#ue4-general
1 messages ยท Page 479 of 1
yea hackerman, you install the components the actor needs in the constructor. and then you assign them to variables. you do this instead of GetComponent
you essentially provide a name for the component your making and a type
then a future class can override the component type to be a child of the minimal type
would be a good place to ask about this too, just saying because there are a lot of talented programming people who stick to that channel only
Ok
keep up with it , youll love the way it works over unity, takes awhile to click though
Hey, The thing on the right is the camera, the cone is the field of view, I have the Z (depth) and I'm trying to get the Y, to get the location of the bottom border, any one have any idea how I can do this?
@normal burrow may I DM
ah
Hello guys, I've got a question about hit detection. I'm doing an action game similar to Devil May Cry, Bayonetta, Astral Chain etc and I plan to use the same collision techniques as the following image :
What would be the best implementation and the most efficient ? I don't know if I should you SphereTraces or primitive components with overlapping events, I would say SphereTraces but I'm not sure
Components for the player and traces for the attack maybe?
Player Controller Cast to Parent Class Fails
I have a question, I have several different player controllers that inherit from the same base player controller object, but casting them to the parent fails initially, it'll work if I put in a delay - but it should succeed immediately, anyone have experience with this issue?
Why do you need to cast them to a parent?
where are you casting them?
@round falcon The drawback I see with traces is that I'd have to place them with code or BP for each ability and then hit play to see if they're well placed using the debug outline
@runic iron sphere traces are fine
IMO
smarter hit boxes, they have a start and end point, and are part of the base weapon class now which is nice #gamedev #indiedev https://t.co/ZUi1IWrGyD
im using capsule traces every xth frame
Oh cool thanks a lot !
i think casting them every frame would be too taxing, and potentially pointless
Is there a way to visually see where to place the SphereTraces (kinda like a component in the viewport) ? Because right now I must set the position in code/BP and hit play to see them.
From your tweet you base its position to a socket right ?
for debug placement, i was casting it every frame (from a different event)
and matched sizes
or you could place a capsule collider and have it render in debug, capsule sizes are the same
Good idea, I'll think I'll do that
i guess the take away would be do it every x frame, and dont worry about the accuracy too much unless you're making a simulation game
Yeah since it's an action game fast paced game hitboxes will be quite big too
yeah true, even in the screen shots of Dante up there, they're all just big spheres
Does each of your weapon have an array of traces btw ?
Yeah, PG put a big Cube as a hitbox in Nier automata too lol
i dont have mine up right now, and i havent touched in some time it so forgive me i dont remember
but if i remember, i just had it store all hit game objects in 1 array
which probably isnt best
err, actors, not game objects
unity jargon again
Oh no, dw about it lol
trace > colliders for this stuff though for sure
colliders can get messy with overlap events and stuff
and buggy
Ok great, that's exactly what I wanted to know, I'll begin prototyping with traces
Thanks a lot for the help ! ๐
np! GL
can someone recommend a tutorial for me to follow im trying to learn multiplayer and i use blueprint
@nimble anvil Check out http://cedric-neukirchen.net/2017/02/14/multiplayer-network-compendium/
thx
The various aspects of multiplayer applied to Blueprints.
thx ur the best:)
Actually, understanding of UE4 network with BP's not exactly hard work out of box
how fix this notorious underlines from visual studio?
https://gyazo.com/c7db4042e34c6bf42e213f990df460fb
you fix the error, what does it show for the errors?
Seems like that is related to Intellisense
i havent errors, compile good, works good. Visual has still problems
Disable intellisense on VS
do you have #include for the UPointLightComponent at the top of that file?
@oblique trench i try but why do not I sometimes have hints?
@grim ore yes, its not only this one file but all of them:
i havent errors, compile good, works good. Visual has still problems```
I suggest to use VAX(Visual ASsist X) to provide useful hints
The intellisense is heavy-loaded
he is not paid?
Paid for once, optionally had a renewal payment
It is that compatible with your UE4 projects that can suggest some intelligence suggestion of macros
How would a map that has not been loaded into memory cause an issue when trying to delete it. It says its open in memory, even though i JUST opened the editor
nevermind.
Figured it out. Something in the map was. I opened it, deleted everything and saved.
anyone knows the difference between the content-type enums in the varest's construct json request node? It's been working nice for me selecting json but im curious...
Howdy
Me and a buddy have been trying to get Multi-User to work over the internet.
We thought using a program like Hamachi would work, but it seems to not work, sometimes we are able to launch a server but we are unable to see and join each other.
There isn't much documentation online to fully get it setup, and we are noobs at getting this type of thing to work properly.
is the 4ms you get from slate rendering unavoidable or is that because we're doing something stupid?
are you profiling in PIE?
yea, i'm guessing that's the editor slate
yeah, never profile in PIE ๐
something as simple as having a blueprint or material open will kill performance
Will running in standalone let you profile correctly?
yeah, it'll be a lot closer
This may be a bit of a stupid question but why does the rotation not go from 0-360 for pitch?
euler angles
the Apollo space shuttle never went full 360 because of that. They had an early warning system to warn of gimbal lock because the computers couldn't factor quaternions on the limited capacity
Gotcha thanks, time to go on a wikipedia rabbit hole
i experience an annoying issue with compiling ! ...
It compiles, succeeds, but it doesn't refresh until i restart my unreal.
There's so much I need to learn about vectors and rotations, all of that
maybe i should ask this in cpp channel ?
switching to another vs
ah - it's because it's a plugin, that i change ...
Do u enable hot reloading?
If it not when u compile in vs it always required a restart
isn't it enabled by default ?
or is there a plugin setting for it ?
ahhh
that's a neat window
Iโd look into live++. Even the staff prefers using it
i seee - so i use the modules window to reload my plugins, okay
that's usable !
thank you @thorn vector !
Is it possible to package with multiple computers at once? Similar to using swarm to build lighting on multiple computers
Anyone know anything about multi-user editing? I've been trying to get it work for a day now with no success
@upper heart Packaging is mainly shader compiling + C++ compiling right
yeah and cooking
I guess incredibuild would help for shaders/C++. For cooking I'm not sure it's possible to use multiple computers
It's mentioned nowhere in the docs, and incredibuild clearly states it won't help for cooking
im trying to change the buttons to change crafting category into a selection method, but it doesnt seem to be working, could anyone help me
Not sure if im using the right method
@bitter iris the input for this function or macro should be the enum
@bitter iris that would actually make the entire function pointless, but point is where it had been called just call the populate crafting list and feed it the enum that it wants. the menu in your UI (or wherever this is coming from) should work with the enum as well. that way when options are added you don't need to mess with all of your functionality manually
what is the term or what are the keywords for the ability to create persistent assets during runtime or PIE? my use case is a level editor - I want to be able to script a pawn that can interact with modular building pieces
looking for the way how move spectator pawn between 2 points in menu level. It need to animate as i think ?
my idea consist in switch camera position when switching menu
and spline moving spectator
Is there a way to only render meshes when theyre in view of the camera?
Lemme try to explain a bit more
I have a procedural foliage thing, and its in vr, and my computer doesnt run unreal, oculus, and all the trees very well. Cull distance only slightly makes it better, so can I make it so only what you see gets rendered?
As I understand it, UE4 already tries to hide occluded objects or things that aren't on camera.
For VR stuff, you have to get aggressive with optimization though. LODs, occlusion, simplified materials and any trick you can find.
Occlusion culling is indeed the norm
it doesn't happen for instances though, because it is generally cheaper not to
and can preview that in editor too, freezerendering or something was the console command
What does 'bad size' mean on a player start ?
@autumn elbow overlap into collision or bug. At once recently i see that bug on Agora map in Epic's asset's. And it has been ok when i moved up too much player start.
@bleak widget It hasn't affected anything yet. ๐ I'll leave it for now. Thank you for your answer
ohhhh yesss.... perfect. It was in the floor. Fixed! Thanks!
๐
๐ Its late here, and I'm making all sorts of silly mistakes
I spent an hour debugging a Print String print out... and I didnt even have the correct thing plugged in
Guys i have a one question
Im creating map for my game but i must put the trees, rock itp into blender
?
For optimalize the game
Is there a way to disable my vive system from starting when I launch UE4? It's starting to get annoying
@real pasture disable the steamvr plugin on your project ๐
Hello,thanks for your attention.Please can you help me? I,m starting with Unreal Engine 4 and i supposed to export textures as Targa-Unreal (pack)..but only 3 kind of text are exported (Metal,Normal and emissive),it this ok?..thanks a lot
Morning and afternoon!
I am looking to develop an AR app for android. I am currently using 4.22.3 (latest to date)and noticed the documentation latest version is marked at 4.19
Does this mean that currently I cannot use 4.22.3 for android?
You can
so 1R6u1 would be the most up to date that also is used for 4.22.3?
Yes
ok awesome thank you! I will give it a try now
Np
I see that the file is already in the 4.22 folder so I would assume if its there its useable!
Guys, why Frame can be so much longer than other threads?
What are possible reasons?
There is no limit, Frame can be higher or lower
There is 60 fps limit.
Mobiles max is 60
Well, 39ms is less than 60 anyway
Ok, I'll try
Nope, I still have frame twice as higher than other threads
Well, some of the stuff.. But tick is game thread, and it is pretty low
Well, 15ms being low is arguable
I'll try to disable frame rate smoothness, maybe this will help
Our 8 player Multiplayer game runs on 8 ms
But it's still low enough to not be the frame reason I assume
@regal mulch 15ms is Samsung A710
You also want to actually show the frames
It's 3 years old
So on PC you have a lower Game thread time?
You should do yourself a favor and make your execution pins a straight line
Famous last words ๐
How does one fix a warning for a node: None
-_-
The thing literally doesn't exist anymore in the BP
@regal mulch Yes, I have this on all android devices
Frame is always higher than render and game threads
I used to have an issue with RHIT, it was higher and I got my Frame to be higher as well. I guess RHIT is like 40ms, although it shows 0.0ms
Any suggestions for an algorithm to calculate whether a placed fence is complete or not
correct
Is the process of placing the fences always one go
Or can the player stop and continue later?
stop and continue later
Then I would make them a linked list
So each Fence references the previous one
And whenever you place one you could for example go over them
they're essentially placed on a grid
and if you get back to the one you started at its complete
so each tile is either fence or no fence
and they know about their neighbors
but you can have any arbitrary setup of fences you would like
Yeah, either way, a loop means you get back to the start
So if you have "next" and "previous" fence part as a variable
but each "fence" can have 4 neighbors. how would you decide next and previous?
depth first or breadth first search
there are loads of different types of tree search you can use when things are linked
Yeah the same idea, just if you get to a dead end, you go one back
And if that has no other next, you go one back
etc. etc. etc.
At some point you get ot the one that has 4 neighbors
and that picks the second neighbor
and then follows down the list again
breadth would ensure you get the smallest area correct?
Not sure if Breadth makes sense here?
I mean, depends
If you have small loops, yeah
Yea I didn't think breadth or depth did
depends on tree structure, tbh
one suggestion I saw was basically flood fill the area outside the fences
I assume you just have an array of neighbors
So the goal is to check the next neighbor that is a fence
then flood fill the interior and get the perimeter that way
and check if that has a next one etc.
And once next = start, you have a loop
You could also flood fill, true
the one issue with next = start is say you start and add 4 neighbors
once you move to any of those neighbors, they now have a neighbor that is start
Yeah so the way someone devs an algo is to not think about that first
You make the simplest algo and then check the edge cases
And you already found one, a depth of 1 or 2 can't have a loop
Cause you need four grids to have a loop
I was just commenting on why I didn't think breadth or depth would work
Yeah if you find next = start in a depth of 1 or 2, you can just continue
You'll probably find even more situations that you can make the algo faster
The Geeksforgeeks post is a good start
Only freaking programming module at uni that was interesting -> Algorithms and datastructures
So many cool things to learn
I take it you didn't have a module on processor archs
We touched that a bit together with general hardware stuff and some Assembly
But never enough time to cover the interesting things
Like most of the stuff we learned back then I guess
We did find time for fucking UML, though
UML can die in a fire
UML, hmm
I know some of those things
Blueprints reminds me a little of UML ๐
maybe one day an unholy fusion will happen
@plush yew First things first : did you create a dynamic material instance based on the material on the mesh and then set it ?
I always create an MID, then specifically set parameters for an MID only
well yes
17?
something doesn't seem right? 17 materials?
Fix that first
yes
you're going to want to fix any asset that's like this
otherwise you're going to bring the engine to it's knees for no reason
@regal mulch algo & datastructures was pretty good when i was at uni.
no assembly, but ADTs, AVL trees etc.
assemlby was not in that module
the rest yes
Assembly was in the OS module
and shit like that
we had UNIX and C in the OS module, no assmbly luckily
I absolutely loved doing assembly back then
it's not an engine bug
It's very unlikely to be an engine bug
are you using the UE4 hair shader?
people use MIDs all the time
is that shader with transparency?
yeah
And then update the parameters on it
You didn't even set it here
You didn't even set the pareznt material
All of this is wrong
Get the mesh material, create MID from that material, apply MID to mesh (ONCE)
And then call parameters (every frame)
for the parent material, it does get the parent automatically if none is set
how does that BP node even works when you don't set the parent material ๐
IIRC you don't need to specify a material and it uses the mesh default
That's a weird thing I never knew existed
even so, it should be done on construction
ah right, it takes the info in parameter
the other obvious thing to question is if the parameter name is actually correct
setting alpha to 0?
is alpha ignored in your HairColor param?
well try setting alpha to 1 anyway just in case ๐
looks fine to me
stranger what?
Obviously you need to reset the MID to the mesh after changing it
aye, if you change the hair mesh, the MID needs to be applied to the new mesh
Not sure where should I ask that, so I'll ask here:
Is there any way to make all of the meshes in my map destructible?
I know I can do that manually, but I have a lot of meshes so I'm trying to find another way. Thanks!
needs to be done manually
That's disappointing, thanks anyways.
try it
That's not needed
"if you set a material on a primitive component, when that component changes the material will stay the same" -> That is fully expected
Anyone else had issues with the Epic Games Launcher recently? It seems to run at a really low frame/update rate. And despite having upgraded to 4.22.3 it seems to be stuck with "update" as the button option, which does absolutely nothing
Yes
Recreate the MID when you change the mesh of course
You're creating on the wrong mesh I guess
Guys i would like to basic foam to go around the island ,what would be the way without much hastle and creating a new material just for that
@plush yew Make sure to adjust that <= 32 to < Length-1 of the array :P
Yeah but you should never hardcode that
Just use the Array Length -1
Also with that you still have an array
If it has 0-32
And you check <= 32
Then this would be true of 32, and increment to 33
-> OutOfBounds
you can actually use Last Index rather than Array Length in this case
would the plugins room be the best place to ask about the unreal remote 2 app and the virtual camera project?
@plush yew Try < instead of <=
@severe ibex - you can ask, but I would not be surprised if nobody here actually knows anything about it
@wary wave I get that feeling. ๐ many thanks
Thanks me and me!
Also, am I the only person that has trouble with UE4 not loading Console Keys from the ini?
I always have to open the Input settings for them to load in. The normal Input settings work.
Result of that is that also the Packaged and Standalone Games have no console key working.
Annoying af
I had this in 4.20 and now in 4.22 and even in 4.22 Source
The Num+ one only loads in if i actively open this Input tab
But it's visible in the config files
uff
it has to be properly done via the engine
It isn't even properly packaging
And yeah, customizations are a bit annoying. Did this customization system for the Marketplace Seller (Art is from him):
https://www.unrealengine.com/marketplace/en-US/slug/stylized-action-adventure-male-and-female-customization
Finally solved this freaking mss of console keys
If anyone here comes up with that, it's because there was a deprecated single ConsoleKey defined in the config
And apparently that screws with loading the other keys
ConsoleKey=Tilde
+ConsoleKeys=Tilde
+ConsoleKeys=Caret
+ConsoleKeys=Add```
So if you see this, remove the ConsoleKey line
Worst way of handling deprecation
@regal mulch Does Tim Sweeney ever come here?
@regal mulch Just talk. I wonder what he will advise novice programmers. And not only
You can always try to tag him on twitter
hello everyone sorry to disturb you .
During my internship i will doing an ue4 archviz simulation but the entreprise that hired me
doesn't know anything on 3D stuff
they have an word press site and they want to put it an exe where the user can walk/look with his mouse
to see the 3D environnement.
Acoording to you what is the best solution?try to find a wod press plugin, don't use unreal or an another solution.
Thanks for the help and have a good day
Does anyone know if it is possible to make a file containing a level (where I placed my assets, built the Lights etc) that I can load via a Packaged Build. (I'm basically asking how to make a Launcher, but it doesn't have to be as fancy)
#1. Respect [...] This is an international community, some people here may not speak English as their native language. Be excellent to each other!
im french sorry
Ignore him. You can package the project in HTML5
I'm greek
who asked?
oh cool but the entreprise doing the site on word press so we can put an html5 exe on that ?
yo takain,u better stop mate
WordPress doesnโt matter.
Ye HTML5 can be run directly on the website, in case you want to run on the cloud look up Pixel streaming
m a t e
thank you so much another question @digital anchor it is enable for mac users (i know that there are isues with flash player)?you save my day joy on you and your family
HTML5 should run fine on any device
god bless unreal slackers thanks so much
my beloved greek bougasta just i didn't know that html5 is compatible with word press no offense
same for me
Can you stop shitposting please? Makes it harder for my own question to be seen by others.
"Does anyone know if it is possible to make a file containing a level (where I placed my assets, built the Lights etc) that I can load via a Packaged Build. (I'm basically asking how to make a Launcher, but it doesn't have to be as fancy)"
@plush yew yes,when i first tried to package my project i had to put 3-4 hour just to clean all the errors it did
Right now I cant actually check if i can package the project cause i got old half life maps imported in it
and lighting does not like the way they are built
is there a way to keep the editor from dirtying maps when I do no more than apparently moving the editor camera around?
Is the game name Liberty of Battlegrounds good for a battle royale game?
sounds good
@grim ore have you covered this one yet?
Hey I have a support question
Could my PC run unreal
it isn't?
Can't run it at all?
@ember notch I'd be careful having a similar name to another popular game in the same genre - it would be pretty problematic if PUBG's lawyers took issue with your use of the word "Battlegrounds", whether or not they have a real case
they seem pretty sue-happy
@plush yew could I plug in another graphic thing? what would I need
The HDD is rough too.
Hello, can you explain what is non streaming mips ?
do I need to open up the PC or can I plug it into a port
okah
What one should I get that would work best with the specs
It voids the warranty, doesn't it?
idk
depends on your warranty
but I'm going to a camp for unreal this summer and I want to be able to continue what I work on
what's an SSD
Okay
but what about the Graphics card
How do I find one that fits my needs and specs
What's the one above the 480
is that super expensive?
oh it is really expensive
man... That sucks
Is there like an earlier version that would work on my PC?
:(
so I'm kinda screwed?
oh
I guess I'll have to stick with unity
@visual belfry nope, if it's a weird material node chances are I have not and I have never seen that one before lol ๐ฆ
I can't spend 100 on a new computer part... When I don't even know if it will fit in the computer because people have told me some companies only make their motherboards for their parts
first question, have you tried running UE4 on your machine yet?
not yet
because you know, it's free and all if you have time and bandwith
and what everyone else suggested seems fine, you should be able to run a 75W or lower PCIE card in that machine, it looks like it has the slots and the full size space
it will run on what you have now but expect oh... 15ish FPS on low on a blank 3rd person template
well
I'm going to a camp for unreal and making some battle royale game to learn the features
And I would want to continue the game after the camp
if they let me keep the files that is
download the engine now, make a new third person template, set the scalability settings to low. see how it runs. If you can live with less performance than that then you should be fine. Chances are with that cpu and gpu you will see ~15fps on low settings at 1080
in the editor of course
If you are serious about doing any game dev, Unity/UE4/Lumbaryard/etc. that is a 3d based engine then you will want to upgrade the GPU at some point regardless. A 1050ti is probably your best bet for the price, a 750ti if you can find one cheap on the used market is a good alternative.
Hi guys, im getting this probem in wich my rain looks like this in the viewport https://cdn.discordapp.com/attachments/515589992177991721/593303727746711555/HighresScreenshot00000.png but then it looks like this when i render https://cdn.discordapp.com/attachments/515589992177991721/593303760873455637/50a8b92c7d351addc1a9e5f73669906b.png
It has been happening for weeks now
whats the best way to update pixels in a texture for a material?
basically i need to provide an array, and i've found the best way to do that is through a texture
should i use a canvasrendertarget2d i think its called?
Hey how Do I get the Objective Component in the Player_character in another blueprint? https://gyazo.com/3cba1ad4c3dda620f5affa1a74f3951a I tried it like this, but it always return none:https://gyazo.com/77ce38ea333410f473d7db29d01252ae
what am I missing in Unreal? whenever I press play, all the debug stuff like collisions and arrows disappear. why?
because they have Hidden In Game enabled
there's a checkbox for isvisible or editoronly or something
"Play" is in game as far as the editor is concerned
Yeah
but simulate won't allow me to control
You have to eject, hit g, then re possess your pawn if you want debug stuff to show up, or go into the individual asset and uncheck "hidden in game"
and if I "posses" then every debug thing disappears again
jesus christ
mmm... eject G doesn't work for me
any time I possess all debug disappears
you have to go into them and untick Hidden In Game if you want to see them while possessing
Then disable "hidden in game" in the assets.
How do I get the Mission_Component of the Player_Character_Blueprint in another blueprint? The Player_Character_Blueprint gets spawned on BeginPlay and when I try to get the Player_character in a different Blueprint on BeginPlay it just returns none. Is it because of the order of the object creation? https://gyazo.com/3cba1ad4c3dda620f5affa1a74f3951a
that sounds incredibly stupid
If you're playing the game in your editor, you're seeing what the player would see on a finished project
can I split the view like in Unity?
to some extent, top left drop down -> Layouts
Hi
what am I missing?
Is it possible to add any levels created separately into any game projects started or made?
Anyone know why this would be happening after updating my game from 4.21 to 4.22?
Assertion failed: Existing.Linker->ExportMap[Existing.LinkerIndex].Object==this [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 107]
It crashes every time I launch it, lol
is it possible to prevent a light shaft from being effected by a specific object
How do I get the Mission_Component of the Player_Character_Blueprint in another blueprint? The Player_Character_Blueprint gets spawned on BeginPlay and when I try to get the Player_character in a different Blueprint on BeginPlay it just returns none. Is it because of the order of the object creation? https://gyazo.com/3cba1ad4c3dda620f5affa1a74f3951a
Is there some event which checks for the creation of the character? So that it tries to get it, when it is actually spawned?
What is the goal of what you are trying to do?
@grim ore I just need to reference the player_character to get a specific component. But when I try to reference the player_character on beingPlay it just returns none. Because my player_character gets spawned , I think the problem is, that it is not spawned at the time, when I try to reference it.
so somewhere else, another actor or something, needs the player character? does it have to get it immediately when it starts or can it wait? alternately can the player tell the item it has spawned?
It can wait. But how do I make it wait?
put a delay before trying to get the player character?
How? Just searching for delay in blueprint editor?
there is a delay node yep
It doesnt show up in my editor
you cant delay in a function if you are trying that, you have to do it in an event. where are you trying to get the player character?
In a function
Okay so I just delay the call to the function
which gets called on beginPlay
@ember notch that sounds like an IOS game translated from another language. It sounds awkward.
This is not the most stable way of doing it, figuring out a safer way might be better in the future. either having your code changed to not rely on that or having your code check for it to be valid before you use it or having your item that is required do the spawning or running or settings up it's hook or I dunno how your code is set up but relying on delaying stuff before doing stuff or relying on execution order can get very brittle
@grim ore Yes, I will think of ways to make it more reliable and safe. But for now it works perfectly, thank you! ๐
wtf the math expression bp node actually creates better byte code than equivalent bp nodes would do
so the graph you see when you double click it is a lie
Guys how do you use the job bot?
Check in the pinned messages.
In the #looking-for-talent or #looking-for-work channels?
pick a thing you wanna do
try and do it.
when you hit a roadblock, google it.
use ue4 c++ or ue4 bp depending on which you use. If you're not a scripter/programmer, ue4 <thing works.
ue4 bp move mesh
etc
Figured as much. I've always wanted to try making a mecha style game
Also @grim ore has a fantastic resource for BP users
Link your own, ya doof
Mine doesn't help much until they get started ๐
If they follow my advice they might just find it on their own lol
true
That's how we all start 
UE4 has Blueprints. It's not necessarily programming, but using it will teach you programming.
go to the online learning section and start with learning the editor then progress into learning blueprints then you can take the course on making Fortnite in a week
I think blueprints are programming... it has features of javascript and java/c# so I guess it's somewhere in between?
What is better? In C++ create AActor class withDestructibleComponent or create ADestructibleActor?
๐
Blueprints are close enough to programming that it doesn't matter. If you want to say they're not, then you're also effectively saying C# and Java aren't programming - you'll find the enterprise sector would like words.
I just meant that it's not text based programming.
Sure
And they don't even export to text (well..... in the ways that matter). Lots of brittleness due to that
We all wish to translate BP into clean cpp I assume
I was watching the devs talk about that and it basically comes down to nuh uh not gonna be what you want lol
something as simple as moving a set of nodes 10 pixels to the right will basically redo a chunk of the blueprint
and then expecting to use that for diffing or version control is useless
you can export a bp to the wip text based asset format right now
and it creates an absolute disaster
Where exactly is the problem translating nodes into cpp equivalent? Let's assume there is no BP vm. Why does no one does this?
You'd have to have a special BP -> C++ optimizer.
The nativization simply removes the overhead of jumping between the BP VM and native.
Discarding the VM is to render nativization pointless.
nah nativization goes much further than that
Eh
since now the c++ compiler can optimize the hell out of the code
I've seen nativized code
it's not as good as manually written code
We need a code review channel btw
I'll give you that its possible the C++ optimizer can do stuff
it's definitely doable with resources and time, look at what Unity is doing with their new compiler system. Is it needed is a question
did they figure out a solution for nativized code having proper short circuiting and thus behaving differently than bp? ๐ค
not constantly and pointlessly re-evaluating the entire chain of pure/const nodes also helps a lot
You don't need VS at first. If you just want to use BPs.
on that note, someone needs to change random nodes to non-pure functions ๐คฃ
I use impure all the time. Spares the reevaluation
But muh wires!
Also using the output of impure on exec chains that don't trigger it
's not perfect
admittedly sometimes I wish somethings were text bsaed
need a blueprint linter at that point.. maybe one that also highlights unused chains of nodes
BP has this afaik
we got a linter but it effectively only does the header
uber graph was a mistake
binding delegates in BP is a MESS
who ever thought that connecting wires between different exec paths made any sense
actually now i'm curious how that works
The U in UBERgraph stands for useful
is the entire stack frame for the ubergraph function kept alive for every instance of the bp?
Probably yes
that would be several KBs
#BPwasAMistake
damn handiest mistake I've used in a while though
Too bad. Blueprints are heavily wired in UE. No option to replace it with something new and better
but you can replace it with something better
they did acquire skookumscript...
they bought skookum script only to shut it down and have them work on the useless python stuff
skookum... isn't that the drug in morrowind? ๐
skooma ๐คฃ
Python is for editor only, right?
yeah, which makes it mostly useless
a real scripting language would have been so much better
real fake scripting language
You mean PHP?
just any language
lua or js or unrealscriptโข 2โข TMโข would all be better than bp
brainfuck 2d
Isn't unreal script just Java in retarded?
I don't know, I never used it
@manic pawn you can turn it off, but yeah there's a persistent frame
so if my bp has 1000 wires in the event graph it's keeping 1000s of variables around for no reason?
surely that's going to get cooked out
thousands of variables ๐ค I don't think that's been an issue since the 80s
It is in Realtime applications
I hope you're not implying games are realtime
surely not
You have multiple levels of accessibility from scripting languages. You can go super noob with JS style, but you will lose some performance in the layer. Unrealscript was pretty good at being the middle ground between C++ (which was unaccessible without a license) and the engine core. But it was more than close to UE4 C++ that replacing it is kind of moot now. The extensibility of the engine gives users the ability to use what they want, I for one would rather stick with C++
they all do the same thing anyway. if, loop, etc
They all do the same thing,yes. But some do it in a retarded way
being limited by a VM and inability to manually manage memory I think are the main reasons we'll not go beyond C++
though we typically don't manually manage memory in ue4
with the advances from LLVM, you can pack LLVM in unreal (i think we already have it?) and have it just JIT-compile the script into C speed assembly
that sounds extremely dangerous to do at runtime @frank escarp
how would you prevent the script from compiling to something invalid and reading arbitrary memory that a vm would protect against
who says a vm can protect against it?
blueprint right now is pretty unsafe
even if its on a VM
how is it unsafe
@manic pawn you have access to pointers and such, through the references. So you can cause some havok by triggering C++ side functions that use said references
well if a native function messes up when passed a nullptr that's not really bps fault
keep in mind the JIT would just create the VM equivalent, but in assembly
you can't manipulate the ptr from bp only
like runtime blueprint nativization
in fact, literally the same as blueprint nativization
epic themselves were tinkering with llvm for JIT-d blueprints or similar stuff
the old roadmap
as far as I know you can't call a native function from bp with a wrong type of ptr either
all the instructions are validated to make sense during link
so bp is perfectly safe for untrusted code such as mods
the only problem would be it calling native functions it shouldn't have access to
yeah JIT mods are... problematic
but those can be solved with a whitelist
seems like luajit died
no updates for years
the new gc project was never attempted either
c# would be really nice
they really should have called it B# so my musical ear wouldn't prop up everytime I read C#
its not like music is using it anyway
B# is blueprint
no that's C Flat :p
But blueprint are visual scripting
C hashtag
Hey all
Got a quick question if someone can Help me, I'm trying to setup an RGB mask on my material and use the RGB as seperate values to Change the colours through a mask
this is the material
Here's the node, I've got the RGB mask but do I add, divide, multiply? how do I take all 3 masks, mask each individual area of the material and then add a colour multiplier to them, then have all three colours added back to the albedo
it is possible to create destructible mesh in c++ not using editor?
one minus subtraction for the mask, then multiply afterwards for the color, then make vector3 to bring them all together again?
idk just spitballing here
break, one minus, multiply, make
I Swapped the A & B Lerps and then I lerpd the 2 lerps together using the opposite masks and that worked
has something changed in 4.22 for some reason move to doesnt work like it normally does
its funny when things work the past night and now i open the project and dont work
why what?
oh yeah i was trying something there
And probably why you're having issues
Had nothing to do with update, more that your logic makes no sense
Yeah..but I don't think you get it though ๐
That DoOnce, even on Tick...is only getting called once...ever
Unless reset
There's a chance that the very first Tick may happen (probably happens) prior to Begin Play
this is the original way it was
I honestly don't even get what you're doing
Your class is called "MyCharacter"
So it seems to be the player is controlling the character?
If not, and it's actually AI
make sure you set AIC
its just a duplicated bp and ive changed it
Or if it's like point/click logic
NavMesh?
yep i have it
Honestly, I wouldn't have ever thought of using that node for that purpose of yours.
One sec
how ive done it in the past
hm, 4.22 update.
So NavMesh issue?
appears so
Also, looks like you affect navmesh
the PC
Disable it on mesh so you can use it, if that's the issue
Can I give you stupid answer?
j/k
will be on mesh/collision
Under Collisions IIRC
99% of them are checked
yeah doesnt change it
could you try and create a new level to see if the player gets navmesh there?
Or just rebuild navmesh
this may sound stupid but, I seem to struggle with lighting stairs
like in a completely dark map if I put a spotlight directly above a staircase its completely black unless its like right down on the steps
What is a good way to reference an object which gets created later in the game? For example, my player_character gets created a few seconds after start, how can other objects reference the player object?
Atm I just used a delay, but what is the better way?
why do you need to reference it before it's created?
could you create and hide it?
that would be the best way if you absolutely need to
Hi there, I'm trying to remake this mesh and texture :
But I'm a novice at UE... I don't know at all how this is made. Anybody would have tips or link towards a tuto ?
(For information : This is an asset from the platformer pack of the free Epic Games offer from of the last month)
ok so how do I make a material instance editable per object its on? like say I have a cube with a shade parameter, how do I access that from the materials section?
The thing that I don't understand is the effect on the edge, the "precisely cutted" thing... If you see what I'm trying to tell...
that's just the material mask
or at least I would wager it is
I can't tell for sure, maybe it's a bunch of grass sprites or what have you
but a qualified guess says material mask
since you have the asset, you could probably open up the material and see how it's put together
alternatively if you wanted to check that it is the material, just apply another material to the surface and see if you get the same results
how can I edit this parameter from within the map?
so I could have the same material throughout the map but different shades on different objects
the material itself? or values of the material?
where the arrows pointing can I get that param up at all
like a little colour selector there or something
would be ideal
@rotund scroll You're probably right... There is what seems to be a mask in the browser which looks to the grass texture :
well a color selection is different than a texture selection, which is why I asked
a color section is a vector parameter
if you press v and click in the material editor
that's going to give you a vector4 parameter
isnt that what I already have
if you're looking for the texture parameter, that's texture parameter 2d
the shade param?
but I dont want everything using the instance to change
you gotta choose one or the other
alternatively you can build in some randomness into the material
so I would need a seperate material for every shade then?
like use texture coordinates in world space or something to give you random values based on location
cant just bring up a colour selector and change it for each thing using the same instance
@covert ivy the thing you have there is the texture file itself... see if you can find the material where it is being used
actually I forgot
there is something called a dynamic instance
yeah
so uh
how do I get one?
but I am able to change it out of runtime right? as in the actual map itself
-_-
I was wondering originally if there was a way to like have a colour picker on the material section
it seems this is more trouble than its worth for what I want to do
@rotund scroll Would it be this ? This is the only material file that I found which have an Opacity Mask in his code, so I suppose this is it... :
but either way Ill have to have a seperate material instance for every varient wont I
which kinda seems to defeat the purpsoe
I'm still not sure what you want @azure shore
what degree of control are you looking for?
that you can change color during runtime?
just apply the same material to a bunch of surfaces, then change the shade of it, but tbh this is lazy anyway if I could Id be encouraged not to make seperate textures for everything
why not just create a shade of color that you want as an instance, and then just apply it liberally?
and no this is not during runtime this is for mapping
that is a persistent solution though
it would require a few instances sure, but not more than as many colors as he'd want
yeah, Id need a seperate material for each shade
I see
what is the end goal here?
I'm wondering about that too @grim ore
right, these are both the same texture, and all I did was duplicate the material and change the parameter colour to darker
Id rather do it with one material if possible then change the parameter in the map
but if its this much trouble Ill find another way
but whats the goal lol
like are you making a billion random cubes?
or is this just like 10 items in 10 spots that are all fixed different colors
are these targets for a goal or decoration
do they randomize every play thru
no literally just if Im covering a map with the same texture I want it not to all be the same shade
hell are they static meshes or skeletal meshes, even that matters
just any geometry any object ANYTHING that I would want to change in the map outside of runtime
so this is like different colors of paint then? then yes you would have to make unique instances of them unless you had the items you are painting control their color
if you don't want the same shade, I suggest randomizing your material using something like world space coordinates
@rotund scroll Ok so on my testing mesh, when I apply the material, it does this :
Good ! But how the hell they proceeded to put this texture just all around a mesh ???
yeah you could do that, make the material shade affected by world location
@covert ivy so what you have now is a square/cube set of texture coordinates
but it would probably end up being pretty linear of a color change
what they have are radial coordinates (or more likely, their own UV unwrapped map)
you'd likely have to create your own UV map to get similar results, but what you could try is apply the material on each face individually, and then rotate it 360/n degrees, where n is the number of polygonal sides of the mesh
actually I wonder if you could have your texture base its shade/hue/saturation/blah based on world co ordinates but also sample a multiplier for that co ordinate from a noise map based on the position as well
good point, I was thinking that too
basically making a giant micro texture mapping but for shades lol
it'd certainly be unique
I would have to see an example of what the level looks like now that he plans on making this work with so I could understand the goal but I bet that would work if done right
sounds like texture bombing ๐
lol I was reading that node earlier, I think I skipped it since its a material function
I learned something new today
Im just wondering how would I even make a decent looking simple city area, not too big or detailed but generally looking ok
I seem to struggle with making normal looking buildings
like you know just tall block buildings
take a square part of a building surface
make it look good
copy it to fill the space of the building
wdym
like the surface of a building has certain features
windows mostly
you could make something look like a window, then copy it over a couple dozen times until you have your building
then you can put more detail into just that one section, and the entire rest benefits because you just copy paste
that's essentially the environment artist workflow
yeah Im trying but it looks ugly
maybe its the materials
idek what to do for windows
I would suggest getting references for a few types of buildings you would want to see in your level
then see how you can replicate them best
materials can help, but materials are kind of like make up
they can only enhance features
again, try with reference
architects use numerous principles to create buildings, and building that are made for housing look different than buildings made for commercial uses
I did
what you have is not a bad start, but you should probably look for more references
and try to figure out what exactly you are looking for in a building
I mean the reference I see is pretty much that simple but looks actually good
and again, this is something you should ideally study for a bit before committing to work on it
great, so try and figure out why it's different
keep in mind that you are able to add more detail since you can just copy paste
so whatever detail you add in a single section will be replicated across the entire building
@rotund scroll Mh, ok, thanks... So I'll try to create my own UV map by reusing this material. I presume that it's possible to import the material in blender, isn't it ? I'm as beginner in UE than Blender, lol... I know how to import textures in Blender and create UV map but I'm not sure of how to manage to get the same result than the circular plane mesh... I simply have to paint on a plane created with blender with the imported material or is it more complicated ? ๐ค
the uv map is a property of the mesh, not the material
the material just follows whatever UV map the mesh it is being applied to, has
Ok
So it means that I can re-use the material in blender to create my proper mesh with this, right ?
leave the material in unreal
import the mesh
take a look at its uv
look up some tutorials and otherwise just play around with it
you can also try and make your own mesh
if you have a plane, you could probably get away with just scaling the uv up
you could do the same in unreal itself if you wanted to
but it depends on what you want to make
@rotund scroll This, no more, no less ^^ (the 2 round plane on the image) :
(and maybe retexture it with some snow or other, thereafter... )
so if you want to do it the simplest (but not the most efficient way)
just use unreal
select each face with the brush selection tool
it will give you a way to manipulate uv coordinates
in the details pane
if you want it round, check the number of sides of the circular shape
then calculate the division of 360/(number of sides)
that is going to be an angle
you can use that number to rotate each face individually so that the material will flow outwards, like in the image
if you want to do the same on a static mesh, you will need to go through blender, however
Mh, okay..
@rotund scroll But why do you say "each face" ??? It's a plane... So it has just one face, no ???
C++ is easier than what i thought lol
@rotund scroll When I select the mesh with the brush tool then "Textures", it's writed "UVChannel : 0" ... Is it normal ?
@rotund scroll And I don't see the number of sides information...
All counts start at 0
@rotund scroll
This mode ?
yes
now you should be able to select the faces
unless, of course, it is a static mesh
in which case this has been an exercise in futility
It's a static mesh
so not all is lost
you can create a flat cone with brushes, and then try the method I metioned
or you can try and either import the mesh into blender, or make your own mesh in blender
Ok, I try with the cone...
@rotund scroll (You thought it was what type of mesh exactly ?)
ok
@rotund scroll I created a flat cone with the cone from the "Basic" mode tab but it create a static mesh so I think you meant with the cone from the "Geometry" mode tab, like this ? (By the way, it set automatically the texture in question) :
yes
@rotund scroll Ok now I have a quasi-circular plane with 8 sides :
But i don't understand the suite, this part : ยซ it will give you a way to manipulate uv coordinates ยป
What do I have to do exactly ? ๐ค
what part of the pc generally is it that handles things like maps in ue4
I have a crap pc but I can run my game perfectly in practically empty maps, but with larger maps fps goes to shit even in unlit
so if I was gonna upgrade my pc what would you say is best to improve for ue4
( When I rotate one side of the cone, it does nothing... It's weird... )
what are you current specs so we can see the bottleneck?
is that even possible? ๐
pray for me today I start attempt to build a fort-like banished clone number 5
tries 3 and 4 were going great but my hdd fried so now I get to build it all from scratch again
wtf
my editor is suddenly running at like 3 fps with even the smallest bp open
wtf I can't figure out why
must be the engine telling me to go sleep
Is there a way to verify engine files or something? Unreal seems to have messed up an update but I dont want to reinstall all 50GB
the verify button is greyed out for that engine version only...
well, the verify button is how you'd go about doing that.... 
All good, looks like a plugin issue was halting the update. After restarting that install everything fixed itself
would have to see more of your BP to help you there lol
I have a question that I'm not sure if anyone is willing to answer, but I'll throw it out there and see if someone hopefully come back with a good and helpful answer. Can anyone explain to me or point me to a really good in depth tutorial on how the Paragon characters are skins and how to recreate it. I'm interested in making my own skins for the characters and making alterations to what is there... but trying to break down how the skin process was done with the color coding is a little difficult to understand. please private message me with your response. Thanks for your time.
Could anyone point me in the right direction for creating a "tracer round" effect for my hitscan weapons? For example, is there a way to play a particle effect along the ray path to fake a tracer, or should I simply use a projectile alongside my trace and use emissive materials on the meshes? Perks of either option, if the particle system one is possible?
Hey, so I have this VR project and I want to have a separate menu level where the player is looking at a landscape from above, and you have a menu widget in the foreground.
How should I go about doing this with the camera setup , etc?
Hey do u know if it's possibel to open all lightmap to the landscape, like the bulk edit for texture ?
I've created a custom function, and I want to show an help box when the user hover an input pin.
Isn't @InputPin : Descrption... supposed to show the help box on the given input pin?
I need help with a bug in my editor. I can't left click anything in the scene. Can't transform anything using mouse left click. And left click is moving me around the scene same as the right mouse button
the terrain is the only thing its letting me click
Guys can someone give an advice how do import textures tiles into Unreal? e.g. i have 32k texture, I split it into several 8k tiles. How do I setup material so I can use several textures tiled together in one material?
theoretically you can do it by mathing the UV coords
but realistically there's not much reason to use a 32k texture
32k is pretty insane
you should be aware that a 32k texture is going to eat colossal amounts of video memory
when u look at earth in VR from space even 32k is not enough tbh ๐
it's far more than enough if you set up your meshes and materials sensibly
yes, I've tested it on different objects, it's performing ok
but what I need now is to have an idea how to create this UV logic in Unreal, but don't get a clue ๐ฆ
a 32k texture is 4GB of video memory, potentially
as for UVs, you need to have them both clamped rather than repeating and just use offsets
(textures clamped, that is)
any links on that? I see most of "texture clamp" comes to Unity not UE
just open up a texture in the editor
ok people so, is making blurry transparent materials in unreal doable?
of course
This tutorial describes how to make milky glass / frosted glass fast and easy. DOWNLOAD LINK: https://goo.gl/2g4Mct Dont forget to like and subscribe for mor...
Why doesn't changing the mass of a physics object make it heavier? Is physics still in beta after all these years?
what do you mean by "heavier"?
Like it won't bounce as much or it'll fall down faster
@rustic imp i get strange error when using this spiralblur node
[SM5] (): /Engine/Generated/Material.ush:1586:13: warning: implicit truncation of vector type [SM5] (): RandomSamp+=Texture2DSample(Tex,TexSampler,ScenePixels); [SM5] (): ^ [SM5] (): /Engine/Generated/Material.ush:1589:17: warning: implicit truncation of vector type [SM5] (): TempAARotation*=RandomSamp; [SM5] (): ^ [SM5] (): /Engine/Generated/Material.ush:1590:25: warning: implicit truncation of vector type [SM5] (): TempAADistance*=StepSize*RandomSamp; [SM5] (): ^ [SM5] (): /Engine/Generated/Material.ush:1610:9: warning: implicit truncation of vector type [SM5] (): NewUV.x = BaseUV.x + (CurOffset.x * (CurDistance+(RandomSamp*TempAADistance))); [SM5] (): ^ [SM5] (): /Engine/Generated/Material.ush:1611:9: warning: implicit truncation of vector type [SM5] (): NewUV.y = BaseUV.y + (CurOffset.y * (CurDistance+(RandomSamp*TempAADistance))); [SM5] (): /Engine/Generated/Material.ush:1945:11: warning: expression result unused [SM5] (): (RetVal - .001) ; [SM5] (): ~~~~~~ ^ ~~~~
and it goes on
@earnest cape objects don't fall down faster if they have more mass...
bounciness is related to the elasticity of the object, not mass either
well, I guess mass has some effect in the sense that it might crush the object being bounced on ๐
I think I'm just tweaking the wrong things
SUBSCRIBE to the OFFICIAL BBC YouTube channel ๐ https://bit.ly/2IXqEIn LAUNCH BBC iPlayer to watch full BBC programmes online now ๐ https://bbc.in/2J18jYJ Pr...
feather and bowling ball falling down at the same speed
in a vacuum
so what are you looking for?
Nah I think I found it
physical materials should have things for setting things like friction, density etc
angular velocity and linear velocity
Now how would I add rotation to an object when it spawns?
Like a grenade throw
angular velocity?
I'm thinking I'll have to put a thruster on it to make it spin
there's also rotating movement component
I make this code but I have error:
UBarrelPhysicalMaterial* BPhysicalMaterial;
BodySetup->PhysMaterial = BPhysicalMaterial;```
error:
```uninitialized local variable 'BPhysicalMaterial' used```
anyone can look on it and help?
it's not initialized
That did it. rotating movement
initialize it right when you declare it - UBarrelPhysicalMaterial* BPhysicalMaterial = ...
you just declared a pointer to a UBarrelPhysicalMaterial with the name BPhysicalMaterial without any value
so I need initialize it?
connect physical material with destructible component
it feels like you are just trying random things here without any plan
where do you plan on getting a reference to a UBarrelPhysicalMaterial pointer/instance of that type?
