueprint has not too.

#

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

dim plover
#

There's a BP PlayMontage node.

ripe coral
#

Ahhh okay thanks guys. Now I finally have atleast a direction

grave canyon
#

i can't find how to make a camera active ๐Ÿ™ƒ

ripe coral
#

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?

dim plover
#

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.

abstract relic
#

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

ember notch
gleaming lotus
#

I tried to add a C++ class to my BP project and now I get this when I try to load it up

ember notch
#

How I do that he does not move so funny anymore?

gleaming lotus
ember notch
#

Please help

cloud cobalt
#

Better physics ?

ripe coral
#

@HighTide do you know how to set it up in animBP?

#

I think I found it!

#

This is in the actor blueprint

dim plover
#

There's a "better" PlayMontage node for Characters. It has the OnInterrupted, OnFinished stuff.

gleaming lotus
#

@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

ripe coral
#

@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?

gleaming lotus
#

backups daily not every 3 days, yep/

#

I've heard sometimes VS has issues with ue4

#

I heard it pulls up random errors like this

#

will do

grave canyon
#

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

gleaming lotus
#

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

grave canyon
#

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

ripe coral
gleaming lotus
#

@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.

dim plover
#

StartSectionName probably has to be not-None.

ripe coral
#

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..

ripe coral
#

Can you just remove an animation from animation blueprint?

weary hull
#

epic said when they will add the gpu lightmapper?

mellow turret
#

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....

dim plover
#

Pretty sure you have to use the Slot.

ember notch
topaz thunder
#

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.

ember notch
#

Can someone help me?

dim plover
#

Probably Udemy.

topaz thunder
#

udemy cost money do you know a free way?

ember notch
#

Udemy = scam

lapis bronze
#

youtube?

#

Udemy is pretty good IMO

#

i went through 2 of the courses there on Unreal

ember notch
#

They make in one week the price 200$ and in the next week 14,99$

lapis bronze
#

just dont buy the ones for 200$ ?

abstract relic
#

They always have fake discounts

#

The content is still good though

lapis bronze
#

Yeah pretty much, they're like the Khols of online learning websites

#

if you know what that store is

#

fake discounts galore

abstract relic
#

Donโ€™t buy anything unless itโ€™s โ€œ90%โ€ off

topaz thunder
#

like i said

#

theres nothing on youtube

lapis bronze
topaz thunder
#

only people using C++ to make projects and stuff

#

nothing really starter-friendly

lapis bronze
#

well to be quite anne frank, C++ isnt exactly starter friendly IMO

topaz thunder
#

im aware,

abstract relic
#

$10 isnโ€™t a bad investment for a 120 hour tutorial series

lapis bronze
#

i fully predict visual languages or node based systems will make it very easy, and just auto compile down

#

soonโ„ข

obsidian nimbus
#

seems like a good start

#

altho stuff is rarely as easy as advertized ๐Ÿ˜›

visual belfry
#

is your target audience the people playing those games?

obsidian nimbus
#

i would say 3 years and fail big on average ๐Ÿ˜›

lapis bronze
#

making MMO RPGs is like gold panning
i would never recommend doing it

obsidian nimbus
#

or more like try for 2 months and stop on average

storm venture
#

does it hurt performance to have empty child actors on other actors?

obsidian nimbus
#

test the extreme and profile it ๐Ÿ˜›

storm venture
#

true

obsidian nimbus
#

add child actors on tick ๐Ÿ˜›

#

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 ๐Ÿ˜›

#

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 ๐Ÿ˜›

#

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 ๐Ÿ˜›

#

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

ember notch
#

GTA V is running better then a UE4 game on my laptop xD but why?

kindred viper
#

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

obsidian nimbus
#

auto adjust settings

#

GTAV runs a benchmark 1st

obsidian nimbus
#

i can run fortnite 200 fps or 30

kindred viper
#

it runs 60fps in 4k for me. solid as a rock.

obsidian nimbus
#

i like my fps tho ๐Ÿ˜›

#

all stuff low

ember notch
#

You want a game? Make you own game engine lol

thorn topaz
#

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.

pallid talon
#

Does anyone know how to access the editor property of actors such as "DirectionalLight" via Python?

limpid turret
#

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

ripe coral
#

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

abstract relic
#

You left your section name as none. Also, you didnโ€™t make any sections in the Montage to begin with

thorn topaz
#

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?

ripe coral
#

I will look into it. But I dont get any errors

split wedge
#

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

pallid talon
#

@limpid turret You can't control them because you didn't setup a PlayerControl.

limpid turret
#

i have though

pallid talon
#

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?

ripe coral
#

@thorn topaz Thanks for the tip with the output log!! There is in fact an error!

limpid turret
#

nope, input all seems to be fine in the control BP

#

also, why would it work in editor but not in launch?

ripe coral
#

LogAnimMontage: Warning: Playing a Montage (AM_Attack_Axe) for the wrong Skeleton (Aurora_Skeleton) instead of (SK_Mannequin_Skeleton).

split wedge
#

ok i got the engine to open up but i cant get epic games launcher to stop freezing

pallid talon
#

@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

ripe coral
#

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.

hidden aurora
#

Or is there a way to get an array of all the data rows?

limpid turret
#

@pallid talon nope, still didnt work

autumn elbow
#

@hidden aurora not 100% sure... but you have it already, no?

hidden aurora
#

Its not working

#

Idk how to get an array of the data table rows

autumn elbow
#

@hidden aurora from Get Data Table Rows, drag out from the array pin and choose Make Array

hidden aurora
#

Ive just seen that one but isnt helpful at all

#

I think the function inst running at construct but dont know why

autumn elbow
#

try a print

#

What does your datatable look like?

sharp pelican
#

I have a question

wary wave
#

it's because you're trying to plug a data table row directly into a struct array

sharp pelican
#

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?

hidden aurora
#

Its only getting the first row

sharp pelican
#

How do I fix it?

autumn elbow
#

@sharp pelican did you make a Character for your Controller

sharp pelican
#

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?

autumn elbow
#

Can I see your Pawn Bp?

hidden aurora
#

Is there a way to acces blueprint data from a class

sharp pelican
#

Hang on.

flat idol
#

@sharp pelican you are put in simulate mode, because that's selected. Just drop down the play button and choose "selected viewport"

sharp pelican
#

๐Ÿ˜ฎ

#

I didn't notice

#

but my keys are inverted

#

Maybe I am right but my POV make it seem strange

flat idol
#

Yes they will be used as a multiplier with forward vector, right vector, up vector. So you must set the keys accordignly.

sharp pelican
autumn elbow
hidden aurora
#

But i need to get the data structure but thanks anywhay

sharp pelican
#

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?

flat idol
#

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)

autumn elbow
sharp pelican
#

I just noticed.

autumn elbow
#

use get data table row

sharp pelican
#

Do I just delete the controller or can I swap them out?

flat idol
#

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.

sharp pelican
#

Confused ~

grim ore
#

what are you trying to accomplish in the end?

sharp pelican
#

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!

grim ore
#

and what is blue

sharp pelican
#

The one, that has a camera looking at it.

grim ore
#

what is it? A character, a pawn, a texture, a rabid dinosaur

sharp pelican
#

Actor

grim ore
#

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?

sharp pelican
#

Random

grim ore
#

we are getting off track. Lets see if I can summarize the proper way and try and go backwards

sharp pelican
grim ore
#

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

sharp pelican
#

I will make short video. hang on

grim ore
#

sure but it doesnt change what I am saying

hidden aurora
sharp pelican
#

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?

grim ore
#

ok soo... again.. what is the goal here?

sharp pelican
#

i want to play as the camera-cone

grim ore
#

you want your player/character/pawn to spawn in and not the one the game is spawning in now?

sharp pelican
#

yea

grim ore
#

ok so is your camera-cone a blueprint?

sharp pelican
grim ore
#

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

sharp pelican
#

yeah your right

#

blueprint for the actor

grim ore
#

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

autumn elbow
#

Do I need a different GameMode if I want to have 2 different Pawns?

sharp pelican
grim ore
#

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

autumn elbow
#

i have 2 maps, how do I switch between pawns depending on which map is loaded?

grim ore
#

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

autumn elbow
#

Coolz, Thanks, I'll give it a go

grim ore
#

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

sharp pelican
#

It still spawns me as not the camera actor :I

grim ore
#

check your world outliner, do you have only 1 player start and no other pawns?

sharp pelican
#

what would that be under?

grim ore
#

the world outliner is the top right window that shows you what is in the world

sharp pelican
grim ore
#

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?

sharp pelican
#

1

grim ore
#

ok so how do you know that is not working?

#

it looks like your critter is in the middle of the screen

sharp pelican
#

Ok what if it is working and i'm just crazy ?

#

but if that is so: why is there another cube?

grim ore
#

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

flat idol
#

There are at least two cubes in the world, one is the floor, other is the grey thing

sharp pelican
#

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)

grim ore
#

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

sharp pelican
#

I have both -- right now on screen

grim ore
#

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

sharp pelican
#

oooooooo

upbeat tendon
#

is it possible to extend a timer?

sharp pelican
#

How go I give the gamepad one a (mesh)? then

grim ore
#

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

sharp pelican
#

Ahhh

#

So everything was working fine? (yea)

grim ore
#

if you hit play right now and you have 1 critter in that spot then yes

sharp pelican
#

OK OK

#

I didn't know that

#

They didn't have this in unity

autumn elbow
#

Whats the best way to Save an actor with attached actors... and have them load again

grim ore
sharp pelican
#

Alright thanks '_')a

autumn elbow
#

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?

grim ore
#

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

autumn elbow
#

Stored in a Array, or Map, or Struct

#

DataTables can't be written to, right? It's just read only?

grim ore
#

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

shut minnow
#

Side note, @grim ore your tutorials rock

autumn elbow
#

Thanks! I'll watch the video.

grim ore
#

thanks @shut minnow ๐Ÿ˜ƒ

sharp pelican
#
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?

grim ore
#

that error is that something else broke, you have to find the error above that

sharp pelican
#
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

grim ore
#

where did you get the source from?

sharp pelican
#

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

grim ore
#

so it sounds like your error might be somewhere else then, what other errors are there?

sharp pelican
#

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?

grim ore
#

maybe see what happens. i cant see your IDE to see the errors

sharp pelican
grim ore
#

and when you try and build it still errors out there?

sharp pelican
#

Yeah

#

I just deleted the class >

#

Okay when I remove the collider it fixes

#

What did I type that made it do that?

grim ore
#

so the code was bad in that class then. did you create it in the editor?

sharp pelican
#

I created a pawn in the editor

grim ore
#

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?

sharp pelican
#

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

grim ore
#

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

sharp pelican
#

_<

grim ore
#

and the error above again is a spelling issue

sharp pelican
#

really >_< I don't see

grim ore
#

macros, the () thingies, will give random wacky errors like this

sharp pelican
#

Which sphereCompotent is spelled wrong?

grim ore
#

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

sharp pelican
grim ore
#

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

sharp pelican
#

It says MeshCompontent is undefined lol

grim ore
#

because there is no MeshCompontent

#

again spelling

sharp pelican
#

Man I'm not seeing this spelling error >_<

grim ore
#

Component is not the same as ComponTent

sharp pelican
grim ore
#

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

sharp pelican
#

The header is wrong?

grim ore
#

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

sharp pelican
#

I still not seeing it

grim ore
#

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

sharp pelican
#

hmm

#

๐Ÿ˜ฎ

grim ore
#

yes

sharp pelican
#

I hate this

grim ore
#

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

sharp pelican
#

OMG :/

#

SAME DAMN ERROR

grim ore
#

make sure your properties are spelled correctly then

sharp pelican
#

No...

#

The crazy one

grim ore
#

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?

sharp pelican
#

hmm

grim ore
#

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

sharp pelican
grim ore
#

welp... again... spelling error

#

for your first picture

sharp pelican
#

SetupAttchment

grim ore
#

the 2nd you don't have the include for your SphereComponent so it has no idea what it is

sharp pelican
#

According the highlights they are all spelled the same

grim ore
#

start learning to use auto complete

#

and its missing the a in AttAchment

sharp pelican
#

๐Ÿ˜ฎ

#

_<

grim ore
#

again auto complete, let it spell it for you

sharp pelican
#

There like 100 things that pop out when -- the auto complete shows up

grim ore
#

yep and that's the way coding works

sharp pelican
#

Still same error

#

wait it's a bit different

grim ore
#

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"```
sharp pelican
#

Yeah I did do that same error

#

I moved #include "Components/SphereComponent.h" to cpp

grim ore
#

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

sharp pelican
#

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 :/

grim ore
#

Well my code won't work exactly for your class, my project is named different

sharp pelican
#

which parts should I copy then?

#

Should I add a Macro? it what it suggests..

grim ore
#

That's normally an error if the parts above it are bad. What's your code now before you pasted mine?

sharp pelican
#

oh god why does this happen to me ;w;

grim ore
#

You still have class in there lol

sharp pelican
#

wrong screenshot

#

It keeps tellin me --> identifier "FMESHDRAWSINGLESHADERBINDS" is undefined

#

I have no clue what that is...

grim ore
#

That is an error because it will not compile