#ue4-general

1 messages Β· Page 480 of 1

cursive dirge
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what I don't get is why there's a special class for PhysMat in the first place

sacred smelt
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@honest vale i havent yet. I try do this dynamic

cursive dirge
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what purpose it serves?

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why not just use the stock ue4 class for it

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(UPhysicalMaterial)

rose sorrel
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I wanted to try out raytracing but I cant seem to enable it on 4.22.3. I have only GTX 1070 Ti but I should be able to try it out with it , right? I have latest drivers and it should be enabled for my project. I have tried setting the -dx12 on shortcut, Default RHI is DX12, Ray Tracing and skin cache are enabled. Changing console commands does nothing. No setting change anything regarding raytracing. No sure what else I can try

honest vale
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I think DXR only works with GTX 2000 series at the moment

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in UE 4

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not sure though

rose sorrel
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I am watching a youtube video where the guy is showing raytracing settings with GTX 1060 in ue4

cursive dirge
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@sacred smelt please keep it on the channels, I don't have time for one-on-one help

honest vale
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yea stop fucking spamming friend requests

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πŸ˜„

cursive dirge
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@honest vale should work on GTX 1060 6GB+ on with recent nvidia drivers

honest vale
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oh it does? Nice

cursive dirge
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I mean, it'll be super slow

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but they added RTX support from that upwards

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you can't realistically play RTX supported game even on 1080Ti

sacred smelt
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I paste in header:
class UPhysicalMaterial* BarrelPhysicalMaterial;

So how fast way i can reference to my class UBarrelPhysicalMaterial?

cursive dirge
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as it's too slow

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nobody knows what is your UBarrelPhysicalMaterial

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@sacred smelt

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or why you even insist using it

sacred smelt
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UBarrelPhysicalMaterial : public UPhysicalMaterial and I need to reference this from DestructibleComponent.

cursive dirge
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but why you do that?

rustic imp
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wait, you're inheriting a class from itself?

cursive dirge
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that makes like zero sense

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also that :p

sacred smelt
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wow, bad pasting πŸ˜„

cursive dirge
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why you inherit it

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you don't have to do that, just use UPhysicalMaterial unless you actually need to extend that class

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better yet, you shouldn't do that

wary wave
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UBarrelPhysicalMaterial : public UPhysicalMaterial```

Eh?
cursive dirge
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well, he's obviously just trying random things

wary wave
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seems that way

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you can't write code by just mashing random shit together and hoping something sticks

cursive dirge
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anyway, if you can't set the physmat directly to the destructible mesh so that it gets inherited by the generated chunks (I don't know if you can, would try it first anyway), then your only option is to just set the physmat manually to each new simulated chunk

rose sorrel
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Ah about the raytracing. Havent updated windows 10 to 1809 of course πŸ˜ƒ

charred stirrup
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Hello, i have a problem on a map on my project, as you can see on this screenshot, our NonStraming mips are really above what they should be, as an exemple, on another map, with the exact same props, our streaming pool actually have something inside (not a 0%), does anybody know if there is a fix for a problem like that? Nothing seems to stream, so i guess the textures are always fully loaded into Unreal

boreal topaz
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Im using a bunch of these which are being controlled by integers. when I come back from tryin to do it again it doesn't work correctly. is there a rule or restriction on using the same timeline twice?

wary wave
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if you copied and pasted it, did you check the contents are actually intact?

plush yew
rustic imp
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seems like your destructible component might be a nullptr

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are you making the component in the constructor with createdefaultsubobject?

plush yew
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Yes @rustic imp

rustic imp
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run your game in DebugGame Editor and see where it breaks when running from within VS

plush yew
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@rustic imp visual studio dont grab any breaks

rustic imp
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you ran it by pressing f5 right?

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not by opening the uproject file on the launcher

plush yew
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yes

rustic imp
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I guess set a breakpoint where you set the destructible mesh of that barrel and see where it goes wrong

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can't really tell you more from that screenshot

boreal topaz
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how difficult would it to be make a locker room game. WHere you have to sign a log to enter the room. pickup something and store it in an inventory (3 max spaces) take it to a scale, zero out the scale and weigh it. if the weight doesnt match a specific number you have to fill out a document

dim dragon
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Is it possible to run blueprint code consistently, regardless of which level is loaded without needing to just have the code start again every time you load a new level? I'm looking for persistence of things happening on another level since I want to split my hanger/landing system or interior locations into a different level from the primary levels.

Really, all I want to do is just update float values and vectors, doing very rough estimates where things would be so when the player returns to the level, those objects have moved closer to their destinations, or certain behaviours such as conflicts can be resolved using simple statistical models.

Part of me wonders if I could just do level streaming, but I'd like some of these objects to be "larger on the inside" and I don't know how to fake that in ue4.

faint cedar
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Anybody here used lighting scenarios?

lament hamlet
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hello everyone.

im brand new here, and I don't know where to go, but I need some help with my code. I'm using C++ in VS 2017 and getting a weird error. Is there anyone I can talk to or somewhere I can specifically head? Pls don't say Google or inbuilt error identifier, I have tried aha

Sorry for sounding stupid

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in here?

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ill do both in case haha

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ignore the errors beside the first one

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they're just ones that don't affect it at all

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related ^

thorn topaz
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Why in the crash log does it just say UE4Editor_ProjectName instead of the actual call stack?

boreal topaz
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@plush yew can I pm you?

regal mulch
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@lament hamlet Post the Output log, not the error list

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Actually you moved to cpp already nvm

dim merlin
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hi, anyone knows how to capture mouse x and y to use in blueprint, without need to click

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right now the position is only captured when i click...

thorn topaz
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SetInputModeGameOnly

dim merlin
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right, okay

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that would mean i have to click on UI to get it focused again @thorn topaz ?

thorn topaz
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if you have UI as well, use SetInputModeGameAndUI

dim merlin
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thats what i had, but needs to hold mouse to capture

wary wave
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I've encountered this before as I recall, I don't think there is a solution

warm berry
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iΒ΄m getting this error: Setting up Unreal Engine 4 project files...

GenerateProjectFiles ERROR: Unable to find a valid installation of Visual Studio. Please check that you have Visual Studio 2017 or Visual Studio 2019 installed, and the MSBuild component is selected as part of your installation.

DrΓΌcken Sie eine beliebige Taste . . .

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Could anyone say me please how to fix this?

manic pawn
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did you try doing what it says

warm berry
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MSBuild is installed

manic pawn
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you should have the game dev with c++ workload selected in the vs installer

warm berry
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yeah i have this

manic pawn
warm berry
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i have vs community 2019 installed

manic pawn
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same

warm berry
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i have the source code an an other drive that should not make any problem?

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fixed i found an other msbuild.... in the install option....

sudden agate
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Default tool is vs 2017. If your project was built with 2017, you need 2017

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There is also a way to make it use 2019 but dunno where to find it

plush yew
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had anybody used the sequence recorder before?

severe ibex
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dudes and ladies, I have a project that's been upgraded to 4.22.3 by a colleague, building the lightmass works for him but for me it stops after doing the skylight radiosity.

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any clues?

dim plover
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Check your output log.

dim dragon
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I'm using about eight different structs, relating to matrices, tensors and mathematical constructs and navigating them is getting a bit confusing.

Is it possible to change the color of variables and struct-wires in much the same way that standard variable-types already have differing colors?

Thank-you.

dreamy lake
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Anyone knows if the multi-user editing supports landscape modifications ?

So far I havent been able to get specific part to work, and when I tried to save the level while connected to the server it literally restarted my computer after 8 minutes of being frozen xD

kindred viper
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@dim dragon everything in the engine can be changed. It just depends how deep you are willing to go

dim dragon
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@kindred viper If a guide exists, I'd be happy to follow it. All I want to do is change the editor colour of a user-defined struct in bp.

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My guess though is they're all classified as the same colour and there's no system differentiating them.

kindred viper
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Well there is info out there about it, I can't link you as I just collect info and it wasn't so much useful to me at the time. But if you want to split the colours of the pins to different ones per member, then you are going into deeper territory of re-writing the K2_Node stuff also.

plush yew
dim dragon
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Ah. I just want userdefinedstructs to be treated differently depending on the type individually. It gets confusing.

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Quats are a different colour to tensors, for example.

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Or rather, they need to be.

brazen juniper
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hey guys, got a simple but really furstrating problem

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debug messages just won't show up in PIE, in the past just resetting UE4 would fix this, but now it doesn't work at all

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I've tried doing EnableAllMessages in the command window

plush yew
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is there a button to not overlap mesh while editing?
like to not clip meshes to make it faster

brazen juniper
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has anyone else ever encountered this editor bug and know how to get around it?

dusty prism
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ProoDz joins the convertation.

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Hey r some materials laggy than others?? Im very noob dont say im trollin

ruby robin
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Guys, I need to make a good screenshot of a game with all the stuff placed on map . But there is a problem with particles. For example muzzle flash, spawns ones and it's very difficult to catch that moment. Is it possible to freeze all the particles on level or reset them all at once? Or any other advice to make a screenshot with particles enabled

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Note, that I'm tring to make a screenshot in editor, not in game

thorn topaz
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Why not record a video then save the frame you want that looks good?

ruby robin
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@thorn topaz We place our characters in static pose. Anyway, that issue with one-burst particles is making it hard to catch that moment

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The only way I see, is to quikly make a screenshot after I press Play

thorn topaz
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What's the issue with what I suggested?

ruby robin
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The problem is that all the particles burst once at begin play, but it would be much better, if I could enable them in editor without hitting play

abstract relic
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Pick your battles Dirt

ruby robin
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@thorn topaz Found out that I can reset all the particles in editor at the same time by using Shift+/ shortcut

timber birch
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I have a question, and i hope someone knows, i had planar reflections activated, but disabled it later

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i think its due to planar reflection, wich is disabled.. is this a 4.22 bug or am i doing something wrong? πŸ€”

serene birch
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I think I had stuff like that too when I tried a planar reflection

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like if the map still had a reflection capture object around I couldn't get rid of πŸ˜„

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you could try deleting the file holding the light stuff computation for the map and have UE4 rebuild lighting I guess?

opal berry
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Guys does anyone know how to add force to an object but also make it have physics?

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C++ btw

plush yew
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Hi, guys ?

opal berry
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?

plush yew
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Which of composants of my PC are used to compile a C++ UE4 code ?

opal berry
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CPU i think

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do take my word for it though

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dont*

grim ore
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100% cpu

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as many cores and threads and clock speed as you have

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and using other software as many other computers you have as well

opal berry
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wait what?

grim ore
opal berry
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Does anyone know a way to add force to a actor/pawn/character that also has physics(gravity)

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C++

grim ore
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just don't use it if you aren't paying for it, it will slow down your builds if you are not paying for it

brazen juniper
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these debug messages are just incredibly frustrating, so, I did a little test

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loaded up a project from the source that I'm using, it prints a debug message when it overlaps a point, fantastic

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put in my code, the one that's completed, that was just working, no debug messages

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ever

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in any case

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something got disabled

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I don't get it

opal berry
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hell00, anyone help?

brazen juniper
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I just don't get it, I didn't do a single thing to the debug messages, why would they just cease working period

grim ore
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because the event that calls the debug never gets called?

brazen juniper
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no I mean

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no debug messages at all

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no matter what I do, even if you go into blueprints and just crap out a debug message

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it doesn't show, the entire UI is gone

grim ore
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check the log checkbox and does it show in the log?

brazen juniper
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log checkbox?

grim ore
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well the log checkbox if using BP, if using C++ which code are you using?

brazen juniper
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I'm sorry I'm new to all this, I'm using CPP

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this code was working perfeclty fine until a bit ago

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nothing is getting sent to the output log

opal berry
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check the tick thing is set to true

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at the top of your CPP file

brazen juniper
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tick thing?

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AddOnScreenDebugMessage should show in the output as well right

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it should be noted

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reverting back to the old code doesn't do anything, the code that was working fine before

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there's some sort of setting really deep that's just been disabled, I've tried many, many, things to try to make it appear again, it just refused

timber birch
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@serene birch hmm i am using dynamic lightning only

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not sure wich file you meant?

azure shore
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what parts of the pc does lighting build even use?

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because in this one map I have its just broken

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and no offense but I wouldnt even bother trying to suggest why, Ive asked so many times alll over the place and nothings worked so

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must be my bloody pc

timber birch
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GPU/CPU

charred tapir
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Hey guys. Not sure if this is the right channel.

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I am looking for someone to help me playtest my game. There is a steam Build ready to go. Windows 64 bit only. I'd also like to watch through discord screen share.

plush yew
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alright man

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dm me the download link

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@charred tapir

charred tapir
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I'll add you as friend first

bright plume
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whats the fastest type of terrain to make?

dry moon
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What would be the best way to handle level stream loading with the loading screen plugin

sonic jacinth
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Would ue4 work on reactos?

bright plume
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wrong discord

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derp

amber rivet
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I need help

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can anyone help me with widget stuff

cloud cobalt
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ask questions

amber rivet
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basicly with my character hud (shooter game) my resolutions are messed up

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in full screen thigns appear much different than in small window

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i just want everything to be correctly placed with a good aspect ratio

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when dead, the red screen covers everything in full screen but not in the other

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i want everything same

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and same with other stuff like weapons

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@everyone hello?

fringe pivot
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Has anyone tried skeletal mesh sockets for clothing?
I know the optimal is a modular character but are sockets viable at least?

grim ore
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how is your widget set up? @amber rivet

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chances are you need to set up your anchors to corners instead of fixed

abstract relic
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@everyone doesn’t work mind you 😜 be patient

brazen juniper
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can someone confirm or deny this: when you press Esc, it exits out of the current PIE instance, that instance is completely gone

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I'm trying really hard to figure this whole "why is the debug thing not showing" and I just don't know, it just keeps freaking out, my only guess would be that it stops working because another PIE instance is going

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I'm like, on a time limit here, and this simple debug message issue has taken 4 hours of my time

abstract relic
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Confirm

brazen juniper
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This engine is straight up infuriating, it literally makes no sense! I used to have this code that was working, and now it just refuses. I have tried line by line remaking the code from scratch, and AT RANDOM things just stop working

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and I mean literally at random

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basically I'm trying to extend PainCausingVolume

rustic imp
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what are you doing and where is it going wrong

brazen juniper
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I have a code that says "volume entered" when you enter it

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I had a much more complicated code, right, but that bit should just work

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and it does work

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except for when I add the complicated bit back

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and then it stops working, I remove it again, literallt ctrl + z

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and nothing

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it stops detecting the volume as entered

rustic imp
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give us some more context

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maybe some code

brazen juniper
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I'd have to take it to dms

rustic imp
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why

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there's a #cpp channel for all your needs

plush yew
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Hey guys, not sure where to post a question about source unreal engine

brazen juniper
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alright, lemme try posting it here with all sensitive bits redacted

rustic imp
plush yew
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ty

brazen juniper
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ah actually, just give me a few mins, I need to actually get to the specific part that it breaks down

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which means I need to copy and paste every single segment of code into my new project with the same exact code

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to see where it falls apart

rustic imp
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are you adding to overlap events in the constructor? try doing it in the beginplay instead, lots of people get issues cause of that

brazen juniper
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nah so the general thing I'm doing is

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I add a timer, then I call things through the timer

rustic imp
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what do you mean with timer on tick?

brazen juniper
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I don't use tick

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I can't, it's way outside of the scope of this assignment

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I have a 0.1s timer

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is there a secret error log somewhere that'll prevent debug messages from showing again

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like here's the basic issue

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I have timercode that only has one line saying "timer code executed" right

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then I add complex bit after "timer code executed" and that timer code executed line no longer appears

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I ctrl z, remove that complex bit

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and the timer code executed line no longer works

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even if the code is completely identical to when it DID work

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and then it continues to be broken until I restart UE4

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how does that make any sense

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they are completely identical

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AND NOW THE COMPLICATED CODE WORKS

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literally all I did is Ctrl+Y it again!

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@rustic imp this is the kind of stuff I'm talking about

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it doesn't make any sense at all

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does UE4 work with quantum mechanics or something

rustic imp
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you must be doing some weird shit

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show your code mate

grim ore
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at any point did you delete intermediate so you could make sure all the compiled code was fresh?

brazen juniper
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but it has nothing to do with the code is what I'm trying to explain

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intermediate?

rustic imp
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but it probably does have something to do with the code

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I'm pretty sure ue4 timers work since I use them on the daily

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Mathew means the Intermediate folder that's in your project root

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it holds your generated files and such

brazen juniper
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okay I'll post the code but I gotta delete it after a bit

grim ore
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well if it works now then you should be good

brazen juniper
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no no no this is for a job test I'm doing lol

rustic imp
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if you didn't sign an NDA no one cares

brazen juniper
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ah well, that's true

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//Just adding in a backup timer
void AVolClass::ActorEnteredVolume(AActor* Other)
{
    Super::ActorEnteredVolume(Other);
    GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Volume Entered"));

    // Start the between timer if not active already
    if (!GetWorldTimerManager().IsTimerActive(TimerHandle_BetweenTimer))
    { 
        GetWorldTimerManager().SetTimer(TimerHandle_BetweenTimer, this, &AProleTestPainCausingVolume::BetweenTimer, 0.1f, true);
        BetweenTimer(); //call this immediately, guarentees someone's touching so we can create TouchingActorsDelayed safely
    }
}
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well ya see

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I just had to teach cpp and ue4 to myself

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lol

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void AVolCode::BetweenTimer()
{
    if (bPainCausing)
    {
        TSet<AActor*> TouchingActors;
        GetOverlappingActors(TouchingActors, APawn::StaticClass());
rustic imp
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so your message doesn't pop on screen sometimes you say?

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where are you binding this function to the overlap

brazen juniper
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GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Howdy") + FString::FromInt(GetWorldTimerManager().GetTimerElapsed(TimerHandle_PainTimer)));

        // Stop timer if nothing is overlapping us
        if (TouchingActors.Num() == 0)
        {
            GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Howdel") + FString::FromInt(GetWorldTimerManager().GetTimerElapsed(TimerHandle_PainTimer)));
            //Gonna save us an ovverride by just doing this variable backup shuffle
            float backupInterval;
            backupInterval = PainInterval;
            //Set PainInterval to what's on the timer as that's how much damage they're "owed", CausePainTo will automatically do the necessary * damagePerSec conversion
            PainInterval = GetWorldTimerManager().GetTimerElapsed(TimerHandle_PainTimer);
            //Two options: UseDecimals = true will round to nearest 10th, if false then it will be floored to a whole number (meaning time under 1s will be ignored)
            if(UseDecimals) PainInterval = FMath::RoundHalfToZero(PainInterval * 100)/100;
            if(!UseDecimals) PainInterval = floor(PainInterval);
            for (AActor* const A : TouchingActorsDelayed)
            {
                CausePainTo(A);
            }
            //Set it back to the original PainInterval
            PainInterval = backupInterval;
            //Clear both timers, we don't need either and we don't want remaining time on PainTimer either
            GetWorldTimerManager().ClearTimer(TimerHandle_BetweenTimer);
            GetWorldTimerManager().ClearTimer(TimerHandle_PainTimer);

#
        }else{
            //We have overlapping, so we fill up TouchingActorsDelayed with the same rules as TouchingActors regularly
            TouchingActorsDelayed.Empty();
            for (AActor* const A : TouchingActors)
            {
                if (A && A->bCanBeDamaged && !A->IsPendingKill())
                {
                    // Copy from PainTimer() except for a one small change - we add to TouchingActorsDelayed instead of doing pain
                    APawn* PawnA = Cast<APawn>(A);
                    if (PawnA && PawnA->GetPawnPhysicsVolume() == this)
                    {
                        TouchingActorsDelayed.Add(A);
                    }
                }
            }
        }
    }
}        }else{
            //We have overlapping, so we fill up TouchingActorsDelayed with the same rules as TouchingActors regularly
            TouchingActorsDelayed.Empty();
            for (AActor* const A : TouchingActors)
            {
                if (A && A->bCanBeDamaged && !A->IsPendingKill())
                {
                    // Copy from PainTimer() except for a one small change - we add to TouchingActorsDelayed instead of doing pain
                    APawn* PawnA = Cast<APawn>(A);
                    if (PawnA && PawnA->GetPawnPhysicsVolume() == this)
                    {
                        TouchingActorsDelayed.Add(A);
                    }
                }
            }
        }
    }
}
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the thing is

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this whole thing fundamentally does not really matter what the code says

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the code has no errors

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because it works

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it just sometimes says "nah, and if you try doing literally naything else, also nah"

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HOWEVER the funky thing is this

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I have a "volume created" code

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this always works

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no matter what

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what stops working is the volume entered code

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and this persists through multiple PIE instances

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and deleting the complex bit so it's just simply creating a timer doesn't fix it

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it stops detecting volumes entirely

rustic imp
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that's why I'm asking you where and how you are binding it to the overlap event

brazen juniper
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oh it's right there, when you enter the area

rustic imp
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also you're not changing your actors in between right, only the code

brazen juniper
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nope

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so does this stuff actually persist through PIE?

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because it's entirely different game instances

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it really shouldn't

cunning siren
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Yo, I'm so dumb. I set up idle > walk > run animations with a blend space... But now there's a slight lag between each animation. That works for walk > run, but from idle > walk it's like the character REALLY has to think about whether he wants to walk or not and takes the slowest first step ever.... Any insight on this?

rustic imp
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no it doesn't persist through PIE, only things that persist is stuff you do in the constructor

brazen juniper
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huh

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what do you mean the constructor

rustic imp
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or you know stuff that you store in assets

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a class has a constructor

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if the object gets created

brazen juniper
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yea I know that

grim ore
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in your blend space what are the values you are using for your blending? IE if using speed where on your speed axis is your walk set to? @cunning siren

brazen juniper
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I'm just saying why would it persist?

rustic imp
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but it also gets run for blueprints is what I mean, which can persist through your assets

brazen juniper
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oh there is a blueprint attached to this, yea

rustic imp
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e.g. if you bind to a dynamic event in constructor and create a blueprint of it, even if you delete the binding code ,the event could still be bound

brazen juniper
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is there a way to do a full reset

rustic imp
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if you get what I mean

brazen juniper
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esc apparently doesn't cut it

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I guess the money question is whether what you just described would interfere with volume enter and such

rustic imp
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it shouldn't since this is a function from the base class

cunning siren
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@grim ore Idle 0, walk 175, run 350. I've got maxspeed set to 175, then on left shift change to 350.

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Interpolation is set to 1, which works well going from run>walk>idle. But it causes a lag going idle > walk > run, where the first step animation is really slow, and the transition to run causes you to slide forward all of a sudden (or appears to, visually. it's just the animation desyncing from the actual speed)

grim ore
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@cunning siren for testing purposes if you move walk down to something silly like 25 or 50 does it still do it?

cunning siren
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sec

brazen juniper
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@rustic imp I just pieced the code back line for line and now it works fantastically... for some reason

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I quit lol

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Except I don't because I want this job ughhhhh

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Let's hope this is just a weird thing that never comes up again

grim ore
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It's C++, it's always like that

cunning siren
#

@grim ore That seemed like a step in the right direction. However, moving down the walk causes me to get a blend on the running side of the animations at walk speeds.

brazen juniper
#

no this was definitely UE4

#

not cpp

#

I'm sorry but I don't see how anyone would actually prefer this engine, it seems to be held together with duct tape

#

but ah well, if I gotta work in it, I gotta work in it

grim ore
#

@cunning siren you can technically add another walk in there at the original spot but I am thinking its the blending in that is weird 😦

cunning siren
#

@heady spade cause it's pretty

#

@grim ore lemme try that

brazen juniper
#

it's just inexplicable error, like

#

how does that even make sense

#

it just doesn't happen, and then suddenly it happens, and nothing has changed

grim ore
#

because it is C++

brazen juniper
#

it's just bewildering

#

like I actually literally just copied the lines 1 by 1

#

well hopefully they let me use blueprints or some shit lol

#

well I mean as long as their way works

#

that being said, the next part of this test is to literally invent my own way to get around Volume limits lol

cunning siren
#

@grim ore You're amazing. That worked.... So I moved down the running start point a bit, and the transition into walking and running is fine. Walking to idle is fine, but running to walking/idle the running animation keeps playing way after he's stopped....

grim ore
#

oof

native creek
#

Is it possible to have two characters in the game with the same controller ?

grim ore
#

Controller as in Player Controller or Controller as in Input Device?

native creek
#

Yes as in PLayer controller

grim ore
#

@cunning siren I don't know 100% how the blending works on Blend spaces so I dont know if I can be any more help, I know how to change it on animations themselves in the anim graph lol

azure shore
#

I have a big problem. it seems my pc is incapable running any maps bigger than well, starting areas of levels. I can run small maps with ilke 50fps so thats great, but as I progressed making the level I cant run it now without awful fps

shrewd mauve
#

Hi guys i'here to improve my Unreal engine skills, I am a "noob" right now :( is there someone can explain me some basic concepts ? I am Italian sorry for any grammar errors ;(((

azure shore
#

is there anything I can do other than "updgrade your pc"

grim ore
#

@native creek as far as I know it's one player controller object to one character, I don't think they can share. What is the reason for needing this?

#

@azure shore use level streaming with a ton of smaller maps and low settings and low scalability and... no pretty much you need to upgrade

brazen juniper
#

is there a way to swap out a class for another one?

azure shore
#

great

#

cus I use super low settings and a bit of level streaming, even with the first chunk of level fps goes right down

#

and lighting build broke for the map

native creek
#

I'm trying to make a simple moba setup and I'm unable to make my character move because my setup is a pawn that holds the camera and a character wandering in the world and when I click on the screen I get the x/y locations and set them, I hope I explained well, thanks for the help

rustic imp
#

what do you mean @brazen juniper

brazen juniper
#

I got a volume here, it seems to be a class assigned to a group

#

a group that consists of an actor and a text box

#

(sorry I'm new and trying to figure out exactly how it's done here)

#

it should be possible to just swap it out for another class right

rustic imp
#

if this is a blueprint and you want to change the base class you can do it in class settings

#

I don't get what you want exactlythough

grim ore
#

@native creek you can pass the inputs to another object, like your character, if that is what you are asking. Just take the input in your camera and pass whatever you need from that to the character in the world you are trying to move

brazen juniper
#

well they want me to recreate DamageCasuingVolume as an AActor

#

they already have two damage sources here, simple cubes

grim ore
#

but why are these 2 separate things? if they are

brazen juniper
#

so I'm wondering if I can just swap out the volume class they have there for my new aactor

native creek
#

That is essentially what I've done but I couldn't get the logic quite right

#

The casting thing is a bit hard for me

grim ore
#

it sounds like you should have 1 character with the camera and then handle it all from there

rustic imp
#

if it's a blueprint you can change the base class, otherwise I don't think so

native creek
#

Or may be I'm not doing it right

shrewd mauve
#

@grim ore thx

native creek
#

Alright I'll try it then thanks a lot @grim ore

brazen juniper
#

does this mean a blueprint?

#

the blue cube

native creek
#

No it's a static mesh

rustic imp
#

where it says Open...

#

press that

shrewd mauve
#

Uuh a question, is I download an asset and I import in the program as well

rustic imp
#

it will open the editor

brazen juniper
#

yea that'll open the class I wanna swap out

shrewd mauve
#

Can I modify? :D

rustic imp
#

press class settings button on top

#

change the base class

brazen juniper
#

ah

native creek
#

@shrewd mauve modify how ?

grim ore
#

@shrewd mauve it depends on the asset, if it is a mesh then no

native creek
#

You can play around with it and you can export if it's allowed

brazen juniper
#

wait class settings

#

sorry I'm stupid but where is that button?

shrewd mauve
#

Uhm if resize the asset I can't go inside or make an entry or something like that

#

?

rustic imp
#

it's not in the dropdown

#

it's in the blueprint editor

grim ore
#

@shrewd mauve you can change transform information on a mesh like location, rotation, and scale

brazen juniper
#

that's funky, the Parent Class is listed as "Damage Type" but it's clearly a custom class

cunning siren
#

@grim ore Yooo figured it out. I set up a timeline in the maxspeed setters to do a gradual float increase from walking speed to running speed and reverse on release. So now the animations fit, and it's more like a GTA5 walk/run (think realistic inertia)

#

Thanks for your help, man!

grim ore
#

gotcha, I was going to see if changing it from 0->max all at once would help

#

problems with animations is they are all different and there is like no universal fix for problems since every problem is different 😦

shrewd mauve
#

@grim ore oke than i try, and I tell you :D

#

Thanks

brazen juniper
#

man of all the things to be stuck on, this one is the weirdest lol

#

actually no the last thing was the weirdest

#

who'd have known the coding is the easy part lol

rustic imp
#

I think this is just a lack of knowledge expressing it more than issues with the engine

brazen juniper
#

I agree lol

#

the debug thing, I think that was different, but this bit, it's just a very strangely placed thing, I dunno how to fix it quite frankly

#

I'm trying to just change its "type"

#

where the white is some word

#

which is also the name of the class

#

the left hand column is Label, the right hand is Type

#

I looked up how to change the Type, but no dice

#

I'm assuming Type relates to what cpp class it'll use, which I'm trying to swap out

#

because, well, under Type is links to the cpp class

#

if the blue square means static mesh, then the question should be how to change the type of a static mesh

#

but nothing comes up with a search like that

grim ore
#

you can change the class in the class defaults like mentioned before, but you might not get the result you want

brazen juniper
#

Yea but the class defaults don't have your own custom cpp classes

rustic imp
#

in your cpp class

worn granite
#

I think you can replace the instances with another actor type (there's a contextual option for it), but aside from them already being a blueprint which you change the parent type of, that'd be it.

rustic imp
#

there is a UCLASS specifier on top

#

add Blueprintable between the brackets

grim ore
#

lol if you are trying to change your class in CPP, then just change the class or parent in CPP

#

assuming that is what you want, otherwise why not just make a new class and use it? or are you just trying to change an existing item in the world from one class to another which would be scary

worn granite
#

The scary thing is what they want tho

grim ore
#

I keep forgetting he is trying to do this in CPP without knowing CPP

brazen juniper
#

Yea I'm trying to do exactly that lol, idc if it loses what it has

#

It's already a generic actor

#

But it has a class that represents a volume

pseudo swift
#

hi guys, i tried looking up how to bake a material to a texture, but unsure which method to use since the developement of ue, how can I bake out my base color to a texture jpg file?

worn granite
#

Could always deep dive into editor scripting and write a tool that automates replacing instances with your new class

hidden heart
#

^

worn granite
#

since I doubt you want to (or can) modify the native class to subclass your desired class.

brazen juniper
#

I honestly think this is overcomplicating the problem

#

I just wanna create an Actor with a CPP class attached :x

#

This should be pretty straightforward, it's a generic actor, can't I specify what kind of Actor it is?

#

I mean they already did it in this test :x

hidden heart
#

oh dear

brazen juniper
#

oh yea I don't want to do that

#

I want to extend it ofc

#

you don't rewrite Object in Java

#

so why rewrite Actor in Unreal

rustic imp
#

right click in content browser

#

create blueprint

#

choose your cppclass as parent

#

drag the blueprint in the scene

#

you need the blueprintable specifier on top of your class for this

worn granite
#

Or. Or. !!OR!!

You can search your custom class in the place mode tool and put it down just like you would a light.

#

If that's all you wanted, my bad.

mellow turret
#

anyone's used SocketCluster Client plugin?

faint cedar
#

Hey folks

#

Does anyone have any example of a complex character with hair simulation?

#

I'd love to take a look at the physics asset of that

#

do any of the paragon characters have non-cloth hair simulation?

opal berry
#

does anyone know how to add force to a actor/pawn but also have gravity, C++ btw

#

I askedd that question 3 times and gotten no response

visual belfry
#

have you seen the function literally called AddForce?

#

what have you tried and how has it not worked?

lament oxide
#

could anyone help in getting a simple overlap event trigger upon overlapping an object with a certain tag. The absolute basic works and it is indeed colliding with the wall to my left.

warm timber
#

@opal berry for starter try asking in the proper channel

lament oxide
#

and the collision is set to generate overlap events

fringe pivot
#

With the SM selected I click in the socket and it says ""cannot attach actor to self""

rotund scroll
#

@lament oxide could you try a tag without spaces?

lament oxide
#

just tried it. no change, removed capitals as well

#

it's weird I've used tag based overlaps before but this one just isn't working

misty creek
#

The wall is an actor right?

#

It isn't a component?

#

@lament oxide

lament oxide
#

it's a static mesh actor

misty creek
#

Try with the component pin in the overlap event

lament oxide
#

changed it component pin. no dice either

brazen juniper
#

has anyone ever dealt with actors overlapping eachother?

#

I'm trying to get the physical object around this character

warm timber
#

the guy above?

brazen juniper
#

?

#

nah I gotta do this in cpp

rustic imp
#

you can do the same in cpp

brazen juniper
#

yea I'm working with that rn

rustic imp
#

add a dynamic delegate to that with your own function you want to call

brazen juniper
#

is this attached as a sort of event?

#

the lightswitch example had a component overlap

#

it was kind of funky looking tbh

#

this looks like something you'd throw in tick

rustic imp
#

in you beginplay, do OnActorBeginOverlap.AddDynamic(this, &MyClass::MyFunction)

brazen juniper
#

ah yea so it's the same thing then

rustic imp
#

then that MyFunction will get called when something overlaps

brazen juniper
#

why not add that in object initialization?

#

is beginplay just best practice

rustic imp
#

because if you do it in the constructor, a blueprint inheriting from this class will have the event attached to it and baked into the asset, if you later remove that delegate from your constructor, it could still be attached to the blueprint since it was constructed with that constructor

brazen juniper
#

:o

rustic imp
#

It's safer to add all dynamic delegates in the beginplaay

#

you don't need them in editor anyway

brazen juniper
#

is there any place that says what the function should take as args

#

seems to be tossing me an error

#

and the UE4 docs just don't mention it

rustic imp
#

AActor* OtherActor

#

the page I linked before shows it takes a FActorBeginOverlapSignature

#

if you look it up, that's a delegate with one actor pointer

#

google is your friend

brazen juniper
#

I'm trying man but these docs are pretty hard to navigate

#

it keeps tossing blueprints at you

#

and assumes if you're using cpp you just "know"

rustic imp
#

there's seperate pages for cpp and BP

brazen juniper
#

yea I know but the BP is so in depth and cpp is so brief

rustic imp
#

if you need to find a class just type it in google and add ue4 c++ to the end

#

well

#

for cpp

#

you have the entire freaking source code available

#

what more do you need

#

for BP as well of course, but not everyone that uses that should know cpp

brazen juniper
#

well source code doesn't just do it by itself

#

sorry dude I'm just like, I've been at this since 9am, I've been overall at this for a few days, and it's all due tomorrow and I'm stressed af

#

learning an engine and language at the same time is a bit tricky :x

rustic imp
brazen juniper
#

I appreciate your help a whole lot

#

kinda saving my booty rn

rustic imp
#

well, who applies for a job he doesn't know anything about as well lol

brazen juniper
#

well

#

here's the fun part

#

as soon as I'm down with this, most of my work won't be with cpp

#

at least, not directly

#

it's not like this is my first ever game yanno, I've worked with other engines, this one's just a little... tricky

#

and I'm also having to learn it within a week

#

along with a new language

#

I don't usually have that deadline πŸ˜…

#

the test is testing your resourcefullness

#

I know it seems like I'm coming to you guys for everything, but really I've done the lion's share of this coding doing exactly what you've described - referring to source code, breaking it down, that kind of stuff

#

and I'm still doing that

#

but when you get stuck, you really get stuck, and some stuff just isn't documented like that debug error

#

that took up most of my day trying to figure out something that still doesn't really have an explanation ._.

#

it just "works" now even tho all I did was copy and paste my old code line by line

rustic imp
#

well, problem solving is very important in game dvelopment

brazen juniper
#

not changing a single thing

#

I agree

dim plover
#

Just wondering, have you been using HotReload -- the compile button in editor?

brazen juniper
#

yes

rustic imp
#

Hmm

#

That often breaks shit

dim plover
#

Well, you gotta stop that. If you change the c++ stuff, close the editor, build in VS, reopen editor.

rustic imp
#

Yes

brazen juniper
#

ah I'm using VScode

rustic imp
#

Or use live coding if only cpp file changes

#

Still, compile with editor closed

#

Otherwise it creates some frankenstein dlls to run the editor with often times broken shit

brazen juniper
#

:0

rustic imp
#

The idea is great, but it doesn't always work so well

brazen juniper
#

such is life :(

#

for the record, I'm not a novice coder or anything, this is just a new workflow

#

I'm used to not using a viewport IDE whatever for my programming

#

my main engine is entirely code, no moving symbols or anything

#

that's fundamentally where most of my growing pains are coming from here

#

not only do I need to learn the UE4 hierarchy tree, it's also a component system, it's also integrated with the Editor, then it's also written in a language I've not used lol

#

considering all that, I think I'm doing pretty alright so far :D

#

thank you so much for saving my booty tho

rustic imp
#

Hot reload sucks dick of you change header files

brazen juniper
#

is there a way to do full compile from within editor?

rustic imp
#

Happy to help, I'm off now though, feel free to use the #cpp channel for specific coding help, I'm in there a lot as well

#

Not really a proper way no

brazen juniper
#

yea no worries, I'll see how far I can get with this collision stuf,f the rest should be easy

#

I just need to rewrite AActor to be a APainGivingVolume or whatever

#

and that code just already exists, I canp robably copy and paste most of it from APainGivingVolume

#

just need to convert how it actually detects the impact, since it's completely different

#

and yes I don't literally mean C&P it, gotta change quite a bit, but the basic structure is there

#

oh this is funky, I still don't think I attached the Actor correctly

#

if the actor is within the sphere, is the sphere now the actor's collision area?

rotund scroll
#

yeah pretty much

brazen juniper
#

except it doesn't seem to react to the overlap event

#
#include "ActorVolumeHack.h"

void AActorVolumeHack::BeginPlay()
{
    Super::BeginPlay();
    GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("ActorVolumeHack Created!"));
    // set up a notification for when this component overlaps something  
    OnActorBeginOverlap.AddDynamic(this, &AActorVolumeHack::OnOverlapBegin);
}

void AActorVolumeHack::OnOverlapBegin(AActor* MyOverlappedActor, AActor* OtherActor)
{  
    GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("OVERLAP!"));
}```
#

I created a sphere, put the actor in the sphere, set the class to Actor Volume Hack

#

the BeginPlay debug message does happen

#

but OverlapBegin's one doesn't

#

and I have it set to Generate Overlap Events

weary basalt
#

Did you setup its collision properly?

wary wave
#

overlap events are only triggered when an actor begins to overlap something

#

if it is always overlapping, it can never trigger

#

it is 'OnBeginOverlap', after all

brazen juniper
#

what do you mean if it's always overlapping?

#

my other player actor doesn't start the game inside the thing

wary wave
#

if that's the case, then so long as both actors are capable of overlapping (i.e have collision channels set), then the event should trigger

rotund scroll
#

if an actor starts inside an overlap trigger, is it pure chance that it may be loaded in before the trigger and thus working?

storm venture
#

is it wasteful to have inventory items hold irrelevant data?
i have several types of items that id like to share the same Struct but that means food will have blank weapon data and vice versa

brazen juniper
#

SO the solution was that I had to add a static mesh component to the actor

#

not the actor to a static mesh

manic pawn
#

it is wasteful yes, but unless you have 10000 items, it's unlikely to matter in the grand scheme of things especially when you use unreal

brazen juniper
#

if this is just variables

#

it doesn't really matter

manic pawn
#

still bad design

brazen juniper
#

welllllll

manic pawn
#

sometimes it doesn't matter whether the design is bad

brazen juniper
#

depends on what you're gonna do with it

#

so let's say I got myself like 50 ways of handling these objects right, and I wanna genericify it

#

if I have ItemShop

storm venture
#

@manic pawn thats good to hear. i'm going to be using probably about 8-10 different "types" of items, each with very unique data (probably between 5-50 variables each), all stored within a single Structure

brazen juniper
#

I fundamentally do not want different handling for food items and armor items and whatever

manic pawn
#

well that's going more towards br_big_brain now

brazen juniper
#

if the difference between doing that and just having "item"

#

is that food has a damage variable

#

that's not used

#

then yea, I'd definitely rather have that

#

it makes life infinitely easier

manic pawn
#

having 500 variables when you don't need to is not nice at all

brazen juniper
#

well, depends on how many variables

#

5? fine 500? not so fine

#

also you can have the same core base class Item and extend it with Weapon and Food and such

#

then you can have ItemSlot take Item

#

uh wait, entity-component, do you guys do things that way too or nah

storm venture
#

i currently have a Master_Item with a child for each type of item

#

but i want everything in a data table so I have a unique data table for each type of item

#

there's a global "item data" struct of item data that all items have (name, weight, etc.) and each type of item has its own unique struct with the global "item data" within it

#

im finding it to be a pain because the code is getting thicc from all the types of items

brazen juniper
#

are you making subclasses for general item types

storm venture
#

yes

brazen juniper
#

I can't imagine you'd have that many required generalized vars/functions unless you were making the next Skyrim or something

storm venture
#

The hierarchy is

  1. Master_Item
  2. Master_Weapon_Item, Master_Consumable_Item, etc
  3. Weapon_01, Weapon_02, Consumable_01, etc
brazen juniper
#

yea that doesn't look bad at all

#

what's the problem then

storm venture
#

trying to actually handle the data turned into a shitshow, each of the classes in tier 2 of my last message needs their own DataTable since they have their own unique structs of data, which means whenever i do anything with an arbitrary item, i need to figure out which class its from

#

which i thought should be easy, since I have an Enum on my Master_Item which says what is what

#

but since Structs cant be wildcards, I need unique functions for returning data for every type of item

brazen juniper
#

you ever work with SQL data tables

storm venture
#

not in ue4 before, but ive messed with them in school way back

brazen juniper
#

it's not that much of a shitshow if you have a weapons table, a potions table, etc.

#

that's normal

storm venture
#

thats what i have at the moment, but in DataTables

brazen juniper
#

people have been doing that shit since DnD

#

when you used to literally roll on a table

#

to get randomized items :p

storm venture
#

lol true true

#

im a bit restricted with how i design this because most items can be customized, so i have a unique struct for each item type for dynamic data

#

so an "item" is really a Struct that holds a DataTable Handle for the default data and a sub-Struct with the Dynamic data of that item

#

my current roadblock is when i pick up an item and need to add it into my inventory. My inventory is divided into 6 arrays (will be more later) for each item type

#

as far as im aware, im going to need to code logic of "check for space in inventory, if theres space, check for existing item, if there exists the same item, stack them" 6 times

#

so i know ill end up needing to recode a lot of future stuff 6 times because of this

#

but the only alternative i can think of is to store all that data in a single struct

eager anvil
#

is there a help channel?

rotund scroll
#

all of the channels are help channels

abstract relic
brazen juniper
#

boy oh boy do I love being in a crash loop

#

like wtf do I even do with this lol

grim ore
#

find what crashes it and fix it

#

I know it's a stupid thing to say but that's how it works

brazen juniper
#

I have a backup save cause I saw this coming tbh

grim ore
#

Hopefully you mean source control?

brazen juniper
#

nope

#

oh and this crashes too, apparently it's my code? I dunno

#

but it's crashing on loading the project file

#

would code do that to it?

#

this really bothers me ```
6914664 out of 0 bytes used by permanent object pool.
CloseDisregardForGC: 0/0 objects in disregard for GC pool
Initializing TcpMessaging bridge
Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
Windows GetLastError: The operation completed successfully. (0)

#

if it exits with 0 then wtf is the crash for

grim ore
#

the project file loads the module, if the module is bad then yes it would crash the project on load

brazen juniper
#

then how do I debug a bad module?

cunning siren
#

Guys, when I create a model in fuse, it looks about GTA4 level of graphics. When I export it into unreal, it looks about Tony Hawk's Pro Skater level of graphics. What am I doing wronng?

grim ore
#

you can open the solution file directly and fix any issues from there and then recompile and load the project

brazen juniper
#

the solution file?

grim ore
#

the visual studio solution file for your project

brazen juniper
#

I do not use visual studio

#

I use VSCode

grim ore
#

so you use Visual Studio Code?

brazen juniper
#

yes

sharp venture
#

Is there a way to set "Browse to Asset" (CTRL-B) to select a defined Content Browser, e.g. only Content Browser 1, instead of selecting the asset in the most recently used Content Browser

grim ore
#

open the code files in VSCode then, edit them and rebuild. It's same process in really any IDE you use

brazen juniper
#

I'm a little confused, it crashes regardless of code

#

it crashes after compile tho, and it's fundamentally busted when I do that

grim ore
#

remove the module from your .uproject file and see if it loads up . If it does then it is your module/code and you have to fix it

brazen juniper
#

I'm sorta at my wits end, I've been at this since 11 am ._.

#

what is a module

#

the ue4 project file?

#

oh

#

modules file

grim ore
#

the module contains your projects source code/C++ code for your project

brazen juniper
#

okay I managed to open it by remvoing that file

#

okay apparently it's one of two cpp files that's causing this thing to crash

#

I just don't quite know how to figure out what line is doing it

#

it's an entire crash

#

@grim ore got any ideas about that?

#

I've been able to isolate it to those two cpp files

grim ore
#

comment it all out, recompile, see if it works.

brazen juniper
#

ok

grim ore
#

repeat by uncommenting out lines until it crashes, fix crash

#

or logically walk thru the code line by line saying it outloud what it should do, and what it says it does, and see if it is correct when you hear it

brazen juniper
#

but why would it cause the compiler itself to crash

#

that's extreme

grim ore
#

because it's C++

brazen juniper
#

it causes the compiler to crash and corrupts the module

#

that's absurd

#

that's not how any compiler should ever work

#

no error message or anything

grim ore
#

Compilers do what you tell it to do, blame the person putting the code thru it

brazen juniper
#

I straight up can't be blamed for the entire thing being corrupted, man, that's bonkers

plush yew
#

compilers can be tough! just migrated over to linux server builds for my game. so fun. ue 4.22.3 too!

dim plover
#

It crashes your compiler?

brazen juniper
#

it crashes ue4

#

and then reloading crashes it again

plush yew
#

maybe bad memory read?

#

or something..

dim plover
#

Oh, that's normal. There are almost always logs from the crash, though.

brazen juniper
#

only deleting the module lets me out of it

dim plover
#

Check your logs folder.

brazen juniper
#

well my log says everything is fine

dim plover
#

You sure it doesn't have like ====ERROR==== at the end?

#

It usually has that with the callstack.

brazen juniper
#
[2019.06.28-01.04.29:460][274]LogWindows: Error: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2572] 
[2019.06.28-01.04.29:460][274]LogWindows: Error: UObject() constructor called but it's not the object that's currently being constructed with NewObject. Maybe you are trying to construct it on the stack, which is not supported.
#

finally found it

#

but what does that mean?

eager anvil
#

is it ok to use multiple reflection cubemaps in a level or should i use one large cubemap?

dim plover
#

There's usually a callstack.

brazen juniper
#

ohhhhh

dim plover
#

You probably called new MyClass();

brazen juniper
#
2019.06.28-01.04.28:496][274]LogClass: Could not find existing class ActorVolumeHack in package /Script/ProleTest for HotReload, assuming new class
[2019.06.28-01.04.28:496][274]LogClass: Function OnOverlapBegin is new.
[2019.06.28-01.04.28:496][274]LogClass: Function OnOverlapEnd is new.
[2019.06.28-01.04.28:503][274]LogOutputDevice: Warning: 

Script Stack (0 frames):

[2019.06.28-01.04.28:503][274]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2019.06.28-01.04.29:460][274]LogWindows: Error: === Critical error: ===
#

apparently something up with the hot reload

#

how do I force a complete reload

#

err a complete recompile

dim plover
#

You can rebuild your project (or engine) in VS.

#

You can also delete your binaries and intermediate and regenerate VS files by right clicking on the .uproject.

#

I gtg.

#

But you probably don't need to rebuild, just fix whatever was causing it to crash.

grim ore
#

woot finally past the halfway mark for watching all the UnrealFest 2019 videos

brazen juniper
#

Fellas I am finally done

#

I fixed the crash, I got past a bunch of the learning curve, all thanks to you guys

lime gull
#

@grim ore I watched your video about getting a random point in the bounding box, and when I do It it only spawns it around the scene root, never anywhere else

#

Nvm i got it

grim ore
#

yay

ashen steppe
#

how can I make a 3rd party animation sequence work with my character?

#

after I retarget the animation to my character skeleton he looks like the hunchback of notre dame.

grim ore
#

are you using a 3rd party character as well or is it the default UE4 skeleton and character?

ashen steppe
#

it's a character generated with adobe fuse

grim ore
#

and is the 3rd party animation something meant for UE4? targetting the default skeleton. If so then yes you are going to need to retarget the animation to your new character and probably need to fix the character to have a matching skeleton

ashen steppe
#

as I understand yes, it's supposed to work with the default skeleton

grim ore
#

then you need to fix your imported character more than likely, or try and retarget it to the default skeleton

ashen steppe
#

I was watching a video about how to fix it but as always, it's outdated stuff

grim ore
#

well Fuse is outdated, not much you can do about that

ashen steppe
#

No I mean a video from Epic

#

they are using 4.8 there

#

I don't even have the tools they use there

grim ore
#

well the docs are from 4.14 so those should be accurate

#

if you have the ability to fix the skeleton in the first place, in a 3rd party DCC program, that would be best. matching the bone structure would let your retarget work easier. If not there might not be much you can do if the original skeleton on the imported model is not good enough to retarget against

#

I mean if you have 35 bones in the UE4 skeleton and 15 in your Fuse skeleton you are going to run into issues

#

you could try retargeting the animations to the fuse skeleton but I don't know how well that would work

ashen steppe
#

ok ty will try to fix it on blender

#

it would be ideal if I could use epic's skeleton in fuse but probably not possible

grim ore
#

yep if fuse was continued it would probably support it out of the box. Might have to try and find another compatible character generator, most people have 😦

abstract relic
#

Wait fuse still exist?

grim ore
#

yep and it's not horrible if you combine it with mixamo, it's when you want to use UE4 animations that it breaks

ashen steppe
#

I have googled that for months, there's makehuman which sucks and another one that seems to be decent but cost like $600 or something

abstract relic
#

Mixamo still exists? 😜

grim ore
#

I know it's weird, it should have been shut down a while ago

abstract relic
#

Surely it’s eating money from adobe’s limitless bank account

ashen steppe
#

those fuckers probably don't remember they have it running, that's the only reason it's still on

abstract relic
#

Hey now. Don’t bite the hand that feeds you and milks you dry

grim ore
#

in the end if you just need something to work, especially for a placeholder, mixamo alone works well enough and Fuse can atleast let you generate something more generic. I've used it for a few game jams well enough

#

the biggest issue is the skeleton is just not compatible out of the box with UE4's default skeleton and animations so don't try and mix and match or you are going to have to fix it yourself

abstract relic
#

Is there any reason to use the default skeleton when mixamo generates one for you? Granted, you usually got to clean the skin and rig but it’s reusable at that point

ashen steppe
#

animations

grim ore
#

only if you need UE4 animations, like from the marketplace

abstract relic
#

Ah right. Most are designed to be mannequin compatible

ashen steppe
#

also I don't think you can commercially use mixamo stuff

grim ore
#

well not most, they have to be πŸ˜›

abstract relic
#

My heart goes out to those poor souls 😜

grim ore
#

all things considered for a low budget indie they work pretty well. The only other real low budget alternative is the carnegie mellon raw files but they have to be cleaned up which is a ton of work

abstract relic
#

β€œCurrently in a limited duration technology preview”

ashen steppe
#

Epic should invest a 0.0001% of the money they get with fornite and develop a character creator software for the engine.

grim ore
#

people have done that already, no reason for Epic to do it

#

even then it's so frigging subjective in terms of art for character creation

abstract relic
#

There’s character artists for a reason

ashen steppe
#

No one that worth to buy

grim ore
#

real games use real artists

abstract relic
#

We don’t condone slavery mind you 😜

grim ore
#

it's just one of the costs of doing it right

ashen steppe
#

I'm talking for the indie market of course, I'm sure there are decent tools for big studios

grim ore
#

No real tools that indies don't have access to, it's the talented people using them

#

the ART toolkit and the new rigging stuff that Epic has provided for engine users are good examples of what they can contribute.

#

I fight with my inability to art every time I try and do something, I have done a ton of research to see what a dumbass like me can do for art and it always come back to getting someone with real skill to do it lol

abstract relic
#

Can’t deny, magic buttons are great

ashen steppe
#

@grim ore do you have something published already?

grim ore
#

honestly it's one of the reasons I really like stuff like the Material Editor and Niagara. It feels like programming when you make "art" so I atleast have a 5% chance of doing something that is not grey

#

nothing with UE4, none of the stuff I work on is for normal releases it's all training materials

normal burrow
#

isn't everything art though, aren't we all artists?

abstract relic
#

Mathew, you are quite literally a developer spawner

#

Coloured syntax doesn’t count pat!

normal burrow
#

but my code, it flows, like poetry, or fruit with very specific lighting

grim ore
#

lol my winning game jam entry for art used Mixamo models, cubes from the default template for walls, a material I borrowed from Tom Looman just recolored for each level, the default Fire particle effect from the default template, and a model I made in modo that consisted of a floating cube with a triangle head on it.... I uh... art very poorly

normal burrow
#

just slow down

dim arch
#

I am doing a jam next week, does anyone know where to get an asset pack?

grim ore
#

I actually thing that was all the art in the game lol

normal burrow
#

when i need to art something, i intentionally go like a snail

dim arch
#

wasnt there a ue4 gamejam pack?

grim ore
#

there is!

abstract relic
#

I’m concerned for these runny fruits you speak of

#

There’s also a ton of free assets in the marketplace

abstract relic
#

And several freebies per month

dim arch
#

yeah, I have been collecting the free for the month packs, they're pretty good

#

what I really need is some kind of autorig for the epic skeleton, someone linked one but it was like 100bux

grim ore
#

I personally just start blank on jams because repetition is key for me. I would rather just do stupid stuff well and learn than actually compete lol

dim arch
#

right now I use the mixamo online autorig, but it generates a mixamo sekelton, not mannequin, and retargeting takes time

normal burrow
#

more magic buttons yea

grim ore
#

I thought someone made a tool for that

dim arch
#

well this converts the animations so they deform the epic skeleton correctly

#

but I am using the autorig, which generates a mixamo skeleton for the mesh

grim ore
#

well I dunno maybe it works with a fuse character if you import it into Mixamo then export it out then blender it then wish you didnt have to do all of this

dim arch
#

however that is useful, because you can use mixamo anims on the mannequin

cunning siren
#

Any word on the whole "fuse character looks great in fuse, looks like THPS2 in Unreal"?

#

I have no idea what the problem is. 😦

grim ore
#

your material is not set up right

cunning siren
#

I've looked at all sorts of tutorials. Everyone does something different. The textures exported from fuse are even different than the textures that come back from Maximo after rigging.

#

:S

cursive dirge
#

why people keep calling Mixamo Maximo

cunning siren
#

Idk man. Momentary dyslexia.

#

lol

ashen steppe
#

probably because it's still called mixamo

grim ore
#

Mixamo and Fuse are just simply not a useful tool anymore for UE4. It's a bummer but that's just what it is. You can use them for placeholders or for base models/animation to improve on but out of the box they are just basic 😦

cunning siren
#

Think it would work to export from Fuse into blender, then to fbx into Unreal, grab the materials... Then upload&rig, and reimport the new fbx and get rid of those materials?

#

Long way of doing it, but provided I don't have a modeler....

grim ore
#

the issue seems to be the model going into Mixamo merges the materials into one

#

meant mixamo lol

ashen steppe
#

@cunning siren that's exactly what I am trying right now

cunning siren
#

@ashen steppe Let me know if it works man. Mixamo does some crazy stuff with the materials.... I just want the materials to be set up exactly how they are in Fuse before exporting D:

grim ore
#

might want to see if you can just skip mixamo and rig it in blender

ashen steppe
#

I don't even upload textures to mixamo when I use it

cunning siren
#

I'm shite at all things blender. 😦

abstract relic
#

Also note you can’t import materials. You gotta set it up in engine

cunning siren
#

I mean, I can plug the textures in where they go (where I assume they go based on the name...)

#

But it looks nothing like the fuse model once I've done it.

normal burrow
#

Also note blender defaults with 0.8 diffuse in materials, which makes things look bland with auto materials

abstract relic
#

Textures =! Material πŸ˜‰

cunning siren
#

I know textures aren't materials. I'm not retarded lol. In the material blueprints, I can attach the textures, normals, etc. that got exported.

#

But Idk what to do after that to get the materials to look correct.

grim ore
#

lots of art... lots and lots of art

cunning siren
#

Any good tuts out there specifically about that? I'm not against putting in the time to learn. I just don't know where to start with that.

abstract relic
#

You’re just in luck

cunning siren
#

You're a mad lad. ,3

#

<3*

normal burrow
#

mad lad? rhymes

cunning siren
#

Also, anyone know why Adobe just gutted the entire system with Fuse/Mixamo?

#

D:

grim ore
#

are the Fuse exported textures even PBR?

cunning siren
#

The option is there to export for Unreal

abstract relic
#

Mad lad is someone who is pathetically edgy pat

cunning siren
#

xD

normal burrow
#

oh

#

like mons?

grim ore
#

maybe export out the textures from Fuse and open them up individually to look at them. Chances are the renderer settings they are using in fuse are no where near the ones in UE4. so lots of tweaking like roughness values and flipping glossy maps if they use them

cunning siren
#

Gah. I'm just gonna buy a udemy course lol. I can only understand half the language you're using.

#

I'm getting ahead of myself, it looks like.

grim ore
#

dude I barely know half the language I am using lol

abstract relic
#

You’ll get there. It just takes time

cunning siren
#

At what point is Unreal not a headache? lol

grim ore
#

never?

#

well..

abstract relic
#

Stockholm syndrome

grim ore
#

if you focus on 1 thing intensely for a decade or so you can probably be good at it and not have a headache using it

#

It's why when you ask half the devs at Epic how a vertical box works in UMG they just look at you with glazed eyes and point you towards Michael Noland

cunning siren
#

Unity you can get games done by yourself. Has anyone ever done a game in Unreal with a 1 man team?

#

D:

grim ore
#

The engine doesn't stop you from getting a game done no matter what size the team

cunning siren
#

The modeling does.

#

lmao

abstract relic
#

It’s easy to make a lazy clone yes

cunning siren
#

That's why I chose unreal over Unity. It's real easy for everything coming out of that engine to just be Rust with twist.

grim ore
#

I chose Unreal over Unity because I really really like drawing code in Blueprints

cunning siren
#

I hate it so much. Coming from a C++ background it grinds my gears.

#

But it's so much faster and easier.

abstract relic
#

*I enjoy the pretty bp colours as well

grim ore
#

I spend all day doing C# stuff for real work, I love love love BP after a day of work

cunning siren
#

Just makes me feel naked. Like I've got half written code in one hand and a bowl of spaghetti in the other.

#

lol

abstract relic
#

What? 😜

#

There got to be a story behind that statement

cunning siren
#

lmao

#

I just mean the way BP works with C++

normal burrow
#

real work mathew?

grim ore
#

you know, sitting at a desk typing away making code for people who don't appreciate it just so you can make money to give to people who don't appreciate it lol

cunning siren
#

But you do that so you can sit at a desk and play with neon spaghetti to do something you love and sell it to people who do appreciate it.

#

Positivity mannn

halcyon flame
#

is there a concern with having Ngons in static geometry for my game? no concern with modeling robustness, just importing Ngons into unreal for SMs

cunning siren
#

What the frank is an Ngon

grim ore
#

You should try and not have Ngon's because you have no idea how UE4 will triangulate it

#

best to do that yourself

halcyon flame
#

as opposed to a quad or triangle. referring to static meshes

grim ore
#

NGon is a face on a model that is not a triangle (3 sides) or a quad (4 sides) so something with 5 or more sides lol

halcyon flame
#

would the issue be immediately apparent in unreal? if the risk is low I might risk it... there's a substantial payoff in this case.

abstract relic
#

Everything will be triangulated the moment you import it

grim ore
#

yep its immediately apparent

halcyon flame
#

this ngon is definitely planar. alright I'm going to try my luck. thanks as always @grim ore and others

grim ore
#

you just have no control over what UE4 will do. you don't know what order it will make your triangles or where or what it will do to any weighting you have

halcyon flame
#

I don't use weighting

abstract relic
#

Living on the edge that brave soul

grim ore
#

but hell YOLO with this engine, at the worst it explodes and you lose the project but that's what source control is for

#

yep I realized you said static mesh after I wrote that lol

halcyon flame
#

indeed. I back everything up totally every week or two

grim ore
#

but hey it applies to skeletal meshes in the future so good to know atleast πŸ˜ƒ

halcyon flame
#

starting to get pretty large lol

grim ore
#

by backup you mean source control right... right... offsite... 2 places.... right....

halcyon flame
#

I have actual source control as well, and two mirrored backup drives. however, all are in the same apartment. that's the one lynchpin to my source control.

normal burrow
#

i'm sure they appreciate it mathew πŸ‘ know what you mean though

grim ore
#

heh.. google "lost all my work, laptop stolen" or "lost all my work, fire" and uh...

halcyon flame
#

yeah...

#

I need to get a third drive and give it to a friend

grim ore
#

but hey, backup and local source control is atleast better than nothing πŸ˜ƒ so kudos!

halcyon flame
#

thx

#

couldn't imagine risking it all on a dead HD

#

fire or nuke will take me down

abstract relic
#

We humbly request all photo or screenshots of the explosion (it happens to everyone eventually)

halcyon flame
#

life has a 0% survival rate

grim ore
#

at work they didnt even backup 😦 then I was like here is a batch file that will copy all the files to a hard drive atleast, do this every day or I can have it run it on startup. couple months go by and it never got ran soo.... Onedrive on the server to atleast offsite all the important stuff as it needs it lol

#

I mean it's not a large company but still financial data is important 😦

#

my mom moved her business and she did do backups locally do an external drive. That drive got banged around during the move and she lost like 3 years of financial data without any backup or recovery

halcyon flame
#

WOW

#

not recoverable?

#

actually cloud encrypted is probably my next method

grim ore
#

nope she just had to start putting it all back in by hand from physical copies

halcyon flame
#

damn.

abstract relic
#

...I’d like to retract my former request for visual evidence of the explosion

normal burrow
#

lol πŸ˜„

#

yea i left my laptop on inside of its bag once with work and lost 3 months of work

grim ore
#

yep It's why I try and backup backups if it's important. One of the places I worked at we had a local file server that would backup to a separate drive in the machine, daily it would remote backup to the cloud, and daily it would backup to another removable drive in another machine just in case lol

#

mainly because if something broke who the hell wants to waste time fixing or recovery or doing work again, /rude work

fleet cedar
#

As much as I love blueprints being able to quickly look at my old code in source control with C++ was one of my favorite changes

halcyon flame
#

if I lose all of my work I would be positively crushed.

grim ore
#

I actually really like how visual studio shows you files that are modified if you are using .git, makes it easy to know when I need to push changes at the end of the day

fleet cedar
#

Whoops didn’t realize discord was scrolled up

halcyon flame
#

*losty

cursive dirge
#

I wish blueprints serialized in text

#

and were more robust in general

halcyon flame
#

...*lost alex

abstract relic
#

I think it can

grim ore
#

you can force it and it sucks and it doesnt work but you can get text blueprints if you reaaaaally want them for no good reason lol 😦

cursive dirge
#

when I used UE4 more, I constantly fought with BP corruptions due to changes on the c++ base classes

#

those were really funky bugs caused by that

#

I ultimately ditched BPs altogether because of those

grim ore
#

I don't expect us to ever get blueprints being version control usable ever

cursive dirge
#

as it was very discouraging to hunt bugs all day long that didn't exist in ANY code

fleet cedar
#

Stupid question here probably, but what prevents blueprints from being saved in a format similar to C++ and then reopened in the blueprint window

cursive dirge
#

they were just corrupt assets that fixed themselves once I redid the inherited BP's (which itself were just for easier setup for meshes etc, no BP code in them

normal burrow
#

i feel like the fact that we don't have serious serious visual programming languages out there as a standard is mostly just programmers being programmers

grim ore
#

nothing stops that, and you can do that now with copy/paste or turning on the text blueprint asset option

cursive dirge
#

they have option to serialize to text now?

grim ore
#

the issue is people mainly want the text code for version control and with the way Blueprints work it's not going to be very effective

cursive dirge
#

I know copy/paste deal but my issue was never in the actual BP code

#

in fact most of my BP assets didn't have any

#

I just used them as "prefabs"

#

the issue was that BP's themselves got often corrupt

#

physics got wonky etc

grim ore
#

It's an experimental option and it's just for looking at them, you can't get them back in yet 😦

normal burrow
#

i wouldn't assume that it writes in a deterministic way though yea?

cursive dirge
#

ah, looking at them doesn't help

#

you'd need a way to manually fix the issues

#

now if your BP corrupts, you are out of luck

grim ore
#

with traditional code if I change a variable or move a function a source control system is pretty good at seeing the difference and noting the changes

cursive dirge
#

you can only make a new one and recover things from the original by copy/paste

#

of course none of this happens on text based code

grim ore
#

with blueprints you store a ton of "other info" like connections and locations of them physically in the editor space

cursive dirge
#

you are always in full control

fleet cedar
#

Ah that makes sense

#

It'd make an interesting project to dive in and look at how blueprints are saved, I don't think I'm good enough at programming outside of unreal engine to do that though

grim ore
#

something as simple as moving 4 nodes to the left 10 pixels, or lining up BP wires to make them straight would make a ton of changes to the "text" blueprint asset even tho the "code" did not change

cursive dirge
#

I like how Unity is approaching the visual scripting, they literally generate c# code from the graph, so if there's some funny business, you can manually spot and fix it easily

#

blueprints could generate human readable c++ for most parts too

#

but nativize blueprints isn't meant for such

#

plus it still breaks for most πŸ˜„

grim ore
#

Epic has said they want to do this and support it, they know it's an issue but it's one of those find the right way to do it or not do it at all. They have been moving more and more code load/saving assets to more generic stuff, the text blueprint option for example exports it out as JSON

#

yep I can't wait to see the Unity VS stuff but I am super bummed it's going to all be DOTS stuff

cursive dirge
#

yeah, it's kinda path they took now, time will tell how it goes

grim ore
#

I want to say I tried the example project they released for the new VS DOTS stuff but I couldnt even get a gorram cube to spin so I gave up

cursive dirge
#

you'd think it would be way harder for new users this way

grim ore
#

It is going to be way harder but it's Unity so.........

#

hey new landscape tools after 10 years!

cursive dirge
#

πŸ˜„

grim ore
#

I judge how hard an engine is going to be based on doing a simple line trace and rotating a cube. If I can't rotate a cube I don't even give it any more thought

normal burrow
#

Idk

cursive dirge
#

that's pretty easy on most engines πŸ˜„

normal burrow
#

i think that too many people out there judge engines that way

grim ore
#

as a newbie to Unity, try and figure out a Line Trace in C# without using C# before, then try the same with Blueprints and UE4

cursive dirge
#

I dunno, they got direct sample c# snippet for that

grim ore
#

yep but knowing what "out" means in C# is a challenge as a newbie imo

cursive dirge
#

well, you assume now that newbie in Unity doesn't know C#

grim ore
#

considering all the other code you might have done up to that point never treated variables like that

#

I did assume that and I said that πŸ˜›