#ue4-general
1 messages · Page 484 of 1
make duplicates of the materials then for that part of the world
making a game can be hard if you want it to have personality. All my projects are just default textures or world mapped test textures because I just don't want to spend the time to make them special lol
What about rendering the 'special' objects to the custom depth buffer and swapping out the lit colour for the diffuse colour in a post-process material?
I think that this might work for me. thanks guys!
um fellas
am I tardo mode
or
is my engine bugged
I am dragging an actor into the game
into the world*
and it won't appear in the world outliner
nvm I was tardo mode
is there a snap to grid in blueprints or just in the overall level 🤔
I never had any trouble organizing my blueprints without any fancy tools. I just organize it manually as I go.
There might be something though, idk 🤷
Can this cause me problems ?
they could, the smoothing is not a biggie but your stuff might look weird. the floating bones should be fixed if you plan on using them
how i fix this Bind Pose thing
use the suggestion, when you import check the Use T0 as ref pose
oh not for code, zodiac, but for laying out components
I converted some meshes into a blueprint and it picked an awful non-grid centerpoint >.o
@grim ore Tnx 😀 alot
Hi does anyone know how to code a double tap function? So if I double tap the screen, it activates an ability
use the input touch event to track how many presses with X time and do something based on that?
PlayerInputComponent->BindAction("LeftMouse", IE_DoubleClick, this, &YourClass::DelegateFunction);
This should also work.
You need to define LeftMouse in project settings btw.
heh https://www.reddit.com/r/unrealengine/comments/5nhelw/finding_a_nice_clean_way_to_do_double_click/ has both a macro for BP and the C++ code all in one post 😃
I wonder how hard it would be to expose the double click input event thingy to BP
Wow this sounds complicated. For now I just have button lol
....
just register the time between the 2 button taps lol
and check if the time is less than X
Touch Input
google is your frend
@frank iron
does the engine crash for anyone else upon stopping the simulation
@plush yew thank you I will try it out
@hushed hare mine crashes when I use the exit commandline
no crashes here from the engine itself
pretty much the answer to "does the engine crash when you do something normal" should be no lol
VA: Parsing forever
I was wondering if anyone else was having the problem
I love blueprints
what do i do to stop UE4 from changing my bone transform
I love BSP 😃
I am having some trouble with the automation system. I am trying my hand at automated feature tests. I have a test level with a single blueprint test in it, and it shows up in the session frontend and it runs correctly, with the test passing. However, once the test is done, even though its results are reported to the session frontend, the level does not close: I have to manually close the level's window. Does anyone know how I can make the level close when all the tests have completed?
Thanks. I started on Source years ago and still prefer alot of things from those days 😛
hi any ideas for some mini project i can do that is not a whole game lol
notepad?
@plush yew Do a small 1 trick pony game. Something like Superhexagon or Temple Run.
If I instance a mesh in 3DS Max, import it into Unreal, does it import as 1 object, or multiple?
Need Someones Personal Help UI
wow after need help
NEED HELP LOL so my modeler he made this and transfered the texture but there all white textures need someone to help me as fast as posible I need the textures to be colored how he had them before he sent them to me!!!???
Anyone know what default reference location for bones are?
there's no picture on what it looked like before but he baked textures for it and sent them
So import them and create a material
wait quick thing how do I create a new content browser so I have 2 in UE4
just like how all of them do when I get models
Create one material, with your textures, merge the material slots in mesh editor, and assign it there
yeah i got rid of it before I sent it to you guys
cause it wouldn't work
but back to this do you know how I get two content browsers so than another appears
ok I got it thankyou
but it's a seperate tab I want it to be together just like 2 google chrome tabs are
just drag it into your other tabs
if you want that behavior by default go into your editor settings and look under appearance
should be something where it says "main window" in the config
or new window
you can set that main window and it should by default pop it into the original window
I don't see "Main Window"
bruh when your collision is set to block all but you still fall through it
in unreal if I want to take a distance of object maybe 100000 convert that to a vector distance. should i just be able to make a rotation from a angle and change that vector to the rotation equivalent around vector(0,0,0)
What exactly does "build geometry" do?
Does anyone know of a comprehensive list of switches that can be passed to UnrealBuildTool.exe?
there isn't one, they keep adding random switches all over it
if you search ubt for [CommandLine( you'll find a lot of them
most of them are exposed like this, where -PGOProfile will now set the default for that var to true automagically
and there's generally a comment on them
Yeah i might do that. Ive chucked a thread up on the forums as well. See what that comes up with.
Hello.
Im setting up some automation for recompiling editor binaries for Artists to grab from Perforce when a code change is committed.
Im running into
Reminds me of how many parameters in UE4 have no tooltip. 😒
Or the tooltip is just the name of the parameter.
Right, I assume that's the default.
UBT source code is all sorts of messed up though, at least in engine code its easier to follow.
sqlite_int64
Is more annoying than missing tool tips
Unless I’m the only person to see it next to any float hovered
The most annoying bug with the editor that i get is that any dropdown box will flicker like mad if it extends past the screen bounds and needs to auto correct to fit, sometimes i have to resize the editor window in order for it to work....
So annoying.
hey fellas is it possible to change the center of a static mesh created by combining actors?
Not in the Editor no. You would need to export it to a modeling program and manually change the Origin yourself.
oh wow I didnt even need to
I spent 20 minutes here trying to line it up in perspective view
then realized
I could go into orthographic view
and line it up perfectly
RayTracing: If I get an RTX card does that allow me to DEVELOP with RayTracing enabled and the game gets the advantage of it, or does it mean if the game wants to use RayTracing, it must have an RTX card?
the card must support DXR to use DXR is what it comes down to, for displaying/using
and I specify DXR because some 10x0 GTX series cards support DXR
DXR is real time so you as the developer need it to "see" it, you can still turn on the options you just can't see them which would be weird. The end user needs support for DXR to see it in your packaged game
WTF Is?
Perhaps!
I am currently having some trouble with ue4s device manager. I am simply trying to create a new device and it keeps saying "Failed to add the device!" i cant seem to find anything to debug this or any documentation online
Also another question how would I change the Vehicle you spawn with so right now I have chosen the vehicle car template thing and I want to switch that vehicle to the ship i modeled can someone help me with changing the standard vehicle to a different one?
I have set up the animation blueprint and the Physics asset is complete what else do I do I can’t seem to find anything on the internet
I have chosen the “Vehicle” blueprint for my game^^^^
the maps and modes in your project settings controls the default pawn
Ok I swear I was looking at that before
if you are using player starts then the default pawn will spawn in
if you are not then it might just have the vehicle in the world at launch and have auto possess turned on
Ok thank you
@grim ore would you know anything about the Unreal Frontend?
I do not. I used it once for making a build dedicated server button and never touched it again 😦
i assume it just worked fine
@grim ore I go to default pawn class and I don’t see my blueprint??? Any suggestions?
is your blueprint a pawn or character?
How would I check? XD sorry
when you made it you chose a parent class. you can also open it and look in the top right
Ok
I thought you made a completely new pawn or character. Yes there should be a mesh component in the default blueprint for the vehicle in the template, you can change out the mesh in there
I dont have the template created here, I would think the one in your maps and modes for the default pawn would be the one you want to swap out
@plush yew we would have to have more info on how your stuff is set up and where you are trying to set these targets
also I assume #gameplay-ai was no help?
Ok so I moved it there is no more Sedan anymore now it’s a ship but I can’t move it and the camera doesn’t move?
And it’s also not focused on the ship the camera is looking at the ships side
so you just swapped out the mesh in the blueprint with a new one?
Correct
so this is in the Sedan Blueprint? and is your new mesh a skeletal mesh like the old one
is your new vehicle a wheeled vehicle with wheels set up?
then swapping will not work, the vehicle template is set up with a wheeled vehicle
is this supposed to be a flying ship or ?
Or land ship
Which Blueprint should I use than?
The flying ship one blueprint I think it is?
well that one is flying but yes it would work
update i can add a linux server device, but obviously cant launch it on windows
Ok
i cant add any windows device still confused
what are you trying to add?
Is this another machine on the network?
no same machine
@grim ore is there anyway I can just change the blueprint without creating a new project so I won’t lose my progress on this game?
@sonic ruin sure you can migrate over the one you want from another project, duplicate it by hand, or just make a new pawn and set it up.
So create a new blueprint than just transfer the files like level files and such to the newly made UE4 File right
you can make the new project, like the flying one, then right click the flying character and migrate it to your existing project
Ok thank you saved me lots of time
a general thing you can also do is to copy blueprints and paste them into nodepad, then copy the notepad text into an editor
Ok
I think all of the editor UI has this enabled
so you can even do the same for stuff like brushes
@magic scarab I think you are not going to find any help 😦 Device Manager seems to be completely unsupported and undocumented outside of epic. Even trying to add a new device matching an existing one fails
@grim ore I did what you said and now there’s nothing spawning in I can just move the camera and fly around there is no ship not spaceship nothing
I add the ship in but I can’t control it
What did you do? Migrate something in from another template?
I first created the Flying blueprint than I migrated both the “Flying” and the “Flying BP”
Ok. So in your old project you now have a flying bp you want to use?
Yes
Ok so in the map is the old vehicle in the level or did you remove it
If your talking about the Sedan it is removed
Ok so drag the flying bp in and it should show the flying ship. You can then set the auto possess option in the blueprint to player 0 and see if it works.
That is th flying game mode blueprint, not the flying vehicle bp
Where would the Flying vehicle BP be in that folder there is the ship model and the Flying game mode blueprint?
I don't know where it is in that template, you might have to look around. Did you test that blueprint to make sure it might work for you? You can always put your mesh in it and hit play and see if it will work
I put my mesh in it and when I click play this is what happens
why is it this hard to put a damn working ship in UE4 lol
Any idea you know what the BP looks like
Like an emblem?
I don't. Maybe it might be easier to make a new pawn and add in simple movement nodes to move it around.
Any tutorials on that you know how to make a lawn? And how to add nodes to move it around?
If you look in the flying pawn blueprint or the fps character or tps character they show the movement input nodes. You basically take the input from the key as it comes in then add movement input in a direction to the pawn and it moves.
Ok
Does anyone want to help work with me on an unreal project I'm making?
What about adding a pawn @grim ore ?
nvm got it
hi
henlo
@grim ore thx so much it works thank you!!!!!!!!!!!!!
Hey fellas how can I find the size of a box collision in unreal units?
How many branches can one behavior tree hold?
Nut
💯 💯 💯
Hi is it possible to have more than one ToolChain installed like i have v12_clang-6.0.1-centos7 installed but if i install v13_clang-7.0.1-centos7 it replaces it in the environment variables, because i have projects on 4.22 and 4.21
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
fellas I finally did it
I made the level generate as the player moves through it
I set the range super low so you could see what was happening
and I only did one room so far
only problem is
(I made it delete chunks behind the player too)
It doesn't get rid of the outer chunks
I can fix it though
nvm it says infinite loop detected
bruh
How would you change the material on your landscape during runtime?
like the texture on the ground of the farms
Material Parameter Collections
and footpaths and such :?
well, footpaths would be separate objects
can you change the landscape material ingame? I hear a lot about not being able to edit terrain
Since a few versions, Landscapes have a tickbox "Create Dynamic Material Instances"
Try getting the Material of the Landscape and change its parameters
Hi, how to remove an actor xD
Can ue4 be installed into Windows Server?
Why it stopped working
world settings killZ ?
killz will destroy any actor which goes below it
that is more complicated, bind an event to actor destroyed, send a respawn request, process respawn passing playercontroller in and spawn and posess a new pawn at a respawn point
A How To Guide for respawning a player character through Blueprints in Unreal Engine 4.
no
Ok thanks ♥️
how can I zoom precisely in Unreal?
pressing W or S once makes a huge jump
mouse wheel is even worse
Nobody have Windows server with ue4 installed?
@cinder beacon super, thank you!
ur welcome
omg it doesn't work with the mesh editor
Hi all, is this the right place to ask about some shader math?
thanks! 😄
What exactly does "build geometry" do?
builds geometry, i.e. for brushes
I made a mess 😰
my character now moves in T-pose
anyone know hot to fix it?
Don't u set animations ?
your character is showing dominance
Hey how to spawn a simple cube what's destined to be destroyed ?
@plush yew I tried to use animation blueprint, assets or custom and set animation but the mesh won't move
🤔
is it possible that I had destroyed the skeleton?
@cinder beacon I assume you imported the mesh assets? You need to set 'use complex collision as simple' on the meshes, your character is running into the collision box of the meshes which is just an approximate cube or other shape that surrounds them.
Can I "migrate"/import an asset from a different project without opening that project and selecting migrate?
@plush yew
Morning All!
Does anyone know why my pixel depth offset goes black at certain angles?
This angle is fine
same position but camera moved, it has ugly black edges
Hey, why my ue4 editor crashes ? ```cpp
UStaticMeshComponent* simpleMesh;
simpleMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SimpleMesh"));
how come my stat engine doesn't show poly count anymore??
@cinder beacon - please stop posting the same thing over and over again
it looks like you have collision of some description in the world
what is the reason because I get bad size on the player start? 😦
Overlapping with geoemtry
it means that player start is inside a geometry cube or something?
It collides with geometry, yes
ty very much, I have found the 3d mesh that collide with player and I removed it : )
who can help me with post processing
I need help with a thing. I am trying to get my friend able to work on my ue4 project but i know there is liek a server that you connect to the server through ue4 nad edit stuff. How do you do that?
what on earth are you trying to say? 😄
@dawn gull best way would probably be to use github
maybe? i'll try that. Is it free?
for up to 5 users
don't you need to self host it?
yup
server can be on your dev machine though, no biggie
yeah
but i was reading sothing about ios dev for mobile on the docs
ah darn it i gtg
Anyone know how to rotate a bone for a specific animation and only that animation? My spear attack animations are too high.
The building was colorful but suddenly it beamed dark !, ( The lights in front of the building should be on also !) what is the issue?
☝🏼☝🏼before
you built lighting, right?
I'm guessing there are no proper lightmap UVs on the mesh
probably
...and if they built lighting, there would be warnings in the logs explaining as much
anyone know how I can make it so a decal does not show in a reflection
I'm pretty sure you can't
http://prntscr.com/oa28f3 http://prntscr.com/oa28wd
How do I give the force in the direction of the arrow
Does someone knows how to use Two bone IK with aim offset in order to keep left hand on the gun?
UPrimitiveComponent::GetOverlappingActors() has two definitions
they are identical
what manner of sorcery is this?
How can i make the hand stay in the gun, i looked for two bone ik but i dont know how to set it up
normally it's in the animation
The player anims don't fit perfectly
Bone IK might be what you want, yes
Inverse Kinematic systems allow for reactive animation, such as foot placement on non-planar terrain.
This might be interesting too : https://docs.unrealengine.com/en-US/Engine/Animation/NodeReference/Fabrik/index.html
Animation node for Forward And Backward Reaching Inverse Kinematics.
Yep im using fabrik
But i dont actually know how to use them, i mean i do know but not in this case
Use a socket on weapon as target, get location on anim BP tick, use fabrik to snap the bones to location
I´m using that it works as it should but
Now that im using aim offset in some offsets the hands goes oof
So I use Unreal at work primarily and we just got an Azure Kinect in... I'm not a great (barely existing) C++ or C programmer, primarily a blueprints person, but any ideas on best how to get stepping on integrating the camera with Unreal?
Was thinking of trying it with Unity, but I'd prefer Unreal if possible
It literally came out days ago so not many resources out there besides the docs
so I have just noticed something weird when using high walkable floor angle (80 in this case) the problem is the character walks super fast the higher the angle is, I was trying to do a simple prototype where I could walk on walls but looks like it doesn't work this way
I assume the problem is that the character movement works in the x y vector, so if it adds 100cm in the X vector independant of the angle it will walk 100cm
Relating to Vive controllers in Unreal, is Motion Controllers Thumbstick only detected when the player presses on the Thumbpad or is it launched any time the player touches it?
I see a lot of requests for it on google from the past, but is there a way to collapse all folders in the world outliner with a hotkey?
there is no off-topic?
When's the game jam?
I need someone who speaks english as main language, i have pretty random question
I speak anglais as my main language @plush yew
So if i name bay/gulf by someones name/surname how i name it?
If name is Darwin
or surname Hawkins
is it Hawkins Bay/Gulf or what?
Yes like that
Is it wrong if it is like Bay of Hawkins
Hawkins Bay is correct either way
Is it like Ocean of Grelance or just Grelance Ocean? It sounds weird for my but maybe because i am finnish?
Grelance Ocean
the latter, unless there is a place called Grelance
does it sound weird for you?
many ocean have that ic in the end
atlantic, pacific, arctic
Indian and Southern don't end in 'ic'
they have N in the end
but you don't have a Souther ocean
if this is just a game, name it whatever you want lol 😃
We have Bay of Pigs and we have The Indian Ocean in real life, whatever works works 😃
What's the easiest way to duplicate and save game mechanics ?
Say I have a FP setup..
And I would like to setup a new Unreal project and use all the stuff I made.
Gamemode , character, controller, widgets
go into the files and copy and paste them
I can migrate, but I still have to hook it up
If I copy and paste, with the dependencies hold?
maybe?
LoL... I'll try now
Well.. it does copy, but I still need to hookup everything again
I suppose I need to use Python to automate , huh?
Hey guys what's different between tpose and original pose in mesh mixamo
you can look into making the project a template for future use. you can copy/paste the entire project and rename it.
@grim ore hey, by chance, do you have any tutorial about creating layered materials based on height?
Hmm. I need some help on import. Is there some setting i need to set to import the LODs when using Reimport?
Cause now i only see LOD0
please don't tell me i need to delete the asset and import back from the scratch
@fringe pivot I do not. Art stuff is one thing I don't really cover 😦
@grim ore ahh pity, i'll keep searching, can't find anything that worth yet
@ocean hemlock um...it's on github
yeah I wish I could do more but Art is really really not my strong area and materials, especially complicated ones, are really art driven
Is there any good extensions to help me make giant world maps like, ten times the size of World of Warcraft
@ocean hemlock oh...nope. seems only the v2 is there...
oh
@ocean hemlock then what about launcher?
yeah but i dont have the right engine version
@fringe pivot what about a height lerp node?
to download plugin
oh...jss...they loked it up as a plugin...
@grim ore well I think this is more technical than artistic, what I am trying to figure is how to display a different layer of the same material according the terrain elevation.
@ocean hemlock ok, lemme find it
thanks
@edgy lark I'm almost clueless about this bro, I would need an article that cover the basics, that's exactly what I'm looking for
but I will check that anyways
uhm.., I could swear there was a UE4 document on height based landscape
probably, but UE4 docs are like WTF
I have a .fbx model but is black because I don't have the UVmap
is it supposed to be like 0Z - 100Z is this material then it lerps to another material at 100Z - 200Z and etc?
there are bathroom stuff so, I want apply a white material on them
Can I apply a material on a .fbx file without a uvmap?
@grim ore that sounds simple, no idea if it works like that though
@ocean hemlock umm...there are no such
what do you mean
@ocean hemlock it's not a part of the distro...probably a generated file, not sure
damn. Normally you use a height map for layer blending in the landscape but I am sure you can use world height as well just got to find it lol
Uh hi guys im new here how do i find one of these:
which one, the Vector + Vector node?
drag off one of the vectors on the left, type ADD or +, and select the correct node
press the plus in the numpad, not sure which one is this
right click and when the contextual menu appears press +
I see a lot of requests for it on google from the past, but is there a way to collapse all folders in the world outliner with a hotkey?
shift clicking the folder doohicky seems to do that for me
to check if my character is crouched for animation, should i use "is crouching (charactermovement)" or "get is crouched"?
the is crouching targets the nav movement component (CMC in this case) while the is crouched is a boolean set by the character when it crouches. I would say the first due to the way the default TPS character is set up using the "Is Falling" to determine if you are jumping
Which is better is a toss up but the first way mirrors the way epic set up the default anim graphs
How can i clamp the look up down axis?
General question, if Unreal can support RTX for lighting why can't it use the same thing for Audio? I'm thinking you could get two birds with one stone here or am I missing something?
how does using rtx for audio make sense 🤔
@grim ore thx
@manic pawn Well VRWorks Audio has used RTX cores to help processes their Path Traced audio
Since Unreal has integrated that for lighting... my thoughts are it could deal with audio too.
hardware accelerated raycasts are way to valuable to waste those on audio.
but I'm thinking it is already done for lighting, just use the same casts for audio?
~~
Unless it needs to be done twice once for each?
It's entirely different
A trace is a trace?
Real-time lighting is extraordinarily hard, and every line of code is extremely specialized
They're not traces, as in gameplay traces
They're massively parallel ray casts
So you are saying because the code is so specialized it can't possibly be extended to include using the massively parallel ray casts for Audio?
It would be very different code for audio
can't*
I mean I don't know if you've ever written lighting equations or audio processing, but both of these things could not be more different
So when the trace hits for light it has to know physical properties for how the light will bounce, etc.. and the same would have to be done for audio so I guess the deal isn't so much with the tracing but the math being done once the trace hits and different math would have to be done for audio so no real optimization there.
how to fix this
Ray casting for audio is the most useless shit I've ever read lol
Why?
in current realities, yeah raytraced audio is a feast in a time of plague.
things will look a bit different in two decades, but for now.. heh.
Because hearing isn't that important. No one cares whether the audio reverbs realistically. It just has to sound reasonable
@sudden agate Sounds like personal preference, the same thing could be said about lighting... yet.
"great" by current standards? Lighting has been great too
No, great as in good enough for almost every player and game
IDK unless you say the same thing for both lighting and audio it doesn't sound like a consistent argument to me. Ray Tracing lighting is about copying the physical properties of light to enhance realism and not have the artist worry about that, like wise with Audio.
Stuff like dynamic reverberation depending on the room has been present in a lot of games for a solid decade
And no, RT lighting is not "copying physical properties"
It's just a different way to render the same equations
Rt doesn't omit artists either
from certain work yes, not all work.
They are mimicking light?
to a larger degree not perfectly
DXR (RTX) does not fundamentally bring better quality
It's important to understand that
There's no reason the lighting looks better, or different
I'm still confused as to how it is not about mimicking the properties of light behavior ?
Every game did that since the dawn of 3D lighting.
Almost every UE4 game has ray-tracing already
What do you think Lightmass does ?
DXR is just real-time ray-tracing (so that moving lights can get 80% of the quality of non-moving lights)
It doesn't result in better lighting, it just enables nice lighting in scenarios that weren't feasible before
The actual lighting equations are entirely unchanged
Sure, current Ray Tracing is in the context of real time.. not baked
I'm not sure why you bring that up though?
In terms of RTX
I'm just making sure you understand DXR doesn't make lighting better
The quality is not getting better
I never said that I said "great" by current standards? Lighting has been great too
Meaning old baked lighting has been great
to the point of the guy saying real time path traced audio is pointless
Old baked lighting still has better quality than DXR, and always will
That's my point
Raytraced audio won't make audio better
It will allow for more scenarios
The guy has a point about it being pointless.
So then he must think RTX is pointless too?
Otherwise I don't think he is consistent
DXR isn't pointless at all
Nope, that is extrapolation.
It's just not resulting in better lighting in terms of quality
@cloud cobalt Exactly it isn't pointless, and neither is real Time audio RT
I never used the world better btw
Let's just make this simple.
Ray-traced lighting, or audio, or anything, is useful for dynamic scenes
If your audio source doesn't move, using DXR for it is entirely useless
As in, colossal waste of resources that brings nothing
sure
but in the context of the new RT stuff I thought it was obvious we mean dynamic scenes
same thing for Audio
of course it is pointless to do it for static scenes
The thing is, most games aren't that dynamic
and?
so most old games don't benefit from the new tech? New tech isn't really being made for old games?
Old games meaning games prior to RTX tech
Game design isn't going to change because of DXR
I mean you're probably gonna run into some processing power bottlenecks
Games are static because designing dynamic games simply isn't that great. Level design has immense value
anyone have info on restoring in app purchases? Buying is working but restoring is not.
Original question was:General question, if Unreal can support RTX for lighting why can't it use the same thing for Audio? I'm thinking you could get two birds with one stone here or am I missing something? And you are missing a point, that these are two entirely different systems, not connected in any way. Besides, in view of low demand of such feature/vs complexity of its implementation/vs availability of targeted platforms/vs bias between other features, it is pretty safe to call it absolutely pointless for consumer games in a context of overseeble future.
Well I think that is a personal preference between static vs dynamic on games so i won't really bite on that. Time will tell what direction games will go in
@grave nebula I'm past that
I get it
dynamic games are not going to have the same quality that an experienced hand will
preference or not
Then quit trying to prove that it is great feature then. It is pretty clear that it is without any arguments. It is just not the time yet.
It is a great feature, for dynamic games, now the argument has moved that dynamic games are not as good as static ones...
no that's just me saying that because you mention your opinion about them
Is is weird to use blueprints on indie games?
not at all @plush yew
@mint raptor It's not about preference. Dynamic games simply pose immense challenges, and we're way past the peak of procedural games being cool
Designers found out that no level design results in shitty levels
hopefully the fad can die down eventually
@cloud cobalt Like I said I'm not getting into the debate between Dynamic vs Static
until year 2200 when quantum AI has perfected level design
Does anyone know Dave Microwaves Games?
that will happen a lot sooner than 2200
2050 then
maybe even before that
2050 range was predicted by Kurzweil
I think it's feasible that it happens around that time
but yeah it might happen sooner, depending on how much effort we put into developing quantum computers
On that topic I think the effort is there
And teaching the AI to properly evaluate "fun" when it comes to this subject
the ai will just perform learning itself
I'm an AI that properly evaluates fun?
generate 5 million games and see which one is liked most
generate the concept of a "game" first though
quantum AI would probably be able to do massive generational leaps
we just need more gpus
More Qubits
Does anyone have any idea what the name of automatic spectator camera systems is? The kind that focuses on the most active/important part of the game?
I'm currently calling it Action Reactive Spectator mode but that's not help me to research the concept.
What part of this spectator mode do you need to research ?
I really suck with materials.
How can I do something like this but using the whole set of textures for each layer?
mind to elaborate? that doesn't really help me
it does
Use Material Attributes
Construct your layers in Material Functions which return Materil Attributes
you can then Layer Blend them the same way
Ok thanks, will research a bit about them
@grim ore do you know anything about this https://answers.unrealengine.com/questions/200871/deploylaunch-to-network-pc.html it seems like tim hobson mentioned adding some documentation for it last year but as far as i researched no one actually knows how to use the device manager to launch a project on another computer in the same network
its the only "true" way to test multiplayer(i know you can have various standalone games on 1 machine, but its not the same)...
on another machine
Or sync projects with source control on two machines, right-click uproject, launch
Also the only way to test Steam sessions
yeah thats what i thought, but really wish i didnt have to do that, for client projects, pushing their 30gb build to my repo
is just unreasonable
It's not like you're working without source control anyway
can someone help me with a blueprint problem im having?
@frigid epoch just ask mate
is there a trick to quickly hiding scene objects? I click the eyeball icon in the World Outliner and the object is hidden in Editor view but still shows up during a Play test
@wide gorge set hidden in its details
untick rendering > visible
haha ok that did it thanks
i found a tutorial now anyway
How do you disable this ridiculous behaviour when hitting PIE in new window, the window pops up on the monitor with the mouse over it, it should always be on the main monitor
Hey guys is it possible to check for overlap event with something set to ECR_Block? Like unitys OnCollisionEnter and OnCollisionExit
or do I have to have 2 different components for that
There's a Hit event.
is there something like it but for exiting?
@fringe pivot I have no idea if this is correct or performant lol but https://i.imgur.com/7LZQyRq.png was my result with the following material setup https://imgur.com/a/iwVYzns you can see the overall graph and zoom ins there.
I know it can be condensed into functions or other stuff but I am not an artist. The Tex Coords are just used to tile the materials to look better (using 0.05 for the values). The main numbers here is the Divide from the World Position is determining how high up that layer goes, so the top (dirt) goes up to a height of 5, then the next layer (grass) goes up to 300, etc etc. lol
then it just lerps it all together into one massive output
I tossed a little plane at 0 Z with a light blue transparency just to make it look like water at ground level because why the hell not lol 😛
hello there.
i'm currently profiling our title in a mobile platform. reading the ue4stats file in the frontend, I see that most of the time goes to the AfterPrePass, in the RHI::Submit function. I don't know exactly how to read this, as there're several other things that seem to affect performance (dynamic shadows, directional lights, etc). anyone with some dirt in their hands with profiling stuff here?
@grim ore amazing!
Will try to replicate something like that
Actually I am already trying something, what I can't figure is how to use the whole set of maps rather than a single texture.
Someone said use material functions, but then those nodes does not have an input pin so how do I connect the height data wherever it comes from?
material functions should have input and output pins for whatever you want as far as I know
They do when you are editing them, but then once you drop one of those in another material they don't.
I guess the height data don't need to pass through them? I'm clueless lol
so apparently to restore in app purchases you must drag off the fail pin on the make in app purchases node and use a switch on Einapppurchusestate from the completion status pin on the make in app purchase node then from the "already owned" pin on the Einapppurchasestate you can set any variables you need that identify that the user has paid for an item. geez what a pain.
no issues here with multiple ins and outs, just add more outputs
function https://i.imgur.com/s3risj2.png and new material using function https://i.imgur.com/cXcHjFf.png, still ugly but it worked
good job man, I just hate everything related with materials lol
I am glad for materials and the material editor, without it I could do nothing. I tried many many times to try and learn HLSL with Unity and I just cried with all the math and jargon lol
I am skipping the height part, right now what I'm trying is to mix dirt and grass in a random pattern.
What nodes would help on this?
I'm stuck here 
I’d love to know this magic button too 😜
oof no such thing as random
but you can lerp with a noise pattern
well I guess you can make a random noise and use it but performance for noise nodes suck compared to a texture you can sample
but anywhoo you lerp between the 2 textures using a noise input as the alpha
cool, ....trying
best web page for this stuff https://api.unrealengine.com/udk/Three/TerrainAdvancedTextures.html
it's for UDK but it explains the theory behind variations
@fringe pivot https://i.imgur.com/QOIo8tK.png
obviously the better the source noise the better the result
Hi guys. How do I post in #looking-for-talent ?
read the pinned message at the top
and follow its instructions
Thanks
Hey in a blendspace I closed view port and asset details by mistake. How to open it
Manually
does anyone know if there's an event that is only called on actors that are placed in the level?
i have an actor that can be placed or spawned but i need to know which of those it did
You do that in the level bp. Check actor basically
@lament slate all windows should be able to be opened back up by the windows menu at the top
what's with the way the sun light works? the first cube is so much further than the other but the size of the shadow is the same?
yikes
shadows are based on direction and distance to the light source. As your directional light is so far away this is expected.
ah I see, it's gonna be a pain to do what I want
compositions are very unrealistic with the directional light
don't use a directional light
there are spotlights yep, probably no where near as powerful as you need but you can try
you can always fake shadows as well if you need something specific, like with decals or a mesh and a material
yea I will have to figure out a way to boost the light on those spot lights they are always so weak
anybody interested in helping me with an open world rpg project?
Q: if I package my game without pak (with content folder as uassets), can I just add uassets later and they will be detected by the AssetRegistry?
If i make a armature in blender. combine it with a mesh, and import into unreal, will it import the bones also?
the meshes you paint with the foliage tool are supposed to be less expensive than if you directly drop them to the scene?
Quick question, besides Youtube and Udemy is there other places to go for tutorials?
Not sure where to put this in any channel, but everytime I move this cube a ltitle bit (or any object for that matter) a bit, it moves by 500 on whatever axis instead of 100. Anyone know how to fix this? This is after using the landscaping tool.
I tried reducing the strength, but no luck
does anyone know why the list assets node isn't returning any assets in a directory full of 450+ meshes? I already checked with 'Directory Exists' and confirmed I've typed the path correctly for the containing folder.
@abstract relic Do you happen to know any other ones?
halp
how do i disable vertex snapping from a drop down menu
i enabled it by accident on a dropdown menu
@undone sinew No, since brushes require a map rebuild every time you add one. Use static meshes like a normal person.
You almost never want BSP in your final map.
Anyone know how I can make dynamic duct tape??
I'm trying to make the ropes and metal fastener that you see in the pics..
In vr the player will be able to put 2 parts together to build a weapon. Some parts won't snap..they will kinda just float in place. I would like those piece s to have duct tape binding the 2 objects
I'm currently looking into the Spline Tool... any one have thoughts on a better more performant way?
??? im trying to make "Darts" cricked mode what the best way to make the trigger only able to be used 3 times?
if(field.hitcount <= 3) {
getPoints();
} else {
dont();
}```
guys I keep getting these errors, even after fixing up redirectors and removing local cache, and rebuilding the whole project, anyone know how I could fix it
what in the heck did you do?
@rustic imp Fixing redirectors is not a "fix", really, it deletes the moving/renaming information
our artist moved some assets around, then this happend
Moved or renamed files leave a redirector file behind to tell users of the asset the new location
You then need to resave the user assets, every single one, before using "fix redirectors"
"Fix redirectors" if you haven't resaved every asset using moved content will break them
but also those asset names? Blabla_B_SM11111112?
Artists
yeah
So now - revert the renaming or moving
Or the redirector fixup alone (that's enough)
The correct process for renaming or moving is :
- rename or move in UE4
- CTRL + SHIFT + S to save everything
- fix redirectors
ok, I'll tell him to keep in mind next time
Fix redirectors is not a required step in any way, it's just there to not have 1KB files lying around in Windows explorer
can I somehow fix this without moving everything back
no
cause honestly I don't think he knows all the assets original location
Revert in source control
well shit
If you're not using source control, then yeah, you're fucked, you'll need to reset every single reference
UE4 shouldnt let you open it without Source Control connected 😛 😛
@cinder beacon Your computer has a screenshot key 😃 Press alt + IMPR, and ctrl + V here
Thanks 😂♥️@cloud cobalt
What is the most performant way to implement health bars?
Should i use PostRenderFor() or use 3DWidgetComponents?
no we use source control, don't worry, just still sucks to do it
please like and subscribe and remember to hit that bell
Yes please
I am literally manually nativizing shit right now
Can I use niagara in character animation just like cascade?
I can't find a notify relative to niagara
make your own
yo guys
is there any way to maximize currently active editor window?
like what f11 does in the viewport
or maybe theres a plugin for this?
i downloaded this model but what is the proper way to import it to get the interior !
model the interior
it should be like this photo
model it
@sudden agate i can model the out surface
here is the files that was included with the download file , i just imported the first one .
i keep getting the "accessed none" error when i try to call a function from another blueprint even though it works in the editor
what
pro: people can't unpack the files easily
con: you can't diff encrypted files (they get fully written over on new release)
Also con : people can still unpack the files
he means tag him, not DM him
IMHO there's bugger all benefit to encrypting the files except for end file size
@cursive dirge what does unpacking mean?
they can get the whole project source code?
No, they can decrypt the pak file and extract all content
really
If you're on PC, anything you publish can be extracted from its package
so should I do this?
If you want to make it a 2 hours process instead of 10 minutes, yes
The "extracting your content from the package" process
Just makes it slightly inconvenient
Extracting content from an UE4 pak file without compression is something anyone can do somewhat easily, you just need to call UnrealPak.exe on the file
Using encryption means the person needs to follow a tutorial and be familiar with debugging C++
restoring a blueprint would be quite a feat
I guess you could use the bp disassembler on it
Yeah, to be clear the graph will be gone
Just saying the actual Blueprint asset will be there
I don't believe anyone will ever use someone else's extracted Blueprint in a project
That would indeed be quite the feat
you could get something similar to when you type disasmscript BlueprintName in the editor
I would love having safe encryption on PC to release games that people can't datamine etc, but the short version is that the PC platform makes it entirely impossible by design
Hell, consoles aren't even completely safe either
no platform is safe
except for streaming
which would be really nice if that never went anywhere
Can you actually dump an unencrypted rom on PS4 ?
I can't, but I'm sure there is someone out there who has already figured it out
people rip models from ps4 games
I know for a fact the Switch is unsafe :3
Well, that's it then, no platform is safe.
One of the Destiny leads said on Twitter that they basically didn't give a fuck, and that game's datamining goes into wildly spoiley territory all the time
well if they package content that's not supposed to be released yet that's on them
I wonder if it makes sense to enable that pak index encryption tho
that should make it minimally more complicated to extract while having no disadvantages
@cloud cobalt if the graph will be empty then whats the point of doing that?
that means people can just get the textures meshes and stuff
which I dont really care about

@sharp crest I don't know really, depends on what you are afraid people will do.
If you're afraid people might steal your work and copy it in their game, I wouldn't be afraid of that
alright
We published all our code, a solid 120,000 lines of C++ code, and half our game's content, enough to actually kickstart a real clone of the game, and guess how many clones there are... 😃
if I encrypt will there it be harder to like change files for hacking?
like client side highlights and stuff (it's a multiplayer game)
lol
Changing files isn't a primary method for cheating anymore
And you can't prevent it, anyway
Cheat prevention is mostly lots of stuff on server with very careful netcode
And a good report + ban system
you usually can just use Renderdoc to rip models and textures anyway 😛
Yeah
haven't yet seen a game capable of preventing renderdoc use
renderdoc, interesting
Hell, every AMD user on Linux has a fully open-source video driver and Proton.
Good luck bypassing that
renderdoc = supposedly a debugger but actually a fancy reverse engineering tool™
well, you could 😮
there's probably a better way
There's a million ways, people who do this are usually working in the field and use the tool they're more fluent with
how can i add a body aura effect to a post processing material?
someone should go all in and write an article in-depth on how to rip apart ue4 games
not only would it be interesting, maybe it'd be incentive to prevent it
again not that its 100% preventable but
how can i add a body aura effect to a post processing material?
it can't capture some some too old apis
Hi if you upgrade your UE4 engine to latest version, do you lose all your projects?
no of course not
I found UE4 rather resilient to upgrading the engine for your old project
providing they aren't your super super old projects 😛
Yeah, the usual upgrade is change a few lines of C++, maybe change a .ini somewhere
I just upgraded a a proto from 4.18 to 4.22
took me like 30-60 minutes I think to fix ~30 errors from api changes and needing to add more includes
Well if you upgrade you need a fresh version install why would you lose them?
but yeah, in my case, I used physx directly in the project as well, it's not typical scenario for most
Hi, I'm working on a scene on UE4 and I get some issues I can't deal with, what channel is the more appropriate to ask for help ?
Yeah the includes and header aswell cs managers are a nightmare
Where can i ask something about a error im getting?
Depends on the kind of error but here's fine
Im getting a LogHMD Error Splash ovrp_WaitToBeginFrame, what is this?
Could this be something because of VR? getting this error since i have my VR Headset
Yeah, that's clearly a VR error (HMD = head mounted display)
oh, okey thanks!
I have an issue with the landscape tool : my engine freeze when I release the mouse click and everything is going down in therm of performance. Do anyone have an idea ?
I work on the same scene with the same tool yesterday and it appears from nowhere today
is there i way i can make the objects in my 2.5d sidescroller snap to a grid?
and i dont mean at runtime, i mean in my viewport placement
nvm i found it, but can i make the snap size more precise? the increments are too high
also it doesnt really snap to a grid but just moves them around in increments, this way i can have objects overlapping which i do not want
also a completely unrelated question, but is there a way to let running momentum carry over when crouching so that it slides a bit?
okay as for the grid snapping it's in editor preferences > viewports and to snap to grid it's ctrl+end
so just wondering how to do running momentum now
i still keep getting the "accessed none" error when i try to call a function from another blueprint even though it works in the editor :/
basically i'm aiming to get a slippery floor effect with my character, and i think i'm supposed to do it with the ground friction variable in the charactermovement component, however, whilst i do notice a difference between 3 and 0.1, i notice no difference between 0.1 and 0.0000001 and it's still not slippery enough
hey guys, does anyone know if the Facial AR Capture works with a Samsung s10, the unreal docs say it needs to be a iPhone X, bit it when it was released it was the only phone that could do it, but now the Samsung s10 is out i haven't been able to find if it works with it or not
@plush yew on the capsule component? it's a character so physics is not being simulated on the capsule component and hence the setting doesn't make any difference (i tested it just now to make sure)
and there's no dampening component on any other component
Does the UE4 have a accessible Artificial Intelligence Guide?
Hi. Launcher is apparently worse than ever, i can no longer update from 4.21.2 when i press the button nothing happens (no error box just silent nothing). I've tried this a couple of times before, restart pc etc, nothing changed. So i have to reinstall the 4.21 version i guess. Would an update actually do just the same, like delete *.* and download latest?
Like the behavior tree. I'm not fidnding it
@flat idol are you trying to upgrade 4.21.2 to 4.22? there is no 4.21.3 that I can see
Hmm, maybe i am mistaken then. The button says "update" i was expecting a version update.
Like that
it looks like your plugins have updates
@grim sinew its not for a final game, its for prototyping designs
Ah. My mistake then. I'm not used to the launcher that much sorry.
@plush yew that's what i said i'm using
it's at 0 (min value) and still not nearly slippery enough
https://giphy.com/gifs/perfect-make-pet-be64xAnhmra6Y @undone sinew
@plush yew okay that works, now i just need to find the right balance between these two values ig
what the actual duck
oh i see
you don't even need to do any of that, get the character movement component variable from the list in the left
don't even need to cast
yeah thats what i did now
Can someone tell which is best software to create my own characters
Max
or Maya
or Blender
Maybe Modo... come to think of it Fuse works
also character creator can work
... basically there is no best
the Marketplace is the best for me because I can't art
When was the last major update? 😜
The yearly .fbx scramble doesn’t count 😜
Bahaha
Better export and archive them. Your days are numbered
frig
When I drag the character around after ejecting, my chunks load. If I repossess the player and move around manually again, it doesn't load
im getting video of it rn
here it is manually
another wierd thing happened
watch the end
ill get screenshots of the blueprints
whats physics sub-stepping?
there is literally a documentation page for it.... https://docs.unrealengine.com/en-US/Engine/Physics/Substepping/index.html
accurate and stable, however, this comes at the expense of performance is not very clear lol @grim ore
should I use it for vehicles?
did you read the technical details at the bottom of the page explaining it in detail
thats not the full spawn thing
but it is just that looped
kinda
it does that for each grid box around the chunk
ah you know what
I thought I was in #blueprint
oops
lemme go ther
I'm working on a role selection, and save the role as a tag.
Is it possible to get tags in another BP?
This is my first UE4 project, and I'm working on a door with permissions. Like you need a specific role to open the door.
I have an empty landscape that's relatively small. It's over a 100 draw calls though...Shouldn't it only be 1 draw call?
@thick rampart pretty sure it's possible
you might have to get ALL tags and then filter on them
but that's still possible
I was trying something like this... but I don't know what i'm doing 😉 https://i.imgur.com/efVtHDR.png
gimme a sec
👍
@rotund scroll thanks, but what is that https://i.imgur.com/PyJmg6z.png ?
"Find item" ?
Thanks! Sorry for all my questions :D
I should make a function like that in my door blueprint?
tbh I think it already exists
it was at least complaining about me naming some of the things
Does anyone know how I would go about procedurally generating walls on the floors I was generating
this is my code:
the same way just with a different item to spawn and a different location I would think
or just spawn a complete room lol
center + get box extents to find corner vertices
then depending on your wall pivot you need extra math
I forgot to mention I only want them spawning on the edges of the floors
But Im sure you assumed that
... yeah
still the same method
if you don't have box sized floors it's gonna get slightly harder
also doing this in blueprint will be an expensive operation if you scale it up
Surprisingly it wasn't too expensive
Hey everyone
hi
Where do I ask for unreal engine help
Does anyone why the character flickers when I play the game
here
Okay
It flickers front and back
because I'm trying to make a racing game in UE4
Help plz...
I know why
@hoary silo it gets expensive if you're doing it many times over
but the car isn't controlled correctly
so if you want to make several rooms in this way, it's gonna be ridiculously expensive
I cranked it up to 10000 floors and it generated fairly quickly
The car reverses on its own
Guys help me too my character flickers from and back when Playing
