#ue4-general

1 messages ยท Page 488 of 1

wary wave
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what you see above is just the general structure of any editor object

copper flicker
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oh ok

wary wave
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you can copy / paste just about anything out of the editor into notepad

copper flicker
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I knowzzzz

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I do wonder how efficient this BP in code is

wary wave
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blueprint compiles down into bytecode which is then interpreted by something akin to a virtual machine

copper flicker
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after it gets built

wary wave
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whenever it compiles

copper flicker
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ok, so maybe the problem with a lot of Unreal stuff then.. is that there is a ton of complexity in built-in components..

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and u end up with way too much code being processed?

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most of which is not needed by most projects

wary wave
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it's seldom anything to do with the amount of code, and more to do with how things are handled in a general sense

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for example updating component transforms in UE4 is expensive

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spawning actors, certain types of casts, also expensive

copper flicker
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if casting is expensive, what's a good way to communicate?

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or just CERTAIN types?..

plush yew
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I personally use casting between directly related classes and use interface Events* between urelated classes that need to communicate

wary wave
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casting isn't communication it's type checking

copper flicker
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what's the difference..

lament slate
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@plush yew But when I right click, there is only option for retargetting which is duplicate retarget Anim offset, when I go there it doesn't show any skeleton

plush yew
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@lament slate Follow this retarget guide and create a retarget profile first

copper flicker
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I like to keep things simple. any 2 objects that interact.. communicate

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๐Ÿ˜„

copper flicker
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btw, can I check if a navmesh is valid?

plush yew
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at runtime?

copper flicker
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yes. if I create a navmesh at runtime

plush yew
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apostophe and you should get ai data and navmesh data on screen at runtime

copper flicker
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and spawn some bitchz on it.. after it's done generating

plush yew
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' this button at runtime

copper flicker
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I need to check that I have a fully healthy navmesh first

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nono, I mean in BP

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how do I check the state of the navmesh from BP

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like.. if valid?

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is valid... kind of thing

plush yew
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Aha, hmm haven't tried generating one at runtime

thorn topaz
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Is there a way to reduce the size of my .pdb lower than 100mb so i don't have to deal with git lfs?

plush yew
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let me see @copper flicker

copper flicker
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gotta go btw, but I'll beback in 30 min

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thx for checking for me ๐Ÿ˜„

manic pawn
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to reduce size of the pdb file, delete some of your code

thorn topaz
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@manic pawn got it ๐Ÿ˜„

manic pawn
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most of it are probably the absolutely incredible symbols generated by uht

cloud cobalt
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@thorn topaz Don't commit PDBs ?

plush yew
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@copper flicker Ok so I'm not sure if that is the most effective way to do it, have you tried nagivation invokers instead of navemsh bounds? You will need to go to the "Project Settings - Engine - Navigation System" and change some of the settings first before

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First, Change data gethering to lazy, set update freq. to 1 and check Use Only Navigation Invokers

copper flicker
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dunno what nagivation invokers are

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in fact, I might even go without a navmesh

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letzzzseeee.....

plush yew
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then go to "Project Settings - Engine - Navigation Mesh" and set some of the settings there to; Set 'Max SImultaneous Generation Pool size' to 1 and set Runtime Generation to *Dynamic' THen you can do this and you should be mostly set

thorn topaz
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@cloud cobalt @manic pawn now i'm confused because I just added more code, but now the .pdb is 20mb smaller

plush yew
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Also remember, you need a navmehs bounds in teh actual level, the nagivation invoker adn the settings you just changed is what makes it dynamic within the volume you set up, If you place a navigatin mesh bounds otherwise it generate nav tiles all places it coovers basically @copper flicker

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Sry for my crap spelling right now, if you click the "Add Navigation Invoker" node you can see it's default settings "tile generation radius" "TIle Removal radius"

copper flicker
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yeah I saw a couple of vids

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interesting. dunno if I need this, it's more for open worlds

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and looks a bit slow

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is it much slower than normal navmesh generation?

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not to mention, it keeps computing constantly in the bg

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well.. had to be mentioned

plush yew
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Yes, but you will only caclulate 1 tile in the background if you set teh settingsas I said, whihc will keep it low

copper flicker
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it's still slow

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and I might need more to be calculated

abstract relic
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Makes sense, since it isnโ€™t baked

copper flicker
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meanwhile, navmesh is quite fast

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I mean fast to generate

plush yew
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the default setting is to compute 1024 tiles at a time but if you set Set Max Simultaneous Tile Generation Jobs Count to 1 it will only compute 1 at a atime7

copper flicker
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myeah... maybe that makes it slow?

plush yew
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It could make it slow, but I would think those situations where it could be problematic is when you have many actors with navigation invokers running at the same time, also range of of teh invoker might affect it's generation time

copper flicker
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ok, meanwhile I kinda figured out that's it's not a problem for me to spawn my monsters even if the navmesh is not yet generated

plush yew
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I would say, atleast try it, if it proves too slow for you then skip it, but you can set it up in 5 minutes and test it out

copper flicker
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yeah

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thx for the tip!

plush yew
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also you could try generating several actors after setting it up, to see how much it slower it becomes with for example 20 actors compared to 2

copper flicker
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@plush yew it's friggin beautiful! XD

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works like a charm

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gotta build now, and see if it affects performance

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but at a glance it looks promising

plush yew
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Can anyone guide me in the right direction maybe to a tutorial to make some Basic AI, and how to implement ragdolls for death using blueprint?

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This engine is coded by monkeys

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Cant even code a vertical shear correctly

mint raptor
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Yes, we are all primates.

crisp hawk
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is there a way to edit vertex attributes in the static mesh viewer?

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i can't seem to find a way, just wanted to update some normals and texture coords

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it would be a simple enough operation so i'd be a little surprised if you couldn't at least manually adjust them

versed spear
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I think there should be a better way for us at unreal slackers to help support the games made in this community. An example would be a Free Game and Paid Game channel. We should encourage each other to download these games and leave reviews when possible. It would help boost our listings on any given platform and give us the boost we need to get the exposure we all deserve for our hard work. Maybe a weekly reminder to help support these games would help. I am open to suggestions because right now it is like we are all on our own when it comes to promoting our games and I know some of us do not have the funds to do that in the most effective ways.

torpid compass
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Any tutorials on 3D perlin noise?

wary wave
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there may be some examples out there

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but as I recall the most common implementations are patented, so they're only useful for academic purposes

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ah wait, it's the Simplex 3D variant that is patented

plush yew
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@copper flicker I'm back now, ok neat!

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Not true perlin noise, but works well and is similar to simplex, he doesn't show 3d , but he goes from 1d to 2d by by only small changes to the code so the logic should be same from going 2d to 3d

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@torpid compass

torpid compass
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Thanks dรผd

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To bad I canโ€™t do c++ lol

plush yew
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Plugin then ๐Ÿ˜ƒ

copper flicker
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so.. my AI works fine only when placed manually in the scene

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if I spawn it via spawn actor, it doesn't have any gravity.. [char movement..], and no navigation

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but char movement is active

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any idea why?

shy silo
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dont know where to ask this, but is there something like Blender's array modifier for unreal where I can place something, then repeat it at a specific interval?

grim ore
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nothing in the editor that i know of. You can make an editor utility widget to do it, or you can of course do something like that in Blueprints with loops

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@copper flicker for the AI Controller on a Pawn you have the option of "how" it is possessed in the settings. Placed in Scene, Spawned, or Both. Make sure yours is set to both.

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also there is a special Spawn AI node for spawning in AI

copper flicker
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ohhhhhhhhhhh

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this sounds like it.. let's see

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thank you!! that was it ๐Ÿ˜„

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@grim ore ๐Ÿป

grim ore
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yay

inland kettle
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Hello everybody, I am trying to flip (mirror) a mesh at runtime. To do so i set the scale of the corresponding axis to -1. Unfortunately the normals are reversed, too. That was not the plan. ๐Ÿ˜ƒ Doas somebody has any idea?

grim ore
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set the material to 2 sided? if not...

inland kettle
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I would like to spare that.

grim ore
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if this is in the scene you can try right clicking the mesh, transform, mirror but I think it does the same thing

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and yeah won't work at runtime soo.. nope ๐Ÿ˜ฆ

inland kettle
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oh. ๐Ÿ˜ฆ

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But thank you for your answer. ๐Ÿ˜ƒ

plush yew
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setting the scale to -1 will invert all polygns, which will turn the faces inside out and invert textures, so 2 sided material OR I woudl say model already inverted layer of polygons behingd outward facing polygons

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Might be tedious

inland kettle
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yeah. i think i go for the 2sided method

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i need the +1 scale & teh -1 scale so for now 2sided ist the best way i think

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thank you

dawn gull
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Does it cost anything to put your game on gog?

digital anchor
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30%

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i dont think there are fees, but u need to be accepted

proper crane
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I can't really find a setting to lock rotation or something to keep him from falling over like that (I posted the video cause it's funny to me)

grim ore
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so what is the thing that is falling over? a pawn or a character

proper crane
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pawn

grim ore
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what are you using for collision on it?

proper crane
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capsule

grim ore
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well under physics -> constraints are the locks

compact girder
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I am trying to ponder what would be a good state name for "walking backwards" x.x

proper crane
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That in bp?

compact girder
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WalkingBack? Backstepping? Backpedalling???

proper crane
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Backstepping seems standard, and why does it matter? Something You'll remember

compact girder
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Alright, guess I'll go with backstepping. My team will have to remember it too

grim ore
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WalkForward / WalkBackwards ๐Ÿ˜ƒ

compact girder
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Hmm

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That's actually a really good idea

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I'll go with that, thanks!

grim ore
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MoveForward / Move Backward if it covers running and walking for example

compact girder
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I have running for a different state, as pressing the running button causes the character to orient towards the velocity

proper crane
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Ah, constraints was opened with an arrow so tiny that You wouldn't be able to see it if it was zoomed in on a Samsung phone

compact girder
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But holding the back button also allows for dodging with the A/D keys

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State machines are discombobulating sometimes ๐Ÿ™ƒ

next cloak
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sup guys

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is there a way to change a local variable to be a field?

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cant copy paste

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cant move

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remaking is tedious

normal burrow
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i'm curious of this too. don't know the answer but can be painful

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i usually collapse graph on the nodes with many connections coming off them , insert a reroute, uncolapse

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but would be better if one could upgrade a local. agreed.

bitter iris
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has anyone here tampered with Frustum culling

wary wave
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Why would you want to?

bitter iris
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I saw it on a ue4 training video

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it seems very interesting and wondering how I could visualise it

wary wave
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There's a freeze rendering console command you can use to visualise it

plush yew
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@compact girder Call it moonwalking

compact girder
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But then that would imply the animation makes them walk forward

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๐Ÿ˜†

plush yew
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๐Ÿ˜›

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I call my parent calsses Grandpappy cause they often have atleast one child class with a child class of its own

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we don't always gottta follow convention, sometimes just make things up heh

compact girder
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I do at work :/

plush yew
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๐Ÿ˜ฆ

compact girder
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Though it is still fun to call something SK_MiddleFingerToNature as long as I change the final one

plush yew
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Do it

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I actually have some work to do but I've had pneumonia last 2-3 days, wanna get back to it though but I can't really think straight yet either

compact girder
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Oh gee, get some rest and drink plenty of warm water!

plush yew
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Got alot of vanilla milkshake, takes aways that awful taste of sickness you know, maybe I should drink so many milkshakes though haha

radiant haven
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can someone help

proper crane
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Any tutorial on AI that doesn't use the 3rd person template?

plush yew
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@radiant haven maby the Weight map its not set properly

dawn gull
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That is actually the best model I have ever seen

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It is beutiful

plush yew
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@proper crane What issues are you having regarding AI?

proper crane
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Tutorials all say to "use the movement blueprint from last time", but I nowhere in the previous tutorials do I see them make one. And it's clear I need one to get it to move

grim ore
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which tutorial?

proper crane
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It's not just a certain one, it's every single one I've gone through

plush yew
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No, tell me what you are actually wanting dto do with the AI, forget about tutorials for now, what is your goal @proper crane

proper crane
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Get it to move to a point on its own. Follow a player would be a start

grim ore
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are you sure they don't mean movement component?

proper crane
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I don't think so, they show a blueprint, but never zoom in enough to see the components on video

plush yew
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I would say, set up a Behaviour Tree and prepare a blackboard, lets move this to #gameplay-ai and I can guide you with example images from my laptop

proper crane
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Aight

grim ore
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I will say tho first person or third person for the AI really should not matter. I assume you wanted an AI setup without using any template character

severe ibex
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This is a big ask I think but do you think itโ€™s possible to create an app thatโ€™s just a front for a company with the option to input a projects name and or password and a whole โ€œgameโ€ could download to the device? Or I presume that would be a grey area for the AppStore/Playstore as I guess they couldnโ€™t check what downloadable content would be available?

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In short, a company app that just acts as a portal to download and run projects the company produces without the need to create a new app every project.

wary wave
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you're literally describing a launcher

severe ibex
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I literally have no idea haha

wary wave
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well, kind of, you'd still need a new application for every project

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that's unavoidable

severe ibex
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So a launcher โ€œappโ€ is out of the question?

wary wave
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seems kind of redundant to be honest

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what's the point?

severe ibex
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I guess though... thinking about it, clients would rather have their own app and not piggyback off a central app

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Iโ€™m thinking purely for the company I work for, they could have their app any client could download and then use a password or whatever to gain access to their project. But Iโ€™m starting to see the redundant nature there.

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However it might be useful for company devices and not clients.

plush yew
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idk how to get this Gun tho shoot right at the center

grim ore
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for company devices you can use ad hoc and internal apps in the Play Store so no issues there making a launcher, IOS does not appreciate that even for adhoc and business accounts

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@plush yew are you sure your crosshair is in the center?

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I am betting you are drawing your crosshair image from the top left

plush yew
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@grim ore yeh it is
do i have to use Line trace ?

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but i need the Bullet drop physics

severe ibex
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Typical Apple. Iโ€™ll be using Android anyway as itโ€™s way easier to test on, and any internal app could just be installed from UE4. It might be worthwhile, a good way to carry an interactive portfolio around without having to be constantly updated by me.

grim ore
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how are you doing your shooting now?

plush yew
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ProjectileMovement

grim ore
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but you want it to hit the middle of the screen? but you also want it to have gravity and physics?

plush yew
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yeah

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i need gravity

grim ore
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I dont know if you can have both, your range to target will determine where the projectile hits just simply due to gravity

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100 meters and 1000 meters for the same projectile will not have the same impact point

severe ibex
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As in hit the centre, not off to one side but with gravity? I think MathewW is right, your cursor looks off.

plush yew
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like Pubg and BF

grim ore
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well the crosshair looks off but he is ignoring that so we move on

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if you aim your projectile forward from the center of your viewport and launch it you should get your forward projectile going to the center. it will of course go down over time if you have physics applied to it

severe ibex
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Ooooor the line trace is coming from an angle and not the centre of the player? So the bullets are shooting from right to left?

grim ore
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if you expect something to hit square center at any distance you have to use a really fast projectile or line trace hit

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that is possible to, we dont know if you are spawning your projectile from the center of the viewport, the center of the player, the end of the rifle, etc.

plush yew
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Damn

severe ibex
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Fixed?

plush yew
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nope

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i have to corect my croos and gun placement

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cross

severe ibex
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Is that because itโ€™s wrong or are you compensating for the error? I am guessing your cursor wants to be drawn from the centre and also the line trace from the centre of the player?

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However trust @grim ore as he knows WAY more than me.

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Tbh almost anyone here does.

plush yew
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i am using ProjectileMovement not line trace

severe ibex
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Then itโ€™s beyond me.

plush yew
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but the bullet hiting off the cross

grim ore
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projectile movement just makes something go someway based on the settings when you spawn it

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if your some way is forward, probably +X only, then you need to figure out 1) where is it spawning from and is that correct and 2) how do you know it's not going to the correct spot

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for #2 you need to make sure your crosshair is actually centered

plush yew
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how survival games do that physics ?

grim ore
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different ones do it different ways

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you can do line traces over time, you can do an arc based on the projectile, you can do real physics

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every "weapon" will be different based on what you want to happen

severe ibex
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If only someone did a neat YouTube series covering these things...

plush yew
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yeah

grim ore
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I see a couple different videos covering physics projectiles

plush yew
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the cross is perfectly centered

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but still

grim ore
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ok if the cross is centered, what is the code for the spawning the projectile look like

plush yew
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the gun spawn a actorfrom class

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that actor has the projectile

grim ore
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and when you spawn it in, what is the transform you give it to spawn at

plush yew
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Muzzel

grim ore
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well your muzzle is not centered or rotated straight i would assume

plush yew
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what if my gun is not pointing at the center ?

grim ore
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well if your cross hair is in the center why would you not "fire" to the center? if your goal is to fire where the weapon is including sway then you need to move your crosshair based on that

severe ibex
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Ironically using a line trace.

grim ore
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with the crosshair you are telling the player they will be firing to that location when they pull the trigger regardless of where the weapon is pointing

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so move the transform for firing your weapon to the center of the viewport/camera and it will fire forward and straight

plush yew
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when spawning i use the forward vector ?

grim ore
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so do that, or remove the crosshair and it lands where it lands, or move the crosshair so it is more accurate including weapon sway, or uh

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you can get the forward vector of the camera if that is the direction you want it to go in yes

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you can always make a new projectile spawn point in front of your character, just a scene component, that you can use for firing your projectile from

severe ibex
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General question on the topic, now that Iโ€™m interested, but to do something like this, presumably with random accuracy youโ€™d just input a random float to induce a different angle or position?

grim ore
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depends on how much variance you want. you can alter the starting angle for example and you would get a much wider hit pattern the farther out you go

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you can alter the ending point and it would give a more controlled pattern at the hit location regardless of distance

severe ibex
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Thatโ€™s cool, just thinking a little. And I assume the way guns in TF2 worked were predictable? Not truly random? I remember seeing videos on how they always kick one way and then the other.

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But anyway, off topic. Many thanks for the input and I hope @plush yew gets it working.

grim ore
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for something like that you could have a curve or a data table with offsets that are pre programmed, or you can use a random with a seed so the "random" is repeatable

plush yew
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i have removed the Cross

severe ibex
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Sounds about right. Many thanks again.

hardy flume
grim ore
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I see alot of possible issues. There are a few reported missing files and scenes, it has issues connecting to the P4 server, and then it gets a quit command and shuts down

bitter edge
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Does anyone know how to make audio timing in Sequencer more accurate? Right now my audio slowly desyncs over a span of a minute with events in sequencer. Everything runs great on my PC but when deployed on mobile hardware there's a noticeable delay over time even when running at a locked frame rate.

hardy flume
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@gilded eagle thanks I'll try it out

plush yew
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@grim ore Still up?

grim ore
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nope I am playing FFXIV so I am definitely not up

plush yew
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๐Ÿ˜‚

grim ore
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and trying to talk a noob thru a new 3d printer setup over hangouts soo.... I will never be going to bed tonight

plush yew
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Shh, your'e sleeping

normal burrow
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let him enjoy his game ๐Ÿ˜„

plush yew
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I gotta go, almost finished helping allen, there is some minor issue I think he has forgotten to check some movemnt settings in his character, his ai' navmesh upadtes to teg target but character stads till, I have plenty of images guiding him an explaingin, if you have time that is, otehrwise, does anyone else have 10 mins to spare to help allens figure teh last part out

grim ore
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apparently I forgot to eat dinner as well so I guess I am not doing that either lol

plush yew
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Me too, I'm drinking proetin shakes instead haha

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protein*

grim ore
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I can try checking in, he seems sorta stuck lol

normal burrow
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water

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drink water

plush yew
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Yeah I spent some time teaching him teh basics of how teh BT works and how to set eberything up so he came a long way for first day, I have learned that many tutorials don't explain well so I thought just explain it all as well as possible without adding too much for his first basic Ai

faint ingot
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Is it worth cheaper to use Distance fields for my ambient occlusion rather than the normal SSAO?

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I'm using fully dynamic lighting

plush yew
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@plush yew 2tb for what,unreal engine projects?

karmic basalt
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Anyone knows why I can't pull up the AI Debugger in 4.22?

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I change the key, nothing. I enable it in Project Settings, nothing.

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Can't get it to show.

karmic basalt
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Anyone successfully used the debugger?

meager tinsel
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Any know how to save BP logs out to a file? I've tried using -log LOG=filename.txt to no success

still moth
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hey, i have a question

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does field of view actually change the angle of images you pick up, or does it basically just compress what is on screen?

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like will a high field of view show you more angled to the left and right, or just a wider straight forward shot

sonic ruin
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May anyone help me on how I can create a tessellated plane for UE4? In 3DS Max or blender?

oblique sorrel
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I'm looking for a tutorial about making an AI for a racing game. Anything comes to mind?

proper crane
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This out of date? It doesn't really seem to work

grim ore
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It looks current and nothing in there seems to be broken

proper crane
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Would it be necessary to use third person example for it? Cuz it's not working for my blueprint

grim ore
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no it's not needed to use the third person example for it, you just adjust things as needed like casts

proper crane
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casts?

grim ore
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Cast to First Person Character, Cast to Third Person Character, Cast to My Blueprint, etc.

proper crane
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It never really asked for that

grim ore
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I never said it did

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There is nothing really special in this one beyond making the movement make stops instead of always following

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by special I mean nothing out of the ordinary, the code in that video should work fine in any template on any setup using behavior trees

proper crane
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I've tried it

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I'm not sure if anything's necessary in the blueprint's event graph, but he didn't really change anything there and it's only player input stuff

autumn elbow
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Ello Elloo... Is there a shortcut to show and hide the Content Browser???

grim ore
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all the video does is change the simple follow player code into move to players location every so often so it looks like you are following them

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if it doesnt work then it's something in your code

proper crane
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I've looked through a few times, I can't really find the issue

grim ore
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Do you know how tasks services and decorators work and what they are for in a behavior tree? Can you debug your existing tree to see why it's not working?

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If the answer is no to these then you need to go back to the basic documentation and learn the basics. Behavior trees are not a zero level concept

hasty bough
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anyone know if the new RTX's with NVlink will work in unreal engine supporting both cards?

grim ore
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You want to make a more advanced ai,. Simply copying stuff from the internet to piece it together is going to end up like this with non working stuff randomly stuffed in places.

proper crane
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probably much like a turducken

autumn elbow
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Shortcut for Content Browser, anyone? ๐Ÿ˜ƒ

grim ore
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If there was it would be under shortcuts in the editor preferences

proper crane
#

Well, now I'm at a loss. The documentation tells Me to do exactly as I've already been instructed to do

autumn elbow
#

@grim ore sweet! Thanks!

#

ctrl + shift + f

grim ore
#

Nice

autumn elbow
#

How do I get an Interface to show up when inherited ?

hasty bough
#

@grim ore thank you for that. kinda sucks instant double perofrmance potential and its not at the top of the list

grim ore
#

Well it's never double and it's possible for it to work in packaged products with some work. It's not really in epics hands they do support afr in the engine itself.

#

@autumn elbow show up where? In the functions list? If so only functions show up there, events have to be added like any other event.

autumn elbow
#

I'll make a little clip.. 1 sec

grim ore
#

And did you compile it after adding the interface.

autumn elbow
#

yup i compiled

#

It says inherited, but the Grab event isn't in the node list

grim ore
#

Ohh.. huh. I dunno if it will work if it's not in the parent, I never tried it

#

That's a really good issue there lol

autumn elbow
#

๐Ÿ˜„

#

Lemme restart the engine.. 4.22 seems to need alot of restarting.. in my experience

grim ore
#

It obviously knows it's supposed to be there because there's a whole section for inherited interfaces LOL

autumn elbow
#

Yea

grim ore
#

Now I'm curious if a function blueprint interface where it shows up in the list on the left would show up in the child class

#

There is the check box to show inherited items. I'm not at the PC so I can't even try and the internet has apparently never had this issue lol

autumn elbow
#

restarting didnt help

#

you know what... I'm an idiot LOL

#

I'm in the Construction Script, Not the Event Graph

#

LOL

#

somehow the tabs swapped places

#

Now it shows up.

grim ore
#

Ok that's funny

#

And answer the other question inherited functions won't show up. I found an answer hub post from 2016 asking for it and then an answer dated 2019 saying it's still not implemented LOL

autumn elbow
#

so if there is a function in the parent class, it won't be in the child? Thats odd

#

lemme try

grim ore
#

In the list on the left

#

There is a toggle for show inherited variables but none for inherited functions apparently.

autumn elbow
#

it shows up

grim ore
#

Man the internet lied to me lol

autumn elbow
#

first time for everything

plush yew
#

I have this working vehicle system

#

and out of no ware this error appered

autumn elbow
plush yew
#

when ever i walk up to the car i see the press e widget pop up and i press e and my charcter pawn disapers and i turn into a invisible character and i get that errror for some reason i cant enter the car like normal

autumn elbow
#

None mean whatever you passed in to whatever function was Null. Make sure what you're passing in exists at that moment.

#

Before fiddling with anything, try a engine restart.

plush yew
#

on new discord out me again

#

yeha i have tried that

autumn elbow
#

Check your BP_IMV... or just before it. Make sure things are Valid

#

If you don't already, Add some isValid checks.

#

and Print on isValid Fail pin.

plush yew
#

ok

autumn elbow
#

It's good practice to add isValid when passing objects around. Bullshit always happens LoL

plush yew
#

XD roger will do that

grim ore
#

@autumn elbow what I meant is the list on the left doesn't show that function in the child

autumn elbow
#

Oh i see

#

It doesn't show as a local function, but it shows as override

grim ore
#

Yep. Most people barely know override is there and just see the blank list

autumn elbow
#

gotcha

grim ore
#

And there's no simple show inherited functions option live variables. Super weird it never got put in

autumn elbow
#

i think if people understand inheritance, they will know its there. ๐Ÿ˜ƒ

#

but yea, would be nice if they made something like the Interface (inherited)

#

but then again... there could be hundreds of inherited functions. To populate them in the list will be very messy

grim ore
#

Well no more messy than the parent class in theory but yep I've seen some really full variable lists.

plush yew
#

Ok so i tried chaning get player pawn to get player controller

#

but still nothing i dont get how this isnt working somone please help

autumn elbow
#

you have a cast to node ... put a print on the failed and see if the cast failed is triggered

blissful trail
#

Creating makefile for Project1 (no existing makefile)

#

is that bad ?

autumn elbow
#

is there a way to convert scene component to primitive component

#

I would like to loop over the snap points and turn Generate Overlapping Event on

mossy nymph
#

if component is a PrimitiveComponent, but you only have a SceneComponent reference, a Cast would do

#

if its not, you're out of luck

autumn elbow
#

I had to manually make an array

timber glen
#

?

#

can't manage to find it, since i copying the steps shown here gives me nothing

autumn elbow
cloud cobalt
#

It's in the content examples project

autumn elbow
#

Ugh... i didn't know the sender and the receiver for overlap events had to be active for it to work ๐Ÿ˜

cloud cobalt
#

@timber glen Should be the "BlueprintRenderToTarget" example map in ContentExamples

autumn elbow
#

if i have a cube with Generate Overlap Events ON and another with it OFF... Then neither will Generate Overlap Events

#

Isn't that odd?

#

If both are ON then it will work. If one is OFF, neither runs

cloud cobalt
autumn elbow
#

@cloud cobalt Ahh... Nice! Thank you very much sir!

#

or madam

plush yew
#

โ—๏ธMy grass disappears on a distance. Can anyone help me with this. Cull distance in the instance setting doesn't work โ—๏ธ

astral marsh
#

so i've made a object so if i go near it my player camera starts shaking very weirdly can anyone pls help?

wary wave
#

you're going to need to be more specific

astral marsh
#

lemme send up a gif

wary wave
#

alrighty

sudden agate
#

thats collision

#

your pawn collides with the object

astral marsh
#

ya okay but i dont want it to shake atleast step up against it

sudden agate
#

disable collision

#

disable collision between pawn and the object

astral marsh
#

but won't it make it overlap through it?

sudden agate
#

yes

astral marsh
#

i dont want it to overlap

sudden agate
#

you can make the collision bigger so your pawn can walk on it properly

#

which is retarded but its your game

astral marsh
sudden agate
#

make one

astral marsh
#

then?

wary wave
#

I have an oddity with Box Collision

#

it seems that if you set the extent, and then set the relative location, the location isn't updated as I would expect?

#

the origin of the box does seem to shift

#

but the box itself stays exactly where it was

#

is this expected behaviour?

frank iron
#

Could anyone help me on fixing timers? It gets stuck when it reaches halfway. All the code checks out. I'm confused

wary wave
#

timers don't get stuck

#

but if you have faulty code, you need to show it

#

otherwise all anyone can do is speculate

strong fossil
#

hey guys im having a issue i have tried most of the tutorials i could find but i got a destructible mesh and when i shoot it with my projectile it doesn't break it but when i walk into it its fine it breaks

frank iron
wary wave
#

you're doing nothing to prevent SetTimer being called multiple times before it has completed

#

that's probably your problem

strong fossil
#

found the issue

frank iron
#

@wary wave what do you mean?

wary wave
#

you're not doing anything to stop another overlap event trigger the timer again

#

if you call set timer again before it finishes, it will reset

regal mulch
#

Yop, use the returnValue of the SetTimer node

#

Save it to a variable

#

And check with that if the Timer is already active

#

If yes, don't start it

frank iron
#

@wary wave is that why it gets stuck after ticking half way? Cause when I first pick it up it ticks to 4 and gets stuck

blissful trail
#

is it possible to create an account system in ue4

cloud cobalt
#

You need more than UE4

#

Accounts need servers

blissful trail
#

yeah im assuming a sql database would work fine ?

cloud cobalt
#

You'd need a server somewhere that has a database and takes client requests etc

#

Also people hate accounts tbh

#

You'd better try to use account functionality of the platform

radiant haven
#

How to make a mesh bright without using any spot lights or smth and no textures

cloud cobalt
#

Emissive

sudden agate
#

make the material unlit

empty condor
#

Is there any information anywhere on the best way to build UE4 from source? I'm building according to the instructions on the repo and it's taking forever when I build from scratch.

cloud cobalt
#

Compiling about a few dozen million lines of C++ is slow, news at 11 ๐Ÿ˜ƒ

empty condor
#

I was watching an AwesomeAllar stream yesterday and he was saying he can compile it in 15 minutes. I guess I assumed he meant "from scratch"

#

takes me 90 minutes and I have 32 hardware CPU threads and 192GB of RAM

cloud cobalt
#

15 minutes is unlikely

#

On a fast SSD with a fast CPU, it should be about 40min IIRC

manic pawn
#

I'm expecting 15 minute or less build time with the new 3900x when it finally arrives

cloud cobalt
#

Also depends a lot on the target build

empty condor
#

yeah Allar had a threadripper I think.

cloud cobalt
#

Debug vs release, editor vs game

#

a shipping game build is probably way quicker

empty condor
#

I'm doing Development Editor

cloud cobalt
#

Editor has quite a lot more stuff

#

Like, well, all of the UI and tools

empty condor
#

Once I finally get the licensee stuff sorted out I'll need to be building from source because I keep finding a ton of bugs in Datasmith

#

contracts & lawyers and stuff takes forever

#

I don't work on games, but enterprise apps with Unreal

manic pawn
#

yeah 15 mins for the editor

empty condor
#

15 minutes.... that seems impossible to me at this moment

manic pawn
#

packaged game is usually somewhere at 5 minutes

empty condor
#

so I'm on an SSD, with dual 8-core 16-thread Xeon CPUs, 192GB of RAM and it takes me 90 minutes. What am I doing wrong?

#

either my CPUs are just THAT BAD at compiling or there's something wrong.

#

IDK which

cloud cobalt
#

Xeons aren't great yeah

#

RAM size is irrelevant, a tenth would be enough

#

Latest Visual is also a bit faster

empty condor
#

I am pretty sure the hardware we buy isn't available with i7 CPUs at all - only Xeon, at least the desktop hardware. And of course being a corporation we're not allowed to customize the PCs at all with aftermarket parts, even if they are from the appropriate hardware vendor.

blissful trail
wary wave
#

I'm sat on a stock i7 and my compile times aren't much more than 20 minutes

#

aren't you folks using incredibuild or anything?

dim plover
#

I'm on a i5 6600k at 3.6Ghz, and I'm at ~45 minutes. You guys' times are unbelievable. ๐Ÿ˜ฆ

wary wave
#

if you have it set up properly with the correct license you can use all your cores + distributed compiling

#

locally here we were getting 30+ cores on compile

empty condor
#

I don't think I have an incredibuild license. I might, though.

#

I have 32 hardware threads on this PC, and the compile should be using those, I'm assuming.

#

I'll have to check that

#

it's not installed, and I don't have a license anyway. MSBuild is capable of using multiple cores, and I've been assuming that this has been turned on. I'll check that in a minute.

cloud cobalt
#

UE4 doesn't use msbuild

#

AFAIK

empty condor
#

MSBuild is what Visual Studio uses, I think.

#

you can use it outside of visual studio as well. it understands .sln files, I know that.

cloud cobalt
#

Yes, but I'm pretyt sure UE4 specifically doesn't use it

#

It uses UBT instead, which then goes on to call the MSVC compiler instances directly

#

Unless I'm mistaken

#

For instance, the core count available to compiling is available in a UBT setting

civic marsh
#

bonjour ya t'il un staff franรงais ?

empty condor
#

UBT builds the sln file. I can see the UE4 c++ project uses Engine\Build\BatchFiles\Build.bat to compile, and that definitely uses msbuild.

#

oops I'm wrong.

#

one sec while I dig through this

regal mulch
#

@civic marsh Please stick to English on the Server (:

civic marsh
#

okay :p

serene birch
#

debug apps tend to have a LOT of symbols that take very long to pack in a PDB file

civic marsh
#

hello are you a staff who speaks french?

serene birch
#

production release apps tend to do link time optimization that just is slow and eats RAM like mad ๐Ÿ˜›

regal mulch
#

@civic marsh No, I'm from Germany and I'm not sure if we have staff that is from France.
Why are you asking?

ruby robin
#

Guys, does anybody know, how to set replay spectator class?

#

If I set it in gamemode, it works in editor, but not in build

empty condor
#

OK, MSBuild spawns UnrealBuildTool.exe and msbuild ue4.sln /p:configuration="Development Editor" /p:platform=Win64 /m runs a parallel build, so presumably it can spawn UnrealBuildTool in parallel to speed this up. When it's done I'll know if it went any faster.

civic marsh
#

I have a problem with my unreal engine here is a screen

cloud cobalt
#

Looks like a rendering crash, make sure your video drivers are up to date

civic marsh
#

how do we look at his

cloud cobalt
#

Get on your GPU vendor's website and download the drivers, I guess

civic marsh
#

ok thanks i would look at his ta their

blissful trail
#

does anyone have experience with the varest plugin ?

young stratus
#

Yo

empty condor
#

Rockman, what's up

young stratus
#

Landscape disappeared

#

Tried LOD settings, restarting etc nothing helps

#

Anyone please?

torpid compass
#

reimport the texure

lusty carbon
#

Hello

#

Is there a way to include debug lines in the packaged game? (by default shipping mode excludes all debugging stuff)

cloud cobalt
#

Obvious question is, are you sure you want this ? The performance is horrible, it looks horrible, it's purely a developer tool

lusty carbon
#

I only have that VR widget interaction debug line that I need

#

Is it that bad?

cloud cobalt
#

If it's in the game it really really should be anything but a debug line

#

Like I said, it looks and performs like shit

lusty carbon
#

Do you know how I can substitute it with a mesh?

#

I'll have to create all its logic and stuff from scratch

cloud cobalt
#

Depends on what you need exactly, could be a mesh, spline, or HUD

#

HUD class has a "draw line" too

#

Though it's a 2D overlay

lusty carbon
#

I want it a mesh

young stratus
#

@torpid compass thanks mate

torpid compass
#

np

cloud cobalt
#

@lusty carbon Make a dumb cylinder with 8 faces and a solid color material, with origin at one end, set its location at the start of the debug line, set rotation using the (end - start) direction, set scale as (end - start) length / lengths of mesh

#

And you're done

lusty carbon
#

What about attaching it to my motion controller to follow its orientation?

cloud cobalt
#

Whatever you are doing right now with debug line can be easily done with a mesh

lusty carbon
#

alright thanks

plush yew
regal mulch
#

@lusty carbon Easiest way is to make a mesh, yes. For example a simple Cylinder that is oriented to X when exporting

#

And then making sure it's exactly 100 units or so long

#

Then you can easily math out the scale. You trace from the controller where the mesh is forward and when you hit you check how long the distance between start and hit is.

#

e.g. 1400 Units. If your mesh is 100 units long, you could now see that would be 14* the scale on X.
And the math behind that would be "Distance / 100".

#

then place a simple sphere mesh a small one where the hit occured and you would have a pointer for your vr controller

plush yew
#

can i fix input lag when i using vsync? when i cap fps to monitor frequency, i have no input lag

civic marsh
#

@regal mulch

regal mulch
#

Yes?

civic marsh
#

Help me pliz

#

My unreal engine crash

cloud cobalt
#

Did you update the video drivers

old nacelle
#

anyone wanna team up for a hobby project?

#

I am a prorgammer, but bad at level design etc.

civic marsh
#

I do not know how to do

#

@cloud cobalt

#

I am French and have trouble speaking English sorry

wary wave
#

derived data cache has hit 250GB

#

send thoughts and prayers

cloud cobalt
#

@old nacelle #looking-for-talent , but generally you won't recruit here - create your project, get to the point there's something to show, show it on social media / UE forums

#

@civic marsh If you can't install video drivers for your machine you'll have a hard time developing UE games :/

civic marsh
#

@cloud cobalt

#

but i do not know how to comment download i did not try

gleaming narwhal
regal mulch
#

Oh no.

lusty carbon
#

Can anyone explain this master - HEAD thing? (SourceTree) right now I'm working on the version that says HEAD in pink. I have modified it and want to commit a new version of it without breaking shit up. thanks!

regal mulch
#

@gleaming narwhal Shared it.

rapid geode
#

where's the July marketplace free stuff?

thorn vector
#

they already out @rapid geode

rapid geode
thorn vector
#

idk

cloud cobalt
#

@lusty carbon Head = current commit

#

master = latest commit for a branch

#

You should stash, checkout master, and apply the stash.

#

Sourcetree should have warned you about "detached HEAD state" before you had this state

lusty carbon
#

So, what happens if I commit these staged files?

#

(I haven't yet)

regal mulch
#

๐Ÿ’ฅ (no idea, just joking)

lusty carbon
#

lol

regal mulch
rapid geode
cloud cobalt
#

@lusty carbon You would be committing outside of a branch

#

Since you aren't on any

#

You won't be able to push the commit

#

And moving to master will render your new commit invisible

regal mulch
#

@rapid geode We might have not seen it, not sure if it's too late, I'll forward it

lusty carbon
#

Can't I override HEAD with this?

#

I'ts basically my HEAD commit with added stuff

cloud cobalt
#

It's a simple problem - you are not on a branch.

rapid geode
#

ok thx

cloud cobalt
#

You need to be on a branch, on Git

#

Always

lusty carbon
#

IDK what that even means

cloud cobalt
#

Branches are basically family names

#

They're names on top of a family tree

lusty carbon
cloud cobalt
#

Stop and let me explain

#

You have a few options :

  • save your changes, checkout the branch, and apply the saved changes
  • create a new branch, commit your changes, switch to master, merge your new branch into master
  • create a new branch, commit your changes, rebase it on top of master, switch to master, merge the new branch into master
#

The entire point is that you need to be on a branch

fervent compass
#

Hi

cloud cobalt
#

Right now, you are on a detached commit that is not the latest commit of any branch

fervent compass
#

Impossible to run unreal smoothly in a 3 gb ram pc?

cloud cobalt
#

@lusty carbon So the simplest way is to stash like you're doing - just set a stash name and confirm - which will save remove all your local changes, allowing you to actually go to a branch.

lusty carbon
#

Stranger, It's all nice and clear when you say it, but I can't translate that knowledge into practice. I am also too scared to touch anything after last time.

cloud cobalt
#

You can then apply the stash to get your changes back

lusty carbon
#

to stash the files, do they need to be staged or not?

regal mulch
#

The second option sounds fairly straight forward to me, given you have teh "Branch" button at the top etc.

cloud cobalt
#

@lusty carbon They don't

#

Stash means "discard every single change from the computer and save them"

#

Meaning, you will actually destroy your changes

#

Except they'll be saved, and you'll be able to re-apply them after you have moved to a branch

#

Since you have frequent issues here I very highly recommend a Git tutorial because Git is largely the most powerful tool of its kind, and you have to learn its ways

lusty carbon
#

yeah I'll definitely learn more about it

#

So say I stashed the files, now what?

cloud cobalt
#

Checkout master, apply the stash, resolve potential conflicts

#

If you modified the same files in the commit you don't currently have and in your local changes, you'll have to decide what to keep

#

aka "you're fucked" - which is why Git specifically hates what you did here

#

(and warned you about it)

lusty carbon
#

did what?

cloud cobalt
#

You checked out a commit outside of a branch

#

Sourcetree specifically warns you about it

lusty carbon
#

okay I stashed the files, checked out master

#

Now the HEAD is gone..

cloud cobalt
#

That's normal

old nacelle
#

@lusty carbon just go through a tutorial

lusty carbon
cloud cobalt
#

Now just find your stash in the UI and apply it

#

Left pane, stashes

#

And if you don't have any conflict you can commit and be done with it

old nacelle
#

Do you push assets into the repo as well?

lusty carbon
#

get this error

old nacelle
#

Could lead to problems with big files btw.

lusty carbon
#

aaaaand my files are a mess again.

cloud cobalt
#

Yes, you have conflicts

lusty carbon
cloud cobalt
#

You modified the same files on the branch, and in your local state

#

So now your best bet is to remove the conflicting changes (discard them) and re-create them

lusty carbon
#

re create them as in what?

#

It's a whole map

#

two

cloud cobalt
#

Re-create the changes you did to the map, yes

#

This isn't a recoverable situation

old nacelle
#

just don't push binary files into the repo, just the code and stuff you can easily merge (if you are working alone, don't know how big studios do it).

cloud cobalt
#

Do push the binaries

old nacelle
#

there is a size limit

lusty carbon
#

Stranger can you walk me through this?

old nacelle
#

not a good idea

cloud cobalt
#

There isn't

#

Just don't do changes on them on parallel branches

old nacelle
#

there is with big files

cloud cobalt
#

Git does not have a size limit

#

Your current Git hosting service might

#

@lusty carbon I can't really tell you more than discard the changes on conflicting files

#

You have to pick which version you want now

#

Right click and pick "resolve using theirs"

old nacelle
#

yes

#

for example in bitbucket it's 1 GB soft and 2 GB hard

cloud cobalt
#

That's not a Git problem, that's a Bitbucket problem, don't use that

#

"not pushing binaries" is a stupid idea

old nacelle
#

which means if you push a couple of maps and textures you are going to hit the limit sooner than necessary.

lusty carbon
#

@cloud cobalt can I revert it all?

#

I'm stuck here now

cloud cobalt
#

@lusty carbon You have two parallel realities now and you have to pick one

old nacelle
#

but if he uses sourcetree, I bet he uses bitbucket too

lusty carbon
#

I want my latest one

#

before I stashed the goddamn files

cloud cobalt
#

@old nacelle These things are completely, horribly unrelated

old nacelle
#

no

cloud cobalt
#

Yes, they are

#

I used Sourcetree with GitHub and Gitlab, for example, before moving to something else

lusty carbon
#

Jesus DaOnlyOwner please let me finish this and then come back and prove your point

#

I need the man's help

cloud cobalt
#

@lusty carbon Okay, so this is even easier

#

Did your local state before the stash work ?

old nacelle
#

okay @lusty carbon

cloud cobalt
#

Was it okay ?

lusty carbon
#

yes

cloud cobalt
#

You're going to need losing one of your states here, either that one, or the one called "FPS version"

#

Sure you want to lose the FPS one ?

serene birch
#

We have expanded and improved Blueprint Diffing!

maybe we'll have Map diffing in 2050 too ๐Ÿ˜ƒ

lusty carbon
#

Yes I can lose FPS one

serene birch
#

in the mean time, don't fork work on binary assets

cloud cobalt
#

Okay, so let's do, the opposite operation

#

Do you still have your stash ?

lusty carbon
#

yes

cloud cobalt
#

Now we're going to reset master to the commit that your work was initially based on

lusty carbon
#

ok

cloud cobalt
#

The one that has 467xxx as a hash

#

Should be the one just before the current "FPS" thing

#

Is that right ?

lusty carbon
#

no

#

umm yes

#

It's the one that was the HEAD before

#

Now It's just there

cloud cobalt
#

So right click hit, pick "reset, hard"

#

Make sure you have no local change, and apply your stash again

#

this is a destructive operation

#

"reset hard" basically wipes the tree after that commit

lusty carbon
#

there is no reset hard

cloud cobalt
#

Reset

#

hard

#

will be a menu

lusty carbon
#

done

cloud cobalt
#

What does it look like now

lusty carbon
cloud cobalt
#

Now apply your stash and commit

#

And you're done

#

You've also obliterated your "FPS" commit, as you can see

hoary silo
#

does anyone know how to use the new Chaos Destruction system?

cloud cobalt
#

It's been available for minutes ๐Ÿ˜„

hoary silo
#

I know

cloud cobalt
#

So probably not many people

hoary silo
#

true

serene birch
#

To enable and use the Chaos Solver, you'll have to download and compile 4.23 Preview from Github.

lusty carbon
#

@cloud cobalt Thanks a bunch!

#

I'll try not to bother you with my poor git issues any more.

#

You've been very helpful

#

@old nacelle You can come back and argue now.

old nacelle
#

@lusty carbon ah well, just wanna ask you, do you use github, bitbucket or something else?

lusty carbon
#

git with sourcetree

#

but on the most noobiest level

#

can't problem solve shit

old nacelle
#

so only git and no remote ?

lusty carbon
#

sorry?

#

just a local repo

old nacelle
#

Ah

#

then there is nothing wrong with storing large files

lusty carbon
#

yup.

#

case closed

#

im out bye

cloud cobalt
#

Np

hoary silo
#

The engine just crashes when you select "fracture"

#

so it is very unstable

errant ice
#

UE 4.23 preview 1 Virtual Texturing !! It's happening

hoary silo
#

What's virtual texturing?

grim ore
#

if you are using the launcher version you can't fracture stuff, it says so in the notes. That fix was not put into the launcher version for preview 1

hoary silo
#

ah i see

#

where do you get the non-launcher version?

grim ore
young stratus
grave nebula
#

Virtual texturing is amazing. Suddenly, all your textures turn from real, physical ones, to virtual and you can fire those pesky texture artists and forget about em. Looking forward to virtual modelling and virtual animation.

hoary silo
#

ah i see

young stratus
#

Im only trying to paint cracks over asphalt and it destroys the mesh

#

Im starting to hate

#

this thing

#

Nothing unusual here right?

grim ore
#

you are using displacement

young stratus
#

No

#

Wrong guess mate

#

Even it was I need it

#

If*

#

I tried almost every option trust me

grim ore
#

then if you were does the mesh you are painting on have enough triangulation to support that

young stratus
#

Not sure what you mean exactly, its a landscape vertex based painting isnt it? it doesn rely on the amount of vertices to see the texture right?

#

Its the alpha that destroys everything

#

here, no DP

#

the same thing

#

perhaps its a limitation to direct painting

sudden agate
#

there is a texture sampler limit. you need to make the landscape textures use a shared sampler if you want to use more textures

young stratus
#

Except that I can still paint the same material on the other landscape components you see

#

What heck is going really

#

on*

plush yew
#

8 Materials max unless you set shared samples as @sudden agate said

young stratus
#

I dont even have that much

#

I only got 4

plush yew
#

It can be issues on less, I think per tile it's less then 8 materials max if not using shared, don't wuote me on the exact number of materials per tile I haven't painted a landscape since early 2018

#

so I might be outdatred with my info

#

4 materials might be the max amount per tile then, maybe

young stratus
#

Google doesnt show much info on "shared" materials

plush yew
#

Let me find a docs link for you

gentle moth
#

I came back to my projexct, first time from few months and my nav mesh doesnt work

#

I have navMesh bounds volume but AI can't move

plush yew
#

Ok in play press apostrophe

serene birch
#

Virtual Textures are enabled by default in 4.23

plush yew
#

@gentle moth

#

' this button

gentle moth
#

yeah i know

plush yew
#

you will get an overlay to the screen

#

aha

#

okok

gentle moth
#

and after pressing 0 navmesh didnt show

plush yew
#

Hmm, what is not working, maybe brokjen connections?

gentle moth
#

I can't even see the navmesh

plush yew
#

Did you activate teh nvmeshvisibility option in the AI debugger*, when I press ' I get teh overlay anv option 0 (navmesh visibility) is turned off some times for me and I need to press 0 to show

astral marsh
#

does anyone know why my screen shakes in middle

#

it shakes randomly

gentle moth
#

even with enabled navmesh using 0 key i can't see it

plush yew
#

Hmm ok, maybe something has broken

sudden agate
#

@young stratus unreal compiles different materials depending on how many layers you paint onto a component

plush yew
#

have you tried just deleting and replacing the navmesh bounds volume?

sudden agate
#

if you paint 32 layers onto a component, it will compile a material variant with 32 layers. if you only paint 8, it will compile a variant with only 8

young stratus
#

@plush yew Didn fix it((

gentle moth
#

I tried it

#

it didnt solved the problem

young stratus
#

@sudden agate in other words?

sudden agate
#

use shared samplers

young stratus
#

Just did

#

Nothing happened

gentle moth
#

@plush yew Any other idea?

sudden agate
#

Are you on mobile? @young stratus

gentle moth
#

I also searched in google but I can't see anyone having problem like that

young stratus
#

@sudden agate PC

astral marsh
plush yew
#

@gentle moth So you mean the navmesh isn't building or isn't showing?

gentle moth
#

I can't see it and it's not working

grim ore
#

@astral marsh no one responded to you the first time because I don't even think we can guess. We have no idea how your game is set up, no idea how your inputs work, no idea what it should look like compared to what it should not look like. Do you mean the little glitch near the end where it;s not smooth?

plush yew
#

Show your controller Or your animBP for more assitance I would say, you don't have to but is gonna be hard to help you otherwise

astral marsh
#

anyone free so i can screenshare?

young stratus
#

Okey now its actually did something,, but does this affect performance too much? or limits your creativity in some way?

#

Whats the difference between Wrap and Clamp?

plush yew
#

Not really, but I would say the issue is either in your controller regarding rotation or in the animbp

astral marsh
#

i have normal

#

from first person template\

plush yew
#

No changes to it?

astral marsh
#

nope

grim ore
#

well I can guarantee you that is not the first person template lol, it does not have sprint

astral marsh
#

i implemented my own sprint

plush yew
#

Ok well you've changed it then, added to it, do you blend states in the animBP? maybe the issue is there

astral marsh
#

yeah i blend some stuff

plush yew
#

So what sets the blendweight?

#

Blendweight should be the issue imo

astral marsh
plush yew
#

A button press?

#

wait

astral marsh
#

i mean i move randomly in map and all of sudden screen starts shaking and then stops and after few seconds it again shakes

#

i just dont want it to happen when i package this

grim ore
#

does it start shaking if you are doing nothing. just standing around for 5 minutes

astral marsh
#

lemme try

merry gazelle
#

clicking the camera previews the camera but not if I switch to the shot camera icon

plush yew
#

THe issue is cause by rotation in the gif it seemed like, how are you calculating this rotation?

#

@astral marsh

astral marsh
#

nothing happens when i stand

plush yew
#

@astral marsh

astral marsh
plush yew
#

This must be the issue, trying to visualize the problem in practice

young stratus
#

@plush yew Thanks dude, but is this how its done or is it more like a workaround?

plush yew
#

@young stratus It's not a workaroudn, they added it in aroudn 4.7? I don't remember but they added ti becasue people had this issue all the time back then

young stratus
#

@plush yew ah really, okey thanks again

astral marsh
#

these were the shakes i was talking bout

grim ore
#

I would assume that is gimbal locking and the end results due to your rotation math going wonky

urban meadow
#

is there a 4.22.4 update? have an update button but it doesn't work. and launcher is super laggy, seems borked

grim ore
#

@urban meadow do you have any plugins that need updating?

plush yew
#

extreme angles, ok I gotta ask when you are setting the rotation around the x axis to 360 when the rotation around the y axis is over 270?

urban meadow
#

@grim ore not that i can see, what's the easiest way to tell?

astral marsh
#

I didn't get you?

grim ore
#

Under the launcher version does it show plugins with an !

astral marsh
#

@plush yew

urban meadow
#

oh yes, one update

grim ore
#

you are rotating the X while checking the Y is his question

#

well setting the X rotation

astral marsh
#

X is 360 and Y is 270

#

so i should make y 360?

grim ore
#

I don't know. your code says tho get the rotation of the pawn, if the Y is over 270 then set the X on your rotation value to 360

#

which seems odd

#

any reason you have to set the rotation in your anim bp?

astral marsh
#

i tried to do it on original BP it didnt seem to work too good so i found like animbp was fixing this control rotation

urban meadow
#

thanks @grim ore thought epic learned how to count past x.x.3, was excited for a second. launcher still laggy as shit though, has been for a while though

grim ore
#

yeah the showing an update and it being a plugin is a weird "issue" that seems to catch a few people. The launcher being laggy is uh.... the launcher ๐Ÿ˜ฆ

astral marsh
#

also note that this rotation bug happens only when i "interact"

grim ore
#

#animation might be able to help more at this point as it seems tied to your animation setup

astral marsh
#

or when i click the key E

viral fractal
#

unreal

#

tell me the secret

#

how can i run this engine on my pc ?

#

waiting since 17min, its not open yet

cloud cobalt
#

That's normal on a new engine version

grim ore
#

@merry gazelle I dont know if you fixed it but the shots track is for adding in other sequences, you should have a camera cuts track which is what will play back for that sequence and lets you change cameras in that one sequence for example

viral fractal
#

i have 100% load on my cpu and gpu without anything open

#

da hell, this seems unreal to me

#

couldnt resist the joke

grim ore
#

what % is the engine at when loading?

viral fractal
#

dunno, doesnt show anything

grim ore
#

you are opening the launcher or the engine/editor?

viral fractal
#

engine

cloud cobalt
#

Just wait.

merry gazelle
#

Thanks it worked ๐Ÿ‘Œ

grim ore
#

it should show a splash screen

cloud cobalt
#

Not at every phase.

viral fractal
#

i waited 2h yesterday

#

this doesnt run

#

UE4 22.3

grim ore
#

what does task manager show is using your 100% cpu?

viral fractal
#

unreal editor

#

but its not open

grim ore
#

when you click on the editor and the little drop down to access more info below it, does it show anything else

#

like shader compiler

viral fractal
#

nothing

astral marsh
#

What's your PC Specs?

viral fractal
#

it worked 2 weeks ago, but the engien was super slow

#

AMD Threadripper 1950x, 64gb ddr4 3600ram, RTX 2080ti

astral marsh
#

Which OS?

viral fractal
#

Win 10 Pro 1809

astral marsh
#

I think its trying to use your internal graphics instead of RTX 2080ti

viral fractal
#

that cpu has no internal gpu

astral marsh
#

weird

#

because i have 8gb ram here and engine loads superfast

next cloak
#

sup, my fellow 8gig mem warrior

viral fractal
#

i even reinstalled the engine yesterday

next cloak
#

just had a bluescreen after changing in editor graphics settings 40sec ago ๐Ÿ˜„

viral fractal
#

still nothing

next cloak
#

need to download more ram

plush yew
#

@viral fractal Opening a project and it's freezing at the load window?

viral fractal
#

no window is opening at all

#

does absolutely nothing except making my cpu glow

plush yew
#

Not even teh loading screen whereyou see how much has been loaded? Hmm do you get the unreal icon onyour toolbar, sometime it's invisible for me until I click the icon and the loadwindow just shows up

viral fractal
#

nothing

grim ore
#

this is when you click Launch from the editor correct?

viral fractal
#

also if i open it directly

grim ore
#

have you tried downloading a sample project and loading that directly

viral fractal
#

yes

grim ore
#

well that's a bummer. If there is no long and nothing showing up, nuke windows!

plush yew
#

Norton AV blocked my shaders form loading, causing issues when trying to start up, I've heard the same with Avast and AVG

viral fractal
#

no AV installed

lunar palm
#

So after using the Landscape Editor, whenever I move the location of an object, it increases by 1000 instead of 100. For example, if you moved an object to the left or right and the Z Axis turned from 400 to 500, it would be from 400 to 1400. How can I fix this?

plush yew
#

do you have more the none enigne version installed, other version work fine? @viral fractal

#

@lunar palm Have you set the grid options to 1000 units? and lock to grid?

grim ore
#

well that's a nice small change in .23, the level selector in the viewport is now hidden in maps that only have 1 level. Kudos for that change ๐Ÿ˜ƒ

viral fractal
lunar palm
#

How can I do that? @plush yew

visual belfry
#

awesome \o/ I was having issues with that overlapping the HDR visualization graph

viral fractal
#

cant spot the UE here

grim ore
#

The UE is right in the middle

viral fractal
#

yes, but not active

plush yew
#

maybe cryengine and can't both run at teh same time, maybe your cpu gets overworked?

viral fractal
#

cryengine uses 15%

#

and i also tried it with everything closed

plush yew
#

Hmm I can't think of anything other then my suggestion for now, maybe corrupt install of the engine version

viral fractal
#

after 2 reinstalls ?

plush yew
#

maybe not then, but lets presume you have some process casuing issues with writing some files to disk, then it could happen again

viral fractal
#

hmmm

#

what could that be ?

#

there is not much running except windows, discord, CE, deezer and drivers

#

and steam

lunar palm
#

Nvm got it

astral marsh
#

i recreated everything on the other project and i seem to have no shakes in that

#

only in the project which i sent gifs

primal prairie
#

whats the new engine version?

plush yew
#

@viral fractal I don't know, bug have you tried downlaoding a source version of the latest version and building the engine in VS instead of using the binary

#

I think 4.23.0 preview

#

@primal prairie

primal prairie
#

ah ok cool!

rotund scroll
#

nope

#

you can't do that

#

without formatting

#

formatting is literally changing from mbr to gpt

midnight bolt
#

Hello fellow Unrealers. I have 100 textures - how do I make 100 material instances out of them?

autumn elbow
#

@viral fractal uninstall everything (epic related), clear any registry items, delete any folders left behind. Restart your computer, update any drivers, update windows, then install UE v4.20. Also choose a different directory for install, and with admin prev.

#

@midnight bolt I assume you want to automate? Maybe look up the Python API for Unreal.

midnight bolt
#

@autumn elbow yes, i would like to automate it to a degree. let's say i create one Main_Material with diffuse, normal, specular, metallic parameter. Now I want to make instance of this main material of my textures

#

I can right click on textures and click create material, but not instance

grim ore
#

swapping in textures to instances... thats gonna be some work!

midnight bolt
#

does it really matter for the end result, if i use 100 materials vs 1 material and 99 instances, other than build time?

#

i want to make new material. so each texture would get new material instance, and i would work from there to add specular etc

grim ore
#

it should be less memory at the minimum as 100 materials with 100 shaders is more than 1 material with 1 shader

autumn elbow
#

Watch the UE Python Live Stream on YouTube.

maiden swift
#

Pretty excited to check out the 4.23 preview. ๐Ÿ˜„

autumn elbow
#

LoL...assuming your question is fastest way to create 100 materials and hook up all the textures

maiden swift
#

First stop: gonna check out what's new with utility blueprints.

midnight bolt
#

well 100 was just a number here. it's actually over 300 right now, and will be more in the future, i want to create a good workflow

autumn elbow
#

So.... is your question about Performance or Automation?

proper crane
#

"Check the documentation" The page doesn't have any links

midnight bolt
#

well, i want to do it right. so far i've been doing it all manually - making new material for each texture. i can do it manually, but the thing slowing me down was saving time... i could plug all textures in nodes in like 10 secs, but then it takes about 40 secs to save it

#

so instancing would be faster here. other than fast save time, i didnt really see any issues with having '100 materials'

grim ore
#

If the materials are the same layout but the textures/value you plug in change then 1 master materials set up to use small/tiny/basic textures and values then an instance for each variation would be optimal

rotund scroll
#

don't think all materials translate 1:1 between different packages

#

but yeah maybe for fbx alone