#ue4-general
1 messages ยท Page 487 of 1
Good
ok now what?
git status
Okay, remove that "gitk" file that you created by error
how?
Windows explorer
this won't help you exactly right now but
did you push your work to some online git repository? like github or bitbucket or gitlab?
your stuff isn't lost so yeah
though you have a conflict in some files
but you should find a remote host to upload to
git isn't a backup mechanism, especially if you keep all work on the local machine
in a month of work, you could have deleted the whole thing by mistake or lost your disk
you're right. but right now im almost having a heart attack
all I need is help restoring my latest
you can restore your month work, but lose the "sequencer work" commit by doing a reset
No problem
and return to the "sequencer work" and remove the other work with another
what?
well I just mean switching from one work to the other
you can do it freely
so your work is safe ๐
getting both work at the same time is the tricky part
what's that mean?
git reset --hard545fefb should do the trick
wait
git reset --hard 545fefb
better ๐ฎ
what will this do?
this will return your "master" branch to the state of the 545fefb commit which is the work you did
which doesn't include the "sequencer" stuff
but includes the rest you are looking for
if can be pretty destructible but the sequencer work still exist on another commit ID so you can do the command for it too
you shouldn't lose anything else here though since it removes local changes
and you have none
bottom line. am I going to end up with the same version I had today before I ruined it all?
Best way to remove a seam from a 360 panorama / Skysphere?
how to make my character main in my scene? (free roam camera to my camera)
@serene birch for fuck's sake bro. I can't have those git heart attacks any more
you saved my day
worked? ok
worked like magic
good
I have like 3 git backup servers ๐ it's not worth losing 500 hours of work
Most Git problems can be fixed locally if you know how
jesus christ man. If it wasn't for this discord channel I would have lost it
well I know nothing about git. and learning it seems like a life long thing
all I do is commit my changes locally as a back-up method
how did you actually manage to get into the state you were in
Stof told me what to type in the terminal
oh no I mean like before that
oh
having a commit go missing like this doesn't happen from normal git usage ๐ค
that was the easy part
I backup the easy way... on my external drive XD
I must have clicked something wrong, idk I was distracted
I think I committed my latest work to a previous commit and it maybe overridden it or smth
I'm not a fan of Source Tree because I know non "technical" people using it, and they constantly get in trouble with it
so there must be something bad with the tool
though it might just be git too ๐
maybe, but it's the only way I know
Sourcetree is fine, other than being slow as fuck
GitKraken is outright better now imho
smartgit > sourcetree
I still think SourceTree isn't clear enough when you are doing stuff "in progress" in git
like a rebase with conflicts and the like
gitkraken is nice for simple usage but would be a bit
when it's time to merge an engine update
Hi! , how do I post an ad in "looking for talent?
Anyway, I got my heartbeat rate back to normal. I can go home now.
thanks to everyone who was involved in saving my shit
ciao
@golden minnow - read the pinned post
go into #looking-for-talent and press the pin in the top right corner
if you're on mobile press the dots and press pinned messages
I like the concept of Compensation: Unpaid. Job Type: Permanent.
forever unpaid..
sounds like my dream job
and some people even ask for skills and experience for such dream job
haha
people shouldn't even be allowed to post those, haha
It looks like you're trying to post a "permanently unpaid" position. Approximately 0 positions have been filled with these requirements since the 13th Amendment was ratified. Please adjust your expectations before trying again.
expect everything, give nothing
sounds like 10 year olds that want to do the 100th Open World MMO
@wary wave full agree on banning the unpaid posts
they clog up the actual paid ones
open-world-mmo like gta + minecraft with bullet hell elements
also kinda pointless, because the chance someone with the experience and skillset you're asking for is going to respond to that is close to none
and the people who will, are probably very inexperienced to a huge detriment
^
you could make a chan for those unpaid ones, that way everyone could just ignore them easily ๐
"I want to make an MM-"
swipe left
block
"I want to make a Minec-"
swipe left
block
im getting a warning when casting to a widget then removing it from parent
Bloodstained is in forward rendering it seems \o/
yes
iirc you can't cast to a widget
Does UE4 have an anticheat?
have you asked google?
i can bet you'd get an answer faster than you'd get one here
It does not, @ember notch
Does anyone know a good one?
easy anticheat ?
anticheat is anything but a magic bullet though
the best anti cheat is robust programming from the start
or you could only design couch coop games
they have the best anticheat system: a quick slap to the face
or take more extreme measures for repeat offenders: https://i.redd.it/9buc0secwd101.jpg
Firebob137 (Daniel) i got this working but if there are 2 of the same widget then it removes both
https://www.unrealengine.com/marketplace/en-US/slug/scue4-anti-cheat-solution Is this anticheat good?
you need players before you have to worry about cheating ๐คท
@blissful trail I DM'd you a possible solution
One wants to test it out, which programs GTA V Mod menus ...
Tbh anti cheat is very dependant on your particular game, there isn't really a simple solution. I just keep most state on the server and I'm careful to not trust the client.
In my game, when clients 'shoot' I actually trust them to provide the exact ray coordinates of the shot so there's no weird latency issues, but the server makes sure that the ray is 'plausible' i.e. within a short distance of where the server thinks the character is at ... For example. So cheaters can't tell the server they are sniping from the sky or something lol. But there's not a universal solution for something like that ๐ค also I agree I wouldn't worry about it until ppl are actually cheating basically . Which won't be for a long time ๐ค
Also my solution doesn't prevent aimhacks and that but my game doesn't really have true aiming anyways so it really depends
why does it import meshes as a single object while i uncheck combine meshes
maybe merged in export?
yep,had to restart blender and export it again
anyone know if you get physics constraints to ignore initial location and rotation
basically as if you were to put the constrained actors together before simulation
so it just acts like a rope
hi everybody , the occlusion culling doesn't seems to work on my foliage , is it normal ?
Does the Material graph not support for loops?
thx
Does anyone know how to export a rigged character from ue to Maya?
Right click -> Export ?
I exported the fbx, in blender it works bu t in maya it has issues
You probably need to change the axis config on importing
Or re-export from Blender with the Maya setup
interfaces pls
How do you like the name The world of Lights for a survival game?
Doesn't fit
I'd imagine some intense lights with that title
I cant find this, what am I doing wrong
You skipped tutorials and reading the docs on how the input system works?
I guess the actual wrong is you don't know how the input system works. That is an Action Input defined in your Project Settings called PickUpObject.
does it matter if im in third person or first
this is input, it doesn't even matter if you have a player or not technically lol
The Input object is responsible for converting input from the player into data in a form Actors can understand and make use of.
thank you ๐ค
UE4 is such a pain in the ass. I dont get why the game runs differently in viewport compared to standalone??? Like the timers! They get stuck in standalone but work in viewport????
i wanna see picture one shadow detail all the time. but when i step back it blurs out. seems like some LOD stuff? anyone know how to increase the viewable shadowdistance?
Cascaded Shadow Maps
Decrease the Distance
dosn't really help
it does
๐ฆ
i just want it very far then ๐
i just dont understand why its not possible to not have that LOD effect on shadows. i get that it might be performance heavy, but i just need to do a camera pan without shadows popping up everywhere
what is the difference between the 3 cameras?
Rig Crane, Rig Rail and Cine camera actor?
Is there something that can make my camera stay straight and not rotate?
In third person
wdym by not rotate
like when you move the mouse? Or when the character moves? or
@plush yew Rig Crane and Rig Rail are used for physical Camera Movements
the cran moves on the rail along a path. the camera is attached to the Crane, while the Crane can extend and rotate its arm
hi everybody , the occlusion culling doesn't seems to work on my foliage , is it normal ?
Okey nevermind I got this, useless chat bah
for anyone who has used the Gameplay Abilities Systems, is there no way of getting around having to have a C++ character to add the Attribute Set?
Hey Guys! I have a question about the epic leaderboard! I have downloaded ue4.19 from github and am trying to use this plugin with my game.. im not sure on how to implement this into my game please help! im stuck
everytime i do a build of the ue4.19 in vs i get 2 errors.
1.Severity Code Description Project File Line Suppression State
Error UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: C:\UnrealEngine-4.19\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest, exit code: OtherCompilationError (5)). UE4 C:\UnrealEngine-4.19\Engine\Intermediate\ProjectFiles\EXEC 1
and 2.
Severity Code Description Project File Line Suppression State
Error MSB3075 The command "....\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. UE4 C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
those are not the errors you are looking for
plus you can use three ` marks before and after code to format it easier to read
those are the end results of the actual error, the actual issue would be above that
hmmmm okay @grim ore can you maybe explain why i am getting those?.. im so confused. i used the epic leaderboard plugin and a source build from github a tried to build the ue4.19 and its says im midssing the plugin but i put it in the plugins folders?
I dont know why you are getting the errors you posted, those are generic "something went wrong above here so we cannot finish" errors.
you need to look thru the output and error logs and see what they say
okay thanks
hi everybody , the occlusion culling doesn't seems to work on my foliage , is it normal ?
does anyone know how i can show and hide the joystick widget? on the main menu the joysticks dont show which is perfect. but once i go in game, they still dont show up
Erggh what was unit conversion of UE4's force to get equivalent in kilonewtons again ?
is it possible bring a widget in front of another widget when clicked ?
if the widget is in the same widget you can change the Z Order. If it's not in the same I don't know if you can change the viewport Z Order.
damn
all I can think of is to remove it from the viewport and add it back in with the new z order
I could of sworn thereโs a Set Z Order node
there is for slots but not viewports that I can see
Ah
https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Details/Customizations/Layers/index.html is this not in the editor anymore??
Displays a tag cloud view of all of the layers the selected Actor(s) belong to.
I can see the layers panel, but even after assigning actors to a layer there's no layers category in their details
@plush yew have a switch on it
How do i make my weapon bounce when moving ?
Hey guys, I'm having a bit of trouble working out a workflow in my head for making assets. I have maya/3ds max, substance painter/designer and z brush available to me. Any tips would be super helpful!
I've found a few resources saying to make a low poly first and then making the high poly in z brush but other resources are saying to do it vice versa
@rain coral well if its a first person game, just write some blueprint code that changes it's local position based on a sine-wave block being fed by a timer (a float that increments by the tick Delta) . Make the timer only tick while you are moving. That should be a decent start
Then you can fiddle with the degrees-per-second rate (period) and amplitude of the sine-wave function for the weapon to make it sway more or less.
@true leaf is it better to do it like that, or to make an animation
If it's a third person game just attach the weapon to a socket of an animated bone
its fps
That's what I do. My game is actually third person like Squad and like the original build of squad, you can toggle first person which just hides the head mesh and puts the camera there (change boom distance to 0)
It's a little hacky and means crosshairs won't line up perfect but it works for my game lmao
@blissful trail if you add a widget to the viewport through BP, use the down-arrow on that node to expose the ZOrder value
It's not good for guns
My game has no guns
With guns you should have a dedicated floating gun model like half-life style
oh
Anyone know what this is? It won't let me open my project.
So the iron sights can be lined up exactly how you need and such
@autumn elbow your unreal engine folder is probably in a path with a & somewhere
Or the parent folder to all the projects
I checked the path.. there is no &
Absolutely no part of the entire entire path can have an ampersand
The entire path isn't being shown on that gui but the backend is interpreting it
Its a normal windows path
there is a space..but the engine added it
space between the a and the 4
and there is a dot in 4.22
but that's added by the engine, not me
weird right ?
@true leaf thx
Np. It's POSSIBLE to do first person guns and attach them to a socket, but basically if the iron sights don't align you will need to go in blender/Maya and change the animation keys which -sucks- so I have heard. So it's easier to have a separate floating gun model for first person so you can tweak it in UE4 only and then if it's a multiplayer fps game, other players will not see that but will see a different gun actor (same mesh) being attached to your hand socket and if the iron sights are a bit off from their perspective they won't be able to tell like it's not a big deal at all. Hope that makes sense lol
I'm pretty sure that's the standard thinking. Read about how squad did it and how they do it if you can
where do you limit editor fps? i cant open the console
Engine - General Settings in Project Settings for the frame rate
does that limit it even when packaged?
as far as I know it does as it's part of the project settings and not just the editor
but it can be overridden based on options, the screen settings, and other things of course
Okay, so I have this strange input issue I've been struggling with and can't figure out. I can bypass it, but I'm still quite curious as to why it happens.
I have this input action binding in my Player Controller:
InputComponent->BindAction("MenuUp", IE_Pressed, this, &ABasePlayerController::MenuUpPressedBinding).bExecuteWhenPaused = true;
And then in my Character BP, I have a MoveForward axis event that causes him to move forward.
Both of these listen to W.
But this causes stutter whenever I try to move. If I remove the W binding from MenuUp or move the MoveForward axis event into the player controller BP rather than the character. It works fine.
So I could move it into the PC, but structurally, I think it makes more sense to have the move forward inside the character itself in case I want some different functionality for when inside a vehicle or something.
Oh, and the weird thing is... if I log the Axis Value for InputAxis MoveForward, it gives me 1 on most frames, but on some it gives me 0. So that's what causing the stuttering
But as I said, if I change the MenuUp Action Binding (which only triggers a dispatcher in the c++ and nothing else) it reports 1 every frame that W is held down
And it's so weird because an IE_Pressed action only happens once when the key is first depressed. It shouldn't affect anything on a frame by frame basis
Yo axis events fire every frame
Hm rereads
tldr; an action mapping in my PC causes an axis mapping in my Char to not fire on some frames ๐
Or well, it fires, but with no Axis Value
Yes I've tried that, even though it should process the character before the pc
Input priority?
Tried that just now ^^;
Btw by swallowing I mean consume. Canโt remember what term ue4 uses for it
Yep it's consume
It doesn't seem to be that issue though...
I have no idea to be honest... it's completely baffling to me
Hrmmph
might create a new project to see if I can reproduce it
Good idea
๐ i have a cube falling to the ground. it falls when i play the game. but how do i make it fall when i run a camera sequence? for a render.
is there a way to stop a physics object from going through the floor....even a litle bit
i can force it through by dragging it...but is there a way to say.."Always stay above" no matter how much the player drags it down ?
Another would be to change the "grip" on the object, so it's more like a HL2 phys gun rather than just fixed in front of the player
Yep you need to change the grip
I don't know exactly the best method, but maybe something with phys constraints?
Ah yes
Cool Thanks!.. I'll try the handle and see what happens
can i turn off motion blur ?
when im making the game and i click "play" theres SO MUCH blur when i turn around
Inputs are created by the user
Set itensity to 0 in pp volume
Or that
Plus you might still want at least a tiny bit of motion blur
No Motion Blur for You! ๐ซ
@hidden aurora No, it isn't ?
Just tried here - motion blur off in project settings default, enabled in PPV, works fine.
Oh really? thanks for the tip
It's just a default for if you don't have a PPV, or have a PPV but haven't changed the relevant settings
Bad lightmap UVs
oh ๐ฆ ok
What does the dynamically lit objects mean? and does it affect performance?
that would be the instruction count needed for this material on an object that is dynamically lit. So if you are not using static lighting then this would be the cost for that material on that platform for that material under those circumstances as far as I know
hi everybody , the occlusion culling doesn't seems to work on my foliage , is it normal ?
according to the internet the foliage tool instanced meshes do not get occlusion culled
Any reasons on why this isn't working?
nevermind
added a delay of 0.2 sec and it works
Where is Cast defined in engine code?
can't browse to declaration?
no it's not working
Runtime\CoreUObject\Public\Templates\Casts.h
thanks
hey does anyone know in ue4
how to lock the framerate to a certain framerate
and if it drops under this framerate
it slows the whole game down
to compensate
like an old arcade game
Isn't that what Vsync is for?
vsync
is that what that is?
no i think vsync is just
synchronizing framerate with monitor
i want the game to fking slow down and wait if a frame is dropped
yeah just un-optimize your game like most UE4 projects and you should get that same effect 
There was a minimum desired frame rate I saw in the project settings today... Probably not the effect you want but I'm curious now
Do anyone know a quick dirty way to read the content of a save game file?
Anyone know how can i access public variables/functions from another object with blueprints ?
Get object -> access variable?
Examples of different Casting Nodes and usage cases.
Hi:)
Can anyone help me with this android crash ?
java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "bsd_signal" referenced by "/data/app/com.ParsleyDEV.Cubereeno-1/lib/arm/libUE4.so"...
can someone kindly link me to tutorial on how to make such background AA fire effect? i can make projectile, it's how to trigger it so it shoots randomly in background
You don't need a projectile
Its such a loaded question, I dont even know how to answer it
Just particles
I can say its not a particle effect for sure
You can use a 2d plane with a texture panner
Which is what I use, and it achieves the same look without any performance loss
It is absolutely a particle effect
A 2d plane with a panner creates layers of alpha that are totally unnecessary
drawing that many particles is an even worse performance hit
No
It's really not. That's kind of the point of particle systems
Youre still going to end up using alphas in a particle lmao
If your particles are causing performance issues you may want to review what you're doing with them
Besides each particle being drawn is two triangles
Its better with a 2d plane
You have one texture on a 2d plane, you move the UV to go to a different "sky bolt" or whatever
Triangle count is irrelevant in performance at these levels
Its all one texture
Youll end up saving plenty of polys not to mention you arent drawing several different alphas from different textures as you would with particles
And saying "triangle count is irrelevant" is dangerously wrong
... If you have 10 000 particles, that's 20 000 triangles
That's basically 1% of your triangle budget on PC
If you have 20 2d planes doing the same effect, it would be 40 triangles
The difference between 40 and 20 000 triangles is small for a modern PC game
A full-screen alpha plane has immensely higher cost
If you just waste polys its going to throw performance in the trash
Do me a favor
throw 20 fire effects from epic's starter pack into a scene
Watch performance dip
I saw a GDC vid, and they mentioned ASYNC LOADING. What is ASYNC Loading?
@plush yew probably yeah, but we definitely chose 2d planes with one material over particles for our scene because the particles took off way too much performance
Like the only reason Id say use particles is if its really close to the player
If its general background effects from far away, I would use 2d planes
If you put the effect directly in the skybox, it's fine, just don't put giant alpha planes over the sky because that is definitely slower than 20 000 tris
We have our own way of rendering the sky
thats the thing
We have to use a different method because of how our game works
As long as you don't use transparency over large pixel counts for no reason at all, that's fine
this is my scene for the background shit on coruscant
We use stretched 2d planes for the flak fire, then another plane for the explosions, which are flipbooks
We manage to get around 90fps on the scene
If you were thinking like massive planes, no
That would be impractical
Then it's literally doing the same thing a particle does, rendering wise
Except its less polygons
I would take 10x more polygons before adding a single material instruction
Literally
What's your triangle count right now ? 5M ? 10M ? More ?
You are remaking a game?
Oh cool
Im remaking a game too
Yeah
Battlefront
Thanks
I dont think I have any of my contact info on my channel
They'll just have it dropped from wherever you release it later
Ey someone
Any help on how ti implement a fire animation on my 3rd person shooter
Shooting anim
I'm trying to disable my AI BP.. render it a brick, at X distance from Player
what's the best way to do this?
disabling tick and stopping anims is not enough
I'm thinking of maybe destroying the actor and spawning a stand in...
as a last resort
but I'd like to know if there's a better way
there's always a better way
...
if you can handle losing information destroying the actor might be a good solution
but if not you might need to implement logic that turns off behavior and anim trees
so you don't have animations either?
right well just gate it off with a boolean or a state change
not as simple man, everything is supposed to be gated already
so what's not working
but the BP is still far from being a brick
dunno why..
I presume the movement component is still computing
if it should be working but isn't, you should try debugging
goes without saying that you can turn the movement component off/eject it into space/set walk speed to 0
I have a mesh, a sphere that's detecting players, and a movement component
well, and of coruse, the cylinder
I don't want to turn the speed down....... I want to STOP the component from calculating anything
not the same thing
then remove it
also, maybe the navmesh is computing stuff?... a
navmesh isn't computing anything until it receives logic
I can't remove it, I have to freeze it
to be fair none of your logic should execute if properly gated
the AI has to be re-activated
I don't know if it's really the logic... I have a pretty simple AI
it is really the logic
it can't be anything else
movement component isn't going to start moving on its own
it needs logic to facilitate that
yea, so the creature is not moving
BUT!!! it's still expensive
๐
it's not a brick
use behavior trees
hey
Hi, what are bad things in UE 4 which make stronger to another game engines like cryengine, unity???
haha you mean good things??...
cryengine has close to zero docs and tutorial coverage
unity has a ton
unreal has a ton
other than that.... it's more a matter of what YOU need for YOUR project
What about graphics in level in UE , cryengine is awesome in real time people are saying ,
if you google it you can find all of this information
including demo projects for every engine
graphics are more limited by your art direction and budget..
not by Unreal vs CryEngine
even Unity has a pretty good and versatile renderer nowadays
anyway, back to serious stuff... ๐
if I Deactivate the Mesh or the CharacterMovement.. and just Activate, that breaks both of them
I have to have a way to restart anims..
and movement
breaks them how
you should turn off your animation BP as well
how do I turn off anims
?
basically.. how do I stop the mesh component from playing?
I have no anim BP
I couldn't find a good way to customize it from my main BP..
๐
yet
and I only need a simple anim system
Hi, when exporting a animation to .fbx, only 1 frame is exported., why ? (4.22.3)
from what software Mich?
hello
I get the message Please change the "Source
Lightmap Index" value or disable
"Generate Lightmap UVs"
in the Build Settings.
Where are the Build Settings?
@copper flicker you can set the animation blueprint to null, you can set animation motion to use none instead of blueprint etc.
you need to execute that through logic though
then set it to use anims and use a single anim
MBIdle basicallly, will disappear
or switch the animBP to a single anim BP
I'm not using anim BP
I'm trying to stop current anim from playing
so far what I've done is disable and reenable all components
it works
it's much much better now
๐
but.. not enough
almost there..
disabling the mesh also stops the anim from playing.. at least visually
I have to make a qucik build and see
what the real performance is..
ok... pretty impressive. 200 AIs + world rendering, roughly 120 FPS on my laptop
without disabling them.. the performance would be close to zero
๐
vm for what its worth, when you don't have an anim bp, one is created for you
so not really any overhead in having one
nono, I would love having an anim BP
๐
the problem is customisation
especially beldsapces
blend spaces
but not only that, in fact.. changing the mesh / skeleton is a problem with anim BPs
you have to create a new one
that's work. adn duplicated content
thats true with any animation file though
nope
Hey guys I'm tryin to launch on Oculus Go but the view is messed up, it seems the left and right images are overlapping and I cannot see anything properly, looks a bit zoomed in, not sure how to even Google this.
ya but anims are per skeleton
yas
the problem with anim BPs is that you can't change the skeleton
you can only retarget
which is nonsense
๐
yea but animations are the same deal too ๐
with my custom system I simply load a new mesh / skeleton, and a set of new anims
what are you saying?
it's like saying "oh I don't want a class managing this thing because the logic can exist elsewhere"
you can't play mannequin animations on some skeletal mesh without the same skeleton reference
it's called make it work, make it neat, make it fast for a reason
I don't want to play anims from skeleton 1 on skeleton 2
then make it perform well
I want to easily change skeletons and anims, from 1 interface, without having an entire network of BPs to change
kinda like in 2D
do you use c++?
I don't speak C++
๐ฌ
anyway, my system seems to work fine
and I've seen superslow clunky inefficient AIs don'e the 'Correct' way
yea just saying all the animation nodes that take animations, you can plug in references into these manually and not have them be hard coded
I just needed a lean and simple one
wihtout c++ i think you would need a copy of the same blueprint for each skeleton you want to pipe animations to though yes.
well, I can do well without a 'proper' anim system.
the only thing that's missing here is blendspaces
but I'm making a low poly game
I don't even need blends
I don't think I will have slow creatures that need to blend smoothly anim to anim
๐ฌ
Hey guys I'm tryin to launch on Oculus Go but the view is messed up, it seems the left and right images are overlapping and I cannot see anything properly, looks a bit zoomed in, not sure how to even Google this. Reposting since it got a bit slided.
but you will be using an anim bp regardless
so why not just take the extra 10 mins to set it up
that's a philosophical argument
and actually future proof yourself
because of all I just mentioned
yes, I would prefer to go the correct way, and have an anim BP
all the problems you're having right now is because you haven't bothered to set things up properly
just saying
I just don't know how to make it easy to customize
-_-
yeah the logic for optimizing performance is easier when you can disable entire systems at once
yeah that's possible
anim bp will likely be faster than driving the rudimentary anims through skeletal component
but, it'll work for you it sounds like
but you would likely get better performance on animbp
there is literally no point in trying to reinvent the wheel in order to squeeze out some phantom ms out of your game
the way it compiles things is very impressive
if I can't customize that anim BP so I can easily add new skeletons, without duplicating work...
that doesn't work for me
I am on 4.20 and enabling Instanced Stereo for VR gets my project stuck at 45%, left it overnight and didn't move at all.
yea it will take extra work vm
If anyone can help
well then suffer your problems @copper flicker
I mean you clearly don't want the solution that is readily available
the animation systems seems built for large companies where wasting time is ok.
I'm just 1 dude
@copper flicker can you lemme get a little bit of help ๐
reverse vm
anyone can use the animation system
its very powerfula nd extremely optimal
I'm part of a two man team on my side project and we use the anim BP
you don't need to be a big company
in terms of performance and work throughput
ok, can anyone help then.... and clarify me on how I can easily switch skeletons?
Lol
I am on 4.20 and enabling Instanced Stereo for VR gets my project stuck at 45%, left it overnight and didn't move at all.
45 is compile shaders jemboy i think
I left it all night, nothing
imagine I have 100+ skeletons, and I want to spend 0 time making duplicates
@copper flicker explain to me what you want to do instead of saying something like switch skeletons
ok, so I have let's say 100 different monsters
AIs
each with its own simple anims
are they humanoids?
doesn't matter
it does matter
they could be 5-pedals
you're asking about skeletons
https://www.youtube.com/watch?v=taXzAJ88pHU VM these are all one skeleton file
so it does matter what they are
you might be misunderstanding skeleton constraints
I know, if I reuse a skeleton, if I make ONE to rule them all.. I could probably use anim bp
what do you mean by swtiches?
skeleton file is just names of bones and their parents nothing more
literal logic that will operate on certain conditions
ok, in that video... obviously, all are human, so all share the same skele
I don't get it tho..
skeleton file has almost no transform information vm
I thought we established earlier that it's not possible to change skele without duplicating anim BP
every mesh file stores this
I know
the ref pose is inside the mesh i mean, not the skelton file so all humanoids can mostly share the same skeleton
but the problem is an anim BP is built starting from a skele
and there is no easy way to change it
only retargetting
your going to have to do something to support multiple skeleton files if you need to. but maybe you don't need to?
you're not going to share animations between a 4 pedal and bipedal skeleton
so your point is moot
I don't think u guys understand
like.. at all
haha
sorry ๐
I'm making not just bipedals and quads
I'm making all sorts of crazy monsters
that could have completely different skeles
they're not going to share animations regardless
no we get this
exactly, no sharing anim
vm the animation blueprint can talk to the pawn
you can set up the way all the information is driven to the individual animation blueprints so that they are all shared in terms of blueprint access
my problem is again, the time it takes to make a new anim BP from scratch
or not scratch.. but duplicate, rename things, so on
you're not going to duplicate them because they will not share animations
its a very small price vm, if your planning on pumping out more than 2 characters a day it might get cumbersome
I'm not sure.. what you're saying
plus talking about scope
that I should make each skeleton from scratch?
you're one guy trying to do the work of a professional studio
and then complaining that the methods are not simple enough
i'm saying the path where you are duplicating things like you don't want to will likely be more rewarding and less time consuming than you imagine
then go with it, waht is the question though?
I would love to use an anim BP, but again...
the philosophical debate
๐
there is no question. cranz keeps telling me I should be working differently
there is no philosophical debate here
making a abp for each skeleton is not as much work as your thinking. animation work is mostly all multi threaded
but really, in this context, the only thing I wanna understand is.. if there IS in fact a way, for me, to use anim BPs
but do keep on doing what your doing if it works ๐
your already using anim bps yea
making 100 anim BPs and all the network involved will take ages
no
maybe if I share skeles..
you cannot share skeletons
and only have like 5 anim BPs
you can have your anim bp pull the animation off the pawn
you can change the animation that plays by reference, you don't have to hard set the states in the state machine
by share I mean make 1 skele that can handle multiple AIs
that goes without saying
https://www.youtube.com/watch?v=uvEaLullmzo there is one animation player in the game vm and the pawn holds the animation that is to be played
is there a tutorial? ๐
i have no state machine what so ever
you don't need all the lines and stuff
I need a tutorial that explains what you guys are trying to explain here... basically
๐
the anim graph can literally just be animation variable connected to play animation node then connect to output
you don't need transitions and the confusing stuff
I wanna see someone doing this
ok
but do you have to recreate this animgraph? for each BP?
no
it would be great if I could have 1 BP.. and inheritance...
you make the graph and then inside the skeletal mesh component you set the anim bp class to the graph
the event graph on the anim bp runs like tick does
again... I cna't figure this out on my own without some tutorial
you collect things that the anim graph needs
and I dind't find one yet
everyone making tutorials is pretty much doing the same thing. anim bp from scratch
cranz... you're being disrespectful
not helpful
๐ฌ
sorry I had to mention it
I already looked at a ton of youtubes about anim BPs
Mate
Youre clearly not looking for help
So maybe instead of sliding let other people ask for help
If you know it all then go do it
putting a quick video together to show you vm
environment art โ level design Want to find out more? Join the Discord: https://discord.gg/rSyQths Web: http://noonan.design Twitter: http://twitter.com/Sean...
god this video is my favorite
@normal burrow awesome, thanks!!!
@copper flicker you're clearly in over your head here. you're massively overscoping your project, and you're already looking at performance before you have even set up a structure for your project. then add to the fact that you're not willing to work with solutions provided to you while you keep claiming that you know better yourself
and you call me disrespectful
please
well, I was here asking specific questions
and you keep giving me philosophical advice
I'm giving you very real advice
and then also send me to a generic google search
Generic google search seems to be what you need since you seem to be a total beginner
Take this guys advice and go get better
Instead of talking crap to him
Youre sliding the chat,
haha, ok... I can't talk to 2 guys attacking me at the same time
thx for helping
vm out
Cya
vm
that variable Play Animation Reference
you can set that in the event graph from the pawn
if you want to control animations that way
this is effectively what the engine does for you when you don't use an anim bp
@normal burrow ok, so if the engine already does that automatically, is there any performance difference?
Trying to show you you don't need a big complicated state machine that your avoiding
you can do blend spaces and all that fairly straight forward
state machine is a bp...you can do it manually
can you se a variable to link to an anim from a blend space?
set *
or do you have to manually connect anims inside the bs
hi , does anyone knows if the occlusion culling works on folliage ? cause i can't make it work on my project ...
No. You use distance culling for them
@normal burrow there's no pin inside a blendspace tho..
and all the variables have to be recreated from scratch?
show images of your issue @copper flicker and it's easier to help
@abstract relic ok , but then if there is some folliage behind a rock , it will not be occluded , only the distance culling works on it ?
so I made an anim BP. for some reason my character BP compilation time went up by a LOT.. and performance, comparing the anim BP with my custom animation system, is similar. might have even dropped a bit, not sure
and the game now crashes..
๐ป
who cares about compile time really unless project is huge
Dunno who you're saying that too, but when you get to 10min builds it's annoying
ohhh I have nothing anywhere near that complex, what is that caused by? Lots of interdependence? Multiplayer maybe?
lots of code, mostly
Lots of code, bad include practices
Just not paying attention to how compilers work get you 30 seconds of "changed a single line in a function" build time, which gets annoying real quick
ah I don't use C++ maybe that's why, maybe C++ is slower to compile but more performant?
do you have ay things connected to the anim bp tick? @copper flicker
Keep the tick barebone, drive things through events instead, and if you need continuous execution then I suggest setting up timers instead
No joke,making teh execution of the tick longer by checking only 3-4 more variables legit dropped my fps from 58 to 24, this was one of my first projectsmany years back now but since then I have avoided ticks, even outside animBP, ticking an execution line can get super expensive
Is there anybody who export to android ?
Never done it @quick trellis BUt explain the issue you're having and someone will most liekly be able to give an answer, or at the least nudge you in the right way
okey..
I started developing my first game ever with unreal engine 4, 6 months ago. I tested my game on four devices. OnePlus 5T, Samsung S9 and two low-end huawei. For every test app didn't crash. Until now.
1.7 I released my game on google play (Cubereeno). Google report me this crash:
java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "bsd_signal" referenced by "/data/app/com.ParsleyDEV.Cubereeno-1/lib/arm/libUE4.so"...
FATAL EXCEPTION: main
Process: com.ParsleyDEV.Cubereeno, PID: 9840
java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "bsd_signal" referenced by "/data/app/com.ParsleyDEV.Cubereeno-1/lib/arm/libUE4.so"...
at java.lang.Runtime.loadLibrary0(Runtime.java:994)
at java.lang.System.loadLibrary(System.java:1533)
at com.epicgames.ue4.GameActivity.<clinit>(GameActivity.java:6056)
at java.lang.Class.newInstance(Native Method)
at android.app.Instrumentation.newActivity(Instrumentation.java:1083)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2682)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2864)
at android.app.ActivityThread.-wrap12(ActivityThread.java)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1567)
at android.os.Handler.dispatchMessage(Handler.java:105)
at android.os.Looper.loop(Looper.java:156)
at android.app.ActivityThread.main(ActivityThread.java:6524)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:941)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:831)
I tried the highest ndk (r18b) and sdk(SDK - 25.2, Platform tools - 26, Build tools - 26) that handle unreal engine 4.22. Also i tried NDK r15 to r18..
I use Gradle
@plush yew
Ok so this is a bit out of my experience, but I think this might be relevant;
https://stackoverflow.com/questions/39968996/java-lang-unsatisfiedlinkerror-dlopen-failed-cannot-locate-symbol-srand-refe
"To solve your issue, you can compile your code against the same platform than your APK's minSdkVersion."
I am new to NDK develop. I have used NDK to generate xxx.so files and it works fine on Android 5.0 or above however it crash on Android 4.4 or pre.
Log is:
java.lang.UnsatisfiedLinkError: dlopen
@quick trellis
@plush yew I think Im stupid.. I dont get it xD
yo, anybody know if its possible to have a physics constraint without the handles?
basically I want the linear limits to limit from the object location, not the location relative to the constraint when constraints were set
I know I could place them together at spawn, but I want to create constraint via bp at runtime
hmm, im trying to find some good game dev discussion
Hey guys
This is really important beacause i need that for school tomorrow! I have packaged my game and when i open the .exe file on my Laptop its working. When i open it on a different device without ue4 its starting prerequisits x86
Its installing but it will not start on the other device
Help pls
@quick trellis I mean I have never compiled an android project so I don't really know myself; maybe this gives you some insight though https://answers.unrealengine.com/questions/597639/android-build-issue.html?sort=oldest
hi , does anyone knows if the occlusion culling works on folliage ? cause i can't make it work on my project ...
fk guys
I finnaly figured it out ๐
the physics constraint shit
after two days hahaha
hype
i havent done anything with UE4 in months
who can help me with unreal engine 4
occlusion culling is performed on batches of foliage instances though
Ask questions @vernal relic
And @plush yew
You need to install VS redistributables and UE redistributables
The second one should be in your package under engine binaries
The first one depends on your Visual Studio version
i need help with post process material
ok
second
This is fog sphere made in post process, it can be seen through the objects, how to fix?
It's a post-process
it's post process, it renders over the top of everything unless you mask it
^
how
custom depth is probably the only realistic option
Why is it a post-process ?
dont you need like.. terrain, and characters?
But why use a post-process for that ?
It could be a regular skybox
Or the fog actor
this is atmosphere
@Stranger do i really need that?
@plush yew Yes you really need that
how tyo mask it
why do you need atmosphere? the characters are make believe, they dont really have to breathe
@Stranger iwvwn if it is packaged?
@Stranger so i have to install it on my device or on every device i want to play on?
@plush yew The UE redistributables are part of the package and need to be executed before starting the game, the VS redoistributables are not packaged
Yes you need to install both eveywhere you play
Like every other game
@Stranger ok thx
i think post process is the best for the atmosphere
i need to change size of atmosphere
Then move the fog around
Best way to organise these imported content folders, in to one, without breaking everything? Move and Fix up redirectors in folder (on the folder I moved things from)?
how to change size
The one you have compiled with
Which Visual Studio version did you install ?
Check your output log in packaging to check which one is used
Perfect
Thx
And when i have vs Redistributable on the other device do i have to do anything with it or just have it installed?
Install them, and install the UE4 redistributables inside your package
Then the game can run
No, of course not
You don't ask players to install VS
Just run both redistributables once
hey guys, i have an enum in c++ that looks like this
/** Ability type */
UENUM(BlueprintType, Category = "Enums")
enum class EAbilityType : uint8 {
Primary UMETA(DisplayName = "Primary"),
Secondary UMETA(DisplayName = "Secondary"),
Ultimate UMETA(DisplayName = "Ultimate")
};
and a struct in c++ that looks like this
USTRUCT(BlueprintType, Category = "Structs|Custom")
struct FAbilitiesInputSettings
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
EAbilityCastType PrimaryCast;
};
i'm trying to set one of the members to a different value in blueprints, but it's not setting them for some reason.
is there anything missing that i need to add in order to change the value in blueprints?
I might be wrong, but shouldnt it be "BlueprintReadWritable"? Someone tell me if it has changed
@gloomy acorn
no it's BlueprintReadWrite as i know
@plush yew https://wiki.unrealengine.com/How_To_Make_UStruct i followed this
Ok thx
@Stranger i Think i have visual studio 2017
Used for ue4
@gloomy acorn Aha maybe BlueprintReadWritable is used in other datatype declaration
i've never seen BlueprintReadWritable, i've always used BlueprintReadWrite everywhere ๐คท
I haven't made a custom datatype in ue since 4.9 so my memory is most likely shot, also this reminds me maybe I should refresh my memory and do some small c++ projects this coming week
anyone know what the blueprint equivalent of OnActorSpawned is?
or is there a better way to get some logic to fire when the actor is spawned
^
beginPlay fires even for actors spawned during runtime?
yes
Yes, it fires when that actor is first spawned, whenever it is
You can't do castst or interfacing or events in constrctuion script becasue it runs the construction script as soon as you place the actor in the level, if you generate teh actor at runtime it will laod teh actor into the level after the construction script has run and immieditaly as teh actor is loaded it runs BeginPlay, you can look at it as a constructor (maybe not completely correct but similar enough)
Damn my typos are a plenty
If i have a rotator and i want to rotate all of its components around, say -90 so it goes from Y+ is forward to X+ is forward whats the best way to do that?
Z don't change axes? @pallid compass
this maybe @pallid compass
You want to rotate it all , even z?
@plush yew yeah, thats what I thought, I was trying to call a node that did something to one of the components, but it didnt work since construction script is called before those are initialized
it compiled and didnt crash
but it was as if the node was ignored
Here I shift all axes not just x&y, this should be right but I gotta warn you I have heavy pneumonia so I'm not very clearheaded today
Guys can someone tell a website to get free Aim Offsets
tell a website?
How do you mean,
Anyone know why the engine crashes on startup something bout error HUNG and it tells me like d3d 11 device lost with a list of dll files such as core etc. I have dx12 and I upgraded processor from duo to quad.
aha
Hmm ot sure @lament slate
But, if you have time; https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/AimOffset/index.html
Using an Aim Offset, a character aims a weapon in the direction of your mouse or controller.
I mean there are no aim off sets in mixamo
@plush yew That says only for some skeleton
How to convert that skeleton anim offset to my skeleton anim offset
@lament slate You should retarget your Mixamo character firstly
@plush yew thx! I have nothing on tick atm.. so that's probably why disabling it doesn't give me extra performance XD I have some delays only. what about delays? Should I replace them with timers for better performance?
Well you could do that, I haven't actually tried measuring if the performance changes between using a timer or delay
so if nothing happens on tick.. I guess there's not much sense nativizing?
just wondering
@lament slate THere should be retarget guides for mixamo characters - Unreal skeleton
what would I gain by nativizing a BP? in what areas?
@copper flicker Yeah well if you don't have any execution order on the tick nothing happens except it fires it inot nothing, so performance costs from tick should be neglible then, Regarding nativizing I think the idea is to skip the overhead cause by the nodes, as each ode is basically a wrapper So I think you can win performance by nativizing any BP that has alot of things in it's graph
Let me copy an if node and paste in chat
Begin Object Class=/Script/BlueprintGraph.K2Node_IfThenElse Name="K2Node_IfThenElse_0"
NodePosX=864
NodePosY=112
NodeGuid=8BDEBE7B45A3350D5841F2BFFCD88BBC
CustomProperties Pin (PinId=13B42D184D8BA10EAEF1E3974E5FD98A,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=6F3875EB4926387CF66C0E8B112B9C9B,PinName="Condition",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="true",AutogeneratedDefaultValue="true",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=E0C7A5B84DB20E5F4C2E4AA4F0731627,PinName="then",PinFriendlyName=NSLOCTEXT("K2Node", "true", "true"),Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=
(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=3029B42C4CBD4D608BD65A9EF253AD87,PinName="else",PinFriendlyName=NSLOCTEXT("K2Node", "false", "false"),Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIs
Sorry for Wall of text
THis is one IF-node
๐
so this is why everything we code in BPs is massively ineffective?
not that I could understand...
One if node => 2000 characters, not sure if everything is actually read but honestly if even only 10% is read it will slow the process down
it's not code
๐