#ue4-general

1 messages ยท Page 485 of 1

hoary silo
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@lament slate the reason you skeletal mesh is doing that is because you need to extent the mesh bounds

grim ore
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we don't know what "flickers" means to you, can you show it?

rotund scroll
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10000 floors is anywhere from 20000-30000 wall actors you have to spawn

hoary silo
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that's true

rotund scroll
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that is going to be a performance issue

hoary silo
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yeah

lament slate
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@hoary silo What how

hoary silo
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go into your skeletal mesh

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whatever it may be

lament slate
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Okay

grim ore
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4.22 supports instancing of static meshes by default, spawning in a ton of the same item without being an instanced mesh is no where near as bad as it used to be

hoary silo
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then under "asset details" search bounds

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really?

dim plover
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Does the auto-instance work for things that are spawned in at runtime or for things that were already in the map? Or both.

lament slate
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@hoary silo OK then

serene birch
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should be both

hoary silo
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when you search bounds

lament slate
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Yeah

hoary silo
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set the positive and negative bounds extension to something like 100 in each box

grim ore
hoary silo
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If that doesn't work then put bigger numbers in the boxes

plush yew
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This is what I'm talking about

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When I take mouse control, it automatically starts reversing to the right

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keyboard input doesn't do anything

hoary silo
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I had the same problem when I was making a car, i couldnt figure out a way to fix it

rotund scroll
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ask players to unplug their mice

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the only viable solution

grim ore
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unhook all of your inputs to the vehicle to see if it still does it, see if it's an actual input -> something issue or something else issue

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then start debugging based on the result

plush yew
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wait is there a way to get rid of mouse control

serene birch
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remove the inputs in the input mapper usually

plush yew
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And where's the input mapper?

grim ore
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lol..

plush yew
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??????

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Look I'm new to unreal engine

grim ore
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also perhaps do you have a gamepad/joystick plugged in?

plush yew
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no i don't

lament slate
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@hoary silo Nope not yet rectified

plush yew
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just a mouse and keyboard

grim ore
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in the blueprint for the vehicle it will have input nodes that convert input to movement basically, disconnect those nodes

plush yew
serene birch
plush yew
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InputAxis?

hoary silo
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@lament slate is that box "enforce bone boundaries" checked?

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If so, uncheck it

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If that doesnt work then Im not sure how to fix it

plush yew
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"LeftVirtualJoystickOnly"

grim ore
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yes those 3 red nodes are all taking input from somewhere and making something happen, disconnect the white execute wire to see if it stops moving

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there might be more, I don't know I don't have the template set up here

plush yew
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oh that's mobile

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OK now when I focus the window I reverse automatically

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Almost there

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ok, it's working

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Thank you

rotund scroll
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what was wrong then

plush yew
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the inputs

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i got rid of all inputs that corresponded to the gamepad

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and it worked

thick rampart
worn peak
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hey guys I new here

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theres some ytb channel that its always recommended when starts in UE4

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*?

grim ore
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@thick rampart that is a normal Get node from an array, it is part of the engine

rotund scroll
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@thick rampart what are you looking to do?

grim ore
worn peak
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Oh

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i didnt even think on that Mathew

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thanks man

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if u know any other good channel, I'm taking too

thick rampart
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@rotund scroll I'm trying the same as before, but I don't understand that much yet, and I don't wanna spam you in this channel ๐Ÿ˜„ That's why I found a video

grim ore
rotund scroll
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how polite

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but I did give you the solution

thick rampart
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Yeah ๐Ÿ˜„ But I don't understand if I had to create a function called "Actor Has Tag" or use the default in the engine...

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You posted a image of a function - looks like you made it

rotund scroll
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yeah

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you can do the same

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just drag out the pin from and actor and type "tags"

thick rampart
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Do the same?
You mean create a function in the door blueprint called "Actor Has Tag" and make it like you showed?

rotund scroll
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well yeah

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I mean the function is just a wrapper

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you could just take the code and use it without making the function

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ah but the editor already has the "actor has tag" function

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so just use that

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then you don't need to worry about all the interior stuff

cunning siren
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So I'm doing a course, and I've created an actor with a box component in C++. I've then compiled and created a BP based on the class.... but where the instructor gets a DefaultSceneRoot component, i do not. I only see the Box component that I added.

thick rampart
rotund scroll
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the actor that you want to check the tag of

thick rampart
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Hahaha I don't even know how to work with actors yet ๐Ÿ˜„ I started today

rotund scroll
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an actor is just a thing that exists in a level essentially

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you can select anything in the level, then open the level blueprint and right click to add a reference in the level blueprint to that actor

thick rampart
grim ore
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@cunning siren maybe you just missed a step and he added one somewhere?

cunning siren
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@grim ore I've combed what he did three times now - it's not a difficult process or anything. I'm just thinking it's a version issue. It's something that used to populate automatically, I guess.... However, I don't know if it affects anything important to not have one.

grim ore
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my only other thought is they inherited as the parent from AActor which I believe has a root component by default.

rotund scroll
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@thick rampart are you talking about the player state class, or did you create variable called player state?

worn peak
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the official unreal ytb channel dont teach the basics, like interface and editors thing

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I'll do the read on documents but if u guys know any good channel, please throw here : D

rotund scroll
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the editor itself has a tutorial built into it

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there is a hat in the upper right corner that blinks at you first time you open the editor

worn peak
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was just to example

grim ore
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the second link I gave you has videos on the basics and the main YT channel does as well

thick rampart
rotund scroll
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yeah so that is the class

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it should be a global variable

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so you can just right click and type "get player state" and it will pop up

thick rampart
rotund scroll
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ah it's not global

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my bad

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so it's on your controller

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as in

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player controller

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so if you have your character

thick rampart
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I change it to player controller in the beginning ?

rotund scroll
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put a reference of your player character into your blueprint, the find the controller, then drag out whatever value you had

thick rampart
rotund scroll
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pretty much that yeah

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if you want the tag from the player character

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I don't know which tags you set where

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if you're new just use the player character blueprint as your base for making new stuff

thick rampart
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Should I change "Player State" in the character BP to player character to?

rotund scroll
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... new stuff related to the player character that is

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you dont need to touch player state or any of those high level variables

earnest pawn
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hey does anyone know why i get some weird lighting issues

rotund scroll
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focus on what you want to do, and forget everything else until you need it for something

earnest pawn
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I have a modular character, for now it's just a separate body and head, I can't spot a gap between the 2 meshes but there is one visible in the shadow

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anyone know how to fix this? tried messing with the shadow bias

manic pawn
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make sure you're using cascaded shadow maps for the directional lights and not that inset shadows stuff

earnest pawn
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@manic pawn thank you, it fixed it, but the shadow is really blurry

manic pawn
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up the number of cascades and resolution or reduce the distance

thick rampart
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@rotund scroll I can't change the "Player State" in my character BP to "Get Player Character" as my new BP.
I just tried to play with "Player State" in my character BP and "Get Player Character" in the new BP, but it's returning false.

rotund scroll
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like I said, forget about player state

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you dont need it for anythign

thick rampart
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OHH! ITS WORKING!

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You are the man

rotund scroll
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๐Ÿ‘Œ

thick rampart
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@rotund scroll Alright.. I have one more question today :D
I have created a keybind to set the tag as "Blue".
If I click at the button for my player 1: both have permissions to open it, and if I change it to something else: none of them has permissions to do it...

Short version: it's changing the tag for both players

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Maybe I had to do something else if I wanna use it for multiplayer ?

grim ore
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@cunning siren did you ever figure it out? I have some ideas but in 4.22 an Actor should default to the default scene root unless you remove it in the constructor or replace it at some point

cunning siren
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I didn't. When placed into the world, the root is there, I'm able to perform transforms on it and what not. I guess it's just silently inherited and doesn't show up in the BP editor.

grim ore
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super duper weird

cunning siren
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No doubt. I mean the only drawback of that is not having a center reference if you have meshes involved....

grim ore
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certainly weird, AActor should definitely have a default scene component added to it that you have to forcefully remove or replace lol

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and I know this because I just spent half an hour figuring out how it works and how the default constructor was changed at some point and none of the docs seem to mention it lol ๐Ÿ˜ƒ

hushed hare
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ugh

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Originally this was a blueprint problem

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but after adding in some print strings

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I have no idea

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so I am asking here

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When I am in my character, everything fires fine, but no new chunks spawn

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The SpawnActor nodes run but nothing spawns

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But when I spawn in

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(As soon as I spawn in)

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If I have just one starting chunk to generate from

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it will generate there

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and then as soon as I start moving it stops generating

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If I eject and move the character around, the chunks generate

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Btw, the SpawnActor node is set to only spawn if there is no collision

cunning siren
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That return key sure is putting in some work today, eh?

frank iron
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Unreal engine is so annoying!!! I copy and paste my code from my other project (which works perfectly) into my current project and the timers work weirdly in this. How do I solve this?

grim ore
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you would fix it? We don't know what weirdly is nor the differences between projects. If I had to randomly guess I would say your projects are not named the same so the cosmic rays are causing interference

frank iron
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How do I explain lol? The call function by timer speeds up when I recapture a coin on the new project but works perfectly in the old project file (The timer resets if I recapture a coin within the clock)

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^^ New project

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^^ old project

grim ore
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so the code is not the same then?

frank iron
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@grim ore it is, the timer event is the same. Everything is the same, I just got rid of add to viewport and replaced it with some Boolean

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I don't get why it shouldn't work

grim ore
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well one of them has a destroy actor, the other does not

frank iron
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even when i take that out, the timer speeds up whenever i recapture

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makes no sense

grim ore
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so in the new one, the timer speeds up?

frank iron
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Yes

grim ore
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so what is speeds up, what is it supposed to do?

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ok so uh

frank iron
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It's meant to tick at the usual 1 second interval (works perfectly like that in old project). It speeds up if I recapture a coin before timer runs out

grim ore
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you are setting multiple timers is why

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you call the function, at the end it calls set timer for 1 second later and tells it to keep looping forever

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the next second it calls the function from this timer, repeats and creates a new timer while the first one is still going

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this repeats over and over. if you are calling the timer again from itself don't set it to loop

frank iron
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Uhmm what do I set it too?

cunning siren
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Native Event hybrids are blowing my mind right now. C++ shouldn't work like this XD

grim ore
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uncheck the looping checkbox

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C++ shouldn't work like it does so no one should use it ๐Ÿ˜›

frank iron
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It is unchecked

grim ore
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oh, sorry it's hard to tell on that website

frank iron
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No worries. I'm just so confused why it works in 1 project and not the other

grim ore
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so you still have multiple timers running

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you have one from each coin is what you are saying

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each time you collect one it starts a new timer and they are all adjusting the numbers in the game mode

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you can move the timer code in to the game mode itself and have it handle it. just have the coins talk to the game mode and tell it a coin was picked up, at that point you can just reset the magnet timer to the max, check if the timer is running, and if not start it. If it's already running simply resetting the timer to max should do what you expect I think?

frank iron
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can I pm you?

grim ore
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you can but I don't read them

hushed hare
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Literally the same game

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all I did was eject

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something about me controlling the character is making them not spawn

grim ore
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well it's not literally all you did was eject lol

hushed hare
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When I eject it works but when I am controlling my character it doesnt

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Its not collisions because when I set it to spawn no matter what, it still didn't work

grim ore
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so one of them is using input and character movement, the other is dragging the character and changing the location? It's weird that when you drag the character the cameras looks different

hushed hare
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I was in orthographic view after ejecting to get a better view

grim ore
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the camera view in the bottom corner

hushed hare
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huh

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wait what

grim ore
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that should represent what that item shows in its camera view

hushed hare
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why is it like that

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uh

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I know that is the character because when I eject it is exactly where I was

grim ore
hushed hare
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bruh

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This is a third person character because I didn't wanna bother with the gun

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lemme see what happens when I get rid of the mesh

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the camera was attached to the head

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still just black

grim ore
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super weird, does it have more than one camera?

hushed hare
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no

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It isn't the main map

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like uh

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I deleted thirdpersonexamplemap

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but

grim ore
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I was controlling my fps character, ejected, selected him, switched to ortho top down and moved it in the editor and the camera updated correctly

hushed hare
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I made the default gamemode the thirdpersongamemode

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and set the character to auto possess

grim ore
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it might not be an issue just weird the item you are moving is not showing what it should show if you possessed it

hushed hare
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I think it is the issue

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but idk how to fix it

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so I have a character in the world

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it is set to auto possess

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I have the gamemode set

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I pretty much brought everything over

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uh

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lemme test in a new project

patent apex
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hello, i have a persistent level that uses a few sub-levels, is there a way for the loading screen (the 3 dots) in packaged builds to only go away when all of the sublevels are loaded? because right now it shows the persistent level, which doesnt have much and the sub levels start load asynchronously and pop when they are loaded.

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i have initially loaded and initially visible set to true for all of the sub levels, but it doesnt seem to make much difference

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in 4.20 it worked well, but in 4.22 it doesn't seem to be doing that

hushed hare
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It works in a new project @grim ore

patent apex
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no world composition

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with world composition it would work?

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showing a different screen?

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because you have the default loading screen

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hum might be useful, that ufl_loadworld is a class of what?

frank iron
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how would you reset a timer?

grim ore
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I don't think you can reset it, you can get the handle from it when you create it then clear it and call a new timer

frank iron
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oh okay, how would you do that? lol

grim ore
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when you set a timer it has an output, that is a timer handle

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save that to a variable then later you can do whatever you want to it

plush yew
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ok

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so

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pls

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tuts?

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for UE4

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becuz

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i want to use power

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of that engine

frank iron
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still lost ๐Ÿ˜ฆ

plush yew
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thx

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quitting source engine is a hard than expected

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but i'm quit

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and found a UE4 installed on my pc

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)

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you know what i'm mean

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yes

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same

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ok

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i can download

earnest pawn
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hey does anyone how to ignore the rotations from an animation?

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I have an animation that moves the pelvis up and down and also rotates it, I want to ignore that rotation

plush yew
bitter iris
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Would there be any problems with imposters in VR?

plush yew
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ok

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yeah boi

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ssd is much faster than a hdd

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MUCH

rotund scroll
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@thick rampart who are 'they'?

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both players?

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ah right

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show me the code that you have for adding the tag

zealous cloak
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What's the best way to learn unreal engine basics, if you worked with it for two years learning by doing?

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I want to improve my skills without have a project or some motivation to have one

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Just wanna learn sth essential

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Are there any good tutorials?

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For basic or essential ue4 concepts

rotund scroll
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I'd say without having some end goal in sight you're just making it harder for yourself

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and what would you consider a basic concept

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because for the real basic stuff you don't need a project, but then it can be learned over a couple days or max a week

zealous cloak
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It's extremely hard for me to have own motivation

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I learned the basics

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But its more that I want to learn sth, without knowing what to do

grim ore
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pick something to learn and learn it, it doesn't have to be a project but you do have to have motivation to learn or otherwise why are you doing this.

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if you want something, learn how to make a landscape material that auto blends 5 materials including 2 of those materials being random patterns with noise blended together

rotund scroll
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yeah there is no point doing something if it's a chore for you

zealous cloak
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So I should invest the time to learn sth, when o actually need it?

rotund scroll
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it's better that way yes

zealous cloak
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Atm I don't study or work, so I don't have any intention to do anything :/

grim ore
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you should not invest time in something if you have no plans on learning from it, without motivation to learn your retention will probably be useless

rotund scroll
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if you're just learning random stuff you're never going to need it's not going to take long before you think the entire thing is pointless

zealous cloak
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That's the reason I wanna learn some basic concepts

rotund scroll
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but what do you consider a basic concept

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because like I said

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the basic stuff can be learned in a week

grim ore
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I learn random stuff all the time I don't use but that's because I want to do that and am motivated to learn random crap lol

zealous cloak
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Isn't there a common canon of patterns and concepts, that are commonly used in unreal?

rotund scroll
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ue4 is a powerful tool and has threads going into every single direction of game development

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no

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there is per discipline

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but then you'd need to pick a discipline first

grim ore
rotund scroll
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ue4 by itself is just a tool

zealous cloak
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@grim ore I have the print version of that book, coincidence? But I never really invested the time to read it :)

grim ore
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might be a good time to read it and see if you can apply any of it to UE4 in general.

zealous cloak
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Often ppl become good in things, because the have sth they wanna achieve. Not because the want to become good at sth itself. Designing a good model in blender for the upcoming pnp etc. For me it's super hard, because I don't have ambition. :/

grim ore
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watch all of the videos on the UE4 channel from unrealfest and you will notice all of the devs have different patterns and concepts even amongst the Epic team heh

rotund scroll
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so you seem to have interest, so why do you not have ambition?

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surely if you came as far as this discord server, you must have some motivation?

plush yew
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I have an issue. I made a fps hand in blender and rigged it, but when imported it looks like subdivide smooth. How can I fix this?

rotund scroll
grim ore
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start a blank blueprint project. Create your first person character from scratch. Use the geometry tools to model a basic body and a weapon. Now make a basic FPS shooter out of all of this. now make sure it works in multiplayer.

zealous cloak
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@plush yew I often don't know why I should do anything.

@grim ore you mean, just expending the own project with concepts bit by bit

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So for example completely ignore textures ^^

grim ore
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yes but starting from scratch so you learn how it all works

plush yew
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@zealous cloak ?

grim ore
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like for example can you setup input and make a block move without a template?

zealous cloak
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Block move would imply a character animation and an incoming attack

grim ore
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by block I mean a cube, sorry

zealous cloak
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Maybe I fail to give me tasks that are small enough, but still motivating and don't frustrating

grim ore
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all I am saying is if you want to learn the patterns and concepts start from nothing and do it

zealous cloak
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As a team we developed a VR game prototype,

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Developing own patterns

rotund scroll
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you keep mentioning patterns, but you don't have any association with them

plush yew
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help me with choosing texturing software

zealous cloak
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Yeah I try to come up with some basic concepts and then ask for some inspiration here what to do next and if it would fit my current skill level

rotund scroll
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like what kind of patterns are you talking about?

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or concepts as well

grim ore
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@plush yew MS Paint 3D

zealous cloak
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Often concepts are bound to some genres or general gametypes

rotund scroll
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yeah but they don't exist in a vaccuum

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you're expecting them to exist in a vaccuum

zealous cloak
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Ah fighting game needs this and a RTS this, but I should look for a genre I'm interested in and extend it little by little

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I'm interested in VR embodiment stuff

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So the first step would be to setup a VR core and don't use the template provided by epic?

rotund scroll
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it's still pretty vague

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like which discipline?

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programming?

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most "patterns" have less to do with genre and more to do with the systems that drive those genres

plush yew
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no

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be serious

grim ore
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it's a serious answer for your question.

plush yew
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no

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it's joke

grim ore
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we don't know what you mean by texturing software

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be more specific on what you want advice on. what you are trying to do.

plush yew
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generating normal / other maps

grim ore
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for characters? for boxes? for grass and dirt? for something custom? using existing texture libraries and modifying them?

zealous cloak
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Thank you for your response :)

grim ore
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if you just want textures to put onto something, gametextures.com has stuff. If you need to do stuff with them, then what do you need to do with them and how will you be using them.

zealous cloak
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I will make some thoughts

plush yew
spark sonnet
#

Hey everyone. Got a question. I just made a multiplayer game or the start of it. The multiplayer is working in the engine but not when packaged. I am using steam advanced sessions. Anyone know why?

thick rampart
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@rotund scroll I'm not at my PC right now. This is the tutorial I found to make all that "tag" stuff. That's how my code looks like. Video: https://www.youtube.com/watch?v=9t5qFFFgeyo&t

Is it possible to call some kind of event or function from my character and return my tags?
Basically I wanna verify that the character has tag "Blue".

grim ore
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There is a variable that is part of the Actor class called Tags, it is an Array of Names

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any actor has this, you can talk to any actor and ask it for the Tags variable and you can get it

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there are built in functions you can call on an actor that will go thru that array and see if there is a matching tag, that would be the "Actor Has Tag" node

thick rampart
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@grim ore Yeah, but I can't set the target as "Player State".
btw. i'm trying to do it inside a new BP for a door.

grim ore
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what does the Player State have to do with this?

zealous cloak
#

oh i have another question, is it normal to have less motivation, when you dont work in the industry yet? I mean, its obvoius that you rapidly expanse your knowledge, when you work with an engine several hours per day with a goal to achieve! Man i'm so excited to start my master in September

thick rampart
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I set the tag for my Player State, and I can't get it again from another BP.
If I set the target as player character, I don't get it.

rotund scroll
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as far as I can see there is no need to use player state

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unless it's just because the player state is replicated

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in which case you can just replicate your character class and you'll be fine

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or even replicate the tag array on your character

grim ore
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Where (what blueprint) has the tag that you are looking at

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what Actor has the Tags array with the values you want to look thru

rotund scroll
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I see, it's a team based multiplayer game

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so with a red and a blue team

thick rampart
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^^

rotund scroll
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regardless you can do this without player state

autumn elbow
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Anyone know any construction games? I wanna study how they decided to put it together? ๐Ÿ˜„

grim ore
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^^

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so you are trying to set a tag to determine the team of the player?

thick rampart
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Ye

rotund scroll
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I genuinely think the only reason player state is included is because it's replicated

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but like I said you can just create a new variable and set it to replicate

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without having to mess around with it

thick rampart
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Make a new variable in my character BP, and replicate it?

rotund scroll
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yes

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or use the tag array

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if you can replicate it

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I think you should be able to

grim ore
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i would think the variable, as an enum type to make it expandable in the future for more types, might be easiest

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then just replicate it from the server once it's set so every copy of that player knows it's team

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tags would be fine as well but I am assuming you want to set the tag at some point during gameplay?

rotund scroll
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I think the enum is definitely better

#

you can do switches at better performance as well

thick rampart
#

Alright. I have to start my pc ๐Ÿ˜„

#

enum is a variable type, right?

rotund scroll
#

enum is a kind of a special case

#

it's a variable, but it exists as its own set of data

#

so you will have to first create the enum asset

#

then assign it to a variable

thick rampart
#

Ok.. You would use this new enum variable instead of the "Player state" ?

rotund scroll
#

the player state is just a data container

#

it doesn't do anything on its own

#

the only special property it has is that it is being replicated

#

which means that it sends the same information to the server and the client

thick rampart
#

Oh! But what kind of enum should I create? I see a categori with a lot of types

rotund scroll
#

you need to make your own

#

so step into the content browser and make one like you would make another blueprint asset

thick rampart
#

What type of blueprint?

#

I mean type of "blueprint class"

rotund scroll
#

in the menu before that

#

where you select the blueprint

#

go down to the blueprint section

#

in that section you should have a few different options like struct and enum

#

select the enum

thick rampart
#

Oh "enumeraction" or something like that

rotund scroll
#

yes

thick rampart
#

@rotund scroll do I have to do anything inside that?

rotund scroll
#

yes you do

#

write down in plain english whatever your team names should be

thick rampart
#

Oh maybe create one ?

rotund scroll
#

yes

thick rampart
#

Red
Blue
right now

rotund scroll
#

so write that inside of your enum

#

lol don't write them here

thick rampart
#

Am I lost? ๐Ÿ˜„

rotund scroll
#

nope that's correct

compact girder
#

Does anyone know where I can find the compile successful sound?

#

I love it

rotund scroll
#

are you sure it's not just a pavlovian response @compact girder ? ๐Ÿ˜‰

thick rampart
#

@rotund scroll so I have to go back and create that variable in my character, and set the type as my new enum

rotund scroll
#

exactly

compact girder
#

Maybe hahaha

thick rampart
#

and use that instead of the "Player state"
But should I replicate it somehow?

rotund scroll
#

yeah so

#

when you create the variable

#

you can select whether or not to replicate it in the detail pane for the variable

thick rampart
#

I set it as "Replicated"

rotund scroll
#

there you go

thick rampart
rotund scroll
#

lol

thick rampart
#

Have I fucked something up...

rotund scroll
#

my dude

#

you don't need tags anymore

#

instead of using tags you will now be using the enum as your tag

#

so you can set the enum to whichever team you want

thick rampart
#

Ohhh

#

@rotund scroll have you seen the video I showed you? I gotta know what to change. Should I just change the "SetPlayerTag" function?

rotund scroll
#

so just remove anything to do with tags and player state

thick rampart
rotund scroll
#

whenever you want to change a player to be on the other team you just set the enum of that particular player character to the other value

#

you can rewrite those events to handle an enum parameter instead of the player state or tag

thick rampart
#

Alright. I will do that.

#

or try ๐Ÿ˜‰

grim ore
#

I would say yes that looks and seems normal, something like a skill tree or inventory would use it

thick rampart
#

@rotund scroll should I just delete "player state" completely and just handle the team name?

#

I'm talking about all the inputs for events and stuff

grim ore
#

pure images should be fine

rotund scroll
#

yeah you have no use for it

thick rampart
rotund scroll
#

right click and refresh the node

#

like the log says

thick rampart
#

lol

rotund scroll
#

the log says things in your best interest usually @thick rampart

#

I would recommend listening to it

#

๐Ÿ˜‰

#

@plush yew it's for nesting widgets

thick rampart
rotund scroll
#

sure

#

you don't need a function to be honest but it's fine

thick rampart
#

Hahah

rotund scroll
#

certainly not every game is going to make use of every feature

#

but that doesn't mean those features shouldn't be there for those that do

compact girder
#

It does for me

rotund scroll
#

it could

thick rampart
#

@rotund scroll If I get my variable from the other BP, I should get the correct info?

rotund scroll
#

test it

#

generally you should get into the mindset of testing your stuff

compact girder
#

Usually I keep all my UI stuff in a UI folder but with marketplace stuff for instance its in separate folders. So that window has everything not in the engine there

rotund scroll
#

interesting that it has further uses beyond just nesting

thick rampart
#

Oh I have to...

abstract relic
#

Hit play and youโ€™ll find out ๐Ÿ˜œ

rotund scroll
#

^^^^^^^

#

it's like opening a present every time

#

except sometimes the present implodes on itself and leaves an error message with a list of memory addresses...

abstract relic
#

Itโ€™s like a loot box for devs

compact girder
#

Has anyone found where the compile successful sound is?

rotund scroll
#

no but every time you mention it the "the price is right" theme starts playing in my head

compact girder
#

XD

thick rampart
#

Hmm I need some kind of target, but "Player Character" is not working.

compact girder
#

Where is that variable located?

abstract relic
#

Search โ€˜Get Player Characterโ€™

thick rampart
#

In my character. I have tried " Get Player Character" and I get this error:

compact girder
#

Gotta cast it

abstract relic
#

Get player controller then

#

Or pawn

#

Canโ€™t remember

compact girder
#

Get Player Character, Cast that to BP Survival Character

#

If you're expecting to cast it a lot though, I would recommend casting it once at begin play or something and storing the reference

rotund scroll
#

out of curiosity, in which blueprint are you trying to do this?

thick rampart
#

I have some kind of door blueprint

abstract relic
#

Yeah you need to cast

thick rampart
compact girder
#

Yeah

thick rampart
#

Right track ?

compact girder
#

Maybe you can convert to Pure Cast if you don't expect it to fail

rotund scroll
#

if it's a door

#

then you will want to make sure that all characters that enter the door are checked against their team

thick rampart
#

No. Just to open it.

rotund scroll
#

regardless

#

all characters should open it

abstract relic
#

Same difference

rotund scroll
#

so I recommend creating a collision box component and extending it around the door

#

and then using the box's OnComponentBeginOverlap / EndOverlap triggers to "grab" the character that is stepping into the door's area

#

and then you can have logic for what the door should do with it

#

maybe you want to have doors that one team can't get through etc.

spark sonnet
rotund scroll
#

try debugging and find out

#

man I really feel like debugging is such an underappreciated concept

spark sonnet
#

I am

#

Its failing while another blueprint thats almost the same isnt

compact girder
#

What's the difference?

rotund scroll
#

you can check the movement result

#

you can display the navmesh path

spark sonnet
#

The destination is different

rotund scroll
#

so maybe your destination doesn't have enough navmesh

#

or your navmesh is broken somewhere

#

it's impossible to tell for us

spark sonnet
#

its all green and its working on the other blueprint

#

ok so its the destination thats causing it

compact girder
#

Is it getting the right Destination?

#

Ah

spark sonnet
#

but its the right direction

#

Hmm

rotund scroll
#

you should link up a show navmesh node

#

show navmesh path* node

spark sonnet
#

there is no show navmesh node?

tired oracle
#

dragging a single navmesh volume onto my landscape adds 1gb of ram to my game. I'm using navigation invokers. Is this just how it is? Or are there settings to reduce the memory usage?

rotund scroll
#

@spark sonnet look through the navigation options

spark sonnet
#

Where?

rotund scroll
#

right found it

#

enable debug drawing

#

the context is navigation path

spark sonnet
#

ah

#

target is?

rotund scroll
#

the path

#

note that you will have to enable navmesh in game to see the path as it only shows on the navmesh

spark sonnet
#

how do i get the path?

rotund scroll
#

you should get that when you use navmesh functions?

#

how else are you using the navmesh functions?

spark sonnet
#

Im not using any navmesh functions?

rotund scroll
#

how are you not when you have AI moving across the navmesh

spark sonnet
#

Im just having a nav mesh volume in the level and then using AI move to

rotund scroll
#

@spark sonnet then use get current path

#

on the ai controller

#

you could have the frame widget be the same widget

#

and then just nest individual tree wdgets

#

the frame includes anything you put into the frames

#

๐Ÿ˜‰

#

I don't know

#

I'm generally not a fan of massive UIs

#

so I would keep it as simple as possible

#

but that's just me

#

look at something like the original guild wars to see how they did a mass of skills

#

well over 100 skills per class

#

I think you'll need a UI designer to figure it out beyond that

#

my take on UI is that if you can get away with not having it, don't have it

#

I mean that's pretty standard

#

obviously if you're trying to replicate it as a single person without the UI design experience I think you're going to have a hard time

#

I appreciate that, but then you know more than me

halcyon flame
#

happy 4th Unrealios

#

does anyone know if you can add multiple item adjustments to the undo buffer? if I'm doing one action to an array of actors, that one action should be undone with one Ctrl-Z...

grim ore
#

keep in mind with a widget switcher all widgets under the switcher are loaded at all times. if this is an issue for performance don't use one

icy mulch
#

Can some one generate me a landscape height map

grim ore
bitter iris
earnest pawn
#

hey can someone tell me how I can freeze a certain bone in my animation

#

so it never moves whe nplaying animations

normal burrow
#

probably will want to use a Modify Bone node in your animation graph for the certain bone

#

in post evaluation keep a copy of that bones transform

#

and then pass the parent bone space broken out location, rotation, scale to the node

#

then when your alpha control of the modify bones node is 1

#

it wont move

#

from the previous frame anyways

earnest pawn
#

is there any way I can pass in a reference pose?

normal burrow
#

yea

earnest pawn
#

and use the bone transformation of that pose?

normal burrow
#

yea use a layered blend node

#

to control the one bone you want to stay in its ref pose

#

then use ref pose node

#

to selectively blend it that way

icy mulch
#

@grim ore the height. Map does not work when I import it it messes up

potent wing
#

Do you need Kinect for windows to Mocap?

normal burrow
#

there are many ways to mocap, without knowing what pipeline you'll be using its hard to say.

#

idk of any truly stable motion capture for pc that would be affordable though

earnest pawn
#

hey @normal burrow can you add me as a friend

#

I sent you message about my problem

#

@normal burrow I have a walking animation for a full body character and i am trying to use that for a separate mesh which only has the chest and legs I'm using the chest and legs so that the player can see their feet when they look down, but when I play the running animations, it moves the chest forward so the player can see inside the body and its all messed up I want to stop the bones above the pelvis from moving complete

potent wing
#

I want to mocap, but i cant afford Kinect for Windows

#

Is there a way to do a mocap without the kinect device?

#

I heard you can use Iphone X camera for Mocaping

silent frost
#

@bitter iris How did you manage that? ๐Ÿ˜„ one side looks scaled down, and the other (closer side of the middle line) looks stretched? ๐Ÿค”

hushed hare
#

uhghghgh I still don't know what is going on

#

When I am not controlling my character, the SpawnActor nodes that generate rooms around it work

#

they spawn the actors

#

when I possess my character and move around as the character, the nodes trigger but don't actually spawn anything

#

also when I eject and click on my character, the camera preview is just black

#

so like

#

when I spawn in and don't move

#

the chunks load in around me

#

and when I start moving through the world

#

they won't load

#

and then I eject and drag the character around with the movement tool

#

and they load just fine

#

the other 3 should have spawned but didn't

#

I just tested out the spawn actor node by making a small thing in the player blueprint that spawns a room wherever you are looking when you press F

rain coral
#

wot is PostInitProperties() for ?

tiny pier
#

Is it possible to sort of partially LOD a mesh. So if I had a large mesh, I might want the parts that are far to have low LOD, but the bits that are up close to have high LOD?

potent wing
#

Guys what is the best way to make so that whenever player is moving, then set ismoving to true?

#

Is it by doing when W,A,S,D is pressed -> set is moving to true

#

That does work, but is there a better way?

abstract relic
#

Check current movement speed

potent wing
#

Thanks i figured it out, by doing get velocity from chara ter movement, then vector length, >0, set is moving to true

#

Thanks man

ashen steppe
#

So I was looking at this low poly assets pack, it has a single material that loads a single texture with different colors palettes, then it uses that single material for everything, getting different colors for every mesh. How is that achieved?

#

For instance, this static mesh, this is how the material looks

sudden agate
#

UVs

#

Purple parts have the UVs on the purple pixels

#

Blue parts have the UVs on the blue pixels

ashen steppe
#

so the color info is in the mesh?

sudden agate
#

Kind of

#

The UVs determine which color index so to say

#

And the texture has the actual coloe

ashen steppe
#

interesting

fierce rampart
#

As much as I like atmospheric light vector and atmospheric light colour there's issues.

sudden agate
#

atmospheric fog nodes work only with an atmospheric fog. thumbnails dont have it

#

they are also expensive as fuck

fierce rampart
#

Yeah I know.

#

Ended up just making it a global material parameter instead.

#

Probably just as expensive but it probably won't hurt performance that badly seeing as all the materials are unlit and fairly simple.

narrow lagoon
#

Hi everyone, for a child class, is it possible to hide property with "EditAnywhere" of parent class, so editor will not display this property?
I found a way to hide all properties in category through "UClass(hidecategories=xxx). But some properties of the category need to be displayed.
Thanks for any advice!

thick rampart
#

@rotund scroll @compact girder thanks earlier/yesterday. I had to go and sleep (it was night) :D
It's almost working, but there is some complications.
My character looks like this: https://blueprintue.com/blueprint/dvcou6h0/
If I click at "I" and print the "My Team" it prints "Blue" and that's correct, but if I print it from another BP - it say "Red" but I selected team "Blue".
I have to use the "server" player and not the client player - everything is working if I play as the server.
My other BP: https://i.imgur.com/WY58GgU.png

I don't know if you understand.

frigid epoch
#

hey guys i need some help, i have a sphere trigger attached to my character because i use it for some stuff but when i do begin overlap event on the character i dont want them to include this sphere, is there a way i can do that?

#

and if you can help please @ me so i get a notification

gritty kiln
#

Hello!

#

I need some help with installing the right version of Unreal Engine. I need to install version 4.22.2, but it doesn't show up for me. Only two versions that are the most similar are 4.22.3 and 4.21.2. Why doesn't 4.22.2 show up?

wary wave
#

why not 4.22.3?

#

it supercedes 4.22.2

gritty kiln
#

Because my friend is using 4.22.2 and I need it too so that we can work on the same project.

#

And for my friend 4.22.3 doesn't show up, so we're a little bit stuck XD

wary wave
#

you could get it from Github and compile it yourself, but I don't think you can get it through the launcher

gritty kiln
#

Oh great. I don't know jack shet about Unreal to begin with, now I have to compile it?

#

But what about my friends problem? He can't see 4.22.3 on the launcher while I can

wary wave
#

he may just need to restart the launcher

#

it (frustratingly) has a habit of not updating things without being restarted

gritty kiln
#

Ok, thanks for the help anyway. We'll try our best โค

dim arch
#

and have EGL detect it in the engine list

#

does anyone have a guide on how to copy a launcher engine install to another machine

cursive dirge
#

@gritty kiln launcher only shows the latest minor versions, you can't install older one with it (yes, it's stupid)

#

I wouldn't recommend compiling from source tho

#

it can bring a lot of extra issues for you

#

I'd just wait for a day or two and see if the other see's the update again

#

or, have the other uninstall the 4.22.2 and restart the Epic Launcher

#

then install 4.22 again

#

in general tho 4.22.x assets should be binary compatible

#

so you should be able to work on same project with 4.22.3 and 4.22.2 mix, it's just not recommended

lament slate
#

Guys anyone to help me

earnest pawn
#

I have a walking animation for a full body character and i am trying to use that for a separate mesh which only has the chest and legs
I'm using the chest and legs so that the player can see their feet when they look down, but when I play the running animations, it moves the chest forward so the player can see inside the body and its all messed up
I want to stop the bones above the pelvis from moving completely, does anyone know how to do this? tried doing layered blend per bone but it still moves the pevlis forward and backwward, causing the whole character to move.

next badger
#

I've asked yesterday on #graphics does anyone knows how to make fresnel work with ortho camera?

serene birch
#

honestly, I always noticed in most engines I tried that the ortho camera does weird stuff

#

as if it was pretty badly tested and broke lighting constantly

#

consider using a normal camera far away with a very strong zoom instead ๐Ÿ˜›

#

it looks ortho

true leaf
#

Fresnel literally works based on normal vectors and in Ortho, all the normal vectors are 0 (pointed directly at camera) so .. I don't think it will work

#

๐Ÿค”

serene birch
#

they are? funny

#

well I've seen suggestion to reimplement Fresnel manually and use PixelNormalWS as the normal

true leaf
#

Yeah the concept behind fresnel is you take the angle between the normal vector of the pixel and the angle of the camera and use that to determine color. So the more parallel the vertex face , the less fresnel color and the more perpendicular , the more fresnel color

#

It's very inexpensive but requires that there be differing normal vector angles

serene birch
#

well sure but I find it strange that the "normal is always in the same direction as the camera" in orthographic mode

#

clearly it shouldn't ๐Ÿ˜ƒ

#

ah, they say the same thing I do

#

"don't wait for them to fix it, just use a super zoomed camera"

true leaf
#

Hmm ๐Ÿค” yeah I'm not an expert it might still be possible but I'm suggesting why it might not be working based on my limited knowledge lol

serene birch
#

I think it's just that ortho camera is low priority and they don't have time to fix it

cinder beacon
#

Guys what to do in this issue !!, when i build the lights the buildings becomes dark !! Iโ€™m using UE4.22

plush yew
#

@cinder beacon Do you have lightmaps on your meshes?

cinder beacon
#

@plush yew how to do it ?

plush yew
#

oh brother

#

Give me a second

#

Im going to lay out the steps for you

#

Give me a bit Im loading the editor

night pond
#

Hey guys, quick question - when you export your project, does it include all the stuff in your content folder, or only the stuff used in your game?

plush yew
#

You can select which stuff to export

#
  1. Open your mesh in the content browser
#
  1. Open the LOD 0 Group
#
  1. Check all of these options (I dont know why, but this seems to look the best for me)
#
  1. Go back to viewport
#

There should be something on the top left that says "Lit", click that

#

Go to optimization variables and click "Lightmap Density"

#

Go back to the mesh viewport where you changed the lightmap settings

#

Based on the color of the mesh in the viewport, increase or decrease the min lightmap resolution and lightmap resolution.

#

Your goal is to get the meshes to look like a bright green color

#

If its blue, its too low, if its red, its too high

#

Then, on the top of the editor viewport, go to build>lighting quality>production (if you are building lighting for a final look) or preview (if you want a quick look on how the map would look)

#

If you want global illumination, go to your directional light, and increase the value of this setting

#

When you are done editing these settings, go back to build, click "Build Lighting Only"

#

@cinder beacon

#

A few things to note, if you dont want a mesh to be baked, either set it to dynamic or turn off shadows on that object completely

cinder beacon
#

Oh nice

#

Iโ€™ll try it

#

Thanks

plush yew
#

yeah np

mental hollow
#

All the player widgets (like health bar and collectibles) appear on all the menus do anyone know how to hide them ?

versed spear
#

Choose the correct game mode

mental hollow
#

okay ty!!

plush yew
#

i wanna tag objects as walljumpable, should i use tags under actor self or gameplaytags?

#

ig both will work fine but what's the conventional approach?

mossy mauve
#

Anyone knows when 4.23 preview 1 comes out?

grim ore
#

next week?

abstract relic
midnight bolt
#

quick swarm agent/light building question - i have access to cloud PC, how do i set it up so i can use its power to calculate stuff? does it require sharing the project, or it will only calculate stuff in the cloud?

sturdy breach
#

If there's an issue with a video in the Unreal Engine Academy is the best way to report it through the feedback form or by emailing onlinelearning@epicgames.com?

plush yew
#

i'm using "has matching gameplay tag" to check if the actor i'm in collision with has a tag but it returns false even tho the actor does in fact have the gameplay tag?

#

screw it, just using actor tags now lol

#

is there a way to reset jump count in BP?

#

or is the only way to increment jump max count and then set it to 1 again once im done walljumping?

radiant haven
#

can someone tell me why they are bright under...

#

if i would rotate it

#

itยดs still under ...

visual belfry
#

didn't turn your sun off when it went below the horizon?

radiant haven
#

What?

wary wing
#

Either that or perhaps it has flipped normals? Was the mesh imported?

fringe pivot
#

Is it the default skybox? Are you just rotating the directional light?

#

I think I had the same issue, even setting both directional and skylight to 0

#

Not really sure how this works but I think the sun disc has its own brightness, maybe the light comes from there.

#

Please ping me if you figure this out @radiant haven

frigid epoch
#

does anyone know how to make one part of text in a UI widget change? for example "Apples X3" to "Apples X5" or whatever? i remember doing this a while back but i completely forgot how

wary wing
#

You could concatenate (join) two strings together using an Append BP node. So like "Apples X" + number

#

Or there's a Format Text node that you could use with the format Apples X{Number}

frigid epoch
#

i think it was format text that i used

#

thanks

radiant haven
#

@fringe pivot oh ur right

#

its the lightsource

fringe pivot
#

Well yes, it doesn't change its intensity just because you rotate it under your landscape

junior solstice
rain coral
#

My mouse cursor keeps disappearing on Gray areas, how do i stop that ?

hushed hare
#

@grim ore So yesterday, you pointed out that the camera in my project was just showing black and that may be the cause

#

I think you might be right

#

I placed an actor in the world

#

It appeared just fine

#

but the actors that were spawned during the game weren't

#

also it's not generating from dragging around anymore

#

there is something about actors that were spawned in midgame

grim ore
#

@junior solstice it looks like you might need to reinstall the C++ compiler for visual studio

hushed hare
#

nvm it generates from dragging around

grim ore
#

@junior solstice That or you are using an older plugin that was not updated

#

a last option might be the folder name for the project since UE4 doesnt like . in the folder name or spaces and you have both and - might even be an issue

hushed hare
#

The actors that are spawning from the player moving are valid but they disappear immediately or something

#

I put in an IsValid node before the print string

#

and the string prints

frank python
#

when does epic come back from vacation ?

grim ore
#

next week

hushed hare
#

and it didn't work

#

so

#

like

#

what the frick

junior solstice
#

@grim ore thanks ฤฑ fixed

grim ore
#

what was the fix?

normal burrow
#

@junior solstice ?

storm venture
#

hey, whats the name of a thing that lets you render a scene in a texture?

#

or rather, the name of the thing you would combine with a render target to view a mesh in a menu

digital anchor
#

a SceneCapture2d?

radiant haven
#

I got a problem :
The Android ES2 Previewer wont show me my mesh with animation only the normal ue perviewer

storm venture
#

@digital anchor that was it! thank you

grim ore
#

so what does the material look like on your character that is not showing up on the es2 preview?

radiant haven
#

there is no material

#

its caused by the skeletal mesh

#

i searched a bit

#

and this problem appeared after 4.21

grim ore
#

super duper weird then. The default Third person character shows up fine in ES2 preview in 4.22 ๐Ÿ˜ฆ

radiant haven
#

idk

autumn elbow
#

Thoughts on Dynamic Duct Tape?

#

Trying to do some R&D on a VR project where the player can put together a weapon similar to the image above.

hushed hare
#

showoff

#

that looks incredible, lol

cursive dirge
#

@autumn elbow #work-in-progress is the right channel to get feedback

abstract relic
#

Only the cool kids uses #work-in-progress

hushed hare
#

FINALLY

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I FIXED IT

#

BUt

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idk why that fixed it

#

the problem was the blueprint that unloads the chunks

#

apparently the end overlap was firing as soon as it spawned

grim ore
#

thats good. weird that would be the issue but nice it is fixed

plush yew
#

Hey there

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@grim ore I seen your tutorials

sharp crest
#

any idea why randomly when working with blueprints the editor would freeze and I would have to go to task manager to force close it and reopen? happens every like 30-60 minutes or something
version 4.22

plush yew
#

Idk

autumn elbow
#

Hahaha..that's not mine... that's from Last of Us. I was just showing the tape

#

I'm trying to make that duct tape there in the back

cinder beacon
hushed hare
#

F\

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is that on your TV

#

that looks like a tv

autumn elbow
#

Whats the best place to place my HUD widgets?

#

PlayerCharacter or PlayeraController ? maybe LevelBlueprint?

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and why?

warm timber
#

wow a BSOD, I don't see one of those since the time I tried to boot my desktop with the CPU on 40% overclock and stock vcore.

#

At least now they come with QR ๐Ÿ˜†

plush yew
#

@cinder beacon I have that exact tv

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Funny coincidence

cinder beacon
hushed hare
#

epic

grim ore
#

@autumn elbow there is no best place, it depends on the widget and it's use and how your project is set up. Something to consider is putting the handling of them in the HUD class since it's client only if doing Multiplayer and you can get the HUD from pretty much anywhere.

autumn elbow
#

@grim ore gotcha! thx

coarse turtle
#

Let's say I have a table. And I want to place some bottles and mugs on it. I can't use End key here to place it on top of the table. What's easiest way to place objects on a table?

fleet otter
#

What's the best way to learn all the macro keywords? Just studying the API docs or?

grim ore
#

@coarse turtle you should be able to use the End key, it should snap to the closest collision plane below it. IF not you can try lining it up in the side orthographic view, or you can make a custom editor widget or something in your blueprint to do a line trace down and move the items down to the table. if this is just for looks then eyeballing it in ortho is probably quickest

cinder beacon
abstract relic
#

Yet you choose to take a photo with a phone camera instead of screenshot ๐Ÿ˜œ

cinder beacon
#

๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚much better๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜ญ

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This is not the maximum recording resolution ๐Ÿคฃ

grim ore
#

size is not always needed tho, I usually do ~10MB a minute for recording at 1080p60

hushed hare
#

enough emojis my dude @cinder beacon

cinder beacon
#

@hushed hare why ๐Ÿ˜ฆ

hushed hare
#

I could feel the tumor get better every emoji

cinder beacon
#

Hhhhhhh

storm venture
#

i have customizable weapons and i'd like the inventory image of the weapon to show the attachments

#

is there a way to do this without making a crap ton of scene capture 2d actors for each weapon and hiding them under the map?

primal prairie
#

Swap the image on an enum or something?

#

Or I guess it will have many options.. not sure

coarse turtle
#

Is there any way to turn a group of static meshes from your level to or into a BluePrint?

grim ore
#

heh. Watching an unreal fest talk from an epic dev and he says "For once we actually have very good documentation for this feature" lol

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@coarse turtle if you select all the meshes, click on the Blueprints Button Drop Down at the top toolbar, there is a "Convert Selected Components to Blueprint Class"

cunning siren
#

Is it better to have exterior/interior on separate maps and switch them out, or have them enterable and fully setup in one map? Let's say its a game set in a city.

coarse turtle
#

@grim ore Nice! Thanks

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So let's say I have a house BP. And I have a separate door BP with open/close functionalities. How can I replace the SM doors in the house BP with the Door BP?

autumn elbow
#

is there something special i have to do to see the flow in blueprint?

grim ore
#

it has to be running, and you need to select the object to watch from the debug list at the top

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@coarse turtle you can use child blueprints but it's really not intended for stuff like that. It might be best to redo it as one complete BP

autumn elbow
#

hmmm

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doesn't seem to be working for me

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when i push the actionbutton... nothing happens in the flow

grim ore
#

then that action button is not triggering would be my guess

autumn elbow
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it prints Hello

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just doesn't show the Debug flow lines

grim ore
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it's really quick, do you have it on another screen to watch it?

autumn elbow
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i don't.. just side by side on the same monitor

grim ore
#

weird then. My only other thought is you are debugging the wrong character but that is not likely if you are sure that print string is firing. I just tested and it should show a red pulse when it fires off

autumn elbow
#

hmmm... ok lemme check again

grim ore
#

the other thing I could think of to test to see it working and to make sure that BP is firing correctly is to hook up a print string to the event tick and you should see it constantly firing

autumn elbow
#

i'm trying in a blank scene

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works in a blank unreal project

#

i must have toggled something by accident

frank python
#

hey is it possible to have the content browser search the file path as well as the uobject name ? and also show some part of the path in the search results

#

sometimes i have a lot of things just named StaticMesh but in different folders, and i cant search by folder name or see which StaticMesh is what without hovering

dim plover
#

This might work.
In the content browser, in the bottom right, there's View Options.
Then click Search Asset Path.

frank python
#

but i cant still see what folder the resultant assets come from

plush yew
#

Is it possible to RIP unreal engine games (just for examination) and import .uasset?

manic pawn
#

no

frank python
#

kinda ? see gildor's utilities

plush yew
#

Ik but it won't export

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I need the version it was made with to export

frank python
#

all the assets distributed with games are baked

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and the licensee might have modified their ue4 fork to add/remove additional fields/change formats of things

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baked info isnt enough to see it all in unrealed properly

plush yew
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What that mean?

frank python
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you can see textures/meshes/anims but most uasset info will be lost

#

again, gildor's umodel your best shot

plush yew
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Not even blueprints?

frank python
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theres no such thing as a blueprint in a baked build

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all that's there is the uclass generated from it

plush yew
#

Well can I still see the functions in a uclass?

frank python
#

theres no reverse engineering tool for that

plush yew
#

I wanna see how Dave Microwaves Games do it :(

#

Does

frank python
#

even if there was a blueprint VM code reverse engineering tool, it'd have to keep up with each engine version's changes

#

and nativized blueprints wouldnt even show up there

plush yew
#

Ok well maybe you can help me then with one of his blueprints

#

He has a npc that spawns at any of six spawn areas and chases you, and if it gets you, you die

#

How can I recreate this?

frank python
coarse turtle
#

@grim ore Do I have to add the blueprint actor via blueprint or in the Components window?

#

I think using Child Actor!

grim ore
#

yes child actor

coarse turtle
#

In the components window. right

#

ok thanks

plush yew
#

I posted in blueprint

autumn elbow
#

What does Set Collision Response to Channel do?

#

nevermind... saw Mathew's WTF is vid

ashen steppe
#

Is the standard UE4 save system any reliable?
It works for me for ints and bools but it doesn't seems to be the case for a FVector (player location)

#

I double checked and I am storing the right value, however it retrieves an empty one

grim ore
#

the save game system should serialize any variable, it should be reliable.

ashen steppe
#

I don't get why it returns empty then

grim ore
#

what does your code look like?

plush yew
#

hey guys

#

got a small issue

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how do i fix that?

ashen steppe
#
// Save
UMySaveGame* SaveGameInstance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
SaveGameInstance->PlayerLocation = MyCharacter->GetActorLocation();
// Load
SaveGameInstance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
SaveGameInstance = Cast<UMySaveGame>(UGameplayStatics::LoadGameFromSlot("MySaveSlot", 0));
if (!SaveGameInstance)
{
    return;
}    
MyCharacter->SetActorLocation(SaveGameInstance->PlayerLocation);
#

That's the relevant part @grim ore

grim ore
#

where in there do you actually save the save game?

#

and you don't need to create a new save game object if you are loading one

ashen steppe
#

obviously, I'm just posting the related parts

grim ore
#

ok so saving to the slot is not relevant?

#

@plush yew you need to run the VS installer and add the 4.6.2 targetting pack or you can download it from microsofts site

frank python
#

Not just the targeting pack

plush yew
#

4.6.2 targeting ack?

#

pack*

frank python
#

I needed full devkit

grim ore
#

the targetting pack is fine for this error

frank python
#

Search Google for .net 4.6.2 development kit

ashen steppe
#
void AMyPlayerController::SaveGame()
{
    UMySaveGame* SaveGameInstance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
    
    SaveGameInstance->PlayerLocation = MyCharacter->GetActorLocation();

    UGameplayStatics::SaveGameToSlot(SaveGameInstance, TEXT("MySaveSlot"), 0);

    GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Game Saved"));
}

There you go

frank python
#

@grim ore yeah but then you get missing assembly error right after if it's not the full dev kit

#

Which is around 80MB

grim ore
#

have you checked the value of SaveGameInstance->PlayerLocation after you set it? to see if it's actually being set

ashen steppe
#

yes it's 0,0,0

#

Honestly I have heard the save system is not reliable at all, but wtf I know

#

I'll try storing the floats by separated

plush yew
#

is the latest version of UE4 stable?

grim ore
#

well I tested it here and vector saved and loaded properly so declaration of the variable might be bad, maybe getting a bad value from MyCharacter, maybe SaveGame is invalid

ashen steppe
#

it retrieve other values just fine

#

and the vector value is also right

#

doubled checked

grim ore
#

which means the vector itself is not valid in the save game object, or you are not getting a valid value to store

ashen steppe
#

Again, the value I am storing is valid

#

I don't know what you mean with the other part

grim ore
#
    UMySaveGame* LoadGameInstance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
    if (UGameplayStatics::DoesSaveGameExist(TEXT("SLOT1"), 0))
    {
        LoadGameInstance = Cast<UMySaveGame>(UGameplayStatics::LoadGameFromSlot(TEXT("SLOT1"), 0));
        if (GEngine)
            GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, LoadGameInstance->PlayerPos.ToString());
    }
    else
    {
        UMySaveGame* SaveGameInstance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
        SaveGameInstance->PlayerPos = GetActorLocation();
        UGameplayStatics::SaveGameToSlot(SaveGameInstance, TEXT("SLOT1"), 0);
        if (GEngine)
            GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, "SAVED GAME TO SLOT1");
    }``` this is the code in my FPS character just to test saving and loading the characters position
#

this is my header for my save game with just the vector in it ```UCLASS()
class FPS_CPP_API UMySaveGame : public USaveGame
{
GENERATED_BODY()

public:

UPROPERTY(VisibleAnywhere, Category = Basic)
FVector PlayerPos;

};```

#

also... when the hell did Epic start putting in C++ code snippets in the docs. in the API docs themselves

grim ore
#

Interesting change to the docs, I knew it was coming but definitely out of the blue. Looks like they are taking code from shootergame and using it where they can

hushed hare
#

There is documentation for a "Get overlapping actors" node but I can't find it in 4.21

#

Was it removed?

#

If so, is there a substitute to find the overlapping actors?

#

nvm for some reason it appears other places

#

ignore this

plush yew
#

Im planning on doing a unofficial resident evil game

shell compass
#

Something... weird... is going on for me. When I have my MoveForward Axis Event inside my player controller it works fine. But if I move it over to my character instead, it stutters, like, most of the time the scale for MoveForward is 1 (which is correct when I hold down W) but a lot of the frames frames it's 0.

#

They both have Tick interval (secs): 0,0 and Tick Group: Pre Physics, and I can't find any other Axis Events that take precedence

whole quarry
#

@plush yew Did you like... even read the error?

plush yew
#

yeah i knew it was something to do with a framework

#

but

#

i didn't know which one

whole quarry
#

its in the error

plush yew
#

i meant the version dude

#

i didn't know which version it requires

#

cuz

whole quarry
plush yew
#

LOL

#

that's me

#

that's on me

#

๐Ÿ˜„

whole quarry
#

have a coffee โ˜•

plush yew
#

cuz i thought the UE launcher installer from the VS2017

#

i just got up

#

my coffee is on the cook ๐Ÿ˜„

#

Saturday morning

#

๐Ÿ˜ด

rotund scroll
#

turn on collision and see if there's anything colliding that is invisible

#

if t's all the same modular assets then that's really the only thing that could make the navmesh different

#

3x3 meters isn't big in terms of game space

#

depending on how big the walkable section is you might have trouble with anything walking there regardless of navmesh (i.e. it looks weird)

#

beyond that the only other option is that hte navmesh volume doesn't extend past a certain point or that something overlapping is causing it to not build navmesh there (e.g. some sort of navmesh nullifier)

#

from that gif the corridors look tiny and unrealistic