#ue4-general

1 messages · Page 490 of 1

cloud cobalt
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Smooth framerate is legit

brittle tundra
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is replication easier through BP or CPP? 😃

safe shoal
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Are we talking about chaos :D?

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Oh for PhysX yeah I think you can specify a way to handle the stepping of the physics system

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although can't remember off the top of my head

cloud cobalt
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@brittle tundra Doesn't really make a difference

brittle tundra
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replication in BP tend to become hard to read

cloud cobalt
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Though given how complex replication is, tbh, I'd rather use C++ if you already are good with the language

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Yeah

brittle tundra
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And I'm doing player replication on a planet

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with a fake gravity ahah

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I have no current documentation on C++ replication... and If I follow some tuto somewhere it never works 😃 deprecated stuff

cloud cobalt
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C++ rep hasn't changed in years tbh

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Mark property as replicated, add the lifetime function

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Maybe add an UFUNCTION event on rep

copper flicker
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any idea why a new collision type, by default set to block.. would not work as player?

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the player doens't die, but oges thru the ground, controls don't work..

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goes *

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all fine with any other type

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I think one of the main reasons my AI was slow.. was overlaps. I was using tags, not types

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so every AI would check every other AI, and ask it if it is Player

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2 collisions generating overlaps per AI

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  • 100+ AIs..
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so that's 200 collisions * 100 objects.. 20k overlaps?

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if all AIs are close enough

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I imagined overlaps would be nothing to compute

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if they don't trigger actual code

civic mantle
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there are some reasons that might screw up collisions. for my actual project is was me, setting collision more than once, and the event that should only trigger sometimes, triggered every time in the false branch ^^

or maybe the objects are just set to ignore each other, check the collision object type too, not only it's value (mb blocking elements simply ignore vehicles for example)

copper flicker
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I set it to block by default

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so everything in the world shoudl be blocking

civic mantle
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i always prefer custom, and then setting it to block all

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trust is good, control is better ;)

copper flicker
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yeah, I wanna have a custom type called Player....

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but it doesn't work for some obscure reason

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😄

dim plover
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I'm pretty sure that,
the root component has to block the object type if you want a child component to also block that object type.

civic mantle
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uh right, that thingie, i think the collision object actually needs to be root

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didn't quite understand that yet. resulted in some unexpected behaviours for me too in the past

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for example, i have an actor with a collision box (root) for the player, it just checks if the player hit the enemy or not, working fine af. got another collision sphere (not root), which i wanted to use for aggro range and stuff, and ... it did nothing ^^

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might be me tho, not fully understanding the UE collision system yet, but i think having it as root fixes some probs

copper flicker
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oh crap... let me see

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well, the player's capsule is Root

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and there is no other colision

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the actor itself doesn't collide

civic mantle
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ait, not that prob then, darn.

copper flicker
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and again, I set it to Vehicle or anything BUT Player... and it works

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what am I missing?

civic mantle
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just drop in a cube, check if the player collides with it, and then compare the settings of the cube to your objects

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mb you can figure it out, as said, collision could have some reason for it not to work. would just be guessing more from me now ^^

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and if it still doesnt work, be happy, you are in the process of learning something :P (errors, main source for learning stuff)

copper flicker
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yeah.. it's all fine for a simple cube

civic mantle
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hm, there is also the enable physics setting, usualy you do not move with physics, people tend to like that option tho. if it's enabled, some movement types wont work. but you shouldn't drop through the world due to that.

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simple solution would be just to add a cube with an invis material as collision blocker, but that's just a workaround, and you should find out what actually causes your prob now, or you will have it again sooner or later

copper flicker
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this doesn't make any sense tho.. there should be some obscure setting somewhere that bugs it maybe?

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but it's a super simple scenario

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make new colision type, set to block

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done

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if my player is type Player, and everything blocks type Player..

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oh wait, maybe it's some object in my world that blocks me O o

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AMEN!

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I had to update all the default collision settings

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presets

verbal carbon
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I have a material that lerps between 4 different textures. At the moment the setup is texture 1+2 go into lerp node A. texture 3+4 go into lerp node B. A+B go into lerp node C to determine whether 12+ should be displayed or 3+4. Is there a more efficient/cleaner way of setting this up? Like, a node that let's you plug in multiple textures?

dawn gull
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Sorry to interrupt but, would you guys recommend that I use gog or itch.io?

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For posting my game

cloud cobalt
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@dawn gull This is a bit like asking if you'd rather get a bike or a luxury car

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You don't 'post a game' on GOG, it's up to them to pick you

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itch.io & Steam are the only platforms where you can put whatever you want

dawn gull
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For steam you have to pay $100

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And it is complex

cloud cobalt
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It's $100, but you'll also get literally 500 more sales than Itch

dawn gull
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Mmmmmmmmm

cloud cobalt
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itch is fine really, it's free, you can set it to get 95% of revenue, it's great for betas etc

manic pawn
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I've never bought a game on itch and don't know anyone who has

cloud cobalt
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if you're going to sell the game, Steam is the only platform that matters

dawn gull
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It is 100% now

cloud cobalt
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Nope

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It's "100% of money after tax and bank fees"

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So it's 75% of the gross price

dawn gull
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Ah

cloud cobalt
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95% of net price

dawn gull
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Ok

cloud cobalt
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Steam is 70% of net price

dawn gull
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Oof

cloud cobalt
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(55% of gross)

dawn gull
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Eeeeeee

cloud cobalt
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But really I think I actually have 300 times more sales on Steam than itch.io

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Like, actual number

dawn gull
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Would a good idea be to try and get myy game "selected" on got then have a backup

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Because I can't do $ 100 for it yet Anne it is my first game

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And it's gonna be for alpha

cloud cobalt
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itch is fine for first games that (frankly put, no offense here) no one really wants to play anyway

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Steam's a good experience, and you'll need it for serious games that you want to see sales for

dawn gull
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Ok

cloud cobalt
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But realistically even on Steam, many games sell 5 copies

dawn gull
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Oof

cloud cobalt
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If you start seeing people buy your game you can "invest" in a Steam version

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Microtransactions don't really work on PC indie games

dawn gull
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Yeah that's what I thought

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What about pvzgw2

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In game purchases

cloud cobalt
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That's not an indie game

dawn gull
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Ohhhhhhh

civic mantle
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epic store should go "life" for indie devs this year too, or? just since you didn't mention it as plattform ;)

cloud cobalt
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And that game made some 25 million free copies, so yeah, with these numbers, microtransactions work

dawn gull
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Why don't they work on indie

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I wanna make it so you can buy different skins

cloud cobalt
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Because indies usually make less than 1000 copies, and less than 1% of free players buy anything ever

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Do the math

dawn gull
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Ok

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Can you guys give me some input on my game on what I need to do better

cloud cobalt
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People also never, ever, buy skins in single-player games, or multiplayer games that don't have a large playerbase - because then, they have no one to show the skin to

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That's not really a conversion rate really then

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My game has almost only paid users, higher conversion rate there !

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(the game's paid)

dawn gull
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What is the game called

cloud cobalt
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My point is, I've never heard of a free-to-play indie game doing well on PC

dawn gull
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My game is not going to be free to play

manic pawn
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robocraft maybe

dawn gull
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f

manic pawn
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it's free to play and doing well

dawn gull
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Transitioning to my pc

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Be back

cloud cobalt
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Yeah, that'd be one example

dawn gull
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ok

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back

cloud cobalt
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Anyway, the general idea for indies is a modest price point that is consistent with the size, quality and genre of the game

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If you're doing a game like Minecraft, other than the stupidity of that, you shouldn't sell it at a higher price than Minecraft

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If you're doing a mobile-style puzzle game for PC, you probably can't sell it at double-digit prices

manic pawn
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My First Card Game™ - $59.99

cloud cobalt
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TBH, pricing can be be quite creative and whatever works for you, works for you

civic mantle
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"15 bucks little man, put that shit, in ma hand!" worked for notch, decency.
but then, i guess none of us is notch ^^

dawn gull
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I was thinking $5.00...

civic mantle
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did it start that low? damn, remembering wrong then :)

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uh you. yea 5 bucks is legit

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tho there are cheaper games too, 5 bucks is something where people actually expect abit

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deliver it, and you are set ^^

dawn gull
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I have a much cheaper idea for the gaming idiots

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$4.99

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it makes people think it is cheaper

civic mantle
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or mark green ^^

dawn gull
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f

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They are gonna be "gaming idiots" if they buy my game

hollow ore
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Lol

frank iron
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When google asks if your app could unintentallionaly appeal to children under 13 what do you say?

plush yew
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Hi, is there a way to change the inventory widget without creating a new one? Like the player has 2 buttons on the inventory if he presses the second button it goes to a different invetory menu with different stuff.

naive cairn
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Hi everyone, is there a way to use Code:Blocks as an IDE with UE4 without needing to close and reopen editor every time we change a piece of code? I'm asking because I'm used to Code:Blocks for coding since I started learning coding years ago.

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If it's too complicated I will stick with VS but was wondering if it was possible

boreal topaz
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somewhat new to unreal, is this a good idea. I found some functionality in the market place (blueprints) I want to use in one of my projects. should I merge the two projects?

copper flicker
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backup first

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everything!

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😄

boreal topaz
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or just copy/paste the folders

copper flicker
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no idea.. I never merge properly, I just bring new content in..

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manually..

boreal topaz
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yeah I was just going to copy/paste the directories into my current project via file explorer

copper flicker
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so weird thing. Move to Location or Actor.. duplicated, is trouble

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no, don't do it via explorer if you can avoid it..

boreal topaz
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hmm okay.

copper flicker
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I do it via explorer sometimes.. but then I have to fix things

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anyway, I'm sure there are better ways

boreal topaz
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maybe ill trim the fat out of the one im transferring over then to avoid conflicts

copper flicker
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Move to Location or Actor.. duplicated creates errors. but not always.. so I don't get this. also, even weirder, I duplicated, disabled the previous, and enabled the duplicate.. whcih doesn't work

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like there cannot be 2 moves in the same flow

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I mean, I don't want that, I want a selector or branch

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oh wow... crazy times. I think it needed a delay first

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why??

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I feel like I'm doing stupid stuff when I use a delay of 0 sec

viral fractal
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i got the engine to work again !

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this feels so unreal

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i still cant resist

gilded osprey
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Hey guys we are trying to create a realtime renderer using unreal engine. In short we want to use unreal with a more simplified interface that only allows us to use it like a render engine.

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Such as Lumion, twinmotion etc

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with the focus on VR archviz generation

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is it possible? 🤔

rotund linden
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Bom dia. Algum BR?

cloud cobalt
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@gilded osprey Probably not a great idea

sudden agate
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thats a stupid idea

cloud cobalt
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I don't know about stupid, but the renderer isn't all that good by itself

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It's quite inflexible

radiant fable
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is there a room here to report a possible bug?

cloud cobalt
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No

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We're not the engine's developers here

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Use the bug report page

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This channel is for getting help on your problems, not reporting bugs

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(Also it's usually not a bug)

radiant fable
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ok thanks

copper flicker
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ha ha ... 'it's usually not a bug'. [Stranger 2019]

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I guess you're right, but a lot of bugs come from Unreal being dense and all over the place and not always intuitive or easy to use..

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it looks and feels like many engines in one

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like every window was designed by someone else, who was not communicating with the others

cloud cobalt
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I'm not claiming it's intuitive to use, just that it's usually not a bug

copper flicker
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true

honest rover
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Go to build lighting only
Can't build because of a map check error.
Error: Map needs lighting rebuilt.
🤔

cloud cobalt
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Does the log say anything ?

honest rover
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A whole lotta warnings but only one error.

cloud cobalt
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So what's the log ?

honest rover
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Everything?

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I have about 300 map check warnings, those aren't important right

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Only about overridden materials

cloud cobalt
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Just the end of the log after you pressed build

honest rover
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Oh right, one moment

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MapCheck: Map check complete: 1 Error(s), 313 Warning(s), took 166.97ms to complete.
LogSlate: FSceneViewport::OnFocusLost() reason 2
MapCheck: New page: Map Check
LogSlate: FSceneViewport::OnFocusLost() reason 2
LightingResults: New page: Lighting Build - Jul 12, 2019, 5:36:20 PM
LogSwarmInterface: [OpenConnection] Registering TCP channel ...
LogSwarmInterface: [OpenConnection] Connecting to agent ...
LogSwarmInterface: [TryOpenConnection] Testing the Agent
LogSwarmInterface: [TryOpenConnection] Opening Connection to Agent
LogSwarmInterface: [TryOpenConnection] Local Process ID is 16580
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogEditorBuildUtils: Build time 0:00
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed. Swarm failed to kick off.  Compile Unreal Lightmass.
DumpUnbuiltLightIteractions```
cloud cobalt
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"Swarm failed to kick off. Compile Unreal Lightmass."

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That's the real error here

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If you're running from source, compile Lightmass

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If not, check permissions etc

honest rover
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From source meaning from code editor? This is in the UE4 editor itself.

cloud cobalt
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From UE4 source code

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Github

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If you're using a launcher build, it's probably a permission issue

honest rover
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I checked my firewall and SwarmAgent.exe is already allowed there.

cloud cobalt
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And this really is a launcher build of the engine, right ?

honest rover
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Yes

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It really is 😄

cloud cobalt
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Well that's weird. What happens if you trey to run UnrealSwarp directly ?

honest rover
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You mean SwarmAgent.exe ?

cloud cobalt
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Yes

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Like in a command line or something.

honest rover
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I'm running Swarm Coordinator now.

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Even though there are three instances of Swarm Agents running 😅

cloud cobalt
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Did you get it to run before or is it the first time ?

honest rover
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I don't remember getting this many problems while trying to build lighting.

honest rover
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Oh this is very weird

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Apparently this project cloned itself, and now it is on version Other instead of 4.21

shy silo
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having an issue where when i hold right click in blueprint editor to pan it zooms and I cant drag pff nodes

viral fractal
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trying toset up a basic project since 4h

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3.9 are the engine compiling or baking random shit i didnt want it to do

shy silo
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I think thats some initial setup

viral fractal
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i think that a joke

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i want to develop a game

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not play laoding simulator

plush yew
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can someone explain to me how in the world this is possible...

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both objects are at scale 1

viral fractal
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does unreal not accept .TIFF textures ?

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cant import them

pure stratus
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Unit testing related question: Should I make unit tests for each function separatelly, or group them by eg class?

boreal sun
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Lmao gandalf

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Also LIGHTING NEEDS TO BE REBUILT (1 unbuilt object)

rotund scroll
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tiff is not an accepted format, no

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but feel free to write a plugin for that

boreal topaz
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I merged my current project into one of the monthly free projects because i wanted to use some functionality it has. for some reason I cannot select my items from my previous project with mouse. they wont interact

i use to be able to carry items and move them around. also click a book to open it

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what should i be looking for that would have blocked or overwritten that

boreal sun
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Man that could be caused by anything

boreal topaz
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interaction

boreal sun
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I'd start by watching the blueprint and follow the trail

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and see where it stops

boreal topaz
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blueprint wont even activate from my previous project

boreal sun
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it wont compile?

boreal topaz
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its as though its not seing the mouse clicking it

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it compiles

boreal sun
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you talking about the player's bp or an objects?

boreal topaz
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object

boreal sun
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ah gotcha

boreal topaz
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trying to pickup a box

boreal sun
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using an interface?

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I havent gotten to working with objects on my project yet so idk if i can help much lol

boreal topaz
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im guessing merging wasnt the best option

boreal sun
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probably better to isolate the functions you need before merging

boreal topaz
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yeah ill probably try that next

plush yew
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noone knows about why one object in my scene is only half as big despite having the same dimensions?

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hmmm does box collider and billboard size use radius perhaps rather than diameter?

vocal snow
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OK so I am sorry if this is considered spam (I asked late last night and wanted to ask again incase there is now someone that can hopefully help me) When I am painting on my landscape only whole squares will be filled (image above) making these really jagged edges is there anyway to fix this. Under Landscape > paint, I have the paint tool selected with a circle brush and a smooth falloff I use tool strength .1 to .3 and with any brush size or fall off the results are the same , In my layer blend i have tried setting it to both LB Weight Blend and LB height Blend for both my normal and Regular textures but nothing seems to work again any help would be greatly appreciated.

boreal topaz
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@plush yew try reimporting it

plush yew
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@boreal topaz tried that already

grim ore
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@boreal topaz clicks won't register on objects or something else?

primal prairie
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idk much about landscapes in Unreal but it looks like its just a low res splat map or something? @vocal snow

copper flicker
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ok, last dilemma for today. I hope..

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so I'm drawing a line trace by CHANEL....

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sometimes it hits/ sometimes it misses

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and the out hit is zero

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any idea why?....

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mean it misses on a simple flat plane

grim ore
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Trace complex being enabled and no complex collision on the object?

copper flicker
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nope, I do have complex colisions on my objects... maybe not on the test plane

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but most hits do register correctly

grim ore
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Any reason you aren't using the out hit Boolean to check for hits?

copper flicker
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I need the location

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let me check..

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btw, I tested with simple trace as well

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same

grim ore
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I gotcha, I just mean check if you got something then get the location if you did

copper flicker
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oh you mean the fail test to be a bool?

grim ore
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That's normally how it works. The hit is good or bad and then if good you do whatever.

copper flicker
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it doesn't work well I think

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which bool shoud I use?

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I tried both blocking hit and overlap

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both fail miserably

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😄

grim ore
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It sounds like it's something with your collision then and less with line Trace itself

copper flicker
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meaning they won't show a failed hit, but the results of the overlap will be zero

grim ore
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if you're un break the out hit result you'll find you get a Boolean for if it hit or not and then the hit result itself is the Boolean if it hit or not is what you check against

copper flicker
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I just test this on a simple plane

earnest pawn
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hey

grim ore
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Stupid speech to text

copper flicker
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which one..

earnest pawn
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does anyone know how to check if a position is inside a capsule?

grim ore
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Collapse the hit result struct back to normal on the line Trace

copper flicker
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ok.. but the options are the same after break hit result

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what's wierd is that visually the lines do what I expect

vocal snow
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@primal prairie Low res splat map? Ill look into this thanks I really hope this is the case and that its fixable

plush yew
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when i crouch-walk towards the edge of a platform it doesn't fall off, is there a way i can make it so?

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nvm, found it

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hmm, i've enabled "can walk off ledges while crouching" and yet it still gets caught up on the edge sometimes?

pure stratus
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Return Value is if movement occured. This is usually true if Time is non zero and preconditions didn't failed: eg running function on component before it was initialized.

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For the very most of the time (until you make something very unusual, like trying to move actor before it was created), you can ignore this value and use other booleans, or Time itself only.

viral fractal
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is there a way to remove UEs interface and make a useable one ?

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so much space waste

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and weirdness

glad gulch
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Because i guess the menu stuff overhelme me a bit.

rotund scroll
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look on youtube, there should be plenty

glad gulch
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But several ways - that doesnt bring me to a result. One way, the empty-main menu world and on the other, the "all-in-one"-widget. Hm.

rotund scroll
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then take what you can from the tutorials and try on your own

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that's how everyone starts

marble pollen
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Launcher just logged me out, and I've been waiting 10 minutes for the security verification email.... >.<

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There needs to be a button to resend, smh..

zealous cloak
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I fixed my lighting issue

elder crater
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Hi, quick question. say I have a stack of skulls set up with physics, so when I hit play they fall where they may, make a nice natural pile. How do I save that end result, the locations of all the objects, so that next time they start out that way?

loud knoll
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@elder crater do you want them to still be phsyx objects or turn it into a static mesh

elder crater
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Still physx objects

loud knoll
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you could capture the locations and then spawn them in those locations

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you need to store the transform for every skull then spawn each one using that data

elder crater
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I think there's a way to just hit play in the editor and then save the locations of certain objects

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But I haven't dug that up

hushed hare
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How would I rotate something relative to the camera instead of using it's absolute rotation? (By that I mean, if you right click and drag left, it will always turn left no matter it's current orientation)

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actually ima go ask in blueprints

elder crater
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although it only seemed to work once

loud knoll
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oh that is interesting never used it

elder crater
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The first time I used it, it saved my pile nicely. But when I made some adjustments and tried it again it just says no properties were copied

loud knoll
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if you can call it from a bp and then put them to sleep maybe it will reduce the overhead

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I always try to design physx use to be quick and hope to delete the items or worse case sleep them.

elder crater
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an alternative to 'keep simulation changes' seems to be to copy the objects during the simulation and paste them after. Looks like they're fully 'settled' this way

loud knoll
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anyone playing with 4.23 preview have any thoughts on it?

hidden aurora
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Going to have a try

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10 gigs lol

copper flicker
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my AIs spawn sometimes.. don't spawn sometimes.. I tell them to NOT avoid collisions and just friggin spawn.. neah. they do whatever they want

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there's some hidden nonsense in this engine that tries to do all sorts of stuff automatically..

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I just don't understand it

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maybe cuz it's not my code..

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O o

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i tried to spawn them with Spawn from AI. and with Spawn from Class

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both have some sort of insane intelligent behavior.. that doesn't let me spawn reliably

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😖

lapis bronze
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@copper flicker
The character class has its own protections against spawning inside objects too

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where are you spawning them

viral fractal
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how to make this engine useable for developing a game

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everyone keeps telling me this is the best

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but so far i havent seen much except loading bars

severe venture
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do u work on a atari?

viral fractal
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no

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my target platform is windows and xbox

severe venture
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what do u mean by loading bars?

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from the engine?

viral fractal
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yes

severe venture
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its more likely a faulty windows installation or maybe a broken hard drive

viral fractal
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it takes 15min to start everytime, 5min to load a empty scene, 15min to compile shaders until i can do the first moves

severe venture
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either u have a gigantic scene

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or maybe slow harddisk

viral fractal
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"empty scene"

severe venture
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then u prolly have issues with ur computer

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or its not meeting the requirement

viral fractal
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its on a raid of 2 M.2 Nvme ssds

severe venture
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hmm

viral fractal
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this is capable of 5gb/s

severe venture
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i would check with task manager see if u can spot a bottleneck

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im runnin on a ssd

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and its quite fast

viral fractal
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cpu is maxed out

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wich makes 0 sense

severe venture
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maybe overheated?

viral fractal
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61°

severe venture
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quite allright

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check if u see if its 100% ue engine

#

maybe there is something else on background

viral fractal
#

it is 100% ue editor

leaden perch
#

Hello, all. How can external contractors provide all assets (Materials, Material Instances, etc.) for a deliverable without giving them direct access to my project? If they make their own project to create a mesh, materials, material instances, and blueprints, how can they export all of those such that I can add them to my project with all of the correct references?

#

The "Migrate" option requires that both projects are on the same computer

viral fractal
#

its using all 32threads of my cpu lol

leaden perch
#

But UE4 projects are not what I would call "light-weight", so uploading, downloading, opening, and migrating is a very heavy process, imo

severe venture
#

wow

leaden perch
#

Is there a better way to receive assets from contractors (including Materials and whatnot)?

severe venture
#

post :0

#

gandalf is ue4 only causing a issue or u have some other weird stuff going on

light thunder
#

I've placed a PDF in the content folder - What do I need to do to have Unreal execute a command to actually open that PDF (like if you clicked a hyperlink to a local file)

#

I'm looking for the local address I guess

#

Can you use local commands, like C:, like you can in the windows explorer bar?

viral fractal
#

everything else is perfectly fine

severe venture
#

have u tried reinstalling on a different disk

#

if available

little warren
#

Hi, anyone here building for IOS using windows (c++)?

copper flicker
#

@lapis bronze I fixed it.. I think. I was spawning a cylinder with variable scale.. I had to spawn in mid air, and then teleport on the ground, plus half height of the cyl

#

but if I dare to spawn too low.. I risk not being able to spawn a large creature

lapis bronze
#

ah i see

copper flicker
#

on the other hand, I can spawn on tree tops.. and roofs..

#

acidentally

#

I will have to think about this, it's just a matter of design I guess

#

I'll have some areas where it's safe to spawn

#

btw, can I add procedurally some objects that keep the navmesh from generating on rooftops?

#

and anything that has to have collision, but not be navmesh

#

well, anyway, for another day

#

night night

graceful crescent
#

getting this on the epic games launcher, havent changed the file locations from the usual programs/epic games/unreal on C drive... any ideas?

#

(umpy thing from trying to install)

serene birch
#

path probably his more constrained now for various reasons (though they should be able to ignore that issue mostly)

#

just install it in some folder in the root of your drive

graceful crescent
#

ah yeah! this is odd, because the error appears on already installed engines. for updates

spark sonnet
#

Hey guys. Any ideas on why the Join sessions node fails in one widget blueprint but works in another? I havent changed anything but it still only works in one of them

thorn vector
#

hey anyone can help me how do i make crafting system
rn im stuck on how to make them
rn im able to do linetrace and press z key to interact
the onmly thing is the ui and the crafting system mechanic istelf
i know it just bunch of array and such but im at lost here and really need help

lapis bronze
#

thats a deep question

thorn vector
#

the ui i can do bvut the crafting itself i dont know how to implement yet

plush yew
#

Hi, is there a way to change the inventory widget without creating a new one? Because if i create a new one, and then i open the 2 Tab of my inventory, the 1 tab of the inventory its still open.

light thunder
#

Can anyone advise - how do I package a project so that the file I have in my content folder can be used as a hyperlink to the relative folder? I have a PDF and am opening it by using it as a local hyperlink, I'm just not sure of the correct syntax to use for the launch URL

brave birch
#

Hey - thanks to those of you guys that tried to help me out with my lighting error last night! You did set me on the right track and now the lighting looks smoother than it ever has! 😁

proper crane
#

I could use a bit of help figuring something out in animation

plush yew
#

@proper crane Is it blender related?

proper crane
#

No

#

But Blender servers generally don't like it when You mention exporting to UE4 anyway

placid arrow
#

if i wanted a plugin that would turn the last 5 seconds of gameplay into an animated gif which can then be shared to social media, is there an existing plugin for that to save me creating it myself?

proper crane
#

They really hate me there. They threaten to ban me when I put pictures of my discord bot in the memes channel

placid arrow
#

last 5 seconds is important, not next 5 seconds, because the game doesnt know that someones about to do something awesome till after theyve done it

proper crane
#

The problem is in an Animation blueprint

plush yew
#

What specifically is the issue

proper crane
#

uh... shit, that's supposed to be a hashtag

plush yew
placid arrow
#

no idea from that @plush yew

#

i advise turning on file extensions by default, and showing hidden/system files on dev machines.

#

iirc uproject icons are blue, though

plush yew
#

its a .exe

#

I almost have given up trying to upload to steam despite paying a deposit what a mistake

placid arrow
#

hmm

#

how are you uploading, @plush yew

#

i may be able to help you

plush yew
#

when the tutorial says to edit .txt that for me are read only

placid arrow
#

are you using steamcmd?

plush yew
#

yes

placid arrow
#

ok

#

so you need to edit 2 files, the app_build_nnnn.vdf and the depot_build_nnn.vdf, yes?

plush yew
#

I undownloaded sdk and steamcmd and reinstalled

placid arrow
#

if you cant write to them, you should set the permissions on that whole dir to be writeable by your user

#

i have all mine in a dir called c:\steamworks_sdk, those two files are under: c:\steamworks_sdk\tools\ContentBuilder\scripts

#

the entire c:\steamworks_sdk is read/write full access to my username

plush yew
#

same but before sdk I have sdk_144

#

steamworks_sdk_144

placid arrow
#

ok

#

is your user in the administrators group?

plush yew
placid arrow
#

hmm, no security tab?

#

thats inside a zip file

#

you need to extract the zip file to your C: drive

#

also, once youve extracted it, youll need to change that name, app_build_1000 isnt correct, the 1000 should be your app id as in steamworks

#

it does take a little while to get all this setup, but once youve done it, its a simple matter of clicking a batch file (at least it is for me now) to deploy my cooked project up to steam

plush yew
#

I didn't know about the extraction thing I knew there was something wrong

placid arrow
#

ah 😃

#

youre not really used to command line tools are you?

#

youll get there 😃

plush yew
#

now the path is C:\sdk\sdk

placid arrow
#

ok

#

so now you should be able to go in, rename and edit those vdf files

plush yew
#

I know to rename them and stuff it was the fact stuff was read only was confusing me

placid arrow
#

the most important thing to set is the "buildoutput" line in the app_build file, which says where your cooked project is

plush yew
#

do you mean where the sdk cooks it? or where UE4 has cooked it

#

that's the input right?

placid arrow
#

where ue4 cooked it

#

can i pm you? i'll show you mine as examples

#

it'll save you a few minutes, just be sure to customise the paths and the app id

plush yew
#

yes thanks

lime gull
#

Hey guys, can someone tell me the best starter options for the movement of a paper 2d character, or maybe show a tutorial explaining what each thing controls? I wanna get the movement to feel nice but its weird

merry gazelle
#

I've create a map that procedurally generates in game via event graph. I'm having some issue capturing sequencer footage because I can't see the generated map without playing. Is there a way around this?

edit
Simulate appears to do the job

proper crane
hidden aurora
#

Has anyone tried 4.23 preview 1 yet?

rain coral
#

How do i limit the speed of my character when going diagonal ?

autumn elbow
#

Is there a way to disable a component, but not delete ???

dark sparrow
#

noob question: i have a boolean in the character blueprint that triggers a transition in the animation state machine. is there a way i can use a notify instead? my problem with the boolean is that i have to set it back somehow or it wont work a second time.

proper crane
#

@dark sparrow I'm having the same problem, but a setup similar to this one seems to work with changing the bool (though, I haven't really been able to figure out if my issue is in this, or in the animation BP...), anyway, this kind of setup seems to activate the bool if the velocity of the character is higher than 0

#

I can't really say for certain if this works, but it just might if You're certain the issue is the bool. I have yet to either get a response or figure it out myself in the past six hours

plush yew
wicked sparrow
#

Hello. I hope this is the right place to ask questions about the Unreal Engine. I'm a bit of a newbie and thinking of using the Engine for personal fun / learning and enjoyment. I like to make myself a 2D Space game. I think the correct term is Paper 2D? As in 1 texture for the ship, 1 texture for a station. Not too complex especially for us with no graphic skills hehe.

I'm wondering if Unreal is suited for this these days I know a few years it was not as much from what I heard. I'm more of a hands on visual learner so trying use say Unity or another engine with a scripting language / programming language tends to be harder for me brain to handle and learn.

Thanks

versed spear
#

For 2D you will want to make your graphics power of 2. You will want to learn how texture streaming works in Unreal Engine. Paper 2D has been left to collect dust so you will be limited in some aspects. There is no way to control mip map levels and your sprites will be blurry the first time they load into memory. There are hacky ways to get around this by loading sprites behind loading screens when loading a new map.

plush yew
#

Im just going to reinstall windows 10, hopefully that fixes that UE problem

#

since people dont wanna help

versed spear
#

I don't see your problem.

#

Do you have the correct game mode selected?

plush yew
#

Yes

versed spear
#

What character blue print are you using? First person? Check your project settings and world settings. Make sure they are all set up right.

plush yew
#

Made my own

versed spear
#

did you set it as the default in world settings?

plush yew
#

No only in project settings

versed spear
#

check your world settings for that map

#

make sure you have a player start in that map search player start in the top left and add one to the map if you don't have one

plush yew
#

I do

grim ore
#

your screenshot shows you as the default player, so that is why you can fly. it's your project not windows.

#

and it is using game mode base which means you are not using your custom game mode if you have one which means the default pawn will spawn and not your custom one

plush yew
#

Could someone help me get IK controls and a proper setup for animations with the default ue4 skeleton?

#

I can't figure out how to get this working in Maya

#

Ah

#

and ARTv1 doesn't seem to work with 4.22

grim ore
plush yew
#

But I already set my custom gamede and pawn in that gamemode @grim ore

#

Is it working with 4.22?

#

@grim ore

#

gamenode*

grim ore
#

@plush yew show me your custom game mode that you are using?

plush yew
#

I cant I have to reinstall

grim ore
#

okdoke

late verge
#

bit of a different question: what do you all recommend i should do to get over the initial intimidation of the engine? everything is really overwhelming 😅

plush yew
#

watch the youtube videos from epic games

#

they have a nice tutorial series

#

and learn each one of these stuff step by step 😛

versed spear
#

Yea there is a lot. There are some important things to start with UMG, Actors and AI. Learn functions and variable types. Then learn how to set and get those variables from any blueprint. Use your player controller to hold important logic/variables that you need to load every time a new map is loaded that way it is all in one place and you don't have to set to much information in other places.

#

design your game around functions and use tick only when needed. your functions can have input and output pins. Use those so that you can pass variable values easily to other bluprints.

#

When accessing blueprints from another blueprint you will need to use a cast to node. It is best to make a reference variable of the type you are casting to that way you don't get in that habit of putting casts to everywhere instead you can use the reference made from the first cast to that you use. You can set these cast to and references up in the begin play of you actor blueprints

versed spear
#

first upgrade to 4.22

autumn elbow
#

OK, I found an annoying one.... Is there a way to list all the actors that implement a Interface? ... other than get a list at runtime ?

#

I find it really annoying that I can't see which Blueprint is using which interface

#

especially when I have child classes

versed spear
#

Yea i agree. I dislike interface. Going to have to keep track of that some way to make things easy on yourself.

autumn elbow
#

LoL

#

Another annoying thing....

#

Why doesn't a component have a DISABLE ?

#

I think all components should have a disable.

#

All Nodes should have a ByPass

versed spear
#

yea hiding it just does not cut it.

#

you can add and remove 😄

autumn elbow
#

yea.. I was testing something that had a Physics Constraint Component, and I wanted to turn it off for just a second to test something... couldn't do it

#

add and remove will reset all the settings I setup on the component

#

LoL

versed spear
#

yep 😛

autumn elbow
#

Thats no way to live

versed spear
#

meh just have to write a function to handle that but i understand

autumn elbow
#

I used Nuke for several years now... and they have node based construction down! Its done so well.

#

when i came over to Unreal, i felt like it was soooo lacking...

versed spear
#

it is unreal fails unrealy

autumn elbow
#

I get that its a pretty complex piece of software, but a little UI improvements here and there would be awesome

versed spear
#

I hated working with it but it is fast to makes stuff with

autumn elbow
#

Yea... Give and Take I guess.

#

I went to unity for a month and came running back to Unreal

#

LoL

#

I just got used to the workflow here

versed spear
#

haha never tried unity but i hear its better for what i do 2D

autumn elbow
#

Its the same

#

small differences

versed spear
#

I mostly have issues with the texture streamer in ue

autumn elbow
#

You know what else... TOOLTIP... It doesn't work on components

versed spear
#

hmm only umg?

autumn elbow
#

i would like to put my mouse over something, and have the tooltip popup.

#

Something like... "Don't touch this shit! It will break everything!!"

versed spear
#

There is a hacky way im sure

autumn elbow
#

hahaha.. i wish I knew it

#

I wonder if any Unreal Devs roam these halls

versed spear
#

well it would be like a line trace from your mouse to the world based on camera angle and would hit the component.

autumn elbow
#

no no.. not that

#

UI tooltip

versed spear
#

yea you would call the ui function on hit result

autumn elbow
#

That guy. the Editor Ui

versed spear
#

lol well yea you could not use that tooltip you would make your own 😛

autumn elbow
#

I mean I want it to show here...

versed spear
#

ah

autumn elbow
#

see that balloon...

#

it needs to have the tooltip i set on the left side

#

like notes

#

its a sticky note

versed spear
#

i see what your saying its an editor thing

autumn elbow
#

yea yea

#

so I know what that physics constraint is doing

#

just a nothing system 😃

#

noting*

versed spear
#

yea can dedicate a section in the blueprint for you notes haha

autumn elbow
#

I could use comments... but...There is a tooltip option

#

hahaha

versed spear
#

that dont work 😄

autumn elbow
#

but...meh.. life

versed spear
#

btw the unreal devs stalk not troll. never seen one type

#

would be cool to talk

autumn elbow
#

I'm sure they are somewhere

#

It's hard to offer help with Unreal.

#

I've seen some of the questions here... LoL.. It requires a sample scene to be sent.

#

uploaded.. else to send help without seeing things is very difficult

hushed hare
#

Is there a node that lets you choose which pin to execute based on an index

#

I swear there is one and I am just really stupid and tired

#

Like if the index is 4, then it runs the 5th execution pin

autumn elbow
#

Enum?

hushed hare
#

nvm found it

#

Switch on Int

autumn elbow
#

Thats what I said

#

LoL

hushed hare
#

welp in a day I made a minecraft style building system with the 2 blocks that were in the original CaveGame

#

tomorrow ima make world generation somehow

versed spear
#

lol rip loading times

autumn elbow
#

Can we see? @hushed hare

hushed hare
#

uh yeah

#

lemme clean up my generation failure

autumn elbow
#

I was not at all productive today. After work, I came home to work on my VR project, and did nothing useful

hushed hare
#

I was limited to like 5 seconds so its not much of a demonstration

#

but it is a simple mechanic

#

so there isn't much to demonstrate

autumn elbow
#

nice... how did you make a hole?

hushed hare
#

right click

#

Each block is an actor

#

which

#

is bad

#

if I decide to go anywhere other than just messing around with this project

#

having each block as it's own actor is very bad

autumn elbow
#

why is it bad?

hushed hare
#

optimization

#

Having a 16x16x16 world is 4096 actors

autumn elbow
#

Whats the alternative with this kinda design?

hushed hare
#

honestly

#

I have no idea

autumn elbow
#

hahaha

hushed hare
#

I don't know how they did it

autumn elbow
#

me either

fathom void
#

they use voxels

autumn elbow
#

I don't understand voxels just yet

#

LoL

hushed hare
#

world generation was a lot easier than I thought though

#

I just generated an 8x8 world

#

ez

#

just up the size now

fathom void
#

google is your friend

hushed hare
#

frig

#

a 16x16x16 world was a bad idea

#

why did I do this

#

I just said why it would be a bad idea

#

and I did it anyways

#

wait

#

unreal has auto optimization

#

bruh

#

I can see the actors respawning when I turn fast enough

#

thats pretty epic

fathom void
#

you are going to hit the limit pretty quick if you are using actors

hushed hare
#

yeah ik

#

I am just messing around

#

I know how much voxel plugins cost and its certainly not cheap enough for me

#

anything above $1 is too much for me

fathom void
#

learn to write your own

hushed hare
#

nah b

#

first I gotta learn to write, you see

fathom void
#

ok nut

hushed hare
#

ok wtf I found a free voxel plugin

#

I don't remember seeing that

cedar delta
#

From where should i learn unreal engine i am a beginner

plush yew
#

Matthew wadstein on YouTube

open root
#

Dear everybody - Know someone shortcut for "use selected asser from content browser" ?please?

mossy nymph
#

its the tiny arrow next to the tiny spyglass in editor

#

to the right of a variable/pin that takes an asset

rough geyser
#

I am totally new to unreal can anyone explain me the pricing system of unreal multiplayer networking

#

🤔

abstract relic
cursive dirge
plush yew
#

can anyone help me and my friend with game idea's ?

glad gulch
#

Hey Pro's. I look for the right keyword to combine my Mainmenu world (and the widgets) to switch into a new world (char selection, with game instance and a own widget) with switching the game mode so i can look in the documentation. Can somebody help me out?

tall pendant
#

Unreal 4? Wow i must have missed Unreal 3 ... alex

#

already the fourth game in the series. thats dang neat.

glad gulch
#

Uff. I meaned, switching a pawn/char via blueprint.

scenic delta
#

Has anyone bought something from Synty Studios's site?

plush yew
#

Hi, is there a way (inside a widget) to click on a button and then text appear on a specific box?

plush yew
#

found a way, thanks anyway

plush yew
#

one more thing about text boxes. What do i do to make the text go down when he reaches the border of the text box?

teal tulip
#

probably add a new box and the text inside to rescale ?

#

idk

plush yew
#

ye i thought of that, but i think there's a better way to do it

#

probably*

#

Anyone knows how's UE4 doing with P2P networking? Google search only provides me answers "think about the cheating" (Which is not really a problem for me at this point)

#

Is there any project or plugin available for this?

#

👀

cloud cobalt
#

@plush yew Not supported

#

It simply isn't a thing

#

However UE4 does support listen servers

#

And that works perfectly fine, provided you're not running 10 players on that, and if cheating isn't an issue and won't ever be

plush yew
#

Yeah i was afraid of this

#

was hoping there's some works done in this area hah

#

listen servers are pretty much the same thing as running dedicated servers from the networking point of view

#

I'd probably have to implement my own thing for this 🤔

manic pawn
#

🤔 what do you mean not running 10 players on that?

cloud cobalt
#

@plush yew They're the same except they run on a shitty PC with a shitty network connections

#

It's common to have like, a few Mbps upload speed

#

@manic pawn I mean don't run a Battle Royale game with a listen server

#

10 might be fine, but more than that ?

manic pawn
#

someone hosted a listen server with 50 players for my game and it worked mostly fine except for the replication with all default settings being br_egg

cloud cobalt
#

I mean, it works fine if the host has a perfect connection, but every lag spike gets you 49 pissed of players

plush yew
#

@cloud cobalt i know

#

a nice P2P setup would allow to run larger amount of players to play together. And if someone is cheating the players could detect these things themselves disconnect from him.
it's just i don't really need any server authorized networking here

#

I'll see what i find

cloud cobalt
#

Yeah, UE4 doesn't have anything for that

#

Except if some third-party product sells that

manic pawn
#

that would have to be a huge 3rd party product because you couldn't use any of the standard replication stuff 🤔

copper flicker
#

Use Continuous Goal Tracking on Move to Location or Actor .. is it bugged? Or how does it work?

#

Cuz it doesn't seem to do anything

#

If I use Actor, the goal will be tracked continuously by default

#

If I use Location, it won't track continuously

plush yew
#

What do i do to make the text go down when he reaches the border of the text box?

#

found it, Thank anyway

plush yew
#

hi

#

I love ue because blueprints are free

hidden aurora
#

Blueprints are awesome

silver crown
#

They should charge BPs on the number of nodes called per hour

plush yew
#

In unity I would have to pay for visual scripting Peperee

#

No @silver crown

fiery leaf
#

Is there any way to do a live collaboration with a friend?
So that we can both be in the same "world" and edit at the same time?

plush yew
#

What does one go to ask questions about stuff

versed spear
#

It's best to ask here and get directed to the proper channel if you are unsure.

shy silo
#

all of a sudden a bp class of mine is failing to save, any idieas for what might cause this?

plush yew
#

Well im an idiot

#

I know why i was stuck as a spectator. I didnt have a spring arm or camera in my char bp class -_-

shy silo
#

what exactly causes a breakpoint to go off, becasue I have one on a node that I know fires every time, but it only breaks sometimes

honest rover
#

@cloud cobalt After one week, I think I finally managed to fix the Swarm failed to Kick off. Rebuild Lightmass error.

#

By running Unreal... in administrator mode.

#

Pretty good 10/10 alex

cloud cobalt
#

Cool !

honest rover
manic pawn
mild pulsar
#

I'm going through a course, teacher started editing static mesh and he doesn't have background:

misty stone
#

he's set it to wireframe

mild pulsar
#

How do I remove background?

abstract relic
#

You can adjust your preview scene in Preview Scene Setting

mild pulsar
#

Thanks it worked GWjiangoPepeFedora

charred tapir
#

I am looking for someone to playtest my game. I only require that you allow me to watch you play through discord 😃

abstract relic
lunar ferry
#

how does Hot Reload work? my understanding is it works like this: click Build inside VS, after the build finishes, a Hot Reload Complete! box pops up and I can click Play. should it work this way? because if yes… then it doesn't :/

abstract relic
#

Use live++ for hot reload

sick escarp
#

Only Enums/Structs becomes hot reloaded as far as I know and that heppens when you use the compile from the editor functionality

#

Whenever I edit Enums/Structs I restart UE

#

What would be the best way to access a widget that I use in multiple other widgets easily? Atm I'm thinking about using an interface

plush yew
#

ugh i randomly got this error for a shader im working on

#

and it was fine before 🤔 anyone got any clue what could be the cause? 🤔

primal prairie
#

maybe just copy and paste all nodes to a new one and see if it works

plush yew
#

can somebody recommend a RPG turn based tutorial for Unreal engine?

#

maybe just copy and paste all nodes to a new one and see if it works it's aint the node system

#

it's usf and c++

#

@primal prairie

primal prairie
#

oh no clue then

plush yew
#

it was working like 30 minutes ago

primal prairie
#

ask in c++ ?

plush yew
#

well its weekend

#

i didn't expect much serius people to be watching that channel 😛

primal prairie
#

What is up with unreal engine crashing when maps are duplicated?

plush yew
#

im confused

rotund scroll
#

what are you casting?

#

like which object

harsh tiger
#

i need some help with the save game nodes. i have my set up working flawless in the editor and on mobile. but when i created a 64 bit windows build. the game doesnt load the save after closing and opening the game. whereas it does on mobile an in the editor

plush yew
primal prairie
#

and when are you setting the reference?

plush yew
#

event beginplay

rotund scroll
#

check your default hud class as well

#

in the project

plush yew
#

when hud creates

rotund scroll
#

and in the game mode as well

plush yew
normal burrow
#

@lunar ferry hot reload works by rebuilding all the classes after code compilation. Exchanging data from old instance in memory to new instance. Using it properly is really a landmine field especially with native structs used in blueprints.

When it doesn't work, you'd need to describe how its not working really.. But it could perhaps be indicative of something improper probably.

You use live++ when you don't change headers at all (essentially). So it does no reloading of types or anything (thus why you can't change the layout of types one bit!) It just compiles and replaces things in memory without restarting editor.

Both of these are prone to issues though.

rotund scroll
#

@plush yew where are you creating the HUD?

#

which class

lunar ferry
#

@normal burrow ok, thanks! UE "Compile" is faster for me than VS "Build" right anyway, so just going to use that. also will look into live++, thanks!

normal burrow
#

Yep, your better off just closing editor down to make changes. But live++ is a life saver for things like making sure you call atan2 with the right arguments 😄

plush yew
#

hud logic

rotund scroll
#

yeah but inside which class is this

harsh tiger
plush yew
#

wait

rotund scroll
#

so you are creating the hud class... inside your hud?

sick escarp
#

@plush yew The dangerous part about tutorials is that you have quite a high risk of learning bad habits

#

The tutorial that I followed did a lot of things on tick that didn't need to be done through tick

plush yew
#

oh i know why this is not valid

#

Hud does not have time to create reference
i found this by this:

waxen raven
#

The upside of tutorials is you can fix the bad habits later, often those habits will reveal why they are bad later on. The tick issue being a notorious one even in UE4 live training. Knowing the logic makes it much easier to recreate and move as appropriate, and when it's time using delegates etc will be a known option imo.

stark kindle
#

Where do I go on this server to get help?

spare kernel
#

depends what you need help wit

stark kindle
harsh tiger
#

@stark kindle get a seamless texture

stark kindle
#

I'm not sure what that is, I'm very new to UEl and downloaded this material off of Quixel

gentle moth
#

I'm posting this again because nobody was able to help me with this issue

#

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
I already tried replacing navMesh bounds volume

stark kindle
#

I followed a tutorial on making seamless texture, not what I'm looking for; the general pattern of the texture is still there

#

@harsh tiger

harsh tiger
plush yew
#

I think I want to make game development with unreal my life but i get demotivated all the time 😦

gentle moth
#

Yeah I feel kinda same, stayinh motiwated in early part of creating process when you don't see results yet is hard task.

plush yew
#

Yeah you're also trying to make game dev your life @gentle moth ?

gentle moth
#

Who here isn't trying to? I'm making my first game

plush yew
#

whats it about?

stark kindle
#

@harsh tiger Im not trying to scale my material

gentle moth
#

it's horror game

#

but there aren't even any things that can scare player yet xD

stark kindle
#

what scares you?

gentle moth
#

idk it could be enemy, jumpscare or something long-term like building the tension or whole game atmosphere, creepy music

stark kindle
#

then do that, if that clearly will scare you then its bound to scare others

#

i like the building tension of a scary feel

gentle moth
#

Yeah what I mean is that now I'm in the process of making AI for game and I don't want to make eveyrthing like animations, models, programming etc at once

stark kindle
#

I mean, I believe that to make something scary the tone, setting, lighting all have to work together to form an eerie scene

#

dont make it all at once then...do it one by one

#

or do everything in an order for one certain AI

gentle moth
#

Sure, these things works best together and only then game could be scary if there is proper lighting, level design etc

plush yew
#

@sick escarp is because for me is the best way to learn, with something that I really want to do

#

If I have to read a book, or learn the basics and etc, I loose interesting very easy

sick escarp
#

Yeah I understand but be careful about the way they do stuff

plush yew
#

Yeah I know

sick escarp
#

It's easy to think that what you see someone do in a tutorial is a good way of solving the problem

plush yew
#

Yeah

autumn elbow
#

How do I move the pivot with the mesh when using Physics

undone sinew
#

Where the hell are ARTv1 tools?

#

I hit install, and nothing happens

#

anyone have a copy of this?

#

I need it, and I've been unable to download it for 2 months now.

quiet rampart
#

Hey!

Im currently working on my mechanics, and my game will have a phone. How should i take these step ? Should i start with animation ?

gentle moth
#

There is huge space between wall and navmesh, I tried changing agent radius but there is no efect on navmesh

spark sonnet
#

Is it thirdperson @quiet rampart ?

quiet rampart
#

no, first person

spark sonnet
#

Singleplayer?

quiet rampart
#

yup

spark sonnet
#

Then you can just make a simple animations where he reaches for his pocket maybe?

#

then shows the phone

quiet rampart
#

i have already made a very simple animation, it is working. But then, i want that when the phone is up, the mouse stop moving the camera and move the thumb instead

spark sonnet
#

ah cool

quiet rampart
#

Pretty harsh tho... XD

spark sonnet
#

You can use bone transformation maybe

quiet rampart
#

for now, i can bring the phone, the mouse doesnt control the camera... but i cant find out how to switch the control

#

yeah but im very beggin in animation blueprint and skeletal...

#

*beginner

spark sonnet
#

Switch which control?

#

to move the thumb?

quiet rampart
#

yeah

spark sonnet
#

You can make it do that when the button for opening your phone is clicked

quiet rampart
#

yeah this is what i am trying to do XD

spark sonnet
#

So if phone button is press do this if not do this

quiet rampart
#

but i dont know how to change the controls ?

#

and how to test it XD

spark sonnet
#

Im gonna try to make it now so I can show you

quiet rampart
#

When my phone is up, the mouse doesnt control the camera anymore, when he's down... the mouse control the camera again

#

Mind going in private chat for not spaming this channel ?

spark sonnet
#

Yes sure 😄

undone sinew
#

i dont understand why this is still on the marketplace

#

if you can't install or download

grim ore
#

have you tried artv2? and did you verify it doesnt show as a plugin for that version on the library page?

undone sinew
#

I'm trying ARTv2, so I'll see how it goes, but they really should retire ArtV1, if they aren't going to allow you to download it anymore

#

It wasn't obvious to me that there was even a v2, I had to google the issue of not being able to download it & someone in a thread mentioned v2.

#

and V2 isnt new either, it says it was last updated 2 years ago, so I'm baffled why either it isn't in the marketplace by now.

#

Anyway, its annoying because, I need it for the dummy rig to generate a UE4 skeleton for characters

#

And the alternative (doing it in Max) seems to be a nightmare 😮

grim ore
#

I just installed 4.21.2 and the artv1 plugin without issue

autumn elbow
#

so... does inherited events not work?

undone sinew
#

@grim ore

#

proves nothing

#

now try and find the file

dim plover
#

Are you in the right folder?

undone sinew
#

these are the only two folders specified

autumn elbow
#

Nevermind... it works

dim plover
#

The previous picture says 4.21, and the explorer shows 4.22.

undone sinew
#

right folder now

#

the official docs say its supposed to be under Extra

#

but when googling, sometime a year ago, people say it was moved to "marketplace"

#

well, now its in neither

#

Hopefully V2 works without problems cause it says its still in alpha

#

but they really should pull V1 off the marketplace

halcyon flame
#

does anyone know if it's possible to add components to an entire class via blueprint? this is for editor widget functionality

#

it's easy enough to Add Static Mesh Component, but that only applies to a particular instance...

grim ore
undone sinew
grim ore
#

I removed it from my 4.21 and re installed it and it showed up, dunno about yours 😦

undone sinew
#

maybe if i click it 100 more times, it will work

grim ore
#

so you have your engines installed on C and D?

dim plover
#

Maybe restart the launcher or enable debug logging in the launcher?

#

Seems like a launcher issue, just refusing to download.

undone sinew
#

only happens with that plugin though

#

MORT installed

#

and Unreal Datasmith

grim ore
#

can't really tell epic to remove it tho if it does work for people

undone sinew
#

then i guess a bug fix

#

😛

#

but, i know ive had this issue for 2 months now

#

I tried to download it in the past for 4.16

#

and my launcher got reinstalled

#

Because of Unreal Studio

#

so, i know its not that

#

maybe its the drive letter

#

but thats dumb

grim ore
#

nuke your launcher, nuke your engines (you have them in multiple places on multiple drives), and restart

undone sinew
#

nuke them?

#

do you mean uninstall everything?

#

if so, heck no, its 9:20 pm, maybe tomorrow.

#

xD

grim ore
#

maybe the launcher logging will help

undone sinew
#

would be nice to find a simple download link xD

#

to throw into my browser

#

and just skip the damn marketplace

#

😄

#

I'm trying V2 as we speak, then bed time

dry cloak
#

Guys, do not work with @frank iron he says that he's working on the game, but when you ask for a screenshot or something, he literally says "Sorry I got nothing" and then leaves.

undone sinew
#

Context?

grim ore
#

yeah it looks like they are trying to replace v1 with v2 anyways

undone sinew
#

@grim ore btw, thank you for helping

#

I appreciate it

#

I'm fucking tired as hell xD

grim ore
#

not much help since we couldnt fix it for you lol

undone sinew
#

an attempt is better than being ignored

#

😄

grim ore
#

😃

undone sinew
#

I couldn't sleep at all last night, and I had to lift 150 pavers, 50 sandbags, the following morning

#

And now I gotta see if I can get a UE4 skeleton applied to this character model, so I can give some good news to my coder 😛

#

Retargetting didn't workout too well

grim ore
#

retargetting is sooo fragile 😦

undone sinew
#

Yeah, it seems to screw up with the wrists

#

or the shoulders

#

it just does not compensate for proportion differences very well

#

and the manican's proportions are so, odd

scarlet birch
#

I'm second guessing myself here. Am I correct that the joint placement on this should be closer to these red marks?

undone sinew
#

he has the body of the T800* in Terminator

autumn elbow
#

Unreal Array.. How do I get first index ?

#

I see Last Index, but not way to choose index 0

civic saddle
#

Is there a way to do something like have a sprite, but add thickness to it to make it 3D? Like a cardboard cutout of something?

autumn elbow
#

Nevermind.. got it.. GET

grim ore
#

put the sprite on a mesh

autumn elbow
#

ugh... i keep getting "found None"

#

I have hunting those down

#

hate*

scarlet birch
#

@civic saddle It's no longer a sprite if you add dimension. It's a model. So yeah, you can make a model of it. It could be as simple as extruding a plane in the shape of the sprite . Then texturing the sides with the carboard or whatever.

#

You might be able to do it with a shader or something as well.

civic saddle
#

Mhm, I for sure could with a model, I was make my workflow much easier if I could really just add an extra dimension to a sprite, haha

#

This has the best answer I've found so far

#

I just haven't even touched the programming side of Unreal engine yet, lol, trying to figure out a decently still challenging to make first game going from making some pretty decent stuff in Unity

#

I like making pretty original stuff not using other people's models, but models take so much time, haha

#

Not that what I'm looking for would take forever

scarlet birch
#

It'd be fairly fast to model it, would suck to do it for each frame. If I was going to do something like that I'd probably try and break it up and animate like if it was dragon bones or spriter.

#

idk

#

The approach from that stackexhange seems interesting.

autumn elbow
#

Whats the best way to attach 2 objects together at a snappoint ?

signal sun
#

I'm having an issue where everytime I restart my project, my Data Table is no longer able to find my structure

#

I am not renaming the struct or making any changes to it

hushed hare
#

Have you refreshed the nodes that reference it

#

I've had something similar happen and a refresh worked

#

@signal sun

signal sun
#

Nothing currently references it

#

@hushed hare , nevermind, it was being referenced somewhere I wasn't aware in a static way. I've added a mechanism of lazy loading and it doesn't hate me anymore. Thanks!

civic saddle
#

It's so cool that you can edit collision in engine, haha

fringe pivot
#

Is there any built in method one should use to kill the player or it's 100% handled by the user?

blissful trail
#

is it possible to make the player always facing the mouse location ?

plush yew
#

Is it possible to like remove every single thing related to UE and completely make a fresh install...? Like no traces or anything left behind?

#

I've been trying to export for android and used the android sdk and other things(related to android) from the launcher while installing the engine... but I accidentally deleted few files related to the android sdk... and since then I couldn't export on android... so I tried removing all the files related to android export like sdk, ndk, ant etc... and tried to make a reinstall through nvpack...

#

*it never exports it just keeps cooking an empty project forever...

#

:(

#

So I tried reinstalling after removing everything I could find related to the engine... and then tried to reinstall the android export stff from the launcher again... but looks like it downloads only half of the files...

#

*sowwy for a this really lengthy message...I've tried almost everything.. reinstalling over 7 times... but I can't figure out...

hidden tendon
#

Is there a way to zoom in screen space like you can in 3ds Max?

tall mist
#

I think you can do it with a numpad if youre on a Windows keyboard

next badger
plush yew
#

👀

#

waii haven't I used it yet... Oof

#

Thank you so much... I'll try it.

plush yew
#

What's new in 4.22 guys

tall pendant
#

4.22 or 4.23? 🤔

plush yew
#

That in progress?

tall pendant
primal escarp
#

The docs refer to them as 126x126, whilst the engine is 127x127

honest vale
#

docs refers to the number of quads

#

while in engine it shows the amount of vertices

#

number of vertices is the number of quads + 1

#

for example, if you have two quads side by side the total number of vertices on the long side is three

plush yew
#

@next badgerI tried verifying...

#

It now says you have missing components and read the quick start guide...

#

after verifying... and it says android is installed already...

#

:(

next badger
#

but android SDK is not a part of UE4

plush yew
#

I'm su stuck...

#

Mhm... I installed it from the installation options... target platforms...

#

It says 5.36 gigs... but it downloaded only 1.5 gigs...