#ue4-general

1 messages ยท Page 483 of 1

upbeat tendon
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i am thinking about letting a player select their location

grim ore
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ah if you are already handling changes to the game mode I guess keep at it would be best

upbeat tendon
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i looked at the shootergame demo and thought i guess that is what i should do

grim ore
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@rotund scroll it depends on how the collision is set up and the parent class. if its not a character then both collisions should happen in the correct spots

rotund scroll
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so they trigger simultaneously?

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or does the subclass event supersede the superclass?

grim ore
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well are we talking 1 collision item or 2 different ones?

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I assumed you meant 1 in the parent and 1 in the child, separate

rotund scroll
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the same collision component, but since collision events cannot be inherited, two separate events

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I'm getting a bug where something triggers my collision events multiple times, and I am wondering if this has anything to do with it

grim ore
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You should be able to inherit the collision in the child unless I am confused. Parent has a collision, when you have a child it can trigger any events from that collision and it will override it

rotund scroll
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is there any way I can tell whether or not it's being overridden?

spark sonnet
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Hi. Why does this only work on some colors? This makes an outline with the color on the down left, but it only works on some colors

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The other colors just makes it transparent

grim ore
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@rotund scroll i dont think so, but if the event is in the child it is overriding the parent. If it is not in the child, the parent fires.

spark sonnet
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oh

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thanks. Is there another way to do it then?

upper wasp
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Does anyone want to help work with me on my unreal engine project? ๐Ÿ˜ƒ

spark sonnet
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What kind of project?

upper wasp
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an open-world character customizing, lewd project

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Single player for right now, but if it gets a lot of attention, I'll allow an online group of 4 players.

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only if we get advanced

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Yeah, I don't want my game to end up like fallout 76

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Brilliant,

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We'll find out a way, I only need devs who are willing to do this kind of project with me, and are loyal

plush yew
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Is it about farting like your name suggests

grim ore
upper wasp
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Nah

dawn gull
grim ore
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yes this is for an old version of UE4, what animation tab?

dawn gull
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In the tutorial it says to remove the animation thing and there is no animation

grim ore
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it would be in the details panel when you click on the mesh

dawn gull
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Ok! thanks

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Also sorry about the awkward position of the default and the sphere lol

grim ore
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his layout is just different, the tabs are still the same

dawn gull
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Ok

upbeat tendon
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unrealvs doesn't work with vs2019? is it still something under development?

manic pawn
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it's broken

upbeat tendon
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seems so

plush yew
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I wanna use VS Code

indigo blaze
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I believe we are meant to use 2017

grim ore
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you can use any of those for actually using UE4 codebase, you don't need unrealvs. so yes VS Code, 2019, and 2017 all work as editors if you don't need UnrealVS (I've never used it personally)

hushed hare
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hey fellas

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I'm making a game based off of the Backrooms

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just started

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I'm messing around with how the rooms will actually look

grim ore
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it looks like a room

hushed hare
grim ore
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that also looks like a room

hushed hare
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Well does mine look close

grim ore
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they are both a dullish orange/brown with walls and lights so sure

hushed hare
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ok

dawn gull
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I have done the tutorial for rolling, and it works but I have one, single, crappy bug. It is glitchy and resets to normal rotation when you stop moving

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I will record a video to show what I mean

calm widget
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Hey @grim ore i gotta ask, whats up with the tomatoes?

hushed hare
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How do I make textures not squish when they tile?

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Is there any way I can make it auto tile?

grim ore
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@dawn gull it looks like you are rotating the object before moving ?

dawn gull
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How do i fix this?

grim ore
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@hushed hare you can look into making the texture world aligned for something like that, or adjust the material to use tiling on the UV that you set up

plush yew
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How do you rotate the object?

grim ore
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@dawn gull I dont know how to fix it, I dont know what your code is that is doing it. Chances are it's not something easily fixed since I assume it is rotating it so forward is forward when it gives it movement

dawn gull
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Aw dang ok it's fine for the time being

hushed hare
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Ok world aligned got it

plush yew
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anyone knows if depth priority sorting is working in ue4.22 or still not supported?

hushed hare
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unreal engine keeps hanging when I try to apply my material

plush yew
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no one knows? well i guess i gotta dig the engine code to figure it out ๐Ÿ˜ฆ

manic pawn
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if you mean the render layers thing then no

hushed hare
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I don't know what that means sorry fella

plush yew
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@manic pawn yeah, thats the one. is there any other alternative or workaround?

manic pawn
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I don't know of any

hushed hare
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anyone know why an engine might crash when trying to apply a texture?

plush yew
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Doing IK isn't really an option

manic pawn
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IK?

plush yew
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@hushed hare invalid reference to the material & texture?

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Inverse Kinematics = IK

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basically im supposed to move the hands away from the walls

hushed hare
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The editor hangs no matter what change I make

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All I did was change the input to the base color from rgb to just the red channel

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wait no it worked

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I think it might be because shaders are compiling

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how do I make that stop while I do this?

swift canopy
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There's no brakes on the shader compilation train...

plush yew
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only one stop at 45%

swift canopy
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lol

plush yew
manic pawn
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meanwhile I'm compiling -107 shaders over here

plush yew
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thats usual

prisma palm
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forgive me if I'm not in the right subchannel - feel free to direct me there if necessary:

Recently drag-n-drop into content browser has totally stopped. I tried a few solutions on google (most importantly: running in adminstrator mode, reinstalling) to no avail. Anyone have any idea what's up/how to solve?

plush yew
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close the content browser

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and open a new one

prisma palm
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ah no dice ๐Ÿ˜ฆ

plush yew
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Im stuck at 45%

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can someone gimme a jump

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thanks it wokred

next badger
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@plush yew 45% is shaders compile stage...

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i wish epic do something about it

hushed hare
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@grim ore thanks so much! the world aligned textures worked, now I can make procedural generation so much easier

grim ore
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yay something worked

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What could they do about it?

next badger
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@grim ore dunno...delay it until ui is loaded...

grim ore
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I am pretty sure it's compiling UI stuff at that point, engine required materials and such

next badger
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for every new project?

grim ore
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it shouldnt do it on new projects, its the engine DDC that is being created at 45%

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unless your DDC is borked

next badger
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so, this 45% is only for ue4 updates? then why not to bundle ui shader cache with the distro?

grim ore
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that's a good question, no idea. the Boot.ddc is what is created at 45% for your engine when you first load it

next badger
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btw it looks like ue4 bundled with DDC

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oh...the boot ddc

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not sure about it

hushed hare
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What else is being built when I click the build button instead of building lighting only?

cursive dirge
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navmesh

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oh, lighting only

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nevermind then

grim ore
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you had it right, he was asking that

cursive dirge
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oh ๐Ÿ˜„

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yeah, should have read better

grim ore
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basically the build button builds all the stuff under the build button ๐Ÿ˜›

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mouse over the build button and there is a tooltip ๐Ÿ˜ƒ

hushed hare
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ok so if I don't have a navmesh or brushes then I can just build lighting only with no issues

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got it

grim ore
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if you don't have those you can just hit the build button and it will skip building those

cursive dirge
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^

grim ore
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crap I am up to all the smart talks in Unrealfest now to watch, Mesh refactoring, lighting, animation. Oh boy

cursive dirge
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did they have any for the renderer changes?

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or you mean that by mesh refactoring?

grim ore
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nothing for rendering itself, just the mesh drawing pipeline refactor they are working on

hushed hare
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uh

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two of my levels are quantum entangled

grim ore
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I like the ones from normal people talking about "hey we did some cool stuff" but now it's all the smart epic people going "we goobled the tranfluxistor matrix 4x4 retro angel and now we can turboflop the resistors in the pipeline 100 times faster"

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so Unity launched Streaming Labs https://youtu.be/7Fl3BHsLBF8?t=28 which lets you stream in an editor and learn all web based without downloading/installing the editor. Anyone want to guess how they do it and how we can do it with UE4 because this is really cool

stoic cobalt
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hi could anyone help me with keying out particular grayscale values from the alpha channel, ive been stuck with it for hours now

grim ore
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keying out? like just selecting those ones?

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if so use an if node

hushed hare
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Uh

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Do they run the engine remotely and just stream a display capture to the browser, similar to how Vortex has server sided computers

grim ore
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I dunno how they do it, I would assume streaming yeah but it's really responsive. I guess just streaming a video capture with input would work

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was hoping for a cheesy way to do it with UE4 for training because that is really neato

hushed hare
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knowing epic they would probably make separate tiny engine versions for each tutorial

grim ore
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pixel streaming wouldn't work out of the box since you have no editor. multi user would work but it doesnt stream so lol

hushed hare
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ugh my lights are messing up and idk why

grim ore
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would be kinda cool to see some training stuff where the trainer can use multi user, people can join in to watch in real time in the editor but not muck with it

hushed hare
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I have 2 rectangle lights facing away

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all identical

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I have 6 of these setups

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some of them are showing errors

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for overlapping or soemthing

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others aren't

grim ore
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the red lights with the X?

stoic cobalt
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if node?

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@grim ore

grim ore
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I assumed this was in a material?

stoic cobalt
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yes i mean in a material

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but look

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basically

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this is the alpha channel

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how could i key out these values

hushed hare
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yeah the red X

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I just messed around with them until they worked

grim ore
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@hushed hare that is a restriction on stationary lights, you can only have so many overlapping. Change them to static or movable or move them so they don't overlap

hushed hare
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Rectangle lights only face in one direction, so couldn't I have 2 facing away and as close as possible with no issues?

deep basin
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is there a workaround to use different colored highlight materials? Like green for friendly units and red for enemy units when selected?

hushed hare
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Why are 2 of my levels quantum entangled

grim ore
stoic cobalt
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this one might actually help

grim ore
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rect lights still have an area of influence @hushed hare , you would have to change them to static or movable if you want them to work near eachother

stoic cobalt
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if i would have these masks separately in rgb channels i wouldnt bother writing here

cunning siren
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How can I constrain fp camera pitch when jumping? I tried constraining it in the character bp using input jump event, but that caused the jump to be entirely disabled.....

grim ore
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so you jump but the player can not look all the way up or down?

spark sonnet
grim ore
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so let's assume you said yes. The player camera manager has controls built in to restrict pitch/yaw/etc. You will notice that it defaults in a default FPS template to -90/90.

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https://i.imgur.com/YqYRm8z.png is how your jump should look, I assume you want it to reset when you land. You need to also create a player controller to use a custom Player Camera Manager which means you need to create a custom Player Camera Manager as well and use it https://i.imgur.com/r1ohUzO.png. Then swap out the default player controller in the maps and modes in project settings for your new player controller and you should be done. Set the values in the set pitch min/max to what you want.

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Alternately create a custom event inside of the player camera manager you created to handle "restrict pitch" and "unrestrict pitch" so you have 1 spot that can hold your default/restricted values and not keep those in your player itself. Then you can just have the player Tell the PCM to run the event directly after / before you jump / land

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@spark sonnet soo... only the first set of those are 3d model files and you seem to be missing the .obj which is what I would recommend

cunning siren
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I fixed it - the hair was clipping into the camera frame when jumping. I just moved the camera up slightly

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GOod info tho, thank you

spark sonnet
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Yeah I was thinking .obj too but its not here :/ Maybe its time to say hello to Blender instead

grim ore
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is that the list of your options to export out to?

spark sonnet
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Its to import

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I can export to fbx

hushed hare
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uhh

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Is my persistent level thing bugged

grim ore
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you should be able to import an fbx then or obj, it's weird that list is not showing it

hushed hare
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No matter what I name the level it says this

spark sonnet
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I have to buy an extension to import fbx files. weird

grim ore
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oh that is some other product not UE4 then

spark sonnet
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yeah. Sorry for not specifying that

visual belfry
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world machine or something?

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are you making terrain? unreal can import heightmaps from pngs and probably other image files

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oh I read that reversed ๐Ÿคฃ

spark sonnet
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Whats best between dxf and dae?

grim ore
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different programs

spark sonnet
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But there are no advantages with one or the other?

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im going to convert it to fbx later anyways

grim ore
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I have no idea, every file format has plus and minuses

spark sonnet
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ill try dxf

grim ore
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even FBX has plus and minus depending on what version

pulsar fractal
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Hi, could anyone give some quick advice as to how to check for all actors of a class within a sphere trace? Thank you

grim ore
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does your sphere trace return back an array of actors?

pulsar fractal
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It does not it returns a single hit result

rotund scroll
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is there anything a composite data table can do that a regular data table cannot?

pulsar fractal
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I just found out theres a node that returns an array of hits, I'll try this node now. but when I print the object found from the hit result; it returns nothing while there is an actor in the sphere

tame dust
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Hi guys, first timer here. I am planning on using ue for visualization and was wondering if having multiple gfx cards SLI or otherwise speeds up the ue engine viewport in any way. Especially where RTX is concerned

grim ore
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if you want more than one hit you need to change to the multi sphere trace trace then

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then you get an array of actors and you can go from there depending on what you want to do with the ones you hit

cursive dirge
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you can't compare fbx and bmp

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oh, this wasn't scrolled down again

pulsar fractal
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Thank you, I only just discovered the node

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Ill try now

spark sonnet
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๐Ÿ˜ƒ

grim ore
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@rotund scroll if I remember right the point of a composite data table is it lets you swap out the data table inside of it or change that data but on the outside it looks like the same data table so you can just wire it up once

pulsar fractal
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@grim ore What do i input for object types?

spark sonnet
pulsar fractal
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Im not sure where to grab that array input from

cursive dirge
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why not glTF?

grim ore
rotund scroll
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@grim ore Thanks, that does sound useful. it does beg the question of how to swap the tables though... surely that's not going to happen during runtime

pulsar fractal
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@grim ore Does the boolean of Ignore Self also ignore additional instances of the same blueprint? For example can i detect other dogs from a sphere trace from a dog

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I just added every object type to the input array; still no results

grim ore
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@rotund scroll no I beleive the tool is primarily for design time since you can't edit a data table at runtime anyways. You can combine differeing tables tho if they are the same struct so like you have an item struct for a data table, you make a weapon data table and an armor data table (both using item struct) you can then make one composite data table for all items adding them both to it for example

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@pulsar fractal what are you trying to do? You can probably ignore the object types most of the time you would do a trace by channel

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and if you are using the object type then that is referring to the collision object types set up in your project settings

pulsar fractal
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I have an explosive barrel, im trying to make a sphere around it which will explode all other barrels in that radius when one is shot as if the explosion propogated

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Ill check the project settings

grim ore
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is it only the ones that it can see or anything anywhere in that radius?

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you have a few ways of doing it but basically you need to get the correct array of hit results first, after that you can for each loop thru them to get each individual hit. after this you would break each hit result to get access to the actor. From there you do whatever you want. Hit Actor -> Cast to Barrel -> if barrel do whatever. Hit Actor -> Get Tag -> If tag is correct do whatever. etc.

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alternately you could just use damage to blow up the barrels. Give them all receive damage events, have the item that blows up create damage in a radius around it and then those items can receive the damage event and do whatever

pulsar fractal
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Thank you very much, my issue is really what you said im just not getting the right array because the other actors are not being recognized

grim ore
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if the items are supposed to be around it and visible (not blocked around a wall for example) then use the MultiSphereTraceByChannel node

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you can set it to ignore things like WorldStatic (your geometry) and only care about other things

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which node you use and how you look for barrels just depends on what you are trying to do and how they are all set up

pulsar fractal
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Thats great to know i wasnt sure exactly the difference between the trace nodes but now it makes sense. The barrel doesnt have a Collision sphere, im just realizing that its only component is a Skeletal Mesh. Im assuming thats my error

grim ore
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that would probably be it

pulsar fractal
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If i set up the collsion to BlockAll, will the trace recognize it, or is my logic backwarsd

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backwards

grim ore
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but even then I would assume your mesh would have a collision and it would hit that, the BP doesnt have to have a special collision

pulsar fractal
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hmmm the mesh does have BlockAll

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and adding a Collision sphere didnt help

grim ore
pulsar fractal
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Whats funny is I had the exact same setup

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ignore self was ticked I just unticked it

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could it be that i didnt add .1 to the sphere?

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In the debug, the trace covers the other barrel I'm testing for though

plush yew
grim ore
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no the .1 is just something I did, it is not needed

pulsar fractal
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very interesting

grim ore
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so nothing prints out?

pulsar fractal
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Correct

plush yew
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after upgrading from 4.20 -> 4.22

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๐Ÿฐ ๐Ÿคฆ

pulsar fractal
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I find it strange that even after I tried it without ignoring self it still didnt print

grim ore
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even something like your wall should print out I would think or a the floor. try it like 10000 for the radius

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you should unhook your end or set it up like mine at the minimum to test tho

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it has to move to count as a detect, it has to have some sort of a distance to trace

pulsar fractal
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okay let me see

hushed hare
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hey fellas

plush yew
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@pulsar fractal you can do collision checks instead of tracing

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or you need the hit location?

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Because i see you don't use it

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SphereOverlapActors

pulsar fractal
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Thank you @plush yew , turns out unhooking the end point just works

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worked

plush yew
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if you don't need tracing i recommend using the less expensive method

pulsar fractal
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Oh I see... so this node basically just finds the actors rather than all that hit data?

plush yew
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Yes.

pulsar fractal
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Awesome let me try

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Amazing, works perfect. Thank you both very much!

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Good luck with your question @plush yew , I wish I knew enough to help

hushed hare
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fellas

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lighting is hard

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I set the lighting to movable so that it wasn't precomputed since I am doing procedural generation

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this is what I get

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what do I do lol

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ok I made the lighting not so realistic instead

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I literally made rectangle lights that covered the entire ceiling and floors

latent flume
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Hey Everyone. Quick question is anyone familiar with c++ and doing custom uobjects?

hushed hare
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nvm that didnt work

mortal tinsel
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Should I make a cartoony looking low poly game in ue4

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actually if astroneer and fortnite can pull it off my game can

latent flume
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Yea. Why not?

coral mortar
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Can I ask a question here?

dim plover
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Yup.

coral mortar
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Im trying to get a counter strike source level 1:1 scale in unreal engine (including the player) but this has become more and more confusing could you help?

dim plover
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I know nothing about that. But if you had a more specific question, maybe someone else could help you.

coral mortar
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I have the file and map working fine its just the scale I have off I don't understand the math conversion

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let me expand

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source engine scale : Maps, architecture and prop models use a scale of 1 foot = 16 units.
Skyboxes (which are 1/16th scale of ordinary maps) use 1 foot = 1 unit.
Human Character models for Source Engine currently use 1 foot = 12 units.

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Unreal Engine Scale: 1 unit = 1cm

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so I compared in both and it doesn't work

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these are the same blocks on the same level to compare heigh

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height*

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note that in UE4 you can zoom in and see I have the map scale at 0.0274

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the third picture confuses me because I think in counter strike source the head isnt included in the collision box

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So i thought okay a source map is 19.05mm so in unreal cm thats 1.905 so 1/1.905 = 0.5249343832020997 so I set the map to that scale but its why too big the headache is also thinking would I have to consider how the character is using different units in the source engine so then Id have to convert a map to unreal scale while considering its scale relative to the player for a true 1:1 ratio?

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You can google source engine dimensions

strong fossil
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hey does anyone know a trick on how to get my magazine in this gun to be apart from the main body because i can't select the magazine itself because its attached on the gun and i can't exactly select the vertices on it

loud knoll
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Question: In the Blueprint Class UI can you group select variables?

strong fossil
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sorry i miss read

dim arch
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@strong fossil press tab to enter edit mode, go into face select, double click a face on the mag to select the element, then run a detatch operation

strong fossil
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i double clicked it and it only selects 1 vertice

dim arch
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@loud knoll yes you can assign variables to categories

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Press L while hovering the mouse over the part of the bag you want to select. This will select all the geometry which is connected to the part under your cursor.

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try that

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or after it is selected, press ctrl L

strong fossil
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tried it only selects 1 line i will show you the issue i am having

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you can see the mag is in there but if i try to select the mag vertices the body vertices will be selected i need a way or something to just select the mag itself because its joined to the gun because it wasn't made like that

dim arch
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if the verts are connected then you need to manually split them

strong fossil
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thats the problem i cant because they are way to close to the gun

dim arch
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then you have to select and hide parts of the mesh until you have what you want

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you can use select by angle, or loop to get sections of the mesh and hide them, then it may be possible to select an element

strong fossil
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alright thanks for your help i will try that

hushed hare
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what even is compiling shaders

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why does it have to compile 7k in an empty world

near ibex
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Hey i need help with something, i just imported a mesh i scanned from meshroom and for some reason it cut up the material into like 7 pieces. is there a way to combine them in blender?

potent wing
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This month's free assets on marketplace is awesome right?

cunning siren
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Jesus man, I loaded up the Soul City map... Shaders compiling until retirement.

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fml

loud knoll
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@dim arch Yes so if you want to select an entire catagory and drag it into a BP is there a hot key combo for that? I already org'd the var's into catagories when I created them.

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@dim arch for instance you created 20 health vars for location based damage system and you want to select them all to set a new default or if you want to drag them all in the BP to do something with them, I tried everything but it will only let me select one at a time. I even looked in the keybinds for the editor to see if I could set a keybind for it. no luck.

dim arch
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you have to do them each, you cant select multiple variables from the variable list in bp

cinder island
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@strong fossil you can select the mag in object mode, goto edit mode, select 1 face then press L to select all faces ONLY on the mag

strong fossil
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tried that and didn't do what i wanted it doesn't matter i made my own mag now and deleted old one but thanks for trying to help me

hushed hare
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ah crap

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I tried to add a plugin

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it wanted me to rebuild

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it failed

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now

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my project wont load

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it gets stuck at 45%

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help I just spent 2 days working on this

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I don't wanna lose it

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please someone help

fringe pivot
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delete the plugin?

hushed hare
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I did

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I deleted the plugins, saved, intermediate

fringe pivot
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when shit like that happens I delete everything except the .uproject content/source and config

hushed hare
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I did

fringe pivot
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then regenerate vs files and rebuild from there

hushed hare
fringe pivot
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is it a c++ project?

hushed hare
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blueprint

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this is the last thing in the logs

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when I restart it, it always stalls there

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so uh

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I just made a new project and moved the config and content over

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and it works

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so problem solved I guess

fringe pivot
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cool

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UE4 plugins system sucks horse cocks

fleet otter
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Hello all.. I am kind of somewhere between beginner maybe intermediate when it comes to c++. I really want to do something in UE4. But all the stuff I've seen on the internet in regards to 2D projects in UE4 has been negative... Am I wasting my time? I really want to make a cool 2D 2.5D rpg and since c++ is probably the language I know the most about at this point, I wanted to use an engine that allows it.. Should I back away now? if no, where do I start when it comes to learning UE4?

cunning siren
#

Dumb question but, if I wanted to send a test build to someone, do I need to send them the whole WindowsNoEditor folder, or just the game.exe?

hushed hare
#

@fleet otter I made a TINY 2D game in ue4 a while back, and it was a 75mb game. If you want your game to be small and optimized like most other 2d games, i would suggest going with unity or another engine

fleet otter
#

@hushed hare Ok. Aside from creating a game from absolute scratch. Are there any other engines that support c++ that are free or open source? I know with Unity you have to have pro to use c++

hushed hare
#

excuse me what the frick

#

my brand new project isn't loading either

#

uh

#

I don't know a lot about other engines lol

cunning siren
#

@fleet otter Godot!

fleet otter
#

@hushed hare should I just stop beign a scrub and learn blender then? >_<

hushed hare
#

idk

cunning siren
#

Open source, MIT license, and native C++ support

fleet otter
#

I wanted to do 2D because I'm good at drawing sprites, but I know nothing about 3D animation lol

#

I'll check Godot out

hushed hare
#

Oh great I gotta wait all day for the engine to rebuild I guess

fleet otter
#

@cunning siren wow, says no strings attached no royalties ๐Ÿค”

fringe pivot
#

There are free 3D models and animation assets everywhere, you won't be able to create an AAA but for something small I'm sure you can achieve something without being a modeller/animator

#

UE4 learning curve is steep tho

fleet otter
#

@fringe pivot So I have heard. Kind of makes me wanna just go learn Python or something lol... But I really wanna do something in c++, but don't really wanna reinvent the wheel.

#

I was gonna use RPG maker, but I soon realized that in order to make a game using RPG Maker engine, that didn't feel like an RPG maker game... I would need to edit a lot of the source code, and I'm not a huge JS fan

cunning siren
#

Learn Unreal. Forreal. It's effing hard, and time consuming

#

but you'll be better off for it.

#

As opposed to using something like RPG Maker.

fleet otter
#

Paper 2D looks good, and really I wanna make something 2.5D vs flat 2D

#

but I've read that there isn't a lot of support for it, or it's out of date?

#

@cunning siren so am I better off just starting from the very, very beginning? Like youtubing "Learn Unreal from nothing"? lol

cunning siren
#

Udemy my man.

#

Steve Alehberi or something like that has two really good courses, one on C++ from the basics up, then Unreal from the very basics through packaging your full game. He's really good.

#

Or if you don't want to pay the 10 bucks, there are a lot of really good beginner tuts on youtube, for sure.

#

Just make sure you're understanding and applying it as you go rather than just typing what they're typing.

fleet otter
#

I'm decent in c++, I mean I know it takes years to master it. But I really just need to know how to use the engine more than anything. I've got at least the basics of c++ already, if not a little more than that. I'm actually majoring in Computer Engineering rn

#

But I've read just knowing c++ isn't enough because Unreal is a beast in and of itself lol

worn granite
#

I take it you're comfortable working with std

fleet otter
#

as in the namespace?

worn granite
#

UE4 will have many (if not all) of the same constructs, but most things are different enough to trip you up

fleet otter
#

oh

worn granite
#

Additionally, gameplay code typically doesn't have to handle memory - a lot of macro magic though.

fleet otter
#

Really?

#

So many games are so memory intensive though, which is why game devs seem to love c++ because it's so memory efficient

worn granite
#
UPROPERTY()
AMyActorType* Actor = nullptr;```

vs

```cpp
std::shared_ptr<AMyActorType> Actor{};```
fleet otter
#

UPROPERTY()? is that a built-in function?

worn granite
#

Well, you don't new

#

Not directly

sudden agate
#

UE is not memory efficient lol

worn granite
#

And UPROPERTY is a macro

fleet otter
#

so you don't use new or delete?

worn granite
#

Between the reflection, the alternative to std, the difference in memory management, and the size of UE4... it can be a daunting transition.

cunning siren
#

Did anyone know the answer to my Q earlier? About packaging?

worn granite
#

NewObject<AMyActorType>(...)

#

The object allocation is handled for you

fleet otter
#

you mentioned something about new though.. were you talking about pointer manipulation?

worn granite
#

in fact, new AMyActorType(...); will give you a handy warning/error

fleet otter
#

interesting... sounds like I just need to pick up a UE4 tutorial

#

The only problem is

#

I have ADD so bad, and if the tutorial is boring, I wont be invested.. which is why I was trying to find specific projects

#

_<

#

Like a 2D game, or even maybe like 2.5D doom or hexen lol, I'm getting nostalgic here lol

cunning siren
#

Build a little 2D rpg

#

Photoshop, Unreal, and you're golden

worn granite
#

You can skip the tutorials if you're comfortable with VS

#

Pick up VAX and figure that out

#

Find a roadblock and search ue4 c++ <problem>

fleet otter
#

actually

#

I compile my c++ code like a crusty hobo on the command line

#

I know nothing about visual studio lol

worn granite
#

If you're willing to jump into the fray using sublime/vscode/n++, without knowledge, you're a braver programmer than I.

fleet otter
#

Yeah I write code in n++ and compile with MinGW

worn granite
#

The main point is navigation.

fleet otter
#

yeah I know vs kind of packages everything for you in a project

#

putting .h files together and stuff etc

#

I'm sure there's more depth than that but

#

I just haven't bothered picking it up yet, because most of my c++ experience has been on a Unix machine

worn granite
#

Nah nah.

#

I've never used em, but I guess ctags are a good equivalent

#

The packaging .h/.cpp files isn't quite as important.

fleet otter
#

Well at any rate. procrastinating is getting me nowhere. I could sit here for days thinking about how I wanna make something and never do shit... any suggestions?

worn granite
#

Though, UBT requires the use of some sort of build tool.

#

Cmake, VS, etc

#

It can generate the files it needs too

fleet otter
#

well I know that VS has much more user friendly prompts and compiler errors than the command prompt compiler lol

worn granite
#

Well I'd suggest learning VS with more basic code, then following the C++ battery tutorial from epic. That'll get your toes wet, and you can dive from there.

fleet otter
#

So then, you write your UE4 code in VS and upload it to your UE project? or

#

How does that work

#

wouldn't VS get confused by UE4 syntax? or you just mean get practice in VS in general?

worn granite
#

Basic gist - write your code however you like. Change to the file layout (new/removed), regenerate the project UBT will expect. You can then invoke UBT when you want to build.

sudden agate
#

VS IS your UE code

fleet otter
#

to be clear we are talking about visual studio right?

worn granite
#

The binaries are dynamically linked

#

Visual Studio, yes.

fleet otter
#

ok

worn granite
#

IDK about this whole VS is your UE code thing

sudden agate
#

The VS Solution

#

That's your projects c++ code

fleet otter
#

I guess I'll just mess around in VS a little bit first then... maybe make a pong game or something lol

#

is the free version of VS all I need?

worn granite
#

You're familiar with cmake?

#

You can use that if you like.

#

Though, UBT is more than happy generating whatever files (visual studio or otherwise)

sudden agate
#

BTW, is someone using VSCode? What extension do you use for C++ and UE?

worn granite
#

But if you go with Visual Studio, you can use the free version

#

Never had a limitation with it, in my personal experience.

fleet otter
#

so I guess what my question is... UE4 is the compiler for my code? regardless of what I write it in?

worn granite
#

You'll use UBT - Unreal Build Tool

fleet otter
#

and that will essentially package everything?

worn granite
#

Which will invoke UHT - Unreal Header Tool.

fleet otter
#

into a .exe or setup or something

worn granite
#

Eventually, the C++ compiler gets invoked. I think you can specify which, but on windows by default it'll use msvc.

#

You get your .exe and .dll files as you'd expect on windows (platform equivalent)

fleet otter
#

I see, I think mine is gnu or w/e

worn granite
#

Linux?

fleet otter
#

nope. windows

#

there's a windows version of the linux one lol

worn granite
#

(I know, I use it)

#

You just strike me as a linux person :P

fleet otter
#

hehe

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Well prior to may I knew nothing about Linux

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love it though

#

I actually tried to remote into my schools Unix server via windows the other day.. I was succesfully in remoting in... but the whole transferring files thing didn't work to great... made me mad because I had to drive 30 miles to my school to get a file off my Unix computer lol

worn granite
#

It isn't plug and play, but if you're willing to dig you can probably have UBT invoke your compiler

fleet otter
#

Hmm

#

Does VS compile on its own, or is it too invoking a compiler, of my choice or otherwise

worn granite
#

You won't be able to use your gnu one, I don't think

#

Er.

fleet otter
#

Nice

#

Well, I'll let you get going lol thanks for all the info

worn granite
#

Friendly people down in #cpp (probably). ๐Ÿ‘‹

fleet otter
#

I'm just gonna try to start as small as possible in a project whatever I do, so I can learn the basics of UE4

fleet otter
#

@cunning siren I wish I could find that steve alhebari guy lol. Trying to find a good Udemy course to pick up

lusty carbon
#

I have a Character whose navigation around the level is for some reason heavily affected by the Frame rate. lower than X and he is bumping into walls and stuff. Help?

#

I don't recall that kind of stuff happens in games. how can I fix it?

regal mulch
#

What is X?

#

Cause it's totally normal that this happens if the framerate is too low iirc.

lusty carbon
#

65

#

below 65 it takes the wrong turn and bumps in the wall. above it turns correct

regal mulch
#

When you say Character whose navigation around the level

#

Is that a player or an ai?

lusty carbon
#

ai

#

some sort of vehicle

#

derived from ACharacter class

regal mulch
#

Vehicle has their own class iirc

#

Character is more for humans

#

And similary shaped beings

lusty carbon
#

I know. made the decision cause dont need the extra complexity

regal mulch
#

But even then, 65 frames shouldn't really cause much

lusty carbon
#

it works just fine except for that issue

regal mulch
#

The CMC, when moving, performs a move every frame

#
  • substepping
lusty carbon
#

CMC?

regal mulch
#

Where it splits the one move into, i think, 8 smaller moves.
If the frames are really low it could be that even this won't stop it from failing collision stuff

#

But you are saying it takes wrong turns so I would assume the error is in your code, rather than the Character and CMC (CharacterMovementComponent)

lusty carbon
#

how can the error be in the code if it works until certain fps ?

regal mulch
#

Specially if it's 65 frames

lusty carbon
#

Specifically if it's BELOW 65 fps

regal mulch
#

It could be that you are using EvenTick somewhere

#

And you aren't utilizing DeltaSeconds

lusty carbon
#

void AForklift::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

glacial pecan
#

is there a different way to zoom other than the mouse wheel?

autumn elbow
#

@fleet otter did you end up getting the udemy course? Your initial review?

placid arrow
#

how simple would it get ue4 to load a non-cooked fbx file into a level at runtime from disk... theoretically

#

basically, allowing the user to load their own non-cooked assets into a level designed in a third party editor

#

not taking into account the awkwardness of materials, tetxures, etc that come along with it, which is a whole different kettle of fish

dim arch
#

you would need to add a file loader UI, convert the fbx polygon data into mesh data and spawn a staticmesh component on a new actor

#

it's not simple, but possible

#
#

convertign FBX (FBX parser, output vertex and indicies, pass them into FMeshBatch struct which is part of static mesh)

plush yew
#

So I wanna make a Mob blueprint and read I should use a character blueprint.
It only has a capsule collision though that is inherited, I'd like to have a box collision.
Any way to use a box collision component on it so that it does block when it moves?

wary wave
#

not in character blueprints

plush yew
#

What about using a pawn? I mean I possibly don't need any jumps and all of that

wary wave
#

would be doable with a pawn I guess

#

but you'll lose Character Movement

plush yew
#

yeah there only is a floating pawn movement component available and it does not have any gravity it says

dim arch
placid arrow
#

@dim arch many thanks, this is research for if its feasible as part of a level editor that is going be for a ue4 game, but the editor itself not based on unreal engine editor

timber glen
#

Hello,

Question about Spline Mesh components. Does the engine look at them like seperate meshes which can have their own LODs, or does it merge them together in 1 mesh?

wary wave
#

neither

placid arrow
#

i did some research into doing it the 'proper' way, and its incredibly user unfriendly, and requires the modder have access to all the uncooked assets, which is against the licensing of my assets anyway

wary wave
#

they are separate meshes, and they do have their own LODs

#

though I'm not sure the LODs have value

#

they are deformed in the shader

placid arrow
#

so im going to build an editor outside of ue4, and load my levels as a text format... which in itself is feasible and ok, but allowing external models would be a pain it seems... my original plan was just restrict it to assets that come as part of the installation, which would work fine for 99.9% of levels.

wary wave
#

modders don't need access to uncooked assets

#

you can distribute cooked assets with a mod SDK

#

which is how games like Ark do it

placid arrow
#

yes, its still not user friendly.

#

i want a modding/level editor tool that any gamer can use

#

and ue4 isnt that tool imho

wary wave
#

if you want a modding / level editor that any gamer can use, mesh import tools aren't something I'd even be considering

timber glen
#

@wary wave oh, so its just a additive shader vertex offset for the spline deformation? So, the tiled meshes will be culled and LODed separately?

placid arrow
#

its fine for devs, but just watch a non-dev trying to use it for the first time ๐Ÿ˜„

wary wave
#

@timber glen - yeah, culled and LOD'd separately.

timber glen
#

awesome, thanks! ๐Ÿ˜„

wary wave
#

at the end of the day, UE is pretty well documented and there are a LOT of resources out there

dim arch
#

building an in-game editor can be compliated yes, but there are a lot of plugs which make it easy to glue parts together

placid arrow
#

@wary wave im on the fence about the ability to import an fbx at all, my first thought is it would be a pain, because just importing the fbx doesnt account for materials

wary wave
#

your custom tool will be half-baked and undocumented

dim arch
#

isnt efficient,but works

placid arrow
#

well, you're assuming my levels are umap's

wary wave
#

I made no such assumption

#

but developing decent tools takes a fair amount of time

placid arrow
#

each level of my game is represented by a ustruct which is pretty simple and can be serialised/deserialised as text

dim arch
#

does ark stream in cooked .uasset files?

placid arrow
#

the level editor would just need to work with that format, and yes it would take me a few weeks to get it working

wary wave
#

not sure what you mean by 'stream in'in this context

placid arrow
#

@dim arch iirc ark uses paks

#

it mounts them as additional content, if its doing it the official way

#

like a DLC

wary wave
#

Ark has no concept of DLC that I'm aware of

#

everyone has all the content

dim arch
#

right

#

so the build knows all the assets it has

wary wave
#

yeah

dim arch
#

there's no data which gets streamed in I guess

#

it downloads it before it launches

wary wave
#

world state from the server, but no, nothing else is downloaded

placid arrow
#

do you mean as in level streaming, @dim arch ?

wary wave
#

world state and user state are all binary save files

#

not in an Unreal format

dim arch
#

not level streaming, streaming asset data in remotely

wary wave
#

no, it doesn't do that

#

it has some kind of janky thing with custom server textures, but I'm not sure that's even a feature

#

given how slow it is, I wouldn't be surprised if it's a render target and the pixels are being replicated ๐Ÿ˜‚

dim arch
#

that's like the kind of system they had in CS, where it would download sprays and sounds when it conencted to a server I guess

placid arrow
#

lol, claws out

wary wave
#

I don't know if that thing in Ark made it into the final builds

#

nobody really used it

#

clients couldn't access it anyway

#

it was purely server admin stuff

dim arch
#

right

#

yea if you imported a FBX, you would need to replicate that data

#

if it was a multi-user editor

placid arrow
#

it wouldnt be in my case, completely single player game

#

with an editor designed for a single user sitting at a pc, not teams

dim arch
#

then it isn't too bad

placid arrow
#

we're talking very simple level structure

#

heres an example

dim arch
#

however, if you want to import an fbx, it would probably just exist in memory. if you wanted to finalize your newly generated content

dim arch
#

then you would need some editor functions to cook it, and some client configuration to look for newly cooked data to load up

#

which would need engine modification

placid arrow
#

so the level and its puzzle are represented by 0-n horizontal conveyors, 0-n vertical conveyors, 0-n coordinate based overrides, an output sequence with timings and an expected sequence

#

also some other bits and bobs like machine positions, exit locations

#

but nothing that doesnt fit into a ustruct, except placement of props, e.g. those shelves and boxes

#

placement of props is the bit that may be complicated, and thats where i considered allowing user content... but it may be more trouble than its worth

#

the idea is that the level format should be downloadable via http, so it doesnt ever even need to touch the disk, it could come from e.g. steam workshop, or my website

#

this was intended to go in before release, but the guy who volounteered to do it is too busy, so it'll be done after

plush yew
#

i got a question

placid arrow
#

that level structure above is built by a pair of loops in C++ creating child actors, it isnt a umap

#

as its always a grid structure it made sense to me

plush yew
#

how would i merge the DynamicCombatSystem with AdvancedLocomotionV3

#

kinda wanna change up the movement and stuff

placid arrow
#

carefully? ๐Ÿ˜‰ dont know, not used either. are they both blueprint based?

plush yew
#

yeh

#

they all are blueprints

#

cause the new asl4 is coming soon

#

and i wanna know how to merge it to the combat system

placid arrow
#

ive not even looked, but it sounds like a job for animation blends

wary wave
#

there is no magic 'merge'

#

you need to do it manually

placid arrow
#

i used that years ago to have one animation powering the model from the waist down, e.g. run/walk, and one powering it form the waist up, e.g. weapon swings and looking

plush yew
#

how tho ambershee

wary wave
#

Merging two things like that might prove to be a pain, I wouldn't know how compatible the animations are

plush yew
#

i seen others do it but im bad at it

placid arrow
#

you'd have to read the code thoroughly, understand it

wary wave
#

'How' isn't an answerable question

plush yew
#

they both use the ue4 player

#

so it has same bone mapping

placid arrow
#

this is why i usually avoid prewritten code because eventually you end up rewriting it anyway

#

unless ofc its something huge like the engine itself

wary wave
#

you're just going to have to port features one at a time from one to the other

#

it will be time consuming

plush yew
#

yeh

#

would i put the combat system in to asl

#

or asl to thingy

#

or any

wary wave
#

ยฏ_(ใƒ„)_/ยฏ

#

we don't have your assets

#

this is up to you

plush yew
#

true

#

some dude messaged me and said he can help

#

i think i got dis

wary wave
#

good luck!

plush yew
#

ya

regal mulch
#

If you properly share your stuff via SourceControl

#

Then this shouldn't happen

#

Both same latest?

#

Your friends version suggests that they don't have whatever "Hair" is

#

Thus falling back to probably a UObject

#

And having the red pin to show what was there

plush yew
#

So I found out that when you use AI for a mob it uses the nav agent for collision checks of the movement or at least it seems so.
There is this option to toggle: "Update Nav Agent with Owners Collision" and the tooltip talks of a collision capsule which suggests that this works with a character blueprint.
So there does not seem to be any option to assign another collision shape to this function.
There are Nav Agent Radius and Nav Agent Height and the tooltip says it is a capsule.
So I think there is probably no way to use a box collision for AI mobs by default.
It would probably be better to use a character blueprint instead of a pawn then.

#

I just wanted to prevent clipping of body parts in obstacles

wary wave
#

you keep saying "for a mob", but I get the impression you're talking about a single NPC

plush yew
#

@wary wave I'm trying to set up an enemy blueprint

wary wave
#

right

plush yew
#

but for its shape a capsule collision wouldn't be the best option

#

still trying to find out how the ai nav system works

#

If it uses a movement component and takes collision into account, aside from the nav agent radius and height, I could use a floating pawn movement component with a box collision

#

maybe the enemy was an ex-cosa nostra though ๐Ÿค”

bright root
#

Hey, i am gettin this weird problem. When i import my mesh, certain parts are not smooth. As you can see the trousers are blocky but the top is smoother. Also the left glove is blocky. the right glove is smooth and everything else is smooth.

This happens with multiple characters all with the same trousers.... 5 are blocky, and 1 is smooth. but they are all using the same trouser mesh before import. i dont get it.

pine fjord
#

looks like no normal map

#

just the low poly

#

or youre trying to tile stuff

bright root
#

no, the mesh itself has no smoothing, any material has the same problem. also i have the exact same trousers on a character but they are smooth on him

bright root
#

it isnt the normals. i explained the rest of the mesh is fine, the 2nd character trousers are fine. i imported and let unreal generate the normals.

#

here are the settings i used for each character, as i say this is a problem that only happens to some clothing, on some characters.

faint cedar
#

Anyone know how to solve the "depth fog ruins translucent materials" issue?

#

this

#

where the fog is 1 the particles don't appear

bright root
#

worked thanks

#

for the fog, you have to set the transparency layers up

faint cedar
#

if you are referencing translucency sort order on the component

#

that does nothing unfortunately

#

the post process is set to "before tonemapping"

#

if I set the material to masked it works of course

#

damn

bright root
#

@plush yew yeah, sounds fun lol. It was extra weird cos it was just 1 thing in the mesh, and was fine in another mesh. wierd.

#

yeah, strange, now i gotta reimport 9 characters and re-assign all their materials. you cant re-calculate after import i dont think...

dawn gull
#

Whenever I exit my simulation it does not do that "swoosh" sound and I liked it when it did that. How do I get it back if possible?

boreal topaz
#

using blueprint can i have a 'scale' that measures an items physical weight

verbal ice
#

Not sure where to put this, so general seems like my best shot: I know this is a long shot, but has anyone ever localised a game into Arabic here... specifically for release on Nintendo Switch? We've got a weird situation where, Arabic works fine on all platforms, but on Switch specifically, the text doesn't display right-to-left, even when that is explicitly set in the text, so is obviously incorrect. Every other platform displays it right-to-left correctly.

wary wave
#

that sounds very much like a bug

verbal ice
#

It does, yes. I was hoping that someone might have already had it and can guide with this ๐Ÿ˜ƒ It doesn't appear to show up in any of the forums or anything. Arabic and Switch make this a more... unique case

quick ermine
#

urgh working with html5 so depressing

cloud cobalt
#

Yeah, the platform is terrible

#

Browsers have no business running games tbh

quick ermine
#

i need to find that all user can use chrome and could open their iframe simply hoo thats boring (im a graphist but my boss is simpleton)

#

i think i will just put my aset on web gl and basta haha

cinder beacon
#

Guys i need some help in UE4

#

DM me

#

Urgentโ—๏ธ

cloud cobalt
#

Ask your questions here @cinder beacon

#

People mostly don't do DM support

cinder beacon
#

I need help in doing the landscape of mars

quick ermine
#

sorry i repost it here in case of hurry ๐Ÿ˜‰

#

I think already a lot of people ask this question but i need to try: i a m doing an archviz simulation for an architectural entreprise and they want to integrate the ue4 project to their site in wordpress.I don't know how to do that and they don't have web designer .SO i try tio put it in chrome with html but i have 3 different result :black screen ,chrome shut or this message .If anybody see the message and know the answer can you help me on this channel or by personal response(for email my email is julien.durand789@gmail.com).Thks for the help i'm stuck on it for 2 days and it's difficult to understand

steady owl
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@cinder beacon What do you need help with specifically?

#

There are hundreds of landscape tutorials already around

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What is causing you an issue?

cinder beacon
#

I need someone who is professional in UE4

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Cuz i need to finish this project in 3 days

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The man who will help will get payed

visual belfry
#

we still don't know what your problem is

cinder beacon
#

Finishing the landscape

cloud cobalt
visual belfry
#

adding materials? adding a heightmap? pulling in accurate heightmaps for mars?

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"finishing" could mean anything

cinder beacon
#

Adding rocks , heightmap, and changing the sun light , the skybox

#

also maybe doing something to make the game fun

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This is a project for the university

steady owl
#

Shouldn't you be doing your own projects in university?

wary wave
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^

steady owl
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Just curious ๐Ÿ˜„

#

You'll learn nothing by hiring someone

wary wave
#

maybe shouldn't have left it until you had just three days left

plush yew
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while loop is giving me infinite loop detected error ๐Ÿค”

wary wave
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while loops will do that if you don't break out of them :p

cinder beacon
#

Iโ€™ve just finished my high school exams ๐Ÿค“

plush yew
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aaah so it needs something wired to completed?

cinder beacon
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Iโ€™m 17 y.o

wary wave
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needs a break out condition (bool)

plush yew
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oh it does have one

wary wave
#

well, it's obviously not triggering, hehe

plush yew
wary wave
#

use a timer

#

that while loop has multiple ways it will never exit

visual belfry
#

please use Not boolean node rather than (== False) D:

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(it won't fix your infinite loop issue though, just a style thing)

cinder beacon
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Who will help

brave salmon
#

it happens in particular project, latest official 4.22.3

cloud cobalt
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@cinder beacon #looking-for-talent if you want to hire a professional to do your work for you - probably will cost a three-digit amount here

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The UE Discord is mostly for getting help on things you don't know how to do

wary wave
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if they'll even do it

brave salmon
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@cinder beacon try reddit. you could find people willing to work for free there faster

cinder beacon
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Ok thx

plush yew
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btw the thing with the nav agent radius, by googling I found out that one should use a supported agent in the navigation system settings

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also you have to set the navigation radius, height, etc. to the exact values in the character movement component

dim arch
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you need to set them in your config.ini

#

for AA you can set that in project settings

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as for that flag, you need to add a new section to your DefaultEngine.ini in the project called [/Script/Engine.RendererSettings]

#

for the editor, you need to set it in project settings or the conf file

sleek sky
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wth is this lmao

dim arch
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which should work when you pack it too, as it's defaultengine

sleek sky
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how did i even join this server

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xd

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imma leave since idfk what this is

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bye :/

dim arch
#

if you put it in the conf.ini it should be the default when editor and game launch

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also for AA, you can set that in project settings. which will be default on editor/game

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another way is to add an actor into your world which has a beginplay exec command line, so it switches it on the first frame

sick escarp
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If I want to rename a c++ class without breaking the bond with the bp child(parent none problem) would I use this? :
+ActiveClassRedirects=(OldClassName="AActor_Test",NewClassName="/Script/YourProjectName.AActor_NewTestName")

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In the DefaultEngine.ini

plush yew
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Can someone help me in # blueprint?

swift canopy
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Make a new renamed class, then do the reparenting.

sick escarp
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What exactly do you mean?

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Make a copy of the entire class with the new name and then reparent to that one?

swift canopy
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First duplicate the c++ files with the new name, then use the reparent option in the blueprint editor menu.

sick escarp
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I see, is that my only option or could I just reparent the blueprint to another class and then reparent back once I've changed the name?

cloud cobalt
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ActiveClassRedirects works fine

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No need for duplicating

swift canopy
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That's how I do it. You run the risk of breaking connections due to missing data, but it used to be a lot more brittle at handling that.

cloud cobalt
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+ActiveClassRedirects=(OldClassName="YourProjectName.AActor_Test",NewClassName="/Script/YourProjectName.AActor_NewTestName")

sick escarp
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Is how I pasted it how it should be used? I've never used it before

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Only the class names that are within the "" and the YourProjectName has to be changed right?

cloud cobalt
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This is what I have right now - mind you, don't put the A/U prefixes.

+ClassRedirects=(OldName="/Script/Project.Old",NewName="/Project/Vesta.New")```
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"Old" would be for either AOld or UOld, here

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"New" would mean look for a ANew or UNew class type

sick escarp
#

I think I just got a TIA

cloud cobalt
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Once you've got the redirector set up, resave all actors or levels that use these classes

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And then you can safely remove it

sick escarp
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But what did you mean about the A/U prefixes, should I only use one A in the AActor_Test example?

swift canopy
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Yes

sick escarp
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Thanks

cloud cobalt
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"YourProjectName.AActor_Test" is wrong, to be clear

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Should be "YourProjectName.Actor_Test"

sick escarp
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Yes, will try and hope for the best

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That wasn't the only problem I got though. Before when I've renamed files I haven't gotten the "Warning CreateExport: Failed to load Outer for resource " but this time I had about 200 of them. All I should have to do when renaming files is "Generate Visual Studio Project Files" right?

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And change the include paths of course

cloud cobalt
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And build, of course

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In VS

sick escarp
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Yeah yeah

plush yew
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When I make a BT it wont let me go into backboard

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why?

sick escarp
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You need to create one

plush yew
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how?

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nvm

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i got it

sick escarp
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@cloud cobalt Do I still manually rename it in my source file?

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I guess yes

cloud cobalt
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Rename the class, rename the files if you want to, generate project, change includes if you renamed the files, build in VS, set the .ini, launch, save all affected files, revert the ini change, relaunch to check that everything works.

sick escarp
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๐Ÿ‘ ๐Ÿ˜Š

unborn matrix
#

Does anyone know how to add a soundtrack to steam?

cloud cobalt
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Create a DLC

regal mulch
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UE4 has a Replay System

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Just not Instant replay

sick escarp
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Didn't work ๐Ÿ˜ซ

regal mulch
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Also not sure but Sequencer is limited to the Editor, right?

cloud cobalt
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@sick escarp Need details here

sick escarp
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The parent class got set to none and I got 225 Warning about not being able to load resources

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Think I'm just going to duplicate the class once I've eaten. Should go a lot faster

olive yew
#

Is it possible to make a mobile game in unreal engine?

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for IOS?

steady owl
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Fortnite is on mobile ๐Ÿ˜ƒ

cloud cobalt
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@sick escarp Close the editor and chekc the ini file

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As long as you don't save anything, you haven't broken anything

sick escarp
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I have, but it will honestly take longer, duplicating the class should take 2 minutes max

cloud cobalt
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This should take seconds

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Anyway

plush yew
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say i wanna toggle mesh visibility 5 times in a row with a delay of 100ms, how should I go about doing that?

visual belfry
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timer or delay node

plush yew
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@visual belfry if i use delay node i need like 5 seperate toggle mesh visibility nodes, if i use timer then it loops infinitely

grim ore
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set timer to call function that -> toggle visibility -> increase counter -> if counter is not high enough set timer again to call function that ->

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dont use the looping, loop it yourself

sick escarp
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Stranger I have probably spent over an hour trying to rename this class by now ^^

grim ore
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you could also run a timeline that has events on it that you can use to trigger the toggle visibility

cloud cobalt
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@sick escarp No details, no help

sick escarp
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Well the problem is that I don't know what I'm doing wrong

cloud cobalt
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Look at what the log says the class wasn't found, check the redirector for it

sick escarp
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Would have been a pretty easy resolve otherwise

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Unreal engine is great in many ways but It's really lackluster when it comes to reorganizing tbh

cloud cobalt
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Look at the log

sick escarp
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I've removed that copy of the project so I can't :/

cloud cobalt
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Well if you're done trying, np

plush yew
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@grim ore how would i do it using timeline?

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nvm, i think i've figured it out

hushed hare
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so uh I was thinking of a way I could make my level generation and I got an idea but I don't know how I'd pull it off

#

I was thinking I could make an array of 1's, 2's, and 3's and use that to generate the map

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like

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uh

#

it's easier to explain with graphics

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so we have this array

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each number is a room

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and it just generates the world based off of that array

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I just wish I knew how I could do it

#

I would probably have to have row arrays and column arrays

grim ore
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if you want to break out C++ you can do a 2d array, if not make a struct with 2 arrays in it and use that

visual belfry
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single array, get index with row * numColumns + col

hushed hare
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Making the array is probably the easier part of the whole thing

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I just don't know how I would generate from that array

grim ore
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you can also do what he said ^ just offset for your column

visual belfry
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then probably some sort of datatable enumerating valid options for 1, 2, and 3 slots

hushed hare
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I'll remember this but for now I am gonna mess around with trying to generate from a preset array or something

grim ore
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if array value = 1 , check valid spawnable thingies for value 1 and repeat for each value?

hushed hare
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ok

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OH I got an idea

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I could have a generation actor

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that moves to where the levels generate

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then I do what you said

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I don't even think I'd need a 2d array for that

regal mulch
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2D arrays are slower too

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Stick to 1D with the conversion

hushed hare
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I found a forum post of someone doing literally the same thing as me

regal mulch
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If you have C++, make yurself some custom Struct type for that that converts back and forth for you

hushed hare
#

this will probably help

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I would have to add an actor to each chunk that it uses to space stuff out

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The more I think about this, the more I realize this is actually a lot easier than I am making it

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ah you know

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I hit a concrete wall

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I can get past it with the 2d array

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so more like a cushion wall

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but ugh

plush yew
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Created my own AI

grim ore
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neato

plush yew
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If I keep this up, could i be a great indie dev?

grim ore
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yep

sick escarp
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Everything depends on your dedication and ability to challenge yourself

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As with everything

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I believe that you can become great at almost anything, IQ can stop you sometimes and only accelerate/deaccelerate other times

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I actually believe IQ can hinder you from do certain things

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I don't believe someone with an IQ below 100 could do what Elon Musk/Bill Gates could do just to name a few

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Leaders yes but those are engineers

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All I said was that IQ can hinder you from doing certain things a

plush yew
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Last time i tried Unity i raged at it and quit

sick escarp
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Because you would probably need a 50-60 year longer life at minimum to learn what they have have learnt

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Timmichanga you either need a clear vision of a game in mind and really have the dedication or if you easily quit on things you need to scale down

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Having a vision of a game that YOU yourself would want to play can really help you stick through annoying/boring times

velvet latch
#

Does anyone know how to add more layered blend per bone nodes? I tried outputting this blend as a base pose in another layered blend per bone node but nothing works like that.

grim ore
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I would assume you would feed that into another layered blend node before the final animation pose

velvet latch
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It didn't work, that's why I'm asking ๐Ÿ˜›

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I think I might know what the problem is though.

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My new slot is in the same group as the torso slot, I'll try changing it.

grim ore
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yeah I know I saw this somewhere but now I can't find which example it is in

hushed hare
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bruh

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my engine decided to crash instead of running ""my"" blueprint

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I modified one I found on google

velvet latch
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Hmm nope, didn't work.

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That's what source control is for ๐Ÿ˜›

hushed hare
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you've gotta be kidding me

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this existed?

dawn gull
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I am working on my game and I saw that when you do f2 it makes it so that the shiny stuf goes away, how would i permanently make it like that?

grim ore
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that node exists, it just doesnt store data it just walks thru a 2d set of points basically

velvet latch
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Isn't F2 the editor hotkey for wireframe mode? ๐Ÿค”

dawn gull
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no thats f1

velvet latch
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I guess F2 is unlit then?

dawn gull
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f2 makes the shiny stuff go away liek shaders

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yeah

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i want it like taht permanently

velvet latch
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Hmm no idea. Sounds strange to use a game engine like UE only to not use shaders ๐Ÿ˜›

dawn gull
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my game is gonan be cartoony

velvet latch
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Shaders are great for cartoony looks too.

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Cel shading for example.

dawn gull
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I just don't want the shiny because I think it looks too realistic

grim ore
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you need to adjust your materials then

dawn gull
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For everything?

grim ore
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correct, or change the way lighting works in the engine

dawn gull
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mmm

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i would think there was a thing in like project settings for taht

cloud cobalt
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@velvet latch Stylized games like Rime or Astroneer are still UE4

velvet latch
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Yeah that's what I meant. Just make materials to suit your needs.

cloud cobalt
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@dawn gull You can stimply adjust roughness to make it higher

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It will result in a look that has no shine

grim ore
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well it's a viewmode debug mode is why, and I guess you can do "viewmode unlit" in a console command but it seems to have mixed results in shipped products

dawn gull
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uhhh so i could make it in the level blueprint on beginplay console comamnd viewmode unlit?

cloud cobalt
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No, that won't work in shipping

dawn gull
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dang it

cloud cobalt
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You also probably don't really want that

dawn gull
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i do though

cloud cobalt
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Nah, it's completely unreadable visually

dawn gull
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i am just testing things out for a scene in theg mae

cloud cobalt
#

There is more to lighting than just "shining parts" - you can have a very flat look and still have AO, actual shadows, etc

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Is there any game that looks like whta you want ?

dawn gull
#

idk not really

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i want it to look like a drawling? maybe? because the textures are just not shining

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sooooo i am kinda stuck rn

cloud cobalt
dawn gull
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Kinda? yeah

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i guess

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i can get a screen shot

cloud cobalt
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That's an UE4 game with lighting

dawn gull
#

ok

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this is the debug on

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I am making a certain area that the colors need to pop out

cloud cobalt
#

Disabling lighting is like removing the seat belt from your car because you can't put it on

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There are much better ways

grim ore
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make new materials, changed to unlit mode, remove all lighting because why not, run it all in movable mode, profit ๐Ÿ˜›

dawn gull
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๐Ÿ˜ฆ

grim ore
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the key being new materials is how you will accomplish this

dawn gull
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that would take alot of time nad this is only a temp thing

cloud cobalt
#

Or like, add a skylight with high intensity

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Or ambient cubemap

dawn gull
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mmmmmmmmmmmmmm how do i change the intensity on the skylight and what do i want it as

cloud cobalt
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I'm just giving you pointers here - spend some time working on it

dawn gull
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ok

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note one

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10000 does not work

cloud cobalt
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"does not work" is useless feedback

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It could mean "looks bad", "doesn't change anything" or "my computer ate the dog"

dawn gull
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it makes everything white

cloud cobalt
#

So try, like, 3 ?

dawn gull
#

ok

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still shines

cloud cobalt
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Use roughness for that

dawn gull
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:I ok

cloud cobalt
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Skylight = useful for making the shadows less dark

dawn gull
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ohhhhh i have an idea

cloud cobalt
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Roughness = controls whether an object shines

dawn gull
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i want debug even in shipping is that possible without modifying the engine

cloud cobalt
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I don't believe so

dawn gull
#

d a n g

cloud cobalt
#

I mean, if you want no lighting at all, you don't need a game engine really

dawn gull
#

i see things that say use umg??

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how teh heck would that work

cloud cobalt
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UMG is a tool for doing menus

dawn gull
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i know thats why i am confused

cloud cobalt
#

๐Ÿคท

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My advice : learn materials, learn lighting

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You'll find something that looks good

dawn gull
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ok ๐Ÿ˜ฆ

grim ore
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side by side of lit and unlit

dawn gull
#

ok that might work, but it would still take forever

grim ore
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correct, which is why games take forever

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and it literally can't take forever, I don't think you have infinite materials

dawn gull
#

yeah. ok

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i do not know crap about python :I

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yeah