#ue4-general

1 messages Β· Page 499 of 1

grim ore
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Performance wise that is a good question tho, would an overlap check every frame be the same performance as an overlap event on the object

autumn elbow
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Yea... i've been thinking about that.

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I assume the Event is checking every frame

civic cobalt
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if your shape is a sphere, testing distance from center is quicker as i noticed from my experience

grim ore
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in your case you could even make the snap points actor components/scene components that are wired up for the overlap event and then you just use an event dispatcher in the parent that has these components to listen for the events but that still means setting up 1 event to listen per snap

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whoo... run on sentence ftw

autumn elbow
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lol

grim ore
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making a generic parent that has the max # of snap points would work but then how do you disable the ones that you don't want... lol

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engineering questions are always great lol

autumn elbow
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hmmm....

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i like that idea.

plush yew
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Currently as I attach a target actor A to another actor B, the AI that is targeting actor A stops generating paths, anyone got any ideas?

grim ore
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yeah but how do you say only use 4 snap points? you would have 6 already set up to place somewhere but how do you disable 2

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oh wait lol I guess you could always deactivate that component(s) in the details panel manually

autumn elbow
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You can disable by turning all collisons off on a certain snappoint.

grim ore
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I always forget that even if it's inherited you can still do stuff to it

autumn elbow
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so.. i would make say 10 snappoint, turn them all off, and in the child, turn the visibility and collision On for the ones I need.

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The question is... for the ones set to no collision.. Off.. are they still firing every frame to check ?

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LoL

grim ore
autumn elbow
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pfff.. silver manniquin ..

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funny thing is.. I watch alot of unity tutorials, when i'm unhappy with what I find on unreal, for ideas. Then I translate it to unreal. πŸ˜„

grim ore
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I would assume if you deactivate the component it shouldnt fire at all

autumn elbow
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well.. its not really deactivating the component. I dont think there is a way to completely deactivate. I'm just turning collision off

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Its the same as if I has a Tick, and added a condition set to false. The tick is still running.

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it just doesn't go past the condition

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I wish there was a checkbox that actually disables it.

grim ore
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there is on some stuff =/

autumn elbow
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so in this case..the tick is still running, ya ?

grim ore
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hmm.. yeah I wonder if visibility would even disable the collision. I mean you can change it to no collision

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yeah you would have to disable tick completely

autumn elbow
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yea

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i have this setup right now.

grim ore
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yeah that in theory would atleast stop it if needed, if you are just settings stuff up then you can always manually do it as well

autumn elbow
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yea...but I'm lazy LoL

grim ore
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yeah like the Skeletal Mesh and the Character Component have Auto Activate and Activate options, too bad you cant do that on the collision components

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and visible does nothing for collision components lol....

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I wonder if the Generate Overlap Events setter would be good to change for this as well so maybe it would completely skip running more code

autumn elbow
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ohhh... brilliant!

grim ore
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so the question is.. If its set to OverlapAllDynamic (default) and you disable Generate Overlap Events is that more efficient than keeping overlap events on and turning Collision to No Collision....

autumn elbow
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check this idea out...

grim ore
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and there is someone somewhere that knows the answer to that lol

autumn elbow
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so i have these cubes...

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each has 6 snappoint that is always searching (bad)

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like you said earlier.. all i need is some way to trigger the sphere collisons to start looking

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so.. if I make 1 bounding overlap that covers the entire cube. I can have that turn on the snappoint. (not using the event, but using Get Overlapping Components.

grim ore
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I was thinking the same thing, rather than having 6 pulsing each frame just do 1 for "hey is something near me" then the others can pulse

autumn elbow
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the other dont need to pulse with this node

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i can remove all the OnBeginOverlap on the sphere collison

grim ore
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oh I gotcha make the bounding overlap close enough so when it triggers one of the connectors should be touching another?

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words... failing... but I think I see what you are saying

autumn elbow
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yup.. when the bounding overlap is triggered, check if any of the connectors got triggered

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i think thats worth a try. πŸ˜„

dim plover
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I don't quite understand why you can't just use BeginOverlap/EndOverlap.

autumn elbow
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This way i have 1 check, rather than 10 checks

grim ore
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I think it has merit, trigger once when you are near then see what is near eachother and go from there. seems more efficient

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he can and is using the overlap events but trying to be more efficient and easier to maintainish

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experimentalizing the stuffs!

dim plover
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Do the boxes move a lot? Tick, particularly at every frame, is a bit expensive.

autumn elbow
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@dim plover the major question is, if one sets up overlap events... is that the same as setting up Get Overlapping Actors with a Tick.

grim ore
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or how heavy are overlap events each frame

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200 actors with 200 event overlaps? cause for concern or who cares

dim plover
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I do not believe that is the same, no. But I could be wrong.

autumn elbow
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for my case, its 200 actors wirh 400 overlaps.. Begin and End

grim ore
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as far as I know overlaps are physics based and there is obviously some impact from physics as the more you do the more it tends to slow down but........... maths

cedar snow
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my uneducated guess is that physx is probably faster than 400 ticks

dim plover
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Especially if those blocks don't move.

autumn elbow
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I'll ask in the forums also to see how heavy Overlap event is compared to a tick. I think its the same... but maybe some engineer there will give a definitive answer

cedar snow
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especially if it's BP ticks on top

dim plover
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Tick is like... a super trap.

wary wave
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tick is almost certainly going to be a lot more expensive

cedar snow
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if you get a great answer feel free to ping me here @autumn elbow
curious to know

autumn elbow
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will do

cedar snow
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thx

grim ore
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It's almost like a game engine is complicated and has so many variables and options that the correct thing to do is to just set your project on fire and run away with your arms flailing in the air

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almost... πŸ˜‰

cedar snow
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gamedev in a nutshell

grim ore
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I've done that like 6 times so far with learning Gameplay Abilities 😦

cedar snow
dim plover
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Did you eventually learn it?

zealous cloak
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Argh. its so frustrating fixing my game crashing from my engine upgrade

grim ore
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I learned the basics of the GA system but actually trying to make it do something more than manipulate variables just causes me to hit my PC in frustration at C++ and I give up lol

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It's just the stupid stuff like things going out of sync when working with C++ and the Editor. I know i shouldnt hot reload but changing 1 thing at a time when trying to learn and experiment and having to wait for the engine to restart then forgetting to not hot reload and having some weird issue is just a less than rainbow experience

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80% of that is on me and I accept that lol

wary wave
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I prototype everything in BP and move back into code when it's reasonably solid

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BlueprintImplementableEvents are king

grim ore
dim plover
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It takes me roughly 70 seconds to compile and open the editor. I'm not the most patient guy, but I don't know, I'm pretty fine with it.

grim ore
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yep I wish I could do more in BP for the Gameplay Abilities stuff but all the setup is in C++ and not having any idea what I am doing with it in C++ is the most enjoyable experience one could ever have

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it's super quick here compiling and restarting but with hot reload or live coding working for most other things I forget it doesn't like GA very much so I end up using it then getting stuck with a half working project heh

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and the goal of this is to show other people how to use it effectively and when the answer to the problem is "delete it all and recompile" 😦

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I am completely understanding why there are not full stop doc and learning materials for the GA system now

dim plover
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Maybe someday...

grim ore
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It's on my list and they did a great job with the stuff from the Action RPG atleast πŸ˜ƒ

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but the GA system is such a large beastie in the end

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It's a really cool system tho, like man if you needed what it does it is so worth learning it

plush yew
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yo does anyone here plays Warframe ?

dim plover
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Yeah, I plan to learn it myself at some point. Unfortunate too, because I believe I would benefit from it in my current project.

true leaf
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Hey guys so every time I add a new row to a Struct , my game won't Cook (cooking errors) until I recompile a ton of blueprints

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Has anyone else ever experienced that ?

dim plover
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Is it a BP struct?

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If so, I used to have that problem, but they said they fixed it in 4.16. Unfortunately, I never solved the issue myself.

true leaf
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It's just a data structure , not a bp struct πŸ€”

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Like one you use for a datatable

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It's so freakin annoying and epic support can't replicate the issue 😭 maybe my engine install is janked

autumn elbow
plush yew
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third time's the charm; anyone got any ideas on this; Currently as I attach a target actor A to another actor B, the AI that is targeting actor A stops generating paths and stands still instead of continuing to move to target, no errors, target is still valid but moveto always fails I've gotten no answers in other channels Ai keeps using ranged skills as well, cause it fails to move it reverts to attacking from distance

autumn elbow
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@plush yew Its really hard to know without seeing... but have you tried running the debugger and seeing if everything is getting assigned the value you expect ?

plush yew
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Everything is assigned correctly, the ai still attacks the player, but the moveTo task fails, it's like it can't calculate a path to tehe actor even though it is still targeting it and can and is still performing ranged attacks

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it is also continuing to rotate towrads teh character, it's jsut it won't calculate a path

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@autumn elbow

autumn elbow
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Maybe Pawn vs Base Pawn ?

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well... maybe seems like a behavior tree issue.

plush yew
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My ai is not a pwn, it follwos as inteneded when player is not attached to a second actor

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it inherits from character @autumn elbow

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could it be recast settings?

autumn elbow
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well.. i dont know your setup. ..but the way I would solve it is to create a nice clean unreal project to do the same behavior with cubes.

cedar snow
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is your AI still on the floor?

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could be that there's some distance check to the ground + navmesh

autumn elbow
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oh yea.. navmesh.. does your Ai stop in the same place? (similar)

plush yew
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Yes, ai is still on the floor, so what 'm attaching to is a vehicle, and I I can drive the vehicle around, and also noteworthy, the ai followed the characterin teh vehicle without issue before I messed with some agent settings

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I reverted all the settings ( I think) but it didn't start following again, so I'm thinking maybe I missed some settings

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typos fixed

autumn elbow
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so.. when you switch to driving the car, the ai stops following

plush yew
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Yeah, well I pinpointed it to being teh AttachTOActor node whihc si actually causing it

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WHen I tried disconencting the attach to but kept the driving and unpossessing my player, it still runs toward the player (like I want it to do when I'm attached)

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so driving the Vehicle can be done and targeting still works as long as I'm not attaching, but that takes away the point form driving away from the AI haha

autumn elbow
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are you spawning a new character inside the car?

plush yew
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No

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Just attaching, as soon as I detach the ai starts moving again swell

autumn elbow
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Change the moveto target from the character to the owner (getOwner node)

plush yew
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Yeah I was thinking that, but then I need to retarget teh player when exiting, there must be a simpler way; because it wasn't an issue before messing with the recast settings, I'm not sure which setting would cause this and changing agent and recast settings often require a reboot to come in effect

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I would rather not reboot the project that many times so I am trying to figure out what setting(s) that caused this

autumn elbow
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i would say.. try the thing i said...just to make sure it works. Then you'd know for sure that the player target gets lost during attachment

cedar snow
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copy map and add new recast navmesh?

plush yew
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I will try both sugegestions, for targeting the parent/owner

autumn elbow
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coolz

plush yew
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Ok so it targets the vehicle butwon't follow it, so maybe it's not correct height?

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It drives aroudn and looks liek it's on teh floor, hmm

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It does teh same thing when switching target, so position maybe is a bit off

plush yew
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Why did my meeasge turn red?

glacial shore
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For a single animation (In my case digging a hole with a shovel) would it be advisable to use an animation montage or just fire the animation once? It will have a sound effect and some particles so I'd assume a montage would be helpful. So far I'm using delays off of my tool blueprint and am wondering if a montage is more efficient

plush yew
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delays for waht?

glacial shore
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For timing the sound effect and particles (Not that I've made them yet)

plush yew
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You should set up anim notifies in teh animations and on notify events add your logic for sound ,tehn you can trigger it whenever you want to be triggered

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instaed of using delays to try to time it

glacial shore
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Ahah, I was not aware of the existence of this. Very helpful!

plush yew
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you don't need montages for that, but it works teh same with montages, setting up notify events wil lget you what you need

glacial shore
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From what I've read on montages it seems like the sort of thing to use when implementing variables (i.e hit x amount of times, then return to idle). Wasn't sure whether or not to use them for one-off events

plush yew
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for example, I'm using some non combo skills and this is how the animgraph is set up for it

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Woopsie

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Here

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in the event graph I've got an interface event that is triggered on skill task activation, it reads which skill and sets the blend accordingly

glacial shore
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Cool! I'm nowhere near that level at the moment though, that looks slightly intimidating D:

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Also, dumb question: Is there an easy way to play my one-off animation then set my trigger variable back to true?

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That's also what I'm using the timer for

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Delay**

plush yew
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Yeah so open an arbitrary animation, maybe the one you are using

glacial shore
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Can't see anything like that with the notifies

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Okey, done that

gray shale
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Greetings, I am new to Unreal Engine, I am trying to program a Basic RPG for a final school project, but unfortunately I have some very strange errors that I can not solve ... could someone help me?

plush yew
gray shale
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i try to see in Youtube, Forums, Etc but didnt see anything about my errors...

plush yew
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somewhewre in teh anim, where you weant it to end

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then in your AnimBP for teh same skeletal mesh add the event by right clicking the graph and searching for your notify name

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it hsould pop up an event

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when teh anim reaches the notify, that event will trigger, and from there you can reset your boolean value

glacial shore
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Ahhh awesome! That's way better than what I was trying

plush yew
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Yeah, it should work great, liek this would be a simple way, but if you want to avoid the cast, you should at begin play cast and save a refernce to use instead of the cast

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@gray shale What are your errors?

gray shale
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@plush yew I cant Explain... its something rly weird...

glacial shore
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Oh I've got the whole "Hierarchy" done, I'm happy with the way that the casting is set up. Anyways thank you for the help!

gray shale
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i create a Class Selection, but when i Select the Game doesnt Posses the Character...

plush yew
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np @glacial shore

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Hmm, how are you conencting teh controller to the character? Maybe the controller never takes control of the character

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@gray shale

gray shale
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Let me open my project and try to Show

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I just don't do, call and share screen because English is not my main language... so its a kinda hard to explain

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Idk what you wanna see

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Player Selection?

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its the same with the Other Character so, i dont need to show the samething

glacial shore
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Not that I can help since I'm still learning everything, but is your controller set in the Project settings (Maps & Modes)? I had some trouble with that, although in my case they were set but I needed to restart UE for it to work properly (Had something to do with me renaming them)

plush yew
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Ok @gray shale You can't cotnrol anything at all, it's like input is locked or out of focus?

gray shale
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I dont realy know... i just want to finish my project and stop being stressed about it ...

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I just press Select and he spawns the Actor

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but he dont let me control...

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basicly he doesnt posses the Character

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idk why

plush yew
glacial shore
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Go into Project settings, Maps & Modes, then screenshot the top box (Default Modes)

plush yew
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Have you set input of teh controlelr to game only? after possessing

gray shale
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i dont know... i send the Prints of my Character Selection

plush yew
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Look at my prnts screen

gray shale
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right

plush yew
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The node "Set Input To Game Only", drag from your "Player Controller" and connect it to that node

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Directly after possess

gray shale
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i have 2 Player Controller

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2 in the prints

plush yew
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So you are using networked?

gray shale
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Yeah i just create a ThirdPerson Game and just edit

plush yew
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But yes like that, place it after possess so it executes directly after

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Ok so you have set up multiplayer or did I misunderstand?

gray shale
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not i dont have Multiplayer

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like this?

plush yew
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okok good, then that should work fine

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Like this basically

gray shale
plush yew
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SpawnActor -> IsValid -> Set Input Mode Game Only -> Possess

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Basically don't remove teh IsValid,, put the "Set Input Mode Game Only" in between Posses and IsValid

gray shale
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still the same...

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This is rly hard...

autumn elbow
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@grim ore @cedar snow got an answer: Overlap and Collision Events are triggered by the physics engine(usually PhysX). Every tick the physics has to update, so in a sense yes, the engine checks every tick if objects overlap/collide. The physics engine is of course very optimized so don't worry about it unless you have a very high number of collision meshes in a small area.

https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1647624-does-overlapping-event-run-on-a-tick

plush yew
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Controls work fine when you play as those characters otherwise? So if you bring them into an empty level and just play with one of tehm selected as default character

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does teh controls work in that case?

zealous cloak
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sigh, fix attempt number 7 πŸ˜ƒ

gray shale
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@plush yew nope... cant control anything...

plush yew
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Ok so, then maybe your character BP doesn't have control set up, open it and look

gray shale
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Character BP so the Animation?

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oh

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never mind

plush yew
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gtg 15 mins, but look into your character BP's and see if the control events are connected

gray shale
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only have Event Being and Event Trick

frank python
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WHEN 4.23 STABLE

cloud cobalt
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When it's done

plush yew
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I tried to do leather straps on my gladiator through textures rather than geometry but now the skin is invisible

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is it possible to stack textures?

grim ore
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@autumn elbow neato πŸ˜ƒ awesome getting some info

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@plush yew if you have 2 textures with black in some spots and colors in the others and you add them together you should get a combination, Multiply might work as well. The key being a mask to prevent one layer from being drawn with another layer in the same spot but using the mask to only draw what you want in that spot

dull oyster
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Question : in unreal i cant select Plane objects with translucent or two sided foliage materials . Like a leaf for example. I have to go to the search tab and type object name and select it from there. Can n i fix this ?

plush yew
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Awesome I'll start looking into that stuff. I've never worked with textures before since I always just went with geometry but with all of the small straps on gladiator armor it wouldn't have been reasonable to do it with geometry. It took me a day just to get to the point where I could even see the straps

ruby folio
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Anyone tried using blender 2.80's glTF exporter with UE?

grim ore
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@dull oyster try pressing the T key for translucent selection to see if that helps, you can also toggle it on and off from the settings drop down on the main toolbar

dull oyster
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@grim ore works , thx πŸ˜ƒ

errant spire
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Hi everyone! I was wondering if anyone can tell me how to fix my floating animation issue. I know I can adjust the transform and reimport, but is there I can import this, and it will work every time? This is somethig I' ve had to do with several animations. These are all from mixamo as well. Uploaded the mesh I'm working with, downloaded animations without skins, and imported with the skeleton I'm using.

midnight bolt
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hello, does anyone know if any of the Epic free assets had flying flies, like around trash/garbage?

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simple particles is also fine

errant spire
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@midnight bolt there was a firefly particle pack awhile back

midnight bolt
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do you have it? i get no results from search

errant spire
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@midnight bolt look up Particles and Wind

midnight bolt
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thank you, ill have a look

autumn elbow
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Is it possible to move the pivot via blueprint ?

light thunder
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What am I missing here? This event fires, but it is still loud AF, despite me setting the multiplier to .02....am I missing something?

plush yew
still moth
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i just played doom 2016 for the first time.. its everything i want in an FPS game

plush yew
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then download the doom menu

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doom 2016 is incredible. i hope bethesda don't screw up doom eternal.

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i mean. speaking as a person who bought a gtx 1080 just to play doom 2016, that is.

hearty cosmos
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mates, in maya splining tangents = "cubic (auto) in UE4, right?

thorn vector
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who's here is malaysian πŸ€”

ruby folio
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@still moth The boss didnt change your mind?

still moth
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nah

wary wave
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Doom 2016 was good, but it didn't take long for it's flaws to show and it got repetitive real fast

plush yew
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Yo, i'd like to know if anyone here can help me reproduce Warframe movements in UE4

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I'm having trouble with Slide and AimGlide

lusty carbon
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^ Desired result

marsh swallow
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is there a way to view ONLY the enabled plugins in the editor?

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either maybe .ini file or something. TrueSKY wants to see which plugins we have enabled that might be stopping the system from working

wary wave
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no, you'll need to look manually

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but they are categorised, so that narrows things down a bit

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define 'stop working', though?

plush yew
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Is there a way to make textures display the correct angle of a directional light?

ruby folio
wary wave
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...textures?

plush yew
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mats

cloud cobalt
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Looks like your meshes have bad normals

wary wave
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most likely

plush yew
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these are cubes

cloud cobalt
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Yes, they are

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And it looks like they have bad normals

wary wave
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if the specular reflection doesn't look right, it's most likely related to normals

plush yew
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odd, i wonder why they'd provide starter material like this

cloud cobalt
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The mesh is most likely the problem

wary wave
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mesh normals

plush yew
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aye

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i just didn't expect epic games to fail to create a cube

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thanks

cloud cobalt
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What's the cube like ?

plush yew
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it's an epic games cube

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it comes with the editor

marsh swallow
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@ruby folio thats more of a general UE4 question not really plugin related

cloud cobalt
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Okay, so which one ?

marsh swallow
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but i got it!

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they are held in the uproject file when opened in text editor

cloud cobalt
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If it's starter content it's probably fine

wary wave
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starter content cube should be fine

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I use it all the time

plush yew
cloud cobalt
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So what's the material like now ?

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Specifically what's plugged into normal ?

plush yew
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nothing, i expected it to inherit

cloud cobalt
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Show the material graph

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There is no such thing as "inherit" in materials

plush yew
ruby folio
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@marsh swallow Sorry. Being a dick. XD

plush yew
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OH

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@cloud cobalt

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i used epic's other cube

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whoever placed it must've not expected anyone to copy it

marsh swallow
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LOL. no your not, just keeping things clean! πŸ˜ƒ

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I run the AskGameDev Discord so i can respect that

cloud cobalt
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By the way, that material looks wrong, metallic should always be 0 or 1, specular should usually not be played with

plush yew
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yeah, i figured i might as well mess with specular to see if it changed anything

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i didn't initially have spec set

marsh swallow
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i play with specular lots. ^_^

plush yew
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This is the cube with bad normals

cloud cobalt
plush yew
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yeah, thanks a ton

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i would've been trying to track down wtf was going on for a while

cloud cobalt
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Bad specular reflection is pretty much always mesh normals

plush yew
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makes sense now that i know πŸ˜‚

cloud cobalt
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Or bad material normal distorsion, but it's not as common to fuck that up

marsh swallow
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well this is not good

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I have been troubleshooting with TrueSKY for a few days on Black Skys, and its quite possible that Niagara is not compatible with TrueSKY atm.

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We will know in a few minutes

wary wave
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I would put that the other way around, TrueSKY is not compatible with Niagara

marsh swallow
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lol

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same thing

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but i know what you mean

wary wave
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well, no - the way you said it implies the onus is on Epic to fix the problem :p

marsh swallow
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^

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isnt it always epics problem

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πŸ˜›

wary wave
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TrueSKY has always had awful incompatibilities with loads of UE4 rendering systems, so none of this surprises me

marsh swallow
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oh?

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such as? when i did the research i saw some issues on older engines but since like 4.18 not much

wary wave
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I've seen it cause all kinds of artifacts with fog

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and particularly with translucent materials

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or reflections

marsh swallow
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well they actually just introduced highly performant water that creates pretty nice reflections

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and itll have physics here soon i think.

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but im not going to fanboy it, i just wanna see the proof in the pudding.

grave nebula
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With current state of affairs, you can't get a self-contained plugin, that would integrate with all rendering features. It needs to be a custom engine.

marsh swallow
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were still evaluating it

wary wave
#

yeah, an engine integration would make so much more sense

#

but that's not what they offer

marsh swallow
#

i think they actually do have their own version of the engine

#

i read that in a doc, but you would have to start with the project i believe

wary wave
#

they do have an integration, but their project should be just an integration

#

a plugin is kind of a half-arsed solution

grave nebula
#

Custom licence gives you access to the source, so you'd bee hands free to integrate it best way possible.

lusty carbon
#

anyone?

#

(posted with images above)

marsh swallow
#

yeah we use binary version. i think you need to use source version to do full integration

wary wave
#

@lusty carbon - yes, just rotate them

#

rotating movement components are for actors

#

so your blueprint is just nonsense

#

there are numerous different rotation nodes for components

lusty carbon
#

but it works

#

is it really that nonsense if it works?

#

Why use make rotator over this method?

cloud cobalt
#

Extremely lower cost

#

Using "set rotation" directly is extraordinarily simpler overall

wary wave
#

tbh, I'm surprised it even works

plush yew
#

one of the materials i used has promoted itself into the sky sphere

#

i don't know how this happened

#

and i can't remove it

#

it only shows up in reflections

#

even after restart

cloud cobalt
#

Did you rebuild reflections ?

plush yew
#

i rebuilt everything once, but that was prior to restart

#

rebuilding after restart fixed it

#

amusing:frustrating ratio is 0.25:1.00

wary wave
#

hmm, I'm in 4.20 and GetSocketTransform is giving me clearly wrong results

#

anyone have any idea why that might be?

brave birch
#

Is it a child of any parent?

#

Just a hunch πŸ˜…

wary wave
#

the socket? yeah, each of my three sockets is attached to a specific bone

#

looks correct in the mesh editpr

brave birch
#

I'm not really a pro but

#

Make sure that you aren't getting relative transforms

#

... I think

wary wave
#

it's set to World

brave birch
#

Oh

#

Then yeah I'm fresh out of ideas πŸ’€

#

sorry

wary wave
#

no worries

brave birch
#

I'm struggling with getting transforms myself right now

#

Curse UE4 and their laziness in making vr hands

wary wave
#

it looks to me like it isn't taking mesh scale into account

brave birch
#

They didn't even make a left hand mesh model they just set the z scale to be negative

#

😑

wary wave
#

haha, yes

brave birch
#

Oh mesh scale

#

Inhale, exhale

#

Me and mesh scale have met

#

We dont get along

#

I think you may just have to adjust your numbers accordingly

#

I'm not really aware of any surefire workarounds

wary wave
#

I've multiplied Socket Location directly by SkeletalMesh->GetWorldScale and the result is identical

#

despite the world scale being 10

brave birch
#

🀦

#

Gg

wary wave
#

hmm, wonder what happens if I move this to begin play instead of construction

brave birch
#

Would it be possible to change the scale of the mesh after you need to access the socket?

#

So it at least starts normal?

wary wave
#

aha, that seems to do something

brave birch
#

Gg

#

I don't really know what I'm doing so I'm gonna get back to work

#

Sorry I'm not more of a help

#

😭

wary wave
#

no worries

#

looks like GetSocketTransform / Location just plain doesn't work in construction script

#

nor getting mesh scale

#

both are broken

#

presumably it hasn't initialised the mesh component yet

cloud cobalt
#

Presumably it hasn't attached it yet

wary wave
#

it's attached, but it hasn't updated the transform

cloud cobalt
#

I mean, SetupAttachment explicitely doesn't really attach

#

It's an async process

wary wave
#

socket locations look like they are correct in model space

#

but scale etc not taken into account

cloud cobalt
#

Makes sense

wary wave
#

can fudge it for editor visualisation at least

#

since I can do that math manually

#

bit silly though πŸ˜„

plush yew
#

Anyone have any idea why my editor is flashing white now?

cloud cobalt
#

Probably something you changed

foggy cipher
#

Anyone have a crosshair I can use non comercially?

next badger
plush yew
#

it seems like it only happens when i aim at reflective textures

foggy cipher
#

whats this

#

is the lighting up ?

cloud cobalt
#

@plush yew Your light is probably insanely bright

next badger
#

looks like eye adaptation

foggy cipher
#

thx btw alexey

plush yew
#

the brick material is back in the sky sphere :v

#

the only light in the scene is .57 lux

#

but it's definitely that light, you're right

cloud cobalt
#

Look at which settings you tweaked

plush yew
#

I tweaked a ton of settings πŸ˜‚

#

i'm just going to toss this project in the trash and start from scratch, it's become pretty clear that i can't trust the presets anyway

cloud cobalt
#

lmao

#

Just revert to your previous state in source control

plush yew
#

i could

cloud cobalt
#

Or remove the light and add it back

plush yew
#

removing the light fixed the issue, adding a new one just made the issue apparent again

cloud cobalt
#

Check eye adaptation, post process in general (tonemapping in particular)

plush yew
#

the PostProcessVolume?

cloud cobalt
#

Well you did something, so

#

Find what

plush yew
#

i'll keep poking around

wary wave
#

it's exposure

cloud cobalt
#

My thoughts too, but..

wary wave
#

your EV settings are probably fudged, and combined with that awful eye adaptation shader it just explodes

plush yew
#

my motivation is dying of exposure

#

my scene's camera doesn't have any lens effects turned on

#

oh

#

i set my material's metallic to 1

#

that's what caused this to happen

#

.99 is okay

cloud cobalt
#

Uh....

#

Metallic should be 0 or 1

#

Not anything inbetween

plush yew
#

yeah when you said that i changed it to 1

#

i put it to .99 and the flickering stopped

#

now i put it back to 1 and it isn't flickering

cloud cobalt
#

Look, you need to approach this step by step. Put your objects in a new level and make sure they look right in there. Once your objects look good, do your own level with good lighting

plush yew
#

yeah, i need to drop all of these half-baked presets

cloud cobalt
#

Stuff like weird values in materials for metallic or specular are exactly what gets you unpredictable lighting

#

Don't change 10000 parameters on everything

#

Keep it simple and controlled

#

Your game objects should look fine in any level regardless of lighting, if they're well done

plush yew
#

i believe what you're saying

cloud cobalt
#

Check this out, and I'm sure some stuff is available for free somewhere

plush yew
#

cool

#

this guy should be a preset

fringe pivot
#

How do you set an input so it triggers something when the RMB is pressed and dragged over the X axis?

#

This obviously doesn't work

wary wave
#

err, "pressed and dragged over the X axis"?

#

you mean the mouse is being moved left-right?

fringe pivot
#

I mean the typical rts camera rotation

#

you hold RMB and move it on the X axis

#

yes left-right

wary wave
#

you will need to grab the mouse delta per-tick and adjust rotation accordingly

plush yew
#

man, blueprints look so easy

#

if i found a decent resource for blueprint creation i could help

fringe pivot
#

but how do I bind it? because this way it only handles a single direction

wary wave
#

you don't bind it

#

you work with the clicked and released events, and change the rotation on tick

fringe pivot
#

so I should set an action mapping rather than an axis one

wary wave
#

yes

boreal topaz
#

can you build ue4 and place it into a scorm package for a LMS

wary wave
#

really doubt it

boreal topaz
#

I think unity allows it, couldn't find much on the internet about ue4 doing it

radiant haven
#

can someone help me making a walking animation, just for the camera

lilac wedge
#

Hi im trying to build development sever on visual studios but am getting these errors. Im not too sure what im doing as im following a tutorial. An

#

1>------ Skipped Build: Project: SlateViewer, Configuration: Invalid Win32 ------
1>Project not selected to build for this solution configuration
2>------ Skipped Build: Project: SymbolDebugger, Configuration: Invalid x64 ------
2>Project not selected to build for this solution configuration
3>------ Skipped Build: Project: TestPAL, Configuration: Invalid Win32 ------
3>Project not selected to build for this solution configuration
4>------ Skipped Build: Project: UnrealCEFSubProcess, Configuration: Invalid Win32 ------
4>Project not selected to build for this solution configuration
5>------ Skipped Build: Project: UnrealFileServer, Configuration: Invalid Win32 ------
5>Project not selected to build for this solution configuration
6>------ Skipped Build: Project: UnrealHeaderTool, Configuration: Invalid Win32 ------
6>Project not selected to build for this solution configuration
7>------ Skipped Build: Project: UnrealLightmass, Configuration: Invalid Win32 ------
7>Project not selected to build for this solution configuration
8>------ Skipped Build: Project: UnrealMultiUserServer, Configuration: Invalid Win32 ------
8>Project not selected to build for this solution configuration
9>------ Skipped Build: Project: UnrealPak, Configuration: Invalid Win32 ------
9>Project not selected to build for this solution configuration
10>------ Skipped Build: Project: UnrealVersionSelector, Configuration: Invalid Win32 ------

#

I build the sever once and it showed up one project > binaries > win 64 but its not showing up anymore

wary wave
#

those are not errors

lilac wedge
#

configuration invalid

#

i dont know what this means?

#

i dont rememeber changing anything since last time i build it

cloud cobalt
#

Which VS config are you building for

#

Should be Development Editor

lilac wedge
#

development sever

cloud cobalt
#

Then everything is fine here

#

None of these are used in servers

lilac wedge
#

ok but my sever is not showing up?

#

in the folder

wary wave
#

that may or may not be the case, but that above contains 0 errors

lilac wedge
#

ok thank you

opal berry
#

Epic really need to update the docs for 4.22

#

the newest version for most of the things is still 4.9 and 4.18

wary wave
#

a lot of things haven't changed between then and now

karmic basalt
#

note to self: Unreal doesn't like packaging on hot-reload

manic pawn
#

using hot reload

cloud cobalt
#

Unreal doesn't like hot reload really

#

There isn't much that actually works with it

karmic basalt
#

Most of the stuff I do works well with hot reload

#

But packaging is currently causing some hassle.

#

I closed, built again to remove hotreloaded files but I'm getting thrown an error about invalid outermost for that previously hot reloaded class.

cloud cobalt
#

What works with hot reload is a) implementation of C++ methods, b) declaration of non-Blueprint methods, c) declaration of non-Blueprint variables, d) constructor changes of non-Blueprint variables

#

What doesn't is, anything related to Blueprint (anything with UPROPERTY)

karmic basalt
#

Not really?

cloud cobalt
#

Yeah, really

karmic basalt
#

In 4.22, a lot of stuff is stable.

cloud cobalt
#

No, it's not.

karmic basalt
#

I can create a lot of Uproperty stuff and edit it as soon as it updates.

#

That's how I work daily

cloud cobalt
#

And you'll end up with dozens of broken Blueprints that need to be recreated

karmic basalt
#

Never had a single one

cloud cobalt
#

Not yet

karmic basalt
#

I've been doing that for months.

cloud cobalt
#

I've been doing it since 2014

#

Trust me, it is not stable, at all

#

As you found out yourself

karmic basalt
#

I have been doing it for a while too. They have improved it a lot over the years.

cloud cobalt
#

Uh, no

#

Initial hot reload in 4.0 allowed you to hot reload during gameplay, for example

#

Hot reload is being phased out entirely

#

It's replaced by livecoding

honest vale
#

how is that different

cloud cobalt
#

How is what different ?

honest vale
#

livecoding vs hot reloading

cloud cobalt
#

It's a completely different implementation

honest vale
#

what does livecoding even mean in this context?

#

to me it means you hold a presentation and then program at the same time πŸ˜›

cloud cobalt
#

i'm talking about the UE4 feature called livecoding

#

Which replaces hot reload

#

As of 4.22

#

It's not even an Epic-developed tech

#

They licensed it

#

The non-UE4 commercial name is Live++, in UE4 it's called LiveCoding

plush yew
#

at least they got a live link for maya πŸ˜‚

cloud cobalt
#

It's much easier to do that kind of stuff in 3D tbh, you can always simply reload the entire mesh and you only have a performance problem

#

The core issue with hot reloading C++ code in UE4 is that you need to reconcile every Blueprint asset with its parent class and account for new, removed or updated member variables or methods.

#

And there's just no real way to do that reliably

plush yew
#

i agree with you

#

you dont know how hard it was to make that live compile work

#

and even after i make it work , i just copy past pre made code to do one single thing that blueprint cant do

#

witch is getting the color of pixel in a texture from mash UVs

cursive dirge
#

he means Live++

honest vale
#

@cloud cobalt are you sure that's the core issue?

cursive dirge
#

oh, wait, he wrote that already

#

I'm lagging behind

honest vale
#

I was under the impression that it's just damn difficult to hot reload binary code in general

cursive dirge
#

but yeah, BP's and c++ hotreloading: avoid at all cost

dim plover
#

A lot of the issues with hotreloading are not apparent. And even if it works for the time being, when it does noticeably fail, you could be really, really screwed.

cursive dirge
#

I've chased down some ghost issues for days in total because I didn't first realize my BPs got corrupted from hotreloading

dim plover
#

And it wouldn't be so bad with corrupted BPs if there was a way to "refresh" the BPs, but as far as I know, there isn't.

cloud cobalt
#

@honest vale It's not that hard to be honest because binary code in editor is just a DLL that you unload and reload from a file - you just need to shut down the game while you do it.

#

There is no state kept

#

... except Blueprints.

honest vale
#

there's data

cloud cobalt
#

Yeah, in Blueprint files

#

For UPROPERTY stuff

honest vale
#

I mean in memory

cloud cobalt
#

There isn't

#

It's gone when you reload

#

They tried to keep it in early 4.0 and it was a disaster

#

So now, it just shutdown the game module and the GC cleans up the mess

dim plover
#

But there's not even a way to say, "Hey BP (and all instances of the BP), rerun the native class's constructor".

honest vale
#

true

hoary silo
#

Is there a way to get actors that have been hidden by "show only actor components" to cast a hidden shadow?

wary wave
#

'Hidden Shadow'

hoary silo
#

I enabled that and it doesnt work

wary wave
#

hide the components, not the actor?

hoary silo
ruby robin
#

Guys, is it possible to load all referenced assets? I have some assets, that are referenced by blueptints, but in order them to work, I have to manually open the asset..

#

Load at runtime, by the way

dim plover
#

How were you referencing them?

wary wave
#

anything referenced should be loaded by default when you start the game

ruby robin
#

@dim plover Using nodes.

wary wave
#

yes, but how?

ruby robin
#

Like this

wary wave
#

I don't know what an event is, but that should be loaded

dim plover
#

I'm not entirely sure about that. But it should be loaded, yeah.

ruby robin
#

So it might be a plugin problem? This object is from FMOD plugin

wary wave
#

could be an FMOD thing, yes

#

it's entirely likely they have some kind of special loading or streaming going on

hoary silo
#

Forget about my question earlier, I fixed it

gray shale
#

Greetings, I am new to Unreal Engine, I am trying to program a Basic RPG for a final school project, but unfortunately I have some very strange errors that I can not solve ... could someone help me?

grim ore
#

someone might be able to but I don't know if they are here right now, you can always post in the appropriate #channel or just post in here and we can try.

lilac wedge
#

hi so im following a tutorial to make a dedicated sever.In the tutorial he opens an sever - log file to open the sever. Does this file run the game and then create the sever via blueprints?

karmic basalt
#

Trying to package a file that broke due to being hotreloaded, but I can't seem to revert the bug. I reverted the file itself, modifying the .cpp, destroyed Binaries, Saved, Intermediate, Built the project again, went back into the engine and tried packaging and it still says the file is broken. Where in the hell is unreal keeping that "broken file" reference. The file itself compiles fine.

#

The bug I'm talking about is that file gives me a "Invalid Outmost Reference" or something like that.

#

Which fails the package.

cedar snow
#

thanks for the ping @autumn elbow πŸ˜ƒ

lilac wedge
#

if anyone has got the time to help with dedicated sever would really appreciate it πŸ˜ƒ Dont even know what the problem is everything seems to be working fine with no errors, but the sever is not showing up on steam or in game

plush yew
#

Hello

#

May I know how to use a view model in ue4?

#

Like in minecraft

#

The arms on the screen appear in a way but they aren't actually like that in the model

misty stone
#

@plush yew by view a model do you mean like switch between first and third person?

plush yew
#

Nope

#

Wait I'm sending an image

radiant haven
#

What is more future-proof for you? UE OR Unity?

plush yew
#

The model looks like this

misty stone
#

oh I think i kow what you mean now

plush yew
#

But you see it like this

misty stone
#

hmmm I don't know how to do that

#

my first thought would be that it's part of the ui

plush yew
#

I'm thinking the same thing

#

Because in trying to make a survival game and this thing is confusing me like really bad

#

There are no tutorials also

#

Not even for unity

abstract relic
#

That’s just swapping camera

radiant haven
#

"Which engine will be utilized more in the future?" / "What engine is more worth getting into with respect of possible future developments?"

misty creek
#

@plush yew They have a first person mesh and a third person mesh. The first person mesh only has arms. The shooter project does something very similar to that. If you want to take a look at it you can find it in the learn tab of the launcher.

grim ore
#

^^ you have show only owner and hide owner stuff, so you can for example have a model that people see (the third person model/camera with fixed arms) then your first person has that hidden and is showing another mesh to just the owner which are the arms. The default First Person project has it set up like this as well if you look at it in multiplayer.

hoary silo
#

I know its been like an hour but I know how to help

#

@plush yew

autumn elbow
#

How does one move the pivot point of an actor at runtime?

#

I see some old forum post saying it's not possible. Just wondering if it was now.

hoary silo
#

Can you explain your question a little more

autumn elbow
#

me? lol. Can I move a pivot point of an actor with blueprints? (If you were asking me Cheese)

hoary silo
#

I see what you are saying now

#

No

#

You would just have to move all of it's children so it appears you have moved it

#

The Pivot point (Scene root) is the parent of everything in your actor

autumn elbow
#

Yea...dang!!

#

Now I gotta do Vector math to get my cubes to line up. πŸ˜”

radiant haven
#

WTF

grim ore
#

I like that lol

ashen steppe
#

how to limit the amount of a foliage instances that a procedural spawner spawns?

#

I mean, how to increase/decrease its density

cloud cobalt
#

No

plush yew
#

When i run editor 4.22.3, my pc crash lol
Specs:
Ryzen 5 2600
Rx 570
2x4gb ram 3000mhz
B450m aorus
Win 10 pro 1903
Maybe because of new amd drivers?

cloud cobalt
#

You can write C++ code that works similarly to a Blueprint graph

onyx cedar
#

Have any of you had any problems with the DetachFromActor blueprint node? It doesn't seem to be doing anything.

#

Long story short, I'm attaching actors to each other with the AttachToActor node. Then, when I try to detach the actors from each other with the DetachFromActor node, the actors continue to move in unison, and they continue to appear in the heiarchy of the actor they're attached to in the world outliner.

#

Any help is appreciated.

cloud cobalt
#

Check your lightmaps

#

Well, you want unique lightmap UVs for each face

#

Ideally aligned to the grid

#

With spacing

#

If you can't fix the lightmap UVs you can try generating automatic ones

#

If you have overlapping faces, that will be warned by UE when building lighting

#

You'll have a message about overlapping lightmap UVs

#

If that's not your issue, make sure every large face is larger than a few lightmap texels

#

I see some very small faces in UV - these will have very low quality lighting so make sure they're small faces

teal tulip
#

@midnight bolt Total not ripoff MW2 Favelas map

#

probably the normal face is inverted

#

or something alike

honest vale
#

...no, it's the UVs

#

needs way, way more padding between UV islands

#

and probably a higher res lightmap

autumn elbow
#

is there a Get Direction that is not Unit for vector?

plush yew
#

is there any reason in a singleplayer game to have a playerstart and not have the playerBP in the level?

#

or could I just have the BP in the level without the start

grim ore
#

The Default Pawn in the Game Mode uses the Player Start, if you don't have any reason to care about either of those then you can just have your characters BP in the level with auto possess on or set it to possess

plush yew
#

ah ok thanks, it's kinda annoying having to to the blueprint to change stuff instead of just clicking on the mesh in the editor to quickly fix something

keen moss
#

hey guys im having an issue with Sequencer, some of my shots are playing thru the master track and others are not, seen here as the shots without thumbnails

#

any idea how to fix this?

plush yew
#

hey guys, kind of a weird question, is there a way in UE4 to create my own component that would just take in a reference to an actor such that I could then use it in my BP?

#

for example, if I have a platform to step on, that platform would have a component pointing to a door in the level, and in the platform BP it activates the door's opening sequence

#

actually it seems eaxctly what components were made for....can't seem to find a create component option that just takes in an actor reference tho....

grim ore
#

why would the platform need a component to hold the reference to the door, that platform should be a blueprint that holds all the logic and has a variable that points to the door

#

that is what blueprints are made for, reusable and configurable stuffs that do things for designers lol

plush yew
#

well i mneant like

#

the component references the door

#

but i could just reuse the platform to activate say a turret or something

#

so the component could just swap out door for something else

grim ore
#

maybe component is not the right word?

plush yew
#

the platform is already a blueprint, i guess right now my struggle is trying to reference the door in BP

#

yeah maybe component isn't what i need here

grim ore
#

components in UE4 are parts of the blueprint, they are actual things you can see in the top left in the components tab

#

a variable holding an actor is what it sounds like you are trying to do

plush yew
#

yeah sounds like it

#

but for example

#

my platform has SteppedOnBP

#

I don't see that in the component's list, should i?

grim ore
#

what is SteppedOnBP?

plush yew
#

oh wait im stupid

#

I thought I named my bp 'SteppedOnBP' but i just named it 'PlatformBP'

#

i have a nasty habit of thinking BP's are just little scripts like in Unity

grim ore
#

ah. if anything a component is more like a script in unity. Attached to a GameObject/Blueprint to give it functionality

plush yew
#

yeah I guess I'm trying to recreate the public functionality of variables in unity

#

where if you created a public variable, you could just mess with it in the editor from there

grim ore
#

you can, you check the instance editable checkbox or click the eyeball next to the variable name in the variable list in my blueprint

#

then when a blueprint is in the world (an instance of it) you can click on it, go to the details panel, and set those variables

plush yew
#

Oh there we go, thanks matt you're a wizard

grim ore
#

You're a Harry wizard!

plush yew
#

ok so here's another question

#

which was what I was trying to accomplish in the first place

#

how would I reference an actor in BP directly? like if i had that plate and JUST wanted it to hit one door

#

actually that seems like a bad practice but just out of curiosity in case i need something like for some reason in the future

autumn elbow
#

I didn't know you can only add a breakpoint to a exec node

low saffron
#

How would I go about seeing how much of my GPU Unreal is using in engine (NOT task manager)?

#

I'm beginning to think that Unreal is crashing because I'm doing too much too fast.

#

Even though I have 8gb of RAM, and an NVIDIA card, Unreal still thinks it's a good idea to allocate ridiculous amounts of GPU usage at once for the simplest of things, even at lowest quality settings, and it is constantly crashing my engine.

#

For the past 3 days, I have been able to get no work done, and I have a due date, so I'm starting to get pretty pissed.

onyx cedar
#

Have any of you had any problems with the DetachFromActor blueprint node? It doesn't seem to be doing anything.
https://answers.unrealengine.com/questions/912761/detachfromactor-doesnt-seem-to-do-anything.html
Long story short, I'm attaching actors to each other with the AttachToActor node. Then, when I try to detach the actors from each other with the DetachFromActor node, the actors continue to move in unison, and they continue to appear in the heiarchy of the actor they're attached to in the world outliner.
Any help is appreciated.

plush yew
#

I'm not sure how best to word this since I'm coming from Unity, but Unity allowed objects to have multiple scripts as components. in UE4's BP system, it seems like each class only gets on BP, is that correct? seems kind of like that would create a lot of messes. Is there anyway to create seperate blueprint coding pieces?
like for example for a character, do I have to have both the attack scripts and move scripts in the same event graph? can I create seperate event graphs to make it neater?

onyx cedar
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No, you can create component classes. blueprint or cpp. They can be attached to whatever actor class you want.

plush yew
#

oh, right, im an idiot, i clicked add component and the first option is add blueprint component haha

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that seems like what i was looking for

onyx cedar
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cool beans

plush yew
#

ok ok, BP system is finally coming together for me

#

I got my first entirely selfmade BP to 'work'! I just gotta figure out the interpolations but it's a simple step in the right direction

#

can i ask why you decided to move to ue4 from unity? just curious. πŸ˜ƒ

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honestly

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I just like UE4's visuals better

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that's really it

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I also decided instead of constantly debating in my head which engine is better, just to stick with one and get work done in it

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best reason. it just outperforms unity if you can get used to the technical aspects of it. the c++ scripting fear is overblown, it's much easier than actual c++.

#

yeah I also just chose unreal because I can name a few games i really enjoy on this engine

#

some unity are extremely well done. but others you look at the performance and you're like, yeah, that's unity, even without checking. it just seems like you need a huge team to make unity work to the same kind of levels as ue4.

#

yeah, i feel like unity is dedicated more to mobile devs while ue4 seems dedicated to bigger games

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one of the best i've seen with unity is re:core, but that was also pretty bad on release.

grim ore
#

@plush yew to answer your question about targeting 1 door, that would be just having your platform in the world, clicking on the variable drop down for your variable in the details panel, then selecting that 1 item in the world it connects to.

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@plush yew and to answer the other one, you can have more than 1 graph in a blueprint, click on add a new graph in the my blueprint above your main event graph.

#

they are still "one script" but you can use that to organize. Yes if you want "exchangable parts" like Unity scripts then components are designed for that

plush yew
#

roger, thanks boss

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also mat, in your interpolate videos, what are your Delta variables? are they just variables set from the tick delta output?

grim ore
#

uh depends on the video, i like to drive them from a timeline for example

plush yew
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ah ok

grim ore
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they are 0 to 1, 0% to 100%

plush yew
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im trying to get vinterpto to work, not sure how i should be going about delta

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yeah i know that, should i just add Delta seconds to a variable every tick and let that interp it?

grim ore
#

ah yeah the interp to are different

plush yew
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aaah

grim ore
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yes I was using the delta time for those

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but the main reason for that is I was always updating the current

plush yew
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anyth9ing else? im just using a variable that stores the Delta seconds from tick and using that in my vinterpto, not doing anything tho

grim ore
#

using delta should be fine as long as one of your values change each time you use the interp to, if you are say always interping from 100 to 200 your delta is going to be very similar every time (your tick time) so your not really every going to get any real difference in the output from the interp node

#

if you were to do the same but your 100 for example changed to 110 the next time you did it, your now doing 110 to 200 so you will see a difference in the output

plush yew
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yeah right now im just addind delta seconds to my delta variable but

grim ore
#

so you can either use a fixed delta, like delta time which "should" be fixed if your FPS is stead and change your start and end values or you can keep the same start and end and make sure your delta changes

plush yew
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for some weird reason, im watching both my delta seconds variable and my delta variable

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delta seconds is updating find

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but the dleta variable says 'no debug data'

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so therefore im assuming it's not updating alongside delta seconds

grim ore
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weird but I dont know if that would work well because I would assume your delta would eventually hit 1 and then your not going to see any changes from your interp

plush yew
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but the debug filter is on the correct option

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thats fine because im just trying to interpolate a door to slide down

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might not be the best way to do it but im trying to practice making my own BP from scratch as practice haha

grim ore
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gotcha, I would so use a timeline for that

plush yew
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teach me wizard

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ive never heard such a concept

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i tried looking into timers but no dice

grim ore
#

use a timeline and a lerp

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the timeline defines the time for the door to go from A to B, use a float track with 0 time and 0 value

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and the other end of the track is X time (your length you want it to take to close) and 1 for the value

#

this will give you then an output from 0 to 1 spread over X seconds

#

you plug that into a lerp with that as the alpha

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you then put your lets see up and down so Z value for the start of the door position as the first value in the lerp, and the close Z value as the 2nd value in the lerp

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then you plug that output of the lerp into the Z on the set location for the door and it should in theory over time go from open to close when you trigger it

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you can also do reverse or reverse from start on the timeline to open it lol

plush yew
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I got all the sets and stuff down for the door

hidden aurora
#

I have the save every minute disease

plush yew
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my problem now is just interpolating so it doesn't just jump down automatically

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im gonna watch your wtf vid on timelines

grim ore
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well you were going the right way it looks like trying to use an interp but just simply using a timeline to drive the lerp or the interpto is so much simpler than messing with delta seconds

plush yew
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yeah, unlike most other beginners i actually am fairly comfortable with interpolation

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just didnt know how to get it to play nice with ue4

grim ore
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the funny part is I literally have a video in the works that is nothing but how to open a door 6 different ways lol

plush yew
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or BP rather

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hahaha

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thankfully i have a little background knowledge on difficult concepts beginners get scared of like interpolation and delta etc, right now my challenge is just trying to navigate the BP system

grim ore
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yep just figuring out the concept and what its called in UE4 is half the challenge

plush yew
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yeah, i basically just gotta play nice with their node library

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slowly but surely getting a feel for what nodes to use, etc

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what to type in to search for something

grim ore
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thankfully it has hints for stuff like IF pulling up branch because... branch makes sense but... its a frigging IF if you ever program lol

plush yew
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hahah

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also being able to pull from nodes to give a list to what can be used is nice

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and just beginning to recognize color var types

grim ore
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yep colors is important for at a glance, almost like a normal IDE with it's variable coloring. Context Sensitive is nice as well but a trap if something you need "might" be pulled off but is actually off something else or when you run into the same node targetting 2 different classes..

autumn elbow
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I got the cubes to snap together, but the issue is.. they can only snap to LIKE axis

low saffron
#

I can't even import a fucking mesh without the engine crashing now?!?!?

autumn elbow
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any ideas on how I can make them snap to unlinke axises

low saffron
#

I have the fps capped to 30

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GPU limited to hell, AND IT STILL OVERUSES GPU

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WHY IS THIS ENGINE SO HORRIBLY OPTIMIZED?

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Does Epic not know what a chunk is?

grim ore
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The engine works well for me but I think I am just lucky

autumn elbow
low saffron
#

I'm literally making everything invisible, if the engine still fucking crashes I'm going to lose my goddamn mind!

#

I am trying to do my job here, on a gaming computer, and this engine can't even fucking work properly to import the simplest mesh in the world?

fresh sun
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So guys I want to know how to develop a game with c++ code not blue print I've watched all the YouTube tutorials nothing helpful what to do
Sorry fir interrupting your conve.s Iam new to discord

grim ore
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perhaps the issue is not with the engine? Maybe it's not the cause of the issues but having problems due to something else

low saffron
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It's not my computer. Don't even go there.

#

None of this happens when unreal isn't running.

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This ONLY happens with unreal.

autumn elbow
grim ore
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@idle mirage nothing helpful what to do? What has not been helpful. There is a C++ tutorial series on the official channel, you have udemy courses, and there are a few other free ones on YT as well. Is the issue with not knowing C++, not knowing UE4, not knowing how to make a game, your pc crashing?

#

As of right now on this machine in this room for this person Unreal Engine 4 4.22.3 can import a plane mesh I created in Modo. I can tell you as of right now that the engine is capable of doing that without crashing @low saffron

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aww man when did 4.23 preview 4 come out 😦

low saffron
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Well my level was working three days ago, and then randomly gave up.

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For no reason, it just stopped wanting to do anything.

dim plover
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What about when you open Task Manager, what does it say? Does UE4 say anything in the corner, like compiling shaders?

grim ore
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capping FPS here in Unreal Engine 4 4.22.3 on the Digital Human project from 200 maxfps (90fps actual) to 30fps does reduce my GPU from 94% usage down to 37.5% so that does seem to be working correctly.

loud knoll
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What type of HW you have @grim ore ?

grim ore
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i7-5820k @ 4.3ghz, GTX 1080

fresh sun
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@grim ore thanks dude I searched in the official channel and I found a video I hope it could help me ❀️

grim ore
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πŸ˜ƒ hopefully it does, if not just let us know where you need help more specifically and people can try and help

loud knoll
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I have a 3700K and GTX 1080 and would like to get a new CPU and Memory and MOBO.

grim ore
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3700 is close to what I had before, going to a 6 core was nice πŸ˜ƒ I can't wait to upgrade sometime in the future to even more cores lol

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but then again I have a 2600 and a 1050ti I use at work so that one should be upgraded first

loud knoll
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yeah me too I keep holding out for something better, AMD chip is tempting me.

dim plover
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3700K to 3700x πŸ˜ƒ

loud knoll
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yeah I did notice that and it made me want it more. πŸ˜ƒ

grim ore
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the new 3900x and a 2080ti looks so neato but honestly I would rather invest in a new car and drive this PC into the ground

mossy nymph
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3950x soon πŸ˜„

grim ore
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the only real issues I have right now is honestly trying to do DXR stuff on the 1080. It works but man... 7fps is just the pits

loud knoll
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The 2080TI seems like something I can wait on, maybe the 3080TI will be the next vieo card upgrade

low saffron
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@dim plover I'm not able to open task manager before it crashes, but it always tells me I've "run out of memory"

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Even if deleting something

dim plover
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Yeah, you might need to close everything except UE4. You said you only had 8gb of RAM.
And even that might not be enough.

low saffron
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Even though the viewport isn't real time.

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It's the only thing open!

loud knoll
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@grim ore yeah that is tempting me to that would be the reason to go for 2080TI

low saffron
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So I have to spend 1000+ just to make a damn level?

dim plover
#

You probably just have to buy at least 16gb or RAM.

grim ore
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8gb of ram should work, I've got a lenovo laptop here with 8gb ram, 840m GPU, and uh... like 4th gen U cpu and I can use UE4 painfully slow

dim plover
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Or just close everything, like Discord/Chrome.

grim ore
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I mean I hate to use it but sometimes I just like to play with stuff in bed lol

low saffron
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IT IS

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I just said that

mossy nymph
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that entirely depends on what your blueprints will autoload

loud knoll
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game engines take up a lot of memory stress your system

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How much RAM do you have Sugar?

grim ore
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@loud knoll really tempted to just go get a 2080 super right now for the DXR stuff to be honest. I want to showcase and touch on the DXR stuff but It's a really bad teaching experience when you click a checkbox for reflections and your blank scene goes to 11 fps lol 😦

#

I can't blame anyone, Nvidia was awesome to give the older GTX cards DXR at all, but man... the Tensor cores in the RTX stuff really do help

loud knoll
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@grim ore I agree with you man for a guy like you they should send you a new card and hardware either Epic or Nvidia

grim ore
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Epic has already helped out on that front, it's how I have what I have now πŸ˜ƒ

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but DXR stuff is so niche right now it's such a small market to try and devote resources to like this

low saffron
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@loud knoll 8gb

loud knoll
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Yeah Nvidia is pretty hard to get things out of my buddy is working there and had to wait to buy a card because they were in high demand and he is a VP.

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Nvidia gives no fucks

low saffron
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I need to get a huge desktop anyway, but holy crap the circumstances are AIDS.

grim ore
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It also feels better to buy my own stuff as I have no reason to feel obligated to anyone but myself so when I feel like being lazy I can justify doing nothing lol

loud knoll
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What is the model of your laptop Sugar?

grim ore
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oof... I hope it's not a laptop

loud knoll
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It is

low saffron
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it is. I just stopped being homeless

loud knoll
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so what is the model?

low saffron
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There's literally only a landscape and spline on the map rn

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Acer Nitro 5

loud knoll
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roger

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one sec let me look it over

grim ore
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which N5? the amd amd one or the intel nvidia one?

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I had the amd amd one and I can tell you it does work for the engine, I just got rid of it like 4 months ago

low saffron
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The one with i5 and NVIDIA GEFORCE

grim ore
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1050? it should work 😦

low saffron
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It doesn't.

loud knoll
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this is a nice laptop man

low saffron
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"Unreal Recommends up to 32gb of RAM for optimal performance."

loud knoll
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its better then mine

grim ore
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the thermals should be fine on the n5, the cpu and gpu should be fine. I've used them all in another machine. 8gb ram is rought but the gpu isnt sucking down shared memory so that is not it

loud knoll
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and I can run Unreal fine

grim ore
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are you sure it's set to dedicated graphics and not using the intel 630?

low saffron
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Yes. That's the default setting.

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And I have checked while it is open

grim ore
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well flip it then, force integrated and see if it crashes. A blank scene should run on low ~30fps atleast

low saffron
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I've also made sure that my page file usage is the same as maximum gpu usage

mossy nymph
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you do get the crash report from the engine Sugar?

low saffron
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I'll do it next time around.

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@mossy nymph no

grim ore
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there have been some VERY bad nvidia drivers lately.... very very very bad....

low saffron
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Just a white error window saying "ran out of virtual memory. Exiting."

loud knoll
low saffron
#

I'll see if I can bring it in to a shop and get it upgraded. I'm more of a coder than an engineer.

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Tech shops do offer that right?

loud knoll
#

it looks like 32 bucks

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to upgrade

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from what I am reading

grim ore
#

well eliminate issues first. that machine can run UE4 right now with its basic config without crashing.

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force it to the intel GPU for UE4 and see if it crashes, if it does then it's not likely the nvidia GPU or drivers. if it doesnt crash then it's the GPU or drivers lol

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but I mean a blank project in UE4 shouldnt use more than 2GB of ram at the worst

low saffron
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Every time I haven't gone 100% things tend to go horribly wrong.

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It can load blank projects.

#

I believe it may be my landscape size.

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But it ain't that big.

loud knoll
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to go up to 32 gigs is 128$ from amazon

low saffron
#

But I'm not doing that repair myself man

loud knoll
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66 for 16

low saffron
#

I'm not risking anything

loud knoll
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Ah its easy man

low saffron
#

No

loud knoll
#

look at that guide

low saffron
#

I'm not doing it myself.

loud knoll
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its like 2 screws

grim ore
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There is no repair or risk in a memory upgrade, the N5 doesnt even have to have the panel removed just a bay door

low saffron
#

This computer is to fucking expensive.

grim ore
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but you shouldnt need that for the basics

loud knoll
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yeah you just open a door and put it in

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yeah I agree man your machine is very nice and expensive

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so if you dont feel right about it dont listen

low saffron
#

Only reason I have it is because of a big sale while I was in NYC

grim ore
#

I just created a new landscape, no material, using the largest settings I could in a new project and Its 4.4GB memory for that editor instance

loud knoll
#

its up to you I have been taking apart machinces for over 40 years so my perspective is wacko

low saffron
#

I'm just a coder man

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This is not my turf

loud knoll
#

you are smarter then me

#

I am just a monkey

low saffron
#

I'll look into it tomorrow.

#

Hopefully I can get one from walmart

loud knoll
#

here is the amazon link

low saffron
#

I can't use amazon because I still live in a trap house

low saffron
#

It'll get robbed instantly if I get it delivered

loud knoll
#

just keep handy to compare prices

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and make sure you are getting the right item

low saffron
#

I can't use it.

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I live in a trap house.

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Amazon products get robbed here.

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I have to get it directly from a store.

#

I'll have to look for it myself

loud knoll
#

I understand it that I am talking about so when you go to buy it you can have a link of something that they say will work in your laptop

low saffron
#

Oh I get it now

loud knoll
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if I was going to shop for memory I wouldnt remember what to get so I would print it out

low saffron
#

Yeah I'll make sure to ask.

#

I know my model's specs by heart.

loud knoll
#

did you import your terrain?

low saffron
#

I just hate sitting around not getting any work done.

loud knoll
#

or did you make it?

grim ore
#

ok so even with a landscape material with 2 layers and 2 textures its still not going above that initial 4.4gb

low saffron
#

No, it's custom made

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100% flat atm

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Just a road spline.

plush yew
#

no textures?

loud knoll
#

should work man sorry even matt says it is under your limit

grim ore
#

and Walmart will not carry that memory in store, a local Best Buy may if they have finally upgraded their stock to remove DDR3

dim plover
#

I would just take the laptop to a store and specify you want a RAM upgrade. Have them order the RAM and install it.

#

It would probably be pretty cheap for their labor.

grim ore
#

memory is the next step tho after we figure out the crashing tho πŸ˜ƒ worst case scenario here it shouldnt crash due to memory. shouldnt

dim plover
#

But I still don't really believe that UE4 would take up that entire 8gb alone. You might have some programs running in the background.

low saffron
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I don't!

loud knoll
#

what is running on the laptop with the engine off?

mossy nymph
#

just to make sure, no hot reloads were involved in making that level?

low saffron
#

@loud knoll literally nothing else.

dim plover
#

You have restarted your laptop?

low saffron
#

@dim plover are you joking?

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This has been over the course of 3 days

plush yew
#

visual studio tends to use way more than ue4 anyway. ue4 gets caught up in cpu, visual studio memory.

grim ore
#

I dont think he is , the first thing to always try is "have you tried turning it off and on again" lol.

low saffron
#

@mossy nymph what is a hot reload?

grim ore
#

its not as stupid as it sounds to ask

mossy nymph
#

when you recompile the c++ code with editor turned on

low saffron
#

With the context it kinda is tbh

plush yew
#

right now i have a textured and sculpted level open in ue4 with a bunch of assets and spotify is using more memory.

low saffron
#

@mossy nymph I don't have any c++ code yet

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Just blueprints

loud knoll
#

are you spawning anything in your BP?

low saffron
#

No

mossy nymph
#

last time you had it running, did it exit/close normally?

low saffron
#

The program? The engine keeps crashing.

mossy nymph
#

the engine keeps crashing while loading your project

low saffron
#

So every single time over three days it has crashed.

grim ore
#

a default project with a blank map with a default landscape btw is ~600mb memory here so no reason it should out of memory