#ue4-general

1 messages ยท Page 476 of 1

sharp pelican
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It's not undefined it's glowing

grim ore
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You can ignore that are

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Error

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Again spelling

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That error is because macros are not running properly. You did not spell category correctly

sharp pelican
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๐Ÿ˜ฎ

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oh my god ;w;

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OH MY GOD IT WORKED

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one miss-spelling and the entire system gets fucked up >_<

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Wasn't this much typing in unity ;w;

grim ore
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there probably was this much bakery in the unity however autocomplete in c-sharp works a lot better than the autocomplete in c plus plus for the unreal engine code base

sharp pelican
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I'm learning C++ cuz I thought people would hire me -- if i put it on my resume

grim ore
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If they want a c plus plus programmer than yes of course that's going to help. of course if what you want to do doesn't involve cplusplus it really doesn't matter

sharp pelican
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video-game development and such

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software engineer jobs

grim ore
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Well unity cab make games and it's c# so shrug

sharp pelican
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goverment job

grim ore
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Oh. Python then for that

sharp pelican
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I'm pretty good at python '_')a

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but i havent used it in like lol almost 2 years

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I got a B+ in my python class

grim ore
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Python is for data and government is data. For like real work python tops the list of wanted languages and hell ue4 can use python for editor scripts

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Not trying to be negative, just being realistic. C++ is a pain in the butt and if you really don't want it for a good reason it might not be worth the effort. If you have time and want to learn then try and pickup c++ outside of ue4 then learn the ue4 process for it.

sharp pelican
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I find it easier to learn by making games

visual belfry
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right, but UE4 brand C++ is very particular compared to C++ used in most other jobs

grim ore
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Hard coding is bad mmmkaay.. expose it to bp lol

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And ue4 c++ is the devil if the devil was the person who you hated most combined with tests combined with sour cream and with just a bunch of hornets for good measure

sharp pelican
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why do they use C++ for video-games again

visual belfry
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the need for speeeeeeeeeeeeeeeeed and very mature compilers

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and legacy \o/

sharp pelican
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I'm doing unity tommrow -- can't do this bs this weekend :/

grim ore
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Times change c++ is good and all but things improve. Unity and their new c# stuff makes very optimized code for example

brazen forum
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Hey guys. I'm pretty familiar with setting up animations in the animation bp but less familiar controlling animations in c++. Does using animation bp mixed with playing animations through script work elegantly? Or does it mees up the whole flow of the animation bp and the states? Do transitions still work too?

open root
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Hello, I am brand new here and I would like to ask for a help about screen space reflection. Which group should I pick ๐Ÿ˜ƒ

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, please?

idle haven
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whats the best way to make road like that for unreal engine 4? i have substance apps, zbrush and blender.

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i cant sculpt it inside unreal engine

grim ore
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why cant you sculpt it in UE4? ignoring that i guess make the landscape in zbrush and make some textures in substance for it.

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looking at the road itself there is no reason it couldnt just be a single texture using the appropriate methods like world displacement to raise/lower the parts designed in the texture maps

idle haven
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i think i cant sculpt that small details inside unreal engine

grim ore
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the small details are not small details, they are textures

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you use tesselation and world displacement to move the vertices of the mesh around based on the texture information

idle haven
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so best way is to use substance and spline tool

grim ore
idle haven
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Thanks !

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Best way to make puddles is decals with custom alpha texture and set low roughness?

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or i can use vertex painting

grim ore
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depends on what you are doing, you can use vertex painting for puddles or just have it part of the material

idle haven
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on spline road

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and how i can make more "depth" for that puddles ?

grim ore
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it looks like you can't do vertex painting on splines so that is probably out

idle haven
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How can i disable static lighting to use only realtime light?

next jetty
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look in project settings, under rendering I think

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it'll take a while to restart the editor since it needs to compile most shaders again

idle haven
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And i don't need to build my lighting when i'm not using static lighting ?

next jetty
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nope!

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might still need to build for things like reflection captures and navmesh

idle haven
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when i build my light all shadown gone

tawdry quail
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can you change the occlusion culling method at or before runtime?

idle haven
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me?

tawdry quail
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no no, sorry I meant it as a general question

idle haven
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np

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is hard to make "night" in unreal engine ?

tawdry quail
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uhm, no

plush yew
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Change settings on skysphere - turn on 'colours determined by sun position' and drop sun height below 0

shy canopy
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Sorry if this is the wrong tab, im new here, but my controls do not match up when i change my camera view. how would I make the controls match the direction of the camera. (example: if I change to a camera slightly to the left and hold forward I begin to move diagonally)

storm venture
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@spark dawn If you go into the CharacterMovement component within the character, you'll see the Air Control parameter in the details panel under Character Movement: Jumping / Falling

hidden aurora
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Replication is my weakness

kindred viper
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then focus on your weakness, as you have recognised it, and it shall be no more your enemy than yourself

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fuck that was a good one. saving for later

hidden aurora
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Dann that was inspiring

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"then focus on your weakness, as you have recognised it, and it shall be no more your enemy than yourself" @kindred viper ,2019

kindred viper
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yeah every now and again my teacher brain activates and motivational quotes occur

dim arch
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hey I had a bug earlier, using a box trigger

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onoverlap event returned "ThirdPersonCharacter" when the player walked into it

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but using == Object returned false

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any ideas what can cause that bug?

gilded igloo
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is there an AND function for Execs?

dim arch
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comparing the class returns true

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execs run sequentially so idk how you would use an and gate

gilded igloo
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what are you comparing with the == ?

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try comparing the "other actor" and not "overlapped component"

dim arch
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yeah, its comparing otheractor, returning the thirdpersonchar actor in the world. What I compare it with is an object reference of the same class, but it returns false

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if I get the class of the actor in the world and compare that it returns true. however I have previously compared a world actor with an object ref and it returns true

gusty dune
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Goood afternoon game developers

gilded igloo
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im not that good, this was all the help i could give :/

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sry

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good afternoon @gusty dune

gusty dune
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Does anyone know where I could find an up-to-date guide/tutorial on learning how to do grid based movement?

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I'm trying to recreate something like fallout tactics/Age of Wonders

gilded igloo
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anyone knows how can I call a function from a different BP class?

gusty dune
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Would an event dispatcher not be suitable?

gilded igloo
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whats an event dispatcher?

gusty dune
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It's a system you can set up in a blueprint that will trigger an event/function in any other blueprint with the correct event

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Can you give some context on what sort of function you want to call?

dim arch
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you need a reference to the blueprint object

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and then you can call a custom event

gilded igloo
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lets take it step by step

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cuz im a noob

dim arch
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then you need to rtfm

gilded igloo
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how do i reference a class?

dim arch
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you aren't refrencing the class, you need to reference the object. the class does not exist in the world

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a class create objects of the class' type

gilded igloo
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ye that i know...

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i want to activate the function from a different place

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just so i wont have to write everything again

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is this what we are doing?

dim arch
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you need a reference to the object

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2 secs

gilded igloo
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i think i know how

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get all actors of class > get > set variable?

abstract relic
dim arch
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yes, either get all actors of class, or use an interface

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you still need a reference to the object to call the interface on it in the other class though

gilded igloo
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ill try

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thx

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wait, what if there are no objects of the other blueprint?

dim arch
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you need an instance of the blueprint to call a function on it afaik

gilded igloo
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it gets real complex... sry

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ill just search on the internet

dim arch
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watch the blueprint communications video, it's the easiest way to figure out how BPs talk to eachother

gilded igloo
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where is the bp communications video?

dim arch
gilded igloo
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thats 2 hours!

dim arch
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you arent gonna learn ue in a day buddy

kindred viper
gilded igloo
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ill watch it at night

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lol

kindred viper
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I would just quit with that attitude tbh

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may as well

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no point pissing into the wind for a fad

gilded igloo
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well i wont quit

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but thanks for the helpful advice

kindred viper
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good ! I know what I said sounds harsh,. but its true. Dont waste your time if you dont want to do it. It makes no sense. But if you do, then that video will take you far

gilded igloo
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that was a bit harsh man

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never advice ppl to quit, its hard enough anyway

gusty dune
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Just going to chime in

kindred viper
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yeah im brutally honest mate. If you want me to pander and lie to you I can. best twitter voice. You can do it. You dont need to put in the effort. You can do it by skipping the basics. You are the master of your own information and dont need help from others or documentation.

gusty dune
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Best advice he got was to quit

kindred viper
gilded igloo
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this chat really aint helping out.

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i was asking for help i got the other thing

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nevermind

kindred viper
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if you aren't seeing the positive of what we are saying, then perhaps this will say it better. "JUST DO IT !"

gusty dune
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I'm happy to help but I needed more context

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If you're communicating with another blueprint that's unique, or if there are several of them, in which case you can use an interface, cast, or event dispatcher

kindred viper
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trying to get a reference so he was pointed to the BP comms training video. But doesnt want to watch 2 hours of stuff :p

gusty dune
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But I'm still learning two of those so I can only help with one

kindred viper
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he was getting help. taking it is the next step

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I remember sitting through the BP Comms video and at the end I thought "this is gonna get linked so much". And I was right. It's been a staple of help in the community

safe rose
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@gilded igloo They were helping you out. That video may be long but the information in it is priceless and any new UE4 dev should watch it as soon as possible. In your case, your issues would be resolved immediately after watching this video because the information it provides is exactly what you're looking for. After watching the video, if you still don't understand some parts, then come back and ask questions. But you're asking a question that if you took some time (to watch the video) then your understanding of the "complexities" with blueprint communication would be elevated.

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It's a basic question that almost every newbie has.

kindred viper
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I think we should sit here for two hours and discuss it.

safe rose
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And that video provides those answers.

gilded igloo
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see Marc, Thats how you say this without making people rage

safe rose
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It will not only help you out in your current issue, but help prevent future ones as well.

gilded igloo
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thx @safe rose

safe rose
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๐Ÿ‘

gilded igloo
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ill go watch it when i have time.

kindred viper
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sorry I didnt realise you were a fragile soul. I apologise and hope that all your falls lands on pillows

gilded igloo
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the hell man

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what did i do to u

kindred viper
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you ignored people helping you. You waste their time and then flippantly disregard the info. That is not a desire to learn. That is a desire to be walked through it all, hand in hand, so you do a little mental processing as possible. I know this, I've been in dev for decades. I've taught devs. I've seen the malaise, the lack of will, the laziness. And it is just a waste of time

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im all for helping people, I do it daily and have done for many years. You have to help yourself first

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its ok though, you will either do it or not. I guess its no skin off my nose.

gilded igloo
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telling people that they are fragile souls is definitly not helping

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I appreciate every single person helping me here, and i know i cant understand most of that, but at least im trying man

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so pls just stop it

kindred viper
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well if being asked to take help you were asking for is being mean... FML im in the wrong universe

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believe me, I wasn't being mean. I was trying to push you

gilded igloo
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but now u are.

kindred viper
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if I wanted to be mean, I can get visceral. Ask people who link to my social media :p

gilded igloo
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if this wasnt mean, i dont want to see what is.

kindred viper
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ok if I offended you, I apologise, if you think I was being mean I apologise. But if you can't take criticism, GTFO now. That is perfectly good advice.

weary bridge
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The mean of 1,2,3 is 2

safe rose
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Mean, Averages, Modes, Range

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OP

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@spark dawn what are you trying to do?

gilded igloo
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thx @plush yew i will

dim arch
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you know what they say, give a man a fish, and you feed him for a day. teach a man to fish, and you feed him for a lifetime.

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if you want to learn to use the engine you need to know the basics inside out, otherwise you will just ask for help each time you hit a roadblock

safe rose
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@spark dawn yo, don't be silly

gusty dune
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Teach a fish to be a man, confuse fish

safe rose
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If people are taking the time to ping you and ask you what your issue is. Just ask your question ๐Ÿ˜ƒ

dim arch
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Build a man a fire, and he'll be warm for a day. set a man on fire, and he'll be warm for the rest of his life.

safe rose
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Right, so go watch some networking tutorials

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Read networking docs

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Learn about RPCs

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Otherwise, you aren't being very clear on what issues you're having

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"it just doesn't work" could literally be anything

kindred viper
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its probably the funsicle interface smoking the serial induced hit results of a traced poon jobbie. You know how it goes.

ripe coral
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Can someone help me? My animation montages dont get played. The output log says, Playing a Montage (AM_Attack_Axe) for the wrong Skeleton (Aurora_Skeleton) instead of (SK_Mannequin_Skeleton).

dim plover
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I think, look into animation retargetting.

kindred viper
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^

gusty dune
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Happy, apologies if this is obvious

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But have you checked the montage that's being played? It might be hooked up to to a different skeleton

dim arch
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I wish there was an autorig tool like mixamo but for the mannequin skeleton ๐Ÿ˜ญ

kindred viper
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there is

dim arch
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cool Ill check it out

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thx

gusty dune
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Marc do you work for a studio?

kindred viper
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Not right now

ripe coral
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@gusty dune OMG. The actor blueprint tried to played the animation of the old mesh. The new animation which got retargeted to a different skeleton was in a different location with the same name, so I never spotted it ๐Ÿ˜„

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THANKS

plush yew
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HI Folks, Im an independent 3D artist, I work in blender and I am looking to add the ability to walk through my architectural models to my offerings. Im told UE4 is the way to go, so Here I am, where do I start?

gusty dune
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Happy to help ๐Ÿ˜„

kindred viper
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probably the archviz project

plush yew
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Cool -- but even before that, what do I download and install?

kindred viper
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there some older information on this subject that is probably too old to use these days, so I would only search in the past 9months to a year if youcan

plush yew
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ok, that makes sense

grim ore
plush yew
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ok, thats cool

kindred viper
plush yew
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thanks

sullen mesa
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Need some help or guidance folks... I am having trouble with my model, i have it Maya and rigged and skinned it, i have exported it and set the skeleton etc, bones all appropriate etc, but for some reason, retargeting does not work... any help would GREATLY appreciated

kindred viper
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pretty much what you would use an an Archviz professional would be what you do your archviz in. The importer takes care of the rest. As far as walkthroughs and presentations go, its not like making a powerpoint. Expect to go into the realms of programming (through blueprints) and knowing the workflow for assets in both the engine itself and the datasmith importer

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@sullen mesa lets see the skeleton

sullen mesa
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i'll to import it again, i deleted it all again to try all over

kindred viper
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ack ok ๐Ÿ˜ƒ

sullen mesa
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i'll have to...

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sorry in maya or UE4?

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granted it doesn't have anywhere for a couple of the bones that maya puts in

kindred viper
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I guess in UE4. Doesn't really matter, was just needing to see if anything looks wrong

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honestly haven't seen anything go wrong with retargetting unless there is multiple root bones or a hip + root combo that might confuse stuff

rose glen
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i dont get it, i cant find a solution on google

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the struct is defined in the "NewTestObject" header

flat idol
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Forcas, just close the editor, do a build in VS then open again, see if that fixing the issue

rose glen
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i did

gusty dune
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Does anyone here know anything about the Creator game engine? As in, if it shares any similarities with UE4 at all

rose glen
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im getting the same errors

flat idol
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But does it compile? Check on the output window, and use only the output window. The error box is not compatible with UE.

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========== Build: 1 succeeded, You're looking for this

rose glen
flat idol
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That still is the error list, look for the output view instead, that is going to tell you whether it succeeded.

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The error list is for the unintellisense that is broken so don't pay attention to that.

rose glen
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========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========

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oh sorry

flat idol
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Ok that' is not succeeded indeed. It is probably missing the anim sequence class from the includes, add it and check again

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Also make sure you're always including the neccessary headers

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#include "Animation/AnimSequence.h" Try that

rose glen
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i had #include "TestingStuff.h" which includes all the headers

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i removed it and i added the animsequence and animntage.h

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still same error

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im pulling my hair

flat idol
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You mean you just added them to your struct and class headers both, and it still is not compiling?

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Also, if you have the class and the struct defined in the same .h file, would you just move the struct before the class def, so the compiler will find it?

rose glen
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my goal is to make a struct to be used where ever i need it by including the header

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so i created a UObject and had the struct in its header

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do u think thats the reason ?

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the UObject ?

flat idol
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I think the problem here is with the order of defines. You try to use the struct in the class, but the compiler has no knowledge about the struct at that point. You can try cheating with forward declaring the struct, but that may not going to work out always. It's beter to put your sturct to a common header you will be including everywhere (eg your project main header, or this newobject thing) it should work out nicely.

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The UObject is just a class, it has no relation to the definition of a struct (except if you use the uobj in the struct) so don't worry.

rose glen
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can i define the struct in the main header of the project ?

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with blueprinttype ?

flat idol
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Umm i think you should be able, but i'm uncertain actually :) You got me

rose glen
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hmm, u got a point with compiler not knowing

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but how can i set what is to be compiled first

warm timber
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just add the struct in an empty header and include it wherever you need

rotund jacinth
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Has anyone here had users report issues with windows scaling and unreal engine? Scaling works mostly as expected here but we have a player who is getting their game cropped instead of scaled.

flat idol
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@rose glen It's the order of things. You declare the struct first, then the class. If you include this header to something else, it will be declared before the content so that preceeds correctly. If you're in the position headers including each other, just start forward declaring things, and put your include in the cpp instead that may work out if you're lucky :)

ocean wind
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Got an idea why my shadows look weird on a certain painted landscape material?

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That's after building my lighting

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before it looks fine

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Yup 4.22.2

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it looks fine until it hits that certain material

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Ahhh crap..

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Well thanks anyways man!

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The issue is that it's due to tomorrow GWfroggerHyperXD

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Oh well I'll find a solution

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Smart!

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I'll probs try to fix it with that

plush yew
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packaging the project shows some plugins that other unreal engine versions use in the output log

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?o.0

gusty dune
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In terms of avoiding high costs of original assets whilst also not being an artist, does anyone have any suggestions for visually displaying armour on a character model

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Oh as in I have access to basic character models, such as from Mixamo and theAdobe character builder

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But no way of adding armour to these characters, aside from buying an armour asset pack or sculpting my own

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(Am a university student on my summer break, so no money XD)

warm timber
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We are all in the same boat @gusty dune

gusty dune
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I was using the second system recently on a project, when I was working with a 3D artist

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The only way I know how IF I already have the armour assets is to spawn actor components to sockets and hope that the scale and rotation is uniform among all models for that socket

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The issue I had was assets coming from three different artists that each made their own pivot points and non uniform scale

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Our art lead quit halfway through the project

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I wasn't the project manager XD

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I was a junior designer

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I am now, yes ๐Ÿ˜…

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I can't model good looking armour, so they'll be boxes. By by golly they'll be consistent boxes!

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That's a ruddy good idea

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Thank you, I'll give it a go sculpting something simple in Maya as I have some additional course learning materials for the summer

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I believe that was the plan, but the character artist took some time off, so the person making armour did it by guesswork on the base UE4 mannequin

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Oh it was an absolute travesty, the university has some great content but that particular module was in need of some additional moderation

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If you give 20 students the task of making an original game demo in the space of 2 months, without repercussions for lack of attendance or a clear set of team leaders

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Well, it ends in chaos

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The leaders were meant to be the third year students, so whatever way it panned out I would still remain a junior until next year

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Still, there's a lot that can be learnt from these things

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The biggest error the team made, myself included, was over scoping the project

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Trying to implement a random loot system, random stats for dropped equipment, abilities etc in 2 months was just crazy

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Oh I got the marks, but thank you for the advice ๐Ÿ˜„

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I wrote an 8 page reflection to try and salvage some marks, as the project itself performed poorly

wary wave
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student projects always grossly overestimate what is possible

plush yew
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@plush yew lmao literally the first paragraph of the guy

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Do you know that painful moment when an action is taken inside your game (for example the player presses a button) and all of a sudden you need to turn a light on, open a door and this turn into a Cast-To fiesta?

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blueprint interface my man

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bruh

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I like the dispatchers

gusty dune
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Is it just those three we can use to communicate between bps?

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Without making a physics based rube Goldberg machine in engine

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In my two years of UE4 I've only come across casting, interfaces and dispatchers

rose glen
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@flat idol i tried to declare the class before the UCLASS where the struct is used. did not work as well

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oh man i miss c# lol

flat idol
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i tried to declare the class before the UCLASS What does it mean? You want to forward declare your struct before the class, not the other way around actually.

gusty dune
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Ohh I follow now, thank you

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I'm currently nose deep in an animation blueprint so my mind is a bit distracted

rose glen
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i forward decalred the class that hold the struct before the other class

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class UNewTestObject;

UCLASS(BlueprintType)
class TESTINGSTUFF_API AWeaponBaseCPP : public AActor

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how do u forward declare the struct ? because i tried "struct FAnimationStruct;" before the class. it gave me an error that the struct is not defined. seems thats not the correct way to forward declare a struct

flat idol
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Forcas, the uobject has nothing to do with the struct, that doesnt help you there. Just move the struct into the header of that uobject, include this header in the weaponbasecpp actor class, and you should be set from there. Don't foreget to also include the header of the anim sequ in the uobject's header as the struct will be looking for it. But other than that it should work. You are also welcome to bring #cpp related questions to cpp that's always a best place to find solutions to problems like this and far beyond.

rose glen
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@flat idol it is in the header of the UObject. with animseq and montage headers

royal dragon
flat idol
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Forcas, it is looking good, now you must include this header in the weaponbase actor header, remove the forward declare attempts from there and just use it as usual.

rose glen
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@flat idol well thats the case i had at the start.

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ClassA : struct in a class header
Class B : ClassA header included
use struct as a variables in calss B
Error

flat idol
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Well that's supposed to work so i'm assuming there is something else with the header compilation (UHT) process that is messing up the generated outputs causing invalid class defs in the result. In such cases you can just go thru these classes, make sure there is an appropritate newline between stuff so they won't be interpreted as one line or something where it isnt applies, then save all close VS, press generate project files for your project, open up again then compile. It is supposed to compile, and give you the expected ========== Build: 1 succeeded, result. If it still does not, just copy the first two-three entries from the output window what the error might be.

rose glen
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@flat idol thanks for your time man

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i might just recreate them

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or just copy them to another project

flat idol
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Chances are there is nothing wrong with your current project, but uht/ubt is messing up the compilation process because something is not clear for them. Just make sure you code is in line with epic standards, there is enough ; comas and all. Put F and A, and U before the class and struct defs where it is meant to be used. Things like that can cause errors, but once fixing them you get a clean output.

#

Also, re/generating the project files won't hurt.

rose glen
#

yeah will do that

#

thanks buddy

plush yew
#

Hi when I last tried to package I had issues because no internet and it was repeatedly trying to send info to epic, any way to disable this?

rose glen
#

Create a new gamemode

#

and assign it

#

it will open the options

native creek
#

Could anyone recommend me an Animation guide please ? (Books or video tutorial series) Thanks

rose glen
#

UE4 Animation ? or 3D software animation ?

native creek
#

UE4

#

You know, how to create a solid animation blueprint for a character

misty stone
#

Virtus has a tutorial series on it iirc

native creek
#

I actually finished that series

spark sonnet
#

Is there a simple way to get nearest actor from player in blueprints?

dense gate
#

After porting my project from UE 4.19 to 4.21, cloth lags behind the rest of the skeletal mesh, any way to fix it?

#

Depends on your HUD and inventory implementation

#

If you're using a simple array for the inventory, communicate the "selected" index to the HUD

sudden agate
#

by making icons

dense gate
#

Add some curves to your UMG scale and play/reverse sequences on the selected/unselected item (icons)

thorn topaz
#

If you make a free mobile game that generates ad revenue, is 5% still owed to epic?

sly roost
#

@spark sonnet try to ask the same question in the #blueprint channel. Might have better luck there, you and I. Would also like to know how to do that.

dense gate
#

It's all profits I believe, so yes, as long as it passes the (IIRC) 3000$ quarterly total

spark sonnet
#

I'll try there

wary wave
#

@thorn topaz . Yes.

plush yew
#

So my cook has been stuck on the last thing for 20 minutes. No idea why because it's not at all a complex material and has given me no problems so far.

flat idol
#

Your pc might be out of ram and struggling with the entries to compile. It will probably finish but may take a very long time.

rose glen
#

@flat idol , i was able to solve my issue

high musk
#

hey guys why can't i find my classes inside of unreal when i try to reparent a blueprint ? even though i can see the .h and cpp files under source in visual studio ? i tried recompiling and even genereated visual studio files and restarted unreal but still the same issue ? does anyone know how to fix this ?

plush yew
dim plover
#

I have no idea what I'm saying, but maybe it's the GPU RAM?

obsidian nimbus
#

looks CPU ๐Ÿ˜›

plush yew
#

nah its ok - it suddenly gave me a load of entries on the output log so maybe it was just stuck on that entry while it did a load more crap

flat idol
#

The memory use is not constant, upon cooking/compiling it will go up to the upper limit, then falling down to the depths - then it will repeat. On a timeline graph you would see this better tho it was not open to look at past events. But it's ok then, just keep in mind ram is usually a problem with this process in general.

#

Floss, no the gpu ram is not involved in cooking, that's purely a cpu torture

steady coral
#

anyone got a suggestion on how I can separate trees and grass in a material that uses CustomStencil?

plush yew
flat idol
#

memory compression - that sounds like a neat feature

plush yew
#

very old pc

lament oxide
#

So I've done a quick google and is there really nothing I can do about the default character capsule component?

#

I would really like it to be a box

wary wave
#

you can do whatever if you use native code

lament oxide
#

at the very least I want the character to not bounce off objects

wary wave
#

otherwise you're stuck with a capsule

plush yew
#

What do you mean bounce off?

lament oxide
#

if the character is going fast enough they will bounce off objects

#

I assume it's just because the character is going at such a high velocity and I'll need to find a way for the character to significantly drop it's momentum when impacting an object

plush yew
#

box collision u mean?

lament oxide
#

yeah I'd much rather just not have any of the potential issues that a capsule collision presents

plush yew
#

yes

#

box collision

#

u mean

#

well can't you just add a custom collision component and turn off collision on the capsule?

#

theres literally a component named

#

box collision

#

you searched or you came directly here

lament oxide
#

I did a quick test of trying to replicate the collision of the capsule component in a box collision and the character will drop straight through objects

dim plover
#

You might have some problems with turning off the root capsule component collision.

plush yew
#

but you can always make it small, make its children larger to compensate then add box collision enclosing it - any catch to that?

dim plover
#

And the AI related stuff uses the root Capsule.

lament oxide
#

apparently replicating the capsule collision on anything but the default capsule collision causes issues

dim plover
#

You might lose all your collision stuff. And if you make it too small, the AI related stuff will use those "bad" numbers.

lament oxide
#

so I have everything set to the physics and collision settings of your inherited capsule and the character just goes straight through

plush yew
#

well in any case that shouldn't happen.

dim plover
#

I'm pretty sure, if the root component doesn't block an object type, none of the child components can block that object type.

plush yew
#

so I'm a little worried about this cook. My 'cooked packages' is going up, but so is my 'packages remain' even faster, so my 'total' is actually going up lol

#

Unless 'cooked packages' is no measure at all of the total cook

#

ok

hoary silo
#

(The portal is coming off the wall)

plush yew
#

thats very vague you need to go into much more detauk

#

detail*

#

we dont know the ins and outs of your project

hoary silo
#

When I shoot the portal via line trace, it spawns the actor where the trace hit, and if I shot a trace on the edge of a wall, the actor (portal) sticks off the side

#

I couldn't think of a way to make it so it stays within the edges of the wall

plush yew
#

so you are going for a system like in the 'portal' game

hoary silo
#

exactly

plush yew
#

you still need to explain yourself clearer

#

why do you have 2 visual scenes?

wary wave
#

I assume you're not actually doing any test other than the initial trace

#

therefore that is your problem

#

you need to test all four corners of where the portal would be

hoary silo
#

How would I go about doing that

wary wave
#

maths

#

I mean, if you know the middle point, working out the corners is trivial

hoary silo
#

yeah

plush yew
#

maybe a decal would be good for that? I haven't used them myself I don't know if you can add stuff like collision on them

hoary silo
#

you cant add collision on them, and the decal would cut off around the edge, but thank's anyways

plush yew
#

Oof says can't find file for asset a lot during cook I think partly because I exported some blender fbx files with different names to blend file

plush yew
#

so I cooked the game whatever tf that means. Is that cook 'saved'? Meaning that when I package it will use the cook even if I package next week?

#

anyone recommend any tutorials that lay out the basics of visual scripting and the engine in general that aren't really long?

#

actually i hate this prick i prefer ainsley

toxic wagon
#

Is it okay to delete .uasset files, references be damned, or does that run the risk of screwing up my project?

#

Specifically I wanted to clean out some materials and models

visual belfry
#

delete them inside the editor though.. it'll search for references

#

(and let you add those references to the to-be-deleted list)

last kite
#

anyone know how to get ~ show collision to work in PIE?

#

oh nvm have to ~ twice

visual belfry
#

the first time it should pop up a bar on the bottom

last kite
#

yeah it works, but in PIE you have to hit ~ a few times while the PIE window has focus

wary wave
#

anyone with some decent math knowledge who can help me out with a material mask I'd like to set up?

rotund scroll
#

I don't know what you classify as decent

grave nebula
#

math is myth. Nobody knows it.

rotund scroll
#

but I've been known to do math before

#

not necessarily good math

hidden aurora
#

Define decent lo

wary wave
#

haha, well I want to do a material mask where I can mask out everything that's behind a transparent plane from the camera perspective

#

think of it like a 'magic window', I guess

rotund scroll
#

so like an inverse occluder block

wary wave
#

kind of

#

I could say, render pixels behind the plane red, and those not blue

#

this would be a world space material

#

not something like post process

rotund scroll
#

scene depth?

grave nebula
#

Write transparent plane to custom stencil, in a material in question, check if there is a custom stencil value and if so, mask it.

wary wave
#

nah, not scene depth, I want specifically to have a mask

grave nebula
#

Plane is defined analytically?

wary wave
#

what do you mean by analytically?

grave nebula
#

with an equation ? or it is an actual geometry >

wary wave
#

equation, yeah

grave nebula
#

Solve Ray/Plane intersection for ray between camera position and mask receiver fragment position. If intersection happens at distance less than distance between camera and fragment, the fragment is occluded.

wary wave
#

that doesn't sound like something I can do in the material editor

grave nebula
#

Why not ?

wary wave
#

how would one work with fragments?

hidden aurora
grave nebula
wary wave
#

cheers

#

though it seems overkill for what should surely be little more than something not unlike view projection?

grave nebula
#

that would only apply if plane is axis aligned, in particular, aligned perpendicular to camera space Z.

wary wave
#

right

grave nebula
#

I think there is a mat function for this already, VirtualPlaneCoordinates or something.

#

You can use it in receiving material, supply your plane origin and normal, plane size and then boxmask it regularly.

wary wave
#

if there is, I've never seen it, but that would be awesome

#

aha, so there is

#

also a object aligned verison

#

yeah, this looks like exactly what I want, I think

#

thanks!

plush yew
#

hmm weird I am getting cooking errors, most were assets whose file path no longer existed as i deleted the main asset, however I have this weird error where I have some blueprint called 'Test' that i cannot find either in the content browser or in a file search

low trail
#

Hey guys, it's ok to have the capsule component like that with that character? or should i change the shape to match the character? (and if so, how?)

plush yew
#

well you could at least make it smaller vertically and stretch it

#

along direction of arrow

ripe coral
#

Hey how do I place a map into my current project world?

#

I just clicked on the map and it loaded it and displayed it. But my player is not there and I cant control it anymore

#

I just can control a free moving camera through the map

plush yew
#

Well are you using same game mode?

ripe coral
#

My gamemode starts on beginplay

#

but now it doesnt anymore

plush yew
ripe coral
#

yeah yeah but I have the gamemode still in my content folder

#

why doesnt it start?

plush yew
#

You need to tie your level setup to your game mode

#

Only the stuff specific to the game mode (and game instance and state) will carry over across level, if your character is not part of your game mode it won't be the same in other levels - unless you are using some unreal default thing

ripe coral
#

I have my gamemode in the world settings and it is still there

plush yew
#

So just repeat what you did, or find a way to make your character specific stuff (eg what it looks like and how it moves) work in every level

#

What game mode is it

#

A custom? Or one of the UE4 ones (which you may have adapted)

ripe coral
#

UE4

#

Arpg

#

I customized it so it doesnt count down etc. anymore. I just wanted to use the combat system.

low trail
#

@plush yew But it's necessary to reshape it to match my character? or it doesn't matter really?

plush yew
#

There was this discussion earlier. It depends how accurate you need the collision to be. If you dont need a lot of accuracy, just make the capsule fit the character as close as you can. If you want more accuracy you should use some other type of collision. But apparently some people were having issues with that

ripe coral
#

Is this even the right method to implement EDIT: map into a level, just by double clicking it?

plush yew
#

Method?

#

What do you mean by 'map'

low trail
#

@plush yew ty!

#

select your game in the outliner and check that

ripe coral
#

I downloaded a map file and migrated it to my current project. Then I double clicked on the map file in my content browser (it loaded) and displayed the map. But now everything else is not working anymore.

#

I will check that!

plush yew
#

no idea then

ripe coral
#

@low trail I need to compile again after putting in the gamemode override or?

#

I just ask, because it takes ages ๐Ÿ˜„

wary wave
#

no

low trail
#

nope

ripe coral
#

mhh still not working

#

game mode not starting

low trail
#

btw you ask, does anyone know if it's possible to cancel compiling?

ripe coral
#

is double clicking really the right way to place a map?

low trail
#

@ripe coral you should have more than 1 option

#

the idea is to select the one you used on your previous map

ripe coral
#

I selected the one of the previous map

#

I just clicked on this file. maybe it starts something like a showcase mode?

low trail
#

i mean in the game override thing i showed you

low trail
#

if you'r using the default thing you should select "thirdpersongamemode"

#

hmm

ripe coral
#

ahh maybe I know

#

there is no player start object on this map

#

maybe this is why gamemode cant proceed.

#

How do i place a "playerstart point"?

low trail
ripe coral
#

found it and placed it

#

not working..

low trail
#

if you create a empty new map

#

does your game mode works?

ripe coral
#

Yes

#

I saw now. that the gamemode object gets created but doesnt proceed to spawn the player etc.

low trail
#

so try draging your map onto the new map

ripe coral
#

how?

#

just really dragging it into the map space?

#

How do I drag the map in the bottom right corner into this map?

low trail
#

@ripe coral I checked and maps cannot be dragged onto the scene, i don't know why i rememberd it was possible

ripe coral
#

Mhh so I need to find a way to implement it into the current scene

#

The map spawns multiple camera actors and has a newLevel_sequence maybe this is the problem?

low trail
ripe coral
#

I check that

low trail
#

maybe your new map is missing your level settings

ripe coral
#

Nothing is in there.

#

I dont know. My gamemode just doesnt work on this map. If I create another sample map from UE4 everything is working just fine. But not on this map.

#

It spawns even my player controller

#

but not the actual player

#

bp_playercharacter

#

Found the solution

low trail
#

try to get more info about the map you downloaded then, mayber there's some info you are missing on how to import the map correctly

ripe coral
#

I just deleted the default camera actor from the map and the newmap_sequencer and now it starts just fine

low trail
#

Nice!

ripe coral
#

Im happy ๐Ÿ˜„

low trail
#

Looking neat man.

ripe coral
#

Yeah just glueing parts of different things together to get an RPG as fast as possible together. I just want to have a simple rpg in which I implement figures of friends and family members and making a fun story of them ๐Ÿ˜„

#

Now I just need to find a good dialogue rpg system and glue it in this project to make fun of friends and family ๐Ÿ˜„

rotund scroll
#

that's a lot of work to troll your family

ripe zenith
#

Hi, does anyone have any idea how I could record a playerstart actor with sequencer?

ripe coral
#

@rotund scroll yeah but will be so much fun when they play it on their phone ๐Ÿ˜„

rotund scroll
#

I respect the effort

plush yew
#

Hey guys,i got some problems with network replication

#

If i make it a dedicated server

#

It sends the function like x5 times

#

In clients

#

Do i need to get the ms to the game server in ordee to fix that or i do something wrong

#

Without dedicated server it works perfectly,on host and on clients

#

Do i maybe need to replicate the variables that control when the function is enabled?

visual belfry
#

what are you replicating? variable? function call? and how are you replicating it

plush yew
#

Add impluse

#

Not on pc right but i run 2 replications

#

1 replicated on server,sees if its on dedicated server and replicates asd impulse,and if its not on dedicated server it replicates on multicast

latent flume
#

Hello. I have a question. I hope someone has experience or can tell me what's up because I tried everything I can think of.

hoary silo
#

๐Ÿ‘‚๐Ÿป

latent flume
#

I have some C++ code that attaches a instance static mesh component to a spawn actor and it's called to create instances. It functions and on the spawner it calls the worker that does this to create instances. Everything works but after a while all the instance poof disappears.

#

It's not a collision problem which is the area that's its spawns, I disabled all collisions for the grass, set the culling, and even make sure the routine to add instances is turned off.

#

Shows what I mean it's fine the grass shows after a while at the end. Poof. No grass.

hoary silo
#

im not sure what your problem is, but someone else might know

latent flume
#

Yea. It's been a pain. I'm not sure because I think I'm doing everything right but it's not working. So, I must be missing something.

hoary silo
#

I think i might actually know how to fix that

#

now that I watch it again

latent flume
#

I'm all ears

hoary silo
#

go into your static mesh, or your grass mesh, and search for "bounds" and set it to something large

#

Im not sure if this will fix it, but it is worth a try

latent flume
#

Yea. Definitely not that. It was worth a try. I was thinking it was something in the instance static mesh component but I don't see nothing about persistence.

topaz hornet
#

anyone know why this ai is not following and instead is using the controls i use. i removed all controls from the ai blueprint

wary wave
crisp fable
#

anyone know if its possible to rollback to 4.22.2?

wary wave
#

just need to work out how to eliminate the artefact behind the camera

#

@crisp fable - if you've migrated your project to 4.23 you're stuck with it

crisp fable
#

no im on 4.22.3

#

and i suspect a bug was introduced which i can do without

#

so i want to go back to the previous hotfix

wary wave
#

you should be able to pull 4.22 from Epic's github and compile that

#

I'm not sure if that will work though

crisp fable
#

ok

wary wave
#

assets saved in 4.22.3 might still not be backwards compatible with 4.22.2

cobalt zodiac
#

Does anyone know how to blend meshes with landscape so that there is no seam. Ive been trying to wrap my head around this problem for a while now and I can't figure it out.

wary wave
#

I would use triplanar projection based materials on both and something like distance fields to handle the blending

#

I've seen methods that use dithering to try and blend the two without that, it looks good in screenshots but in motion it's really obvious and just looks worse than if it weren't blended

cobalt zodiac
#

I know that you need triplanar projection and world aligned uvs. I want to use distance fields and no dithering but I dont know how to set it up

#

And the blending is done where? The mesh texture or the landscape texture

wary wave
#

probably on the meshes themselves

ancient otter
#

Is there a way to export maps with textures to blender?

cobalt zodiac
#

So with the distance field i can figure out where the landscape texture needs to be applied

#

Because it gives you 0 or 1 right?

wary wave
#

IIRC, you'll want to scale / clamp the distance field output to get a 0-1 range

#

but otherwise, yeah

cobalt zodiac
#

Nice thank you

#

And could i cast rays coming from the mesh to figure out what the landscape texture is being used on the edges of the mesh

wary wave
#

probably not

cobalt zodiac
#

Why?

wary wave
#

firstly because that information isn't likely to be accessible, but also secondly because it'll fail anyway when a mesh straddles a section where you're blending between two layers

#

it would be smarter just to make sure your triplanar materials just plain blend with one another

cobalt zodiac
#

But only one material will blend with the mesh

#

I want all the materials i have to be able to be blended with the mesh

wary wave
#

that doesn't seem realistic

#

theoretically you could try and use the landscape's blend weight texture in your mesh materials somehow

#

but you probably won't have enough texture samplers to incorporate all of the landscape textures into your mesh textures alongside everything else

#

(let alone the performance cost of doing so)

cobalt zodiac
#

The performance cost doesn't matter

fleet cedar
#

Should map making and modding support for my project be something that I need to be considering from the beginning?

cobalt zodiac
#

If i can sample the texture somehow it will work

wary wave
#

you can't sample the landscape material from another material

cobalt zodiac
#

Can you do it with rays?

plush yew
#

NOT Unreal Dedicated Server ์–ธ๋ฆฌ์–ผ ์ „์šฉ ๋ฐ๋””์ผ€์ดํŠธ ์„œ๋ฒ„ ์•„๋‹™๋‹ˆ๋‹ค Boost C++ Server A-Z develop ๋ถ€์ŠคํŠธ๋กœ ์ฒ˜์Œ๋ถ€ํ„ฐ ๋๊นŒ์ง€ ํ˜ผ์ž ์ž์ฒด ์„œ๋ฒ„ ๋งŒ๋“ค์—ˆ์Šต๋‹ˆ๋‹ค character eyesight(์‹œ์•ผ), move(์›€์ง์ž„ ๋™๊ธฐํ™”) , chat(์ฑ„ํŒ…),...

โ–ถ Play video
#

unreal4 + boost c++ MMORPG Server

cobalt zodiac
low trail
#

Hey guys

#

Any difference between these 2 ways?, (both work)

#

like, there's one that is better?

wary wave
#

@cobalt zodiac - landscape components only have one material

#

and even then, that's a blueprint node, so what you can do with that information is limited

visual cape
#

hey everyone i'm switching from unity to unreal

#

i know some basics with the unreal API

#

and I was wondering

#

how could i make a first person knife

wary wave
#

probably the exact same way you'd do it in Unity

visual cape
#

I mean the programming aspect of it

#

unity uses C# instead of C++

#

I think I have a basic idea

wary wave
#

in which case I really don't understand the question

visual cape
#

alright

wary wave
#

the technique is the same, the language is largely irrelevant

visual cape
#

true

#

i could bind a user input

#

maybe and then

#

like a collision system

worn granite
#

Yeah now search how to do those things in ue4 C++/BP

autumn elbow
#

Any have any experience saving and loading custom weapons and attachments ? What's the best way to pack the data?

lament tusk
#

Hey ! I have a question for all you that know your away around unreal! I have an fbx with multiple meshes inside, I import the fbx and all meshes appear as they should, but when I go back to the modeling softwarer and add another mesh and then save the new fbx and reimport it, Unreal do not find the new meshes, what do I do wrong/ is there a way ti make this work :)?

autumn elbow
#

Can you delete and import again?

#

@lament tusk Did you attach the geos together before you exported?

wary wave
#

thanks!

#

had to ditch Epic's material function as it has a flaw in the plane UV coords, but it was a good place to work from

grave nebula
#

@wary wave yw. On a related note, you can add yourself to a pool of gentlemen, who consider that having custom depth/stencil done during pre-pass and accessible in base pass opaque materials is much required feature of a stock engine.

wary wave
#

hah, yes

#

I recall this was something we implemented back on Fable the Journey (the good old UE3 days)

plush yew
#

which function are you talking about and what did you do instead of it, @wary wave

wary wave
#

virtual plane coordinates

#

it has a flaw where it adds 0.5 to the UVs to center it at the end

#

which causes artefacts

#

so I wrote a different version that works from the top left of the plane instead

grave nebula
#

Doing the same for several objects needs at least a plugin. You can hack around with a depth only capture, but it is not really production viable, since scene capture's temporal jitter won't match the camera's and amazingly, depth only capture does a depth pre-pass. ยฏ_(ใƒ„)_/ยฏ

#

Also, pretty lame corner case, where you are seeing object through portal and at the same time its dynamic shadow beyond the portal. Latter would appear and disappear as the object becomes visible through the plane.

wary wave
#

I think I'm going to solve that by literally shifting the objects verts based on the view plane

#

but we'll see how that works out

#

stretchy mesh artefacts may be an issue

grave nebula
#

I think that would need stenciling a shadow projection pass to work properly.

#

That would mean only custom engine version.

#

or... two sets of objects using lighting channels. One set is masked beyond the portal and the other set is masked in front of portal.

wary wave
#

I'm not sure it would, but I'll find out when I eventually try it

weary basalt
#

UE4 is a game engine?

#

What do you mean exactly?

modern sinew
#

How do you unlock and lock a mouse again? I looked in blueprints but there doesn't seem to be anything

#

because for the Edit mode in my Tycoon game, I need to be able to freely move the mouse around. I have it set up so that the camera onlty moves when you hold middle-click, but I can't see the mouse cursor

ripe zenith
#

Hi, how can I record a pawn actor in a player start with the sequencer?

mint trail
#

how exactly does autosave and backup folder work for the project? I despise autosave in any software as it can sometimes create a point to which i can't return beyond by exiting etc. but in ue4, the autosave folder saves textures and other files?? And the backup folder, seems to be saving .umaps and level sequences except there's no indication on how they are created?

#

trying to google about gives me 5+year old forum posts with no answers

dim merlin
#

hi, anyone knows there's any possible way to remove grass (spawned on material) ?

#

i think its not possible to paint materials at runtime right?

mint trail
#

@plush yew so thats autosave? its a separate save, doesn't replace your original files?

#

and from what i can understand, Backup is something thats created when ue4 crashes?

#

theyre still stored in the autosave folder, so, separate

#

id love to be able to trigger the backup myself

plush yew
#

why this is only run on server? lol

dim dragon
#

I'm trying to pull up behaviour trees and though the URL doesn't reroute or forward, the frame that should contain the documentation loads the documentation's front page.

#

This is kinda driving me crazy

ripe zenith
#

Hi, how can I record a pawn actor in a player start with the sequencer?

ember shadow
#

Hello, was just wondering if anyone can help me import a animation to UE4?

modern sinew
#

How can I unlock the mouse from the camera? I remember there was a blueprint thing to do it, bujt I can't find it

#

@plush yew Thanks, and it helped a bit, but it's still not showing the cursor

#

But I don't want the cursor shown when I'm in first person...

ember shadow
#

Hello, was just wondering if anyone can help me import a animation to UE4?

#

i have a FBX file but when i import it, it comes to 3 things

#

2 skeleton meshes and one physics asset

modern sinew
#

@plush yew That panel isn't showing up

#

ok, that worked

weak perch
#

any lads on right now?

#

ok

#

I made a 4.22 project

#

and theres been the hotfix thingy

#

can I just open the 4.22 version in the hotfix?

#

im installing it rn

#

4.21*

#

oof

#

wait

#

theres no 4.22 updates rn

#

alright

#

it uninstalled my engines lmao

hidden aurora
#

Be careful with upgrading from 4.21 to 4.22 ive lost one entire project

weak perch
#

yeah

#

i think I have just lost mine aswell

#

lol

#

probably

#

4.22 seemed ok to me

weak perch
#

yeah i actually use oof unironically

#

irl

#

and im 19

#

sad cunt tbh

#

oh

hidden aurora
#

It doenst matters how old are you im 55

weak perch
#

for real?

hidden aurora
#

jk

weak perch
#

damn

#

anyone do arc vis in here?

#

ooowee

#

yeah im contacting some architect companies

#

decent

#

I did a job for a company in Maya

#

but I didnt realise how much easier it is in ue4

#

saves a lot of time

#

lmao

#

stills are all i need

#

its just for planning permission

#

cant stick a vid on paper oof

#

yeah

#

i dont know ue4 that well

#

yeah

#

like how easy the texturing is tbh

#

colour coding to ports

#

fuck me

#

gives my autistic mind a boner

#

๐Ÿ˜ฆ

#

come back jack

#

lmao its fine

#

ill just redo it

#

how long till its out?

#

ah ill just use 4.21 then

midnight bolt
#

Does anyone know any Android/pc app that would allow me to create "outlines" of my project? Something like mind mapping

safe furnace
#

Ahoy, i am looking for information about how to make the Oculus Touch controllers function in UE4 like the do in the Oculus Home......? SO full finger movement on the Capacity Button aspects to move fingers individually! I would have thought this is native by now in UE4

grim ore
dire cosmos
#

Can someone suggest me a tutorial / System to Setup Water Rivers on a Generated Landscape? Never done Water related stuff in UE4.

safe furnace
#

@grim ore Hi, yep i have come across that.

#

i was thinking that the Oculus Plugin would give you the hand animations for use

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have to say i am lost

dire cosmos
#

The water can be very simple. So no river flow or Collision effects really needed. Just need to "paint" a river quickly on a Landscape for quick Level Creation.

grim ore
timber birch
#

Hey everyone, I have a question. How accurate is the editors FPS? ๐Ÿค”

safe furnace
#

@grim ore yep, i came across that... cant get the sample file from GitHub

#

i signed in and so on with my Epic account and Git but the link is just 404

grim ore
#

well they work here, so it's not an issue with the repo

safe furnace
#

oh

#

can you send me the repo link

grim ore
#

and it's forked from the UE4 branch so it definitely needs the git hub access from UE4

safe furnace
#

just saw an email i needed to click from epic

#

ok so im in the repo

midnight bolt
#

@safe furnace i don't think the ue truly directly supports Oculus

#

I picked up a book recently from packt and i think the have tracking is covered there

#

With all the public plugins, i was only getting SteamVR support

safe furnace
#

@midnight bolt I dont know what you are saying..But thanks

midnight bolt
#

that it supports touch as vive controller, not a real touch

#

if you want oculus-oriented features, i think you need to code it yourself

#

if you find a way to use built in UE support, let us know

grim ore
#

well the vive controllers don't support touch on the buttons, and UE4 supports touch on the buttons for VR controllers so.....

midnight bolt
#

there is a steamvr plugin on marketplace, but yeah.. its steamvr

safe furnace
#

Yeah, I am sure Oculus is fully supported... Thats not what we are really discussing..

midnight bolt
safe furnace
#

that might help

midnight bolt
#

that being said, your apps wont be accepted if they have steamvr functionality built in

#

on the oculus stores

grim ore
#

also UE4 supports the quest which is 100% non steamVR so the native Oculus support in UE4 is definitely not overlayed on SteamVR

midnight bolt
#

yes, with my limtied experience i was able to built quest apks and they do work, but all my controllers act like vive

grim ore
#

the touch controller?

midnight bolt
#

*i mean like vive

#

touch acts like vive

grim ore
#

in a custom project or the default VR template?

midnight bolt
#

both

#

i even compiled a quest version of the ue vr expansion plugin, and it's still vive-like

#

but i'm a newbie to take it with a grain of salt

#

would be great if someone proved me wrong

grim ore
#

well I guess the question would be what is "vive" like

midnight bolt
#

even simply the angle of controller

#

finger-simulated tracking didn't work for me

grim ore
#

so like the capacative touch events never fired?

midnight bolt
#

yes

safe furnace
#

just found this might help me out

hidden aurora
#

@plush yew yea but depends on the type of UI (style)

grim ore
kindred viper
#

nice

safe furnace
#

@grim ore so what blueprint would i add that to? Motion Controller Pawn? (I started from the VR Template)

grim ore
#

for the full hands like that? you need the hands and the animations from the quest repo

safe furnace
#

ah.

grim ore
#

there is a left and right hand BP along with the animations and models an anim bp

safe furnace
#

you have the repo?

grim ore
#

I linked it above

safe furnace
#

ok cool i downloaded that

grim ore
#

it is the hand sample project

grim ore
#

change the release tree to whatever version of the engine you are using, I tested in .22

#

I am curious tho since I know the default vr sample has grib if it has bones for fingers as well

#

yep it does, I bet you could do some animation in the engine and add in finger and thumb support to the default template

safe furnace
#

yeah thats what i was looking to avoid..(Creationg the Animations)

grim ore
#

you won't be able to do it without animations unless you drive the bone position with kinematics at runtime, all the existing systems do now is blend between animations

safe furnace
#

yeah i would have thought this is all done already. like you just showd in your video...

grim ore
#

well it is in the oculus demo if you just want to use that as base or migrate over those files

safe furnace
kindred viper
#

Control Rig is the new VR fullbody++ solution if you ask me. It's not been talked about much at all but its in the engine now and its got an upgrade coming in 4.23 that is gonna make it blow up I think

safe furnace
#

so i have this folder open

#

@grim ore

#

HandSample?

#

TouchSample?

#

ok so HandSample got me the touch inputs working

grim ore
#

yes hand sample is the sample with the hands

safe furnace
#

ok I think i am good to Migrate some of the samples into my project / look at how they work

warm timber
#

Is there an OnAnimationEnds or similar event?
For instance, I want the player to cut a tree, from the logic I set IsChopping to true, that allow the transition in the state machine.
Now, how do I know when to set that variable back to false so it can get back to idle?

safe furnace
#

@grim ore thanks for the help

grim ore
#

@warm timber how are you playing the animation?

warm timber
#

@grim ore I just added a new state in the state machine

grim ore
#

you can add an anim notify to the end of the animation and then do something from that event in your main event graph in the anim bp

warm timber
#

that's exactly what I'm looking for but can't figure how

grim ore
#

which part? the anim notify or the event for it

warm timber
#

I mean, is it a node?

grim ore
#

addding the anim notify to the animation or the event for reacting to it?

warm timber
#

I just need an event that can trigger a signal when the animation ends playing

grim ore
#

ok so an anim notify, right click on the notifies track on your animation and add an anim notify

#

so add notify -> new notify and name it

#

then in your event graph in your anim bp you can add a new event with that name, it will be called AnimNotify_Name, and it will fire when that part of the animation plays

warm timber
#

Great let me try

#

does it look ok? it doesn't trigger

grim ore
#

i dont know what it is trying to do there, but that looks fine. use a print string after the anim notify to see if its a logic issue or it not firing

warm timber
#

Got it working, thanks for your help @grim ore

grim ore
#

so on the neato front https://gfycat.com/constantmistygrosbeak you can add a pointing animation to the default VR hands and template and have it work without too much effort ๐Ÿ˜ƒ All in engine, no external tools

#

@warm timber yay ๐Ÿ˜ƒ

frank iron
#

hi guys i want my character to jump higher ( quite a bit) but not be floaty. do i need to change the gravity scale or jump velocity?

#

or both?

visual belfry
#

start with gravity scale

#

I find 2x normal gravity makes jumps feel better

#

then play with velocity to get desired height

frank iron
#

Thanks

#

@visual belfry what's the height velocity measured in? Metres per second?

visual belfry
#

probably UU(cm)/sec but I don't have it open to check right now

frank iron
#

You know the gravity and velocity settings in project settings. Are they the same as character movement component ? @visual belfry

visual belfry
#

no

#

character movement component does its own physics simulation

frank iron
#

@visual belfry ah okay. Does UE4 have realistic physics? So if I enter a jump velocity of 11200 I should fly into space

visual belfry
#

as realistic as you want them to be ๐Ÿ˜ƒ

frank iron
#

@visual belfry ๐Ÿ˜‚๐Ÿ˜‚

kindred viper
#

I wouldn't say PhysX has realistic physics, but realistic enough for most use cases in terms of game physics engines. Sometimes the real math just cannot be accurate with a floating point factor of 6

frank iron
#

@kindred viper so it's only accurate to 6 decimal places?

kindred viper
#

@frank iron well the engine only deals in 6 places. PhysX doesn't. So the input data can be limited

#

what is interesting is there is a scene origin in physx that can help for larger physics sims by using the same technique as world composition in the unreal engine. Kind of cool

frank iron
#

@kindred viper ah okay I understand.

kindred viper
#

I think you put the false logic flow above the true logic flow so my brain is crying

#

remove from parent doesn't hide a UI. it removes it. I mean, in terms of destroying it, its not totally destroying it, but its as good as. SetVisibility is a better option if you ask me. Then you can keep states.

#

unless you dont want to keep the states, in which case yeah why not

#

just one of those "more than one way to skin a cat" things. If its not important either way, then either way works

#

yeah visibility is a better option then

#

it doesnt destroy the whole thing, it removes it from its parent literally. But its still got the widget in memory for re-adding.

#

its like cleaning up the instance, rather than the class

#

Now you have to help me by explaining why I just took 2 weeks off to play Path of Exile, and when I come back, I have a bug that wasn't there when I left. I cant explain it. ๐Ÿ˜ฆ

#

nah just some UMG requiring a click at a point it shouldn't bullshit again. The usual.

#

its my event logic somewhere. It was fine when I left, but the last changes I made probably did something

honest vale
#

wtf, editor turned on some weird-ass orbiting controls for my viewport

#

without me touching anything

#

how do I turn these off D:

kindred viper
#

the widget

#

because casting to itself will always return true right?

#

not sure what you are trying to get access to exactly

#

which widget?

#

you already stored that variable as it's widget type (or as a widget ref type), so you just drag from that. No need to cast unless you are getting custom members

#

no worries. I've been sick as hell past week, sent my brain into slowmode ๐Ÿ˜ƒ

#

probably why im stumped as to why I screwed my umg up

#

its ok i'm balls deep into this. nobody can help me now :p

#

the logic is a bit of a mind fudge

#

the good thing is, I wrote it to be interfaced so extending it will be as easy as pie

maiden sundial
#

How can i access the var LineThinknes with the class ATriggerBox ?

honest vale
#

the green line should be straight without the bend

#

like the purple lines

#

the goal point is just on the edge of a tile in the navmesh

hidden aurora
dim plover
#

Is that your struct? I think you need to mark the array/property EditAnywhere, or something similar.

hidden aurora
#

I need to ad a list of certain actos

visual belfry
#

You can do it, just not in the defaults

hidden aurora
#

But i dont want to specify actors from scene

visual belfry
#

Data Assets or Data Tables look like they might be more appropriate here

hidden aurora
#

I am using data tables

visual belfry
#

And you're editing the struct in there? And not the struct editor window?

hidden aurora
#

I just need to make an array of actors inside a structure

#

Because i dont want to use class

worn granite
#

#blueprint has some great videos in pinned you'll wanna watch.

#

You need to get a reference to live actors that exist in the world. There's probably 4/5 different ways to set this up.

#

The worst way you can set this up is by calling GetAllActorsOfClass.

hidden aurora
#

The thing is that i dont want to use actors from scene

#

So ill have to use class

worn granite
#

Yeah.

#

How long have you been using UE?

hidden aurora
#

1 year or so

worn granite
#

BP only?

hidden aurora
#

Kind

#

The thing is that if i use class im force to spawn it and acces data from it

worn granite
#

Data asset.

#

Make a new blueprint, choose a parent class of type DataAsset.

#

Then, you can make a new data asset and choose it to be of your new BP class' type.

#

The DataAsset instances are red in your content browser, the blueprint classes defining the data asset are blue.

hidden aurora
#

Ill have a look

worn granite
#

Data Assets should be treated as read-only, they're effectively globals.

hidden aurora
#

Primary Datas Asset?

worn granite
#

No

#

sec

visual belfry
#

UDataAsset can't be derived directly in blueprints can it?

hidden aurora
#

I can make a custom C++ one

worn granite
#

You can derive one in BP

#

(do it in C++ if you're comfortable with it, though)

hidden aurora
#

Let me check

visual belfry
#

It's very simple c++ to make one as well

#

Just adding the member variables to the generated class

worn granite
#

I'm not saying it isn't easy

hidden aurora
#

Never used Data Assets before

worn granite
#

I'm trying to find suitable documentation so I don't have to explain it all :P

visual belfry
#

There is no good documentation for data assets :(

#

Data driven page needs a big refresh of content...

worn granite
#

Yeah I'm finding that.

#

It'd appear not even @grim ore has something on it

hidden aurora
#

This is harder than what i t hought

worn granite
#

Ought to not be.

#

what are you trying to do

hidden aurora
#

In my weapon strucutre i need to have 2 arrays: Compatible Sights , Compatible Barrels both of them arrays of actors

#

But it seems that i need to use array of classes

#

But how do i acces the data without having to use spawn actor from class

worn granite
#

If you make them not be actors (their data/references being moved to a DataAsset), you don't need a class.

hidden aurora
#

But how

worn granite
#

But hey man, you do you. Try Get Class Defaults (you'll be disappointed)

#

Have you tried my steps to make a data asset?

hidden aurora
worn granite
#

cool

#

this is what Primary Asset Data is for

hidden aurora
#

Nah it not workd

worn granite
#

Engine version?

hidden aurora
#

4.22.3

worn granite
#

๐Ÿค”

#

sec

hidden aurora
#

I might do it in another more com,plex way

#

Yep it worked

worn granite
#

New object, reparent?

#

That's what I was gonna try but I have to build + make a project :P

hidden aurora
#

I made a new Data table, Each Attachment has and ID(index) . In the Weapon Structure i added an index array that stores the compatible ones

worn granite
#

Oh a new data table?

hidden aurora
worn granite
#

That'd work

hidden aurora
#

Yep

celest merlin
#

hello

#

im here for one question

#

what is the minimum knowledge of C++ required

#

for me to do atleast

#

basic stuff in unreal engine

kindred viper
#

I had 0 knowledge of C++ before Unreal, so that's your answer :p

celest merlin
#

and what were you able to do

kindred viper
#

everything

#

what i didn't know, I learned

worn granite
#

you don't need .... ANY knowledge of C++

#

because you could do basic things in blueprint