#ue4-general
1 messages · Page 491 of 1
the size is probably disk size not downloaded size
and during all of this did you try to validate the install was broken and not the project?
Mm... probably but I've literally tried like everything over 7 times... and it still downloada I feel like half of the files only... and nvpack doesn't work
I tried to validate... the target platform install is broken...
how did you validate?
by clicking on the verify button...
install UE4, install the android sdk tools, new TPP project, package for android, fail?
validate that the engine is broke by testing with a new blank project and not the existing one
It says you have missing components...
the engine is fine...
everything works for windows export...
well above you only said that it was cooking forever, not that it said missing components
before you verified
ok ...
then I removed it...
can you create a new project with it?
Yes.
the goal is to package and launch on android?
when you have a device plugged in and try to launch to that device from the editor what does it say
It says mising components... read the android quickstart guide...
the output log says this?
nope... as soon as I click on package for android... It shows a card overlay kind of notification
packaging never starts...
ok. did you run the codeworks installer?
it is what creates the NVPACK directory and installs the SDK and NDK
not this time.... I've tried it like 4times and the cooking forever thing happens...
Nu... I mean without code works...whilw installing the engine
I checked the target platform android
the Android option while installing the engine is to build to android in the engine and support android. It is not for packaging to android
You have to have the android SDK/NDK installed or it will not work, you cannot get around that. if you do not have it installed from something else then yes you need to run the supplied codeworks installer
Will do it... but then the cooking forever thing happens...
@grim ore Hey Mathew, After you finish with Cinnybun I was wondering if I could pick your brain?
what cooking forever?
it sounds like you have more than 1 problem and are trying to fix them all with 1 thing
you cannot
right now if you do not have the SDK installed you can stop trying to get Android to work
cool, still doesn't change the current step and problem for fixing this.
well you dont need to install everything, it should default to what you need
you can choose to not install NSight but it won't hurt if it is installed (you will just never use it)
@bitter edge you can ask away, someone might be able to help lol
can I ping you if something goes wrong? I'm rly new to UE...
just post issues in here or the correct channel, someone might be able to help.
once the sdk is installed launching the project, going into project settings, the android sections and accepting the SDK license should be the next step
then you can try launching to the device plugged in
@grim ore I dont suppose you know of a system in UE4 (or plugin) that would set up some type of rights management? AKA, the Unreal 4 game checks a server to make sure the games key is still valid for use?
nothing built in but there are plenty of plugins to do normal HTTP calls as well as built in
@honest vale Oh. Thanks for the help!
if you are doing an online check and care about it being valid before letting them play might as well go all the way with an account system and make them log in
It's not a forever thing. It's simply to deactivate distributed test copies of our game that will not be on Steam. If it was I would just use there key system.
I appreciate the input though
I'll look into some HTTP stuff. If I can access a simple bool variable from my website that would do the trick.
you could put a timer in the test copy if you are sending out the entire game if that is the goal but in the end. Is the concern like piracy and if so I dunno
@grim ore Hey Mathew, your videos have been a great help, so thanks 😃 Do you have any plans to cover World Composition in the future?
By timer do you just meen the sysytem clock time. after X date its not vaild?
@primal escarp It's not on my list no 😦 I looked into it a bit but it's such a small use system that is not a high priority
People could just roll back the clock correct?
yes but if this is for piracy is all this work even worth it?
piracy is going to happen
I understand what you are saying. It's an oddly specific case. I'll spare you the details. At the end of the day its something that would be worth it to our team.
yep then a simple online check would work but then what if they dont have online?
like hey I shut off my internet
i meant to get around your check
They would not be able to by design.
you would pretty much have to look into a self destruct system in C++ if you really really needed it to not work lol
Fair enough 😃
but yeah you can use like a varest plugin for doing simple REST calls to a web server or service and basic HTTP calls are in the system as well
REST calls. Could you point me to some documentation? If there even is any.
@grim ore That's fair. At the moment i'm trying to understand how to size heightmaps for tiled landscapes, and the advice to avoid seams, get mips etc is sometimes a little confusing.
here is the wiki with the links , https://hiazma.atlassian.net/wiki/spaces/VAR/overview , but REST are your normal calls that HTTP servers make like GET/PUT/ETC, its your normal web traffic stuff
it's super simple, I was using that plugin and a node.js server for some basic online login system for a game in UE4
I appreciate your insight. Did you do a video on that?
but no reason you can't just have a simple file on some server somewhere that says true or false when you download it and then do something lol
random enum selection not working
I am sure there are some videos somewhere during a livestream but I would have no idea what 😦 the documentation out there is pretty good for it
@plush yew what is "not working" ?
No problem. This looks fairly straight forward. Anyway, I appreciate the help and been watching your videos for years. Thank you!
enum always returns alfa
first enum
nvm, i will make a text array with names, it is easier
your literal enum is what is doing it
your byte to enum of the type you want is enough, you dont need to feed that into the literal enum
so int -> byte -> enum -> to string -> ToText (lol) -> done
that's a bug I would guess, putting any actual enum into the literal enum input causes it to choose index 0
When you call "Spawn Actor" and after the node set a variable of the spawned actor, will it already be set when the construction script of the spawned actor is called?
that's a good question, one would assume so but what is the exact reason for needing it to be done?
@grim ore Yeah I was wondering too, I think in my widget blueprints the variables where already set when the Construct Event fired but I don't know if it might be different depending on performance.
So what I'm doing is:
I have a "System collection actor" that spawns multiple "system actors".
After I call "spawn actor" I set their "system collection" reference to the self reference of the collection.
On their construction scripts I call an "Is valid check" function that uses the reference of the collection.
Or actually I didnt try it yet, but I'm setting it up right now
well there is an easier solution to this
click the Expose on Spawn checkbox for the variable
then when you spawn it you can set the variable as it is spawning
and I believe that would be valid during construction, or at the least as early as possible
@grim ore ahaa ok, didn't even know this one yet, even after setting all of these variables
what is latest version of unreal engine?
currently have 4.22.3
but I swear it said to update it moment ago?
do you have any plugins that need to update (! mark next to plugins)
no
where is plugins section?
back to initial question
is 4.22.3 the latest version?
right under the version # for that engine install is the plugins stuff
it says Installed Plugins
and 4.22.3 is the latest version of 4.22
4.23.0 preview 1 is out as well
@plush yew to answer the question I just tested. Construction script is called during spawn, after that it is done. Setting the variable after the spawn actor node will be done after the construction script fires. Setting the variable during the Spawn Actor node with the Expose on Spawn seems to set it before the construction script fires and it will be changed during the construction script event
that was a good question tho 😃
@grim ore Oh that is very good to know, spared me a lot of trouble, even though I think the "Event Construct" of a widget blueprint fires after you set something after the "spawn actor" node, at least it worked like this for my menu.
So: "Spawn Actor" -> "Set Variable" -> "Event Construct"
I'll see if I can make a screenshot.
ah I was testing with a normal actor, not a widget
the Event Construct is more like the Event Begin Play for a normal BP so that would make sense
the event Pre Construct on a widget is more like the Construction Event on a blueprint
yep on a widget the Event Construct is called probably the next frame after it is created
yeah if you look at a widget it has no Construction Event
is has event construct and event pre construct which wont fire until it is actually created, probably the next frame or after the current function is finished which is creating it, which is why that works (saving to variable -> setting variable -> construct event on widget fires)
I would say tho in the end if you want to be 100% sure no matter what you are doing, creating widgets or spawning actors, the expose on spawn seems to be the earliest you can set a variable 😃
I will use it from now, hope I won't have to change the stuff I blueprinted so far
if you are just talking about widgets it looks like you are ok doing Create -> Set Variable on separate nodes as widgets wont fire their events till later
Yeah right now I'm using actors though
Quick question, is there a quick way to print out he dialogue from a dialogue tree?
Specifically text.
How do i get simple lighting like zelda windwaker? I dont want toon shaders, i just want simple lighting that isnt full of dark shadows or painful bright light.
I tweeked the f out of directionallights skylights postprocess and exposure limits. Even a second directional light with low intensity for shadows. But it still looks like a 9$ steam game.
I just want basic lighting. Even the gamecube windwaker zelda could handle it.
Find-the-Bottles-in-Windwaker-Step-4.jpg (1200×900)
How do i get a peaceful simple global flat light like this. I dont need massive shadows . i dont need the cartoon shader.
I just dont want really bright or dark areas. Thats all x_X
just put a directional lightning or a sky light, and change the illumination to get what you want
The types of lights available in Unreal Engine 4.
check here the types of lights u can use
people have done entire papers on how wind waker achieved its lighting etc., I doubt it's gonna be as easy as just tweaking lighting
i am having huge issues importing my mixamo rigged player model into UE. i spent over 12 hours so far, i learned how to rename bones, retarget etc, but i can never get it correct in game. can someone share their simple player character skeletal mesh model so i can try it myself ?
In my opinion mixamos is trash
it's extremely barebones for me, and im happy with the 1 click results
i am going to use it for VR, so i just need basic skeleton rig
and mixamo does that
i need any small UE4 mannequine based player
Can I get some help improving the mat on the guy? https://gyazo.com/8cbcda804852532dd249b6f383c7aa6a
@ancient otter What seems to be the prob?
That gif makes it a bit hard to see
What exactly are you trying to improve
I just want to make a realistic wet clothes
Ah, I can't help in that regard. I am just now starting to learn that bit myself. Apologies
Hm
Actually
those look way too wet
have you dialed back the roughness?
looks like the guy just climbed out of a gooey lake
xd
clothes absorb water, so they don't reflect a real shine like that
more of a very dull shine
dark and dull shine
I just figured out this hair shader nonsense myself and I was actually about to move onto making things look wet
where can I find a good tutorial to start designing environments?
If i was making a specific part of a game and I needed to make a bunch of functions related to this part of the game, where do i put them??? because If I create an actor I have to place it in the world and I have to cast to it etc... I jsut want somewhere i can make a bunch of functions that can be used anywere.
Level blueprint?
but the level blueprint is for the level
Game instance
Im not sure
okay
Ill see what other people say as well but ill keep that in mind cuz it seems decent
Can someone advise if there is something wrong with my "syntax" here for importing this CSV as a data table....I thought my Struct matches but I'm sure it's something simple I missing
@proper crane those are preview shadows
you are using stationary lighting and you haven't baked it
from wiki " Currently, if you have the .csv file open in Excel when you try to import it into UE4, it fails without a very clear error message, so remember to close the file in Excel before you import. We’re looking into this issue." apparatenly this issue is still going on
5 years later lol
Anyone know why any mouse input is controlling middle mouse button input if these are my input bindings?
you possibly dont have a middle mouse button
no, you can also make an actor blueprint and then not use it
but what If i want to use its variables and functions but i dont want it in the world
then you can't
okay, so in c++ you know you create a class or a .cpp file etc... then you add functions and all that stuff, its just a simple function. Whats the equvilent of that in blueprints. thats all im lookingfor
a blueprint function library probably
then make a bp class that derives object instead of actor
you'll have to instance it somewhere though
bp does not have global variables
the closest you'll get to a global var is something in your game instance, as it can be accessed from anywhere
yea nah i dont want global variables i jsut want a class
so wdym by a pb class that derives object instead of actor.
like ik what derives means
but "object instead of actor"??
object is the base class of everything you can make with bp
when you create a blueprint, you should get a menu that asks you which class
yea
pick object there
and i chose object
okay
thank you
if I wanted to use a function that was inside of it from another blueprint do i need to cast to it?
Sorry to interrupt but I wanna know for future reference if it is possible to let your users make a dedicated server (without using c++ but using BP?)
I believe so
kewl
Very kewl
wb
Snap rotation to the nearest nth value? Say I wanna snap every 45 deg during runtime.
I need help. I've set up the Animinstance, set up the blendspace for idle to walk. Everything looks right...... But upon play, he just stays in T pose....
Any idea what I missed?
Maybe the animations dont fit the skeleton?
and it works in the BS?
mhm
And in the preview?
Have you selected the right AnimBP in the player bp?
Right. I'm fucking retarded. Thank you. lol
You're welcome 😃
Any good tricks to matching the speed of the animation to the actual walkspeed of the character?
If its mixamo you can set the speed
I got it. Now I've got some sort of bug.... Standalone play crashes.... It says something about character cpp line 24, which was the target arm length being set. I took that out and just set it in the BP. Standalone STILL crashes, and says the same line!
ffs
Anyone know what would cause that?
again from my earlier post, I do have a middle mouse button, I have a command there that requires alt MMB to reset the camera, this works perfectly, only MMB will reset it. any ide how to fix this?
Do you have the alt modifier set in the inputs?
I have an infinite loop error for my inventory blueprint
I have some seriously weird stuff going on..... On playing standalone.... it finally stopped crashing? But my camera just kind of falls to the ground... :S
Nevermind, I fixed it.
should I have my internet active while first time packaging for android?...
Why not?
It might need to download something the first time but you can try.
It's been packaging an empty project from like 15 mins now...
Takes me around 30 min or more.
Yea but that is about 400mb worth of stuff to package.
It's a pain to get set up right. I am using an i5 with 8 gig of ram
It's been stuck compiling shaders?
That is not good. I noticed it compiles the shades faster if I make engine as small as I can but don't minimize it.
If the gpu is maxed you should see in task manager in the drop down for unreal it will say something like compile shades it should be around 25 percent per one
onu... the logs say downloading gradle but the pc is currently offline...
Cpu I mean
mm now its 23%...
Hope it don't fail but if it does you won't have to compile shades again but might want to be online if the reason it fails is because it needed to dowload something but if you have what you need it should be fine.
Mm...
Thank you so much for helping*^^
Hey, anyone here that could help me? I'm trying to create a "State Machine" for animations but I dont have the option to add it when I right click in the graph editor?
What would be a good way to test if unreal runs well enough on my PC?
um
maybe download a free high level asset from the Epic store and drag it into a project
Got it
Dont want to bug anyone, but does anyone know why I dont have the option to add state machines?
Guide to creating new State Machines for use in AnimGraphs of animation assets.
I read that. I simply don't have the option.
I followed it exactly, don't see "State Machines" at all.
Make sure you are in animgraph and use keyword; ‘state’ or ‘add’
Yea, Anim Graph inside Animation Blueprint
Wrong graph
Do overlap events run on a tick??
If I have 6 sphere collisions on each face of a cube, is that the same as having 1 sphere collision surrounding the entire cube?
Can someone help me with BP real quick? I've got a switch set up in C++. Basically shift toggles bIsRunning true and false. I want to increase MaxSpeed over time if the bool is true, reverse if false. I'd like to do this in my character BP, but I'm not sure how to start that....
@autumn elbow - collision tests happen every frame, so fewer primitives is definitely preferable
Thanks @wary wave
Would you happen to know how to disable them?
Is 'Generate Overlap Events' set to false turning them off? Or..are they still doing the test every frame and just not passing the info anywhere.
the events will always be there
but you can enable / disable collision on the individual components
@cunning siren there are a few ways of doing it. when you press your sprint key and you start ramping up to your max sprint speed, if the player stops pressing the key will they ramp down immediately or is it going to force them to max speed before they start to slow down? same in reverse if they are slowing down can they ramp back up to full speed?
anywhoo here is a way of doing it with a timeline https://i.imgur.com/TkVk62q.png
shift happens -> flip the boolean around -> run the timeline from the current position (in the event it's already playing it will continue from that spot) -> set the max walk speed to a value on your graph (300-600 over 2 seconds in this case)
I got it. Nixed the C++ entirely. I basically had a sprint input named for left shift. On that event in BP I created a timeline to increase max speed from 125 to 225 over .5 sec on pressed, reverse on released. @grim ore
and I set the max walk speed of the player to 300
yep yep lol
the C++ was fine as well if you want to be able to toggle it
I left a bIsRunning, and toggled it in BP (in case I want to put in attack anims or something and prevent running during later on)
(left the bool in C++, that is)
😃
I can FEEL myself learning lmao
well it sounds like you did what I was suggesting before I suggested it so 😃
Honestly the help I needed was remembering the word "timeline" lmfao
But thank you, you've been super helpful always lol
I do have a more advanced question regarding that though.... The way it's set up, if I stop holding shift, it goes back to running over .5 seconds. BUT if I stop MOVING altogether, it immediately stops. Is there a similar way of letting the reverse portion of the timeline play out regardless of input?
(regardless of input other than re-pressing shift)
I guess it would be interpolation, but I'm unsure of how to set interpolation speed so that it looks natural coming out of a sprint as well as going into a walk. (I either get immediate stops and a natural first step, or a slowmo first step and natural looking stops)
so you are holding shift, you are running, then you stop and it stops? you want it to not stop but finish an animation from running to a stop instead?
similar to I would say an assassins creed game
Yes. And I'm aware in the back of my mind that to get that the easiest way is to bring the entire movement into BP just like the shift to run.
Is that kosher in a production quality version of scripting? lol
(ie don't bind the movement in C++, but bind it in BP with a timeline from idle to walk and reverse)
for something like that I think the issue is fundamentally the design is different. games like that are more animation drives the movement and not movement drives the animation.
so when you say go forward it plays the forward animation from where you are until you stop and then it plays the I am stopping animation and it could care less about where it is moving only that the animation is playing forward and your dude is moving forward lol
you might be able to do it the way you are suggesting tho, it would end up being more of a hack as you are basically just giving in false input since you would still be moving the character while the player is not pushing buttons
What is the BP function that allows you to say something like "If any of these buttons are pressed"?
any of these? I dont know if there is one but there is an any key
nvm, it didn't work lol
you can check if a modifier key is down easy enough, like ctrl or alt in addition to an input key event firing
but then again you can just flag that in the input event itself in the input settings
To do what I need to do, I would have to make wasd action mappings, tie them to a timeline for max speed, and have them always pump out maxspeed as the value to move the player.
But that may make gamepad based movement feel weird.
So I might just leave good enough alone
ah
But the game is a "the movement is slow as fuck" kind of game, one of those smoke and mirrors tricks to make the map feel a bit bigger and make you notice more things around you. So having a set time to max speed rather than an axis bound pressure sensitive kind of deal may be doable.
:S
Holy balls doing a timeline in C++ is a b******tch
hah
I was going to mention that before but you said you went with BP. doing a timeline in C++ seems really... really... really backwards compared to just doing it in BP
No douuuubt. I'm warming up to BP for that kind of reason lol.
yep stuff like state machines, umg, and timelines and curves are just so much easier to get it done and done in BP
Hey guys, how do you create trigger volume similar to this? https://docs.unity3d.com/ScriptReference/Physics.OverlapBox.html
I tried to replicate the same effect with trace but trace requires start and end position to be different.
it sounds like a box collider, what are you trying to do with it?
I'm trying to check if player collide with an arena.
But the arena is not visible to player. Once player enters, AIs will attack him.
then yes you can make a blueprint with a box collision and use the on component begin overlap event to detect anything coming into that trigger
or you can use a generic trigger volume in the world and link to it in the level blueprint (but I would not do that)
Ahh box collision, that's what i needed. Thanks!
Can i ask another question? I want AI to have that same effect but checks for surrounding AIs. Do i use box collision as well?
it depends on how your AI are AI, what is controlling them?
I'm controlling using behavior tree
I'm using services to check the surrounding AIs but im currently using trace.
there are shape traces you can use that would work the same way, I would do it in the BT using a service or a task
so it sounds like you are doing it right
you could do i the same way but the end result would basically be the same, the difference being the individual AI in the character itself would detect the overlap and then do something rather than the AI controller detecting it during the AI tree and adjusting it as needed
if you dont need a box for example you could use a sphere overlap actors node instead of a trace to check for things around
True, but i would rather to have it on AI controller. I will see what i can do. Thanks!
Hello, does someone know the delay to get an response if we want to get the unreal engine enterprise support ?
Has anyone come across a good solution for fading objects/etc that obscure the player character without resorting to putting transparent materials on everything
How do I set actor rotation?
When I do
void AMyProjectCharacter::OnSpinPressed() {
UE_LOG(LogTemp, Warning, TEXT("Your message"));
SetActorRotation(FRotator(180, 180, 180));
}
It prints message but doesn't want to set rotation when I press a button
In MyProjectCharacter.cpp
Is there any chance that 180 pitch, yaw, roll, evaluates to 0,0,0
I tried SetActorRotation(FRotator(0, 180, 0)); as well to rotate yaw only
It doesn't rotate
If it's a character, rotation is probably overriden by movement component
Yes, character
Anyone know how if you uncheck the render in Main Pass if it removes the item as a draw call? or will hidden always keep from ever being processed?
So how do I set character's rotation then?
@mild pulsar UCharacterMovementComponent::PhysicsRotation is responsible for rotating the character
Also ACharacter::FaceRotation (called by the controller)
There's probably a nicer way to do it from the character code, since movement component follows player input for rotation
Yes, that one 😉
FaceRotation is where bUseControllerRotationYaw etc is processed
So you can definitely override that to change the behaviour
Ok, how do I call it then? because this doesn't work:
void AMyProjectCharacter::OnSpinPressed() {
UE_LOG(LogTemp, Warning, TEXT("OnSpinPressed Called"));
ACharacter::FaceRotation(FRotator(0, 180, 0));
}
Sry I'm new to UE4 and I just want character to rotate when I press a button
It prints message when I press the button
Character probably calls FaceRotation every frame already
So you need to store a rotation variable to use in the code that calls it
It's usually not a good idea to move something on input - you'd rather store a variable that represents the input, and then use it in your movement code on tick
For multiplayer in particular it's basically required to do this
What? I just want to rotate my character to FRotator(0, 180, 0) when I press the button
That's it
When I press the button, it calls void AMyProjectCharacter::OnSpinPressed()
Okay, but unfortunately, that's not as easy as it sounds.
But Character::FaceRotation(FRotator(0, 180, 0)); doesn't rotate the character
It does, actually - but then the Character code rotates it back to where it wants to be.
So you need to change that code
Your character turns around already, doesn't it ?
It does so by calling FaceRotation on every tick
So calling FaceRotation once more - or SetActorRotation - does nothing because your call gets overriden next frame
You need to find how rotation is handled in the character code, and put your code there
Are you sure? Default functions:
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AMyProjectCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AMyProjectCharacter::LookUpAtRate);
Are in Character.cpp
So what does APawn::AddControllerYawInput ?
You'd override FaceRotation
And cache the input
And you'd have to handle FaceRotation differently so it doesn't just overwrite it next frame
Sounds more like you should be modifying control rotation, though
need help with a bit of vector math pls
Especially if you have bUseControllerRotationYaw enabled
position A - position B = a vector that points away from B.. but its magnitude always varies
I need to clamp this magnitude
or normalize
For example, TurnRate:
void AMyProjectCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void APawn::AddControllerYawInput(float Val)
{
if (Val != 0.f && Controller && Controller->IsLocalPlayerController())
{
APlayerController* const PC = CastChecked<APlayerController>(Controller);
PC->AddYawInput(Val);
}
}
At this point of time this doesn't really make any sense to me
@mild pulsar Basically you want to look at APawn::FaceRotation, and override it in your own code depending on a variable you set in your spin input.
I tried both clamp and normalize... and they change the direction of my vector
GetNormalized()
in BP pls..
Sorry, GetSafeNormal()
There'll be a BP version.
If it's Normalize, then that will work
It's Normalize
Normalize should always return a vector with length 1
That has the direction of the input
hmmm Ican't get this to work, dunno how to add the normalized vector to the AI's position
so AI - Player = AwayFromPlayer
normalize AwayFromPlayer
and now.. add AI + norm AwayFromPlayer?
doesn't work
What are you trying to do here ?
get a point around the AI, but away from player
for avoidance
avoid player ,basically
Well you need to add a distance information here
And multiply it by the normalized direction
Basically how far to go
Distance you want the AI to go to
so it will be positioned at 0 0 0
@cloud cobalt
So APawn::FaceRotation:
void APawn::FaceRotation(FRotator NewControlRotation, float DeltaTime)
{
// Only if we actually are going to use any component of rotation.
if (bUseControllerRotationPitch || bUseControllerRotationYaw || bUseControllerRotationRoll)
{
const FRotator CurrentRotation = GetActorRotation();
if (!bUseControllerRotationPitch)
{
NewControlRotation.Pitch = CurrentRotation.Pitch;
}
if (!bUseControllerRotationYaw)
{
NewControlRotation.Yaw = CurrentRotation.Yaw;
}
if (!bUseControllerRotationRoll)
{
NewControlRotation.Roll = CurrentRotation.Roll;
}
#if ENABLE_NAN_DIAGNOSTIC
if (NewControlRotation.ContainsNaN())
{
logOrEnsureNanError(TEXT("APawn::FaceRotation about to apply NaN-containing rotation to actor! New:(%s), Current:(%s)"), *NewControlRotation.ToString(), *CurrentRotation.ToString());
}
#endif
SetActorRotation(NewControlRotation);
}
}
It just gets current rotation and then sets new rotation. And next time something else tries to set rotation(like a mouse input, right?), APawn::FaceRotation should get rotation(with const FRotator CurrentRotation = GetActorRotation();) I set with FRotator(0,180,0) in my void AMyProjectCharacter::OnSpinPressed() function.
But it doesn't work 
bUseControllerRotationYaw is probably set to true to start with
how to achieve anamorphic bloom effect like this https://cdn.discordapp.com/attachments/598791193869942784/598804920199806976/UE4Editor_2GKN0dxoGK.png
a normalized vector is basically just a direction, mlultiply it by a distance to turn it into a displacement
try the Bloom Convolution settings I guess : https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/Bloom/index.html
Haloing to produce glow effects for bright objects such as lights.
though it's slow 😃
ah, some global setting
i tired that but my engine broke xd
Well it's global to the screen
Since it's a post process
You can change it whenever you want though
k
Froyok has code to add it to PP volume
@serene birch how do I add a normalized vector to a position tho..
looks like the normalized vector changes my direction.. for some reason
yea that m akes sense but.. my results in Unreal are 😖
the normalized vector wrecks my vector
😄
it changes its direction
makes no sense
oh ok, I was multiplying at the wrong time
I got it to work yay!
@serene birch thanks!!
@cloud cobalt I don't get why it doesn't work.
TurnAtRate works like this:
In MyProjectCharacter.cpp:
void AMyProjectCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
In Pawn.cpp:
void APawn::AddControllerYawInput(float Val)
{
if (Val != 0.f && Controller && Controller->IsLocalPlayerController())
{
APlayerController* const PC = CastChecked<APlayerController>(Controller);
PC->AddYawInput(Val);
}
}
In PlayerController.cpp:
void APlayerController::AddYawInput(float Val)
{
RotationInput.Yaw += !IsLookInputIgnored() ? Val * InputYawScale : 0.f;
}
I added my own function to PlayerController.cpp:
void APlayerController::SetYawRotation(float Val) {
RotationInput.Yaw = Val;
}
And this still doesn't work:
MyProjectCharacter.cpp:
void AMyProjectCharacter::OnSpinPressed() {
UE_LOG(LogTemp, Warning, TEXT("OnSpinPressed Called"));
//SetActorRotation();
APlayerController* const PC = CastChecked<APlayerController>(Controller);
PC->SetYawRotation(180);
}
How do I set character's rotation?
@thick turtle due to fog ?
@thick turtle It looks like it is getting indirect light from the skylight? Did you maybe turn off shadows for the ceiling and the skylight is coming through?
@mild pulsar What's the value of bUseControllerRotationYaw
Let me check
@thick turtle extend your lightmap importance volume well below the floor to fix that. It’s a volumetric lighting issue
Then rebake
@cloud cobalt I tried to check it with:
void AMyProjectCharacter::OnSpinPressed() {
UE_LOG(LogTemp, Warning, TEXT("OnSpinPressed Called"));
FString bUseControllerRotationYawStr = bUseControllerRotationYaw ? "True" : "False";
UE_LOG(LogTemp, Warning, TEXT("%s"), *bUseControllerRotationYawStr);
}
And here's what I get:
UE4 be like
As I said I'm very new to UE4 idk how to hook debugger yet
I also finally made it work with:
void AMyProjectCharacter::OnSpinPressed() {
UE_LOG(LogTemp, Warning, TEXT("OnSpinPressed Called"));
APlayerController* const PC = CastChecked<APlayerController>(Controller);
PC->SetControlRotation(FRotator(0, 180, 0));
}
void AMyProjectCharacter::OnSpinReleased() {
UE_LOG(LogTemp, Warning, TEXT("OnSpinReleased Called"));
APlayerController* const PC = CastChecked<APlayerController>(Controller);
PC->SetControlRotation(FRotator(0, 0, 0));
}
It does what I need - rotates my character as I originally wanted to.
Cool
What's up with hieroglyphs though?
Why can't I just call UE_LOG(LogTemp, Warning, TEXT("%s"), bUseControllerRotationYawStr);?
And it wants dereference * operator before the FString argument *bUseControllerRotationYawStr?
I'm going through an UE4 course now and there in the project teacher calls UE_LOG(LogTemp, Warning, TEXT("%s is at %s"), *ObjectName, *ObjectPos); ObjectName and ObjectPos are both FString objects and not pointers 
And it works
Yes, UE_LOG expects a c string, which is what *FString returns
But they're not FString*, they're just FString?
Yes, which is why you have *ObjectName used
I mean, FString* would be a pointer to a variable of type FString. And FString would be variable of type FString.
In the project variables defined as FString ObjectName = GetOwner()->GetName();
And in the UE_LOG it dereferences variable of type FString and not a pointer?
And I don't get what and how it's happening exactly?
- is not exclusivelly to pointers, it can be overloaded
[...]
wait that was right
{
return Data.Num() ? Data.GetData() : TEXT("");
}```
UE4 log/printf facilities should be modernized with variadic templates one day
the %f/%s stuff with VA_ARG is pretty error prone 😃
Hey guys, maybe someone can help me with this:
I've started a blank project and i cannot build any lights. It's simply telling me 'Lighting build failed.' without any further error description.
Did someone ever experience this? I've used UE in the past and it always worked. Thanks!
Can someone help me with ue4 widgets and interface? i got some questions
If my window is small, like here all looks fine
But when i go full screen some hud elements at the right hand side cant be seen
Any way I can mantain a ratio or the same size of stuff? please help
hi guys, I need some help with composure
in what thread should I ask it?
I've fixed my issue with the lighting. The windows service 'Windows Management Instrumentation' wasn't running. Swarm was complaining about that.
hey, i've got a question. i heard a lot of times from different people and from youtube videos that merging multiple meshes (that are the same mesh placed multiple times) into one mesh saves a lot of performance, but in my case it always makes it run worse. is this normal?
what would cause the character to sometimes bounce and get ejected through the air when colliding with another skeletal mesh?
@amber rivet take a look at this: https://docs.unrealengine.com/en-US/Engine/UMG/UserGuide/Anchors/index.html
Using Anchors to keep UI Widgets in fixed locations based on different aspect ratios.
Hey, So i have a character, i made it like it spawns at a exact location its actually an AI So the AI goes through locations using taget points but whenever i set the spawn at location it goes to wrong location and does wrong animations because its variables values are empty just cus it spawned anyone knows how to fix ?
@fringe pivot Is it a basic template you're working from?
@mint sequoia the 3rd person one
@fringe pivot Have you modified it at all
a bit, but I don't think I have added nothing that can cause that behavior
Hold on then, I have a suspicion
My new game is doing it too. Epic introduced an awful bug in 4.22, going to test if they actually added more than 1 🤦
Hey, So i have a character, i made it like it spawns at a exact location its actually an AI So the AI goes through locations using taget points but whenever i set the spawn at location it goes to wrong location and does wrong animations because its variables values are empty just cus it spawned anyone knows how to fix ?
ohh great thanks just let me know what you find
@astral marsh you need to set it to have those variables after it spawns
also quit spamming please
@fringe pivot Its gonna take a bit longer than expected, have to rebuild the engine doh
all i did was remade all the variables on an actor and then set it to the variables of the character
@mint sequoia don't worry, just ping me, thanks!
I place the references for those variables in the level btw
@rotund scroll Actually get all actors of class is the one 'get all actors' node you can use and wont scale horribly
that's besides the point
So do i have to set the variables value inside the ai bp?
Still should be avoided, esp. on tick
Well in that case, I agree with you
If you're using that node it means you don't have a proper chain of references
It's only OK for prototyping
and it doesn't give you stable results
i.e. every time you load it you might get a different order of references
Oh?
Sorry i didn't know much as im a beginner
I'm just not able to understand how to set these variable references to those which are placed in the map.
are you spawning the AI or is it in the level to start with? @astral marsh
I'm spawning it.
show me where you spawn it
Okay Screenshare?
I suspect he meant the class thats spawning it and corresponding function
just post a screenshot
never do spawn logic in the game mode
use the level blueprints
it's what they are there for
We can't reference from level blueprints right
because theres a part of my ai which needs to spawn
but level blueprints cant be referenced
i spawn it
here
You could set it up without having to reference the level BP
Inside the AI BP only?
Nah but you can spawn it from the level BP and then have it not require referencing the level BP
I'm having a save function where after the AI catches me, i'm teleported to a location and the ai gets deleted and then spawns again
Id actually avoid levelBP here. I'd generally use that for map exclusive stuff.
But that's personal taste
^ An AI and its waypoints shouldn't be level specific
Waypoints aure
and so is the AI instance
grab the waypoints on begin play and have done with it
hence you need to spawn it in the level
Sure. But spawning the AI shouldn't
manager class
I would not spawn AI from the level BP
in fact I would almost never use the level BP
And if you generate waypoints, you don't want them explicitly placed
certainly that depends on the context of the game
I can't think of any example of a game where I would use the level BP, for AI, or otherwise
do you want to place patrol routes and have full control over those? then you need waypoints in level
Really, BP in general encourages you to not structure things properly.
@wary wave any sort of interaction between two actors that are otherwise not related, and only have a level in common
e.g. a button opens a specific door
you could argue you could do that through the details panel, but really it's all the same
I can have complete control over waypoints, deterministically. Without placing in the editor or via LBP
why the heck would level BP be involved?
because of visibility
The level editor makes that more or less obsolete with certain setups
and zero portability
Is there a way i can do this on gamemode?
Absolute rage, make a new project to test something and have to disable VR plugins -__- and everything freezes for ages coz I always forget
visually those setups are a tedium to deal with
Binding delegate callbacks in the level BP can allow bespoke functionality that's truly level specific
manually setting up doors and buttons in level BP is madness
so yes you could argue you never need the level blueprint in that case
but doing so is shooting yourself in the foot for when you're debugging
But good luck once you need a similar thing elsewhere
Can anyone help me here?😅
@fringe pivot Not happening in an unmodified third person character project https://i.drowningdragons.io/ZbRVOUTC4.mp4
But when it spawns the variables values are lost
Well I'd say we are. Use the LevelBP so that Cranz will help you. Take away things we mentioned.
But we can't reference level BP in a character BP right?
you aren't reference level BP
Cranz will know how to work around it
@mint sequoia for me it's really weird, it happens with one AI actor I have, but with another actor of the same class and same settings but a different skeletal mesh it doesn't happen.
so if you're spawning the actor in the level, you need a spawn actor from calss
class
@astral marsh
I'm programmatically generating them so they are just the same thing, except for the Skeletal mesh
It's already spawning in gamemode @rotund scroll
If it remove it i need to also spawn it in the ai bp and i cant reference from level blueprint then
that particular AI will only be present in the level, so spawning it in game mode isn't going to help you
no you do not
Then after catching how is it gonna respawn?
the AI knows its own controller
and if you set it up correctly you can make it respawn
game mode is an abstract class that takes care of meta game rules
it's not supposed to ever influence any level in particular
@fringe pivot I'll double check my own project in a few mins, I'll let you know if I find anything, not hopeful though 🤷
before anyone's going to "well actually" me for saying the class is abstract, I mean in the sense that it doesn't exist in the world
@worn granite Have you looked into utility AI in UE4
No thanks
Nah, I haven't
when i import an animation from blender to ue4, the mesh is small
@worn granite Tom Looman has an interesting post on it https://www.tomlooman.com/journey-into-utility-ai-ue4/
Oh, very cool.
I haven't done much with AI in UE4 or.. anything, really.. but it always struck me as convoluted and unnatural (compared to the way a person functions)
So that made sense to me when I read it
Also the game mode class isn't some agnostic construct
shoot me
He links a couple GDC talks too
When I inevitably get to the AI on my own project I intend to give it some real consideration
Well if you get to it before me, you can let me know your thoughts
If you like, I can do the same
I created this simple FPS C++ with starter content project and then shipment package for Windows.
How to make game start in true fullscreen(not borderless windowed)?
F11, Alt+enter and fullscreen console command switches between windowed and borderless windowed.
How do I make it start in fullscreen when I launch .exe file?
FPS is also seems to be locked at 62 for whatever reason. My monitor works at 77 Hz, GPU is used by ~40% and CPU by ~20%, so it's neither VSync nor bottleneck. t.MAXFPS doesn't affect max FPS, it's still locked at 62 no matter what number I put there(in the console). How to lock max FPS?
asking again cause of deperation,
Anyone here managed to render out a composure project?
It will only render my custom passes
I found that I can set max fps in project settings:
But what's the console command for that? t.MaxFps=70 doesn't work
It looks like it sets it but then it resets it to whatever I set in project settings
probably because you set in the console MaxFps while the setting is "Fixed Fps"
the t.MaxFps is probably more linked to the last setting in that screen that is greyed out because Fixed Frame Rate is turned on
It was the same when Use Fixed Frame Rate was unticked(and Smooth Frame Rate checkbox was ticked), like this:
Also Default Timecode Frame Rate was 30 FPS
I changed all these numbers to 60 FPS after I asked the question
In all cases t.MaxFPS doesn't work
Ok actually when I unticked both Smoothed Frame Rate and Use Fixed Frame Rate checkboxes, t.MaxFPS started working
UE4 
does anyone have latest master, and can't run game in PIE/Standalone from editor ?
it crashes when allocating slate render target -;- at least for me, tested on two PCs
can i start a -game with DebugGameEditor dll?
i need help
with terrain texture blending
i will paint on one texture a other quixel texture
Hey guys, I'm trying to get Engine version 4.22.0, but doesn't seem to be available anymore in the Epic Launcher drop down button?
4.22.3 is available, its the same
I can't see that either, I can only see 4.23.0 Preview
looks like you already have it, or a corrupted version of it
try to look n program files
delete if you do find it
Thanks
good luck
@thick turtle remember that one, most environments on marketplace has this same issue 😄
@mint sequoia I bough tom looman's c++ udemy course
I'd have to say he's really good lecturer.
4.23 preview 2 this week probably, maybe we get Chaos baked into the preview instead of having to compile source. Maybe kittens and puppies will be living in harmony as landscape layers don't crash when using the weight map node. Maybe we get an announcement that Epic is self funding all projects for anyone who wants to publish to the EGS in the next year. 😀
Maybe I spend a buck and upgrade this 2600 CPU to something that doesnt take half an hour compiling shaders when opening a new project lol
Blender + Epic Money = Better Blender? https://www.blendernation.com/2019/07/15/epic-games-supports-blender-foundation-with-1-2-million-epic-megagrant/
so Blender won some of that mega grant money? neat for them!
can't wait to see reddit hate groups distort that into a bad thing 😄
its bigger than the last 5 years of donations
at minimum
as far as i know its also bigger than all the funding raised for the open movies and blender 2.8 itself
its also much bigger than the 100k they raised to make blender open source in the first place
no, but seriously, this is really, really, really big for blender
I eagerly wait to find out how Epic will leverage this donation to destroy Blender.
Epic probably see it as much less of a threat now that the BGE (Blender Game Engine) was taken out of 2.8.
😄
Blender has allways been money starved
they are also spectacularly efficient with money
now the question is will they put it to use for ue4 users
like... blender has had like 10k monthly budget for years
or just invest the money somewhere else
and 2.8 code quest effort was 200k euros
that's how Epic will destroy Blender! they give them so much money they get lazy with it and then the funds end!
its free money @tall pendant , Ton has already said they will use it for the core stuff
WHY????????????
The MegaGrant is a true grant, with as only requirement that we really spend it on improving Blender. With Epic Games I've agreed on investing it specifically in the quality of our software development projects. Sounds boring, but it's essential for the future!
I'm not too sure what they want to do with that money, seems strange to use it all on "boring" stuff 😃
well, they do seem to know how to use their money well anyway
i made a blueprint of class 'object' and I can't use the create widget node
why the fuck not
WHY CAN I NOT JUST MAKE A SIMPLE FUCKING CLASS IN UNREAL TO RUN LOGIC ABOUT MY FUCKING INVENTORY
Making an inventory system is not easy. That is why I suggested https://www.unrealengine.com/marketplace/en-US/slug/arpg-inventory-system but it took me months to edit this and learn how it works and modify it for use on Android. Out of everything I have learned in ue over the past year inventory system was of the biggest challenges.
Objects do not exist in the world or even at runtime for the most part so they do not exist in in the world context so you cannot create widgets from them @weary void
your outburst is like saying "why can't i just fly my car under the water because I want to"
how i combine
Arms animations with Gun
like Reloading animation
I feel like an outburst now. Why can't everyone download my game an I be a millionaire already! Damn you google for making me pay for advertisement on facebook!
bro making an inventory system isnt what im struggling with, I know how to do it i wrote the spudo code. The only thing that i struggle with every time is where to put the code. I jsut need one place i can put all the variables and functions for my invnetory. If i were doing it in c++ id just create a new .cpp file and it works. but in unreal theres so many complicated things that i dont want.
i jsut want to put all my inventory related code in one place
but idk where
if i use an actor it has to be placed in the world which i dont want
that's up to your system and the engineering of the project. IF you want someone to just give you an answer put it all in the player character
an option I have seen is to create a blueprint component on the player character to handle the inventory
That is what that inventory does it's a component you just add to you actor. It would save you some trouble.
another is an actor in the world which you do not seem to want
another might be the game mode or game state which would be weird
if you want persistence between map loads the game instance is available
you can use C++ if you want it as well, nothing wrong with that
when you go to creating a new blueprint one of the options at the bottom is an Actor Component. From there you can create your actor how you want it and it can be attached as a normal component to another blueprint like adding a mesh or a collider or camera
okay
It's not really much different than a standalone actor in the world except it goes on an existing blueprint and is easily re usable
You would cast to the actor still then get the component off the cast
correct you get it like any other component, it should be in the variable list
Every time the player left clicks and event dispatcher is sent (From Character blueprint)to the gun which fires a bullet. When i duplicate the gun blueprint in the world all of them shoot. How can i make sure the event dispatcher only goes to the equipped gun or would i have to go about it an other way?
@lilac wedge well you are seeing what event dispatchers do lol 😃 so the question is how is the event dispatcher being set up to listen to. is the gun setting itself up to listen to the player call it? if so that would explain why all of them listen.
how is the gun "equipped" ?
if the player keeps a reference to the gun they have, there is no real need for event dispatchers as you can just tell that one gun to shoot.
i have an array of actors in my thir person bp. When i go up to the gun and click e. The gun is added to the array and attached to the actor.
how would i tell it to shoot?
are all of the guns the same blueprint, or different?
well currently the same but im planning to have some diffrent in the future
ok so if working with different things that you all want to do the same action, look into using blueprint interfaces. This would let you talk to anything and go "hey, you, shoot if you can" and if they can they will.
that would let you have multiple "guns" and they can all shoot by just saying "hey gun, shoot"
the next one is why an array for the guns? can the player hold more than one?
where are you trying to cast at?
yes so 2 guns can be attached at a time. And the array is also used to decide which gun is the be added to the players hand and which gun goes in the holster
do you have a way of knowing which gun is currently in the players hand? if so you just get that gun reference and use a blueprint interface and fire
for what you want, generic communication between items, blueprint interfaces work well
yhe i can identify each gun within the array
Add the component to your actor then cast to that actor and get the component
then you would do something like GunArray -> Get 0 -> Fire (Interface event)
without an interface it wold be something like GunArray -> Get 0 -> Cast to gun1? if gun 1 then fire event on that gun. Uh... It's not gun1, is it gun2? uh... crap.. gun 3? 4? damnit which gun are you so I can tell you to fire.
an interface would be GunArray -> Get 0 -> oh, you are a cat? sure why not let's see what happens if we tell you to Fire
hahaha
thanks for the help man 😃 still watching the video but i think i get the hang of it
yep yep hopefully it works 😃
@grim ore So i made an actor component and i added it to my firstperson character. Now on my first person character event begin play i am trying to cast to it to run a function that is inside of the actor component
why does my mem usage go from 1.5gig to system max and near lockup when hd caching when importing landscape layer heatmaps?
are they just that gnarly?
8gb system with 6vram 4k landscape 2k textures, I know it's humble hardware but that's a lot for a heatmap, yeah?
If the component is on your character just drag it into your graph and drag off it's pin to get the function you need.
@weary void if its a component then you should already have a variable for it on your list, just get that variable (it should already be the right type so no need to cast) -> call function
VRAM won't matter for importing and converting textures so yes 8GB ram is barely enough for most larger textures @opaque salmon
@weary void https://i.imgur.com/LIQE1fo.png you can see the component on the left, the variable in the list on the left, and how I just have the getter for that variable in the graph and calling my event
@grim ore thank you soooooooo much man this thing is amazing
which i knew of it like half a year ago
hahaha
damn son 🤔
I've asked Puget Systems if they'd be interested in doing a follow up to these benchmarks when they are benchmarking the new AMD 3000 CPUs. They've asked me if I have any suggestions for Unreal Engine things for them to benchmark, and I've figured I would ask if anyone here also has suggestions I can bring up with them too
https://www.pugetsystems.com/labs/articles/Unreal-Engine-4-16-CPU-Comparison-Skylake-X-Kaby-Lake-X-Broadwell-E-Skylake-Ryzen-7-984/
@me if you have any suggestions so I don't miss it 😃
benchmark compiling an engine branch
but besides that it's so up in the air when doing stuff due to caching when benchmarking lightmass or visual studio
I guess that I can just say benchmarking what they did before but on a newer version of UE would be great
yeah the thread brought up info tho such as what is lighting time and was any of that cached. When their data doesnt match user data shrug
i too am especially interested in engine build benchmarks. here's their last one
I gave up on trying to get accurate comparisons of UE4 and cpu's lol 😦
more cores, more threads, more speed is the goal heh
It is good someone is trying to use something relevant to us tho for comparison so I cannot fault them for that
that 800 second compile time tho.. whoo I would like that
yeah it feels less abstract to me than cinebench scores and the like
i especially am curious how the 3900x fares compiling
I merged my project with one of the freeones this month on market place. my Event Interact no longer works. pretty sure I migrated over correctly
if the hard drives are like for like then yeah I could see a raw comparison would be nice. I know I get like 1800 second for my 5820k at 4.3 which really shows it's getting old compared to the newer uplift of the new generation
hey brothers, is there any documentation on control rig and setting it up to where you can have clickable controls?
It would be sweet if there was a project sample for control rig 👌
(udk3) any 1 familiar with import animations ?? every time i try and save my animation disappears ?? feel free is dm me
Hi, just a quick question. How do i create a folder for my functions?
Each function in the details panel has a Category, those are the folders
you can nest them using ghe | symbol like Stuff | More Stuff
thank you
I tried importing a new animation to my animbp and now all the previous animations are fucked. For some reason its only the arms
Hi everyone, i'm trying to vertex paint with mask to get a result similar to this :
Can anyone help me i'm struggling with the nodes, I want my alpha to grow while painting, instead of the basic smooth looking painting
Here are my actual nodes :
you want your alpha to grow and then what? just end at 1?
i think hes talking about heightlerping
Kudos to UE4 doing a massive grant to Blender!!!
I'm trying to get rid of the "smooth borders" of the basic vertex painting, to get some nice cracky/sharp edges while using vertex paint
here is the basic result I have while I vertex paint :
heightlerp
So ARTv2 is incredibly buggy
constant errors in the maya log below
and there is an issue, where if you do something, like delete a module, or minimise the window, ARTv2 will bug out, all the icons and dialog with disappear
So far, I can't delete a module, and Ctrl + Z
so, its starting to look like, I just cannot make a mistake ever
everything just has to be perfect to use the tool, so far
assuming it even exports anything
can't load, can't save, can't do anything once you delete an arm
If someone can help me with getting a copy of ARTv1, that would be appreciated.
Because v2 is just, unusable
ARTv1 not downloading - https://puu.sh/DTeig/79efc17b52.mp4
ARTv2 display bug/crash- https://puu.sh/DTehF/af9b1d23c8.mp4
I have not been able to download
Apparently it is
But it is clearly unstable.
if I can get a copy of Version 1, I'll be happy, cause this is terrible.
Yeah, I tried resetting Maya's preferences, to eliminate some issues, but ARTv2 still won't let me delete a module
And I upgraded V2 to this copy
good luck 😃
Hey can some1 help me i really wanna use ''Left mouse button'' and ''Right mouse button'' but i can only get ''Left mouse button'' to work when i click on my object i want my object to change colour when i click it (left click orange) and (right click Blue) how can i do that? 😃
wtf is that?
perfectly fine, when it was saved here ^
open, and it has a distorted leg?
this is just absurd
@undone sinew is that unreal??? O.o
its ARTv2
the UE4 animation rigging toolset
At this rate, v2 isn't going to replace v1 anytime soon, its very unstable 😮
I finally managed to get a copy of v1 from my friend and coder.
Since for w/e damn reason, it won't download in my launcher.
does anyone know how to use MORT - multi rename plugin? i want to rename doubles like here
@midnight bolt Yes
there is something not mentioned in the tutorial/setup
but you have to access engine files, not just blueprint plugins
and then it will be visible
manual covers only installation, i have it installed
i just dont know what to tell to mort to remove these double names
i want to make it so that John_John_001 becomes just John_001 etc
so "remove from start" with "characters to remove"
that would be 5 characters to remove from start
but then I have to do it everytime, i have too many meshes
i want to find regular expression such as repeating word
well it has a text find
but, since its duplicates, it would probably do both
you could try and see if it only does it once or if it does it for both
but if, none of the stuff is actually in a scene atm, no dependencies, you could also try renaming outside of UE4.
Bulk Rename Utility: Free File Rename Utility for Windows. Bulk Rename Utility allows you to easily batch rename files and folders based upon many flexible criteria. Free Download.
i think the plugin is broken anyway, the text find worked for me before, but not on all meshes
That program has alot more features than MORT
so like rename uasset files themselves before placing onto map?
its saved my ass many times too
yeah, make a backup first
incase it doesnt work
i g2g to the store, ill be back 😛
ah cool
so many options!
if you can tell me how to set that bulk utility that would be great
no word in help for duplicates or anything like that ..
😄
NOT being the node.. not the expression LoL
NOT Knot
My computer's preview for materials is very slow even for extremely basic materials - would increase core count have any affect on this particular thing or is that all dependent on the clock speed?
@next ivy which part of the preview? the top left in the material editor. the one that you see in the world once you save and it's compiling? preview for other shader models?
it looks like when you end overlap you tell it to do that tho
yes
then..now... On end, i check if the object is bein held...
but then it still doesn't work
what did I miss?
where is this blueprint at? which object in your video
both
and how does it know what held object is?
both cubes are the same class. The box being held is stored in Held Object Variable.
so each object knows which object is being held?
@undone sinew it doesnt seem to accept it in the app...
@grim ore Top left yes
@midnight bolt Yeah, I just noticed that too
I ask because you have 2 separate items, both with separate variables, so how do they each know what the correct value for held object is?
hmmm... true.. lemme check ..
@next ivy yes the preview window in the material editor uses the normal shader compiler system so core speed and threads are both important
Ah didnt know if it would use multiprocessing on smaller operations
Thinking about getting a 3950x
this is from unhooking and rehooking the opacity on the skin example project https://i.imgur.com/VaPMdX3.png
yea its probably going to lag no matter what CPU you have a bit but limiting that is more important to me than building lighting because that's what's frustrating to wait on
well building lighting is cpu bound and shader compiler is cpu bound soooo more cores and clock speed 😃
even on a balls out machine you are still going to have some sort of processing time on a large material I would assume
Yea looking at the benchmarks I was actually quite suprised even the best CPUs on the market still take quite a long time to compile and build lighting
the digital human example skin i get ~4 seconds for each material change for compiling on a 5820k (6/12 @ 4.3ghz)
Differences between high end and mid-tier is not so large
Anything will beat my 3630QM I'm sure.
try that on my laptop (2/4 @ 2.2ghz) and it's a sad sad thing
@grim ore you so smart! 😄 I wasn't even sending in the held actor to the function. Now it works. Thanks!
yay works!
second pair of eyes always helps
I'm beginning to see why no one uses ART
😦
You have to get used to lots of backups, and closing and reloading maya about 100 times
ouch. It seems weird that epic would use/endorse it if it was that bad. Maybe it just has a really really weird workflow and they don't share it 😦
I think alot of people just don't use it
Its looking like the easier route to go, is a new skeleton, and retargeting animations.
I'm gonna do the best I can with this tool for now, cause I just need this for a prototype
But in the future, I think I'm going to ditch the skeleton
is all your stuff in maya? or are you trying to target the ue4 stuff for a reason
I'm trying to put a UE4 default skeleton on characters, so I can use existing animations
existing UE4 animation aye?
yes
yeah makes sense then, but even matching the skeleton it's all fubar?
omg
I am not an artist and my one attempt to do what you are doing resulted in me forgetting to weight the skeleton to the mesh and then giving up lol
discord allows actual nudity to go through their filters
but thinks my pirate is a naked person
xD
hah
Some guy sent me a tutorial on how to transfer skeletons in Max, and it looked really complicated
But, given the issues with this toolset, it might be less complicated xD
I am going to try both
But I atleast managed to get the bones generated
I use CAT in Max. It the best in my opinion



