#ue4-general

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cunning siren
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yw

grim ore
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a ton of people go at game dev without knowing anything heh

cursive dirge
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and it shows

grim ore
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a ton of people go at C++ game dev in UE4 without knowing anything....

cursive dirge
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it's not great way to start

cunning siren
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๐Ÿ‘€ ๐Ÿ–

cursive dirge
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this is how you end up with that BP spaghetti

grim ore
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I expect people trying to learn the DOTS system in Unity once it becomes common place to end up like the C++ people in UE4

cunning siren
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tf is a dots..? I thought Unity's alternative was js

grim ore
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the unfortunate part for Epic tho is Unity is going pedal to the floor with learning and training

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well Unityscript was deprecated so it's gone

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DOTS is Data Oriented Technology Stack

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it's a new "way" of programming in C# in Unity to get more bang for your buck

cunning siren
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So Spaghetti Os.

grim ore
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technically it's very impressive, implementation wise it's learning a whole new programming paradigm for most people

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ffs I can't spell tonight

cunning siren
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implementantation*

cursive dirge
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it's based on their entity component system

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it's very different to use vs common object oriented programming we've seen on most game engines

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ECS isn't Unity specific thing tho, they just got their own implementation for it

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and whole ecosystem building around it now

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which is that DOTS in short

grim ore
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yep yep. If you are using Unity in the future it's a smart thing to learn and switch to for performance and features but man is it not the same as traditional OOP

cursive dirge
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I guess we see more mass simulations on future games because of things like that

cunning siren
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I'll stick with Unreal and take ibuprofen.

cursive dirge
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๐Ÿ˜„

cunning siren
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Oh god.

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Unity Dev Simulator 2019

cursive dirge
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ue4 is fine

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unity is fine

grim ore
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Lots of neato stuff coming in the future for everyone on all engines

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unless you are Cryengine...

cursive dirge
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even cryengine would be fine if it weren't for crytek ๐Ÿ˜„

cunning siren
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Except for CryEngine

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LOL

cursive dirge
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I've used CE too

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it's not a bad engine

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it's quite raw to use

grim ore
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no one should have to use Cryengine

cursive dirge
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but it's really the crytek that's the issue

grim ore
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It's soooo freaking programmer oriented

cursive dirge
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well, that's true

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but I'm a programmer ๐Ÿ˜„

grim ore
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it failed the make a cube spin test lol

cursive dirge
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lol

cunning siren
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Hey I can do that one

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๐Ÿ˜ฎ

cursive dirge
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their visual scripting tool tho

grim ore
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but that was trying to use their VS system and it was really wonky

cursive dirge
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it was so bad they decided to make another

grim ore
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people can make fun of Blueprints all they want but I don't think there is another VS system out there as friendly

cursive dirge
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imagine you have node graph system where you can't ref other graphs

cunning siren
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idk man GM Studio has a decent visual system

grim ore
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Kismet!

cunning siren
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Meh. Screw it. I'll make CMD text based rpgs for the rest of my life.

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<iostream> 4 lyf baby

cursive dirge
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in cryengine's schematyc, you can only send signals from regular graphs to some god class

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not cross two regular graphs

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the whole design was programmers nightmare

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as it forced you to use all bad practices

grim ore
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GM Studio isnt bad, Stencyl isnt bad, Construct isnt bad. Not bad is fine but Blueprints are really sexy once you get the hang of it

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I just want Microsoft to buy out Unity and make it free lol

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make the editor free, no more pro or plus distinction, and keep selling the SAAS stuff that Unity is becoming

cursive dirge
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when I tried schematyc to learn it, I tried to simply toggle light on and off, they only had enabled property there... but it broke the thing ๐Ÿ˜„

abstract relic
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But only those with the big bucks can have dark theme

grim ore
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we seem to be getting that with UE4 as well but I think Epic is not really going to be selling it

cursive dirge
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when talked with their programmer, he said it's not supposed to used like that

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but they did hid that option since

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but the point is, if you can't even toggle light on and off without instructions, that's pretty unintuitive visual scripting

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(they later exposed some boolean to actually make it work like that)

grim ore
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yep yep especially now as more and more engine are adding it as first class and polished

cursive dirge
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I actually like the Unity's current monetization, besides they stupid dark theme behind the paywall thing

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it's definitely cheaper than 5% on UE4 or CE but you do get your moneys worth on UE4

cunning siren
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@abstract relic To be 100% honest having darktheme behind a paywall made me choose Unreal to start with.

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Not the graphics, not the spaghetti. The darkmode.

cursive dirge
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it's stupid alright

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I don't think there's a single user that disagrees with that

grim ore
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does Unity keep the dark theme as a pay only option simply because they know people will pay for it

cursive dirge
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probably ๐Ÿ˜„

cunning siren
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no doubt.

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I'm not about to sit here and build a whole game in minesweeper.

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ffs

normal burrow
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its cause they want you to develop forever, unles your not paying, then eye strain

cursive dirge
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they also made the free light theme even more horrible to look at in Unity 2019.3

cunning siren
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This udemy tut has had me compile code 3 times in five minutes of the video.

grim ore
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it's a conspiracy to sell faster processors

cursive dirge
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sounds about right (to compile often especially if you are learning)

cunning siren
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The problem is that I don't get to compile often. He does, but I wait. I waiiiiiit.

cursive dirge
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the more you do in between, the harder it is to figure out what went wrong if it doesn't compile

cunning siren
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compile times are logO

grim ore
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MathewW: it's a conspiracy to sell faster processors

cunning siren
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^

cursive dirge
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ue4 in general is

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it's the main pain point in ue4 for me

grim ore
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or... it's a subliminal way to promote Blueprints due to the faster iteration time

cursive dirge
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you wait for it to build something like 90% of the time

cunning siren
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I think your onto something there @onyx zinc

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uh oops.

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Sry Mr. Wallace.

grim ore
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oooh... I could make video showing the worst way to do C++ in UE4 to convince people to use Blueprints lol

cunning siren
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compile after every keystroke
seems to be the norm in most tuts

grim ore
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oh for sure it is, I do the same in Blueprints lol

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when you learn, the quicker you find it's broken the easier it should be to find the problem to fix

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later on you just YOLO it for the entire function and hope for no errors lol

cursive dirge
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0lento: the more you do in between, the harder it is to figure out what went wrong if it doesn't compile

cunning siren
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I mean you're not wrong. But I want to have the ability to develop in C++ in UE, if nothing else just to say that I can.

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On a related note, anyone tryna donate to my new Ryzen fund? ๐Ÿ˜„

grim ore
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just have to suck it up like the rest of us. Started on UE4 with a quad core duo then moved to the 3rd gen I3 lol

cunning siren
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Oh crap, just remembered that's against the rules. I meant that as a joke, mods D:

cursive dirge
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tbh, @grim ore could easily apply for the epic grant because of his videos

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or did you apply?

grim ore
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did and received, it's why I don't work on the I3 anymore lol ๐Ÿ˜ƒ

tame flint
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is there another way to move an actor from point A to point B without using a timeline or physics???

cursive dirge
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lol

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good

grim ore
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uhm.. move it over time or just at once? if over time you could uh use tick or sequencer. if at once you just set its location

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make a collision volume as part of the door blueprint, check for overlap on the collision volume -> if it's the AI animate the doors open

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check the actor that is overlapping, cast to the AI class, and if it's the AI class it's the AI class

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if you want to be more efficient you can use a Blueprint Interface instead to check if it's the AI

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or... uh.. you could use an Actor Tag on the AI and check for that

cunning siren
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This dude and his bps

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xD

cursive dirge
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I'd avoid interfaces in this case

grim ore
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I would too but I had to suggest it since it makes a soft reference instead of a hard and it's technically more efficient in terms of resources.

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it's mentioned soooo many times in the UnrealFest videos from different people I figure might as well keep passing it on lol

cursive dirge
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of I didn't mean in general.. but in this specific case

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if you have to ask how to do these things, you'll get overwhelmed by interfaces

grim ore
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oh yeah for sure I would just be lazy and cast lol

cursive dirge
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what I really meant by that was that it's better to keep things simple at first, and later on learn more about more advanced concepts once you understand how the basics work first

grim ore
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Gotcha

cursive dirge
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you can code any logic you want with blueprints

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before BT's existed in ue4, people just handcrafted all AI code

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many probably still do

grim ore
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I don't see why not

normal burrow
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may want to check that you dont want 0 and 3 instead but yea. sometimes its exclusive range. meaning from zero to less than 3. can't remember that particular one

grim ore
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for some reason off the top of my head I want to say the float version is inclusive and the int version is exclusive

cunning siren
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Bro springarm cameras are 100x easier to set up in UE than in Unity.

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mindblowing.

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Don't judge me, I'm noob. I like simple things. ๐Ÿ˜ 

cursive dirge
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there are no springarm cameras in Unity

cunning siren
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Not out of the box there's not

cursive dirge
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and when you need more control over it in unreal, you end up coding it from scratch as well ๐Ÿ˜„

cunning siren
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xD

normal burrow
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can't override?

cursive dirge
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but it's nice for prototyping

cunning siren
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yeh, no scratch

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inherit

cursive dirge
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you'll see in few years

cunning siren
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When a daddy springarm and a mommy springarm love each other very much

grim ore
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the uh starter kit thingy they added in Unity had a spring arm doesnt it?

cursive dirge
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oh the templates may have things

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I don't consider those engine feats tho

normal burrow
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haven't tried that with spring arm but yea, its always painful updating engine with too many inherits.. but then sometimes stuff is hard coded to be what it is

cunning siren
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springarm prolly behind a paywall

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lmao

normal burrow
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like engine code checking for ACharacter etc

cursive dirge
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only thing that is behind paywall there is dark theme and splash screen disabling/full customization (when talking about engine feats)

grim ore
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@plush yew you can play montages at anytime to override an existing animation if you set up the Anim BP right, you can then plan a montage over the existing animation and it would go back to whatever it was doing when it is done

normal burrow
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animation blueprints are my favorite thing

cunning siren
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I needa get Mathew on payroll fr.

grim ore
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man I had an example for the blending montage stuff but of course I can't find it now

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you just use the default group for the blend group so it blends the entire thing lol

cunning siren
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So I just included cameracomponent.h, and it's still telling me ucameracomponent var is incomplete class

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stupid

normal burrow
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don't trust intellisense

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try building

cursive dirge
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that's not saying much

cunning siren
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oh it'll work. It's just stupid.

normal burrow
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have to try first

cursive dirge
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intellisense is

cunning siren
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And guess what. The best fix for stupid intellisense is behind a paywall

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lmfao

cursive dirge
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it's not very intelligent on ue4 codebase

normal burrow
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you can turn intellisense off too chemicalRatt

cursive dirge
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and yes, that's true

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you need visual assist

normal burrow
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clion is another ide that i've never tried but reportedly has better intellisense than vs

cunning siren
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I'd be so screwed without it tho. The UE stuff I can find and figure out myself. But the missing semicolon on line 4003 not showing up in red will destroy me.

normal burrow
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ya just get used to ignoring them

cursive dirge
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wonder if epic tries to acquire those guys ๐Ÿ˜„

normal burrow
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and turning off the squigglies

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would be nice lol

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but vax is used widely outside of unreal too

cursive dirge
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VA is like the most essential tool you need for UE4 if you use c++

normal burrow
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imagine it wouldn't be a cheap purchase

cursive dirge
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it shouldn't be thing you have to get separately

normal burrow
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va is pretty essential in general for c++ tho too

cursive dirge
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well no

cunning siren
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LOL IT DIDN'T COMPILE

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"UcameraComponent"

normal burrow
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its not like we get screwed over like artists

cunning siren
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I'm actually retarded.

cursive dirge
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intellisense is fine on most codebases

cunning siren
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mfw intellisense is smarter than me

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๐Ÿ˜ข

normal burrow
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its not as good as vax though

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vax will make mistakes but it at least offers some refraction and include this header type stuff

cursive dirge
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intellisense doesn't make your VS crash on new VS updates

normal burrow
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thats pretty presumptive ๐Ÿ˜„

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but yea vax has done that to me as well

cursive dirge
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I've used VA enough to know it does that

normal burrow
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thats how they get you to pay past the year

cursive dirge
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look at it's changelog

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it's only filled with crash fixes

normal burrow
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trick is, never upgrading vs haha

cursive dirge
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can't do that with UE4 :/

normal burrow
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i'm on 15.9.3

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imagine thats old but not real old

grim ore
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I just swapped to using VSCode for UE4 so let the fun begin

cursive dirge
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VS2017 is like best VS atm

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it's finally stable

normal burrow
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yea 17 is what i'm on too

cursive dirge
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ik ๐Ÿ˜ƒ

normal burrow
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/std:c++latest finally working, it'd basically take a requirement for me to move on either update to vax or vs lol

tame flint
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anyone know how to lock rotation on a physics actor

cunning siren
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Or set rotation to 0 in tick.

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If you have beef computer.

cursive dirge
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no

cunning siren
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xD lmao

cursive dirge
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use constraint

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in general you shouldn't do manual transform modifications on each Tick

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for physics simulated things that is

cunning siren
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^

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Look at me, knowing stuff and what not. I'll be a programmer one day. You'll see.

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๐Ÿ™ƒ

pure cliff
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guessing this is the best place to ask a 'why is xyz happening' question about the engine?

cunning siren
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I can't say for sure. But I've figured out that this is usually the default channel people have pulled up when they're in this server, so they tend to just answer quickly.

pure cliff
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hm.
so, some context first. i've been following a tutorial series on youtube, to familiarize myself with the engine
using the infinity blade grasslands set of assets, specifically one of the grass textures (since the tutorial is going over how to use textures + materials, and the tutorial maker doesn't offer their textures/materials for free)
everything's going fine, until i noticed a strange circle in the dead center of my landscape. it's lighter in color than the rest of the map. it appears that way when i play in the level editor viewport as well.

cunning siren
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It's the reflection capture, most likely.

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If you look in that spot in editor, you should see what looks like a speedometer.

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and then a ball.

pure cliff
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the semi-circle with arrows pointing to its center?

cunning siren
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If you didn't delete 'em when you started or move them they'll be laying around.

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Yep.

pure cliff
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ah. so if i delete those, they'll stop making the circle?

cunning siren
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Mhm. I'd get rid of them until you start learning about them.

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All you really need is the included light source

pure cliff
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alright.

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thank you!

cunning siren
pure cliff
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hm. another question now.
so in his tutorial, he assumes that all textures come with a _d, _n, and _r version.
except... it doesn't look like infinity blade grasslands did. they've only got t_[name]_d and _n.
(context here-ish: https://youtu.be/a0qNO6_xPx0?t=6398)
is there another way to accomplish this? or do i have to find/use textures that actually do have a _r version?

brittle gulch
autumn elbow
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Heyooo... What GameSave/Load strategy do you guys think MineCraft is using? How do they save so many things?

cunning siren
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Google chunks and anvil @autumn elbow

autumn elbow
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@cunning siren okay...just did. What am I looking for ?

cunning siren
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Not sure. Thatโ€™s the step in the right direction though. Interesting for sure.

autumn elbow
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LoL... does it relate to Saving and Loading ?

cloud cobalt
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There isn't anything particular about Minecraft

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Except it has more save data than most games I guess

brittle gulch
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Can I remove that ? It's annoying every time I hit play it appears (PIE), and it prevents me from seeing my begin play debug strings

wary wave
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I'd imagine it only saves the seed and the changes, so it may not be that big

cloud cobalt
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It probably saves all modified chunks entirely + the seed

wary wave
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Isn't that what I just said :D?

cloud cobalt
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Not exactly, you said "changes" but I'm guessing more "parts of the level"

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Not that it matters

sudden agate
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saving modified chunks vs saving individual blocks?

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i.e. what Stranger said vs what ambershee said

cloud cobalt
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Yup

serene birch
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pretty sure Minecraft just saves the whole chunk once seen

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and generates it when seen

native creek
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If I want to create an RTS setup should I create a blueprint character or a Pawn ?

mossy nymph
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RTS or not can't determine that

cursive dirge
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why would you create a character tho?

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basically you could use just one pawn and use it to drive the RTS camera and input

wary wave
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don't even need a pawn

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just a controller is enough

serene birch
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wait, are you asking for the "player" pawn aka the RTS camera or the RTS units themselves?

cursive dirge
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ah, you are probably right, it's been a while since I've dealt with these, gamemode wants playercontroller which then can possess and unposses pawns

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can't tell if it's still easier to setup pawn for this or if it makes much difference

wary wave
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probably easier these days

cursive dirge
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it's kinda automatic at least

wary wave
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in the earlier versions of the engine it didn't assume there was a pawn and the camera was dealt with by the controller unless overridden

mossy nymph
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still does that

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well, controller is still able to provide its own camera if it doesn't have one provided for it

native creek
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Well the character already has movements so if I use the Add Input Vector it will move everything and not just the camera

cursive dirge
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you mean real time strategy now with RTS?

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you have like dozens of movable things there

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you don't want to tie the player control to one there

worldly sierra
radiant fable
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tried validating and clearing cache in swarm agent? also check your level for 4096 lightmaps they're ram killers

worldly sierra
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yes

radiant fable
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short of porting your level to a fresh one or an entirely new project im outta ideas

worldly sierra
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same

shell compass
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When setting a reference variable to a texture in a BP or BP struct, what's the difference between choosing Texture and Texture2D? I seem to be able to browse the same things with both.

sudden agate
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Texture is the "superset" of all textures. Which includes Texture2D, TextureCube, Volumetric Texture.
With Texture2D you can only select Texture2D

manic pawn
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I wonder what a use case would be where selecting a texture 2d or a cube in the same variable actually makes sense

sudden agate
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there is none

shell compass
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Alright thank you

runic iron
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Hey guys, if I define some AnimNotifies in animation files and then make a montage with these, are the AnimNotifies previously defined going to be taken into account ?

sudden agate
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yes

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Montages have a setting for this

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it either plays the notifies of the highest weighted animation or all or none

runic iron
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That would be perfect for me since I may need to rework some anims sometimes. Gonna find this option, thanks a lot !

dim merlin
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Hello, about FBox, how does it work.. anyone can explain?

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how to make a 1m cube with it for example...

runic iron
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@sudden agate Sorry to bother but I can't find the setting for some reason...

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Nvm, found it

plush yew
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hello guys
so
when i import animation from Blender to EU4
it came like this
so many animation finishing by Action
and none of em are correct animation
they all broken

runic iron
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You need to give more info about your mesh and your export options

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Did you make different actions for each of your animations ? Are they tied to an armature ? Did you make sure that they have the right user number ?

timber birch
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does anyone know why my landscape is pure black?

cloud cobalt
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Should it be ?

plush yew
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@runic iron its the same armature and the same mesh just added some keyframes
and made it 100 frame animation i havent changed any thing

abstract relic
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Go to your NLA editor and delete the actions first thing first

runic iron
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Did you do the following steps :
-Link your armature to your mesh so you can deform it
-Select your armature and create a new action in the action editor
-Export using the fbx exporter

plush yew
abstract relic
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...I want that ui setup

plush yew
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do i have to create actions for each Bone ?

abstract relic
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No

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You donโ€™t need actions at all. Itโ€™s just a quality of life thing

timber birch
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nvm found the problem is in the landscape mat

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๐Ÿ‘Œ

plush yew
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i am lost !

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there is no actions now

zinc rivet
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drones? like... remote control robots with 4+ propellers that people fly around for fun / to spy on sunbathing neighbors?

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Scenario: Drone touches inappropriately
Response: Clearly state lack of comfort, leave the room, and immediately report to HR

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๐Ÿคฃ insert drones into typical corporate HR training videos

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and stick a tie on it

plush yew
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fixed now

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thank you guys

zinc rivet
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@plush yew private defense like bodyguards etc?

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interesting

abstract relic
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SAIC Scotty?

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I knew that assignment sounded familiar ๐Ÿ˜œ

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Nah just connections. The drone projects is one of the few that can be publicly discussed by those contractors

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To be fair. What toilet seat brand is used is confidential ๐Ÿ˜œ

boreal topaz
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didn't saic change names

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years ago

abstract relic
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No. You may be mistaking it for when they broke off their branches into a bunch of new independent entities

boreal topaz
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im trying to do something similar, i have a log book i want the player to enter their name and date etc before they can enter a room

kindred viper
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@plush yew if you ever need a bunch of vars like that, use a struct and then its just one variable to manage that can be updated without breaking too much of your code later on. You can simply have a button with text in it, but also has the variable

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yeah that might get messy depending on what you are doing of course

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I have a tendency to write for re-usability. It not only helps with reducing bugs, you get code you can copy paste later

opal berry
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What is the function in C++ that adds force to a actor?

digital anchor
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UPrimitiveComponent::AddForce

dim merlin
#

so removing foliage instances might 'forget' to remove some,.. how???

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both in blueprint and c++ ive had this experience

frank iron
#

How do I put in terrain blur in my endless runner game so the player can't see the actors spawning in the distance?

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@plush yew ye fog

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Is that all I need?

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Wow sounds too easy. Thanks

dusty prism
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Guys, i heard that meshes takes less memory than BSP. If that's true, will converting BSP models to a mesh take less memory?

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Tag me when anyone repond btw

scarlet birch
#

Is EOS in a state ready for testing? I have the SDK and framework but the web page does nothing after clicking 'add product' and I don't see how to proceed without a product ID .

serene birch
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EOS exists but right now provides little

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try a different browser/disabling adblock though?

scarlet birch
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I just need something to let clients find each other and test authentication.

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Good call. I'll try that.

serene birch
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does it even provide that yet?

scarlet birch
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It's supposed to do that when you add a product. I should have tried disabling all my blockers. I was just too focused and not thinking

serene birch
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so, did it work?

scarlet birch
#

sec

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No, tried two browsers and shutting off adblocks

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It just shows a busy icon on the add product button for a few seconds then silently fails

serene birch
#

probably broken on Epic side then

thorn topaz
#

So I have items placed throughout the level that the player can pickup. I want to be able to save which items have been picked up or not so next time the player loads the level, they can't pick up items that have already been picked up. Any pointers?

frank iron
#

hi, how could i make sure that in an endless runner game, the game doesn't spawn 3 non-jumpable object together?

thorn topaz
#

@plush yew the only issue with that method is if there are 500 items, then there are 500 ids you have to set manually and make sure they are unique.

#

I don't see how it's generating the unique id

#

ah ok

#

Something I just thought of is you could just hash the location of the item and use that as the Id

pure cliff
#

asking again, since i don't think i got an answer earlier
hm. another question now. so in his tutorial, he assumes that all textures come with a _d, _n, and _r version. except... it doesn't look like infinity blade grasslands did. they've only got t_[name]_d and _n. (context here-ish: https://youtu.be/a0qNO6_xPx0?t=6398) is there another way to accomplish this? or do i have to find/use textures that actually do have a _r version?

lime gull
#

When I try packaging a project my entire computer freezes, does anyone else get this, and does anybody know how to fix it?

boreal topaz
#

is there a way to Get a texture name or assign an ID, so i can restrict what it can be dropped onto. im doing a scene where the person can pickup an object and take it over to a scale. but i only want to allow that specific item the ability to land on the scale

#

better question . whats the best method to do this

plush yew
#

Hey guys, is Epic removing some of their documentation/guides? All AI/Behavior tree documentation is unavailable

opal berry
#

@digital anchor is the Command put in the cpp file or the h file and where should i put it in the Begin play or tick?

#

sorry i am a beginner

digital anchor
#

Entirely depends on what you doing, i suggest you study what you want to do and make a plan before trying it out

#

start with some tutorials

lapis bronze
#

@plush yew
I wonder if this means they're gonna fix some AI Perception bugs

digital anchor
#

but to answer your question, probably on tick after consuming input, assuming its a controlled pawn

opal berry
#

so when i put this command what will happen?

digital anchor
#

well, AddForce will add force to a simulated actor...

#

cant say much more

opal berry
#

in what direction or am i spose to add more parameters

digital anchor
#

its been a whole day since you asked how to AddForce, i believe if you follow a 1 hour tutorial you will learn much more than asking here

plush yew
#

Hi guys

#

im trying to filter the lighting shader

#

by hooking to d3X11

#

//MessageBox(nullptr, L"Waiting for Debugger...", L"Debugger ", MB_OK);
    allocate_console();
    kiero::Status::Enum s = kiero::init(kiero::RenderType::D3D11); // Uh need to set this to 10 to refer to the correct function
    SDK::InitSdk("freddys-Win64-Shipping.exe", 0x320F3E0, 0x30CD2A8);


    if (s == kiero::Status::Success) // I Set Renderer to D3D10
        kiero::bind(33, (void**)& CreatePixelShaderO, CreatePixelShaderE);
    //kiero::bind(30, (void**)& CreateVertexShaderO, CreateVertexShaderE);

    else
        MessageBox(nullptr, L"Failed to hook Direct3D...", L"Failed to hook Direct3D ", MB_OK);

#

annd this is how im trying to find the shaders.

#
typedef HRESULT(__stdcall* CreatePixelShader)(const void* pShaderByteCode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11PixelShader** ppPixelShader);
CreatePixelShader CreatePixelShaderO = NULL;

HRESULT __stdcall CreatePixelShaderE( 
    const void* pShaderBytecode,
    SIZE_T BytecodeLength,
    ID3D11ClassLinkage* pClassLinkage,
    ID3D11PixelShader** ppPixelShader)
{
    std::cout << "Loading in a shader of size: " + std::to_string(BytecodeLength) + ", bytecode pointer is: " << pShaderBytecode << ", Class pointer is: " << pClassLinkage << ", Shader pointer pointer is: " << ppPixelShader << "...\n";


    if (true) {
        return CreatePixelShaderO(pShaderBytecode, BytecodeLength, pClassLinkage, ppPixelShader);
    }
}
#

but the weird fact that ppPixelShader is always 000000000000000

cunning siren
#

Yo, guys. I'm working through a tutorial on understanding pawn movement components, and it's having me create a custom movement component. When I go to override tick, it's telling me "cannot be redefined outside it's class". But the instructor had no issues. Any idea what could cause that/

#

?

#

Nvm. Figured it out.

amber rivet
#

@grim ore

#

sorry i didn' t respond, what do you mean by anchor points on my widget?

abstract relic
hidden aurora
graceful kraken
#

I'm pretty new to unreal engine ......
I want to create a browser game and I wonder how this webGL export thing works

#

/does it make sense to develope browser games in unreal engine since unreal grafics are pretty decent and idk if that's even possible to host

abstract relic
#

Not worth it for a starter in my opinion

scarlet birch
#

Anyone have an idea why steam would load and work if the project is started using the project launcher but when running as "standalone" from editor steam fails to load?

graceful kraken
#

oh okay ... ๐Ÿ˜ฆ thanks

mint yacht
#

Does anyone got some experience with projectiles? I'm trying to write a simple Rogue Squadron inspired game and i'm having difficulty with the combat system. I can't seem to get projectiles to work properly, they either collide with the ship that fires them, don't collide with the scenery or just don't collide with anything. Also it seems like ever time i fire then make a turn the projectiles fly off at the opposite angle to the turn.

frank iron
#

Hi, doesn anyone know how to stop a vehicle from slowing down your forward momentum when you are standing on it? Its for an endless runner game

#

how do i do that?

#

let me record whats happening

abstract relic
#

That ragdoll ๐Ÿ‘Œ

frank iron
#

oh okay, i have no idea how to do that loool, im such a newbie

#

oh yeah i set min to 600 and max to 2500

#

Thats what my movement speed is

frank iron
#

i changed it to 1 million on the bus but it didnt work

thorny coral
#

Hey can I ask a question

abstract relic
#

Only if you want an answer

#

For what porpoise

thorny coral
#

So

scarlet birch
#

I prefer Atlantic answers.

thorny coral
#

Iโ€™m making a small horror game and I keep experiencing this glitch with the textures

abstract relic
#

Hear it sinks though

thorny coral
#

?

grim ore
#

looks fine to me but I am not an artist, what should it look like

abstract relic
#

Agree, no idea what you are referring to in the image

thorny coral
#

The floor textures, itโ€™s white on one side but dark on the right side

grim ore
#

I didn't even know that was supposed to look the same, I thought it was a wall or something. so is that right "floor" a separate mesh?

thorny coral
#

Yes

abstract relic
#

Both have a lightmap?

#

And do you have any Importance volumes in the scene

thorny coral
#

Well

sullen forge
abstract relic
#

And are the mesh lined up.

thorny coral
#

Whenever I rebuild the lighting it says something about important volumes when it finishes building the lighting

grim ore
#

the plugin was built in the older version of the engine, you updated so now it needs to be rebuilt with the new version or updated @sullen forge

thorny coral
#

Lemme show you what mean hang on

#

no importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times

abstract relic
#

Guessing you have a big scene and it wants you to define the area you want lit

#

Yep lol

thorny coral
#

Yeah pretty much

#

Sooo what do I do

grim ore
#

does it only go black when you build the lightmap?

scarlet birch
#

so do that.

abstract relic
#

Add the volumes

#

Youโ€™re telling it which area needs detail lighting

#

So you donโ€™t get a blanket overhead

thorny coral
#

Alright, so how do I add those volumes

abstract relic
#

Search Lightmass Importance Volume

grim ore
#

they should be under your volumes category under place on the modes on the left

abstract relic
#

In the tool menu

thorny coral
#

Found it

abstract relic
#

Place the volume so it encompasses your rooms

thorny coral
#

Ok

grim ore
#

it's meant more for smaller areas to show what is important to run lightmass on. Stuff like your open white floors really don't need high details shadows I would assume. You can use more than one and just cover the areas that are important

#

one important thing to know is since this is a separate mesh does it have proper UV's for lightmapping?

thorny coral
#

uh im not sure

#

all i did was slap some free texture i found on the market place onto that piece of floor

grim ore
#

the textures are less of an issue, the mesh needs good UV's. if this is a mesh that came with the engine then it's fine.

thorny coral
#

yeah it did, i started this project from a third person template so the floor is basically the floor copyed and pasted from the template

#

ok i think i got it now, thank you very much for your help kind sir's!

spark sonnet
#

Hi guys. Whats the best way to move an actor with floatingpawn movement? AddForce?

grim ore
#

is it a pawn you are trying to move or just an actor?

spark sonnet
#

Its a pawn but atm using it as an actor so there wont be a controller controlling it

grim ore
#

if it's a pawn you should be able to use the normal add movement input nodes to move it

spark sonnet
#

Oh, but if its an actor then?

normal burrow
#

pawns be actors

grim ore
#

then you would have to do something like set actor location or adding force directly

spark sonnet
#

ok so add force is the best node to use for that?

grim ore
#

it might be, it might not be. I don't know what you are trying to do with it

spark sonnet
#

Ok im just trying to make a realistic movement for a hovering block

grim ore
#

are you even using physics is the first question

spark sonnet
#

yes

grim ore
#

what is "realistic movement" ?

spark sonnet
#

just like a drone

grim ore
#

a drone would use impulse or force then in a direction to simulate movement more than likely, yes

spark sonnet
#

ok thanks

grim ore
#

there is a UFO in the learn example content under the input examples map that you might be able to use for a physics based floating object. you can take it apart for reference

spark sonnet
#

another question. Is there a gyroscope or something in blueprints? So lets say if the actor is tilted to the left, add thrust to stabilize

grim ore
#

I have never seen anything like that in general but I am not very experienced with the physics or maths systems

spark sonnet
#

alright

normal burrow
#

a gyro input?

spark sonnet
#

no input

#

Just on the actor so it can realisticly stabilize itself

#

just like some drones IRL

normal burrow
#

sounds similar to what your trying to do. this is c++ though

#

don't think anything like that is built into the engine. math isn't too hard though

spark sonnet
#

Thanks. I'll look into it ๐Ÿ˜ƒ

#

Why are the default physics acting like im in space?

grim ore
#

they shouldn't, default physics should be earth gravity assuming the items you are using have realistic mass

spark sonnet
#

Could it be that some of the meshes are not simulating physics?

grim ore
#

if they aren't simulating physics then they should not be affected by physics at all yep

spark sonnet
#

ok ill try that then

#

maybe not

#

They detached from the mesh

#

Do I need to attach everything together?

grim ore
#

if you are using physics you might want to make your default physics object your root instead of a scene root

#

but what was the problem with physics?

spark sonnet
#

oh think I figured it out

#

I had another force pushing it upwards

#

yay its working!

#

But now I need to figure out that center of mass and gyroscope thing

#

Thanks for your help! ๐Ÿ˜ƒ

grim ore
#

cool beans

obsidian onyx
#

hello i want to create a game where i can dig and transform the terrain. similar to a voxel terrain underneath the surface.

#

can anyone point me in the right direction for this sort of thing?

#

i've found voxel plugins but the surface is also voxel and not smooth or realistic

grim ore
#

it's pretty much how it works unless you put something solid over the surface to get thru but then it won't deform it would be like a chocolate layer

obsidian onyx
#

tried making a game engine with c++ and c# but it will take me over 500 years to figure that out

#

๐Ÿ˜‚

abstract relic
normal burrow
#

@silver crown is very accessible too

abstract relic
#

@silver crown also likes cookies and may give a free hug for every purchase

normal burrow
#

@silver crown likes cookies~~ and hugs~~? (sorry read that wrong, he gives hugs in exchange for cookies ๐Ÿ‘)

obsidian onyx
#

@abstract relic ๐Ÿ‘ just found that and downloading right now, thanks

normal burrow
#

phy is the creator of it, incase that wasn't completely obvious damses

obsidian onyx
#

yep cheers @silver crown

covert falcon
#

desperately need help

#

my steam integration wont work

#

for no reason whatsoever

forest holly
#

Anybody had issues getting Live Link working? Can't find the message bus source.

#

Might be firewall related

blissful trail
#

im getting an error and idk why

soft crescent
#

@blissful trail what does the error log say

#

honestly I would handle it via the cast to the door triggering a function or an event that determines the open or close state and handles the opening that way instead of trying to do it within another blueprint

covert falcon
#

can soemoen help me?

silver crown
#

@normal burrow someone mentioned cookies?

#

๐Ÿ˜›

forest holly
#

@covert falcon explain your problem so people know if they can help.

thorn topaz
#

why are our project function calls missing from the crash log?

Assertion failed: Pair != nullptr [File:g:\ue_4.22\engine\source\runtime\core\public\Containers/Map.h] [Line: 476]

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1464]
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_Engine!FTimerManager::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\timermanager.cpp:602]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1627]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
velvet latch
#

^ Are you compiling using release binaries?

thorn topaz
#

how can I verify?

velvet latch
#

Are you compiling with Development or Debug?

#

In Visual Studio.

languid flax
obsidian onyx
#

i just created first and third person view on a BP but now Event Graph is invisible?!

thorn topaz
#

@velvet latch It's from development.

languid flax
#

@obsidian onyx If you're talking about a blueprint, you can open the Event Graph again in the "My Blueprint" tab by clicking on EventGraph.

obsidian onyx
#

ok i think i found the problem, i was trying to open a child of another BP?

spark sonnet
obsidian onyx
#

i cloned the original and had no graph or something went wrong

fathom void
#

UE4 crashes on start when having raytracing and dx12 enabled, using latest nvidia driver, RTX 2080. Any thoughts?

hollow crescent
#

Hi, Is anyone using CCGToolkit from the Marketplace?

#

Does anyone know of a place where people discuss its use, aside from the one thread on the forums?

#

Looking for a community that wants to learn it together

plush yew
#

Im wondering if someone could help me out i would be grateful.
I would like to load a scene for clients during multiplayer game. This scene is a weapon customization scene. And it should show up only for the client who opened the menu. I've tried using scene captures but no Anti Aliasing is available and I read the engine doesnt support it at the moment.

spark sonnet
#

Whats the best way to make one floatvar increase the less the value of another floatvar is?

plush yew
#

I figured i would need to use seperate UWorlds for this

#

@spark sonnet have you tried map range?

#

You can specific min & max values for a float value

#

And output values

spark sonnet
#

So would that make one variable increase if the other one decreases?

plush yew
#

Yep

#

The min/max can be used as a scale

#

Or if you use the "map range clamped" node it will actually clamp the output values

#

For example the inputs would be 0-1 and the outputs 1-0

#

Then it would map the values

#

Accordingly

#

If your values are between 0 and 1 you can simply use 1-

spark sonnet
#

the values are between 0 and 200

plush yew
#

Substract the value from 1

#

Then substract from 200

#

๐Ÿคญ

#

If you want to get 10 if the value is 190

#

Just subtracting 200-190 will give you 10

#

Or if its more easy to understand use the map range function

#

There you can define any values

#

Anyone here ever made multiple UWorlds?

spark sonnet
#

Thanks I'll try it

brave salmon
#

will it help to upgrade to 32 GB RAM from 16? I can't open Paragon sample level now ๐Ÿ˜…

spark sonnet
#

check if it is the ram causing that first ๐Ÿ˜ƒ

cursive dirge
#

lack of ram will not prevent you from opening a level

#

it'll just come really slow as it'll swap to the system drive then

spark sonnet
#

Are there no physics based flying AIs made in unreal?

#

With physics @plush yew ?

#

in thrust. So if there is no thrust it will fall down to the ground

#

Im trying to make it ๐Ÿ˜ƒ

#

I just need to find a way to make it stabilize itself with thrust

thorn vector
#

hey guys i wanna ask for help

spark sonnet
#

This is what I've got so far

thorn vector
#

anyone can help me integrate advanced locomotion system into my project i tried for 2 months and 3 weeks now but no luck

#

rn i really need help

#

if anyone can help me dm me

brave salmon
#

it'll just come really slow as it'll swap to the system drive then
that's basically the same. thanks!

ionic oxide
#

Hi, when doing a sweep, is it possible to know if is there a part of the shape that is not overlapping?

#

Like this

#

The red capsule

#

I want to know that the top is not overlapping

forest swallow
#

If I have start block, block loop, and block end animations should I create a locomotion or montage or what?

spark sonnet
#

looks nice!

#

Mine does not ๐Ÿ˜„

#

But I dont want to fake anything. Thats the hard part ๐Ÿ˜ƒ

#

yea

#

im trying to make a realistic drone where it stabilizes itself with thrust

#

and as of now its not really stabilizing as it should

#

yeah

#

Im trying to make it thrust more on the left side if its tilting left and opposite

#

but not working :/

#

Think im gonna have to start over

normal burrow
#

Make sure you deal with center of mass Sebb. For z rotation use two engines opposite positions around COM.. Both turn same direction to spin. Read about inertia tensor, (impulse*dir) cross (point-COM) gets you angular in radians

spark sonnet
#

I am currently trying to make the roll and pitch stabilize itself based on the meshes rotation

normal burrow
#

Youโ€™d need 8 engines then unless they shoot positive and negative,then 4

spark sonnet
#

Oh

#

Why?

normal burrow
#

Thrust cancels out linear

spark sonnet
#

What do you mean by that?

normal burrow
#

Two engines on opposite sides around center of mass. One face north on east point, one face south on West Point. Both engines one cancel linear forces resulting in only rotation

#

Pinwheel

spark sonnet
#

But if the two on the right thrust more than the ones on the left. It should tilt to the left?

normal burrow
#

Yea thrust in linear space does not matter where itโ€™s positioned

spark sonnet
#

So it should work as it is?

normal burrow
#

Your dealing with drag I mean to turn at that point

#

You could calculate response to each four engines. But there will be a dead zone in that configuration. But itโ€™s doable to a point would think.

#

Lorentz force might be worth looking into too

plush yew
#

Anyone worked with multiple UWorlds here?

spark sonnet
normal burrow
#

To measure response

plush yew
#

I am unable to open a level in the second UWorld ๐Ÿค”

#

Checked the UT4 code how its done there and they dont even use the InURL to bring up the level for replay

manic pawn
#

UT uses multiple worlds?

spark sonnet
plush yew
#

Yes they have a replay system for the killcam

manic pawn
#

never thought it would actually duplicate the world for that

plush yew
#

Then the player is switching between the 2 world when using the killcam

manic pawn
#

that's genius

serene birch
#

neat

plush yew
#

Looks like theres some shared data there

serene birch
#

I see the feature is also useful for animated level transitions

plush yew
#

It's undocumented so no clue yet whats actually happening

normal burrow
#

Sebb acos(actor.up.z) will get you the angle from up in radians

manic pawn
#

good to hear that is a thing you can do

plush yew
#

Yes. This is usefull to bring up levels / scenes while in multiplayer

#

Virtual worlds that dont affect the gameplay

manic pawn
#

haven't used pocket worlds for more than rendering icons yet

dry merlin
#

You know, people like making money.

plush yew
#

But im unable to make it work yet

#

Not sure whats missing :/

spark sonnet
#

So I should use that instead of pitch and roll?

normal burrow
#

Get angle from up the find direction to floor cross up

#

Pitch is not what you want yea

spark sonnet
#

oh

plush yew
#

Sebb checkout a basic math course for vectors and rotators

#

Will help and speed up your progress

#

I hate asking as i usually never get help with my stuff

#

๐Ÿ˜…

normal burrow
#

Angle from up is like angle to sky. You need a heading on top of that angle

#

5 degrees from up, east or w/e

spark sonnet
#

but getting world rotation should work too?

normal burrow
#

No

#

Tilt

plush yew
#

So anyone did similar to what UT4 has?

dry merlin
#

Thought this might be of interest for people wanting to create planet earth

spark sonnet
#

Tilt?

plush yew
#

If not i gotta dig the engine source ๐Ÿค”

normal burrow
#

With rotator -> rotate vector 0,0,1 -> break:z -> acosd-> log to screen

#

Watch the values

spark sonnet
#

ok

normal burrow
#

Acosd will always be positive

#

So if angle>5 then rotated vector cross 0,0,1 will get you rotation axis

#

5 or any number

#

Up cross up would be zero you just have to make sure itโ€™s not pure up

spark sonnet
#

ok how does it know if it should rotate left or right if they are oth positive?

normal burrow
#

Just explained that

#

The cross product of rotated 0,0,1 to actual 0,0,1 gets you axis of rotation when normalized

spark sonnet
#

ah ok

normal burrow
#

Then you rotate negative angle to up to try to stay up about said axis

spark sonnet
#

Thanks for helping me ๐Ÿ˜ƒ

normal burrow
#

Back to sleep for me

spark sonnet
#

Thank you. Good night @normal burrow

dry merlin
#

God, now that I finished my terrain textures, the hardest part is now reading the SRTM data, filling the voids. Been years since i handled the military data sets. Can't track the structure of the file sets anywhere on Google.

normal burrow
#

Debug draw that vector (normalize it too) then *50+actorlocation. it should look like rotation about the line would be shortest path to up

#

One you know the axis of rotation and desired angle about it, you use that other formula against com to predict which engines should fire

#

(impulse*dir) cross (point-COM) gets you angular in radians

#

So you can invert that to figure out desired thrust per engine

#

Angular in radians it literally axis * angles around it

plush yew
#

yo

brave salmon
#

close tab button is WAAY bigger than it should be

#

I won't comment this ๐Ÿ˜„

plush yew
#

anyone know how to play a sound triggered by and animation

brave salmon
#

let me try

#

lol it helped ๐Ÿ˜ƒ thanks! @plush yew

#

as for the texture rendering, just try to make a row of basic buttons, you'll see there is no such behaviour as you described

#

it's not slower but kinda wasteful

#

I got what you mean

#

I thought you were talking about hovering

#

I thought it is just a bunch of clear pixels baked

#

ah I see now ๐Ÿ˜ƒ set it to self invis

#

you should interact with visible elements at the end of the day

#

well there is some logic behind

#

not in this case ๐Ÿ˜„

#

it'll draw only texture anyways

#

but the mouse will interact with size you set

#

bad UV? ๐Ÿ˜ƒ

#

isn't the way a texture project on 3D model set by the UV?

#

I'm not a pro in this

#

just change the scale of the cube for streched textures?

#

this example is weird honestly

#

just don't follow this rule in UI please ๐Ÿ˜„

plush yew
#

Wtf my pc just crashed when I reopened unreal my default map and gameinstanve were reset

brave salmon
#

optimal is an enemy of good ๐Ÿ˜ƒ

soft crescent
#

also @brave salmon you're getting confused with the quote "perfect is the enemy of good"

brave salmon
#

lol that's the dedication

soft crescent
#

but yes, stick to power of twos

kindred viper
#

reasons you don't need to adhere to power of 2 in UI. 1. no mipmaps. The End.

soft crescent
#

that being said for ui

#

yeah

#

but non power of two on 3d for game objects will not render on mobile

manic pawn
#

reasons you do need mipmaps for ui: automatic scaling between people playing in 720p and people playing in 4k

grave nebula
#

Not using pot textures is quite exquisite and shows good taste of the developer.

brave salmon
#

and what if I have an area of 500 that have to be filled with 10 buttons?

manic pawn
#

fix the design br_big_brain

brave salmon
#

omg

#

golden ratio apologists arrived

soft crescent
#

i suppose that yeah for scaling you would need mip maps on ui textures

nimble anvil
#

@manic pawn this is big brain time

plush yew
spark sonnet
#

You can change both. If you make max 15 then it will choose from 0-15 @plush yew

junior solstice
visual belfry
#

it says there's an infinite loop during the construction script can you share a screenshot of that?

junior solstice
#

construction script is empty not for loop

visual belfry
#

the construction script on the Tile class?

junior solstice
visual belfry
#

๐Ÿค” hmmm

junior solstice
#

how to fix this

plush yew
#

first, activate windows

#

then press window - reset layout

grim ore
#

as a general question, working with the Quest (Android based) I cannot use Niagara yet for effects right?

spark sonnet
#

Whats the best way to get the overlapping actors mass? There are multiple actors

unkempt lotus
#

Hello! Does anyone have experience with adding a ponytail to a character and have it physically animate ("dangle") when the character moves?

spark sonnet
#

I saw a tutorial for it on youtube once. I could try to find that

unkempt lotus
#

@spark sonnet thanks for the video! I've seen that one as well and the difference is that I've attached the ponytail to my character and rigged + skinned it in the 3d tool, but I could watch it again and maybe see how he did the physics, that might also work in my case

spark sonnet
#

He used a blueprint to make all the bones simulate physics

unkempt lotus
#

Hmm, I could give that a try, I wanted to try it with the Rigid Body or Anim Dynamics node in the Animation Blueprint of the character, but the documentation about those nodes isn't that helpful and it's hard finding good examples for this topic๐Ÿ˜‚

spark sonnet
#

It may not be the most popular topic ๐Ÿ˜ƒ

unkempt lotus
#

to come back to that video, is that usually how it is done in most games or with most characters? that the ponytail is added to the character in the engine instead of in the 3d software?

spark sonnet
#

I dont think so

#

Would be easier to just make it in the 3d software

plush yew
#

Looks like he has a cheesestring on his head

thorn topaz
#

why are our project function calls missing from the crash log?

Assertion failed: Pair != nullptr [File:g:\ue_4.22\engine\source\runtime\core\public\Containers/Map.h] [Line: 476]

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1464]
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_Engine!FTimerManager::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\timermanager.cpp:602]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1627]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
pine night
#

Hello! If I create a model with two materials, should I create a UV for each material?

#

It's low poly model for real-time rendering
Main application in engines (Unreal, Unity)

#

Texture resolution - 2k, if used new texture for second material - 512

#

And I do not know in terms of optimization. Which solution is better ...

frank iron
#

hi i have an issue with my code, Why does the game still spawn no obstacles (has large gaps) even though ive set it to spawn obstacles 100% of the time

#

here's mu code

zealous spear
#

So, i've made an character like aghost, under a cloak. I need to add some blue lights on him like in the image

#

Anyone that can help?

#

ignoring the smoke

spark sonnet
#

use point lights?

#

or make an emissive material

zealous spear
#

Can you help me more because i have no ideas in making those things

shell compass
#

Do you want blue outlines like that or?

zealous spear
#

Yes

spark sonnet
#

What does it look like atm?

zealous spear
#

I just need the blue things

#

Like a shield

shell compass
#

Then what you wanna do is give him a fresnel node in your material

zealous spear
#

So, can you help me with that?

shell compass
#

multiply it by your desired color, plug it into the emissive

#

aaand that's pretty much it for that effect ๐Ÿ˜›

spark sonnet
little warren
#

hi guys is it possible to set graphics settings based on the pc power that the game is running on?

hidden aurora
#

Amazing fx @spark sonnet

plush yew
#

yo guys

spark sonnet
#

I am just messing around and making AI's/robots that do random stuff. Any tips on what I could make?

plush yew
#

i got a question,can i change the material of a object for one person?

hidden aurora
little warren
#

will check them out, thanks

hidden aurora
fossil ore
#

Can someone help me with cloth ?

misty stone
snow crown
#

just be reasonable

misty stone
#

Cause Gabster Inc has done it twice in one day and it's getting a bit spammy

modern sinew
#

Is it possible to make it so that an object spawns in with one of a few random meshes? Or would they all have to be different objects?

misty creek
#

Very possible. Just make an enum with all the different possible types and use the constructor to randomly pick one

modern sinew
#

Ok

#

Tomorrow Iโ€™ll be busy traveling but Iโ€™ll try and figure it out when Iโ€™m back at my main computer. Working on an Airport Tycoon game and for the passengers Id rather have random meshes than have to copy and paste the whole code to several different inest

#

Tomorrow Iโ€™ll be busy traveling but Iโ€™ll try and figure it out when Iโ€™m back at my main computer. Working on an Airport Tycoon game and for the passengers Id rather have random meshes than have to copy and paste the whole code to several different ones

#

Related, but how easy or hard is it to make it that when they spawn in, sometimes theyโ€™ll be in groups? (Families/tour groups)?

#

Youโ€™d have to keep track of the instances, yea?

plush yew
#

hmm i imported a mesh that has different shades of colors into ue4

#

and it literally created 2k materrials for each different color

willow stump
#

I have a really weird issue. Got a couple modular pieces which share the same Smart Material in Substance Painter which therefore are similar in terms of textures but when I import everything and set it up with materials all but one have darkened colours?

spark sonnet
#

Why cant I just load one tree ๐Ÿ˜ฆ

willow stump
#

The lighter one is the correct one. I checked all the textures and there's not the problem.

#

Ok I found it out by comparing my Material Instances...

#

sRGB hurts so badly.

plush yew
#

:p

#

wat would be best way to go about porting an exist game asset to ue4? specifically meshes and terrain. mesh is in its own custom format but I can write decoder to get vertices, colors, etc data

#

im guessing I should use procedural mesh generation?

spark sonnet
#

What can I do to avoid my engine crashing each time I open a mesh? Its just a tree

misty creek
#

What tree is it? Is it from the open world demo collection?

spark sonnet
#

yesยจ

misty creek
#

What sort of hardware do you have? All the assets in that pack require a pretty nice setup to use.

#

The shaders on them are very complicated

spark sonnet
#

I know but I have been able to open them on other projects

#

And its only that one tree

misty creek
#

You can open it in other projects?

#

The data might have been corrupted

spark sonnet
#

in other projects

misty creek
#

I would try reloading in the pack

spark sonnet
#

Oh

#

But Ive used some of it already

#

trying now

#

now lets see

#

it didnt work :/

pseudo void
#

for unreal compiling to benefit from ssd, does the project need to be on the ssd drive as well or just unreal?

manic pawn
#

everything should be on the ssd

pseudo void
#

thanks

plush yew
#

:-/

manic pawn
#

no hacking allowed

blissful trail
#

is there a way to stop continuous rolling for spheres ?

manic pawn
#

the object you want to cast

spark sonnet
#

Why is my map super bright? I have 1 lux

blissful trail
#

do u have a skylight ?

#

check the intensity scale on it

spark sonnet
#

I have and its also 1

grim ore
#

auto exposure?

spark sonnet
#

Where is that?

grim ore
#

project settings

spark sonnet
#

Might be

grim ore
#

or in a post process volume

spark sonnet
#

I dont like that eye adapting thing and its probably that

grim ore
#

that is auto exposure yes, you disable it being on by default in the project settings

spark sonnet
#

Are anyone actually using that?

grim ore
#

quite a few people are, it's more realistic

spark sonnet
#

True, but not the default settings

grim ore
#

you just make it less pronounced and more subtle

spark sonnet
#

yeah

blissful trail
#

im trying to make a basketball you can pick it up throw it and drop it but im having trouble adding a sound effect any idea's ?

grim ore
#

you arent playing a sound? You have no sounds? your speakers are not plugged in? you have no speakers? Your keyboard is not hooked up to the PC? You are using a VIC 20 and it doesnt support the latest version of UE4?

blissful trail
#

it plays a sound but continuously plays it

#

when it rolls

grim ore
#

so it's playing the sound when it hits something and it is hitting the floor?

blissful trail
#

yes but it kinda plays it a heap

grim ore
#

check to see if it is playing before playing it again? give it a cooldown between playing so it can't play again? play it once correctly like on the initial impact if going a certain speed and not if it's rolling?

blissful trail
#

didn't work

#

do u think normal impulse would have an effect ?

grim ore
#

I have no idea how you are playing the sound so yes it could, anything could

blissful trail
#

can i check if it is higher then a certain number then play the sound

grim ore
#

you can do a check sure, I don't know what you are checking against

blissful trail
#

i mean like if its a certain number then play the sound

grim ore
#

you can have it do whatever you want, that is the point of programming

blissful trail
#

didn't work :/

spark sonnet
#

Are there any good and short tutorials on night light?

plush yew
#

no

spark sonnet
#

:/

cunning siren
#

Is anyone really savvy about computer components?

hidden aurora
#

What do you mean with savvy

cunning siren
#

Like building PCs. I need someone to tell me if the parts I've selected make sense lol

hidden aurora
#

Yep

#

tell me

spark sonnet
#

let me see ๐Ÿ˜ƒ

cunning siren
#

So I've got this:
Intel Core i9-9900k 3.60GHz
Gammaxx 400 CPU cooler
32 gig DDR4-3000
NVIDIA GeForce RTX 2070 - 8gb
ASRock Z390 Phantom mobo
850w standard 80 PLUS Gold psu
240GB ADATA SU650 SSD 520mbr/450mbw
2TB hdd

#

If someone could tell me what I should tone down and what I should upgrade/swap out... I'd be grateful. I'm not doing anything with VR at all.

grim ore
#

SSD is too small and if you are paying that much money for a machine it should be a NVME drive

hidden aurora
#

Ill choose a better cpu cooler for that i9

mossy nymph
#

very much agreed on NvMe

grim ore
#

a 9900k is extreme overkill if you are not doing anything high end unless money is 0 issue

mossy nymph
#

at least a 500GB Samsung 970 EVO

cunning siren
#

What would you suggest on a lower spec CPU?

grim ore
#

you need to tell us your goals first

spark sonnet
#

I would go for a higher ssd

#

but depends on your budget

grim ore
#

Goals and budget first when putting together a PC or else any advice is random guessing

cunning siren
#

Budget is around -2000

#

Goal is faster compile times lmfao

grim ore
#

and does the budget include accessories like a monitor, desk, etc.

cunning siren
#

jk. Goal is a new daily driver for the next 3-4 years

mossy nymph
#

i'd go for the new generation Ryzen then for the CPU

cunning siren
#

No, budget does not

grim ore
#

^

#

wait a month, get a 3rd gen ryzen 7 or the new ryzen 9

spark sonnet
cunning siren
#

I'd like to stay with Intel, tbh.

#

What about a Core i7 9700k?

grim ore
#

what do you have now?

spark sonnet
#

Is it primarily for game dev?

grim ore
#

ooch, no HT on that 9700k and it's intel so no bueno

cunning siren
#

Right now I've got an IF6400

#

2.7ghz

#

i5*

#

Yeah primarily for game development.

grim ore
#

ignoring the CPU for a bit, the GPU is a fine choice or invest in a 1080ti on the 2nd hand market if you are not doing DXR stuff

#

with that said you should reaaaaaally reconsider a ryzen cpu unless you just absolutely want to pay more for less

cunning siren
#

aight aight hold up

blissful trail
mossy nymph
#

so you check if the AudioComponent is playing before you create it? ๐Ÿค”

grim ore
#

you can't do that with the return value from the spawn sound

dim plover
#

It's weird that that would compile.

grim ore
#

promote the return value to a variable and then you can check it later

#

however you need to make sure that it is valid before you check it or you will still get the issues

mossy nymph
#

that true and false is the same branch could use a second thought, too

spark sonnet
#

Is UE4 a good engine for airplane simulation games?

grim ore
#

It can be sure

spark sonnet
#

But I would need to start from scratch?

plush yew
#

u can use default ufo

spark sonnet
#

I know but thats not really flying. I want flying with physics

grim ore
#

then yes you would start from scratch, there is a hanglider demo but It's not really physics accurate

#

ue4 has a physics engine in it, you just need to do all the hard work

abstract relic
#

Wouldnโ€™t hard work be classified as making your own physics engine? ๐Ÿ˜œ

spark sonnet
#

Haha. I dont have time to do that ๐Ÿ˜ƒ

abstract relic
#

who needs physics when you can make up your own

blissful trail
abstract relic
#

But jokes aside, using the physics engine has always been the biggest performance hit. Best to fake it when you can

blissful trail
#

did u mean like dis ?

#

MathewW

hidden aurora
grim ore
#

yes but you need to make sure the variable is valid first before using it, the one you promoted. you can use an is valid node or promote it to a validated get. You have to do this because the first time when you are not playing a sound it will not be valid

blissful trail
grim ore
#

when you are trying to use it, not when you are promoting it. in the part where you go Variable -> is playing

spark sonnet
#

That looks nice @hidden aurora

grim ore
#

you can't get the Is Playing from the Variable if it's not valid/null

spark sonnet
#

How can I check if the hit actor with line trace is simulating physics? If the static mesh is simulating

blissful trail
grim ore
#

@blissful trail you need to check iof the Sound variable you created is valid, then you can use the sound variable to get the is playing and check. You need to do the 1 extra step of making sure the Sound variable is Valid before you use it or you will get that error you posted above.

spark sonnet
#

Is there a way to get mesh from an actor ref?

grim ore
#

you can get any variable from anything if you have a reference to it sure

#

Actor do not have meshes as part of their base class tho so you would have to cast to the correct class that has a mesh reference to get access to it

spark sonnet
#

but the class is changing

#

there is not one class

#

When I line trace I set the hit actor as a variable. Then I want to stop simulating physics for that hit actor

#

nvm found a solution

#

I think...

grim ore
#

in that case use an interface if you are trying to do something on something that you don't know if it supports something

spark sonnet
#

interface?

grim ore
#

or make sure all the items you are hitting have a parent class that has the mesh you want in it so you can cast to the parent and stop it

#

Blueprint Interface

#

it lets you generically message an object with an event or function and then that item will do it if it can or it will ignore the request

spark sonnet
#

what does that node look like?

grim ore
spark sonnet
#

ah

grim ore
#

The Blueprint Interface is basically a list of events or functions. The Blueprint then can implement that interface and use those functions or events.

spark sonnet
#

hmm alright

#

why is it read only?

grim ore
#

it's just a list of definition for the events or functions

#

the blueprints that implement the interface implement the actual functions

#

you can end up with an interface for "interact" and then 5 items can implement the interface, 3 of them can have an interact function that does 3 different things, and 2 could choose not to implement it

spark sonnet
#

I need to read more about this before I can manage to do this ๐Ÿ˜„

#

Is there a way to play a custom event from that object reference?

plush yew
#

Would a class comparison return true for a child class compared with its parent?

#

Or grandparent etc

grim ore
#

I would assume you can play a custom event based on what you are asking

#

it looks like it would not be equal because there is a Class is Child of node and a Object -> IsA comparator @plush yew

plush yew
#

Ok ty

spark sonnet
#

Ok thanks for helping @grim ore I will look more into it

grim ore
#

@plush yew I just checked and yep child != parent when comparing classes however you can always cast a child to a parent and it will pass if you are wanting a simple check if a child is of a certain parent type

cunning siren
#

GTX 1660Ti, RTX 2060, or RTX 2070... For dev in Unreal and usual pc games (cs:go, sandstorm, etc etc, nothing crazy)

#

?

#

Last PC build question, swear. ๐Ÿ˜ฆ

grim ore
#

the better the card the better the performance, especially for making it last longer. Do you plan on doing DXR (raytracing) ?

#

normally the correct answer for a GPU will be the fastest you can afford lol

bitter iris
#

Why is this

grim ore
#

what is the default map for the clients?

#

are they set to auto connect to the server

#

and what is the default server map

#

is it a dedicated or listen server setup

thorn vector
#

anyone can help me integrate Advanced Locomotion System With my project

#

i tried for 2 months and 3 weeks now

#

i really need help

grim ore
#

see if the dev who created it can give 1on1 support?

thorn vector
#

asked the dev bout it he said he's busy

#

asked ppl in the discord they all said busy

grim ore
#

considering the disclaimer I can see why it might be a pain to implement tho ๐Ÿ˜ฆ

thorn vector
#

yeah its really confusing

#

i asked many ppl for help but all of them either want sum money or say they're busy

#

can u help me @grim ore

grim ore
#

For something very specific like that I can understand. and I doubt I can help I have never used it

thorn vector
#

awhh its okay

#

i tried retarget the skele but thats ended up messing with als functionality

#

tried moved the code to als lots of problems

#

i really dont know what to do