#ue4-general

1 messages Β· Page 502 of 1

grim ore
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well you need to let them know that was the actual problem then, that you wanted it to be a global function to call that tracked state

safe rose
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Figure out which one works for you best

rotund scroll
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I think think it's a PEBCAC situation

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tbh

wary wave
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aye

copper flicker
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yeah, it's hard to expliain. I don't even know what a tracked state is. but.. I guess it means Saving?

grim ore
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The issues is he wants a shuffle bag, random array of items he can loop thru once before resetting it, to be called from anywhere like in a BPFL or Macro.

copper flicker
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I do need this shuffle bag to work inside a function or macro, and be able to save its state, so next time I open the game I continue

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@grim ore yes. that. πŸ˜„

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I mean it's ok if it's not in a library.. but atm I can't make it work at all

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I made it work only exactly as you wrote it

safe rose
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Well, just save either the Shuffled Array into a SavedGame Array variable, or keep the Sequence saved.

honest vale
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serialization and save games should be a separate issue from this

copper flicker
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any changes, like making that stuff inside a function, and it breaks it

grim ore
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saving is less of the issue as keeping state when it's somewhere else global

copper flicker
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ok, I'll go try the shuffling array thing

wary wave
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well, it can't be in something like a BPFL easily, it'd have to be in some actor that's persistent

grim ore
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I suggested it's own blueprint to be referenced from anywhere or the game mode/state but shrug

wary wave
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aye

safe rose
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@copper flicker If you put the shuffle in a FUNCTION. IT WILL SHUFFLE REPEATEDLY

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Causing the issue you were talking about

wary wave
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game mode or state seems like a sensible place for it

rotund scroll
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considering he wants to save it I think game instance is where it should live

copper flicker
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no, no game mode

rotund scroll
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BUT WHAT DO I KNOW

copper flicker
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I need it inside the player

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πŸ˜„

safe rose
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..

rotund scroll
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you don't

safe rose
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You can just get the variable from Game Instance

rotund scroll
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you need a reference to it inside the player

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but it needs to live in game instance

safe rose
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You are just saving a variable somewhere and getting it for use later

copper flicker
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well, if it's not inside the player it becomes HELL.. to communicate with it

rotund scroll
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not really no

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I'm not really sure why I bother

copper flicker
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like I don't know how to get variables from Game Mode into Player

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and vice versa

rotund scroll
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I think I'd have an easier time explaining things to a wall

copper flicker
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O o

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no need for insults C.E.

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if we get to that I'll just get out of here

grim ore
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Get Game Mode -> Cast to Game Mode Class -> Get variable for thingies -> Save variable for thingies to local reference -> call whatever from local referenced variable whenever needed -> move on to next problem > repeat at part 1

wary wave
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to be fair, several people have just wasted 40 minutes of their time giving you a solution, only for it to turn out you already had the solution but didn't actually understand how to use it :/

copper flicker
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no amber, I said clearly in the beginning, that the solution I had wasn't working for me

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sorry for spamming tho, I'll go now

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πŸ˜„

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thx for the answers!

wary wave
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Β―_(ツ)_/Β―

real hound
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I am not sure how best to implement my intentions, maybe you guys can shed some light. I am working on a game where as the character moves across hexes (free movement) new hexes are generated and given a random seed. The goal is to have all the terrain in each hex driven by the seed. What I am uncertain about is how best to trigger the hex creation. At first I was thinking I would lay out a cubic coordinate system and then look for overlaps at certain radii from the chracter, but I think that is a costly method and also is limiting. Now I am thinking of looking at what ever hex I am above currently and then triggering updates on all the new hexes some integer offset in the cubic coordinate system. I'm using Runtime Mesh Component to create the hexes.

Thoughts?

wary wave
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it's hard to say without understanding the game better

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seems like you want to generate terrain at run time, so it would make sense to me that you might want to generate in all neighbouring hexes that you have not already generated for?

real hound
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The mechanic I hope to implement is as you move through the world it is randomly generated, and more importantly old hexes are forgotten after a period of time and receive a new seed if you pass over the same space twice (after like 5 minutes). I know even RMC is costly when you use a lot of meshes (even if there arent many vertices) so to create the illusion of a huge world I want to just generate it at runtime without actually storing it. Also this is a top down/isometric game.

manic pawn
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how big are these sections relative to the player

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i.e. are there going to be 10s, or 1000s alive at once?

real hound
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I am thinking rather small. If the character is 1.5m then the hexes are probably like 5 or 6m in width. Probably only displaying 3 hexes out from the player at a time.

manic pawn
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3 hexes radius is a fairly small amount in total

real hound
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Each hex will have (havent counted) but like 24? vertices that will be used to drive terain.

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3 hexes out would be 19 hexes in total

manic pawn
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yeah so that's basically nothing

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I wouldn't worry about optimizing how you detect which need to be updated at that scale

real hound
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The goal is to network this game though. So the seeds drive the terrain, but the server generates and remembers the seeds for many players at a time

grim ore
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so far this all seems like a relatively small amount of data

real hound
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That is encouraging.

grim ore
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well the seeds on the server per player would be just a seed right, random number/string you are using to seed the random generator? so very light

real hound
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Some what. I havent locked it down completely yet. Not completely random. I am thinking of using 4D Perlin noise, (x, y, z, t) so there is some continuity between hexes and as time steps through passing over old hexes will still generate a different seed.

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My original goal, or stepping stone, is to give each hex a color like #FF00FF, maybe having each color channel be driven by perlin noise, and then work from there.

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If its tuned right there shouldnt be large jumps across colors, just gradual changes.

grim ore
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it all seems completely doable, this is one of those times where you just make something work and keep iterating over it to see how it performs

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computers crunch math well and newer GPU's push polys well

real hound
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Yeah. I am pretty confident its doable, I am just uncertain how to strike out on it at first so I dont fall on my face later. Lol. But I think I will go with getting the hex I am under, pulling its cubic coods and updating on a radius in cubic coords. That seems safe

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I am rather paralyzed by thinking to much and not enough doing at the moment.

grim ore
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yep yep that's normal πŸ˜ƒ

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spend an hour or 2 doing random stuff to see what might work and to get any more problems brought to the surface. Then you can design it all if you want to keep going forward and then program it once that is done

broken steppe
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Hi everyone. I was wondering if there is something in UE4 like Camera Layer Culling Mask in Unity ? I want certain objects to be hidden at time then unhide them and hide a whole other batch on demand.

grim ore
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Nothing out of th box. Custom depth might work in a material itself.

broken steppe
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After a lot of searching on Internet, I was playing around with Custom Depth and Stencil Values. i can even isolate the desired objects in the Post Process material, but I am unable to figure out how to cull them.

copper flicker
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does anyone know why I can't remove indexes from this array this way:

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meaning. I can remove. but it won't remove them reliably

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it kinda removes other indexes

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i tried using index 0, same

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I mean Remove Index 0

glacial pecan
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I have a tile based game, and within a tile there's floors and walls with separate colliders... but the tile is a blueprint actor and I've only found BeginActorOverlap so far... how do I check if I hit the floor or the wall?

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should I separate the floor into a child actor, and will beginactoroverlap differentiate between them?

grim ore
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Are you trying to renove from the array while looping thru it?

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@glacial pecan you should be able to get the hit component and check that maybe if you tag the floor and wall separate?

glacial pecan
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@grim ore GetOverlappingComponents you mean?

copper flicker
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not while.. but after

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O o

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I changed it now to this

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the removing works... but now the shuffle does nothing

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so why can't I remove from the array immediately after looping thru it?

glacial pecan
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@grim ore oh, I get it now... I shouldn't use BeginActorOverlap, I should use OnComponentBeginOverlap

plush yew
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after exporting my animation from Blender
like reloading
it looks off in unreal

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idk how i fix this

real hound
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Is there anyway to control the naming of an actor when you spawn multiple of them in at runtime? I am kind of stuck on how to search if an actor exists. In this case a hex. My thought is if I can name it's instance as its cubic coords or something it would work well.

wary wave
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store them in an array and write a lookup function

real hound
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Hmm ok. Just guessing here, but should I do do that in the level blueprint?

wary wave
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probably want a manager class for the entire grid system

rotund scroll
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anyone been using the custom material expression node? I'm getting some issues trying to use functions
specifically function parameters

real hound
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@wary wave Do you mind elaborating on that more?

wary wave
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something needs to create and manage that grid

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make sense to have an actor that does exactly that

real hound
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So just a stand alone BP Actor Class that keeps track of occupied grids, etc etc.

wary wave
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something like that

real hound
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I will have to think about how to implement that.

radiant haven
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has someone experience of AI?

warped tangle
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man that's a broad question

radiant haven
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🀷🏻

gaunt iron
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I have experience in artificial idiocy

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Not too sure about intelligence :P

rotund scroll
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how about nonartificial idiocy? πŸ˜‰

real hound
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Actually I think its the only reasonable thing to use.

autumn elbow
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It works fine...and then it decides to just stop working.

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Does the Physics Simulation destroy rotations ???

real hound
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Are you talking about the weird jumping offset when you attach the cube after attaching it on top?

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I would suggest to start, once you replicate it easily pause the game and look at the bp event graph for that specifc cube. Its might shed some light

rotund scroll
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somewhere you're probably introducing a tiny rotation offset that gets larger every time you use the rotation modifier

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perhaps

autumn elbow
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@real hound It works on all the cubes.. and pipes..and other geometry..with any pivot location. It starts acting up after awhile.

rotund scroll
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I don't know what your method is to find the snap points

autumn elbow
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@rotund scroll hmmm... where would it come from though? I feel it should work with any rotation

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I go through the BP at the end of the vid

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to find the snappoint... I take the Pivot location, get the unit vector, then multiply with the length.

rotund scroll
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might be to something to do with the rotation delta

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but I'm not too sure

autumn elbow
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This gives me the snappoint with any pivot location.

rotund scroll
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rotators are fickle

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and floats are already notoriously imprecise

autumn elbow
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hmmm.. true... but that wouldn't explain it working, and then stop working

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Maybe I am introducing small rotation somewhere like you said

rotund scroll
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it would if there are certain rotations where the float defaults to a certain value

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but yeah if you use rotators for this you run that risk

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I'd still say that pushing the box to find snap pivots would be a better option

autumn elbow
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pushing the box? sorry i dont know what you mean ?

rotund scroll
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you can use set transform location to push the box around inside its parent blueprint

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that way you manipulate the pivot of the box

autumn elbow
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you mean not use Set Relative Location ?

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I am moving the box around inside the parent

rotund scroll
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right but you can do it without using rotations

autumn elbow
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ohhh... dont know how to do that LoL

rotund scroll
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use your knowledge about the pivot location

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and the size of the box extents

autumn elbow
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as far as I know... pivots can't be moved

rotund scroll
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no but you can move the box around its parent blueprint

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that's still changing the pivot of the box, technically

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setting the relative location to box extents * 0.5 will push the pivot to a side, another multiplication sets it on an edge, a third sets the pivot to a vertex

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then you can create cases for how the pivot is supposed to snap to another crate

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like when it's on face level, snap at face level, on edge level, snap to edges, vertex to vertex

autumn elbow
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im not 100% sure if I understand what you are talking about... but I get the concept. LoL

light thunder
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I'm planning to update a project from 4.19.2 to 4.22.3 - later today, is there any common issues I should be aware of?

autumn elbow
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if youre bored one day and wanna take a look... lo

rotund scroll
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I'm not gonna take a look sorry

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it's too much of an ask

autumn elbow
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np

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I tried what you said about moving the pivot... it comes to the same thing. I still need to rotate

rotund scroll
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why do you need to rotate?

autumn elbow
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orient the cube so that the connecting faces ..attach points.. are the ones touching

rotund scroll
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ah right, because you're able to place them off grid

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yeah my bad

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try see if you can get away just rotating in xy space

autumn elbow
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yea. np.. I think youre right about me adding rotations somewhere. I need to investigate the Delta Rotation.

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transform on a single plane. ... interesting.. instead of rotations, i'd be flipping to match.. I'll add that to the list of things to try. LoL

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Do you know if there is a node to get the Plane XY or ZX or YZ ?

rotund scroll
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right click a rotator and get the xy values will let you rotate just in 2d

autumn elbow
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gotcha.. I'll try

rotund scroll
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sorry

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it's called split rotator

autumn elbow
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oh yea... Break Rotator

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I've used that before

rotund scroll
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with those you should be able to align them to any xy plane

autumn elbow
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Thanks for brain storming πŸ˜„

rotund scroll
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no worries

latent flume
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I have https://www.youtube.com/watch?v=NVMRRt48Pko because I have grids that create the meshes. To cut down resources I'm think of doing a distance test so. what is in the field of view a box is turned on or generated. So, it looks like endless foilage, rocks, etc. Any ideas the that would work to create limitless grid generation according to field of view

Tonight, I officially added the world generation code. So it's just making it looking nice. Full Orville game very soon in the future space combat but now I ...

β–Ά Play video
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Or other tricks

autumn elbow
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Spawn if points inside a volume? Then you can walk around and trees would spawn around you. Culling would take care of the trees behind you. Might be the same mechanic as endless runners. I'm sure there are a few tuts on YT on how to set it up. @latent flume

true leaf
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I have a dumb question . When I close my game window, it fatal errors (PIE or actual game client) .

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So it's really not a big issue but it's annoying. How can I debug that

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NVM there are probs crash logs

thorn topaz
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Why can't I place a breakpoint in AAIController::MoveToLocation in a packaged game?

silent frost
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Need some help and ideas please - I'm making an endless runner style game and I'm wondering how to set up lighting. Currently it has a sky light and a static light, but when the character starts moving away from the playerstart the lighting obviously trails off. Now, do I set lighting to stay with the player character and somehow attach it, or attach lighting to the floor tiles which are spawning in (15 tiles currently, which are removed once the player has passed over it, with a delay. So it's a continuous 15-16 tiles at all times. Not sure how to set it up.

radiant haven
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can someone tell me what the gesture inputs do?

grim ore
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either dynamic lighting 100% so the lighting is correct as you move, either per tile or the global ambient lighting

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or prebake each lighting tile with the expected generic lighting

light thunder
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Trying to build project and I get this : ```1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: LiveSimulator, Configuration: Development_Editor x64 ------
2>Using 'git status' to determine working set for adaptive non-unity build (E:\Dropbox\LIVES\Alpha Version\LS Beta Version SourceControl).
2>Parsing headers for MyProjectEditor
2> Running UnrealHeaderTool "E:\Dropbox\LIVES\Alpha Version\LS Beta Version SourceControl\LiveSimulator.uproject" "E:\Dropbox\LIVES\Alpha Version\LS Beta Version SourceControl\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
2>Reflection code generated for MyProjectEditor in 5.3015738 seconds
2>Using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
2>Building 8 actions with 8 processes...
2>EXEC : [1/8] error : Unable to create child process
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.22\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="E:\Dropbox\LIVES\Alpha Version\LS Beta Version SourceControl\LiveSimulator.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
2>Done building project "LiveSimulator.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========

dim plover
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Did you just update VS?

light thunder
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yes, I figured it had something to do with that

dim plover
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Restart your computer.

light thunder
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I did that, did it need it twice?

dim plover
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Hmm, maybe delete Binaries/Intermediate?

vital forge
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Can I get some quick help?

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For some reason no matter what settings I change, the guassian depth of field wont render in android (ES2) 😦

dawn gull
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So, I made a post on this guys Github because I needed help figuring out how to use the plugin, but I noticed that he responded to 0 posts. Can anybody help me with this? https://github.com/mhousse1247/UE4-CustomGravityPlugin/issues/13

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Please tag me so I can find it in the morning I am going to be inactive for the night.

mortal mountain
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oh nvm theres a forced rotation in spring arm

next badger
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Question:
What Coordinates Expressions available for Instanced meshes? Like foliage. I seems can't get neither Pivot or Object position for them.

silver crown
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    float3 InstanceLocalPosition;
    float4 PerInstanceParams;```
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PerInstanceParams: // x = per-instance random, y = per-instance fade out amount, z = hide/show flag, w dither fade cutoff

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That's about it

dawn gull
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@wild kestrel I was looking in the forums for help with the planetary gravity, and I saw that you said something, but I lost the page. Do you remember what you said?

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Yes, I looked in my search history

next badger
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@silver crown only available in custom node?

silver crown
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No that's the stuff sent to the shader

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And all that is used by the usual nodes

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Object Position returns InstanceLocalPosition IIRC

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And Transform uses InstanceLocalToWorld

next badger
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@silver crown not for foliage at least

silver crown
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?

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We're talking ISM here right

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What do you want to have

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The instance location?

next badger
silver crown
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0 bytes

dawn gull
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Lol

next badger
dawn gull
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Ooh cactus

silver crown
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What's the shader

dawn gull
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phy What does purple on your name mean

silver crown
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Means I'm better

dark depot
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they boosted the channel

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to get us stuff

dawn gull
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Oh ok

dim plover
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Those are very beautiful cacti.

next badger
dark depot
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cause phy is better then us

dawn gull
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Yes, yes, true

dark depot
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nice and simple thanks for sharing Alexey πŸ˜„

silver crown
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Well the cactus aren't at the same position, so seems ok to me?

dawn gull
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Im getting a snack πŸ§€

next badger
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@silver crown yeah...but WP - OP should be the same

silver crown
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Oh yeah

dawn gull
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Oh yeah

silver crown
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Try using Transform(0, 0, 0)

dawn gull
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This cheese is so good

silver crown
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stfu

dawn gull
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:(

silver crown
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as Object Position is returning the local position of the instance

next badger
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@silver crown the Transform vector node?

silver crown
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ye

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Actually TransformPosition

next badger
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nope, weird enough, it's not affected the foliage ones at all (at least no visual change)

gaunt iron
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runs newly cooked game
"low level fatal error"
ah shit here we go again

autumn elbow
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How do I round a rotation to the nearest 1/10 ? (other than breaking it into a vector)

next badger
silver crown
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This works?

next badger
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yep

silver crown
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nice

manic pawn
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never seen a vertex interpolator node before

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what does itdo

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in this case

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isn't object position constant across vertices anyway πŸ€”

silver crown
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Code is different I bet

next badger
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@manic pawn the issue was, object position was not 0 at object origin for each of the foliage instances, it was somewhere else ( looks like it was not at 0.0.0 either)

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VI is very tricky to use.

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it's a 3 vector where only value X is not 0 (not even like this...it acts like a 3 vector when you plug it in material, yet it's a float)

lilac wedge
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Whats the best way of playing my own game with my friends on a dedicated server. I can't atm due to not being able to host and play on The same steam account

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Don't really want to buy a new pc just for testing

lament birch
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Would RPC (remote procedure calls) and their blueprint implementation be a topic for #blueprint or #multiplayer ?

next badger
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@silver crown does not work for Instance rotation and radius ;_;

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just looked through search on those channels, both have mentions of RPC

upper heart
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Does anyone know if there is a way to decrease occlusion culling time without reducing mesh count?

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i.e. this guy

next badger
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@upper heart can you show stat initviews ?

upper heart
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@next badger

next badger
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it looks like you're culling 90% of objects by frustrum...and it's the fastest of all afaik

upper heart
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okay cool that's good to know

next badger
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nope, draw distance one is the fastest... then comes frustrum

upper heart
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ahh okay that makes sense

next badger
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but i see no stats for it, so i assume it may be included in frustrum or be somewhere else

upper heart
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Thanks for the help

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πŸ˜ƒ

next badger
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np...also next there is - Precomputed Visibility Volume

autumn elbow
next badger
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@autumn elbow why negate vector? you could just sub it instead of add

autumn elbow
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true.. but the values could also be negative

cursive mauve
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IS IT POSSIBLE TO POSE SKELETAL MESH IN WORLD? ie IN MAP??

next badger
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@autumn elbow 1-(-1) = 1 +1 it does not actually matters...but if you comfy that way i'm not insist

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@cursive mauve no...yes...it's complicated

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also don't caps

autumn elbow
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like this?

next badger
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yeah, but w/o negate

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negate is -

autumn elbow
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yup... thx! i can get rid of that if i use a minue

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minus

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one less node... good looking out! πŸ˜„

next badger
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nap time, 5 am here -_-
take care ppl, good luck with whatever you do

autumn elbow
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Nighty!

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5am? where from ?

next badger
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Russia, SPb

autumn elbow
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ahh... Spokoynoy nochi

upper heart
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What exactly does right clicking a uproject and selecting "launch game" do?

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Is there anyway to launch the game like that as DebugGame instead of development?

mossy nymph
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launches DevEditor standalone without any extra command line arguments

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and you can probably do something like

upper heart
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What does the command line statement look like for that?

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And can I change the solution configuration on it?

mossy nymph
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"C:\Epic Games\UE_4.22\Engine\Binaries\Win64\UE4Editor.exe" "G:\MyFolder\MyUproject.uproject" -game -log -windowed

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as a shortcut

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that launches it windowed, with logs printed out in windows command console

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don't know all the possible arguments

upper heart
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Can I pass a different solution config?

mossy nymph
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but basically, its "<Path to UE4Editor.exe>" "<Path to your .uproject file>" arguments

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and quotes aren't required if you don't have any spaces in the path

upper heart
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Right, that makes sense

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I'm just hoping you can pass DebugGame as well?

mossy nymph
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i'd guess try with -debug

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but i really don't know

forest totem
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hi

upper heart
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Is there anyway to run a standalone debuggame instance?

mossy nymph
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if it is possible, it will be with shortcut and just the right combination of command line arguments

forest totem
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any one can help with landscape?

mossy nymph
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but DebugGame no, you start that by hitting the .exe in the binary folder, or from VS

forest totem
mossy nymph
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hitting DebugGameEditor executable in binaries did start my game just fine @upper heart

forest totem
mossy nymph
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there is some smoothing brush in landscape tools @forest totem

forest totem
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yes i use it

upper heart
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@mossy nymph So after cooking content?

forest totem
mossy nymph
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DebugGameEditor binaries don't need cooked content

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DebugGame does, and also works just fine if you just hit executable

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(after cooking)

autumn elbow
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@forest totem maybe you don't have enough poly to define a smooth curve

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try upping the resolution of the terrain

forest totem
#

resolution of the landscape?

autumn elbow
#

yea

forest totem
autumn elbow
#

can i see the wireframe of the landscape where u are brushing?

forest totem
autumn elbow
#

do that again, but turn the grid off

upper heart
#

@mossy nymph oh okay, I don't have any exe's. I've forgotten how to generate those. Apparently just building doesn't

#

I have to package?

mossy nymph
#

it does, you do need to switch the target in VS

forest totem
mossy nymph
#

and you do have to package for any executable/target that doesn't have the word "Editor" in it

autumn elbow
#

there you go.. see how low the resolution is where your characters feet is

#

increase the resolution, then try brushing again

upper heart
#

Hm okay, I've been building for DebugGameEditor in vs and I don't have any exes

mossy nymph
#

if you deleted intermediates or cleaned up/rebuilt say, DevelopmentEditor, they would get deleted

forest totem
#

how can i increase the resolution?

upper heart
#

They should be under <project root>/binaries/win64?

#

All I have are dlls, pdb, and modules

autumn elbow
#

I'm not 100% sure... but maybe sections.. lol I never used landscape

#

Try the last one lol

#

Save before you modify anything though... just incase you loose your brushed work.

forest totem
#

what do you use?

autumn elbow
#

i mean i don't do art stuff... lol.. programmer

grim ore
#

@forest totem for your landscape issue. What is your scale on your landscape object.

#

100 is the default and if it's higher, say 1000, you will get those weird issue when sculpting.

autumn elbow
#

Oh hey Matthew πŸ˜„

#

Merry Friday!

grim ore
#

πŸ˜€

forest totem
#

ummm

#

I increased the value and does not solve

dim plover
#

Is the default landscape scale 100, 100, 1000?

#

If not, that's probably why your landscape resolution is low.

grim ore
#

Your z is 1000 it's supposed to be 100

thorn vector
#

idk where to put this but is there any tut to make realistic hair and clothing(apex clothing)

proper crane
#

"Trying to simulate physics on "StaticMesh" but it has ComplexAsSimple collision"

warped tangle
#

You have the collision on the mesh itself set to use complex as simple. Go into the mesh and change that collision to project default

proper crane
#

How would I approach using the complex collision?

oak linden
#

So I understand that for realtime raytracing I need an RTX

#

but do I need it for the pathtracer as well?

#

I'd really like to have some raytraced lighting and I don't care to have it in realtime

#

since it's going to be for something prerendered

plush yew
#

@oak linden check out vray

oak linden
#

Oh yeah, I forgot that was a thing for UE4

#

Thanks

plush yew
#

one question do i make the mechanics then i make the level or do i do it the other way around?

wary nova
#

hey all scott here

#

jk i need help badly though lol

plush yew
#

i'm just gonna come clean i want to make my first game

#

meaning i never made a video game before

wary nova
#

same here but unreal engine is constantly giving me grief lol

#

hence why im here UwU

plush yew
#

same

fresh sun
wary nova
#

dont we all

#

lol

plush yew
#

@plush yew when i made my first game i was developing small maps around the mechanics i was developing based on whatever i thought would be cool and relevant

#

one map I remember having the player come up to a lava flow, but i didnt have lava coded nor a method of crossing lava

#

so i made both

#

should i say what the mechanic's are?

#

now that i had lava and a method of crossing lava i had a reason to send the player to find the ring of fire resistance

#

and the maps were developed around lava/the ring

#

i'm writing it down

#

it was a fast and easy development process

#

and fun

#

ok

#

even the hottest aaa titles dont think their mechanics 100% of the way through

#

just have fun

#

so theirs a element puzzle mechanic

#

if youre thinking too much youre just gonna be a nonproductive nerd

#

so should i start with the most fun mechanic?

#

i started with the basics

#

the meat of the game

#

combat

#

swing sword, shoot bow, cast lightning bolt

#

lightning bolt feels kinda boring to use after the 1000th time so i was like ok

#

now its time to make uhhh

#

magical

#

fire attack

#

i didnt make the fire attack the same time as the lightning bolt

wary nova
#

ive thought about my mechanics

plush yew
#

it wasnt even written down anywhere

#

i'm so proud of my friend, i taught him unreal engine today and all on his own after like an hour of the basics he made a rocket jumping platformer with a really cool map with the stuff he learned before (he really likes physics in games so for example i taught him forces and he incorporated the impulse to make his rocket launcher)

#

the core mechanic is that you can use weapons that use magic but can be used with these gems that give the weapon more power

#

then make the first weapon and the first gem

#

and make enemies to murder

#

also, Gem Demon, make small things

#

and a level for the enemies to await their demise

#

make small, non-ambitious games to learn the ins and outs of game development, put them up on Itch, and maybe incorporate some elements of what you want to do later in them

#

learn the engine, learn your language of choice (C++ or Blueprint), get the hang of things, learn how the game dev cycle sort of works and just make small things to learn more as you go

#

before you know it you'll have the skills to dive in on your bigger project

#

thats a big wall of fuck that makes my brain go what. id suggest just making something fun and cool

#

i'm using unreal

#

what big wall of fuck

#

theres like a hundred words up there

#

tl;dr make small fun games that aren't ambitious to learn the engine first

#

can you not read a hundred words?

#

can and wont

#

ok buddy

#

but ye, make something easy first

#

and i don't know how to code c++

#

make a platforming game and write some moving platforms in blueprint

#

small stuff

#

watch some vids and read some guides on some easy things

#

i'm gonna model a gem and weapon

#

sweet

#

make it cool

#

awesome

#

now i'm not good at modeling either

#

then make a model thats good

#

so ull be good at modeling

#

learn to model slowly

#

nobody is naturally just good at it the first time

#

well rarely anyways

#

look up some guides on blender

#

make something easy first

#

bethesda cant make a ladder

#

is today hannakuh

#

browser key

#

all of my art assets in my first game were modified assets from other games

#

that way i didnt make pitchforks that looked like jewish candles

#

modified assets from other games

#

that's like theft or something

#

(if it wasn't a marketplace asset or opensource game)

#

i have a drawing of the sword hold on

#

you dont know a single good artist that didnt learn by copying other peoples styles

#

i can guarantee that

#

if youre worried that youre stealing an asset then dont sell the game with that asset but dont pretend like you can get good by winging it

#

were you talking to him or me?

#

its applicable to anyone

#

i'm gonna take a break

#

it's 3:23 am for me

#

copying other people's styles isn't the same as literally ripping the model and editing it/printing off a picture of someone's drawing and drawing more shit on it then passing the whole thing off as yours tho

#

at least attribute where you got the model from if you're gonna release the game

#

i made the model and the drawing

#

Tiesto - Adagio for Strings, 5.9 million views

#

this is simply a modified version of Adagio for Strings by Samuel Barber

#

either figure it out or struggle

silent frost
#

Thank you @grim ore - Just seen your reply from last night. Really appreciate it, and also all your YouTube videos. Definitely the most informative and useful stuff on YT currently when it comes to describing WTF everything means in UE4.

dawn gull
#

Hello, I am making a game that is mainly in space, and I need help getting custom gravity for moons and planets to work. Please tag me if you can help. Thanks!

plush yew
#

can anyone explain what is this ? I accidentally come to it and I was wondering what it is for and how can I switch to this again

torpid compass
#

im trying to make a minecraft like game in ue4 its going alright, but when try and destroy a instance of the generation, sometimes it works, while other times it gets destryoed but the mesh is still there, i use a simple line trace checking what index it is and destryoing that, any help?

midnight bolt
#

hello, i want to import large amount of props, lets say 200. i already have 100 in my UE. how can i bulk import, and make UE not reimport already existing ones?

dawn gull
#

@midnight bolt ctrl click the ones you imported already?

tight salmon
#

Hey guys, right now I work on arena wrapping. When actor leaves arena overlap, it should teleport to the other side of the arena. It works flawlessly, but upon teleporting, the velocity of actor goes crazy and fires out of bounds and destroys itself.

#

Was someone solving this problem before?

mint sequoia
#

Has anyone used Control Rig? I don't think the "Animation Input" and "Animation Output" variable options work :/ Can't get any data in or out

#

The documentation is so lacking

#

(Surprise!)

#

@normal burrow Have you tried it?

shell jacinth
#

Hello, i hope someone can help me with this problem ... My Cull Distance of my Foliage does not work anymore
Iam using the Unreal Engine 4.22.3 since several month without problems and now my cull distance dont work anymore (i tested it also in Game View)

What can i do now...

#

I dont now why there are these Problems with the UE and everytime when i report a bug which you can see in livestreams live, the support tells me everytime they cant reproduce that, but the funny thing is that these bugs cooming after using the engine several month (without changing anything at the engine directly). This was a fresh UE4.22.3 install

ornate forge
#

does anyone know a good tutorial on how to rig with Epic's Mannequin skeleton in Blender, preferably 2.8?

#

when I import this skeleton into Blender, it looks really weird, every bone is positioned in a weird way

fringe pivot
#

what's a suggested and non-expensive way to render a skeletal mesh to a 2D Texture?

radiant haven
#

has someone experience with mobile?

#

WOOW

blissful trail
#

that happens when trying to build

#

i mean package

wary wave
#

there are error messages in that log

#

heed them

vast rampart
#

Anyone here familiar with houdini? πŸ˜ƒ

radiant haven
#

How to make Cooking faster?

wary wave
#

get a better computer

radiant haven
#

NO

wary wave
#

then it's not going to be faster

#

the only other option is to cook less content

radiant haven
#

well i have some problems with my Inputs

#

I make a game for mobile and for looking around dont want to use a joystick, wanna use swiping

wary wave
#

I don't know much about swipe input but I suspect people in #mobile do

dawn gull
#

How do I do planetary gravity

wary wave
#

@radiant haven - I have no idea what that's supposed to do, but you have things like outputs from one function being input into another

#

that's never going to be reliable, if it works at all

radiant haven
#

what if UE was made with BluePrints 😝

#

so this is wrong?

dawn gull
#

Nah BP is not powerful enough to make unreal if you tried

blissful trail
#

i think i fixed it i just had to disable a plugin

wary wave
#

@blissful trail - Appodeal, I assume - good job fixing it ^^

#

and @radiant haven - the whole structure is wrong, you can't plug variables generated in one event into nodes from another event entirely and still expect things to work

radiant haven
#

ok

wary wave
#

I mean, it could actually work since variables get cached, but it's very unreliable

radiant haven
#

could this work

#

swipe controll to look around

wary wave
#

that is at least structurally sound

radiant haven
#

y x turn

#

soo??

wary wave
#

looks like it generates a 2d vector

#

so I would assume it works

radiant haven
#

is here nothing that i can use?

#

for swiping

wary wave
#

'Flick' sounds like a swipe to me

#

but you're asking the wrong person, I don't do mobile games

dawn gull
#

d a n g

#

Hey, I need help with the CustomGravityPlugin. Can anybody help?

tepid knot
dawn gull
#

Ok

radiant haven
#

@wary wave this is how far i came

#

strangely i already got the Variables

plush yew
#

Anyone else get that procedural nature pack on the free content of the month? I’ve had nothing but problems with it

wary wave
#

what kind of problems?

#

I've had to work with assets from that author before and they weren't great tbh

#

they're quick Unity ports

#

oh wait

#

I thought you were talking about this month's

#

the older one is just a very old pack

radiant haven
#

@wary wave well i understand now how to do this well can u help me there to create the bp for that?

wary wave
#

I can't help you because I know nothing about mobile

radiant haven
#

if your finger is pressed

#

and u move

#

to the y axis

#

the camera turns at the y axis

#

look at the structure

frail jasper
#

You would think unreal could handle compiling a blueprint but nope. All I'm trying to compile is a widget that holds 40 text arrays with around 500 to 1000 elements each. I have filled about 20 of the arrays with the default text I need for each element. It's annoying when I finish adding 1000 elements with the needed default text the go to compile and every time it crashes but it does compile and save my work because it's there when I reload the engine. Some times when I hit compile my whole screen goes black and I have to hard reset my computer. Wtf it's just an array of text what a piece crap this engine can be.

mint umbra
#

I've made some AI logic that derives from my player character which has a lot of functionality (child to the Advanced Locomotion system). I mainly parented the AI to the player in order to have equipment setups and to use other variables. However, when I drop an AI (which wears a BP weapon with its own logic) into the scene, the FPS drops substantially. If I drop in 3 AI the frames go from 60 to 30, on a 1080 gtx 32 ram desktop. If I hit them they spawn blood particles that spawn decals when hitting the ground. These add even more FPS drops, although I'll reduce these to optimise. So my main problem is that the AI are so demanding and Im aiming to have a high density of AI at some point. Used a mesh from the marketplace and changed back to mannequin, same result either way. Could it be all the code that's too demanding? Would love some feedback on best approaches. πŸ™‚

bold rune
#

I wish I just had an HTML5 based UI.

dawn gull
#

and I got a big error

#

and it does not make your character move around the ball

#

can anybody give me a basic idea on how to fix this?

#

i can get in a call and show you what the character does

plush yew
#

@wary wave mainly my big problem is my computer crashes trying to deal with any of the massive amount of shaders in their materials

dawn gull
#

I hvae gone over the tutorial again and it still seems i did all of the steps right

zealous cloak
#

oh geez

#

so apparently shipping config doesn't include logs.

#

which a newb doesn't know unless he looks up. Would've been nice to have those the last 2 weeks πŸ˜„

#

by a newb I mean me

radiant haven
#

has someone a good footstep sound?

dawn gull
#

@radiant haven is there not any footsteps in starter content? also you could record yourself walking on somthing

#

Ok for my problem with the tutorial I noticed instead of going towards the planet, it goes toward the spawn point.

radiant haven
#

need a footstep for 8bit

dawn gull
#

oof

#

cool

radiant haven
#

yeah well i need a footstep sound

dawn gull
#

i dunno try a stock website like audio library

plush yew
#

How expensive performance wise is doing a line trace every frame?

radiant haven
#

5

plush yew
#

So far I've successfully avoided having almost anything in my Tick methods entirely, but I'm at the point where I'm adding guides to the player when they look at certain interactable objects in the environment. I wrote a prototyping version alongside the rest of my class for usable objects, but it involves running a line trace every frame, and that's just not okay to me being an optimization freak at times lmao. The MouseOver function should work for this as a better alternative, right? If the mouse is locked it should stay in center?

woven cliff
#

guys i jump between first person character and a spectator mode but every time i go back to the first person character the spectator mode leaves sphere behind. how to get rid of that sphere ?

zealous cloak
#

ok....

#

I put my game into development packaging, expecting to get a log of my error in running the executable

#

but going from shipping to development in the packaging settings let me run my exe no problem

#

from my 4.19 to 4.20 update

grim ore
#

@plush yew have you profiled what a line trace per tick compared to nothing per tick compared to mouse over does for performance? I know you are saying you are an optimization freak but running something every frame is normal in a game... it's how they work.

#

@woven cliff after you create your spectator, save a reference to it and then destroy it once you posses your player again?

plush yew
#

It's why I asked to find out, I'm still finishing on the prototyping version to work out exactly how I want to implement the final feature, I'll profile it with both methods and figure out the impact of the full system each way

#

And yeah, I know it's how they work, but I'd like to avoid doing it wherever it isn't totally necessary in my own code.

#

I know the engine does it automatically and all, but adding onto it where not necessary just isn't how i want to do things rn

#

Β―_(ツ)_/Β―

woven cliff
#

@grim ore would u mind to tell me how ?

#

to save a reference of a spawnd actor ?

grim ore
#

@woven cliff when you run the Create Player node, I assume that is creating the specator you are talking about, the return value is a reference to it. Drag off and promote that to a variable so you can use it later

woven cliff
grim ore
#

what does it do?

woven cliff
#

nothing changes with the hidden and destroy node

#

maybe iam spawning the spectator in awrong way

grim ore
#

well the hidden node is when you are flipping the flip flop, so after you remove player and create player, unless you want to hide it after you create it

#

the flop when you possess the original character is where you are trying to call destroy actor but not hiding anything.

#

I don't have your code in front of me so I can't say what is going wrong, you should work on breakpoint debugging now on the destroy actor to see what it is trying to do

#

also it's possible you are spawning the spectator wrong as well and not actually doing anything with the one you create with create player

woven cliff
#

yep sorry that was retarded πŸ˜„ still doesn't work tho

#

my issue with the spectator is the sphere it leaves behind

#

sphere and collision

grim ore
#

if you dont have the create player node, you unhook it, what happens when you remove the player only. do you still get the spectator?

woven cliff
#

when i leave the spectator mode and back to the first person character i see this

#

let me chk sec

#

this error was showign btw

grim ore
#

I've never used this method to try and do what you want so I don't know exactly how its supposed to work lol

woven cliff
#

without the create node it jumps to ablack screen

#

well i keep diggign thanks for your time @gilded eagle\

#

❀

fringe pivot
#

I have this camera pawn, i move it with WASD by AddActorWorldOffset() it on every frame, works fine until I rotate it, there W is no longer "up", S no longer "down", etc.
How can I keep those axes untouched after I add some rotation to the actor?
I feel it must be something obvious by I can't figure it.

grim ore
#

trying to recreate the code now @woven cliff and I dont think it's doing what you are expecting, like half the time I remove the player I get nothing spawned to control

#

ok and I figured out why the destroy did not work, the create player gives you a player controller not an actual actor

#

if you try and create player without removing it just splits the screen, I don't think create player is going to do what you are expecting it just accidently works sorta

#

@woven cliff I have a feeling you want something more like this https://i.imgur.com/tLDuxcs.png if you are trying to use a spectator pawn to fly around then go back. You should spawn in a new pawn and possess it. I also made it so it would hide the player when you swap to the spectator

woven cliff
#

oooh man! thanks alot for this

grim ore
#

personally also I wouldn't recommend having this code in the level blueprint since you can't re use it, this code would work just fine in the Player Controller if you keep a reference to the controlled pawn (character you are controlling) when you swap to the spectator so you can go back to it later

woven cliff
#

i will try it now but even if doesn't work i stil love u for spending the time to do that! please let me know how i can repay back man ❀

grim ore
#

well the code I pasted works for sure, I just made it and used it πŸ˜›

woven cliff
#

great! thanks alot!!

radiant haven
#

does someone know how to add footsteps without using animation

grim ore
#

you should use animation but if not when velocity is > XXX set a timer to play a footstep and repeat the timer unless velocity is < XXX ?

#

use the tick to check velocity every frame lol

#

buuuuut...... you have to account for being on the ground for that velocity check as well

radiant haven
#

WHAT?

#

what du u mean with velocit

#

y

grim ore
#

I assume this is using a character?

radiant haven
#

i got these footstep variations

#

well idont have a character

#

i use the firstperson template

grim ore
#

are you using the first person character?

radiant haven
#

yes

woven cliff
#

@grim ore works like a charm m y hero ❀

radiant haven
#

🀷🏻

grim ore
#

then it sounds like you are using a character πŸ˜‰ there is a function called Get Velocity you can use to see how fast you are moving. check that speed every tick, see if its > a set amount, if so and you dont have a timer running then set a timer to play a sound every X time repeating. If the velocity goes below that amount cancel the timer.

#

its not pretty but you need to somehow determine you are moving without using animations (which just use velocity anyways so...)

radiant haven
minor plover
#

I'm playing with the epic garden scene. There is a camera fly through. How could I disable it?

radiant haven
#

this is how far i come

zealous cloak
radiant haven
#

✌🏻

lost ember
#

I wonder, is it possible to downgrade the graphics to roblox levels?

#

While still using high quality assets?

radiant haven
#

can someone help me by footsteps`?

minor plover
#

Can you disable an Actor in editor instead with code? Not just hiding it

plush yew
#

Why does UE4 compile shaders simply from opening the material editor and why does it compile as soon as I load up a big project? Very annoying

dawn gull
#

I hate it when you are following a 30 minute tutorial and you have to restart it because you did something wrong

plush yew
#

ok so I have an issue, I want to patch my game, in doing so I moved some textures into a new file. I am getting an error when cooking, I know why, it's because I have cooked before and it is trying to cook assets to their old path. How do I get around this?

minor plover
#

I click play on a map and the engine spawns some PlayerController and etc. Where were they spawned from?

plush yew
#

hey guys, anyone got any cool tutorials on good practices for level design?

#

as in i just wanna make nice looking areas haha

dawn gull
#

this is the tutorial

#

i am at around 17:10

#

If you could help, that would be appreciated because I have no idea what is going on

#

nm

#

i forgot to plug in a node

dawn gull
#

Hello, I am having a problem with code, that I know how to fix, kind of. It would require getting in a call with me, and doing PM stuff. All you need to know is a little more complex then usual skill with BP. If you can help, or have the time, or need more info, please PM me.

#

in 24 minutes I have to go though.

plush yew
#

Can't call mate. I assume you're a beginner. When it says accessed none it means accessed none, show your blueprint. Maybe a pin not connected right

weary basalt
#

@dawn gull Just ask your questions in the appropriate channel. Asking people to DM you isnt helpful to anyone.

dawn gull
#

@weary basalt I don't know what channel to put it in and it works a lot with pawns an BP

#

so i though just in here would work because it's a mix.

#

ANd, I don't know how to explain it simply

midnight bolt
#

can i set a certain material to be alwayus default parent when creating new material instance?

weary basalt
#

@dawn gull Read the #more-resources channel and the #old-rules. Pay special close attention to the Descriptions of the Channels.

#

If your Question has to do with Blueprint then its quite clear your question belongs in the #blueprint channel, wouldnt you agree?

dawn gull
#

yeah

#

ok i will read that stuff

weary basalt
#

Thanks πŸ‘

dawn gull
#

Yep

weary basalt
#

@midnight bolt Dont think so mate, the default parent will always be Material, you can right click a Parent material to create an Instance though.

azure shore
#

any idea why this script here isnt working? this is on an enemy bp, and the exact same script works fine in the players bp but not for the enemy

#

and its not that hit events are disabled, I checked

#

Im just confused as to what I could be missing considering how simple this script is

deep citrus
#

I think this also belongs in the #blueprint channel, but have you tried setting a breakpoint? Maybe that event isn't being called, which would indicate you need to change your collision settings.

azure shore
#

collision should be fine, its set to block almost everything, but could you remind me what a breakpoint is?

#

oh I realise I should try print string

#

to see if it is generating hits

deep citrus
#

Sure. If you press F9 while a node is selected, you will add a breakpoint to it and the execution will pause once it reaches that.

azure shore
#

ah thanks

deep citrus
#

A print string could do that, too, but with a breakpoint you can even inspect your variables. It's very powerful.

azure shore
#

well it seems the hit events arent activating

gleaming creek
#

Is the collision type on your enemy the same as on your player?

azure shore
#

oh could it be the physics asset? Ill try that

gleaming creek
#

Would be Pawn normally I think

#

Also, yes, does your enemy have a physics model?

azure shore
#

yeah, I remembered you can set hit events in there too Ill just check

gleaming creek
#

Debugging and breakpoints are powerful, but often the very first thing you should do if something isn't working is to just put debug messages in there, they'll often be useful throughout the development (and you can remove them when you clean up your code at the end)

azure shore
#

ah, I think that was it! I was actually hoping it wouldnt be a stupid tickbox mistake hahah

#

this calls for a facepalm

deep citrus
#

Stupid mistakes are the best, because they are easy to fix. :v

azure shore
#

yeah thats a good point lol

gleaming creek
#

I always expect at least 1 stupid mistake in anything I code

#

it's when it works first time without anything obvious going wrong that I worry

deep citrus
#

Yep! Getting everything right on the first try is almost impossible. And that's why I'll never try paragliding.

gleaming creek
#

When it all seems to work perfectly first time, with no obvious mistakes, it means you've made a much deeper mistake instead, and it'll take you ages to find it and even longer to fix it

deep citrus
#

I posted about an issue I'm having in the #animation channel and I really hope it was just a stupid mistake.

blazing shore
#

Hey all I'm having major issues with my project. When I switched the editor preview renderer from Shader model 5 to Vulkan, it crashes my project. Every time I open the project, it instantly crashes. I can't work on it now. Does anyone know how to solve this issue?

#

I just want to be able to switch it back to SM5 so the editor will be stable again.

light thunder
#

I'm trying to use a quick jump blueprint; hitting CTRL + 1, but when I use SHIFT +1 it doens't jump to the blueprint

#

also, it appears my different blueprints have different bookmarks, I thought they persisted across all windows in the editor?

gleaming creek
#

@blazing shore Check the various ini files

#

Such as Config\DefaultEditor.ini

#

One of them might have the setting you need to toggle back

light thunder
#

For anyone curious, it appears Unreal doesn't have the default keybinds (described in their documents) set for jumping to a blueprint bookmark - you can see here I started to add them -

#

Which is why I couldn't jump to them

hushed delta
#

Hi guys, i'm getting a crash every single time a level sequence ends.

#

anyone else having the same problem on 4.22?

plush yew
#

How do I export ue4’s mannequin to a third party program like blender

analog blaze
#

stuff like that's pretty easy to google

#

you're not gonna get far if you don't pick up the habit of googling

#

anyway

#

find it in your project directory

#

right click > export the static mesh

plush yew
#

I have googled it but the only things that come up are the reverse question

#

As in importing from blender to unreal

hushed delta
#

give a moment @plush yew

analog blaze
#

literally

#

first result

hushed delta
#

there's a guy in the forums that made a plugin just for that

plush yew
#

Ah nice

hushed delta
plush yew
#

Last time I tried exporting the mannequin it was all scrunched up

#

Dope this looks convenient

hushed delta
#

yea, check the forums every couple of days, there is some really good stuff there

blazing shore
#

@gleaming creek the DefaultEditor .ini is empty unfortunately. The other .ini files don't have the settings I need.

humble oak
#

is there anyone who is using Unreal engine 23

plucky mist
#

i thought it was unreal engine 4

analog blaze
#

maybe in 150 years

humble oak
#

ooops!

#

Soory, Unreal engine 4.23

azure shore
#

I have a weird decal problem, on my main testing map they work fine, but on one of my other maps theyre invisible, and when you fire your gun the light makes them breifly show up slightly. any idea why this is?

light thunder
#

If these items are being removed from the array, why does the length of it not change?

#

is it because I'm pulling it from a savegame object but I can't directly remove things from it like that?

real hound
#

If I have an array of unit vectors marking vertices for a procedural/runtime mesh component is there a simple way other than a for-each to multiply each array element by a scalar?

wary wave
#

for-each sounds like the sensible approach

#

it will be slow in BP though

#

you could split the task up over multiple ticks if it is a problem

uneven latch
#

Is there a good way to make models for ue4?

eager swan
#

Character models? Yeah, blender, 3ds etc

#

lots of software

uneven latch
#

3ds?

eager swan
#

its pricey but I think you can get a student license for 3 years

uneven latch
#

oh

#

I've been working with blender, cause it's free and I still don't know what I'm doing.

eager swan
#

Personally I use blender as well

#

and unreal just gave a huge grant to blender, So here is to hoping the integration will be better yet

uneven latch
#

I've coded in HTML and used unity a bit, and I've been wanting to learn UE4, but I wanted to find a good place to create models first

ornate forge
#

how do you work with Unreal's marketplace skeleton in Blender?

#

I don't know how to even import it correctly

eager swan
#

@uneven latch its up to you how you learn, If you want to focus purely on ue, I would just get some free rigged assets and play with them since modeling your own character can be a time sink. But like I said, you learn at your own pace, but I would focus on 1 thing at a time

#

@ornate forge You can export from ue4 and then import to blender, but why are you importing to blender?

uneven latch
#

Ahk, thanks. I've just been reading over the UE4 docs, and finding tutorials on youtube as of now.

eager swan
#

yeah youtube tutorials will do more than you'd think

ornate forge
#

@eager swan I'd like to rig my meshes with this skeleton

#

I imported it to Blender but it doesn't look correct

#

all bones are rotated incorrectly

eager swan
#

yeah, are you planning on using the ue animations? is that why? or are you having troubles actually making the skeleton on your meshes. Because there are easier solutions for both of those problems

ornate forge
#

yes, I want to use animations from the marketplace

eager swan
#

if you have an already rigged mesh and import it, there is a way you can retarget the rig so that it matches to the ue4 skeleton. Lemme see if I can dig up a vid rq

#

once you know how to do it, it'll take like 5 mins and i believe you really only have to do it once

ornate forge
#

two years ago I tried to retarget animations to Mixamo's (Adobe Fuse) rig, and it didn't work well at all

eager swan
#

yeah mixamo is fine, but I usually only use it to create the rig in the first place If im going for like a quick and dirty, but ue4 has its own retargeting

ornate forge
#

I mean, I rigged the mesh in Mixamo and used UE's own retargeting

eager swan
#

hmm

ornate forge
#

and I couldn't get it to work properly

eager swan
#

I would give that a watch and see if you can attempt again. You said you tried 2 years ago, but I would give it another shot

#

since a lot can change over 2 years

ornate forge
#

I think I watched this exact tutorial back then

eager swan
#

hmm maybe it is a specific problem with mixamo then?

ornate forge
#

maybe

eager swan
#

because I have never had an issue wit hit

ornate forge
#

I'm just thinking about abandoning this whole marketplace thing and doing all animations myself

#

it wouldn't look great but at least it wouldn't twist itself horribly

#

I wish Blender's integration with UE improved in this particular spot

eager swan
#

I have a mixamo mesh, ill see if im getting the error

eager swan
#

Okay haha, yeah the mixamo skeleton is just very different from the mannequin's. Its missing root, and has the bones different scaling. I think it would save you time in the long run to remake the skeleton on your mesh. Its up to you, but I think that's what I would do

#

there also seems to be quite a few tutorials on this, so you are right. Most people have this issue, and apparently there are some fixes out there

ornate forge
#

Thank you, I'll try again

plush yew
#

I use to use a state machine for everything but now I'm switching some of the one-off animations to montage. The only problem I can think of right now is that my mesh gets split into upper and lower body animations, is it possible to have montages only affect certain bones?

#

looks like I can actually, nevermind I found some documentation right after asking, typical

eager swan
#

typically thats how it goes lmao

limber parrot
#

Does anyone have suggestions for what documentation or tutorials I should look through for learnign CPP for UE4? I would consider myself a fairly competent python and JS programmer but ue4 and cpp are killing me

eager swan
#

theres also tons of youtube vids out there

#

but just remember that blueprints and c++ are pretty close to interchangeable. So give blueprints a shot if you are worried about grasping c++. given your knowledge of js and python, you haven't needed to worry about pointers and all that. So blueprints can be a very good starting point

limber parrot
#

Ive used BPs a fair bit

#

enough to do everything i want to do in CPP rn

#

and ive tried following the official tuts but they keep doing stuff that doesnt work for me

#

i think its cos of the include what you use thing

dim plover
#

Try Udemy.

limber parrot
#

any particular udemy course?

dim plover
#

I didn't know about Udemy until after I already learned a good bit, so I never did any related courses.

limber parrot
#

hmm

#

ok ill try Udemy

dim plover
limber parrot
#

Thanks!

#

ill look into them

rich lance
#

Hi, I'm running ue4 on Mac with xcode. For some reason, I can't autocomplete GetActor from FHitResult.

#

Anyone knows why?

rotund scroll
rich lance
#

Thanks, will ask there

lusty carbon
#

Box collision still triggers even though the actor is invisible. how can I stop that?

lusty carbon
#

dafuq

#

I swear Ive had projects where hidden actors are simply not active until visible

#

@plush yew but what do you mean remove the actor? I need it there

#

How can I disable its collision then?

#

is there a way in blueprint to disable collision on the trigger box then?

#

okay thanks

plush yew
#

it is possible in top view rotate the viewport horizontally?

short onyx
#

Where do i post for shader ? πŸ€”

south tide
next badger
#

@plush yew no

short onyx
#

"advanced shaders"

next badger
#

vfx is about particles mostly

short onyx
#

it's a problem with a custom node

stuck marlin
rotund scroll
#

@next badger do you have any experience debugging the custom node in UE4 material editor?

next badger
#

@rotund scroll yes...no...there are no actual debugging, except looking at compiled version of the material and...using Nsight

rotund scroll
#

well yeah but I'm getting an error message that I can't account for, and that should be solved due to the material inputs

#

... but it isn't

#

or perhaps it's just a misunderstanding of how material functions and default parameters work

#

I've been following a tutorial however, and it hasn't mentioned this

#

so I assume that it worked for them

next badger
#

how "fresh" the tutorial is?

rotund scroll
#

couple of versions back

#

which is unfortunate

#

because I know the custom HLSL changes between versions

#

I think it was made for 4.19 or 4.20

next badger
#

yeah, as for Default parameters - they are stay default if you don't plug the pin, once you plug it - it replaces the default one

rotund scroll
#

I get that, but it's the custom node

#

so I'm using a default available material function

#

and it tells me that the default parameter doesn't work

next badger
#

well, it may...as some people say raytracing may not work with some MF

rotund scroll
#

the thing is, it's a material function written as code inside the custom node

#

the function supposedly needs a pp0 input from the scene texture

#

I give it that

#

but it's not happening

#

throws me a X3004 error

next badger
#

undeclared identifier?

#

keep in mind, that custom nodes relate on the graph's scope, means they may use variables that were defined in other nodes

#

it took me some time to get used to this

#

and those nodes need to be linked ofc

#

even if they not giving any output

rotund scroll
#

that's what I am doing

#

I got a scenetxture pp0 node hooked up to the custom node

#

but even so it's not working

#

I checked online and there is no info about this particular function, other than the fact that it is using scenetexture pp0

#

anyway just in case you know more about this one in particular, it's

#

GetDefaultSceneTextureUV(Parameters, 14)

#

it says it can't find Parameters

next badger
#

open HLSL then copy it ans search for the call you're typed in custom node, it should be wrapped in "MaterialFloat4 CustomExpression", first variable should be (FMaterialPixelParameters Parameter)...pixel or vertex

vital forge
#

have you tried making it public?

next badger
plush yew
#

If I make a project open source that uses paid assets like the magic-combat pack thingy
The project is supposed to be for a few people to come in , mess around with a game that already has solid foundation and then that game be released for free after a month.
Something like that ok?

tall pendant
#

you probably can't release those assets tho

#

your code..yeah should be ok

radiant haven
#

how to add footstepsound without using an animation

radiant haven
#

can someone help me, Sound is Looping over and over

grave thorn
#

hey guys can anyone tell me how to hide the ui on level sequencer

midnight timber
#

@radiant haven input axis events run every tick, even when the axis value is zero. Since your branches always result in true it's going to hit that play sound node every tick.

#

If you want to play a sound at certain repeating points, without using anim-notifies, I would recommend setting up some kind of specific code to handle that. Off the top of my head I might consider having a value that tracks the distance moved each frame, and once it adds up to a certain threshold have it play the sound and reset the tracking value.

#

That way if your character moves slowly the step sound will play less frequently, but at max speed it'll play more often.

#

OR, if you change your current setup, you could have the first branch be if the axis value !=0, and then use a do-once node for playing the sound and a delay to reset the do-once so that it can only play every second or so, but plays as often as possible with the minimal amount of input.

next badger
#

@radiant haven generally foot steps are generated by anim notify events

radiant haven
#

i dont use naim

#

i dont have a mesh anyway

next badger
#

oh, i see

radiant haven
#

its the firstpersontemplate

#

that i use

dawn gull
#

Hello, I am following a tutorial for planetary gravity (again) and I am on the second one, that makes multiple planets possible. In this tutorial I am at 17:34 and the multiple planets work, (on his) but for me it does not work and the output is putting out 0.0 Help would be appreciated. This is the video: https://www.youtube.com/watch?v=ZMQWq570dQU

How to move smoothly between multiple planets while staying up right relative to the closest planet.

β–Ά Play video
#

sometimes it turns to ones, but then turns back to 0

#

My screen:

#

His screen:

next badger
#

@dawn gull it's the math i suppose, maybe numbers, maybe variables, like scales, sizes etc

dawn gull
#

What does that mean? And is it possible to fix?

tepid knot
#

Try look at the value of the variables

next badger
#

it means, you need to understand why it is 0, and why it should be 1...

#

5/2 = ?

#

2

tepid knot
#

@dawn gull can you tell me what's the basic this gravity works so I could figure out where's the problem.

dawn gull
#

Ok, i will send the code, so that you can see what it is doing

#

the corner is the print

#

it goes from that clamp

#

and then this 3000 on the right goes into the top pin in clamp

#

and here is one more

#

if you need to like, look at certain things, tell me

next badger
#

@dawn gull and, how much worldscale*150 is?

tepid knot
#

What is the amount of acceleration varuable

dawn gull
#

@tepid knot that is for nothing related to this

tepid knot
#

K

dawn gull
#

@next badger 150 means half of the estimated size for my planet

#

it does some math i dont understand

tepid knot
#

Try to play around with the variables

dawn gull
#

but there are no variables related to this

#

that are used

tepid knot
#

OK, so increase the gravity

#

OK, so increase the gravity

#

To a lot

dawn gull
#

But he does not do it in the video and it works fine

#

i did this before, and it worked fine.

tepid knot
#

Try maybe it works with ya

dawn gull
#

I guess i'll just delete the code and restart the video...

tepid knot
#

Maybe that ain't fix it

#

But if y'all increase gravity a lot it may work

dawn gull
#

How?

#

increased gravity did absolutely nothing different.

grave thorn
#

is there any help hiding the ui when on the level sequencer guys

tepid knot
#

Then increase every value you've got in the pawn

#

@grave thorn set a bool variable true when it runs and in the ui check for it and if it's true then set ui visibility to collapsed

grave thorn
#

ill give it a go

tepid knot
#

Good

grave thorn
#

im using shadow play as the camera panels but the ui just never seems to go. I've tried to simulate it but nothing. Having to render the footage from ue4 is pretty ass

tepid knot
#

Maybe somrone help Ya there

grave thorn
#

thanks bud

tepid knot
#

K

light thunder
plush yew
halcyon flame
#

can anyone recommend a learning resource on networking beyond the Network Compendium? having a heck of a time with refreshing Player Controllers on travel and communication between client GI and GM (via PC / GS)

light thunder
#

Didn't the newest update have a tracker for replication? @halcyon flame

halcyon flame
#

@light thunder what do you mean?

next badger
#

To add new a foliage type material i have to make new foliage type?

light thunder
#

You can build multiplayer experiences on a scale not previously possible using the now production-ready Replication Graph functionality. @halcyon flame

halcyon flame
#

thanks dude

light thunder
#

Good luck, I"ll be coming to you for help at some point lol The Replication Graph Plugin solves this problem by offering an alternate strategy geared specifically for high-volume multiplayer games. This works by assigning actors to Replication Nodes, which store precalculated information that clients can use to retrieve lists of actors that need to be updated, saving the CPU of recalculating the same data for many clients on every frame. In addition to the standard nodes that ship with the Engine, developers can write their own nodes to fit the specific needs of actors within their games.

halcyon flame
#

if you know a lot about replication, do you know where I can read up on the default fn in GameModeBase/GameStateBase?

#

functionality

light thunder
#

I don't, I would have told you to check the compendium or ask @regal mulch when he's available, I remember reading something about those in the compendium, have you read it 3 times?

#

that or the live streams, have you watched those?

halcyon flame
#

probably only twice

#

the UE livestreams?

light thunder
#

yeah

halcyon flame
#

I'm going to go looking for a good one today I think. advanced networking deep dive if I can find it

#

one problem is I'm a scripting baby. I'm allergic to C++

light thunder
#

another option might be to try to download one of the UE games...didn't they release Paragon so you can see how it is handled there maybe?

halcyon flame
#

I don't think they ever released the code for Paragon

#

yeah I'm gonna watch this I guess.

#

hi Amanda

#

lookin good

lost ember
#

If i want to create a build server, I have to use UnrealBuildTool right?

#

Currently trying to setup a build server for our game, connected to Discord via a bot

mild pulsar
#

Hey guys, I'm going through this UE4 course and teacher can compile while in the game:

#

And I can't:

#

Why?

fallen flower
#

Live coding maybe?

#

Anyway, how do i start the editor in dx12 mode from Visual Studio?