#ue4-general
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I had basic C++ knowledge but it didn't make that huge a difference
all my coding previous to UE4 was all web based. Although I had some some Scaleform stuff with Unrealscript and a custom camera in UE3. I felt like I was learning something new though until I caught up with a few methods. Like iterators and the pointer/ref difference. Then I fell in love when I realised you have function pointers and all this other stuff that never gets put in scripting languages for the web. It finally made me quit webdev for good
well that and a couple of other things
currenlty im reading a 1000 pages book
i have finished 109 pages
i know functions references pointers
classes
if statement while for
im currently writing a thousand page book. It's called "999 pages I never wrote". I feel "contents" with it :p
well whatever your imagination can come up with, you can use it for
C++ isn't just a language, its an interface for your output to a digital form
Does anyone know why the sun stays in the same place when i rotate the light source?
@plush yew what you do is drag off a Slot As Canvas Panel node from your widget, then you can do things like SetPosition and so on
a lot of people have said not to use canvas panels, but I always use them except in some cases. eg. if I want a widget to be part of the rules of another Canvas and not it's own
shrugs
Nick told me once that I should only ever have one canvas panel though.
its designed as THE container.
not a container of containers
Are there any performance reasons against it?
I use them a lot, but now I'm kind of reconsidering.
I guess. I mean if its unecessary for a start, then every canvas panel loaded would be extra perf cost
although I wouldn't worry about it. Track your UI rendering times and if it meets expectations, I say do whatever, even if its a bs hack you used as a workaround to something
I have used multiple canvas UIs before now with no issues
there is a lot more control over rendering UMG widgets now, since then. With appropriate Retainer widget use, and deleting all unecessary tick events, you pretty much can't go wrong
5 isn't very many. I was thinking about ~50.
Turns out I don't actually use canvas panels that much, but I did find one thing where the child slots all have a canvas panel.
So, that could get pretty high. Think inventory slots.
sometimes its best to just delete the default canvas panel and add a new root, which can be anything you want really
In this case, it's not the root. I don't remember what this canvas is for. I vaguely remember I couldn't find a workaround.
that sounds like a workaround too ๐
so, since gameinstances are client based, is it save to always call for the playercontroller 0 inside of it?
Alright, thanks Sukebi. I'll fix my stuff.
@deep basin depends on the game
Only have one local player?
Are either single player or you use dedicated servers?
Writing client-side code?
Yes to all three?
Use that to your hearts content.
alright, thanks ๐
when using open level i get a bug where the game keeps switching between levels non stop
It's as good as the effort you put in
That's one area I don't think has any out of the box solution
can anyone help with presistent level not too sure how it works
getting problems with it
that sounds inefficient
You could interface with a native solution via a plugin
and when a tooltip appears just feed it the post-localization line
I know of no such plugin for ue4
so that's the effort part I mentioned
@plush yew 450 fps?
https://docs.unrealengine.com/en-US/Gameplay/Localization/index.html there are tools for externalising the localization that look handy. Not used them myself
Information about how to localize your project.
thats a lot
I need some help
I copied a level from one pc, put it on an USB stick and when I try to open it on any other computer it just freezes at 70 or 100% and stops responding
I tried everything on forums already but none of it works
i tested this on the same PC before doing this
and it worked fine
yeah where do I go to ask a question you guys probably get a lot?
"what the fuck did I do to my UE4"
i can work around it but barely
@hidden aurora I know it's probably late but there is a Get Class Defaults node that will get a classes default values without you having to create it in the world
My.. viewport is a 2d black top-down grid
Like it's in blueprint
But it's showing my level
so you changed the viewport to top view instead of perspective?
top left of the viewport it says the current view
I held control and mouse button 3 at the same time
So I know what I did
I just don't know how to get back to my actual orign--
current view...
AHA
YES
Ty!
I'm such a noob ๐ญ
I don't even know what I did but yeah I switched to some strange kind of viewport that probably has some wild application I'll find myself needing later in life
Thank you for your time
๐
well it's the top down view, it's useful if you need to see the level from the top
So does it always make it all black and white?
And wire-framey?
actually for level designers I can really see it's application
by default yes, normally you want it like that. you can change it with the button next to it
watch the academy videos
I really appreciate your help
The academy videos?
I'm more clueless than you give me credit for ๐
But I'll google it
Thank you so much
I wish everyone was as helpful as you
We'd have a lot more games that were a lot better
๐
99% accurate sun + moon phases/shadowing using skydome.
still need to adjust the shadow rotation to match
Hey guys, I posted in the animation channel as well but I'm going to ask here due to the time constrains on this project, and it's a pretty interesting issue and we're happy helping talk about what we're working on to help anyone wanting to get into something similar. So Iโm working on a mocap VR experience using Shadow Mocap and have what Iโm hoping is a simple problem. We have a retargeted model posing correctly in the editor and the motion is really smooth through Shadow (kudos) but Shadow doesnโt provide room position, only relativistic head/body part positions/poses.
In the demo you wear a VR headset and the mocap suit, so we can use the HMD head position to correctly place the mocaped Skeletal Mesh. Weโre having trouble figuring out exactly how to setup the Pawn so that the HMD position is included correctly. Right now weโre sending the X and Y of the HMD to the Pawn so it can reposition the mesh to the head location correctly, and body movements are synced up through Shadow-but if you lean your head forward, the whole skeletal mesh moves forward since we are just doing that simple X Y offset applied to the whole skeletal mesh. My buddy and I working on this are still pretty fresh to Anim BPs but have a client really looking forward to this demo weโre building. Could anyone recommend a decent body VR Ik guide? Iโve watched a couple that were more suited to specific plugins, still donโt completely have my mind wrapped around the Anim BP system to fully come up with a solution on my own. Any help would really help us out! And thank you for reading ^^
this doesn't sound like an animation problem
it's a technical problem
you're going to need to interpret and compare both sets of data and find a means to distinguish the two types of HMD movement, prior to it getting to the Anim BP, so you can handle movement appropriately
the specifics of that are going to be entirely up to you
Flip your normals
The error it gives me is a beautiful ballad. One of missing FBX smoothing..
things
I don't know how I'd do that
Would I do that from blender or UE4
(I'm importing FBX assets from blender
Wait I can google it
Thank you for the answer
I appreciate it
uh oh
I "inverted normal maps"
And it did not fix
Is that the same thing?
no
are you using blender?
https://www.katsbits.com/codex/flip-normals/ should help assuming your normals are flipped in Blender
๐ญ
can you be my best friend
Thank you so much,
Yes, my normals are flipped in blender
Dude
You are a wizard
It makes me want to pay you
Hi I am getting a weird error when packaging, failed to produce item binaries. I see it reference 'Shipping' and also 'Shipping_2'
would that help? I am not sure what building binaries really means, for sure there is nothing in my Binaries folder but maybe it is a hidden file type, and not sure if I could manually force binaries to build for each of my umaps and uassets
its BP only
hmm get the feeling this is wrong.... lol
How does Kerbal Space Program save their builds? Thoughts, Ideas, ..I'll take it all! ๐
ah does it have some relation with the cook?
so when I cooked my crap it creates a file I need to use to package to
Woah!! Mathew, thank you again for helping me out earlier - I felt bad for freeloading off you and got a tutorial playlist....
At the one about your circular throbber widget, I realized they were yours!!!
It's like you're gonna help me whether I want you to or not ๐
anyone know why lights with lightfunctions do not cast shadows on landscape ?
after light build
Is the directional light set to be stationary?
yes
Hello, does anyone know if its possible to export the panoramic sky in a UE4 map as a cubemap?
or at least a panorama?
you can capture it vial SceneCaptureCube and export the Render Target
Hey guys! Can anybody tell me the difference between seamless texture and normal texture??
awesome, thanks again @sudden agate Always swooping in when I needed lol
@bleak steppe a seamless texture is a texture that you can repeat without visible seams
@bleak steppe in general seamless means it can tile with no visible (or hard to notice) seams, a normal texture doesnt necessarily have such qualities
What's a seam though?
its a visible incongruity, the textures on either side abruptly end and it doesnt look like they fit together
Could u explain it with an Example? @sudden agate am still learning materials..... Also is there a specific term for the texture nodes that we connect to the normal mode????
Ohhh got it!! So seamless texture is something that can be applied over the corners and large meshes... Thank you @runic goblet
yaay you figured it out, i was opening photoshop to demonstrate lol
One more thing.... Is there an easier way to create the textures mode that we connect to the normal node??
hmmm, the blue ones? ( they're usually referred to as "normal maps")
Lol @runic goblet ur definition was good enough to make me understand xD
a great free method is getting xnormal
Oh just the normal maps? Thank you! Also how do we create it?
i used to use that to create my normalmaps
xnormal! Okay I'll give it a go
Thank you!.. Am learning blender and materials at the same time so its kinda a mess lol.. Dont wanna get confused xD
tip: best to make the input image grayscale before you attempt for maximum height differentiation
welcome to the game dev club, im sure you'll have a blast
haha
Grayscale... Okay! Also the grayscale is visible in the alpha channel right?
Haha thank u for that
hm, no the RGB should be grayscale, the alpha is something else entirely
it doesnt have to be grayscale, but as it said it works a bit better with it as such
Ohh! Okay! Also.. I have seen many people using lerp on alpha channels.. What about it?
Alright I'll try to make it that way
based on my (rudimentary) understanding the lerp node modulates the normal maps, so make them more or less intense
my texture work is mostly outside of UE4 unless I need to have shader effects in-engine though so I'm not qualified to answer lerp questions haha
Is there a common class/Interface for both textures and materials? Ins UMG you can plug both materials and textures into brushes.
Hi guys and girls. I'm having a weird issue with Ue4. So I am working on an update to my game. (Bigger map). No code has changed. I built 1 town of about 4 houses runs fine. Then I built a second of about 30 houses. All of a sudden; my game won't launch in the editor, it takes a 100 frame drop in the editor, And memory use spikes to just under 8gb. But when using in game view all the stats are extremely good. When I try to run the game inside the editor it keeps giving off random infinite loop errors each time picking a different node. But so far none of these nodes appear to have an infinite loop. Any suggestions? I'm thinking it might be caused by the lack of level streaming (High Scene Memory usage).
My first guess would be huge amounts of construction script in blueprints
I did a save system which is working before i add a main menu level. Anyone know a problem here?
I think its somewhere on the game mode or game state but i cannot find em
hi, i'm looking at the way crash report client reports crashes
it seems theres quite a compled system on the backend that epic make available, but is completely undocumented, called crash report receiver, and crash report website
and these receive data from the data router url that crash report client submits to
ive taken a look at the logs of a crash report being submitted, here: https://pastebin.com/TidYwd6W
it looks like it might be simpler to re-implement my own use-case specific crashreport receiver
but im unsure, without setting something up to dump all POST requests, does it just submit e.g. a zip with those files in?
as the developer even the minidump and log file would be awesome to have from the player.
Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 4232] Trailing magic number (0d) in '../../../ShroomsVR/Content/Paks/ShroomsVR-WindowsNoEditor.pak' is different than the expected one. Verify your installation.
what is this crash?
@lusty carbon corrupted pak file?
re-cook and re-deploy shroomsvr
as in re-package?
yup
thats first thing i'd try, and if it keeps doing it, i'd be suspicious of my disk
funny cause the vr type works but the one with fps controller crashes
ive made 2 versions one with motion controller for vr the other fps controller
Yo, is there a proper way to get the instantaneous delta rotation for an actor or actor component? Right now I'm comparing the yaw between the current frame and the previous frame, and it spikes when going over 360, because then it's obviously a 360 difference rather than the usual 1 or so.
Wait, I just might have found my answer. Delta (Rotator) ๐
Yupyup that worked
also you can obviously %360 in those cases to remove additional increments of 360 over the real rotation
Ah true dat
is pulling data from a DataTableRow every tick expensive?
Don't think so
yeah i would assume it isnt
it should be like pulling from any other variable, i would guess
not quite, it has to do a look up
but if the table isn't too large I doubt it's expensive
oh, interesting
since DataTables don't change though, I would still cache it before using it
no need to do anything on tick there
cache as in, store a temporary copy of whatever row im using in a variable?
yeah
on a completely unrelated note, does anyone know (loosely) how Lighting Channels work under the hood?
how do I force rebuild a plugin through VS
when I launch the project it asks to rebuild it, but gives a build error, but I need to build it in vs to see the error
I think I found the issue. There is too much going on in the scene and causes Unreal to go unstable. If I want the engine to only load the parts of the map the player is in, is that called level streaming?
you almost certainly want to be using level streaming for a large map
Awesome thanks mate ๐
tbh, 8GB of memory is pretty low for developing 'open world' type games
I would want 24 or 32GB
I have 32gb. So I wasn't sure why it was going unstable at 8gb. But the published version of the game is 32bit so it should only be using 4gb max anyway
why 32 bit?
Because last time I checked 20% of people use 32 bit still. Also I wanted controller support that acted like a mouse. Only way to do it was with a plugin that's 32 bit only
mainstream 32-bit processors haven't been manufactured over 15 years
anyone still running on that hardware isn't going to be able to run your game anyway
(or they have a 32-bit operating system, which would also be on extremely low end hardware)
there's also probably a better alternative than that 32-bit only plugin
4GB of memory is a limit that's going to be fairly difficult to deal with
that's going to include all system memory; GPU memory, caches etc
so realistically you're probably looking at 3GB or less depending on graphical requirements
If there is another alternative I haven't found it. Every guide I have found uses the focus system for controllers. I have done a ton of optimization trying to go as low end as possible without losing quality. I'm not sure how low end it can be played. But one of my testers was able to get it run on a super cheap laptop that didn't even have a GPU it was using the CPU and ram to handle it. Which is apparently something some of those lower end pcs can do.
I purposely trying to target people that have low end pcs and making my game cheap as well. To target people that can't afford to play triple A titles.
if you say so, but you should be aware that on the Steam Hardware Survey the 32-bit operating systems have a miniscule user base; non Windows 10 64-bit accounts for 0.22% of respondants
64-bit Windows operating system account for 98%
yeah ok I mean it makes sense. Cause I remember thinking it wasn't right when I read it.
20% is probably right when you think about all computers that are out there
things like ATMs are often still running on Windows XP ๐
the Steam hardware survey has a few 32bit Windows 10 which is impressive on it's own ๐
pretty sure you cannot install that directly and is only possible when you upgrade some older Windows
I suspect it comes on certain hardware as default
it has no reason to even exist in practical terms
since if you recall, MS don't even allow you to install Win 10 on older processors
it's still useful to make 32bit apps to run on a 64bit OS
32bit apps have a couple advantages over 64bit ones
for tiny applications ๐ฎ
Anyone have any tips for making a 3D game that would even run on a potato/toaster. I've found UE4 is incredibly demanding, so much so that my 1080Ti series laptop can't keep up with it. I'd like to target people with low end systems while keeping FPS as high as possible
The only advantage I have found other then using the controller plugin is 32bit allows you to have you game played on both 32 and 64.
Ue4 is really demanding when building your game. But not so much once you package your game. For Unreal its not your GPU. You want a ton of ram. Most things from the editor are done using ram.
a 1080Ti should be absolutely fine within UE4
I also use a 1080 and get by just fine
I used a 970 for ages and it was just fine
I'm still on a 980Ti at home and it's perfectly adequate
I don't think I have ever seen my 1080's use percentage go higher then 5% using unreal
Yeah, Editor has massive issues (crashes left right and center) and chugs along at about 10 FPS majority of the time on my laptop...I am just concerned about actual release games, whether that exhibits the same issues. I am also looking to keep FPS as high as possible for release games on low end hardware!
How much ram does it have?
that seems weird, I had good performance with a 770 in UE4 ๐
is UE4 using the wrong GPU on your laptop?
Disk Space and Memory is a bigger problem in unreal tbh.
16GB RAM ๐
Android games are not possible to upload without split binaries
yeah, something like Intel Optimus being screwy and using the onboard is a likely problem
Could be using the wrong GPU yes, I'll check that!
I had the same issue on 16gb. Once you get above 24gb it runs a ton smoother
what do you mean about split binaries for android? what's the size limit?
100MB is the limit for Play Store
^
I have 12GB RAM and a 680 Ti PC at home and it runs @ 30 FPS +
When using the build options for lighting etc. I have notice unreal floods ram up to 24gb and then stops increasing
you need to use split binaries if you want to use more
100MB is adequate for a UE4 android game, hehe
well someone managed a 46 MB Android build ๐
I'll definitely check which GPU the editor is running on
I suspect it might be running on CPU graphics processor...
Make sure to turn down your engine settings. And another thing that helps is making most of your stuff dynamic. Cuts back on building resources
Are there any (preferably open source) examples of UE4 games running at a high and stable frame rate with controls that feel super snappy?
UE4 isn't great on the input latency front
There are a ton of packs that you can get from market place that are template games
Yes, I will agree with that
I'm not looking for template games, I have played many UE4 engine games (specifically Sandstorm) and the controls always feel very laggy
Are there any known issues with UE4 shipping builds and 8k textures?
I'm designing and making a game that absolutely requires snappy controls
The issue with template games is its easier to edit your own code then someone elses
Cause we just ran into a crash where an Archieve doesn't load cause of an "Invalid" filename and it's the only 8k texture we have
@regal mulch is the path too long maybe?
I guess what I am asking for is: a good example of a UE4 game that has low input latency
Wouldn't say so
Content/AssetPacks/Ground_Creator/Textures/Blend_Maps/T_Roughnessmap_Rock_1.uptnl"
Seems to be the filename
(i have never seen uptnl as an extension)
uptnl?
I think input latency would also depend on the device
different engines handle input differently, but UE4 is definitely on the slow side
For testing input lag it's totally enough to boot up UE4 and create a simple template
They will give you enough fps
it's never quite felt right, UE3 had the same problem
If that's not snappy enough, then it won't get much snappier without you improving the input stuff
@regal mulch try renaming to uasset maybe?
I've already tested input lag with my own code, it's incredibly slow which results in the game feeling more like ArmA 3
technically, Street Fighter 5 is UE4
@sudden agate Yeah I'm trying different things. Was just posting it incase someone knows something
SF5 likely has a fairly modified engine at this point
And I've noticed the same lag with games like Sandstorm
I suspect eliminating input latency in UE4 will require rewriting the input handling entirely
FML
it should be rewritten :P
(which is why Epic hasn't bothered in 15+ years)
Epic doesnt need low input latency at this point.
Doesn't need low input latency? Ok?
If they did they would rework it lol
For a game engine that had its roots in FPS
UT3 felt pretty awful
How does the Dragonball game do that?
you'd think they would have incredibly low input latency...
My point is that if it was a high priority we would see improvements on that front.
So they have more pressing issues it seems.
Doesn't DragonBall z Fighters require low input latency?
the new Samurai Showdown reportedly is set for 4.01 frames of lag
The reason I haven't made UE4 my main engine of choice is largely due to latency issues...none of my prototypes feel "good" to play
and it's an UE4 game too
is the latency you see due to the way the network engine works?
doubt it
or is it core in the input handling itself?
core handling, more likely
weird
Sounds like the time a keypress is registered to when it reaches the input core is where the issue is.
Well, I have a character movement component that reads the input via the UPawnMovementComponent::GetLastInputVector() call
It seems like every 6 months we have someone come in complaining about UE4 input latency lol
And I am just letting the Character object handle camera movement via mouse
And calling Add Controller Pitch/Yaw from a Blueprint when InputAxis is "changed"
Does the Input Latency occur because Unreal has a weird Input architecture?
Perhaps the above could be more tightly controlled, rather than going through Blueprint?
the latency can come from MANY different places
like the fact the renderer is a separate thread from the gameplay that kinda always lives one frame in the past
I was looking up the Dragonball FZ input lag stuff (and I couldn't really find much), but I found this article that said:
Dragon Ball FighterZ uses something called delay-based netcode. This synchs up both games by delaying a characterโs actions until both players have received commands. For a (simplified) example, say I press a button attempting to make Goku throw a jab. My game immediately receives that command. That command is then sent over the internet to my opponent. When both games have received the command, Goku finally jabs.
Is this true about the When both games have received the command, Goku finally jabs. part?
this is likely how SF5 does it too and the new Samurai Showdown
Would it be possible to write a plugin that grabs input as close to driver/hardware as possible?
it's pretty standard for "lockstep" networking
it's possible, but will massively increase input latency, not reduce it
at that point you're beholden to ping
the devs mention the lag from rendering thread
and they say that the DX12 renderer should help ๐ฎ
Eh, so it seems more complicated than what it appears
there are a lot of elements that can introduce latency :/
"Quake Live: runs at 150 fps, without a GPU thread or threaded renderer, this puts their input-to-photon time theoretically at 7 ms. Note that this is possibly capped by the refresh rate of the monitor and your computer may run Quake Live even faster than that.
Unreal Tournament: runs at 150 fps with a GPU thread and a threaded renderer, leaving our input-to-photon time at 21 ms to 28 ms."
then you'll want a different engine
21ms is almost 2 frames when running @ 60 FPS
Well, I'm well versed with Godot (Stof is in that channel too). But it lacks the graphical fidelity
either that or you'll want to try and find a way to decouple the rendering thread from the gameplay thread entirely
And I don't agree with the main developer's "work ethos"
which I suspect is no mean feat
Hell no, I won't waste my time lmmfao. I am not talented enough either
@viral wave also godot runs rendering on separate thread
like any modern game engine will do
you'd essentially have to code the game from scratch to get something different today
Yes, I understand that. I am not looking for frame by frame input
I am looking for very low input latency
minimize the gpu prerendered frame count?
from what I've heard it isnt the latencyh of the input but the variance per frame from the core engine
you mean turn double/quad buffering off?
I dunno what's the common default but I expect 2 or 3
nvidia panel has separate setting of 1 for VR
as in VR you need minimal latency
any disadvantage to building for 32 bit?
I am getting failed to produce item binaries when I try 64
my binaries folder just has 'win64' inside and nothing visible
UATHelper: Packaging (Windows (64-bit)): c:\program files\epic games\ue_4.21\engine\source\runtime\core\public\Windows/WindowsPlatformCompilerSetup.h(22): error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9 I also have this though maybe I should follow
the error message is pretty straightforward ๐
it's kinda weird that it lets you build 32bit versions though
maybe the code gen error is only for 64bit targets?
how can i merge these two skeletal meshes into one
<@&213101288538374145>
its not I am trying 64 bit
No it makes sense my VS is out of date because my pc has not had internet for a while.
@plush yew Please dont @ Moderators unless there is an issue with the Server.
what serv3r
This Discord server
ow ok
Please read the #old-rules and #more-resources channel.
There are plenty of capable people here to answer your questions.
Hey guys, anyone knows how to remove instances from the grass map (Landscape Grass Type) at runtime? is it even possible?
Hey. i wanna add today my code into a source control.
But i don't have experience with that yet.
I wanna follow the way of the gamedev industry, and i heard that git is kinda bad for binarys. But what does the game industry use ?
Perforce
Pretty much universally
Of course Perforce doesn't have any free hosting since it's very industrial stuff
Git sucks at binaries, but it's got free hosting - at Microsoft and Gitlab in particular
On Perforce's site it says:
Do it all with Helix Core โ free for up to 5 users.
Ooh. Weird.
Not really
it's just software
Perforce users don't need hosting, they can provide their own
So at the end of the day, when my pc dies everything is lost ?
Yes
oof
Perforce is no backup
It's source control
If you want back up, set it up with a remote server
Which is where Git is handy because, well, it has free hosting everywhere
guys unreal engine acts pretty weird on linux for me
Is there a way to have my project be controller by keyboard and mouse and HMD?
like cancel the motion controllers
um, don't implement the motion controllers?
Hello. I see that a FTransform is composed of Scale, Rotation (as a quaternion), and Translation. Is there a way to fetch Stretching as well ?
...Scale
It's not the same thing though
How is it not the same thing?
What can i do with the count?
@lone zinc I have never heard of "stretch" in that context
aye
Something is just stretched when it is non-uniformly scaled
(because if I were going to 'stretch' something, I'd scale it down the appropriate axis / axes)
transformation matrices have been in the format Unreal is using them (more or less, because rotators) since basically the dawn of 3d graphics
Anyone know how i in BP can check which game mode is active?
GetGameMode
Sure, i found that one. But dont really know where to go from there, i need a bool to check if it's thirdpersongamemode or topdowngamemode
Ok, i think i get it. Thanks!
Is there anyway to allow my friends to try out my app without publishing it to the Apple app store? (They charge a lot)
the same way you test it on your own phone
is there a reason my landscape material turns black after I create a material instance and use the instance instead of the direct material? Layers are setup and it looks fine using the regular material
mmm, think I got it by refreshing the layers and rebuilding the materials
By stretch I meant shearing
shearing isn't a part of an objects transform matrix
it's something you apply to one
ergo you can't 'get' it
it's an operation, not a value
If I got a matrix
and I apply shear to it
and then get the FTransform
will the scale in the transform be the one with shear applied to it ?
can you rephrase the question?
Okay.
So now.
If I want to apply the shear transformation to a point
I just need to multiply it by my shear matrix right ?
you can't shear a point, a point is just a vector set of coordinates
you can apply a shear transform to another transform by combining them
'compose' in Unreal
Okay I'm using a library that gives me shear as a quaternion.
you can convert a quat to a matrix:
https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToMatrix/index.htm
UE4 probably has a function to do it already
Thank you i'll try something and be back with more stupid questions !
that should be pretty awesome for algorithmic predicition of movement right?
And I'll tell you if it works
well rotation anyway
Download I dare you.
we can't, we need a decryption key
By combining two matrices , do you mean concatenating them or multiply them ? Like do I "join" them ?
applying A to B for result C
in hindsight that answer isn't too helpful ๐คฃ
it'll give you a new transform matrix applying the transform B to transform A
super simply combine(Transform(rotate A), Transform(rotate B)) = Transform(rotate A+B)
But
normalised(result of A + result of B) = matrix(c) if I recall correctly
I find that odd
its quats. everyone does
One of my matrix is not a rotation matrix
location transforms dont need quats though
I'm going to watch this : https://www.youtube.com/watch?v=Nh2CYf9ALso
Leave a tip for good service: https://paypal.me/jjthetutor Student Solution Manuals: https://amzn.to/2WZrFnD More help via http://jjthetutor.com Download my ...
then come back
In the video it says I CAN apply the shear to a point
right ? Or I didn't understand something.
You can't really shear a point because it doesn't have a rotation or a scale - you can apply a shear matrix to a point though
matrix combination doesn't care what kind of matrix you have
it could scale, it could translate, it could do both
shearing I believe uses all three components of the matrix
Would you have a paper or something that explains it more in depth please ?
Because I believe I have an issue with the concept
this has it in 2d:
https://www.tutorialspoint.com/computer_graphics/2d_transformation.htm
2D Transformation - Learn about Computer Graphics in simple and easy terms starting from trends in Computer Graphics, Basics, Line Generation Algorithm, Circle Generation Algorithm, Polygon Filling Algorithm, viewing and Clipping, 2D Transformation, 3D Computer Graphics, 3D T...
how can i add gravity to an object in blueprint (skeletal mesh). i want to toggle it
a static mesh itself should have a boolean for enable gravity
hi im having issues connecting to source control every time i try and create a repository i get this when selecting the .git file in my project files https://gyazo.com/ce265dc5e8fd9c4ae22bef54e29ef85a any help apricated
"just the networking" famous last words ๐คฃ
Is it possible to make a static mesh in UE using UE4s units instead of the default scale? Need to scale up a plane to match box extents consistently
the primitive shapes fit inside a 1m box, so I usually divide by 50 (/100 to get to UU, then *2 to account for extent being a "radius") and multiply by the box extents to perfectly match its scale
Thanks, ill give it a go
We say "never use tick".
But for player inputs like move forward axis, move right, wheel axis, turn right, look up axis, etc.. All those are basically ticking right? So what do we need to do here, Not use them? Or is it recommended to use them in that case?
yes they're ticking, yes use them
don't do a ton of work in them , just like normal Event Tick
for the most part on a Character they're just passed through to a movement component with minor transformations
Ah okay. In my case I'm computing a lot in order to get the final transformation. I'm making a custom climbing system and I need to figure out the movement based on a lot of things. That's why I'm not sure how I should handle that ๐ค
I did manage to apply shear to the position but i dont think thats what I needed to do
@brittle gulch is it less than a screen full of blueprints? is it mostly math? there are no insane Get All Actors of Class loops? you should be fine
depending on target platform u can tick quite a lot
some stuff just needs to update every frame
you can drop the tickrate if it doesnt need every frame
but if you drop the tickrate for user input or do user input polling on timers you're a bad person ๐คฃ
or tick a seq
some stuff needs to tick in a certain state
than only let it tick in that state ๐
isrecentlyrendered is a node too, might not have to tick when its not on screen
or tick way less
"never use tick" is a misnomer and should be ignored. "never use tick badly" is better
maybe even "never use blueprint tick" could be a passable thing to say because things like inputs are event driven and not on the BP tick but even then tick is not the devil, it's a tool
one of those things that by the time you begin to question the logic of "never use tick" is when you graduate from having to use beginner aphorisms like that ๐
have seen some devs gather mouse location for a color picker on .1s timer and ... it's painful to watch, can't imagine what that feels like to actually use
Yes, That's reassuring ๐
And to answer @visual belfry , It's mostly math yes.
sometimes you can't avoid tick, things like collision detection you might want to actually work reliably lol
heh, for that case you might even want better resolution than tick (CCD)
Yes I guess for player inputs, it's better to not avoid it to make the game playable
but yeah thinks like axis events are ticked basically, and action events are polled every frame as well. Unless you are doing some sort of weird input state based project you have to have some form of tick or polling and even then you have to detect input some how every frame lol
and math isn't too bad to do on a tick, math is low level. If it's really super complex you might get some benefit to breaking that all out into C++ code and calling it from BP but profile first.
hell use the math expression node if you are starting to get complex
Yes, I'm still prototyping but it could be better to move all those math in c++ later on.
The thing is that it's a shared project, I shared it with the community, and people mostly work with BP, so I don't know yet if it's movable to c++
you could always make it in pure BP, then make a plugin with the C++ math as replacements for large amounts of code, compare the two to see if it's a benefit, and then give people the option of what they want
its more work but might be an interesting waste of time
Ah yes, I could do that. It might be beneficial for certain use cases. Normally it's a player movement logic, so there should only be one actor of this type in the world, so I think it won't be so costly.
could be a good article if you are into stuff like that. Blah blah math and code blah blah made a plugin to drop in an replace all that math in pure c++ blah blah gains of 0% blah blah suck it C++ people ๐
guys, when attaching an actor, let's say a weapon, to a player skeletal mesh socket...should I attach the actor itself or its mesh?
at runtime
depends on what you are doing. is the actual weapon actor an actor? like does it do stuff and have other things besides a static mesh
and what are you spawning in. If spawning in the actor, and the actor is an actor and not just a dummy BP, then yes attach the actor so it can behave correctly. If you are just trying to add a static mesh to the character for looks then you might not need more than the static mesh
collision detection might require the actor tho if you are using collision boxes and such in the actor to detect hits or overlaps on the weapon itself
so... answer is it depends on what you are doing with the item you are attaching lol
interesting, didn't think on that yet, but then, both are valid right?
sure, one is for looks the other is for functionality
like for example adding weapons to NPC's in the background who just stand around and cheer -> static mesh. Adding a weapon to the player that has events on it like reloading, special attacks, stats like reload rate, etc -> Blueprint
๐
why isn't there a visual indicator for whether a bp function has a super function available
I keep forgetting the parent: call because a bp implementable event and a bp native event looks exactly the same
easiest way to have my bullet fly off like a casing?. im doing a weapon disassembly. i am using setworldlocation.. once i move the bullet to a certain spot i kind of want gravity to take it away off the screen
Is placing actors within maps okay? Because, if I place MyActor in a map, and I then change something in the constructor, the instances of MyActor don't reflect that change.
guys i am having an issue with casting
so i have an actor, and a widget, theres a button in the widget that on click i want an event to play on the actor
and i just cant seem to find my way around it
thats the widget
i want to cast to this widget from an actor bp
i have a strange problem, i converted my ue4 project file from version 4.20 to 4.22 (mainly because i want to try rtx on these scenes), and upon loading a map, opening level sequence and moving some frames forward on my timeline my editor crashes and this is what i can find in the log
at d:\build\++ue4\sync\engine\source\runtime\d3d12rhi\private\D3D12RHIPrivate.h:1131
with error DXGI_ERROR_DEVICE_REMOVED
[2019.06.24-14.28.24:573][542]LogD3D12RHI: Error: pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed
at d:\build\++ue4\sync\engine\source\runtime\d3d12rhi\private\D3D12RHIPrivate.h:1131
with error DXGI_ERROR_DEVICE_REMOVED```
since i dont know nothing about coding i dont know what may cause my editor to crash in this particular situation, any help would be appreciated
You can search DXGI_ERROR_DEVICE_REMOVED on this Discord for more info. It looks like it's (maybe?) fixed by updating your drivers.
That problem seems to have been around for a long time.
i have the latest drivers
could you not just use an anim asset instead of the anim class for the puppet
you'd have to just make a 1 frame animation of the pose
@sinful kayak so when you press a button on a widget, you want something somewhere else to happen? Your widget needs to know about that actor in order to call something on that actor. What type of actor is this? a character or just something else in the world
I was wondering what options are there out there for a CI solution that work for UE, other than jenkins
I feel Jenkins could be my only sensible option
@grim ore the thing is when i cast i need a object, but i am casting to a widget i dont know what to make the object
there is no player controller its a mobile project and there are no characters just a camera fixed view
ok so this is just some blueprint in the world you want to call an event or function on?
@plush yew it doesn't have to be a single frame, your animation could be 1000 frames just not doing anything ๐ If it's a skeletal mesh tho it needs an animation other than the default pose in order for you to change to it other wise the Skeletal Mesh will be in the default T or A pose (normally)
if you don't plan on doing anthing with this tho, there is no reason you can't pose the mesh and export it as a static mesh
@sinful kayak is this just a blueprint in the world you want to run a function or event on? Also is it the only one of it's type or is it a specific one
@wary wave yes but that only works if I have access to their phone. Is there any way of sending them like an apk file but for iPhone?
testflight is used for ios if you build out your ipa file
@grim ore thank you!!!
the issue you will run into, and you probably can't get around, is without an actual factual apple dev account you can only make temporary certificates that only last a week or 2 and I don't know if you can even install those remotely
I have this foliage static mesh that's kind of waving. No animations or skeletons or anything, and I can't find what's causing to wave: https://gfycat.com/delightfuldecenthogget
Any ideas?
World Position Offset on the shader
Where would I find that in ue4?
just open the material
Okay, I see it. Thanks.
It's maaaagic ๐
what kind of node am i supposed to use to detach this skeletalmesh from its parent?
I've tried DetachFromComponent (through level blueprint)
tomaytoes?
did detach from component not work?
seems it does. I'm getting 21 actors (from 20) in outline when I do detachfromcomponent. The problem is that the skeletal mesh won't go into physicsbody/simulate physics. It's just stiff as if it's inheriting collision from something else instead
neato
Welcome to the best public engine.
Feel free to browse the shittiest documentation ever.
welcomeeeeee myyyyy newwwwww frieeeeend
i'm from Official demos
like "Samatarian (yes it's UE3 but who cares)" and "Infiltrator"
any tuts?
If I say raw vector, is it understandable as a non normalized directional vector? or not?
It's for commenting purposes
What is going on with ue4 docs ๐ข
Every link just takes me to the main page
how long have these been broken for?
idk
It works for me
Here
ok
Hey guys!, i got a simple task but i cant remember HOW to make it work again (I lost my work and cant replicate it again)
The thing is, when you enter its ''Box trigger collision'' the actor will change infront of you will change mesh.
And if you press (or walk on the other ''Box trigger collision'' It will spawn the First object back again
So, 1 object, 2 box triggers which gives different meshes on that actor
sooo 2060 will be good at UE4?
is that a year or a GPU?
@upper heart ah this doesn't work
RTX 2060
2060 is fine for UE4, it's middle of the road
@wicked vapor where is the problem at? It sounds like you know what you want to do so where are you stuck
no
This is how the first box trigger looks like... but i think i need to change or well, dont use, destroy actor?
@grim ore
I guess I am a little confused. is this 1 actor somewhere in the world that changes it's mesh based on the trigger you walk into?
when you walk into the first one, you set the static mesh on the cube to what you want. When you walk into the other one, you set the static mesh on the cube to what you want.
should be no reason to destroy or do anything else but settings the static mesh I would assume
so, but, do i ahve to destroy it? or, because i just spawn one, right?
i will check, without the destroy mesh
why would you spawn in a new mesh? you have a cube
all you are doing is changing the cube to something else
the cube has a variable called static mesh, this is the static mesh that is shown on that object in the world
so you would just use the Set Static Mesh node targetting the cube and change it to what you want
and to change it back again? or to another object?
If you mouse over the Cube in your top left Components list you will see it is of type Static Mesh Component. It is a component that is designed to show a static mesh
to change it back you do the same thing, just set it back or to something else
btw, i managed for some reason, to crach UE when i enter the other collision box
A static mesh component is just a thingy in the world that displays the Static Mesh object that you tell it to. It can be set at design time or run time to any Static Mesh you want
walk into box collision -> Set the cubes Static Mesh to whatever. Walk out out box collision -> Set the cubes Static Mesh to whatever or do nothing or play a random sound or set fire to your project
unreal crashed so hard that it crashed discord...
I can pull it of by doing it with one ''collision box'' , but with two, idk, because the main ''objective'' or ''mechanic'' is to have two buttons
im getting back in so i iwll try
2 should be no different than 1 in terms of what you are doing
you step into the left, the left overlap event fires, you change the mesh
you step into the right, the right overlap event fires, you change the mesh
sigh spent like 20 minutes trying to figure out why I couldn't add a UStaticMesh property to a simple data asset, never actually tried compiling as I had a red squiggle I could not get to go away. Turns out it was just VS being VS ๐ฆ booooourns
@grim ore I can choose other ''Static Meshes'' , but, I cant choose actors? or?
You can choose whatever you want if it's correct. The Set Static Mesh node, and the Static Mesh property want Static Mesh objects so they will only work.
if you are trying to have Actors there then simply replacing the static mesh will not work, are these supposed to be Actors or just Meshes?
Just Meshes really, But later in time (not now, but way later) I probably will have Actors
but for now, just meshes
if its just meshes then yes doing it this way and settings the static mesh on the component you already have is the easiest way
if you need to have actors later then yes you will have to do something like getting the location of the actor you want to replace -> destroy that actor -> spawn in a new actor at that location. You can make it easier by simply having a Scene Component in your blueprint that is the location of where you spawn to make that step easier.
man it's a pain in the butt to show people how stuff works in C++ when even the engine and VS fights with you on how it works lol
"So at this part if it doesn't work for you, delete all the temporary stuff, cross your fingers, and restart hoping it will work this time" ... heh
Hi all, I'm having a strange issue with light build on large surfaces not generating full shadows. Right side is a scale of 1 with a 2048 res lightmap, left side is same geometry with scale .5 and with a 128 lightmap. I want to make it look like the left but with a scale of 1, and I cannot figure out why this is happening ๐ญ
@grim ore I know that feely feel... but maybe not as harsh as yours... I will try it, to see
i uh... Visual Studio is drunk. I was literally just in this project working on code, I restarted it, and now https://i.imgur.com/KhKqw7v.png. This is a sign to just shut down the pc and go back to bed today
oh well damn ๐ซ
Btw matthewW, this is in VR, so just waiting for compiling some small shaders before I can use thye headsett
ask them to compile faster, they are being very inconsiderate
just when you typed, it got ready
but now, i need to set the nav mesh again, its not working now x)
I just don't think I can do C++ tutorials, C++ is literally evil and VS is stupid and trying to basically explain why you have to suffer thru this crap to a person trying to learn feels dirty ๐ฆ
yup, even something as simple as logging is full of gotchas
okay, mesh is working again, i will try again
Please do! I want to learn C++ with unreal!
also got a course on Udemy, UE with C++!
I nuked intermediate and build, project failed to load with a generic "failed to load error". Had to refresh the solution file and now I still have the squiggly under UStaticMesh. It's just suck lol
you just can't learn C++ with unreal, it's just bad and wrong and should never be tried. The good courses will teach you C++ outside of UE4 and then introduce you to the madness that is Macro Engine 4 later ๐
Matthew, I give you my thanks, also, when i asked, I was lsitening to ''Holding Out For A Hero (Bonnie Tyler) [EPIC METAL COVER] (Little V)''
And you came along ;D
It works, BUT, not on the VR map because... the nav-mesh is being a shit shit
lol
well half working is atleast 30% working!
It's all good. Ok so does anyone here use Data Assets and if so what is your use case? trying to make up some reasonable examples
the project I'm currently working on uses them in abundance
they're an absolute pain in the arse to manage
hundreds of bitty files with fuck all in them
good, I like to hear the negatives as well ๐
lol yeah I can see a use for them for smaller stuff, like I think the Action RPG uses them for potions and there are only a few so that makes some easy sense
I'd rather use one or two good data tables
they can be imported / exported
and all the data is in one place
yep trying to compare/contrast them to DT so ๐
technically you could use a DA with a struct as a fake DT but that seemed stupid
I know your use case is a pain but what are you using them for if you can share? and why (ignoring the fact that DT might be better for this)
just about every in game item has multiple data assets for various aspects
each skill in a skill tree is one
a melee weapon has five or six different data assets
it drives me nuts
the melee weapon is what I am using for my example and I was wondering why I wasn't using a DT so lol
I like the skill tree example tho, or even maybe a quest one. a DA for a single step on a quest and then the quest is an array of DA's so you can easily just drag/drop a quest together
so yay ๐ thanks for the info, it's showing I am on the right track with the good and bads
gotta be careful with it, or you end up with data assets containing nothing but data assets containing more data assets
and you just literally use the DA's for data right? get data from them and do stuffs?
pretty much
๐
this is UE4, there are some things that are not as they should be so I don't assume heh
Hey i got an ideas for games but i want to make em real, ik i need to learn and the first thing i want to learn is 3d modelling, i only want to know how to model a city (skyscrapers or houses and roads ofc.) can u suggest me a good 3d modelling software that is simple to use, also idc about the price.
Halp bruddas
what's a halp brudda ๐ค
3dsmax or maya
I mean help bro
that is what people use.
or blender if you find you do care about price after seeing their pricetags ๐
neither is simple
you probably will care when you see the price
I'm not a 3D person, but Blender is the most horrible software I ever used
Maya LT is only 40/month, which too terrible
BLENDER UI'S SO COMPLICATED AS HELL
LT is good enough for learning I guess
Is it simple tho?
no
Lt?
oh nice, modeling tool battle
and nobody mentions Modo
Waht's modo
nobody uses Modo :p
The one that designed blender GUI deserves to be kicked in the stomach
not really
cheaper than maya or max
I believe the only difference between LT and Full is some rendering features, right? so if it's used for making models only, it should be fine
which channel should I post in for help with an issue?
I only want to make models
and doesn't have UI that requires you to forget everything you know already
Buildings and roads only
no one designed blender's GUI, it just accumulated (:
i think we're all forgetting the king software; Google Sketchup
Look i just want a simple software to model buildings nd road
why doesn't anyone use modo btw?
Blender's gonna release a brand new rebooted UI weeks from now
The beta is really stable
they've all got tons of buttons out of necessity
you're not going to get around that
Saying this more for @visual belfry and @wary wave - 2.8 is a drastic reboot
I use blender ๐
3d packages are made to be extremely powerful, at the cost of the learning curve being balls to the wall hard
Look, the things i want r so simple, scaling and moving ofc i only work w/ bricks i want a feature that maked u move the brick like 1cm after 1cm got me?
milkshape 3d or gtfo
you can apply textures yeah
Im a complete begonner
but what you're looking for is the extrude feature
not sure what that is called in blender
Dizco thanks for ur kindness bro โค
I will see wait
Anyway, which one is better maya or 3ds max?
For simple modelling
And texturing
none of them are simple
you're going to have the same issue as with blender
but the industry standard these days is maya
there is no answer to that question.
I mean i will use the simplest features
Use whatever suits you best.
depending on your goal you might be better off grabbing a modular kit off the marketplace and using the editor directly
I want to make roads and buildings mostly
the "tools wars" is a boring topic by now ๐
we all know hand editing your ascii fbx file is the true way ๐คท
The rest (card and guns etc) i got a friend to do that...
Can u texture in ue4?
Stoopid questioon
Uvmap
no
only for LM's tho
For example to texture a skyscraper
make a brush
Or a road
But u can apply uv textures?
yes
try it out
it'll be the simplest solution
and you don't need to learn any more complicated interfaces
at least, for the time being
But does ue4 bricks take less memory than 3d models imported from 3d model softwares?
in time, everyone will honor the time being
you wanted simple
not cost efficient
depends on how you make them ๐คท
they're gonna be cheap enough that you can use them
and you can convert them to meshes if you need to
Is actually the editor bad cuz none use it
everyone using unreal uses the editor
it doesn't have as many features as dedicated 3d software, so you're literally going towant to use the other software because it's more complex ๐
you can convert ue4 brushes to static meshes
Bsp tools thats what i meant
Ohhhh
Wtf yeeee so no need maya or any other sheet
And for free
pretty much
you don't want to use CSG anymore...
But are static meshes more expensive for performance or they r the same?
Ohhh
Ty guys
Thank u
Guys :D
Im focusing on makin the game on mobile btw
Thznk uu
Now
My last questions
drumroll
Can u select materials in the editor and and which texture size is best for performance on mobile.
And how the settings ui (in-game) is made?
you can do that in photoshop
yes and whichever size hits the performance target you want on mobile
and yeah whatever these guys are saying
to be fair all of this is a bit far to think as a beginner
get something working first
then worry about performance
I want to learn
performance target is you saying "I want this to run at 60fps on a mid-range android phone"
Thats it ;)
Oh
that is the nature of game development
I want around 30 fps on a medium phone atleast
you can think about that later on when you have a functional game that is running
I just want to get some infos and advices before i start ;)
I will start w/ small things ofc
yeah but you are asking questions that nobody can answer
Okey ;)
because your performance targets don't make sense since you have nothing to start out with
hence why you need to create something first
I dont want to reveal my idea
nobody cares about your idea
It can be easily stolen.
no one cares about your idea ๐คท
how long did it take you to make your idea? vs how long do you expect it'll take to make a complete game with your idea?
the latter is much much longer ๐
Hmm
and the part people care about ๐
I love the fact that people still think their ideas matter
like as if someone is gonna steal that idea and make a game with it REAL QUICK
Idc but im motivated to make my dream a reality
Bois cmon lol
ship an idea, some bigger company will come take your lunch money if it's successful
yeah people will rather steal your money than your idea
Now i will start askin abt programming
o m g
find a udemy course on unreal engine, the end /o\
Okey ;)
don't pay more than about $15
Zorry if i annoyed u guys
or just watch blueprint tutorials on youtube
but again
if you are a complete beginner
Still got problems with nav mesh...
But thank u so much
loading up on information isn't going to help you
anyone knows how to amke it work again? :/
just start by making something, then cross over to programming when you need it
@wicked vapor build paths?
Ik i need to practice but i want to know the features to decide the engine etc
Thats what i was mostly asking for
ehm.... where do i do that? or find it?
you can look all of that up on youtube
"Can i questions"
i found build paths
I see
like unreal has their own channel showcasing EVERY FEATURE from their engine
but some of them are outdated though....
or mostly, everything...
they're not
nothing in unreal is superfluous
thats true
Now unity is getting big
Ppls say unity is so easy
But i see that ue4 is simple
Wooh
Btw can u make a gta like game w/ blueprints only
Stoopid question ik
sure
lmao
why not
GTA? How big is your team and how much exp. it got?
Roblox game dev
yikes
then the answer is no.
U GOT ME
you can't make a game like gta.
Roblox's building tools r simple and good
@tall pendant don't kill his idea, if he wants to make gta with blueprints only in ue4 as his first project, let him
I'm only realistic.
we're way past the point of realism