#ue4-general

1 messages Β· Page 498 of 1

plush yew
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yeah

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I suppose that's just the unfortunate nature of coding

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where missing one ; can halt a project for months

next badger
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Slate...mmm, great for debugging

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cause preprocessor can't catch anything in those

plush yew
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never used slate, what is it?

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oh wait, is that just the default UE4 ui?

next badger
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yeah

plush yew
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ah ok

next badger
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that's why epic made umg probably

plush yew
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I just need a bigger monitor haha UE4 can get cluttered

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I should consider a 3rd monitor, bigger than the others

next badger
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Are you using small icons?

plush yew
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no

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just when i built my pc, I was cheap with my monitors because I wanted 2

next badger
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consider, they will save a lot of space

plush yew
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and they're fine, just a little small

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maybe, everything is already kinda small as is haha

next badger
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oh, it's about physical size? not resolution?

plush yew
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yeah

next badger
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ok, then yeah, probably won't help

plush yew
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hahah

next badger
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remember first apple air retina...you can't see sh on those w.o upscaling the ui

plush yew
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haha

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or how about the first few ipods

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we are spoiled now with modern iphones

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but man, ipod screens back then were so small

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and you had to use the touch rotater before apple switched to touch screen

gilded plinth
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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 : /

sacred smelt
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How can I make or store dialogues using dialogue tree? XML files or using plugin? Integration with Twine?

autumn elbow
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@gilded plinth I think you have to use Timeline or LinearInterpet to ease in and out of the controller.

gilded plinth
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i've tried about 10 variations of interps so far

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the main conundrum is what goes into current and what goes into target

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using let's say Mouse X or Mouse Y as your input

autumn elbow
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Try Timeline. With Timeline you can draw your own curves

gilded plinth
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i'll look into it! i haven't gone there yet

autumn elbow
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so instead of 1 and 0, you want the values to travel between the 2, right?

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check out all of Mathew Wadstein tuts on Interpolation also.

mighty copper
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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...

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Can anyone lend me a hand?

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it doesn't move or anything like I think it should.

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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.

autumn elbow
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so..should be glowing, right?

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i think I saw a tutorial ... 1 sec.

mighty copper
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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.

autumn elbow
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something like that?

mighty copper
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That is cool but no.

autumn elbow
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not animated ember?

mighty copper
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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...

β–Ά Play video
gilded plinth
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@autumn elbow re your question. I'm not sure.

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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

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i haven't found a single tutorial from anyone who has done it : /

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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

autumn elbow
gilded plinth
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All of Matthews tutorials tackle movement, but not rotation or turning

mighty copper
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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.

autumn elbow
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Yea, you can turn those off.

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I believe its just a noise texture multiplied by a constant (orange)

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you can change the parameters of the noise to get the pattern you want.

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and colors

mighty copper
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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)

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and with no movement at all.

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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.

grim ore
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@gilded plinth what are you trying to get the mouse input to do?

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@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.

gilded plinth
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@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

mighty copper
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@grim ore and that isn't working even though they're hooked up.

grim ore
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are you sure that movement gives you deceleration?

gilded plinth
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positive, its's immediately visible on the details of the component

grim ore
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ok so this is not a character but a floating pawn, gotcha

gilded plinth
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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"

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i'm happy to work with anything that works though

autumn elbow
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@mighty copper my content example is taking forever to load..lol

grim ore
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ok yes the default pawn is a Pawn with a floating movement component on it

gilded plinth
grim ore
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so you want mouse look to not stop when you stop giving it input but slowly stop?

gilded plinth
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yes exactly @grim ore !

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and also some accelerating when starting would be cool too!

grim ore
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you would have to manually do that last part, maybe give it an impulse boost when the speed is below X on input

gilded plinth
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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

grim ore
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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

mighty copper
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@autumn elbow I sent you a message.

gilded plinth
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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

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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"

grim ore
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I was just point out the default pawn is a special c++ class, I don't know if it will do what you want

gilded plinth
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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

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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

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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

grim ore
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my biggest concern is using the input events in C++ and BP would double the inputs

gilded plinth
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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

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I wouldn't know how to tell if anything is doubling but i can check if i knew how

grim ore
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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"

gilded plinth
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well in the pawn details there is a checkbox for "add default movement bindings"

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if you uncheck it, then you have to create your inputs manually in the project settings and bind them in blueprints

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so in that sense, it is not doubling

grim ore
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well that helps then

gilded plinth
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ya i think/hope that solves that concern hehe

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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

grim ore
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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

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now the Spring Arm component does have lag options but I dont think it would really help for a first person

gilded plinth
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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.

grim ore
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if you use the third person for the camera lag you can just check the lag options on the spring arm and it works

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its camera lag tho, not movement lag

gilded plinth
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not sure what you're saying. Should i create a spring arm for the camera in my 1st person pawn BP?

grim ore
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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

gilded plinth
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i suppose i don't really care if it's the camera or the object. if it's just the camera that's fine!

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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)

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The camera is of course inside the pawn BP. I didn't show that in my images because i hadn't created it yet

grim ore
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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

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you are basically adding extra input when you stop adding input and lerping it over a short time (0.5 seconds) a short amount

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I think the issue is like you said, you want it to feel very physicsy but this is not using physics is the issue

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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

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then there is no trickery you are flying a physics object with physics inputs

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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

gilded plinth
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that's an awesome blueprint in that image, thanks! I'll re-create it in a sec and see how it feels.

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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

grim ore
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It's probably the most correct way to do this

autumn elbow
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is the shader compiling multi-threaded?

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seems to take a long time

grim ore
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it is, you should see them fill up your threads and cores in the task manager when it compiles

autumn elbow
gilded plinth
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@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?

grim ore
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I don't. I would look into the methods of applying physics to an object like impulse and force and just go from there.

gilded plinth
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gotcha cool.

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@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

scarlet birch
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@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.

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For the last part as long as you're moving the root component it's pretty much the same thing.

gilded plinth
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@scarlet birch cool thanks. are those drag and friction settings in the physics material or somewhere else?

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i'm experimenting w basic stuffs right now, like add impulse and it's really interesting but not doing what i need haha

scarlet birch
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I think you want a normalized directional vector and then to multiply it by the force scalar for that impulse node.

gilded plinth
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ill experiment, not sure what force scalar is since i don't see that node having any related inputs but i'll try everything!

grim ore
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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

thorny locust
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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?

grim ore
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in the editor or at run time?

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both items have transforms so you can just set the 2nd to the same transform as the first either way

gilded plinth
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Cool Mathew that helps a lot

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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

grim ore
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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

scarlet birch
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There's a lot of little things you have to deal with if you go with physics.

gilded plinth
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ya i'm worried there will be : P

scarlet birch
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You have to manage all the forces and keep them under control

gilded plinth
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ya, maybe i could just use physics for mouse pitch and yaw for Looking up and turning

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and keep everything else on the movement component

scarlet birch
grim ore
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in the Content Examples project, in blueprint input, in the last room is a UFO using only physics to fly

scarlet birch
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Oh, cool I haven't seen that.

gilded plinth
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Are u talking about the flyingpawn project when creating a new project or something different in the content exampes?

grim ore
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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

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The Content Examples project, it is in the Learn tab in the launcher

scarlet birch
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I really think you're going down the wrong path using physics for camera movement.

gilded plinth
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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

grim ore
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thats the problem I think you are missing, you arent trying to get that

gilded plinth
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so that when i stop moving the mouse, it slowly stops instead of instantly

scarlet birch
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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.

gilded plinth
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MatthewW I think that's what your blueprint does no?

grim ore
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you are trying to get a pawn that controls like it is using physics, that means you are moving the pawn with the mouse

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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?

gilded plinth
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i do want to rotate the pawn with the mouse yes, but i move it with the keyboard

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correct, i'd want the camera to follow since i'm looking out of it

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follow both location and rotation

grim ore
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I guess its just wording that is getting me

gilded plinth
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ue4 is weird with wording in that movement seems to mean changing location transforms

grim ore
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like a camera following something else is different than if that camera was attached to the something else and moved with it

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well movement in ue4 could mean a few things in context

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like there is an actual movement component that helps you move something it is attached to

gilded plinth
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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

grim ore
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but you could just also "move" something by changing its transform in the traditional way

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or you could use physics to push something to move it

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you need to define where your camera is

gilded plinth
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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

grim ore
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is it separate from this pawn you are moving or attached to it

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where if it is attached is it attached to, the root or a child component?

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etc.

gilded plinth
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camera is a child of the collisioncomponent

grim ore
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and you need to understand that the "default pawn" is a custom C++ class that epic made, it's not a blank generic pawn

gilded plinth
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ya, if i run into any problems with that i'll just go to the blank pawn and add collision and movement

grim ore
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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.

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if you move just the mesh component then the camera would not move at all

gilded plinth
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ya, that seems to be what's happening now since collision works

grim ore
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ok lets try this then

gilded plinth
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(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)

grim ore
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thats the thing

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movement component is moving a pre built multi thousand line object around using math

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all the camera code is doing is rotating the object, not moving it

gilded plinth
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ya

scarlet birch
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Just change the camera movement/rotation speed manually when it starts to decelerate.

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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.

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If I understand what you're wanting to achieve.

grim ore
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the issue is the way the movement component works compared to the way physics works compared to the way pawns work

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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

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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.

scarlet birch
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I guess I missread. I though he just wanted the camera to feel like it was acelerating/decelerating.

grim ore
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he does

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along with the default pawn which uses the flying movement component and has code in it to allow acceleration and deceleration when it moves

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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

scarlet birch
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Oh. Ok.

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That's doable, but you'd have to make it from a pawn.

grim ore
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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

scarlet birch
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You could just slap a first person cam on a physics pawn

gilded plinth
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im open to all ideas hehe

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MatthewW that latest blueprint looks great for full physics

ornate hamlet
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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

scarlet birch
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sec.

grim ore
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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

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the mannequin FBX used to be on the wiki as well but now...

ornate hamlet
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yeah I found some old threads with refs that no longer work

grim ore
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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

ornate hamlet
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the emblem is just a normal map so yeah probably

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lets see if it has the skeleton as well

grim ore
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No DCC programs installed her or I would check lol, Guess I could import it to ue4 lol

gilded plinth
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MatthewW in your last images, what kind of blueprint is that? I'm missing something super basic

grim ore
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yep it's got a skeleton @ornate hamlet

ornate hamlet
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yeah I am seeing it

grim ore
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the last image is the settings on the collision component (sphere in this example)

ornate hamlet
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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

gilded plinth
grim ore
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its showing the damping so the forces just dont keep throwing it forever

gilded plinth
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sorry i mean that one. is that just a blank pawn?

grim ore
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yes its a pawn, just a normal pawn as the parent

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added a sphere collision and moved it to the parent slot

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added a camera as the child to the sphere

gilded plinth
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i wasn't aware you can delete "defaultsceneroot"

grim ore
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added the code, changed those settings

gilded plinth
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but it's absent in yours and your sphere has a different icon than mine. Mine has a house lol

grim ore
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replaced it as the default pawn in the level to test with in the game mode

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you can't delete the default scene root, you can replace it with something else that inherits from scene root, like a sphere collision

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and I added a sphere collision component not a sphere static mesh component

gilded plinth
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gotcha ya

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perfect got it

grim ore
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the sphere static mesh component would probably work as well, lets find out

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yep it worked the same you just have a big ol ball for the pawn and a shadow following you lol

gilded plinth
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ya hehe

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just gonna try and recreate your bp rn

grim ore
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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)

gilded plinth
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"Invalid Simulate Options: Body (NewBlueprint_2.Sphere) is set to simulate physics but Collision Enabled is incompatible" when i exit play hmm

grim ore
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yep you need to set it to a physics that is compatible like block all

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or physics actor works as well

ornate hamlet
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@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...

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amazing

gilded plinth
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cool ya that worked

grim ore
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@ornate hamlet I heard alot of issues with ART 1 and 2 lately so 😦

ornate hamlet
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there is an art 2?

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I havent even heard about that

grim ore
ornate hamlet
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neat, but I am not going to bother with that HAH

grim ore
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but I have heard not the best so far with stability right now lol

ornate hamlet
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Yeah, rigging and animation plugins are sketchy at the best of times

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but still beats blender which can't properly export FBX rigs and animations

grim ore
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@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.

gilded plinth
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cool ya. im just there now so we'll see how goes. move forward side and up are working great

grim ore
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Kinda reminds be of a hover tank lol

gilded plinth
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i didn't realize u could just split struct pins in a node that's cool

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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

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but now when i move the mouse it pitches and yaws but it bounces back to the center

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That's with the mouse input value multiplied by 50

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you can see my mouse moving but it always bounces back to center

still moth
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hmm.. i need to figure out a better way to set up first person

upper heart
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Does anyone have a video on blueprint merging?

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Can you merge conflict by conflict like with source code?

gilded plinth
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@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.

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let me know if u have any ideas for that

bold rune
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Anybody got a procedural mesh component rendering on Linux using Vulkan?

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Mine just disappears and I'm wondering if it's just not implemented yet.

still moth
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the only procedural anything im trying to work out is music

halcyon flame
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does anyone have a good understanding of mutexes? and can discuss briefly?

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just want to make sure I've got it down

ruby flume
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Any insight as to what that green hex like thing is? Seems to be on the mesh, but can't figure out what exactly.

halcyon flame
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@ruby flume what are you referring to?

ruby flume
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The huge green circle(?) around the mesh.

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It's visible ingame, and I have no idea how I managed to enable it. Happened after a crash.

halcyon flame
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the dotted line green thing?

ruby flume
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Yes.

halcyon flame
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polygonal dealio

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damn dude. can you select it at all?

ruby flume
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Wish I could.

halcyon flame
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if you restart the engine it's still there?

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tick hidden on the different components to figure out at least what it's a part of

ruby flume
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Did, it's tied to the skeletal mesh, but I can't really remove the mesh, as everything goes via it.

scarlet birch
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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.

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I think I got it.

tacit matrix
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i have a gun i made in maya, how would i turn it into a skeletal mesh when putting in unreal?

blazing pagoda
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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?

scarlet birch
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@tacit matrix import it as a skeletal mesh, assuming you skinned it in Maya

bold rune
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@blazing pagoda you have to start packaged games from within Steam for the overlay to work.

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It doesn't know it's appid otherwise.

tacit matrix
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@scarlet birch ik this is a dumb question, but is there a vid tut or a tut about skinning it in maya?

blazing pagoda
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@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?

bold rune
#

You need an appid from steam which means paying them the $100 application fee.

blazing pagoda
#

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.

scarlet birch
#

Can we generate LODs for skeletal meshes in the editor?

foggy cipher
#

I need help with the epic launcher pls

#

Its not letting me sign in

plush yew
#

i just noticed something πŸ˜›

blazing pagoda
#

@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.

foggy cipher
#

pls help

plush yew
#

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

brave birch
#

Oof

#

Are you guys good with sockets

plush yew
#

I have worked with sockets before very lightly

brave birch
#

Okay so uh

plush yew
#

I use them for all of my items

brave birch
#

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

plush yew
#

yeah you're the guy with the flowers that didnt work in the shadows

brave birch
#

So you press a button on your controller and it brings up a panel along your arm

#

Yeah I am πŸ˜‚

halcyon flame
#

@ruby flume reimport mesh?

#

anyone familiar with mutexes?

brave birch
#

But this panel is going to be parented or socketed off the hand

#

i have never even heard that word before

plush yew
#

sounds e z enough

brave birch
#

mutexes

#

shudder

#

it sounds headachey

plush yew
#

the sockets?

brave birch
#

Wait yeah those sound easy

plush yew
#

thats what im taying is easy

brave birch
#

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,

halcyon flame
#

pretty straightforward, they're for mutually exclusive access in multithreading

plush yew
#

ive never heard of mutexes either

brave birch
#

Or should I just parent it

halcyon flame
#

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

brave birch
#

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

#

πŸ’€

#

Sorry man

halcyon flame
#

if your drive tries to read a value while it's being written the system will crash

brave birch
#

Oh

#

System pausing stuff?

plush yew
#

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

halcyon flame
#

no

brave birch
#

Yeah I have no clue

#

πŸ’€

#

And so I should definitely do sockets?

halcyon flame
#

multithreading allows you to execute multiple flows concurrently

brave birch
#

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

halcyon flame
#

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

plush yew
#

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?

ruby flume
#

@halcyon flame I found the issue, related to IKinema plugin, I am yet to figure out why, tho.

brave birch
#

Changing the color of a texture in UE4 is actually not that difficult, if I'm not mistaken

halcyon flame
#

just remember this if you ever put some serious math in your game. YT multithreading to figure it out. it's honestly pretty straightforward

brave birch
#

I'm not a pro but recently I've been uh

halcyon flame
#

@ruby flume awesome... kindof.

plush yew
#

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

brave birch
#

Brutally baptized in the waters of normal maps and uvs

#

And the wonderful world of textures πŸ˜’

plush yew
#

I'm so annoyed. I need to learn about textures now

#

in order to make my characters look complete

brave birch
#

It is quite a learning curve

#

But definitely worth it

plush yew
#

My friend has told me

brave birch
#

Smart friend πŸ˜‚

plush yew
#

how awful it was for him to learn

brave birch
#

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

plush yew
#

thats me with so much

brave birch
#

πŸ˜‚

#

It be like that

halcyon flame
#

does his dad work for nintendo?

plush yew
#

modeling and logic? I can do that. Animation and texturing? fuck right off

brave birch
#

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

plush yew
#

oh shit

#

does your skeleton not have like

#

specific left and right bones

brave birch
#

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

plush yew
#

sockets are skeleton based right? So you can just right click the left hand bone and add a socket

brave birch
#

Oh are they skeleton based???

plush yew
#

thats how I use them all

brave birch
#

Man so I would even have to upgrade our hand controllers

#

πŸ˜”

plush yew
#

my head socket starts at the base of the skull bone so I never need to adjust helmets, hair, or facial hair

brave birch
#

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

#

;(

plush yew
#

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

brave birch
#

I love my team don't get me wrong

#

But they're everywhere

#

πŸ’€

#

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

plush yew
#

I just don't like working with other people

brave birch
#

Man, how do I affect only one hand...?

#

This is going to drive me insane

#

And yeah I hear that πŸ˜‚

plush yew
#

unless our departments are entirely unrelated

brave birch
#

Especially in this particular field,

foggy cipher
#

@plush yew check the macos thing

brave birch
#

People get weird

#

A lot of them make me uncomfortable

#

Great geniuses often,

plush yew
#

I don't work with mac so if you're having troubles there I can't help

brave birch
#

Rip

foggy cipher
#

damn

brave birch
#

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!

#

😁

#

Best help community I've ever found

plush yew
#

I'm waiting for an index-level wireless headset to get into VR dev. So probably never

brave birch
#

The vive wireless adapter exists

#

And they have plans for the wireless index

#

iirc

#

so Β―_(ツ)_/Β―

cunning siren
#

So, when I build lighting.... everything that's not metal goes completely black... :S

oblique sorrel
#

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

upbeat tendon
#

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

upbeat tendon
#

oh i found out how

sacred smelt
#

How can I make or store dialogues using dialogue tree? XML files or using plugin? Integration with Twine?

lusty carbon
#

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?

dusk steppe
#

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

BRY

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...

β–Ά Play video
lusty carbon
#

@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

dusk steppe
#

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 πŸ˜‚

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.

lusty carbon
#

Awesome . thanks @dusk steppe

dusk steppe
#

Np! ☺️

cunning siren
#

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...

upbeat tendon
#

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?

steel patio
#

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.

cunning siren
#

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....

wary wing
#

@cunning siren How big is this room of yours? Kilometres/miles across?

#

Can we have a screenshot perhaps?

graceful coyote
#

hello πŸ˜ƒ 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?

plush yew
#

Get all actors of class only gets spawned actors or im i doing something wrong

mint sequoia
#

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

cloud cobalt
#

Maybe clouds are hard

spark sonnet
#

Pawn can just be reference toself. The Target actor can come from a cast node or from get all actors of class @graceful coyote

cunning siren
#

Can ANYONE here help me with a fricking zfighting issue?

#

I'm just trying to sit two blocks beside each other without flickering.

weary basalt
#

@mint sequoia You dont like Trusky?

storm venture
#

can i share the same anim instance between two skeletons?

opal hornet
foggy cipher
#

I need some help aligning something

#

im trying to do zoom in for fps and its going weird

#

help would be appreciated

junior solstice
#

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)

Lightshot

Captured with Lightshot

foggy cipher
#

if anyone has a fix please put down and @ me so i see tomorrow

#

until then everyone stay safe and have a good night

dusk steppe
#

@junior solstice is your object set to replicated?

junior solstice
#

yes

lusty carbon
#

Got a VR project. Can't teleport around while holding a pickable actor cause its blocking my arc. ideas how to ignore it ?

plush yew
#

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

dawn gull
#

Hey how would I do nametags in my game like in "Secret Neighbor"?

#

as shown in this video

#

Please tag me if you have an answer

broken stream
#

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

dawn gull
#

Is it source built?

broken stream
#

the editor close then this come up and ask if i want to report and restart the editor

dawn gull
#

@broken stream

#

is it source built?

broken stream
#

hmm, what is that if i can ask

dawn gull
#

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?

broken stream
#

were is that file

dawn gull
#

should be the same directory as your .uproject thing

#

like this:

#

i dont have it bc i have not made the vs files

broken stream
#

no i dont have it

dawn gull
#

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)

broken stream
#

oki have that, let me do that then

dawn gull
#

k

broken stream
#

hmm, what will that do if i can ask

dawn gull
#

it will make project files for visual studio so you can program in c++

#

and also compile individual things

broken stream
#

o but i dont use the c++ its BP

#

im working on

dawn gull
#

ik

#

it will still be useful to have

broken stream
#

o okay

dawn gull
#

did it finish?

exotic imp
#

@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 πŸ˜ƒ

fringe pivot
#

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

exotic imp
#

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

fringe pivot
#

Thanks but I have dynamic lightning

exotic imp
#

ah

grim ore
#

That would be my guess, what is this "third party asset" ?

fringe pivot
#

one from brushify

grim ore
#

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?

fringe pivot
#

it's a regular landscape Mathew

grim ore
#

what does the landscape size and resolution settings show?

#

or even in wireframe does it have enough geometry in it

uneven tundra
#

Does anyone know if I need to flip my normals If I mirror a mesh with normals?

exotic imp
#

normally (pun :P) shouldn't have an effect

#

shouldn't have to flip the normals

fringe pivot
#

this is how it looks @grim ore

#

I don't really know how to interpret it

uneven tundra
#

I have made a floor section, and for some reason the main section, the one thats not mirrored, just looks different.

grim ore
#

well it looks fine, its not like its just giant faces but it looks like it has enough resolution to deform correctly

fringe pivot
grim ore
#

whoah why is it scaled so high up

#

yep its your scaling

#

you have the resolution but its now 200 times larger than default

fringe pivot
#

ahh I just copy/pasted it from the demo map

#

will try creating one from scratch

#

thank you

grim ore
#

a default landscape should be 100x100x100 with nothing changed

exotic imp
#

@uneven tundra could you post a picture?

uneven tundra
#

Yes

grim ore
#

you can always resize the landscape or resample it to a higher resolution if needed or yep remake it

uneven tundra
#

Its vissible both on the floorplates but also on the actual floor. Makes the seem very noticable πŸ˜„

#

If i go to unlit mode, there's no differance

exotic imp
#

Had to work out what I was looking for as theres lots of similar things in the picture looking different πŸ˜„ - your talking about the surround looking grey on the left yes?

uneven tundra
#

Yes

#

I have 1 corner piece, thats copyd 3 times and mirrord, x, y and y - x

exotic imp
#

yeah, I can see, the ones that have been mirrored all look grey

#

mirrored in UE4?

uneven tundra
#

Yeah

#

By going into transform, and setting -1 on y axis stc.

exotic imp
#

the mirrored copies are pulling from the same material?

#

but then only part of the unit is different...

#

πŸ€”

uneven tundra
#

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

exotic imp
#

did you already build the lighting?

#

2nd time I've suggested that in 20 minutes - thats getting weird

uneven tundra
#

Yeah

#

Its a small scene, so its very fast to do

exotic imp
#

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.

#

πŸ€”

uneven tundra
#

Could it be the way I imported the materials?

exotic imp
#

shouldn't be, but shot in the dark, make your material 2 sided

uneven tundra
#

I think that fixed it dude

#

Ur amazing!

#

Oh

#

Never mind, zoomed out, and it was bakc...

exotic imp
#

nuts

#

suggests somethings funny with the material

#

not sure what though

uneven tundra
#

Its done in substance painter, I didnt use plugin but exported textures. Maby I should try the plugin,.

exotic imp
#

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)

uneven tundra
#

Yeah

#

Thats what i was afriad of, and i thought if i have to flip it.

exotic imp
#

but whats weird normally when flipping with negative scaling, normal maps should work

uneven tundra
#

Still the same issue

#

Maby its cause by some kind of lightbleeding.

exotic imp
#

Sorry, was looking away, so disabling the normal map gave the same problem?

uneven tundra
#

yes

exotic imp
#

πŸ€”

uneven tundra
#

Im sure its some very rookie misstake.

exotic imp
#

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

still moth
#

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?

exotic imp
#

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?

still moth
#

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

exotic imp
#

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)

uneven tundra
#

After 've done that, do i need to press something to save it?

exotic imp
#

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

still moth
#

i mean, seeing legs is a luxury, of course, theres no FPS where seeing the legs is absolutely a must

exotic imp
#

true, Ark: survival evolved doesn't even fake the shadow

still moth
#

what do you mean?

#

how does ark do it?

exotic imp
#

even though they have the full body sitting there

still moth
#

do they put the camera in the chest?

exotic imp
#

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 πŸ˜›

uneven tundra
#

Thanks btw, much appriciated.

exotic imp
#

@uneven tundra no problem, shame I can't put my finger on the issue

uneven tundra
#

Im probably doing something very wrong.

raven kernel
#

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?

spark sonnet
#

Have you selected the right HUD?

raven kernel
#

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"

plush yew
#

hello guys I have this problem?

#

what I should do?

viral fractal
#

πŸ‘€

calm widget
#

Do you have custom vertex painting on lower LODs?
do you have custom LODs at all?

tacit matrix
#

anyone know how i can make my static mesh into a skeletal mesh using Maya?

abstract relic
wary raft
upbeat tendon
#

@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

wary raft
#

I'm not gonna make anything very intense

upbeat tendon
#

i would say for your gfx card get an nvidia, but i've no idea what is in that case

wary raft
#

hm

manic pawn
#

no $150 gpu is going to run unreal properly

#

maybe if you buy something used on ebay

tall pendant
#

perhaps the gtx 1650?

upbeat tendon
#

for $150?

frank escarp
#

@manic pawn i started to run unreal engine on my old 550ti

tall pendant
#

i mean i can run ue4 just fine with a shitty 960

frank escarp
#

and it ran

#

and the 550ti was a 150 euro card when it launched

#

modern x50 cards are several times stronger

upbeat tendon
#

will that base system run a gfx card?

frank escarp
#

its a prebuilt

upbeat tendon
#

i don't think it has a big enough power

frank escarp
#

probably shit PSU and shit motherboard

#

so gotta get a small gpu that doesnt need extra power

upbeat tendon
#

well that is one way to put it

tall pendant
#

the gtx 1650 is ~150€ yeah

manic pawn
#

but did it "run" or did it actually give you a good experience

frank escarp
#

@manic pawn perfectly fine

manic pawn
#

πŸ€”

wary raft
#

uh

#

So what do I do

#

What do I get

upbeat tendon
#

i suggest you find a different engine your pc can run

#

not what you wanted to hear

wary raft
#

What does the gpu mean and is it expensive

upbeat tendon
#

it means an nvidia gtx card for you

#

but your computer won't be able to power it we are betting

wary raft
#

I'm not gonna make anything super intense

#

I just don't like unity so I wanna use unreal

upbeat tendon
#

you must be this tall to ride

#

i am importing my terrain from world machine and my laptop sounds like a vacuum cleaner

tall pendant
#

i'd think about the project and it's needs first. then decide on tech.

#

some projects are much better made with Unity tbh

upbeat tendon
#

what criteria ?

tall pendant
#

e.g for 2d i'd def. go with unity

#

same for mobile games

upbeat tendon
#

oh yeah most likely

#

then again i might consider using a javascript engine

fringe pivot
#

wtf I can't paint or spawn foliage over the landscape

#

works over a SM but not on the landscape, why?

#

πŸ‡­ πŸ‡ͺ πŸ‡± πŸ‡΅

grim ore
#

@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.

wary raft
#

That's awesome

#

So I'll look at the ti

grim ore
#

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

fringe pivot
#

@grim ore I was able to get rid of those geometric shapes in the landscape by recreating it with default scale, thanks.

grim ore
#

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 πŸ˜ƒ

radiant haven
#

can someone help me fixing lightning bugs

calm widget
#

What bug?

opaque salmon
#

what is a "1-x" node in material blueprints?

calm widget
#

invert

#

basically

opaque salmon
#

ah, and "one minus"

honest vale
#

it's not invert precisely afaik

#

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?

calm widget
#

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

honest vale
#

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.

calm widget
#

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

fringe pivot
#

is there any way to increase output log verbosity? as for trying to understand why foliage is not painting in my landscape?

bold rune
#

The discovery that sphereGradient 2D renders differently on OpenGL to DirectX is very annoying.

manic pawn
#

you can use Log [Category] Verbose to increase the verbosity of a specific log category

bold rune
#

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

icy mulch
#

Will grass lag on my map

spark sonnet
#

That depends

icy mulch
#

What do you mean

next badger
spark sonnet
#

how much grass, what kind of grass, how big is the map?

storm venture
#

can i share the same anim instance between two skeletons of the same actor?

bold rune
#

@next badger OpenGL 4 is SM5 so that switch doesn't work for distinguishing between OpenGL and Direct3D

next badger
#

@bold rune but...why? ue4 cross compiles HLSL to GLSL so they are the same on the same feature levels

bold rune
#

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.

grim ore
#

technically open gl is open gl, the issue is the drivers and the card

serene birch
#

you mean Windows vs Linux?

#

and there shouldn't be a difference between the two

bold rune
#

It doesn't matter if there shouldn't be. There is.

next badger
#

yeah, since ue4 is not officially supported on linux it's kinda rough road

grim ore
#

any way to use a texture instead of the node that is causing the issues so it's uniform across ?

bold rune
#

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.

tall ridge
#

anyone out here have experience with the face ar sample? im stuck

autumn elbow
#

Allo Allo..

#

Anyone use iClone for Unreal?

still moth
#

ive been playing some quake the last week.. i only noticed i didnt have legs when i actually looked for them πŸ˜›

snow thorn
#

i think they would get into the way while aiming

still moth
#

well usually legs are so far down that your crosshairs never reach them anyway

#

its just an immersion aspect

plush yew
#

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

abstract relic
#

LODs

plush yew
#

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

dawn gull
#

Hey i'm still looking for an answer to my problem

plush yew
#

what's your problem

#

? @dawn gull

dawn gull
#

I need to know how to make a holographic text above an item like in this trailer

#

(In BP please)

plush yew
#

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

dawn gull
#

If you could DM this to me so I can reference this later

plush yew
#

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

dawn gull
#

Thanks

fluid tide
#

Hi. Anyone know the reason, why after exporting from blender and importing a model to ue4 geometry looks fu*ked?

plush yew
#

Nobody onlineused to working with anims? It's been a while and I'm rusty

#

Gemoetry looks same

#

Smoothing slooks different

#

@fluid tide

fluid tide
#

Look at the butt stock

plush yew
#

Poly's look teh same, but the smoothing of teh poly's are different, put both on wireframe mode and compare them

fluid tide
#

Aight.

plush yew
#

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

fluid tide
plush yew
#

lol πŸ˜‚ well there you see, 3d softyware can't be trusted completely πŸ˜›

#

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

icy mulch
#

@spark sonnet the map is 100 and using a height map and I'm using the foliage free pack

hidden aurora
#

@fluid tide you want to get rid of that smooth surface?

#

I know how

fluid tide
#

I want it to look like in blender... except the grip lol

hidden aurora
#

Go to the mesh and search for the imported data

#

Select import tangents ands normals, then reimport

fluid tide
#

DAAAAAAAAAAAAAMN

#

Dis ist gut

hidden aurora
#

Worked?

fluid tide
#

<@&213101288538374145> Pin this mans message.

hidden aurora
#

Lol

spark sonnet
#

@icy mulch Use this grass. It wont lag

weary basalt
#

@fluid tide Please dont @ the Moderators unless its urgent.

dense patio
thin tendon
#

Does anyone here know how to set up a steam braodcast so it actually shows on my store page?

potent wing
#

does distance culling = view distance?

halcyon hawk
#

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

left ridge
#

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"

copper flicker
#

so I just discovered that if you duplicate a Map / Dictionary you break it..

wary wave
#

define 'break'

copper flicker
#

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

wary wave
#

weird

copper flicker
#

so this makes duplicating useless basically

#

you just have to recreate from scratch

wary wave
#

this said, why are you duplicating a map?

copper flicker
#

why not

#

I need 2 identical maps, with 2 different sets of values

#

upgrades and max upgrades

wary wave
#

sounds like you want a data asset?

copper flicker
#

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..

wary wave
#

data asset, most likely

#

they're not the neatest in terms of UI though

copper flicker
#

that's C++?

#

I guess maybe I could use a data table?

#

or not..

#

πŸ˜„

#

that's for many values inside one key

wary wave
#

data tables are fine if all you need is a key + values

copper flicker
#

not for branching structures

wary wave
#

yeah, doesn't branch

#

though a table can be used to refer to another table

copper flicker
#

yeah but it gets messy

#

so not possible without C++ or getting messy?

wary wave
#

should be able to use data assets without C++ to my knowledge?

#

just need a base class

copper flicker
#

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

#

πŸ˜„

#

thx tho amber

regal mulch
#

It was. They added a BP class for it at some point

foggy cipher
#

can someone help me with realigning my zoom in camera

#

any help would be appreciated

foggy cipher
#

welp was hoping to get this fixed bytonight

foggy cipher
#

nvm

latent moth
dawn gull
#

how do i make a 3d widget

#

dummy thicc question

wary wave
#

what might turn a spline mesh inside out?

#

I presume it's possible with the transform, but I can't quite see how?

cloud cobalt
#

Negative Y or Z scale would do it

#

Or XY, not sure how splines are processed again

wary wave
#

hmm, wonder if negative scale might be happening somehow

cloud cobalt
#

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)

wary wave
#

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 😦

#

should have saved the page, hehe

#

the amount of times I've wanted to refer back to that damned code

glacial pecan
wary wave
#

yeah, I've seen the plugin

glacial pecan
#

a native fix is in that thread

#

but it's very silly that Epic hasn't taken their time to fix it themselves

wary wave
#

aha, that's a good reference, thanks πŸ˜„

#

and yeah, it didn't look like a particularly complex fix

dawn gull
#

Anybody know how?

#

(to make a 3d widget)

loud kernel
#

Hey guys, any ideas on how to make a fog of war?

dawn gull
#

yeah @loud kernel if you have the starter content, there a lot of good default particles

#

for example: steam lit

wary wave
#

particles != fog of war

loud kernel
wary wave
#

Fog of War is pretty complicated

#

there have been a number of discussions on the forums

dawn gull
#

ohhhhhh nm

loud kernel
#

@wary wave Maybe link to forum?) I can't to find.

cursive dirge
#

open forums, put "fog of war" in search πŸ˜ƒ

rotund scroll
#

@wary wave am I wrong to think of fog of war is to have units carry visibility?

radiant haven
#

Can Someone Help Me Creating Simple AI

wary wave
#

@rotund scroll - rephrase that?

rotund scroll
#

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

wary wave
#

"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

rotund scroll
#

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?

wary wave
#

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

rotund scroll
#

couldn't you circumvent that by using a render target?

#

idk just spitballing

wary wave
#

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

rotund scroll
#

well yeah but you don't need to write an additional buffer into the code

wary wave
#

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

rotund scroll
#

or segmenting it into smaller sections that then only update when changed

#

it's an interesting problem

wary wave
#

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

rotund scroll
#

surely render targets are only expensive when they update

#

otherwise it's just a static image

wary wave
#

you would have to update it every tick

#

but also expensive in terms of memory

#

render targets are not compressed in any way

pulsar fractal
#

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

grave nebula
#

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.

grim ore
#

@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

pulsar fractal
#

@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

grim ore
#

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

proper crane
#

Another guy DMing recruitment to people

#

PreslavAntonov

#

Seems like the ones that do this are all Russian

#

Aaaaand he deleted it πŸ‘

grave nebula
#

Probably got a suitable candidate in the meantime ><

grim ore
#

No one ever recruits me for fun stuff, it's always world domination this and global destruction that

pulsar fractal
#

@grim ore Thank you πŸ˜„

grim ore
#

yepyepyepyep

rain venture
#

they have different naming

#

UE4_Mannequinn_Base_SK_Mannequin_Mobile

#

and UE4_Mannequinn_Base_SK_MannequinMesh

#

what does this mean?

proper crane
#

And he also... Changed his name...

true leaf
#

Wow I just fixed a really annoying bug In my game

plush yew
#

Neat!

true leaf
#

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 ^^

plush yew
#

Nice you fixed it, every mistake is a oppurtunity to learn πŸ˜ƒ

#

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

jovial nova
#

Does Epic know about the 25% save bug?

plush yew
#

25% save bug?

raven kernel
#

Hey is anyone able to help me out with something?

jovial nova
#

basically stops at 25% save and locks up. Happens to me all the time. There have been some forums posts about it too. 😦

plush yew
#

25% when saving any file, or specific fiels?

jovial nova
#

saving levels

plush yew
#

even new empty levels?

jovial nova
#

haven't tested that

plush yew
#

test it, see if it is reproducable in a empty project

woven cliff
#

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 ?

glacial yarrow
#

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?

plush yew
#

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

grim ore
#

@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

woven cliff
#

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 ❀

glacial yarrow
#

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.

grim ore
#

@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 😦

woven cliff
#

@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 πŸ˜„

grim ore
#

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 πŸ˜›

woven cliff
#

true, since iam using this for arch vis only i haven't tried sublevels yet up till now πŸ˜„ i better give it a try tho thanks again man πŸ˜„

plush yew
#

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

civic cobalt
#

when i create variable, new blank MyBlueprint tab opens

plush yew
#

Yeah I've had that before, not sure why but it has happened on some projects @civic cobalt

civic cobalt
#

its just something i have to live with i guess

plush yew
#

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

zinc urchin
#

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.

grim ore
autumn elbow
#

is there a way to get the Overlapping Actors/Components with out setting up the Events (OnBeginOverlap and OnEndOverlap) ?

grim ore
#

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.

autumn elbow
#

I saw the node, 'Get Overlapping..' ... but then I have to run that on a tick to see if they overlap, right ?

grim ore
#

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

civic cobalt
grim ore
#

well you aren't really delaying it, you just aren't using it

#

is the event tick gate just stopping it from starting up?

civic cobalt
#

yes

autumn elbow
#

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 ?

grim ore
#

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

civic cobalt
#

thank you @grim ore , i didn't know that. time for another of your videos lol

autumn elbow
#

Some object have 2 snappoints, some can have 8.

grim ore
#

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 😦

autumn elbow
#

no prob.. i'm going through all the events

#

πŸ˜ƒ