#ue4-general
1 messages Β· Page 498 of 1
I suppose that's just the unfortunate nature of coding
where missing one ; can halt a project for months
yeah
ah ok
that's why epic made umg probably
I just need a bigger monitor haha UE4 can get cluttered
I should consider a 3rd monitor, bigger than the others
Are you using small icons?
consider, they will save a lot of space
and they're fine, just a little small
maybe, everything is already kinda small as is haha
oh, it's about physical size? not resolution?
yeah
ok, then yeah, probably won't help
hahah
remember first apple air retina...you can't see sh on those w.o upscaling the ui
haha
or how about the first few ipods
we are spoiled now with modern iphones
but man, ipod screens back then were so small
and you had to use the touch rotater before apple switched to touch screen
Hey peeps, hoping someone could help me get deacceleration on controller pitch and yaw input. The pawn and character movement components only seem to have it on forward, back, left, right and up and down : /
How can I make or store dialogues using dialogue tree? XML files or using plugin? Integration with Twine?
@gilded plinth I think you have to use Timeline or LinearInterpet to ease in and out of the controller.
Interpolation
i've tried about 10 variations of interps so far
the main conundrum is what goes into current and what goes into target
using let's say Mouse X or Mouse Y as your input
Try Timeline. With Timeline you can draw your own curves
i'll look into it! i haven't gone there yet
so instead of 1 and 0, you want the values to travel between the 2, right?
check out all of Mathew Wadstein tuts on Interpolation also.
I all I'm trying to get this glowing moving ember look on the skin of my character and am test with a few of the paragon characters, I like Steel so I've been playing around with his skin and textures... I started out with the 1st picture. but I got the 2nd picture. included is also the material setup I did...
Can anyone lend me a hand?
it doesn't move or anything like I think it should.
I got the burning ember material from the 3.3 of the Blueprint Communications tutorial from Epic. should have had this effect without the burnt look... but moving.
so..should be glowing, right?
i think I saw a tutorial ... 1 sec.
This our study case to create cinematic ember and flame effect in UE 4.21. We decided to use Ue4 Matinee demo scene due to this scene is badass, and after we...
Sorry its from the content example, Blueprint Communications section 3.3 last section the wood when you shoot fire at it... looks like the above pic.
something like that?
That is cool but no.
not animated ember?
If you download the Content Example, Blueprint Communications section 3.3 from the learn tab. load map Blueprint Communications and go to section 3.3 and spray the wood with fire and wait for the fire to go away what is left is the above pic but it's a moving flowing burning ember look to it... I have no way to give you a gif or anything... closest idea I can think of for the look is from paragon master skins... here is one from steel... https://www.youtube.com/watch?v=bS4fJqQaDeU
Big thanks to Monuet for letting me do an overview on Steel's Master Skin he worked so hard for! Drop a like, comment and subscribe! https://twitter.com/Hast...
@autumn elbow re your question. I'm not sure.
You have to check out the InputAxis. Print that float from the mouse x or y and you'll see the way the values work. it's not like a keyboard connected to movement input. it's different and much harder to figure out how to add an interpolation node
i haven't found a single tutorial from anyone who has done it : /
in a first person shooter no one would want this kind of acceleration or deacceleration because it makes aim accuracy impossible so it makes sense most people don't care about this. But i'm just trying to pilot a camera and keep the motion very fluid and natural
@mighty copper https://youtu.be/enx6ShyKUL8
Senior Developer Relations Technical Artist Alan Willard shows us how to use displacement and tessellation in Materials as well as discusses implementing exp...
All of Matthews tutorials tackle movement, but not rotation or turning
something like that, but not blobby the effect looks like it's coming from underneath the skin itself and isn't deforming it like on this video.
Yea, you can turn those off.
I believe its just a noise texture multiplied by a constant (orange)
you can change the parameters of the noise to get the pattern you want.
and colors
see but the look I'm going for is exactly like the burning ember pic. tight and flowing so I was just trying to apply that material to my own... but this (1st pic) only turned into that (2nd pic)
and with no movement at all.
I want to keep the dark look but have the ember material emissive so that it looks like it's glowing from beneath the skin. unlike the master skin for steel I only am applying this to the skin, not the armor.
@gilded plinth what are you trying to get the mouse input to do?
@mighty copper panner nodes plugged into the materials you are using for the effect are what would make the material look like it is moving every frame.
@grim ore woh hey! didn't know you were here : ) Right now i'm using a default pawn class and the movement component gives me acceleration and deacceleration on WASD movement no problem. But I want that same behavior on the mouse look so that when i stop moving the mouse for example it deaccelerates to stop instead of instantly stopping
@grim ore and that isn't working even though they're hooked up.
are you sure that movement gives you deceleration?
ok so this is not a character but a floating pawn, gotcha
something like that yes, but it's the default pawn class which comes with a mesh and inherits the movement component by default so it's not the "floating pawn movement component"
i'm happy to work with anything that works though
@mighty copper my content example is taking forever to load..lol
ok yes the default pawn is a Pawn with a floating movement component on it
so you want mouse look to not stop when you stop giving it input but slowly stop?
yes exactly @grim ore !
and also some accelerating when starting would be cool too!
you would have to manually do that last part, maybe give it an impulse boost when the speed is below X on input
for now any way would work for me but eventually of course i wanna find the most efficient way but i assumed it would be manual since it doesn't seem to be built in
your first issue with using the default pawn is it's a C++ class so all of the default movement controls are in the C++ class
@autumn elbow I sent you a message.
as you can see from my picture i'm just using the add controller pitch an yaw input nodes. For some reason "Turning Boost" does nothing on the MovementComponent
ah @grim ore if that messes anything up im happy to use a regular pawn and add the floating pawn movement, but then i don't get the convenience nodes like the "MoveForward" function. I would instead have to use nodes like "Add Movement Input"
I was just point out the default pawn is a special c++ class, I don't know if it will do what you want
ya so far it has, everything regarding keyboard movement is perfect. I'm just stuck on mouse pitch and yaw with this easing / deacceleration puzzle
i'm not sure why the floating pawn movement details section even mentions "turning boost" because i can't find any BP functions related to turning - this is kind of a side point
i don't even know how to turn with keyboard presses, let alone the mouse unless i use "add controller input" for pitch and yaw
my biggest concern is using the input events in C++ and BP would double the inputs
the issue is that unlike the movement input functions, the controller pitch functions aren't subject to the same acceleration features in the floating pawn details section doh
I wouldn't know how to tell if anything is doubling but i can check if i knew how
well I assume it is doubling because you have input events in the C++ code and you have input events in the BP code, I wouldnt guess they would just go "hey we have 2 input events we should ignore one"
well in the pawn details there is a checkbox for "add default movement bindings"
if you uncheck it, then you have to create your inputs manually in the project settings and bind them in blueprints
so in that sense, it is not doubling
well that helps then
ya i think/hope that solves that concern hehe
this section in the pawn details is confusing to me. not sure why base turn rate and look up rate are grey and how to even bind an input to TURN or LOOK UP. as I mentioned i'm just using controller pitch and yaw
I came up with some really stupid ideas to do it, nothing built in that you can check a box that I can see. It's due to movement component not being tied to the visual part (the camera) movement
now the Spring Arm component does have lag options but I dont think it would really help for a first person
hey i'm open to anything @grim ore I expected to have to do it w custom bp work. Ya this is for a first person camera for now. I may experiment with third person in the future.
if you use the third person for the camera lag you can just check the lag options on the spring arm and it works
its camera lag tho, not movement lag
not sure what you're saying. Should i create a spring arm for the camera in my 1st person pawn BP?
the issue is you are trying to simulate deceleration when rotating the object, not really the camera right? ignoring that the camera is in the first person in this case
i suppose i don't really care if it's the camera or the object. if it's just the camera that's fine!
all i'm trying to do is create a camera I can control and fly around very fluidly with this physics (deacceleration) like feel for both the movement (using keyboard) and the rotation (using mouse)
The camera is of course inside the pawn BP. I didn't show that in my images because i hadn't created it yet
well I absolutely thing this is a stupid way of doing it but it's all my math stupid brain could come up with https://imgur.com/a/PtJP212
you are basically adding extra input when you stop adding input and lerping it over a short time (0.5 seconds) a short amount
I think the issue is like you said, you want it to feel very physicsy but this is not using physics is the issue
it would be best to make a pawn and give it physics and then add in physics for the input (impulse and such) so it reacts correctly
then there is no trickery you are flying a physics object with physics inputs
you wouldnt have a camera separate from the pawn at that point but you would have the inputs for the mouse apply physics to the object you are controlling correctly
that's an awesome blueprint in that image, thanks! I'll re-create it in a sec and see how it feels.
I agree with you! I'd love to set the whole thing up with physics instead. why not! I wouldn't know how to do that off hand though so it'll take me research
It's probably the most correct way to do this
it is, you should see them fill up your threads and cores in the task manager when it compiles
@mighty copper
@grim ore happen to have a tutorial or know any that'd help me figure out how to do this with physics instead of relying on the movement component's acceleration features and the lerping/timeline hack you created?
I don't. I would look into the methods of applying physics to an object like impulse and force and just go from there.
gotcha cool.
@grim ore I guess one dumb thing I'm confused on is... in my current implementation am I actually moving the whole pawn blueprint inside the scene or am i moving the collisioncomponent? because i assume to work with physics i need to make sure i'm controlling, i.e. moving the collisioncomponent lol
@gilded plinth I only skimmed but for physics you'll want to tweak the drag and friction stuff until it feels right to you. Probably create a physics material too.
For the last part as long as you're moving the root component it's pretty much the same thing.
@scarlet birch cool thanks. are those drag and friction settings in the physics material or somewhere else?
i'm experimenting w basic stuffs right now, like add impulse and it's really interesting but not doing what i need haha
I think you want a normalized directional vector and then to multiply it by the force scalar for that impulse node.
ill experiment, not sure what force scalar is since i don't see that node having any related inputs but i'll try everything!
if you are going with a physics based movement you would use none of the built in movement components. you would literally be moving stuff around in the world by adding physics and rolling your own movement
if I have 2 objects in unreal is there a way to have 1 object take the same position scale and rotation as the other object in my scene?
in the editor or at run time?
both items have transforms so you can just set the 2nd to the same transform as the first either way
Cool Mathew that helps a lot
MathewW do u think the InputAxis commands are still good to use? Just that of course they aren't triggering anything in the movement component anymore
well the input axis would be needed to get input in from an outside source like controller or keyboard, you would then just use that input to determine which impulses to use for example
There's a lot of little things you have to deal with if you go with physics.
ya i'm worried there will be : P
You have to manage all the forces and keep them under control
ya, maybe i could just use physics for mouse pitch and yaw for Looking up and turning
and keep everything else on the movement component
This is a pawn using physics movement. If you look closely you'll notice it kinda jumps when it goes over a bump. https://www.youtube.com/watch?v=Q7l4kRfWNQA&feature=youtu.be
Some tests on using physics for pawn movement.
in the Content Examples project, in blueprint input, in the last room is a UFO using only physics to fly
Oh, cool I haven't seen that.
Are u talking about the flyingpawn project when creating a new project or something different in the content exampes?
well It's using a third person camera setup so i didn't mention it before. It's also using tick for movement so it's a bit complicated
The Content Examples project, it is in the Learn tab in the launcher
I really think you're going down the wrong path using physics for camera movement.
fair enough, i'm open to any ideas! What I was discussing w MathewW is just that I'm trying to get physics like behavior on the mouse look
thats the problem I think you are missing, you arent trying to get that
so that when i stop moving the mouse, it slowly stops instead of instantly
I would just emulate a curve to the rate the movement changes so it slows down or speeds up near the end of the movement.
MatthewW I think that's what your blueprint does no?
you are trying to get a pawn that controls like it is using physics, that means you are moving the pawn with the mouse
if you were to disconnect the camera from the pawn , so the pawn moves separate from the camera, you wouldnt want the camera to get out of sync I assume?
i do want to rotate the pawn with the mouse yes, but i move it with the keyboard
correct, i'd want the camera to follow since i'm looking out of it
follow both location and rotation
I guess its just wording that is getting me
ue4 is weird with wording in that movement seems to mean changing location transforms
like a camera following something else is different than if that camera was attached to the something else and moved with it
well movement in ue4 could mean a few things in context
like there is an actual movement component that helps you move something it is attached to
in this case since it's first person i want the camera to be moved with the collision capsule which i'm controlling with my keyboard and mouse
but you could just also "move" something by changing its transform in the traditional way
or you could use physics to push something to move it
you need to define where your camera is
i assume that the default movement component on a default pawn is moving the collision component and of course any children like a camera come along for the ride
is it separate from this pawn you are moving or attached to it
where if it is attached is it attached to, the root or a child component?
etc.
camera is a child of the collisioncomponent
and you need to understand that the "default pawn" is a custom C++ class that epic made, it's not a blank generic pawn
ya, if i run into any problems with that i'll just go to the blank pawn and add collision and movement
if you are using the default pawn class and adding a camera to the collision component then you would want to make sure you move the collision component so the camera can be moved with it as a child.
if you move just the mesh component then the camera would not move at all
ya, that seems to be what's happening now since collision works
ok lets try this then
(btw sorry this has turned into a whole thing... i really thought there'd be some simple way to get my mouse to look around with this kind of physics-esque behavior since it's so easy and built into the movement components)
thats the thing
movement component is moving a pre built multi thousand line object around using math
all the camera code is doing is rotating the object, not moving it
ya
Just change the camera movement/rotation speed manually when it starts to decelerate.
psuedo something like if camera was rotating at this speed and now it's slowing down then lets slowly decrease it even faster, and if it's accelerating then lets keep raising the movment rate limit at this rate.
If I understand what you're wanting to achieve.
the issue is the way the movement component works compared to the way physics works compared to the way pawns work
he seems to want just a basic physics thingy that moves and reacts correctly but if you use the movement component that is not what you will get
https://imgur.com/a/T7Iiyzt this is a normal pawn with a collision component and a camera on it using physics to move the collision component around with the mouse and keyboard.
I guess I missread. I though he just wanted the camera to feel like it was acelerating/decelerating.
he does
along with the default pawn which uses the flying movement component and has code in it to allow acceleration and deceleration when it moves
he wants an object that you are controlling from a first person view that when you turn it or move it, it turns and moves and reacts physically so drag and friction when you release the keys
i mean the physics could be faked which is what the flying component does but then you have to fake the camera moving the pawn and then fake its physics as well which is where it got funky
You could just slap a first person cam on a physics pawn
im open to all ideas hehe
MatthewW that latest blueprint looks great for full physics
I have a question on the default skeleton. I setup epics MayaAnimationToolkit which funnily enough doesnt come with default content as far as I can tell. So the skeleton and mesh that every template project uses is not in there. Animations on the Marketplace all use the same skeleton as well, so where does one get that from and into the tools. I can't find anything on google
sec.
you can right click on the default third person mannequin in a third person project and export the asset out to a FBX, it's under asset actions
the mannequin FBX used to be on the wiki as well but now...
yeah I found some old threads with refs that no longer work
I just downloaded it and checked it out in 3d viewer and it "seems" correct, no emblem on the chest but I think thats just the viewer
the emblem is just a normal map so yeah probably
lets see if it has the skeleton as well
No DCC programs installed her or I would check lol, Guess I could import it to ue4 lol
MatthewW in your last images, what kind of blueprint is that? I'm missing something super basic
yep it's got a skeleton @ornate hamlet
yeah I am seeing it
the last image is the settings on the collision component (sphere in this example)
now I just need to figure out how to use epics A.R.T maya plugin because in all their tutorials this is already setup
its showing the damping so the forces just dont keep throwing it forever
sorry i mean that one. is that just a blank pawn?
yes its a pawn, just a normal pawn as the parent
added a sphere collision and moved it to the parent slot
added a camera as the child to the sphere
i wasn't aware you can delete "defaultsceneroot"
added the code, changed those settings
but it's absent in yours and your sphere has a different icon than mine. Mine has a house lol
replaced it as the default pawn in the level to test with in the game mode
you can't delete the default scene root, you can replace it with something else that inherits from scene root, like a sphere collision
and I added a sphere collision component not a sphere static mesh component
the sphere static mesh component would probably work as well, lets find out
yep it worked the same you just have a big ol ball for the pawn and a shadow following you lol
well a sphere static mesh component also has a default mass so you have to account for that or change it as well, my settings where for the sphere collision (defaults to 40 not 110)
"Invalid Simulate Options: Body (NewBlueprint_2.Sphere) is set to simulate physics but Collision Enabled is incompatible" when i exit play hmm
yep you need to set it to a physics that is compatible like block all
or physics actor works as well
@grim ore yeah epics own maya plugin doesnt work at all with the method they are using to distribute it. Downloading and attaching the script as an engine plugin will break the folder structure the actual maya script expects...
amazing
cool ya that worked
@ornate hamlet I heard alot of issues with ART 1 and 2 lately so π¦
there is https://www.jeremyernst.com/artv2
neat, but I am not going to bother with that 
but I have heard not the best so far with stability right now lol
Yeah, rigging and animation plugins are sketchy at the best of times
but still beats blender which can't properly export FBX rigs and animations
@gilded plinth note I used Mouse X as the input just because I was being lazy and could not remember the correct input axis that was set up. This was just for demonstration and should be cleaned up where possible.
cool ya. im just there now so we'll see how goes. move forward side and up are working great
Kinda reminds be of a hover tank lol
i didn't realize u could just split struct pins in a node that's cool
so i have it all hooked up and it's close to doing what i want. I had to lock the x rotation so the camera doesn't roll around
but now when i move the mouse it pitches and yaws but it bounces back to the center
That's with the mouse input value multiplied by 50
you can see my mouse moving but it always bounces back to center
hmm.. i need to figure out a better way to set up first person
Does anyone have a video on blueprint merging?
Can you merge conflict by conflict like with source code?
@grim ore in case you didn't catch my last message, your blueprint is working perfectly except the mouse looking is bouncing back t center when i stop moving the mouse. I'm guessing because the input always goes back to 0 when mouse stops, that's why the impulse is going to 0. But maybe it's more complicated than that because there seems to be a hard limit for how far i can turn or look up.
let me know if u have any ideas for that
Anybody got a procedural mesh component rendering on Linux using Vulkan?
Mine just disappears and I'm wondering if it's just not implemented yet.
the only procedural anything im trying to work out is music
does anyone have a good understanding of mutexes? and can discuss briefly?
just want to make sure I've got it down
Any insight as to what that green hex like thing is? Seems to be on the mesh, but can't figure out what exactly.
@ruby flume what are you referring to?
The huge green circle(?) around the mesh.
It's visible ingame, and I have no idea how I managed to enable it. Happened after a crash.
the dotted line green thing?
Yes.
Wish I could.
if you restart the engine it's still there?
tick hidden on the different components to figure out at least what it's a part of
Did, it's tied to the skeletal mesh, but I can't really remove the mesh, as everything goes via it.
Can anyone point to a current doc on how to get ProceduralMeshComponent working in C++. I'm close but I'm having a bit of trouble getting it setup.
I think I got it.
i have a gun i made in maya, how would i turn it into a skeletal mesh when putting in unreal?
Hi, I'm having trouble figuring out steam subsystems. I have followed many videos and tutorials that have not helped. It works perfect in Standalone Editor. When i package the game and run it Steam never opens. I can't press shift + tab or anything. Does anyone have any advice on what could fix this or at least have some suggestions on where i could look?
@tacit matrix import it as a skeletal mesh, assuming you skinned it in Maya
@blazing pagoda you have to start packaged games from within Steam for the overlay to work.
It doesn't know it's appid otherwise.
@scarlet birch ik this is a dumb question, but is there a vid tut or a tut about skinning it in maya?
@bold rune i don't exactly know how to do that with a development package. I have the test appid of 480 so i can use spacewars appid. Could you direct me to where i would need to figure out how to open a packaged game within steam?
You need an appid from steam which means paying them the $100 application fee.
I have another game that i test with friends in multiplayer using the appid 480 and it works perfect without paying for it. Im using a listen server and not dedicated.
Can we generate LODs for skeletal meshes in the editor?
@bold rune I'm sorry, I don't mean to argue with you. I'm just confused because your information seems to conflict with what I've seen in youtube videos and documents who use this appid and are able to test online.
pls help
Idk
@foggy cipher what do you mean doesn't let you log in
does it say wrong password or what
if the launcher is just a black screen then try changing the resolution of the monitor its on, thats what I had to do on my laptop
I have worked with sockets before very lightly
Okay so uh
I use them for all of my items
Yeah I'm using them to attach--
Ok so context first,
I'm making a VR MMO
We don't want the inventory opening to be accidental,
That could really suck
yeah you're the guy with the flowers that didnt work in the shadows
So you press a button on your controller and it brings up a panel along your arm
Yeah I am π
But this panel is going to be parented or socketed off the hand
i have never even heard that word before
sounds e z enough
the sockets?
Wait yeah those sound easy
thats what im taying is easy
But should I use a socket to attach the widget actor to the back of the hand for the button that needs to receive input,
pretty straightforward, they're for mutually exclusive access in multithreading
ive never heard of mutexes either
Or should I just parent it
it's like tagging out a machine when it's undergoing maintenance so that no one turns it on while you're switching the blade or whatever
The future has the potential of mods for things like UI so I'm worried about that
Also performance
And I still have no idea what you're talking about Dingo
You're way out of my depth
π
Sorry man
if your drive tries to read a value while it's being written the system will crash
me and performance do not mix. I'd just do a socket because it'd be easier for me to mess with. It's also easy to add variables like offset and stuff
no
multithreading allows you to execute multiple flows concurrently
Those are really big words for me, man
If you're having this much trouble with it I am 100% out

You seem a lot smarter than I am
so if you had some mega complex math that needs to be done repeatedly (or at once really) you can assign it to a different thread and it won't choke up the main execution thread
MY big issue RN is textures. Speaking of being bad at performance, I tend to just make everythign geometry rather than textures. But that's become a problem because I'm putting in roman sandals. And I just cannot justify making all of these tiny straps geometry. So I can make it a texture, thats fine. But how easy is it to change the color of that texture in UE4?
@halcyon flame I found the issue, related to IKinema plugin, I am yet to figure out why, tho.
Changing the color of a texture in UE4 is actually not that difficult, if I'm not mistaken
just remember this if you ever put some serious math in your game. YT multithreading to figure it out. it's honestly pretty straightforward
I'm not a pro but recently I've been uh
@ruby flume awesome... kindof.
Because I have geometry for like, leather shinguards. But if I chagned the color of those shinguards in UE4, which I can do, I'd need to also change the texture to match
Brutally baptized in the waters of normal maps and uvs
And the wonderful world of textures π
I'm so annoyed. I need to learn about textures now
in order to make my characters look complete
My friend has told me
Smart friend π
how awful it was for him to learn
It's one of those things, I honestly just want to find someone that's already good at it and just ask them to do it for me
thats me with so much
does his dad work for nintendo?
modeling and logic? I can do that. Animation and texturing? fuck right off
For me, it's light
And all the
complicated vocab
Words that I haven't ever heard of anywhere, before
It's like I'm learning a new language
And drowning in it
Wait so how do I attach the socket just to the left hand??
The way they got the left hand was by mirroring the right hand
in ue4

I don't think it's rigged
This is the default one
It just has default states it's got modelled that it switches between
sockets are skeleton based right? So you can just right click the left hand bone and add a socket
Oh are they skeleton based???
thats how I use them all
my head socket starts at the base of the skull bone so I never need to adjust helmets, hair, or facial hair
Getting UI on it's feet has been a backlog in and of itself, it's insane
I don't even remember where it started anymore
I'm two weeks in
I work for almost 8 hours a day
This is insane
Why can't UE4 be easy
;(
every time I feel like I have a grasp on one subject another one pops up. It was smooth sailign until textures became relevant. Now I need to learn again. But that's fine. This is why people have teams, and this is my punishment for workign alone
I love my team don't get me wrong
But they're everywhere
π
All over the place
It's a bit difficult to work with it
But damn I better do my best
I'm scared of what will happen if I dont
I just don't like working with other people
Man, how do I affect only one hand...?
This is going to drive me insane
And yeah I hear that π
unless our departments are entirely unrelated
Especially in this particular field,
@plush yew check the macos thing
I don't work with mac so if you're having troubles there I can't help
Rip
damn
Ok, well
I have again fixed my problem I think
I haven't tested it yet but I've stepped forward enough I don't need help anymore I don't think
Thanks guys
As always, super quick and kind!
π
Best help community I've ever found
I'm waiting for an index-level wireless headset to get into VR dev. So probably never
The vive wireless adapter exists
And they have plans for the wireless index
iirc
so Β―_(γ)_/Β―
So, when I build lighting.... everything that's not metal goes completely black... :S
Is there any way to make the car in the default simple vehicle template not drift at basically standstill?
Tried playing with friction in the physics material, but even setting it to 50 000 doesn't help
is it possible to keep re-importing tiled terrain, I am experimenting with worldmachine and i keep making maps to import the tiles, it would just be easier to have a re-import function
oh i found out how
How can I make or store dialogues using dialogue tree? XML files or using plugin? Integration with Twine?
Hi everyone! Trying to wrap my head around the dynamic material instance thing. Why use a Create Dynamic Material Instance node when I can in fact just Set Scalar/Vector Parameter Value on Materials and it works the same?
Dynamic material instance allows you to change the material after runtime. You can set the parameters programmatically after your game begins. It's very useful - also depends on what you're doing. @lusty carbon
Hey folks, would I be able to get some constructive critiscm from you guys and gals?
Planning on getting into the tutorial world to help new devs not be so scared of game dev and to explain complicated concepts clearly.
Just need some feedback from folks that understand the content better than my mom.
Specifically looking at things like speed, clarity, jokes to actual useful info ratio, etc.
Thanks in advance. Your feedback is much appreciated.
Also, as UE devs, what topic(s) are you folks interested in seeing more of, if any?
UE4 - Replication for Beginners - Part 1 - Introduction https://youtu.be/16BvKb-OPOg
UE4 Replication - Part 1 - Introduction This video is the first part to a series of replication videos. This series is geared towards new developers that are...
@dusk steppe I was saying, I can change the material parameters anyway as there's already an instance of the material on my mesh, without setting MID in construction script
so I don't get the difference
Ah, if you have all your material instances created already, then yes. I don't see a point. The way I use it is, for example, I have chests that glow a different color based on tiers (1-7). I have 1 master material with exposed parameters and no other instance materials created - let's just say I like my content folder clean π
I have a data table that handles the data for the chests so based on the tier, it spawns the chest with whatever items for that tier and the dynamic material instance node uses my master material to create an instance material and used the data from the data table to colorize the chest.
That way in the future if I decided to add more chests, I add a line in an excel spreadsheet with the rgb values and I'm done. No need to create another material instance and go find the mesh and apply that material instance to that mesh. Hopefully that makes sense, would be easier to show than to type it out lol @lusty carbon.. Again, it all depends on the situation.
Awesome . thanks @dusk steppe
Np! βΊοΈ
Is there a way to stop overlapping meshes from flickering other than to move them farther away?
I've got several small rooms sitting beside one another, and the seams where they meet flicker...
not sure how to ask this question, is it worth considering a radeon when working with UE4? i know epic has worked closely with nvidia but is that still the case?
Chemical, no. Z-fighting is an engine position precision issue. If they're in the exact same space it has no choice but to z-fight. The only thing you can do is move them further apart.
ffffff
How do you go about creating one big room without having UV mapping issues? I can't do it to where it doesn't overlap....
@cunning siren How big is this room of yours? Kilometres/miles across?
Can we have a screenshot perhaps?
hello π I have a small question if someone can help. It is about AI
what I should put here to make the character who is using this AI follow the Enemey and not my character? maybe CastToEnemy but still the "Object" where should I connect it?
Get all actors of class only gets spawned actors or im i doing something wrong
Can I just ask if anyone else feels like UE4's cloud solutions (or lack thereof) both in engine and third party are absolute rubbish
Like if you saw the worst pile of rubbish in the world, UE4 clouds would be jealous of that pile of rubbish
Its odd how they never developed Ryan Bruck's raymarched cloud solution into a fully featured ...feature
Maybe clouds are hard
Pawn can just be reference toself. The Target actor can come from a cast node or from get all actors of class @graceful coyote
Can ANYONE here help me with a fricking zfighting issue?
I'm just trying to sit two blocks beside each other without flickering.
@mint sequoia You dont like Trusky?
can i share the same anim instance between two skeletons?
hmm
I need some help aligning something
im trying to do zoom in for fps and its going weird
I zoom in and it looks like this
help would be appreciated
http://prntscr.com/ol2dra
my grap event is running on the server but it doesn't appear if the clinet moves my object (Sorry for my bad english)
if anyone has a fix please put down and @ me so i see tomorrow
until then everyone stay safe and have a good night
@junior solstice is your object set to replicated?
Got a VR project. Can't teleport around while holding a pickable actor cause its blocking my arc. ideas how to ignore it ?
is there an equivalent to this in BP? https://api.unrealengine.com/INT/API/Runtime/Engine/GameFramework/UNavMovementComponent/GetActorFeetLocation/index.html
Returns location of controlled actor's
does this achieve the same effect?
cuz for some reason my camera position still goes up when i upscale the actor
even tho its feet remain at the same position
Hey how would I do nametags in my game like in "Secret Neighbor"?
Sign-up at http://SecretNeighbor.com and Wishlist at https://store.steampowered.com/app/859570/Secret_Neighbor/ Secret Neighbor is a suspenseful Multiplayer ...
as shown in this video
Please tag me if you have an answer
Hi i dont know were to post this, but i do get this error if any one can help.
LoginId:ee0a1eed4848f4ffbd75379776aa555e
EpicAccountId:c6fc175fc2c84c5789f264e8d04407a9
Unhandled exception
msvcr120
nvtt_64
UE4Editor_TextureFormatDXT
UE4Editor_TextureFormatDXT
UE4Editor_TextureFormatDXT
UE4Editor_TextureCompressor
UE4Editor_TextureCompressor
UE4Editor_TextureCompressor
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
this hapand when i buld my light
Is it source built?
the editor close then this come up and ask if i want to report and restart the editor
hmm, what is that if i can ask
Ok, it does not matter if it is. But it is when you get the source code and build it yourself
do you have a .sln file for your project?
were is that file
should be the same directory as your .uproject thing
like this:
i dont have it bc i have not made the vs files
no i dont have it
ok
so
right click the blue circle (.uproject)
then do generate project files
tell me when it is done
(you need visual studio for this)
oki have that, let me do that then
k
hmm, what will that do if i can ask
it will make project files for visual studio so you can program in c++
and also compile individual things
o okay
did it finish?
@foggy cipher Hi mate, been away from the discord, erm, would help to see the blueprint where your adjusting the camera to first person from 3rd person, but to take a stab in the dark I would say it might be roll related on the transform. Question is how are you adjusting the camera? In my game at the moment I adjust the camera boom length to 0 from stock 300, then move his position relative to the rest (so the camera doesn't clip inside his body)
Probably not the best way, but it works for me - get back to me on it, maybe we can figure something out π
I'm having an issue sculpting the landscape, similar to this:
https://prnt.sc/hc01w3
I can't get rid of those angular shapes
Any idea what causes it? I never had this issue before but it's a landscape I just imported from a 3rd party asset.
Smooth tool does nothing
Not my forte, but I think I had something like that before - I fixed my problem before by building lighting again, and it went away, but could be completely different
its almost as if theres not enough resolution undernearth
Thanks but I have dynamic lightning
ah
That would be my guess, what is this "third party asset" ?
one from brushify
is this landscape a static mesh? if so switch to wire frame and does it have any actual resolution to the underlying mesh (vertices and such) to support smoothing?
it's a regular landscape Mathew
what does the landscape size and resolution settings show?
or even in wireframe does it have enough geometry in it
Does anyone know if I need to flip my normals If I mirror a mesh with normals?
I have made a floor section, and for some reason the main section, the one thats not mirrored, just looks different.
well it looks fine, its not like its just giant faces but it looks like it has enough resolution to deform correctly
whoah why is it scaled so high up
yep its your scaling
you have the resolution but its now 200 times larger than default
ahh I just copy/pasted it from the demo map
will try creating one from scratch
thank you
a default landscape should be 100x100x100 with nothing changed
@uneven tundra could you post a picture?
Yes
you can always resize the landscape or resample it to a higher resolution if needed or yep remake it
Its vissible both on the floorplates but also on the actual floor. Makes the seem very noticable π
If i go to unlit mode, there's no differance
Had to work out what I was looking for as theres lots of similar things in the picture looking different π - your talking about the surround looking grey on the left yes?
the mirrored copies are pulling from the same material?
but then only part of the unit is different...
π€
Yes
Im not good at all with UE4
So It could be something else, but it has to do with lighting(i think) as it looks normal if unlit
did you already build the lighting?
2nd time I've suggested that in 20 minutes - thats getting weird
I just did a test and after mirroring I got a different shade of grey (just using the default 3rd person as that's what I had open) - the lighting pass fixed the different grey.
π€
Could it be the way I imported the materials?
shouldn't be, but shot in the dark, make your material 2 sided
I think that fixed it dude
Ur amazing!
Oh
Never mind, zoomed out, and it was bakc...
Its done in substance painter, I didnt use plugin but exported textures. Maby I should try the plugin,.
It shouldn't make that much difference, no experience here with substance
ah, maybe its the normal map. Disable the normal map in the material, see if the problem goes away
(disable 2 sided if you haven't already)
but whats weird normally when flipping with negative scaling, normal maps should work
Sorry, was looking away, so disabling the normal map gave the same problem?
yes
π€
Im sure its some very rookie misstake.
probably something simple thats staring me in the face
in the diffuse texture, theres a setting for tiling, set it to mirror for both, does that change something in favor?
x and y tiling methods
hey, how would you go about making an FPS game where you have a body and a shadow, but can still see your arms without having to put the camera in the chest?
might be what your after - post by kreza
@uneven tundra have to get my head down for sleep now, still curious about your problem, I'll do some more thinking see if anything comes up
did you try the tiling methods already?
so, the proper way to do an FPS, and fake having a body is to have both the arms mesh, and a full body mesh together.. de-render everything from the full body except the legs so it'll fake you being able to see that you have a body?
but of course, render the shadow of the full body
From the post by kreza, yes all you will be able to see is the arms, no legs, but see a full body shadow with animations (and in multiplayer they will see the full body)
After 've done that, do i need to press something to save it?
not sure if its the best way to do it though, I went with camera in the head, positioned carefully
@uneven tundra save once outside texture
i mean, seeing legs is a luxury, of course, theres no FPS where seeing the legs is absolutely a must
true, Ark: survival evolved doesn't even fake the shadow
even though they have the full body sitting there
do they put the camera in the chest?
they just have 1st person arms to the you (the player), and 3rd person to the other players. Cameras placed in the head
but then they are still using a modded version of 4.51 π
Thanks btw, much appriciated.
@uneven tundra no problem, shame I can't put my finger on the issue
Im probably doing something very wrong.
Hey I need a little help. Im trying to make a character creation level and ive started by allowing the user to chance the hair, ive set up a hud and it looks like its operative but nothing changes in play mode and i get an error "Accessed None" any ideas?
Have you selected the right HUD?
yeah the hud appears in play mode
when i press one of the buttons to change the hair style nothing happens and i get an error saying "accessed none"
π
Do you have custom vertex painting on lower LODs?
do you have custom LODs at all?
anyone know how i can make my static mesh into a skeletal mesh using Maya?
Take your pick https://m.youtube.com/results?search_query=Maya+rigging
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
I was told I need a better Graphics card to run unreal engine. What would you guys suggest for my budget of 150
@wary raft these days no one is going to suggest something, personally i run a 32gb i7 with an nvidia 1080 with 8gb and i find it very slow
I'm not gonna make anything very intense
i would say for your gfx card get an nvidia, but i've no idea what is in that case
hm
perhaps the gtx 1650?
for $150?
@manic pawn i started to run unreal engine on my old 550ti
i mean i can run ue4 just fine with a shitty 960
and it ran
and the 550ti was a 150 euro card when it launched
modern x50 cards are several times stronger
will that base system run a gfx card?
its a prebuilt
i don't think it has a big enough power
probably shit PSU and shit motherboard
so gotta get a small gpu that doesnt need extra power
well that is one way to put it
the gtx 1650 is ~150β¬ yeah
but did it "run" or did it actually give you a good experience
@manic pawn perfectly fine
π€
What does the gpu mean and is it expensive
it means an nvidia gtx card for you
but your computer won't be able to power it we are betting
I'm not gonna make anything super intense
I just don't like unity so I wanna use unreal
you must be this tall to ride
i am importing my terrain from world machine and my laptop sounds like a vacuum cleaner
i'd think about the project and it's needs first. then decide on tech.
some projects are much better made with Unity tbh
what criteria ?
wtf I can't paint or spawn foliage over the landscape
works over a SM but not on the landscape, why?
π πͺ π± π΅
@wary raft looking at the Docs site for that PC it has ~300w PSU and a free PCIE slot (But I can't tell if half height or full height), I think full. You should be able to run any PCIE only (75W TDP) card like the 1050ti series and possibly 1650ti (no experience with these). I can say that I run UE4 on a 1050ti at work and its good enough for what I paid for it.
I assume that you linked the actual model you had, not the generic one? if so then yes the 1050ti might be a sweet spot if you can find one used
@grim ore I was able to get rid of those geometric shapes in the landscape by recreating it with default scale, thanks.
yay, I never realized scaling it could achieve that effect so it might be useful in the future if that is desired so I learned something π
What bug?
what is a "1-x" node in material blueprints?
ah, and "one minus"
it's not invert precisely afaik
Expressions that perform mathematical operations on one or more inputs.
Examples: OneMinus of 0.4 is 0.6
so it's literally "one minus the value you plug in"
whereas invert would be multiplying with -1, right?
Seems legit, useful information i didn't know that. but correct me if im wrong, i think for most applications you could just consider it invert
Example Usage: When the input colors are in the range [0,1], OneMinus has the same effect as what is commonly called "invert" -- that is, OneMinus returns the complementary color that when added to the input will produce white.
and again correct me if im wrong. if your output is not 0-1 doesnt that break conservation of energy in the material?
unless it's like emissive i guess
is there any way to increase output log verbosity? as for trying to understand why foliage is not painting in my landscape?
The discovery that sphereGradient 2D renders differently on OpenGL to DirectX is very annoying.
you can use Log [Category] Verbose to increase the verbosity of a specific log category
All my circular progress bars are now only 1 pixel thick.
Does anybody know of a plugin that adds a switch node based on renderer? I'd like to be able to specify different settings on OpenGL to Direct3D
That depends
What do you mean
@bold rune you don't need plugin, it's called Feature Level Switch
how much grass, what kind of grass, how big is the map?
can i share the same anim instance between two skeletons of the same actor?
@next badger OpenGL 4 is SM5 so that switch doesn't work for distinguishing between OpenGL and Direct3D
@bold rune but...why? ue4 cross compiles HLSL to GLSL so they are the same on the same feature levels
Except they aren't.
They aren't the same between OpenGL and Direct3D AND it depends which platform you're running OpenGL on. PC OpenGL is different to Linux OpenGL.
technically open gl is open gl, the issue is the drivers and the card
It doesn't matter if there shouldn't be. There is.
yeah, since ue4 is not officially supported on linux it's kinda rough road
any way to use a texture instead of the node that is causing the issues so it's uniform across ?
I'd settle for a platform switch.
Don't get me started on textures between platforms.
The compression is implemented differently and it screwed up a bunch of my materials.
anyone out here have experience with the face ar sample? im stuck
ive been playing some quake the last week.. i only noticed i didnt have legs when i actually looked for them π
i think they would get into the way while aiming
well usually legs are so far down that your crosshairs never reach them anyway
its just an immersion aspect
why the fuck does my material look so different in the editor compared to my actual fucking scene?!?! Wtf
Like wtf?
Also in the scene the material is all blurry if you scale up the picture
LODs
Is it only possible to blend per bone on anim montages, I can't use single animations for it?
@plush yew What are youre scalability settingsset to, above the viewport
Hey i'm still looking for an answer to my problem
I need to know how to make a holographic text above an item like in this trailer
Sign-up at http://SecretNeighbor.com and Wishlist at https://store.steampowered.com/app/859570/Secret_Neighbor/ Secret Neighbor is a suspenseful Multiplayer ...
(In BP please)
So you could project the world coords to screen coords and on the 2d screenspace (the camera view) you can have widget elements appear, which change scale depending onr your distance from them
If you could DM this to me so I can reference this later
There are other ways to solve this, but that is a plausible way to do it, some other way could be setting up items to have 3d widgets to be displayed when you are close enough
yeah I'll copy pasta it into your dm
Thanks
Hi. Anyone know the reason, why after exporting from blender and importing a model to ue4 geometry looks fu*ked?
Nobody onlineused to working with anims? It's been a while and I'm rusty
Gemoetry looks same
Smoothing slooks different
@fluid tide
Look at the butt stock
Poly's look teh same, but the smoothing of teh poly's are different, put both on wireframe mode and compare them
yeah I saw that, looks like smoothing issues to me honestly
the normal smoothing can look very different in engine and in the 3d software, making edges & surface shade differently, that is also how I perceived the difference between those two images
Yeah, no shit π This part is in-reverse to previous parts...
lol π well there you see, 3d softyware can't be trusted completely π
I haven't used blender a lot, so I don't know exactly the workflow to get the normal smoothing you want, but I remember adding extra edges in zbrush has worked for me in flat low poly areas of a mesh, so near an edge an extra edge would break up the weird smoothing, halting it from making the edges look as weird @fluid tide
@spark sonnet the map is 100 and using a height map and I'm using the foliage free pack
I want it to look like in blender... except the grip lol
Go to the mesh and search for the imported data
Select import tangents ands normals, then reimport
Worked?
<@&213101288538374145> Pin this mans message.
Lol
@icy mulch Use this grass. It wont lag
Free 3D model Low Poly Grass for download as fbx, blend, and upk on TurboSquid: 3D models for games, architecture, videos. (1309955)
@fluid tide Please dont @ the Moderators unless its urgent.
Has anybody found a fix to the spline + vertical locations problem? we are trying to make tank treads that work but having some odd issues. It only occurs for splines in vertical position. https://www.dropbox.com/s/cao7w3mkzgglzrg/predatorVsPrey - Unreal E 2019-07-28_22-48-39.mp4?dl=0
Does anyone here know how to set up a steam braodcast so it actually shows on my store page?
does distance culling = view distance?
re all in hello neighbor mod dragged obj into scene - pressed build - no obj in Play mode - what we did wrong? NEED LIGHTNING BUILD (1 object not bla bla bla) - i guess we rebuilt light but obj is still missing in Play mode
Haven't been able to sign into Epic Launcher or Unreal Engine.com since Friday
Keep getting messages such as
"Wrong password"
"Can't use one of your past 5 passwords"
"You're visiting our service too frequently"
so I just discovered that if you duplicate a Map / Dictionary you break it..
define 'break'
probably needs at least a Clear
i mean its values are zeroed
and you can't assign any values
I removed all entires and created a new one
this works
if you just add a new entry, before clearing the map... it's gonna be an invalid entry
weird
so this makes duplicating useless basically
you just have to recreate from scratch
this said, why are you duplicating a map?
why not
I need 2 identical maps, with 2 different sets of values
upgrades and max upgrades
sounds like you want a data asset?
btw, is there a good way to store a complex hierarchy?
I don't need complex upgrades for my game
but in case I did..
that's C++?
I guess maybe I could use a data table?
or not..
π
that's for many values inside one key
data tables are fine if all you need is a key + values
not for branching structures
oh, I need to look into it
I just found a quick video, it was getting into C++
so I assumed it's a code driven entity
entirely
π
thx tho amber
It was. They added a BP class for it at some point
can someone help me with realigning my zoom in camera
its currently being like this and Im stuck
any help would be appreciated
welp was hoping to get this fixed bytonight
nvm
All, ho can you paint a decal over a transparent texture? I have a decal of a broken glass that does not appear on... glass :)
My glass: https://i.gyazo.com/6097eab901fccc0cc8f0dabbdf8133fb.png
My decal: https://i.gyazo.com/63259c3d9eb9640f9325b2d7d8dfab55.png
what might turn a spline mesh inside out?
I presume it's possible with the transform, but I can't quite see how?
hmm, wonder if negative scale might be happening somehow
Splines are extremely touchy in my experience
Turns above 90Β° also break the mesh
Minor turns at close to vertical directions break the mesh (yay rotators)
UE4's spline implementation isn't quite there
I saw someone had a native code fix a while back correcting all the twist problems
but I've never been able to find it since π¦
should have saved the page, hehe
the amount of times I've wanted to refer back to that damned code
yeah, I've seen the plugin
This is the place to show, share, and link to your stuff!
a native fix is in that thread
but it's very silly that Epic hasn't taken their time to fix it themselves
aha, that's a good reference, thanks π
and yeah, it didn't look like a particularly complex fix
Hey guys, any ideas on how to make a fog of war?
yeah @loud kernel if you have the starter content, there a lot of good default particles
for example: steam lit
particles != fog of war
@dawn gull wat?! No, I want to make Fog of War for RTS game
Fog of War is pretty complicated
there have been a number of discussions on the forums
ohhhhhh nm
@wary wave Maybe link to forum?) I can't to find.
open forums, put "fog of war" in search π
@wary wave am I wrong to think of fog of war is to have units carry visibility?
Can Someone Help Me Creating Simple AI
@rotund scroll - rephrase that?
create an all encompassing shader on top of your map, then where you units are trace a line to a radius around the unit where the opacity then is 0
then make the same layer occlude enemy troops/structures/whatever
"all encompassing shader" doesn't really make sense
there are a lot of different ways to do fog of war, but they all generally require the use of some kind of buffer
so you'd have to implement something custom in the engine to do it well
all encompassing means it could be something you put in the world as a giant plane or just a screen space effect a la post processing
are you thinking of saving object states?
post process would be the logical approach
object states don't need to be saved, but you do need something to actually write data into
(or read from)
stencil buffer is likely popular
a render target is a kind of buffer
but drawing more than a few units worth of data into a render target would be slow
well yeah but you don't need to write an additional buffer into the code
and your render target would need to be very high resolution
you might be able to get away with full screen, but you'd need to update it every tick
which means you can't deal with a lot of objects
or segmenting it into smaller sections that then only update when changed
it's an interesting problem
if you have lots of small render targets you're still eating huge amounts of memory potentially
render targets are expensive, I would only use them if they're necessary
surely render targets are only expensive when they update
otherwise it's just a static image
you would have to update it every tick
but also expensive in terms of memory
render targets are not compressed in any way
Hey, I made my landscape not thinking about the what would happen if the character went below the plane that the landscape was built with. Is there a way to move only this plane lower so that it is below my lowest point? Thanks
Common approach to fog of war would be decoupled CPU and GPU systems, latter running at higher res. Both are in essence, 2d arrays, storing if cell is revealed or not.
@pulsar fractal do you mean the green grid? that's the 0 place so no you can't move it. You can move your stuff, use G to hide it when working, or just disable the grid itself
@grim ore thanks, I did mean the grid. Can my character go below the grid with no issues? Such as the character being deleted because its considered outside of the world? This happened to me but its possible that it was something else I had set up that killed the character
go to your world settings, go to the world kill z, and change it
you can make it lower then its not an issue or I think you can disable
Another guy DMing recruitment to people
PreslavAntonov
Seems like the ones that do this are all Russian
Aaaaand he deleted it π
Probably got a suitable candidate in the meantime ><
No one ever recruits me for fun stuff, it's always world domination this and global destruction that
@grim ore Thank you π
yepyepyepyep
does anyone know why when I import the rig gets duplicated?
they have different naming
UE4_Mannequinn_Base_SK_Mannequin_Mobile
and UE4_Mannequinn_Base_SK_MannequinMesh
what does this mean?
ah..... thats why -_-
And he also... Changed his name...
Wow I just fixed a really annoying bug In my game
Neat!
I could never get particles attaching correctly (spawn emitter attached) and so I gave up and did spawn emitter at location on my units
But the reason why spawn emitter attached was broken was ...
I was always trying to attach the particles to Arrows on my actors
And arrows are :hidden in game:
So it was hiding new children too
Derpp
So now particle effects correctly bond to local space and things ^^
Nice you fixed it, every mistake is a oppurtunity to learn π
I'm trying to figure out this issue right now, if anyone has any insight as to why it is happening I woudl appreciate some advice;
Currently as I attach a target actor A to another actor B, the AI that is targeting actor A stops generating paths, but stays stationary and performs ranged skills only. Why would teh attachment cause the Ai stopping to generate paths, it worked before so it wasn't always this, but I roleld back my settigns and this was still an issue
Does Epic know about the 25% save bug?
25% save bug?
Hey is anyone able to help me out with something?
basically stops at 25% save and locks up. Happens to me all the time. There have been some forums posts about it too. π¦
25% when saving any file, or specific fiels?
saving levels
even new empty levels?
haven't tested that
test it, see if it is reproducable in a empty project
guys is it still not possible to build certain room of a house instead of having to build the whole house ? just for light testing ?
Hey boys. Czech users are reporting that they can't use their number keys because the default code they give is special czech characters. Shouldn't Unreal do that by default? Is there a way to deal with that in Unreal?
In the editor or project settings, input settings, manually enter your number keys as default keys for those keybindings @glacial yarrow
Otherwise I suggest you download a secondary keyboard language and switch to it while using ue4, not the best way but should work in worst case scenario
@woven cliff lightmass builds lights, if there are lights it's going to want to build it =(. For something like that you would use streaming sub levels for just the room if you want just that room or you could try creating a lightmass importance volume around just that room to speed it up. Since lighting is subjective to other environmental things when it works even isolating that one room might not be exact without the other environmental things around it
thanks @grim ore i was using lightmass volume it was helping alittle but not as i would expect it to be, thanks again for the answer β€
I bind my input keys through c++ code instead of action mappings and it seems that I'm directly binding to US key codes instead of a more generic key.
@woven cliff I wish there was a better answer, some stuff even in this day and age take what feels like forever to get done π¦
@grim ore iam working on a 3 floor villa, (editing it after 1 year of leaving it behind) so i wanna do better lightening but with so many assets around and so many lights around +exterior and landscape ( it was an optmized vr project) but build times takes 80 mins on medium on 4 machines for the entire place π
I know that with the bigger stuff larger projects using sub levels is important for breaking apart stuff and making it easier to work with
more machines, harness the cloud for those 10 second build times π
true, since iam using this for arch vis only i haven't tried sublevels yet up till now π i better give it a try tho thanks again man π
Going to repost my issue in hopes of someone having an idea of what is causing the attach to actor to casue the AI to always fail the MoveTo;
I'm trying to figure out this issue right now, if anyone has any insight as to why it is happening I would appreciate some advice;
Currently as I attach a target actor A to another actor B, the AI that is targeting actor A stops generating paths, but stays stationary and performs ranged skills only. Why would the attachment cause the Ai stopping to generate paths, it worked before so it wasn't always this, but I rolled back my settings and this was still an issue
anyone else having this bug? https://i.imgur.com/Dg1Ss5M.png
when i create variable, new blank MyBlueprint tab opens
Yeah I've had that before, not sure why but it has happened on some projects @civic cobalt
its just something i have to live with i guess
Yeah, first time i encountered it was on a project in 4.7, and last time was in 4.20 , so I'm guesssing itΓ€s low priority, it has never caused any issues for me though so the bug seems harmless at least
Hey, have anyone noticed debug collision points from trace getting huge if you lower camera fov quite substantially? It's pretty annoying and I don't know how to resolve it.
is there a way to get the Overlapping Actors/Components with out setting up the Events (OnBeginOverlap and OnEndOverlap) ?
there are nodes for getting overlapping components/actors
you can even do shapes, think of them as like single traces and returning everything overlapping. box Overlap, Component Overlap, etc.
I saw the node, 'Get Overlapping..' ... but then I have to run that on a tick to see if they overlap, right ?
well you would run it whenever you wanted to check, if that is every frame then yes. At that point the events for overlap might be better
these are useful for stuff like I throw a grenade, it explodes, who is around me to get hurt by it
https://i.imgur.com/Q9PTTBc.png is delaying beginplay like this is legit? Im spawning actor in a way that i cannot set variables on spawn.
well you aren't really delaying it, you just aren't using it
is the event tick gate just stopping it from starting up?
yes
ahh i see. I'm trying to clean up my code, and make it more reusable . I have a set of snappoints, sphere collisions, and i would like to make setting them up easier. Right now, for every snappoint I add, I have to setup The Begin&End overlap. Anyway to speed that up ?
You can always disable the tick completely, then turn it on when you want to use it. Might be "safer" than a gate
probably nothing quicker than setting them up unless you had a parent that had them already set up if that would work
thank you @grim ore , i didn't know that. time for another of your videos lol
Some object have 2 snappoints, some can have 8.
yep I was guessing that might be an issue. I am sure there is a way to make it more "generic" and doable but off the top of my head π¦