#ue4-general

1 messages · Page 491 of 1

plush yew
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second time... after I tried to remove those files...

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I verified... nothin changed

grim ore
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the size is probably disk size not downloaded size

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and during all of this did you try to validate the install was broken and not the project?

plush yew
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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

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I tried to validate... the target platform install is broken...

grim ore
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how did you validate?

plush yew
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by clicking on the verify button...

grim ore
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install UE4, install the android sdk tools, new TPP project, package for android, fail?

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validate that the engine is broke by testing with a new blank project and not the existing one

plush yew
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It says you have missing components...

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the engine is fine...

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everything works for windows export...

grim ore
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well above you only said that it was cooking forever, not that it said missing components

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before you verified

plush yew
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It was when I used nvpack installation...

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It kept cooking forever lol...

grim ore
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ok ...

plush yew
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then I removed it...

grim ore
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lets reverse and stop

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does the editor start up?

plush yew
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Mhm...

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It does...

grim ore
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can you create a new project with it?

plush yew
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Yes.

grim ore
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the goal is to package and launch on android?

plush yew
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Mhm...

grim ore
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when you have a device plugged in and try to launch to that device from the editor what does it say

plush yew
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It says mising components... read the android quickstart guide...

grim ore
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the output log says this?

plush yew
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nope... as soon as I click on package for android... It shows a card overlay kind of notification

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packaging never starts...

grim ore
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ok. did you run the codeworks installer?

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it is what creates the NVPACK directory and installs the SDK and NDK

plush yew
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not this time.... I've tried it like 4times and the cooking forever thing happens...

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Nu... I mean without code works...whilw installing the engine

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I checked the target platform android

grim ore
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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

plush yew
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O...

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so I should run the code works?...

grim ore
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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

plush yew
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Will do it... but then the cooking forever thing happens...

bitter edge
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@grim ore Hey Mathew, After you finish with Cinnybun I was wondering if I could pick your brain?

grim ore
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what cooking forever?

plush yew
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I run the export for android...

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It keeps keeps packaging an empty project forever..

grim ore
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it sounds like you have more than 1 problem and are trying to fix them all with 1 thing

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you cannot

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right now if you do not have the SDK installed you can stop trying to get Android to work

plush yew
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I tried removing everything...

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and reinstalling...

grim ore
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cool, still doesn't change the current step and problem for fixing this.

plush yew
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Mhm...

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So I'll try the code works and install everything...

grim ore
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well you dont need to install everything, it should default to what you need

plush yew
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Thank you so much for helping me.

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Ofc...

grim ore
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you can choose to not install NSight but it won't hurt if it is installed (you will just never use it)

plush yew
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Mm...

grim ore
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@bitter edge you can ask away, someone might be able to help lol

plush yew
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can I ping you if something goes wrong? I'm rly new to UE...

grim ore
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just post issues in here or the correct channel, someone might be able to help.

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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

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then you can try launching to the device plugged in

plush yew
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Thanks again*^^

bitter edge
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@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?

grim ore
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nothing built in but there are plenty of plugins to do normal HTTP calls as well as built in

primal escarp
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@honest vale Oh. Thanks for the help!

grim ore
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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

bitter edge
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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.

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I appreciate the input though

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I'll look into some HTTP stuff. If I can access a simple bool variable from my website that would do the trick.

grim ore
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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

primal escarp
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@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?

bitter edge
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By timer do you just meen the sysytem clock time. after X date its not vaild?

grim ore
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@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

bitter edge
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People could just roll back the clock correct?

grim ore
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yes but if this is for piracy is all this work even worth it?

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piracy is going to happen

bitter edge
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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.

grim ore
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yep then a simple online check would work but then what if they dont have online?

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like hey I shut off my internet

bitter edge
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They do

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Its for a single person

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a client

grim ore
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i meant to get around your check

bitter edge
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They would not be able to by design.

grim ore
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you would pretty much have to look into a self destruct system in C++ if you really really needed it to not work lol

bitter edge
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Fair enough 😃

grim ore
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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

bitter edge
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REST calls. Could you point me to some documentation? If there even is any.

primal escarp
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@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.

grim ore
bitter edge
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O wow

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thats great!

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I didnt even know this was a thing

grim ore
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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

bitter edge
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I appreciate your insight. Did you do a video on that?

grim ore
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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

plush yew
grim ore
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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

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@plush yew what is "not working" ?

bitter edge
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No problem. This looks fairly straight forward. Anyway, I appreciate the help and been watching your videos for years. Thank you!

plush yew
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first enum

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nvm, i will make a text array with names, it is easier

grim ore
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your literal enum is what is doing it

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your byte to enum of the type you want is enough, you dont need to feed that into the literal enum

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so int -> byte -> enum -> to string -> ToText (lol) -> done

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that's a bug I would guess, putting any actual enum into the literal enum input causes it to choose index 0

plush yew
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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?

grim ore
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that's a good question, one would assume so but what is the exact reason for needing it to be done?

plush yew
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@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.

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Or actually I didnt try it yet, but I'm setting it up right now

grim ore
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well there is an easier solution to this

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click the Expose on Spawn checkbox for the variable

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then when you spawn it you can set the variable as it is spawning

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and I believe that would be valid during construction, or at the least as early as possible

plush yew
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@grim ore ahaa ok, didn't even know this one yet, even after setting all of these variables

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what is latest version of unreal engine?

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currently have 4.22.3

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but I swear it said to update it moment ago?

grim ore
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do you have any plugins that need to update (! mark next to plugins)

plush yew
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no

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where is plugins section?

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back to initial question

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is 4.22.3 the latest version?

grim ore
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right under the version # for that engine install is the plugins stuff

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it says Installed Plugins

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and 4.22.3 is the latest version of 4.22

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4.23.0 preview 1 is out as well

plush yew
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THANKS

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I don't use unreal engine much anyway

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😂

grim ore
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@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

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that was a good question tho 😃

plush yew
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@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.

grim ore
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ah I was testing with a normal actor, not a widget

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the Event Construct is more like the Event Begin Play for a normal BP so that would make sense

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the event Pre Construct on a widget is more like the Construction Event on a blueprint

plush yew
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ah ok

grim ore
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yep on a widget the Event Construct is called probably the next frame after it is created

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yeah if you look at a widget it has no Construction Event

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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)

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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 😃

plush yew
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I will use it from now, hope I won't have to change the stuff I blueprinted so far

grim ore
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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

plush yew
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Yeah right now I'm using actors though

latent flume
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Quick question, is there a quick way to print out he dialogue from a dialogue tree?

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Specifically text.

rancid lynx
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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.

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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.

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I just want basic lighting. Even the gamecube windwaker zelda could handle it.

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How do i get a peaceful simple global flat light like this. I dont need massive shadows . i dont need the cartoon shader.

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I just dont want really bright or dark areas. Thats all x_X

plush yew
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just put a directional lightning or a sky light, and change the illumination to get what you want

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check here the types of lights u can use

rotund scroll
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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

midnight bolt
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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 ?

hidden aurora
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In my opinion mixamos is trash

midnight bolt
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it's extremely barebones for me, and im happy with the 1 click results

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i am going to use it for VR, so i just need basic skeleton rig

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and mixamo does that

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i need any small UE4 mannequine based player

ancient otter
raw elk
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@ancient otter What seems to be the prob?

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That gif makes it a bit hard to see

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What exactly are you trying to improve

ancient otter
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I just want to make a realistic wet clothes

raw elk
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Ah, I can't help in that regard. I am just now starting to learn that bit myself. Apologies

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Hm

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Actually

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those look way too wet

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have you dialed back the roughness?

ancient otter
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Yeah i agree

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I will make it less wet lol

raw elk
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looks like the guy just climbed out of a gooey lake

ancient otter
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xd

raw elk
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clothes absorb water, so they don't reflect a real shine like that

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more of a very dull shine

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dark and dull shine

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I just figured out this hair shader nonsense myself and I was actually about to move onto making things look wet

drowsy perch
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where can I find a good tutorial to start designing environments?

proper crane
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Is the W in the shadow a problem?

weary void
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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.

hidden aurora
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Level blueprint?

weary void
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but the level blueprint is for the level

hidden aurora
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Game instance

weary void
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hm....

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would you recomend that?

hidden aurora
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Im not sure

weary void
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okay

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Ill see what other people say as well but ill keep that in mind cuz it seems decent

light thunder
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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

honest vale
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@proper crane those are preview shadows

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you are using stationary lighting and you haven't baked it

light thunder
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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

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5 years later lol

gentle vector
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Anyone know why any mouse input is controlling middle mouse button input if these are my input bindings?

misty stone
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you possibly dont have a middle mouse button

weary void
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lol

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if I make an actor blueprint class, does it have to be placed in the world?

manic pawn
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no, you can also make an actor blueprint and then not use it

weary void
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but what If i want to use its variables and functions but i dont want it in the world

manic pawn
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then you can't

weary void
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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

manic pawn
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a blueprint function library probably

weary void
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no because they can't have variables

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I jsut want a class

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lmao

manic pawn
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then make a bp class that derives object instead of actor

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you'll have to instance it somewhere though

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bp does not have global variables

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the closest you'll get to a global var is something in your game instance, as it can be accessed from anywhere

weary void
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yea nah i dont want global variables i jsut want a class

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so wdym by a pb class that derives object instead of actor.

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like ik what derives means

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but "object instead of actor"??

manic pawn
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object is the base class of everything you can make with bp

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when you create a blueprint, you should get a menu that asks you which class

weary void
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yea

manic pawn
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pick object there

weary void
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and i chose object

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okay

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thank you

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if I wanted to use a function that was inside of it from another blueprint do i need to cast to it?

dawn gull
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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?)

spark sonnet
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I believe so

dawn gull
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kewl

spark sonnet
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Very kewl

dawn gull
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darn it my pc is lagging gonna restart

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ok back

spark sonnet
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wb

autumn elbow
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Snap rotation to the nearest nth value? Say I wanna snap every 45 deg during runtime.

cunning siren
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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....

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Any idea what I missed?

spark sonnet
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Maybe the animations dont fit the skeleton?

cunning siren
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nah they're mixamo anims for a fuse character

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should work no problem

spark sonnet
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and it works in the BS?

cunning siren
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mhm

spark sonnet
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And in the preview?

cunning siren
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Yes, the animations work

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everywhere but in the game lol

spark sonnet
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Have you selected the right AnimBP in the player bp?

cunning siren
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Right. I'm fucking retarded. Thank you. lol

spark sonnet
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You're welcome 😃

cunning siren
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Any good tricks to matching the speed of the animation to the actual walkspeed of the character?

spark sonnet
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If its mixamo you can set the speed

cunning siren
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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!

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ffs

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Anyone know what would cause that?

gentle vector
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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?

cunning siren
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Do you have the alt modifier set in the inputs?

upper wasp
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I have an infinite loop error for my inventory blueprint

cunning siren
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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

upper wasp
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Nevermind, I fixed it.

plush yew
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should I have my internet active while first time packaging for android?...

versed spear
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Why not?

plush yew
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reason... I'm somewhere where I currently can't use wifi...

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:(

versed spear
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It might need to download something the first time but you can try.

plush yew
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It's been packaging an empty project from like 15 mins now...

versed spear
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Takes me around 30 min or more.

plush yew
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compiling shaders stuck at 10..

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everytime?...

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an empty project? ...

versed spear
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Yea but that is about 400mb worth of stuff to package.

plush yew
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👀

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Omg....

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400mb for an empty project...

versed spear
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It's a pain to get set up right. I am using an i5 with 8 gig of ram

plush yew
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same...

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i5 8gig...

versed spear
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It's been stuck compiling shaders?

plush yew
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Mm...

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at 10

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taking 96% of the cpu...

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98*

versed spear
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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.

plush yew
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O...

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wait something happened "Performing Final Apk operation"

versed spear
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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

plush yew
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onu... the logs say downloading gradle but the pc is currently offline...

versed spear
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Cpu I mean

plush yew
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mm now its 23%...

versed spear
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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.

plush yew
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Mm...

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Thank you so much for helping*^^

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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?

wary raft
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What would be a good way to test if unreal runs well enough on my PC?

rain coral
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um

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maybe download a free high level asset from the Epic store and drag it into a project

wary raft
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Got it

plush yew
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Dont want to bug anyone, but does anyone know why I dont have the option to add state machines?

abstract relic
plush yew
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I read that. I simply don't have the option.

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I followed it exactly, don't see "State Machines" at all.

abstract relic
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Make sure you are in animgraph and use keyword; ‘state’ or ‘add’

normal burrow
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Yea, Anim Graph inside Animation Blueprint

plush yew
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Is that right?

abstract relic
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Wrong graph

plush yew
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uuh

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Wow

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My b

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I see

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Lol

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Thanks

autumn elbow
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Do overlap events run on a tick??

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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?

cunning siren
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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....

wary wave
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@autumn elbow - collision tests happen every frame, so fewer primitives is definitely preferable

autumn elbow
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Thanks @wary wave

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Would you happen to know how to disable them?

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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.

wary wave
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the events will always be there

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but you can enable / disable collision on the individual components

autumn elbow
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Bummer

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Thanks for the info

grim ore
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@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?

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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)

cunning siren
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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

grim ore
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and I set the max walk speed of the player to 300

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yep yep lol

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the C++ was fine as well if you want to be able to toggle it

cunning siren
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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)

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(left the bool in C++, that is)

grim ore
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😃

cunning siren
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I can FEEL myself learning lmao

grim ore
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well it sounds like you did what I was suggesting before I suggested it so 😃

cunning siren
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Honestly the help I needed was remembering the word "timeline" lmfao

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But thank you, you've been super helpful always lol

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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?

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(regardless of input other than re-pressing shift)

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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)

grim ore
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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?

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similar to I would say an assassins creed game

cunning siren
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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.

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Is that kosher in a production quality version of scripting? lol

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(ie don't bind the movement in C++, but bind it in BP with a timeline from idle to walk and reverse)

grim ore
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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.

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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

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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

cunning siren
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What is the BP function that allows you to say something like "If any of these buttons are pressed"?

grim ore
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any of these? I dont know if there is one but there is an any key

cunning siren
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nvm, it didn't work lol

grim ore
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you can check if a modifier key is down easy enough, like ctrl or alt in addition to an input key event firing

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but then again you can just flag that in the input event itself in the input settings

cunning siren
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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

grim ore
#

ah

cunning siren
#

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

grim ore
#

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

cunning siren
#

No douuuubt. I'm warming up to BP for that kind of reason lol.

grim ore
#

yep stuff like state machines, umg, and timelines and curves are just so much easier to get it done and done in BP

iron merlin
grim ore
#

it sounds like a box collider, what are you trying to do with it?

iron merlin
#

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.

grim ore
#

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)

iron merlin
#

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?

grim ore
#

it depends on how your AI are AI, what is controlling them?

iron merlin
#

I'm controlling using behavior tree

#

I'm using services to check the surrounding AIs but im currently using trace.

grim ore
#

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

iron merlin
#

True, but i would rather to have it on AI controller. I will see what i can do. Thanks!

regal path
#

Hello, does someone know the delay to get an response if we want to get the unreal engine enterprise support ?

mint sequoia
#

Has anyone come across a good solution for fading objects/etc that obscure the player character without resorting to putting transparent materials on everything

mild pulsar
#

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

mint sequoia
#

Is there any chance that 180 pitch, yaw, roll, evaluates to 0,0,0

cloud cobalt
#

180 pitch is going to fail at least

#

It's -90 + 90

mild pulsar
#

I tried SetActorRotation(FRotator(0, 180, 0)); as well to rotate yaw only

#

It doesn't rotate

cloud cobalt
#

If it's a character, rotation is probably overriden by movement component

mild pulsar
#

Yes, character

loud knoll
#

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?

mild pulsar
#

So how do I set character's rotation then?

mint sequoia
#

@mild pulsar UCharacterMovementComponent::PhysicsRotation is responsible for rotating the character

#

Also ACharacter::FaceRotation (called by the controller)

cloud cobalt
#

There's probably a nicer way to do it from the character code, since movement component follows player input for rotation

mint sequoia
#

Yes, that one 😉

#

FaceRotation is where bUseControllerRotationYaw etc is processed

#

So you can definitely override that to change the behaviour

mild pulsar
#

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

cloud cobalt
#

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

mild pulsar
#

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()

cloud cobalt
#

Okay, but unfortunately, that's not as easy as it sounds.

mild pulsar
#

But Character::FaceRotation(FRotator(0, 180, 0)); doesn't rotate the character

cloud cobalt
#

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

mild pulsar
#

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

cloud cobalt
#

So what does APawn::AddControllerYawInput ?

mint sequoia
#

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

copper flicker
#

need help with a bit of vector math pls

mint sequoia
#

Especially if you have bUseControllerRotationYaw enabled

copper flicker
#

position A - position B = a vector that points away from B.. but its magnitude always varies

#

I need to clamp this magnitude

#

or normalize

mild pulsar
#

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

cloud cobalt
#

@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.

copper flicker
#

I tried both clamp and normalize... and they change the direction of my vector

cloud cobalt
#

GetNormalized()

copper flicker
#

in BP pls..

cloud cobalt
#

Sorry, GetSafeNormal()

#

There'll be a BP version.

#

If it's Normalize, then that will work

wary wave
#

It's Normalize

copper flicker
#

ummm... normalize will always return a 0-1

#

so... I add that to B?..

cloud cobalt
#

Normalize should always return a vector with length 1

#

That has the direction of the input

copper flicker
#

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

cloud cobalt
#

What are you trying to do here ?

copper flicker
#

get a point around the AI, but away from player

#

for avoidance

#

avoid player ,basically

cloud cobalt
#

Well you need to add a distance information here

#

And multiply it by the normalized direction

#

Basically how far to go

copper flicker
#

distance between..?

#

the problem is that the normalized vector is 0-1

cloud cobalt
#

Distance you want the AI to go to

copper flicker
#

so it will be positioned at 0 0 0

mild pulsar
#

@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 GWbratWhy

cloud cobalt
#

bUseControllerRotationYaw is probably set to true to start with

nova lantern
serene birch
#

a normalized vector is basically just a direction, mlultiply it by a distance to turn it into a displacement

#

though it's slow 😃

serene birch
#

ah, some global setting

nova lantern
#

i tired that but my engine broke xd

cloud cobalt
#

Well it's global to the screen

#

Since it's a post process

#

You can change it whenever you want though

nova lantern
#

k

cloud cobalt
#

Froyok has code to add it to PP volume

nova lantern
#

does it work after update ?

#

some things are changed

cloud cobalt
#

No idea but it should

#

I used it on 4.19 IIRC

copper flicker
#

@serene birch how do I add a normalized vector to a position tho..

serene birch
#

a + b*c

#

a = position

#

b = normalized vector

#

c = distance to move

copper flicker
#

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!!

mild pulsar
#

@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?

nova lantern
#

@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?

cloud cobalt
#

@mild pulsar What's the value of bUseControllerRotationYaw

mild pulsar
#

Let me check

normal burrow
#

@thick turtle extend your lightmap importance volume well below the floor to fix that. It’s a volumetric lighting issue

#

Then rebake

mild pulsar
#

@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.

cloud cobalt
#

Cool

mild pulsar
#

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 GWsetmyxPeepoWeird

#

And it works

cloud cobalt
#

Yes, UE_LOG expects a c string, which is what *FString returns

mild pulsar
#

But they're not FString*, they're just FString?

cloud cobalt
#

Yes, which is why you have *ObjectName used

mild pulsar
#

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?

digital anchor
#
  • is not exclusivelly to pointers, it can be overloaded
    [...]
#

wait that was right

    {
        return Data.Num() ? Data.GetData() : TEXT("");
    }```
serene birch
#

UE4 log/printf facilities should be modernized with variadic templates one day

#

the %f/%s stuff with VA_ARG is pretty error prone 😃

muted fulcrum
#

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!

amber rivet
#

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

river apex
#

hi guys, I need some help with composure
in what thread should I ask it?

muted fulcrum
#

I've fixed my issue with the lighting. The windows service 'Windows Management Instrumentation' wasn't running. Swarm was complaining about that.

keen stream
#

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?

fringe pivot
#

what would cause the character to sometimes bounce and get ejected through the air when colliding with another skeletal mesh?

true finch
astral marsh
#

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 ?

mint sequoia
#

@fringe pivot Is it a basic template you're working from?

fringe pivot
#

@mint sequoia the 3rd person one

mint sequoia
#

@fringe pivot Have you modified it at all

fringe pivot
#

a bit, but I don't think I have added nothing that can cause that behavior

mint sequoia
#

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 🤦

astral marsh
#

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
#

ohh great thanks just let me know what you find

rotund scroll
#

@astral marsh you need to set it to have those variables after it spawns

astral marsh
#

i've made one

#

lemme send

fringe pivot
#

also quit spamming please

astral marsh
#

@rotund scroll

#

something like this

mint sequoia
#

@fringe pivot Its gonna take a bit longer than expected, have to rebuild the engine doh

astral marsh
#

all i did was remade all the variables on an actor and then set it to the variables of the character

fringe pivot
#

@mint sequoia don't worry, just ping me, thanks!

astral marsh
#

I place the references for those variables in the level btw

rotund scroll
#

@astral marsh nope that won't work

#

also never use get all actors of class

mint sequoia
#

@rotund scroll Actually get all actors of class is the one 'get all actors' node you can use and wont scale horribly

rotund scroll
#

that's besides the point

astral marsh
#

So do i have to set the variables value inside the ai bp?

mint sequoia
#

Still should be avoided, esp. on tick

rotund scroll
#

it's bad practice to use it

#

because it's breaking the system

mint sequoia
#

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

rotund scroll
#

and it doesn't give you stable results

#

i.e. every time you load it you might get a different order of references

astral marsh
#

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.

mint sequoia
#

Oh, that's probably his issue then 😄

#

I didn't even think about that

rotund scroll
#

are you spawning the AI or is it in the level to start with? @astral marsh

astral marsh
#

I'm spawning it.

rotund scroll
#

show me where you spawn it

astral marsh
#

Okay Screenshare?

mint sequoia
#

I suspect he meant the class thats spawning it and corresponding function

rotund scroll
#

just post a screenshot

astral marsh
#

@rotund scroll Btw i did the spawn logic on the Gamemode

#

its loading hold on

rotund scroll
#

never do spawn logic in the game mode

#

use the level blueprints

#

it's what they are there for

astral marsh
#

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

#

here

worn granite
#

You could set it up without having to reference the level BP

astral marsh
#

Inside the AI BP only?

rotund scroll
#

baby steps

#

get it working first

worn granite
#

Nah but you can spawn it from the level BP and then have it not require referencing the level BP

astral marsh
#

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

worn granite
#

Id actually avoid levelBP here. I'd generally use that for map exclusive stuff.

#

But that's personal taste

mint sequoia
#

^ An AI and its waypoints shouldn't be level specific

rotund scroll
#

ehhh

#

it should

#

the waypoints are in a level

worn granite
#

Waypoints aure

rotund scroll
#

and so is the AI instance

wary wave
#

grab the waypoints on begin play and have done with it

rotund scroll
#

hence you need to spawn it in the level

worn granite
#

Sure. But spawning the AI shouldn't

rotund scroll
#

...yeah it should

#

where else are you going to spawn it

#

if not in the level?

wary wave
#

manager class

#

I would not spawn AI from the level BP

#

in fact I would almost never use the level BP

worn granite
#

And if you generate waypoints, you don't want them explicitly placed

rotund scroll
#

certainly that depends on the context of the game

wary wave
#

I can't think of any example of a game where I would use the level BP, for AI, or otherwise

rotund scroll
#

do you want to place patrol routes and have full control over those? then you need waypoints in level

astral marsh
worn granite
#

Really, BP in general encourages you to not structure things properly.

rotund scroll
#

@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

worn granite
#

I can have complete control over waypoints, deterministically. Without placing in the editor or via LBP

wary wave
#

why the heck would level BP be involved?

rotund scroll
#

because of visibility

worn granite
#

The level editor makes that more or less obsolete with certain setups

wary wave
#

and zero portability

astral marsh
#

Is there a way i can do this on gamemode?

mint sequoia
#

Absolute rage, make a new project to test something and have to disable VR plugins -__- and everything freezes for ages coz I always forget

rotund scroll
#

visually those setups are a tedium to deal with

worn granite
#

Binding delegate callbacks in the level BP can allow bespoke functionality that's truly level specific

wary wave
#

manually setting up doors and buttons in level BP is madness

rotund scroll
#

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

worn granite
#

But good luck once you need a similar thing elsewhere

astral marsh
#

Can anyone help me here?😅

rotund scroll
#

the BP is setup to do that automatically by now

#

level BP

mint sequoia
astral marsh
#

But when it spawns the variables values are lost

worn granite
#

Well I'd say we are. Use the LevelBP so that Cranz will help you. Take away things we mentioned.

astral marsh
#

But we can't reference level BP in a character BP right?

rotund scroll
#

you aren't reference level BP

worn granite
#

Cranz will know how to work around it

astral marsh
#

okay what will the object of AI be called?

fringe pivot
#

@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.

rotund scroll
#

so if you're spawning the actor in the level, you need a spawn actor from calss

#

class

#

@astral marsh

fringe pivot
#

I'm programmatically generating them so they are just the same thing, except for the Skeletal mesh

astral marsh
#

It's already spawning in gamemode @rotund scroll

rotund scroll
#

yeah so remove it form gamemode

#

and put it in the level blueprint

astral marsh
#

If it remove it i need to also spawn it in the ai bp and i cant reference from level blueprint then

rotund scroll
#

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

astral marsh
#

Then after catching how is it gonna respawn?

rotund scroll
#

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

mint sequoia
#

@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 🤷

rotund scroll
#

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

astral marsh
#

i actaully found the solution

#

thanks for the help anyways :))

mint sequoia
#

@worn granite Have you looked into utility AI in UE4

plush yew
#

Hi

#

HELP

mint sequoia
#

No thanks

worn granite
#

Nah, I haven't

plush yew
#

when i import an animation from blender to ue4, the mesh is small

mint sequoia
worn granite
#

Oh, very cool.

mint sequoia
#

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

worn granite
#

Also the game mode class isn't some agnostic construct

rotund scroll
#

shoot me

worn granite
#

Ya know what. Fuck it.

#

Bye

#

And I'll have to read that Vaei

mint sequoia
#

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

worn granite
#

Well if you get to it before me, you can let me know your thoughts

#

If you like, I can do the same

mild pulsar
#

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?

river apex
#

asking again cause of deperation,
Anyone here managed to render out a composure project?

#

It will only render my custom passes

mild pulsar
#

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

serene birch
#

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

mild pulsar
#

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 GWbratWhy

cursive dirge
#

never use fixed frame rate setting

#

unless you want some weird issues 😃

devout gulch
#

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

digital anchor
#

can i start a -game with DebugGameEditor dll?

distant cobalt
#

i need help

#

with terrain texture blending

#

i will paint on one texture a other quixel texture

bitter cape
#

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?

river apex
#

4.22.3 is available, its the same

bitter cape
#

I can't see that either, I can only see 4.23.0 Preview

river apex
#

looks like you already have it, or a corrupted version of it

#

try to look n program files

#

delete if you do find it

bitter cape
#

Thanks

river apex
#

good luck

normal burrow
#

@thick turtle remember that one, most environments on marketplace has this same issue 😄

astral marsh
#

@mint sequoia I bough tom looman's c++ udemy course

#

I'd have to say he's really good lecturer.

grim ore
#

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

serene birch
#

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 😄

frank escarp
#

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

tall pendant
#

First step for Evil Epic to buy out Blender!

#

thats what some people will spread 😛

frank escarp
#

no, but seriously, this is really, really, really big for blender

serene birch
#

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.

#

😄

frank escarp
#

Blender has allways been money starved

#

they are also spectacularly efficient with money

tall pendant
#

now the question is will they put it to use for ue4 users

frank escarp
#

like... blender has had like 10k monthly budget for years

tall pendant
#

or just invest the money somewhere else

frank escarp
#

and 2.8 code quest effort was 200k euros

serene birch
#

that's how Epic will destroy Blender! they give them so much money they get lazy with it and then the funds end!

frank escarp
#

its free money @tall pendant , Ton has already said they will use it for the core stuff

tall pendant
#

aye. I'm not following that guy or blender really hehe

#

just read the news

weary void
serene birch
#

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

weary void
#

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

versed spear
#

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.

grim ore
#

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"

plush yew
#

how i combine
Arms animations with Gun
like Reloading animation

versed spear
#

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!

weary void
#

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

grim ore
#

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

versed spear
#

That is what that inventory does it's a component you just add to you actor. It would save you some trouble.

grim ore
#

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

weary void
#

i like your idea of a blueprint component on the player character

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how do I do this?

grim ore
#

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

weary void
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okay

grim ore
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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

weary void
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then... i wouldnt have to cast to it etc...

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becuz its been attached to my player

versed spear
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You would cast to the actor still then get the component off the cast

grim ore
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correct you get it like any other component, it should be in the variable list

lilac wedge
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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?

weary void
#

okay, thanks guys very much

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lmao

grim ore
#

@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.

lilac wedge
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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?

grim ore
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are all of the guns the same blueprint, or different?

lilac wedge
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well currently the same but im planning to have some diffrent in the future

grim ore
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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"

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the next one is why an array for the guns? can the player hold more than one?

weary void
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oops caps

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my bad

grim ore
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where are you trying to cast at?

lilac wedge
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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

grim ore
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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

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for what you want, generic communication between items, blueprint interfaces work well

lilac wedge
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yhe i can identify each gun within the array

versed spear
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Add the component to your actor then cast to that actor and get the component

lilac wedge
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just watching up blueprint interfaces now

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😃

grim ore
#

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.

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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

lilac wedge
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hahaha

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thanks for the help man 😃 still watching the video but i think i get the hang of it

grim ore
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yep yep hopefully it works 😃

weary void
#

@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

opaque salmon
#

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?

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8gb system with 6vram 4k landscape 2k textures, I know it's humble hardware but that's a lot for a heatmap, yeah?

versed spear
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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.

grim ore
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@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

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VRAM won't matter for importing and converting textures so yes 8GB ram is barely enough for most larger textures @opaque salmon

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@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

lilac wedge
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@grim ore thank you soooooooo much man this thing is amazing

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which i knew of it like half a year ago

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hahaha

opaque salmon
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damn son 🤔

fallow perch
#

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/

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@me if you have any suggestions so I don't miss it 😃

grim ore
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benchmark compiling an engine branch

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but besides that it's so up in the air when doing stuff due to caching when benchmarking lightmass or visual studio

fallow perch
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I guess that I can just say benchmarking what they did before but on a newer version of UE would be great

grim ore
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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

fallow perch
#

i too am especially interested in engine build benchmarks. here's their last one

grim ore
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I gave up on trying to get accurate comparisons of UE4 and cpu's lol 😦

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more cores, more threads, more speed is the goal heh

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It is good someone is trying to use something relevant to us tho for comparison so I cannot fault them for that

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that 800 second compile time tho.. whoo I would like that

fallow perch
#

yeah it feels less abstract to me than cinebench scores and the like

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i especially am curious how the 3900x fares compiling

boreal topaz
#

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

grim ore
#

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

hearty cosmos
#

hey brothers, is there any documentation on control rig and setting it up to where you can have clickable controls?

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It would be sweet if there was a project sample for control rig 👌

rose tapir
#

(udk3) any 1 familiar with import animations ?? every time i try and save my animation disappears ?? feel free is dm me

plush yew
#

Hi, just a quick question. How do i create a folder for my functions?

grim ore
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Each function in the details panel has a Category, those are the folders

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you can nest them using ghe | symbol like Stuff | More Stuff

plush yew
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thank you

lilac wedge
#

I tried importing a new animation to my animbp and now all the previous animations are fucked. For some reason its only the arms

mint jolt
#

Hi everyone, i'm trying to vertex paint with mask to get a result similar to this :

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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

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Here are my actual nodes :

rotund scroll
#

you want your alpha to grow and then what? just end at 1?

digital anchor
#

i think hes talking about heightlerping

pseudo iron
#

Kudos to UE4 doing a massive grant to Blender!!!

mint jolt
#

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

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here is the basic result I have while I vertex paint :

digital anchor
#

heightlerp

undone sinew
#

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

lapis bronze
#

@undone sinew didnt even realize Art v2 was out

undone sinew
#

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.

undone sinew
#

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

uneven fossil
#

good luck 😃

astral phoenix
#

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? 😃

undone sinew
#

wtf is that?

#

perfectly fine, when it was saved here ^

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open, and it has a distorted leg?

#

this is just absurd

astral phoenix
#

@undone sinew is that unreal??? O.o

undone sinew
#

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.

midnight bolt
#

does anyone know how to use MORT - multi rename plugin? i want to rename doubles like here

undone sinew
#

@midnight bolt Yes

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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

midnight bolt
#

manual covers only installation, i have it installed

#

i just dont know what to tell to mort to remove these double names

undone sinew
#

characters to remove

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or you can reset the name to a new name, and redo suffix ##s

midnight bolt
#

i want to make it so that John_John_001 becomes just John_001 etc

undone sinew
#

so "remove from start" with "characters to remove"

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that would be 5 characters to remove from start

midnight bolt
#

but then I have to do it everytime, i have too many meshes

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i want to find regular expression such as repeating word

undone sinew
#

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.

midnight bolt
#

i think the plugin is broken anyway, the text find worked for me before, but not on all meshes

undone sinew
#

That program has alot more features than MORT

midnight bolt
#

so like rename uasset files themselves before placing onto map?

undone sinew
#

its saved my ass many times too

#

yeah, make a backup first

#

incase it doesnt work

#

i g2g to the store, ill be back 😛

midnight bolt
#

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 ..

autumn elbow
#

is there a value invert node for bool ?

#

nevermind.. got it... NOT

broken shadow
#

😄

autumn elbow
#

NOT being the node.. not the expression LoL

broken shadow
#

NOT tr00

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NOT false

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NOT cheese

autumn elbow
#

NOT Knot

next ivy
#

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?

undone sinew
#

@midnight bolt

#

This looks like what you want

#

and maybe MORT can also do this

grim ore
#

@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?

autumn elbow
#

I'm trying to get the held object to not turn off the sphere collision

grim ore
#

it looks like when you end overlap you tell it to do that tho

autumn elbow
#

yes

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then..now... On end, i check if the object is bein held...

#

but then it still doesn't work

#

what did I miss?

grim ore
#

where is this blueprint at? which object in your video

autumn elbow
#

both

grim ore
#

and how does it know what held object is?

autumn elbow
#

both cubes are the same class. The box being held is stored in Held Object Variable.

grim ore
#

so each object knows which object is being held?

midnight bolt
#

@undone sinew it doesnt seem to accept it in the app...

next ivy
#

@grim ore Top left yes

undone sinew
#

@midnight bolt Yeah, I just noticed that too

grim ore
#

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?

autumn elbow
#

hmmm... true.. lemme check ..

grim ore
#

@next ivy yes the preview window in the material editor uses the normal shader compiler system so core speed and threads are both important

next ivy
#

Ah didnt know if it would use multiprocessing on smaller operations

#

Thinking about getting a 3950x

grim ore
next ivy
#

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

grim ore
#

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

next ivy
#

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

grim ore
#

the digital human example skin i get ~4 seconds for each material change for compiling on a 5820k (6/12 @ 4.3ghz)

next ivy
#

Differences between high end and mid-tier is not so large

#

Anything will beat my 3630QM I'm sure.

grim ore
#

try that on my laptop (2/4 @ 2.2ghz) and it's a sad sad thing

autumn elbow
#

@grim ore you so smart! 😄 I wasn't even sending in the held actor to the function. Now it works. Thanks!

grim ore
#

yay works!

autumn elbow
#

second pair of eyes always helps

undone sinew
#

I'm beginning to see why no one uses ART

grim ore
#

😦

undone sinew
#

You have to get used to lots of backups, and closing and reloading maya about 100 times

grim ore
#

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 😦

undone sinew
#

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

grim ore
#

is all your stuff in maya? or are you trying to target the ue4 stuff for a reason

undone sinew
#

I'm trying to put a UE4 default skeleton on characters, so I can use existing animations

grim ore
#

existing UE4 animation aye?

undone sinew
#

yes

grim ore
#

yeah makes sense then, but even matching the skeleton it's all fubar?

undone sinew
#

omg

grim ore
#

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

undone sinew
#

discord allows actual nudity to go through their filters

#

but thinks my pirate is a naked person

#

xD

grim ore
#

hah

undone sinew
#

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

autumn elbow
#

I use CAT in Max. It the best in my opinion

grim ore
#

retargetting might be a viable option if you can atleast match the skeleton structure

#

but then again I used Mixamo in my one project that used humanoids so I just skipped the UE4 stuff lol