#ue4-general

1 messages ยท Page 479 of 1

glad brook
#

Create object mesh is what it do right

#

Like c# getcomponent

#

Syntax not very different

normal burrow
#

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

glad brook
#

Ok

normal burrow
#

keep up with it , youll love the way it works over unity, takes awhile to click though

little warren
#

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?

glad brook
#

@normal burrow may I DM

grim ore
#

ah

runic iron
#

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

round falcon
#

Components for the player and traces for the attack maybe?

light vigil
#

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?

dim plover
#

Why do you need to cast them to a parent?

rotund scroll
#

where are you casting them?

runic iron
#

@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

lapis bronze
#

@runic iron sphere traces are fine

#

IMO

#

im using capsule traces every xth frame

runic iron
#

Oh cool thanks a lot !

lapis bronze
#

i think casting them every frame would be too taxing, and potentially pointless

runic iron
#

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 ?

lapis bronze
#

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

runic iron
#

Good idea, I'll think I'll do that

lapis bronze
#

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

runic iron
#

Yeah since it's an action game fast paced game hitboxes will be quite big too

lapis bronze
#

yeah true, even in the screen shots of Dante up there, they're all just big spheres

runic iron
#

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

lapis bronze
#

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

runic iron
#

Oh no, dw about it lol

lapis bronze
#

trace > colliders for this stuff though for sure

#

colliders can get messy with overlap events and stuff

#

and buggy

runic iron
#

Ok great, that's exactly what I wanted to know, I'll begin prototyping with traces

#

Thanks a lot for the help ! ๐Ÿ˜„

lapis bronze
#

np! GL

nimble anvil
#

can someone recommend a tutorial for me to follow im trying to learn multiplayer and i use blueprint

nimble anvil
#

thx

oblique trench
nimble anvil
#

thx ur the best:)

oblique trench
#

Actually, understanding of UE4 network with BP's not exactly hard work out of box

plush yew
grim ore
#

you fix the error, what does it show for the errors?

oblique trench
#

Seems like that is related to Intellisense

plush yew
#

i havent errors, compile good, works good. Visual has still problems

oblique trench
#

Disable intellisense on VS

grim ore
#

do you have #include for the UPointLightComponent at the top of that file?

plush yew
#

@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```
oblique trench
#

I suggest to use VAX(Visual ASsist X) to provide useful hints

#

The intellisense is heavy-loaded

plush yew
#

he is not paid?

oblique trench
#

Paid for once, optionally had a renewal payment

#

It is that compatible with your UE4 projects that can suggest some intelligence suggestion of macros

marsh swallow
#

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.

mellow turret
#

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...

maiden rain
#

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.

thorn topaz
#

is the 4ms you get from slate rendering unavoidable or is that because we're doing something stupid?

visual belfry
#

are you profiling in PIE?

thorn topaz
#

yea, i'm guessing that's the editor slate

visual belfry
#

yeah, never profile in PIE ๐Ÿ˜›

#

something as simple as having a blueprint or material open will kill performance

thorn topaz
#

Will running in standalone let you profile correctly?

visual belfry
#

yeah, it'll be a lot closer

fleet cedar
#

This may be a bit of a stupid question but why does the rotation not go from 0-360 for pitch?

kindred viper
#

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

fleet cedar
#

Gotcha thanks, time to go on a wikipedia rabbit hole

worn cape
#

i experience an annoying issue with compiling ! ...
It compiles, succeeds, but it doesn't refresh until i restart my unreal.

fleet cedar
#

There's so much I need to learn about vectors and rotations, all of that

worn cape
#

maybe i should ask this in cpp channel ?

#

switching to another vs

#

ah - it's because it's a plugin, that i change ...

thorn vector
#

Do u enable hot reloading?

#

If it not when u compile in vs it always required a restart

worn cape
#

isn't it enabled by default ?

#

or is there a plugin setting for it ?

#

ahhh

#

that's a neat window

abstract relic
#

Iโ€™d look into live++. Even the staff prefers using it

worn cape
#

i seee - so i use the modules window to reload my plugins, okay

#

that's usable !

#

thank you @thorn vector !

upper heart
#

Is it possible to package with multiple computers at once? Similar to using swarm to build lighting on multiple computers

peak veldt
#

Anyone know anything about multi-user editing? I've been trying to get it work for a day now with no success

silver crown
#

@upper heart Packaging is mainly shader compiling + C++ compiling right

upper heart
#

yeah and cooking

silver crown
#

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

upper heart
#

ah right incredibuild, forgot about that

#

Will look into it ๐Ÿ˜ƒ

bitter iris
#

Not sure if im using the right method

halcyon flame
#

@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

bleak widget
#

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

dim arch
#

you can use moveactorto

#

or use a sequence and play between frames

lime gull
#

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?

lone ferry
#

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.

wary wave
#

Occlusion culling is indeed the norm

#

it doesn't happen for instances though, because it is generally cheaper not to

honest vale
#

and can preview that in editor too, freezerendering or something was the console command

autumn elbow
bleak widget
#

@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.

autumn elbow
#

@bleak widget It hasn't affected anything yet. ๐Ÿ˜ƒ I'll leave it for now. Thank you for your answer

bleak widget
#

player start capsule should be above any cover

#

๐Ÿค”

autumn elbow
#

ohhhh yesss.... perfect. It was in the floor. Fixed! Thanks!

bleak widget
#

๐Ÿ˜„

autumn elbow
#

๐Ÿ˜„ 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

plush yew
#

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

real pasture
#

Is there a way to disable my vive system from starting when I launch UE4? It's starting to get annoying

dim arch
#

there is a flag in steamVR settings

#

Start SteamVR when an application starts

cursive dirge
#

@real pasture disable the steamvr plugin on your project ๐Ÿ˜ƒ

plush yew
#

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

thick knoll
#

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?

plush yew
#

You can

thick knoll
#

so 1R6u1 would be the most up to date that also is used for 4.22.3?

plush yew
#

Yes

thick knoll
#

ok awesome thank you! I will give it a try now

plush yew
#

Np

thick knoll
#

I see that the file is already in the 4.22 folder so I would assume if its there its useable!

ruby robin
#

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

regal mulch
#

Well, 15ms being low is arguable

ruby robin
#

I'll try to disable frame rate smoothness, maybe this will help

regal mulch
#

Our 8 player Multiplayer game runs on 8 ms

#

But it's still low enough to not be the frame reason I assume

ruby robin
#

@regal mulch 15ms is Samsung A710

regal mulch
#

You also want to actually show the frames

ruby robin
#

It's 3 years old

regal mulch
#

So on PC you have a lower Game thread time?

ruby robin
#

Yep, like 7ms for 3vs3 pvp

#

Maybe up to 12 ms sometimes

regal mulch
#

Do you have the same frame issue on pc?

#

Or on a second Android device?

thorn topaz
#

You should do yourself a favor and make your execution pins a straight line

#

Famous last words ๐Ÿ˜›

regal mulch
#

How does one fix a warning for a node: None

#

-_-

#

The thing literally doesn't exist anymore in the BP

ruby robin
#

@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

thorn topaz
#

Any suggestions for an algorithm to calculate whether a placed fence is complete or not

regal mulch
#

Complete?

#

You mean looped?

thorn topaz
#

correct

regal mulch
#

Is the process of placing the fences always one go

#

Or can the player stop and continue later?

thorn topaz
#

stop and continue later

regal mulch
#

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

thorn topaz
#

they're essentially placed on a grid

regal mulch
#

and if you get back to the one you started at its complete

thorn topaz
#

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

regal mulch
#

Yeah, either way, a loop means you get back to the start

#

So if you have "next" and "previous" fence part as a variable

thorn topaz
#

but each "fence" can have 4 neighbors. how would you decide next and previous?

wary wave
#

depth first or breadth first search

#

there are loads of different types of tree search you can use when things are linked

regal mulch
#

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

thorn topaz
#

breadth would ensure you get the smallest area correct?

regal mulch
#

Not sure if Breadth makes sense here?

#

I mean, depends

#

If you have small loops, yeah

thorn topaz
#

Yea I didn't think breadth or depth did

wary wave
#

depends on tree structure, tbh

thorn topaz
#

one suggestion I saw was basically flood fill the area outside the fences

regal mulch
#

I assume you just have an array of neighbors

#

So the goal is to check the next neighbor that is a fence

thorn topaz
#

then flood fill the interior and get the perimeter that way

regal mulch
#

and check if that has a next one etc.

#

And once next = start, you have a loop

#

You could also flood fill, true

cloud cobalt
thorn topaz
#

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

regal mulch
#

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

thorn topaz
#

I was just commenting on why I didn't think breadth or depth would work

regal mulch
#

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

wary wave
#

aye

#

I would start with a simple known algorithm, then optimise around the edge cases

regal mulch
#

Only freaking programming module at uni that was interesting -> Algorithms and datastructures

#

So many cool things to learn

cloud cobalt
#

I take it you didn't have a module on processor archs

regal mulch
#

We touched that a bit together with general hardware stuff and some Assembly

#

But never enough time to cover the interesting things

cloud cobalt
#

Like most of the stuff we learned back then I guess

#

We did find time for fucking UML, though

wary wave
#

UML can die in a fire

serene birch
#

UML, hmm

#

I know some of those things

#

Blueprints reminds me a little of UML ๐Ÿ˜„

#

maybe one day an unholy fusion will happen

cloud cobalt
#

@plush yew First things first : did you create a dynamic material instance based on the material on the mesh and then set it ?

wary wave
#

I always create an MID, then specifically set parameters for an MID only

#

well yes

#

17?

cloud cobalt
#

Repeat for the 17

#

Or don't have 17 draw calls per mesh

wary wave
#

something doesn't seem right? 17 materials?

cloud cobalt
#

Fix that first

wary wave
#

yes

cloud cobalt
#

If it wasn't intended

#

And tbh even if it was

#

Fix it

wary wave
#

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

sudden agate
#

@regal mulch algo & datastructures was pretty good when i was at uni.

#

no assembly, but ADTs, AVL trees etc.

regal mulch
#

assemlby was not in that module

#

the rest yes

#

Assembly was in the OS module

#

and shit like that

sudden agate
#

we had UNIX and C in the OS module, no assmbly luckily

cloud cobalt
#

I absolutely loved doing assembly back then

wary wave
#

it's not an engine bug

cloud cobalt
#

It's very unlikely to be an engine bug

serene birch
#

are you using the UE4 hair shader?

wary wave
#

people use MIDs all the time

cloud cobalt
#

Every single object in my previous game has a MID

#

It works

serene birch
#

is that shader with transparency?

cloud cobalt
#

Don't do that

#

Create the MID once

#

Set it to the mesh

wary wave
#

yeah

cloud cobalt
#

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)

digital anchor
#

for the parent material, it does get the parent automatically if none is set

serene birch
#

how does that BP node even works when you don't set the parent material ๐Ÿ˜„

wary wave
#

IIRC you don't need to specify a material and it uses the mesh default

cloud cobalt
#

That's a weird thing I never knew existed

wary wave
#

even so, it should be done on construction

serene birch
#

ah right, it takes the info in parameter

wary wave
#

the other obvious thing to question is if the parameter name is actually correct

serene birch
#

setting alpha to 0?

#

is alpha ignored in your HairColor param?

#

well try setting alpha to 1 anyway just in case ๐Ÿ˜„

wary wave
#

looks fine to me

serene birch
#

stranger what?

cloud cobalt
#

Obviously you need to reset the MID to the mesh after changing it

wary wave
#

aye, if you change the hair mesh, the MID needs to be applied to the new mesh

plush yew
#

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!

wary wave
#

needs to be done manually

plush yew
#

That's disappointing, thanks anyways.

serene birch
#

try it

cloud cobalt
#

That's not needed

plush yew
#

@ruby robin ะกะฟะฐัะธะฑะพ ะทะฐ ะžะขะ›ะ˜ะงะะซะ• ะณะฐะนะดั‹

#

sorry

cloud cobalt
#

"if you set a material on a primitive component, when that component changes the material will stay the same" -> That is fully expected

obtuse path
#

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

plush yew
#

it's needed

#

to say

cloud cobalt
#

Yes

#

Recreate the MID when you change the mesh of course

#

You're creating on the wrong mesh I guess

unique tinsel
#

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

regal mulch
#

@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

wary wave
#

you can actually use Last Index rather than Array Length in this case

severe ibex
#

would the plugins room be the best place to ask about the unreal remote 2 app and the virtual camera project?

regal mulch
#

@plush yew Try < instead of <=

wary wave
#

@severe ibex - you can ask, but I would not be surprised if nobody here actually knows anything about it

severe ibex
#

@wary wave I get that feeling. ๐Ÿ˜ƒ many thanks

regal mulch
#

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

regal mulch
#

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

plush yew
#

now send a email to pubg so they can fix it

#

lel

sterile basin
#

@regal mulch Does Tim Sweeney ever come here?

regal mulch
#

no

#

What do you need from him? @sterile basin

sterile basin
#

@regal mulch Just talk. I wonder what he will advise novice programmers. And not only

regal mulch
#

You can always try to tag him on twitter

quick ermine
#

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

sturdy hull
#

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)

digital anchor
#

#1. Respect [...] This is an international community, some people here may not speak English as their native language. Be excellent to each other!

quick ermine
#

im french sorry

abstract relic
#

Ignore him. You can package the project in HTML5

plush yew
#

I'm greek

digital anchor
#

who asked?

quick ermine
#

oh cool but the entreprise doing the site on word press so we can put an html5 exe on that ?

plush yew
#

yo takain,u better stop mate

abstract relic
#

WordPress doesnโ€™t matter.

digital anchor
#

Ye HTML5 can be run directly on the website, in case you want to run on the cloud look up Pixel streaming

cloud cobalt
#

m a t e

quick ermine
#

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

digital anchor
#

HTML5 should run fine on any device

quick ermine
#

god bless unreal slackers thanks so much

plush yew
#

like its so hard to just go and see the package options

#

html5 = ue4 ๐Ÿ˜ฆ

quick ermine
#

my beloved greek bougasta just i didn't know that html5 is compatible with word press no offense

#

same for me

sturdy hull
#

Can you stop shitposting please? Makes it harder for my own question to be seen by others.

plush yew
#

"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

plush yew
#

hello

#

can somebody tell me why car is floating on my imported mesh!!

visual belfry
#

is there a way to keep the editor from dirtying maps when I do no more than apparently moving the editor camera around?

ember notch
#

Is the game name Liberty of Battlegrounds good for a battle royale game?

hexed kraken
#

sounds good

visual belfry
zinc rivet
#

@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

wary raft
#

@plush yew could I plug in another graphic thing? what would I need

dim plover
#

The HDD is rough too.

jagged birch
wary raft
#

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

dim plover
#

It voids the warranty, doesn't it?

wary raft
#

idk

visual belfry
#

depends on your warranty

wary raft
#

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

grim ore
#

@visual belfry nope, if it's a weird material node chances are I have not and I have never seen that one before lol ๐Ÿ˜ฆ

wary raft
#

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

grim ore
#

first question, have you tried running UE4 on your machine yet?

wary raft
#

not yet

grim ore
#

because you know, it's free and all if you have time and bandwith

wary raft
#

I could try

#

Yeah I will try once I can get back to my pc

grim ore
#

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

wary raft
#

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

grim ore
#

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.

ancient otter
#

It has been happening for weeks now

crisp hawk
#

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?

ripe coral
glacial pecan
#

what am I missing in Unreal? whenever I press play, all the debug stuff like collisions and arrows disappear. why?

visual belfry
#

because they have Hidden In Game enabled

crisp hawk
#

there's a checkbox for isvisible or editoronly or something

glacial pecan
#

sure, but I'm in the editor

#

mhm

brisk spire
#

Press G

#

when ejected

visual belfry
#

"Play" is in game as far as the editor is concerned

brisk spire
#

Yeah

glacial pecan
#

but simulate won't allow me to control

brisk spire
#

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"

glacial pecan
#

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

visual belfry
#

you have to go into them and untick Hidden In Game if you want to see them while possessing

brisk spire
#

Then disable "hidden in game" in the assets.

ripe coral
glacial pecan
#

that sounds incredibly stupid

brisk spire
#

If you're playing the game in your editor, you're seeing what the player would see on a finished project

glacial pecan
#

can I split the view like in Unity?

visual belfry
#

to some extent, top left drop down -> Layouts

glacial pecan
#

wait, you're joking

#

the second view is FROZEN?

copper wing
#

Hi

glacial pecan
#

what am I missing?

copper wing
#

Is it possible to add any levels created separately into any game projects started or made?

brisk spire
#

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

plush yew
#

is it possible to prevent a light shaft from being effected by a specific object

ripe coral
visual belfry
#

slow down Happy

#

and yes creation order could be the problem in your case

ripe coral
#

Is there some event which checks for the creation of the character? So that it tries to get it, when it is actually spawned?

grim ore
#

What is the goal of what you are trying to do?

ripe coral
#

@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.

grim ore
#

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?

ember notch
#

Is the name Liberty of battle Royale good?

#

for a battle royale game

ripe coral
#

It can wait. But how do I make it wait?

grim ore
#

put a delay before trying to get the player character?

ripe coral
#

How? Just searching for delay in blueprint editor?

grim ore
#

there is a delay node yep

ripe coral
#

It doesnt show up in my editor

grim ore
#

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?

ripe coral
#

In a function

#

Okay so I just delay the call to the function

#

which gets called on beginPlay

zinc rivet
#

@ember notch that sounds like an IOS game translated from another language. It sounds awkward.

grim ore
#

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

ripe coral
#

@grim ore Yes, I will think of ways to make it more reliable and safe. But for now it works perfectly, thank you! ๐Ÿ˜„

manic pawn
#

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

mortal tinsel
#

Guys how do you use the job bot?

dim plover
#

Check in the pinned messages.

mortal tinsel
#

ok

#

Its not there

dim plover
vernal vigil
#

Ok, so I'm completely new to UE4

#

What

#

in the heck

#

Do I do?

worn granite
#

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

vernal vigil
#

Figured as much. I've always wanted to try making a mecha style game

worn granite
#

Also @grim ore has a fantastic resource for BP users

worn granite
#

Link your own, ya doof

grim ore
#

Mine doesn't help much until they get started ๐Ÿ˜ƒ

worn granite
#

If they follow my advice they might just find it on their own lol

grim ore
#

true

vernal vigil
#

Uh

#

I have no clue what programming is like e.e

#

I'm no programmer

worn granite
#

That's how we all start ayy

dim plover
#

UE4 has Blueprints. It's not necessarily programming, but using it will teach you programming.

grim ore
#

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

rotund scroll
#

I think blueprints are programming... it has features of javascript and java/c# so I guess it's somewhere in between?

sacred smelt
#

What is better? In C++ create AActor class withDestructibleComponent or create ADestructibleActor?

sudden agate
#

@vernal vigil "What in the heck do I do?"

#

We call it magic

vernal vigil
#

๐Ÿ‘

worn granite
#

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.

dim plover
#

I just meant that it's not text based programming.

worn granite
#

Sure

#

And they don't even export to text (well..... in the ways that matter). Lots of brittleness due to that

sudden agate
#

We all wish to translate BP into clean cpp I assume

grim ore
#

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

manic pawn
#

you can export a bp to the wip text based asset format right now

#

and it creates an absolute disaster

sudden agate
#

Where exactly is the problem translating nodes into cpp equivalent? Let's assume there is no BP vm. Why does no one does this?

worn granite
#

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.

manic pawn
#

nah nativization goes much further than that

worn granite
#

Eh

manic pawn
#

since now the c++ compiler can optimize the hell out of the code

worn granite
#

I've seen nativized code

manic pawn
#

it's not as good as manually written code

sudden agate
#

We need a code review channel btw

worn granite
#

I'll give you that its possible the C++ optimizer can do stuff

grim ore
#

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

worn granite
#

#cpp is the review channel :P

manic pawn
#

did they figure out a solution for nativized code having proper short circuiting and thus behaving differently than bp? ๐Ÿค”

vernal vigil
#

I forgot to install Visual Studio

manic pawn
#

not constantly and pointlessly re-evaluating the entire chain of pure/const nodes also helps a lot

dim plover
#

You don't need VS at first. If you just want to use BPs.

visual belfry
#

on that note, someone needs to change random nodes to non-pure functions ๐Ÿคฃ

sudden agate
#

I use impure all the time. Spares the reevaluation

worn granite
#

But muh wires!

#

Also using the output of impure on exec chains that don't trigger it

#

's not perfect

rotund scroll
#

admittedly sometimes I wish somethings were text bsaed

visual belfry
#

need a blueprint linter at that point.. maybe one that also highlights unused chains of nodes

sudden agate
#

BP has this afaik

worn granite
#

we got a linter but it effectively only does the header

manic pawn
#

uber graph was a mistake

rotund scroll
#

binding delegates in BP is a MESS

manic pawn
#

who ever thought that connecting wires between different exec paths made any sense

#

actually now i'm curious how that works

sudden agate
#

The U in UBERgraph stands for useful

manic pawn
#

is the entire stack frame for the ubergraph function kept alive for every instance of the bp?

sudden agate
#

Probably yes

manic pawn
#

that would be several KBs

sudden agate
#

#BPwasAMistake

visual belfry
#

damn handiest mistake I've used in a while though

sudden agate
#

Too bad. Blueprints are heavily wired in UE. No option to replace it with something new and better

manic pawn
#

but you can replace it with something better

visual belfry
#

they did acquire skookumscript...

sudden agate
#

Skookuk is ded

#

Skookum

manic pawn
#

they bought skookum script only to shut it down and have them work on the useless python stuff

rotund scroll
#

skookum... isn't that the drug in morrowind? ๐Ÿ˜„

visual belfry
#

skooma ๐Ÿคฃ

sudden agate
#

Python is for editor only, right?

manic pawn
#

yeah, which makes it mostly useless

#

a real scripting language would have been so much better

rotund scroll
#

real fake scripting language

sudden agate
#

You mean PHP?

manic pawn
#

just any language

rotund scroll
#

perl

#

LISP

manic pawn
#

lua or js or unrealscriptโ„ข 2โ„ข TMโ„ข would all be better than bp

rotund scroll
#

brainfuck 2d

sudden agate
#

Isn't unreal script just Java in retarded?

manic pawn
#

I don't know, I never used it

sudden agate
#

Me neither

#

Just heard about it

rotund scroll
#

I think it was an analogue to java

#

but to be fair I never used it in udk

worn granite
#

@manic pawn you can turn it off, but yeah there's a persistent frame

manic pawn
#

so if my bp has 1000 wires in the event graph it's keeping 1000s of variables around for no reason?

rotund scroll
#

surely that's going to get cooked out

manic pawn
#

I wouldn't be so optimistic

#

when bp is involved always assume the worst

visual belfry
#

thousands of variables ๐Ÿค” I don't think that's been an issue since the 80s

sudden agate
#

It is in Realtime applications

visual belfry
#

I hope you're not implying games are realtime

worn granite
#

surely not

manic pawn
#

it is

#

when those are being kept around for each instance for no reason

kindred viper
#

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

sudden agate
#

They all do the same thing,yes. But some do it in a retarded way

rotund scroll
#

being limited by a VM and inability to manually manage memory I think are the main reasons we'll not go beyond C++

worn granite
#

though we typically don't manually manage memory in ue4

frank escarp
#

@rotund scroll who says you need a VM for a script language?

#

because you dont

rotund scroll
#

I didn't say that

#

don't put words in my mouth ay

frank escarp
#

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

manic pawn
#

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

frank escarp
#

who says a vm can protect against it?

#

blueprint right now is pretty unsafe

#

even if its on a VM

manic pawn
#

how is it unsafe

frank escarp
#

@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

manic pawn
#

well if a native function messes up when passed a nullptr that's not really bps fault

frank escarp
#

keep in mind the JIT would just create the VM equivalent, but in assembly

manic pawn
#

you can't manipulate the ptr from bp only

frank escarp
#

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

manic pawn
#

wut

#

what's the source of that

frank escarp
#

the old roadmap

manic pawn
#

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

frank escarp
#

yeah JIT mods are... problematic

manic pawn
#

but those can be solved with a whitelist

frank escarp
#

tho

#

people do embed Lua JIT

#

and stuff is fine

#

and C# is jitted too

manic pawn
#

seems like luajit died

#

no updates for years

#

the new gc project was never attempted either

#

c# would be really nice

kindred viper
#

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

manic pawn
#

B# is blueprint

kindred viper
#

no that's C Flat :p

hidden aurora
#

But blueprint are visual scripting

normal burrow
#

C hashtag

regal hollow
#

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

sacred smelt
#

it is possible to create destructible mesh in c++ not using editor?

rotund scroll
#

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

regal hollow
#

I Swapped the A & B Lerps and then I lerpd the 2 lerps together using the opposite masks and that worked

plush yew
#

has something changed in 4.22 for some reason move to doesnt work like it normally does

hidden aurora
#

its funny when things work the past night and now i open the project and dont work

safe rose
#

@plush yew um

#

Why?

plush yew
#

why what?

safe rose
#

That tick logic there

#

It actually doesn't really make any sense

plush yew
#

oh yeah i was trying something there

safe rose
#

And probably why you're having issues

#

Had nothing to do with update, more that your logic makes no sense

plush yew
#

@safe rose thats like 1 of the 1000 ways ive tried it

#

originally it was this

safe rose
#

Yeah..but I don't think you get it though ๐Ÿ˜‰

#

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

plush yew
safe rose
#

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

plush yew
#

its just a duplicated bp and ive changed it

safe rose
#

Or if it's like point/click logic

plush yew
#

all im trying to do

#

is make him move from 1 location to another in a sequence

safe rose
#

Who?

#

AI?

plush yew
#

the player character

#

im setting him as an AI for a video

safe rose
#

hm

#

Why not just use SimpleMoveTo

plush yew
#

tried

#

same issue

safe rose
#

NavMesh?

plush yew
#

yep i have it

safe rose
#

show please

#

oh

plush yew
safe rose
#

Do you know how to debug Blueprints?

#

F9ing

plush yew
#

i do

#

its firing the node

safe rose
#

Honestly, I wouldn't have ever thought of using that node for that purpose of yours.

#

One sec

plush yew
#

how ive done it in the past

safe rose
#

hm, 4.22 update.

plush yew
#

the navmesh never appears unless i have the player in there

safe rose
#

So NavMesh issue?

plush yew
safe rose
#

Also, looks like you affect navmesh

#

the PC

#

Disable it on mesh so you can use it, if that's the issue

plush yew
#

stupid question

#

how

#

lol

safe rose
#

Can I give you stupid answer?

#

j/k

#

will be on mesh/collision

#

Under Collisions IIRC

#

99% of them are checked

plush yew
#

yeah doesnt change it

rotund scroll
#

could you try and create a new level to see if the player gets navmesh there?

safe rose
#

Or just rebuild navmesh

azure shore
#

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

ripe coral
#

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?

rotund scroll
#

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

covert ivy
#

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)

azure shore
#

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?

covert ivy
#

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...

rotund scroll
#

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

azure shore
#

so I could have the same material throughout the map but different shades on different objects

rotund scroll
#

the material itself? or values of the material?

azure shore
#

where the arrows pointing can I get that param up at all

#

like a little colour selector there or something

#

would be ideal

covert ivy
#

@rotund scroll You're probably right... There is what seems to be a mask in the browser which looks to the grass texture :

rotund scroll
#

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

azure shore
#

isnt that what I already have

rotund scroll
#

if you're looking for the texture parameter, that's texture parameter 2d

azure shore
#

the shade param?

rotund scroll
#

if you have an instance

#

of the material

#

you'll be able to edit on the instance

azure shore
#

but I dont want everything using the instance to change

rotund scroll
#

you gotta choose one or the other

#

alternatively you can build in some randomness into the material

azure shore
#

so I would need a seperate material for every shade then?

rotund scroll
#

like use texture coordinates in world space or something to give you random values based on location

azure shore
#

cant just bring up a colour selector and change it for each thing using the same instance

rotund scroll
#

@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

azure shore
#

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

covert ivy
#

@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... :

azure shore
#

but either way Ill have to have a seperate material instance for every varient wont I

#

which kinda seems to defeat the purpsoe

rotund scroll
#

looks like it at the very least

#

@covert ivy

azure shore
#

yeah, so this would for what you were doing with colours

#

but not for mapping

rotund scroll
#

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?

azure shore
#

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

rotund scroll
#

why not just create a shade of color that you want as an instance, and then just apply it liberally?

azure shore
#

and no this is not during runtime this is for mapping

rotund scroll
#

that is a persistent solution though

#

it would require a few instances sure, but not more than as many colors as he'd want

azure shore
#

yeah, Id need a seperate material for each shade

rotund scroll
#

I see

grim ore
#

what is the end goal here?

rotund scroll
#

I'm wondering about that too @grim ore

azure shore
#

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

grim ore
#

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

azure shore
#

no literally just if Im covering a map with the same texture I want it not to all be the same shade

grim ore
#

hell are they static meshes or skeletal meshes, even that matters

azure shore
#

just any geometry any object ANYTHING that I would want to change in the map outside of runtime

grim ore
#

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

rotund scroll
#

if you don't want the same shade, I suggest randomizing your material using something like world space coordinates

covert ivy
#

@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 ???

grim ore
#

yeah you could do that, make the material shade affected by world location

rotund scroll
#

@covert ivy so what you have now is a square/cube set of texture coordinates

grim ore
#

but it would probably end up being pretty linear of a color change

rotund scroll
#

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

grim ore
#

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

rotund scroll
#

good point, I was thinking that too

grim ore
#

basically making a giant micro texture mapping but for shades lol

rotund scroll
#

it'd certainly be unique

grim ore
#

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

visual belfry
#

sounds like texture bombing ๐Ÿ˜›

grim ore
#

lol I was reading that node earlier, I think I skipped it since its a material function

rotund scroll
#

I learned something new today

azure shore
#

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

rotund scroll
#

take a square part of a building surface

#

make it look good

#

copy it to fill the space of the building

azure shore
#

wdym

rotund scroll
#

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

azure shore
#

yeah Im trying but it looks ugly

#

maybe its the materials

#

idek what to do for windows

rotund scroll
#

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

azure shore
#

yeah I guess

rotund scroll
#

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

azure shore
#

I did

rotund scroll
#

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

azure shore
#

I mean the reference I see is pretty much that simple but looks actually good

rotund scroll
#

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

covert ivy
#

@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 ? ๐Ÿค”

rotund scroll
#

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

covert ivy
#

Ok

#

So it means that I can re-use the material in blender to create my proper mesh with this, right ?

rotund scroll
#

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

covert ivy
#

(and maybe retexture it with some snow or other, thereafter... )

rotund scroll
#

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

covert ivy
#

Mh, okay..

#

@rotund scroll But why do you say "each face" ??? It's a plane... So it has just one face, no ???

rotund scroll
#

if it's a rounded plane, then no

#

planes are flat and rectangular

hidden aurora
#

C++ is easier than what i thought lol

covert ivy
#

@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...

abstract relic
#

All counts start at 0

covert ivy
rotund scroll
#

that's the wrong mode

#

shift + F5

#

or is it shift + 5

covert ivy
#

Nope...

#

I have a french keyboard... Perhaps that's why... ๐Ÿ˜

rotund scroll
#

it's shift + 5

#

or the last mode to the right

covert ivy
rotund scroll
#

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

covert ivy
#

It's a static mesh

rotund scroll
#

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

covert ivy
#

Ok, I try with the cone...

#

@rotund scroll (You thought it was what type of mesh exactly ?)

rotund scroll
#

a brush

#

essentially what the cone you are making is

covert ivy
#

ok

covert ivy
#

@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) :

rotund scroll
#

yes

covert ivy
#

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 ? ๐Ÿค”

azure shore
#

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

covert ivy
#

( When I rotate one side of the cone, it does nothing... It's weird... )

grim ore
#

what are you current specs so we can see the bottleneck?

azure shore
#

oh I can't actually get that right now

#

but for one thing I don't even have a gpu

abstract relic
#

is that even possible? ๐Ÿ˜›

swift tree
#

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

manic pawn
#

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

calm portal
#

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...

manic pawn
#

well, the verify button is how you'd go about doing that.... br_animated_thinking

calm portal
#

All good, looks like a plugin issue was halting the update. After restarting that install everything fixed itself

ashen steppe
#

how can this evaluate always false even when speed is 500?

#

can't type

lapis bronze
#

would have to see more of your BP to help you there lol

mighty copper
#

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.

near trout
#

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?

lusty carbon
#

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?

jagged birch
#

Hey do u know if it's possibel to open all lightmap to the landscape, like the bulk edit for texture ?

brittle gulch
#

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?

thin tendon
#

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

errant mist
#

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?

wary wave
#

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

errant mist
#

when u look at earth in VR from space even 32k is not enough tbh ๐Ÿ˜ƒ

wary wave
#

it's far more than enough if you set up your meshes and materials sensibly

errant mist
#

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 ๐Ÿ˜ฆ

wary wave
#

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)

errant mist
#

any links on that? I see most of "texture clamp" comes to Unity not UE

wary wave
#

just open up a texture in the editor

sleek spear
#

ok people so, is making blurry transparent materials in unreal doable?

rustic imp
#

of course

earnest cape
#

Why doesn't changing the mass of a physics object make it heavier? Is physics still in beta after all these years?

honest vale
#

what do you mean by "heavier"?

earnest cape
#

Like it won't bounce as much or it'll fall down faster

sleek spear
#

@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

honest vale
#

@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 ๐Ÿ˜„

earnest cape
#

I think I'm just tweaking the wrong things

honest vale
#

feather and bowling ball falling down at the same speed

#

in a vacuum

earnest cape
#

Yeah I know that

#

but there's wind and stuff that affect the feather

honest vale
#

so what are you looking for?

earnest cape
#

Nah I think I found it

honest vale
#

physical materials should have things for setting things like friction, density etc

earnest cape
#

angular velocity and linear velocity

#

Now how would I add rotation to an object when it spawns?

#

Like a grenade throw

honest vale
#

angular velocity?

earnest cape
#

I'm thinking I'll have to put a thruster on it to make it spin

honest vale
#

there's also rotating movement component

sacred smelt
#

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?
honest vale
#

it's not initialized

earnest cape
#

That did it. rotating movement

errant mist
#

initialize it right when you declare it - UBarrelPhysicalMaterial* BPhysicalMaterial = ...

honest vale
#

you just declared a pointer to a UBarrelPhysicalMaterial with the name BPhysicalMaterial without any value

sacred smelt
#

so I need initialize it?

cursive dirge
#

what are you actually trying to do?

#

also what is UBarrelPhysicalMaterial?

sacred smelt
#

connect physical material with destructible component

cursive dirge
#

it feels like you are just trying random things here without any plan

honest vale
#

where do you plan on getting a reference to a UBarrelPhysicalMaterial pointer/instance of that type?

cursive dirge
#

after the object is split into chunks, each chunk is treated as separate physics object but I don't remember anymore if you could like have one physmat that would be inherited by all chunks

#

it's been ages since I've dealt with apex destruction