#ue4-general
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a ton of people go at game dev without knowing anything heh
and it shows
a ton of people go at C++ game dev in UE4 without knowing anything....
it's not great way to start
๐ ๐
this is how you end up with that BP spaghetti
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
tf is a dots..? I thought Unity's alternative was js
the unfortunate part for Epic tho is Unity is going pedal to the floor with learning and training
well Unityscript was deprecated so it's gone
DOTS is Data Oriented Technology Stack
it's a new "way" of programming in C# in Unity to get more bang for your buck
So Spaghetti Os.
technically it's very impressive, implementation wise it's learning a whole new programming paradigm for most people
ffs I can't spell tonight
implementantation*
it's based on their entity component system
it's very different to use vs common object oriented programming we've seen on most game engines
ECS isn't Unity specific thing tho, they just got their own implementation for it
and whole ecosystem building around it now
which is that DOTS in short
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
I guess we see more mass simulations on future games because of things like that
I'll stick with Unreal and take ibuprofen.
๐
Lots of neato stuff coming in the future for everyone on all engines
unless you are Cryengine...
even cryengine would be fine if it weren't for crytek ๐
no one should have to use Cryengine
but it's really the crytek that's the issue
It's soooo freaking programmer oriented
it failed the make a cube spin test lol
lol
their visual scripting tool tho
but that was trying to use their VS system and it was really wonky
it was so bad they decided to make another
people can make fun of Blueprints all they want but I don't think there is another VS system out there as friendly
imagine you have node graph system where you can't ref other graphs
idk man GM Studio has a decent visual system
Kismet!
Meh. Screw it. I'll make CMD text based rpgs for the rest of my life.
<iostream> 4 lyf baby
in cryengine's schematyc, you can only send signals from regular graphs to some god class
not cross two regular graphs
the whole design was programmers nightmare
as it forced you to use all bad practices
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
I just want Microsoft to buy out Unity and make it free lol
make the editor free, no more pro or plus distinction, and keep selling the SAAS stuff that Unity is becoming
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 ๐
But only those with the big bucks can have dark theme
we seem to be getting that with UE4 as well but I think Epic is not really going to be selling it
when talked with their programmer, he said it's not supposed to used like that
but they did hid that option since
but the point is, if you can't even toggle light on and off without instructions, that's pretty unintuitive visual scripting
(they later exposed some boolean to actually make it work like that)
yep yep especially now as more and more engine are adding it as first class and polished
I actually like the Unity's current monetization, besides they stupid dark theme behind the paywall thing
it's definitely cheaper than 5% on UE4 or CE but you do get your moneys worth on UE4
@abstract relic To be 100% honest having darktheme behind a paywall made me choose Unreal to start with.
Not the graphics, not the spaghetti. The darkmode.
does Unity keep the dark theme as a pay only option simply because they know people will pay for it
probably ๐
its cause they want you to develop forever, unles your not paying, then eye strain
they also made the free light theme even more horrible to look at in Unity 2019.3
This udemy tut has had me compile code 3 times in five minutes of the video.
it's a conspiracy to sell faster processors
sounds about right (to compile often especially if you are learning)
The problem is that I don't get to compile often. He does, but I wait. I waiiiiiit.
the more you do in between, the harder it is to figure out what went wrong if it doesn't compile
compile times are logO
MathewW: it's a conspiracy to sell faster processors
^
or... it's a subliminal way to promote Blueprints due to the faster iteration time
you wait for it to build something like 90% of the time
oooh... I could make video showing the worst way to do C++ in UE4 to convince people to use Blueprints lol
compile after every keystroke
seems to be the norm in most tuts
oh for sure it is, I do the same in Blueprints lol
when you learn, the quicker you find it's broken the easier it should be to find the problem to fix
later on you just YOLO it for the entire function and hope for no errors lol
0lento: the more you do in between, the harder it is to figure out what went wrong if it doesn't compile
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.
On a related note, anyone tryna donate to my new Ryzen fund? ๐
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
Oh crap, just remembered that's against the rules. I meant that as a joke, mods D:
tbh, @grim ore could easily apply for the epic grant because of his videos
or did you apply?
did and received, it's why I don't work on the I3 anymore lol ๐
is there another way to move an actor from point A to point B without using a timeline or physics???
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
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
check the actor that is overlapping, cast to the AI class, and if it's the AI class it's the AI class
if you want to be more efficient you can use a Blueprint Interface instead to check if it's the AI
or... uh.. you could use an Actor Tag on the AI and check for that
I'd avoid interfaces in this case
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.
it's mentioned soooo many times in the UnrealFest videos from different people I figure might as well keep passing it on lol
of I didn't mean in general.. but in this specific case
if you have to ask how to do these things, you'll get overwhelmed by interfaces
oh yeah for sure I would just be lazy and cast lol
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
Gotcha
you can code any logic you want with blueprints
before BT's existed in ue4, people just handcrafted all AI code
many probably still do
I don't see why not
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
for some reason off the top of my head I want to say the float version is inclusive and the int version is exclusive
Bro springarm cameras are 100x easier to set up in UE than in Unity.
mindblowing.
Don't judge me, I'm noob. I like simple things. ๐
there are no springarm cameras in Unity
Not out of the box there's not
and when you need more control over it in unreal, you end up coding it from scratch as well ๐
xD
can't override?
but it's nice for prototyping
you'll see in few years
When a daddy springarm and a mommy springarm love each other very much
the uh starter kit thingy they added in Unity had a spring arm doesnt it?
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
like engine code checking for ACharacter etc
only thing that is behind paywall there is dark theme and splash screen disabling/full customization (when talking about engine feats)
@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
animation blueprints are my favorite thing
I needa get Mathew on payroll fr.
man I had an example for the blending montage stuff but of course I can't find it now
ooh, this is close enough lol https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/AdditiveAnimations/index.html
you just use the default group for the blend group so it blends the entire thing lol
So I just included cameracomponent.h, and it's still telling me ucameracomponent var is incomplete class
stupid
that's not saying much
oh it'll work. It's just stupid.
have to try first
intellisense is
it's not very intelligent on ue4 codebase
you can turn intellisense off too chemicalRatt
clion is another ide that i've never tried but reportedly has better intellisense than vs
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.
ya just get used to ignoring them
wonder if epic tries to acquire those guys ๐
and turning off the squigglies
would be nice lol
but vax is used widely outside of unreal too
VA is like the most essential tool you need for UE4 if you use c++
imagine it wouldn't be a cheap purchase
it shouldn't be thing you have to get separately
va is pretty essential in general for c++ tho too
well no
its not like we get screwed over like artists
I'm actually retarded.
intellisense is fine on most codebases
its not as good as vax though
vax will make mistakes but it at least offers some refraction and include this header type stuff
intellisense doesn't make your VS crash on new VS updates
I've used VA enough to know it does that
thats how they get you to pay past the year
trick is, never upgrading vs haha
can't do that with UE4 :/
I just swapped to using VSCode for UE4 so let the fun begin
yea 17 is what i'm on too
ik ๐
/std:c++latest finally working, it'd basically take a requirement for me to move on either update to vax or vs lol
anyone know how to lock rotation on a physics actor
no
xD lmao
use constraint
in general you shouldn't do manual transform modifications on each Tick
for physics simulated things that is
^
Look at me, knowing stuff and what not. I'll be a programmer one day. You'll see.
๐
guessing this is the best place to ask a 'why is xyz happening' question about the engine?
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.
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.
screenshot, to show what i'm meaning
It's the reflection capture, most likely.
If you look in that spot in editor, you should see what looks like a speedometer.
and then a ball.
the semi-circle with arrows pointing to its center?
If you didn't delete 'em when you started or move them they'll be laying around.
Yep.
ah. so if i delete those, they'll stop making the circle?
Mhm. I'd get rid of them until you start learning about them.
All you really need is the included light source
No problemo. Here's what they do if you wanna read up on it for reference https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/ReflectionEnvironment/index.html
System for capturing and displaying local glossy reflections.
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?
I've created a custom function, and I want to show an help box when the user hover a specific input pin.
Isn't @InputPinName : Descrption... supposed to show the help box on the given input pin?
https://media.discordapp.net/attachments/225448446956404738/593710948267851776/unknown.png
Heyooo... What GameSave/Load strategy do you guys think MineCraft is using? How do they save so many things?
Google chunks and anvil @autumn elbow
@cunning siren okay...just did. What am I looking for ?
Not sure. Thatโs the step in the right direction though. Interesting for sure.
LoL... does it relate to Saving and Loading ?
There isn't anything particular about Minecraft
Except it has more save data than most games I guess
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
I'd imagine it only saves the seed and the changes, so it may not be that big
It probably saves all modified chunks entirely + the seed
Isn't that what I just said :D?
Not exactly, you said "changes" but I'm guessing more "parts of the level"
Not that it matters
saving modified chunks vs saving individual blocks?
i.e. what Stranger said vs what ambershee said
Yup
pretty sure Minecraft just saves the whole chunk once seen
and generates it when seen
If I want to create an RTS setup should I create a blueprint character or a Pawn ?
RTS or not can't determine that
why would you create a character tho?
basically you could use just one pawn and use it to drive the RTS camera and input
wait, are you asking for the "player" pawn aka the RTS camera or the RTS units themselves?
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
can't tell if it's still easier to setup pawn for this or if it makes much difference
probably easier these days
it's kinda automatic at least
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
still does that
well, controller is still able to provide its own camera if it doesn't have one provided for it
Well the character already has movements so if I use the Add Input Vector it will move everything and not just the camera
you mean real time strategy now with RTS?
you have like dozens of movable things there
you don't want to tie the player control to one there
Hello everyone i have problem with swarm crashing, i check every answer on forum and nothing helps.
tried validating and clearing cache in swarm agent? also check your level for 4096 lightmaps they're ram killers
yes
short of porting your level to a fresh one or an entirely new project im outta ideas
same
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.
Texture is the "superset" of all textures. Which includes Texture2D, TextureCube, Volumetric Texture.
With Texture2D you can only select Texture2D
I wonder what a use case would be where selecting a texture 2d or a cube in the same variable actually makes sense
there is none
Alright thank you
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 ?
yes
Montages have a setting for this
it either plays the notifies of the highest weighted animation or all or none
That would be perfect for me since I may need to rework some anims sometimes. Gonna find this option, thanks a lot !
Hello, about FBox, how does it work.. anyone can explain?
how to make a 1m cube with it for example...
@sudden agate Sorry to bother but I can't find the setting for some reason...
Nvm, found it
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
You need to give more info about your mesh and your export options
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 ?
New question ๐ https://i.gyazo.com/2c8f0583cfc283370640f91eeddc75bc.png
does anyone know why my landscape is pure black?
Should it be ?
@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
Go to your NLA editor and delete the actions first thing first
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
...I want that ui setup
do i have to create actions for each Bone ?
drones? like... remote control robots with 4+ propellers that people fly around for fun / to spy on sunbathing neighbors?
Scenario: Drone touches inappropriately
Response: Clearly state lack of comfort, leave the room, and immediately report to HR
๐คฃ insert drones into typical corporate HR training videos
and stick a tie on it
SAIC Scotty?
I knew that assignment sounded familiar ๐
Nah just connections. The drone projects is one of the few that can be publicly discussed by those contractors
To be fair. What toilet seat brand is used is confidential ๐
No. You may be mistaking it for when they broke off their branches into a bunch of new independent entities
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
@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
yeah that might get messy depending on what you are doing of course
I have a tendency to write for re-usability. It not only helps with reducing bugs, you get code you can copy paste later
What is the function in C++ that adds force to a actor?
UPrimitiveComponent::AddForce
so removing foliage instances might 'forget' to remove some,.. how???
both in blueprint and c++ ive had this experience
How do I put in terrain blur in my endless runner game so the player can't see the actors spawning in the distance?
@plush yew ye fog
Is that all I need?
Wow sounds too easy. Thanks
Guys, i heard that meshes takes less memory than BSP. If that's true, will converting BSP models to a mesh take less memory?
Tag me when anyone repond btw
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 .
EOS exists but right now provides little
try a different browser/disabling adblock though?
I just need something to let clients find each other and test authentication.
Good call. I'll try that.
does it even provide that yet?
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
so, did it work?
sec
No, tried two browsers and shutting off adblocks
It just shows a busy icon on the add product button for a few seconds then silently fails
probably broken on Epic side then
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?
hi, how could i make sure that in an endless runner game, the game doesn't spawn 3 non-jumpable object together?
@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
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?
When I try packaging a project my entire computer freezes, does anyone else get this, and does anybody know how to fix it?
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
Hey guys, is Epic removing some of their documentation/guides? All AI/Behavior tree documentation is unavailable
Ha figured it out. It appears that they are moving things around and updating docs to newer engine versions. AI stuff is now found here
https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/index.html
@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
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
@plush yew
I wonder if this means they're gonna fix some AI Perception bugs
but to answer your question, probably on tick after consuming input, assuming its a controlled pawn
so when i put this command what will happen?
in what direction or am i spose to add more parameters
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
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
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.
How do I get started with using the Menu Anchor Widget in UMG in Unreal Engine 4 Blueprints? Source Files: https://github.com/MWadstein/wtf-hdi-files
Satisfaction
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
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?
oh okay ... ๐ฆ thanks
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.
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
@plush yew
That ragdoll ๐
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
i changed it to 1 million on the bus but it didnt work
Hey can I ask a question
So
I prefer Atlantic answers.
Iโm making a small horror game and I keep experiencing this glitch with the textures
Hear it sinks though
?
looks fine to me but I am not an artist, what should it look like
Agree, no idea what you are referring to in the image
The floor textures, itโs white on one side but dark on the right side
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?
Yes
Well
After the new update this is happening and I don't know why
And are the mesh lined up.
Whenever I rebuild the lighting it says something about important volumes when it finishes building the lighting
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
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
Guessing you have a big scene and it wants you to define the area you want lit
Yep lol
does it only go black when you build the lightmap?
so do that.
Add the volumes
Youโre telling it which area needs detail lighting
So you donโt get a blanket overhead
Alright, so how do I add those volumes
Search Lightmass Importance Volume
they should be under your volumes category under place on the modes on the left
In the tool menu
Found it
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?
uh im not sure
all i did was slap some free texture i found on the market place onto that piece of floor
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.
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!
Hi guys. Whats the best way to move an actor with floatingpawn movement? AddForce?
is it a pawn you are trying to move or just an actor?
Its a pawn but atm using it as an actor so there wont be a controller controlling it
if it's a pawn you should be able to use the normal add movement input nodes to move it
Oh, but if its an actor then?
pawns be actors
then you would have to do something like set actor location or adding force directly
ok so add force is the best node to use for that?
it might be, it might not be. I don't know what you are trying to do with it
Ok im just trying to make a realistic movement for a hovering block
are you even using physics is the first question
yes
what is "realistic movement" ?
just like a drone
a drone would use impulse or force then in a direction to simulate movement more than likely, yes
ok thanks
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
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
I have never seen anything like that in general but I am not very experienced with the physics or maths systems
alright
a gyro input?
no input
Just on the actor so it can realisticly stabilize itself
just like some drones IRL
https://github.com/vblanco20-1/HoverGame @frank escarp made this
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
Thanks. I'll look into it ๐
Why are the default physics acting like im in space?
they shouldn't, default physics should be earth gravity assuming the items you are using have realistic mass
Could it be that some of the meshes are not simulating physics?
if they aren't simulating physics then they should not be affected by physics at all yep
ok ill try that then
maybe not
They detached from the mesh
Do I need to attach everything together?
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?
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! ๐
cool beans
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
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
tried making a game engine with c++ and c# but it will take me over 500 years to figure that out
๐
Have used and can vouch https://voxelplugin.com ๐
@silver crown is very accessible too
@silver crown also likes cookies and may give a free hug for every purchase
@silver crown likes cookies~~ and hugs~~? (sorry read that wrong, he gives hugs in exchange for cookies ๐)
@abstract relic ๐ just found that and downloading right now, thanks
phy is the creator of it, incase that wasn't completely obvious damses
yep cheers @silver crown
Anybody had issues getting Live Link working? Can't find the message bus source.
Might be firewall related
@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
can soemoen help me?
@covert falcon explain your problem so people know if they can help.
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]
^ Are you compiling using release binaries?
how can I verify?
I wanna make a map with a tiled look like this, which the user can edit at runtime (think Tycoon game): https://i.pinimg.com/originals/ca/67/16/ca6716cdb5c3a63197c17f17a8986ee9.png
I'm wondering if I should do it with lots of static meshes that automatically change adjacent meshes or if I should try doing it with a procedural mesh.
i just created first and third person view on a BP but now Event Graph is invisible?!
@velvet latch It's from development.
@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.
ok i think i found the problem, i was trying to open a child of another BP?
maybe you need to reopen it? @obsidian onyx
i cloned the original and had no graph or something went wrong
UE4 crashes on start when having raytracing and dx12 enabled, using latest nvidia driver, RTX 2080. Any thoughts?
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
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.
Whats the best way to make one floatvar increase the less the value of another floatvar is?
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
So would that make one variable increase if the other one decreases?
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-
the values are between 0 and 200
Substract the value from 1
Then substract from 200
๐คญ
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?
Thanks I'll try it
will it help to upgrade to 32 GB RAM from 16? I can't open Paragon sample level now ๐
check if it is the ram causing that first ๐
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
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 ๐
I just need to find a way to make it stabilize itself with thrust
hey guys i wanna ask for help
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
it'll just come really slow as it'll swap to the system drive then
that's basically the same. thanks!
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
If I have start block, block loop, and block end animations should I create a locomotion or montage or what?
looks nice!
Mine does not ๐
But I dont want to fake anything. Thats the hard part ๐
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
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
I am currently trying to make the roll and pitch stabilize itself based on the meshes rotation
Youโd need 8 engines then unless they shoot positive and negative,then 4
Thrust cancels out linear
What do you mean by that?
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
But if the two on the right thrust more than the ones on the left. It should tilt to the left?
Yea thrust in linear space does not matter where itโs positioned
So it should work as it is?
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 itโs doable to a point would think.
Lorentz force might be worth looking into too
Anyone worked with multiple UWorlds here?
Should this work?
To measure response
I am unable to open a level in the second UWorld ๐ค
Checked the UT4 code how its done there and they dont even use the InURL to bring up the level for replay
UT uses multiple worlds?
thrust
Yes they have a replay system for the killcam
never thought it would actually duplicate the world for that
Then the player is switching between the 2 world when using the killcam
that's genius
neat
Looks like theres some shared data there
I see the feature is also useful for animated level transitions
It's undocumented so no clue yet whats actually happening
Sebb acos(actor.up.z) will get you the angle from up in radians
good to hear that is a thing you can do
Yes. This is usefull to bring up levels / scenes while in multiplayer
Virtual worlds that dont affect the gameplay
haven't used pocket worlds for more than rendering icons yet
You know, people like making money.
So I should use that instead of pitch and roll?
Get angle from up the find direction to floor cross up
Pitch is not what you want yea
oh
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
๐
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
but getting world rotation should work too?
So anyone did similar to what UT4 has?
Thought this might be of interest for people wanting to create planet earth
Tilt?
If not i gotta dig the engine source ๐ค
With rotator -> rotate vector 0,0,1 -> break:z -> acosd-> log to screen
Watch the values
ok
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 itโs not pure up
ok how does it know if it should rotate left or right if they are oth positive?
Just explained that
The cross product of rotated 0,0,1 to actual 0,0,1 gets you axis of rotation when normalized
ah ok
Then you rotate negative angle to up to try to stay up about said axis
Thanks for helping me ๐
Back to sleep for me
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.
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
yo
is it just me or some of the editor buttons feel off lately??
close tab button is WAAY bigger than it should be
I won't comment this ๐
anyone know how to play a sound triggered by and animation
let me try
lol it helped ๐ 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 ๐ 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 ๐
it'll draw only texture anyways
but the mouse will interact with size you set
bad UV? ๐
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 ๐
Wtf my pc just crashed when I reopened unreal my default map and gameinstanve were reset
optimal is an enemy of good ๐
also @brave salmon you're getting confused with the quote "perfect is the enemy of good"
lol that's the dedication
but yes, stick to power of twos
reasons you don't need to adhere to power of 2 in UI. 1. no mipmaps. The End.
that being said for ui
yeah
but non power of two on 3d for game objects will not render on mobile
reasons you do need mipmaps for ui: automatic scaling between people playing in 720p and people playing in 4k
Not using pot textures is quite exquisite and shows good taste of the developer.
and what if I have an area of 500 that have to be filled with 10 buttons?
fix the design 
i suppose that yeah for scaling you would need mip maps on ui textures
@manic pawn this is big brain time
how i can get amount of friends in steam?
You can change both. If you make max 15 then it will choose from 0-15 @plush yew
ฤฑ crated unreal infinte runner but http://prntscr.com/o8dlsw loopum http://prntscr.com/o8dlya
it says there's an infinite loop during the construction script can you share a screenshot of that?
construction script is empty not for loop
the construction script on the Tile class?
๐ค hmmm
how to fix this
as a general question, working with the Quest (Android based) I cannot use Niagara yet for effects right?
Whats the best way to get the overlapping actors mass? There are multiple actors
Hello! Does anyone have experience with adding a ponytail to a character and have it physically animate ("dangle") when the character moves?
I saw a tutorial for it on youtube once. I could try to find that
How to get a physically simulated ponytail to follow your character's head? Watch. This is the setup if you want to use EXTRA skeletal meshes for your hair/c...
@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
He used a blueprint to make all the bones simulate physics
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 topic๐
It may not be the most popular topic ๐
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?
Looks like he has a cheesestring on his head
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]
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 ...
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
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
Can you help me more because i have no ideas in making those things
Do you want blue outlines like that or?
Yes
What does it look like atm?
Then what you wanna do is give him a fresnel node in your material
So, can you help me with that?
multiply it by your desired color, plug it into the emissive
aaand that's pretty much it for that effect ๐
Thanks. Didnt need it but a nice effect to know
hi guys is it possible to set graphics settings based on the pc power that the game is running on?
Amazing fx @spark sonnet
yo guys
I am just messing around and making AI's/robots that do random stuff. Any tips on what I could make?
i got a question,can i change the material of a object for one person?
@little warren have a look at those
will check them out, thanks
Need help in #multiplayer
Can someone help me with cloth ?
<@&213101288538374145> is there a rule about how many times you post in #looking-for-talent?
just be reasonable
Cause Gabster Inc has done it twice in one day and it's getting a bit spammy
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?
Very possible. Just make an enum with all the different possible types and use the constructor to randomly pick one
Ok
Tomorrow Iโll be busy traveling but Iโll try and figure it out when Iโm 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 Iโll be busy traveling but Iโll try and figure it out when Iโm 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 theyโll be in groups? (Families/tour groups)?
Youโd have to keep track of the instances, yea?
hmm i imported a mesh that has different shades of colors into ue4
and it literally created 2k materrials for each different color
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?
Why cant I just load one tree ๐ฆ
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.
: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?
What can I do to avoid my engine crashing each time I open a mesh? Its just a tree
What tree is it? Is it from the open world demo collection?
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
I know but I have been able to open them on other projects
And its only that one tree
in other projects
I would try reloading in the pack
for unreal compiling to benefit from ssd, does the project need to be on the ssd drive as well or just unreal?
everything should be on the ssd
thanks
:-/
no hacking allowed
is there a way to stop continuous rolling for spheres ?
the object you want to cast
Why is my map super bright? I have 1 lux
I have and its also 1
auto exposure?
Where is that?
project settings
Might be
or in a post process volume
I dont like that eye adapting thing and its probably that
that is auto exposure yes, you disable it being on by default in the project settings
Are anyone actually using that?
quite a few people are, it's more realistic
True, but not the default settings
you just make it less pronounced and more subtle
yeah
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 ?
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?
so it's playing the sound when it hits something and it is hitting the floor?
yes but it kinda plays it a heap
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?
I have no idea how you are playing the sound so yes it could, anything could
can i check if it is higher then a certain number then play the sound
you can do a check sure, I don't know what you are checking against
i mean like if its a certain number then play the sound
you can have it do whatever you want, that is the point of programming
didn't work :/
Are there any good and short tutorials on night light?
no
Is anyone really savvy about computer components?
What do you mean with savvy
Like building PCs. I need someone to tell me if the parts I've selected make sense lol
let me see ๐
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.
SSD is too small and if you are paying that much money for a machine it should be a NVME drive
Ill choose a better cpu cooler for that i9
very much agreed on NvMe
a 9900k is extreme overkill if you are not doing anything high end unless money is 0 issue
at least a 500GB Samsung 970 EVO
What would you suggest on a lower spec CPU?
you need to tell us your goals first
Goals and budget first when putting together a PC or else any advice is random guessing
and does the budget include accessories like a monitor, desk, etc.
jk. Goal is a new daily driver for the next 3-4 years
i'd go for the new generation Ryzen then for the CPU
No, budget does not
what do you have now?
Is it primarily for game dev?
ooch, no HT on that 9700k and it's intel so no bueno
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
aight aight hold up
so you check if the AudioComponent is playing before you create it? ๐ค
you can't do that with the return value from the spawn sound
It's weird that that would compile.
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
that true and false is the same branch could use a second thought, too
Is UE4 a good engine for airplane simulation games?
It can be sure
But I would need to start from scratch?
u can use default ufo
I know but thats not really flying. I want flying with physics
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
Wouldnโt hard work be classified as making your own physics engine? ๐
Haha. I dont have time to do that ๐
who needs physics when you can make up your own
But jokes aside, using the physics engine has always been the biggest performance hit. Best to fake it when you can
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
like this ?
when you are trying to use it, not when you are promoting it. in the part where you go Variable -> is playing
That looks nice @hidden aurora
you can't get the Is Playing from the Variable if it's not valid/null
How can I check if the hit actor with line trace is simulating physics? If the static mesh is simulating
@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.
Is there a way to get mesh from an actor ref?
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
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...
in that case use an interface if you are trying to do something on something that you don't know if it supports something
interface?
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
what does that node look like?
It's not, its a Blueprint Interface https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Types/Interface/index.html
ah
The Blueprint Interface is basically a list of events or functions. The Blueprint then can implement that interface and use those functions or events.
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
I need to read more about this before I can manage to do this ๐
Is there a way to play a custom event from that object reference?
Would a class comparison return true for a child class compared with its parent?
Or grandparent etc
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
Ok ty
Ok thanks for helping @grim ore I will look more into it
@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
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. ๐ฆ
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
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
anyone can help me integrate Advanced Locomotion System With my project
i tried for 2 months and 3 weeks now
i really need help
see if the dev who created it can give 1on1 support?
asked the dev bout it he said he's busy
asked ppl in the discord they all said busy
considering the disclaimer I can see why it might be a pain to implement tho ๐ฆ
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
For something very specific like that I can understand. and I doubt I can help I have never used it