#ue4-general
1 messages Β· Page 502 of 1
Figure out which one works for you best
aye
yeah, it's hard to expliain. I don't even know what a tracked state is. but.. I guess it means Saving?
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.
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
@grim ore yes. that. π
I mean it's ok if it's not in a library.. but atm I can't make it work at all
I made it work only exactly as you wrote it
Well, just save either the Shuffled Array into a SavedGame Array variable, or keep the Sequence saved.
serialization and save games should be a separate issue from this
any changes, like making that stuff inside a function, and it breaks it
saving is less of the issue as keeping state when it's somewhere else global
ok, I'll go try the shuffling array thing
well, it can't be in something like a BPFL easily, it'd have to be in some actor that's persistent
I suggested it's own blueprint to be referenced from anywhere or the game mode/state but shrug
aye
@copper flicker If you put the shuffle in a FUNCTION. IT WILL SHUFFLE REPEATEDLY
Causing the issue you were talking about
game mode or state seems like a sensible place for it
considering he wants to save it I think game instance is where it should live
no, no game mode
BUT WHAT DO I KNOW
..
you don't
You can just get the variable from Game Instance
you need a reference to it inside the player
but it needs to live in game instance
You are just saving a variable somewhere and getting it for use later
well, if it's not inside the player it becomes HELL.. to communicate with it
I think I'd have an easier time explaining things to a wall
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
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 :/
no amber, I said clearly in the beginning, that the solution I had wasn't working for me
sorry for spamming tho, I'll go now
π
thx for the answers!
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?
it's hard to say without understanding the game better
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?
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.
how big are these sections relative to the player
i.e. are there going to be 10s, or 1000s alive at once?
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.
3 hexes radius is a fairly small amount in total
Each hex will have (havent counted) but like 24? vertices that will be used to drive terain.
3 hexes out would be 19 hexes in total
yeah so that's basically nothing
I wouldn't worry about optimizing how you detect which need to be updated at that scale
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
so far this all seems like a relatively small amount of data
That is encouraging.
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
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.
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.
If its tuned right there shouldnt be large jumps across colors, just gradual changes.
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
computers crunch math well and newer GPU's push polys well
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
I am rather paralyzed by thinking to much and not enough doing at the moment.
yep yep that's normal π
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
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.
Nothing out of th box. Custom depth might work in a material itself.
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.
does anyone know why I can't remove indexes from this array this way:
meaning. I can remove. but it won't remove them reliably
it kinda removes other indexes
i tried using index 0, same
I mean Remove Index 0
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?
should I separate the floor into a child actor, and will beginactoroverlap differentiate between them?
Are you trying to renove from the array while looping thru it?
@glacial pecan you should be able to get the hit component and check that maybe if you tag the floor and wall separate?
@grim ore GetOverlappingComponents you mean?
not while.. but after
O o
I changed it now to this
the removing works... but now the shuffle does nothing
so why can't I remove from the array immediately after looping thru it?
@grim ore oh, I get it now... I shouldn't use BeginActorOverlap, I should use OnComponentBeginOverlap
after exporting my animation from Blender
like reloading
it looks off in unreal
idk how i fix this
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.
store them in an array and write a lookup function
Hmm ok. Just guessing here, but should I do do that in the level blueprint?
probably want a manager class for the entire grid system
anyone been using the custom material expression node? I'm getting some issues trying to use functions
specifically function parameters
@wary wave Do you mind elaborating on that more?
something needs to create and manage that grid
make sense to have an actor that does exactly that
So just a stand alone BP Actor Class that keeps track of occupied grids, etc etc.
something like that
I will have to think about how to implement that.
has someone experience of AI?
man that's a broad question
π€·π»
how about nonartificial idiocy? π
Hmm looks like Blueprint Maps is the best for this @wary wave https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Maps/index.html
Creating and editing Map containers, an advanced container type, in Blueprints, including an overview of this container's properties.
Actually I think its the only reasonable thing to use.
OK... What am I doing wrong??? https://youtu.be/Kmnpmc4PKFg
It works fine...and then it decides to just stop working.
Does the Physics Simulation destroy rotations ???
Are you talking about the weird jumping offset when you attach the cube after attaching it on top?
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
somewhere you're probably introducing a tiny rotation offset that gets larger every time you use the rotation modifier
perhaps
@real hound It works on all the cubes.. and pipes..and other geometry..with any pivot location. It starts acting up after awhile.
I don't know what your method is to find the snap points
@rotund scroll hmmm... where would it come from though? I feel it should work with any rotation
I go through the BP at the end of the vid
to find the snappoint... I take the Pivot location, get the unit vector, then multiply with the length.
This gives me the snappoint with any pivot location.
hmmm.. true... but that wouldn't explain it working, and then stop working
Maybe I am introducing small rotation somewhere like you said
it would if there are certain rotations where the float defaults to a certain value
but yeah if you use rotators for this you run that risk
I'd still say that pushing the box to find snap pivots would be a better option
pushing the box? sorry i dont know what you mean ?
you can use set transform location to push the box around inside its parent blueprint
that way you manipulate the pivot of the box
you mean not use Set Relative Location ?
I am moving the box around inside the parent
right but you can do it without using rotations
ohhh... dont know how to do that LoL
as far as I know... pivots can't be moved
no but you can move the box around its parent blueprint
that's still changing the pivot of the box, technically
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
then you can create cases for how the pivot is supposed to snap to another crate
like when it's on face level, snap at face level, on edge level, snap to edges, vertex to vertex
im not 100% sure if I understand what you are talking about... but I get the concept. LoL
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?
if youre bored one day and wanna take a look... lo
np
I tried what you said about moving the pivot... it comes to the same thing. I still need to rotate
why do you need to rotate?
orient the cube so that the connecting faces ..attach points.. are the ones touching
ah right, because you're able to place them off grid
yeah my bad
try see if you can get away just rotating in xy space
yea. np.. I think youre right about me adding rotations somewhere. I need to investigate the Delta Rotation.
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
Do you know if there is a node to get the Plane XY or ZX or YZ ?
right click a rotator and get the xy values will let you rotate just in 2d
gotcha.. I'll try
with those you should be able to align them to any xy plane
Thanks for brain storming π
no worries
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 ...
Or other tricks
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
I have a dumb question . When I close my game window, it fatal errors (PIE or actual game client) .
So it's really not a big issue but it's annoying. How can I debug that
NVM there are probs crash logs
Why can't I place a breakpoint in AAIController::MoveToLocation in a packaged game?
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.
can someone tell me what the gesture inputs do?
either dynamic lighting 100% so the lighting is correct as you move, either per tile or the global ambient lighting
or prebake each lighting tile with the expected generic lighting
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 ==========
Did you just update VS?
yes, I figured it had something to do with that
Restart your computer.
I did that, did it need it twice?
Hmm, maybe delete Binaries/Intermediate?
Can I get some quick help?
For some reason no matter what settings I change, the guassian depth of field wont render in android (ES2) π¦
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
Please tag me so I can find it in the morning I am going to be inactive for the night.
cant seem to move the camera, what does lock the position?
oh nvm theres a forced rotation in spring arm
Question:
What Coordinates Expressions available for Instanced meshes? Like foliage. I seems can't get neither Pivot or Object position for them.
float3 InstanceLocalPosition;
float4 PerInstanceParams;```
PerInstanceParams: // x = per-instance random, y = per-instance fade out amount, z = hide/show flag, w dither fade cutoff
That's about it
@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?
Yes, I looked in my search history
@silver crown only available in custom node?
No that's the stuff sent to the shader
And all that is used by the usual nodes
Object Position returns InstanceLocalPosition IIRC
And Transform uses InstanceLocalToWorld
@silver crown not for foliage at least
Actor in the middle. The 2 on the sides are foliage, notice he difference in shader.
0 bytes
Lol
Ooh cactus
What's the shader
phy What does purple on your name mean
Means I'm better
Oh ok
Those are very beautiful cacti.
cause phy is better then us
Yes, yes, true
nice and simple thanks for sharing Alexey π
Well the cactus aren't at the same position, so seems ok to me?
Im getting a snack π§
@silver crown yeah...but WP - OP should be the same
Oh yeah
Oh yeah
Try using Transform(0, 0, 0)
This cheese is so good
stfu
:(
as Object Position is returning the local position of the instance
@silver crown the Transform vector node?
nope, weird enough, it's not affected the foliage ones at all (at least no visual change)
runs newly cooked game
"low level fatal error"
ah shit here we go again
How do I round a rotation to the nearest 1/10 ? (other than breaking it into a vector)
@silver crown
This works?
nice
never seen a vertex interpolator node before
what does itdo
in this case
isn't object position constant across vertices anyway π€
Code is different I bet
@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)
Release Notes for Unreal Engine 4.16
VI is very tricky to use.
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)
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
Don't really want to buy a new pc just for testing
Would RPC (remote procedure calls) and their blueprint implementation be a topic for #blueprint or #multiplayer ?
@silver crown does not work for Instance rotation and radius ;_;
just looked through search on those channels, both have mentions of RPC
@lament birch #multiplayer
Does anyone know if there is a way to decrease occlusion culling time without reducing mesh count?
i.e. this guy
@upper heart can you show stat initviews ?
it looks like you're culling 90% of objects by frustrum...and it's the fastest of all afaik
okay cool that's good to know
nope, draw distance one is the fastest... then comes frustrum
ahh okay that makes sense
but i see no stats for it, so i assume it may be included in frustrum or be somewhere else
@upper heart never used one but it's there, so may be useful - https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/CullDistanceVolume/index.html
An overview of how to use the Cull Distance Volume to cull Actors in your Levels as specified distances based on their size.
np...also next there is - Precomputed Visibility Volume
@rotund scroll Booooom! NO ROTATION NEEDED! π
Thanks again for the help!
https://youtu.be/Lci0oktxfaw
@autumn elbow why negate vector? you could just sub it instead of add
true.. but the values could also be negative
IS IT POSSIBLE TO POSE SKELETAL MESH IN WORLD? ie IN MAP??
@autumn elbow 1-(-1) = 1 +1 it does not actually matters...but if you comfy that way i'm not insist
@cursive mauve no...yes...it's complicated
also don't caps
yup... thx! i can get rid of that if i use a minue
minus
one less node... good looking out! π
nap time, 5 am here -_-
take care ppl, good luck with whatever you do
Russia, SPb
ahh... Spokoynoy nochi
What exactly does right clicking a uproject and selecting "launch game" do?
Is there anyway to launch the game like that as DebugGame instead of development?
launches DevEditor standalone without any extra command line arguments
and you can probably do something like
What does the command line statement look like for that?
And can I change the solution configuration on it?
"C:\Epic Games\UE_4.22\Engine\Binaries\Win64\UE4Editor.exe" "G:\MyFolder\MyUproject.uproject" -game -log -windowed
as a shortcut
that launches it windowed, with logs printed out in windows command console
don't know all the possible arguments
Can I pass a different solution config?
but basically, its "<Path to UE4Editor.exe>" "<Path to your .uproject file>" arguments
and quotes aren't required if you don't have any spaces in the path
hi
Is there anyway to run a standalone debuggame instance?
if it is possible, it will be with shortcut and just the right combination of command line arguments
any one can help with landscape?
but DebugGame no, you start that by hitting the .exe in the binary folder, or from VS
when I use brash the terrain has big edges
hitting DebugGameEditor executable in binaries did start my game just fine @upper heart
there is some smoothing brush in landscape tools @forest totem
yes i use it
@mossy nymph So after cooking content?
DebugGameEditor binaries don't need cooked content
DebugGame does, and also works just fine if you just hit executable
(after cooking)
@forest totem maybe you don't have enough poly to define a smooth curve
try upping the resolution of the terrain
resolution of the landscape?
yea
this is the resol of the landscape
can i see the wireframe of the landscape where u are brushing?
do that again, but turn the grid off
@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?
it does, you do need to switch the target in VS
and you do have to package for any executable/target that doesn't have the word "Editor" in it
there you go.. see how low the resolution is where your characters feet is
increase the resolution, then try brushing again
Hm okay, I've been building for DebugGameEditor in vs and I don't have any exes
if you deleted intermediates or cleaned up/rebuilt say, DevelopmentEditor, they would get deleted
how can i increase the resolution?
They should be under <project root>/binaries/win64?
All I have are dlls, pdb, and modules
Guide to creating new Landscape terrains.
Talk about Level Design, Static Meshes, Physics, and more.
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.
what do you use?
i mean i don't do art stuff... lol.. programmer
@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.
π
Is the default landscape scale 100, 100, 1000?
If not, that's probably why your landscape resolution is low.
Your z is 1000 it's supposed to be 100
idk where to put this but is there any tut to make realistic hair and clothing(apex clothing)
"Trying to simulate physics on "StaticMesh" but it has ComplexAsSimple collision"
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
How would I approach using the complex collision?
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
@oak linden check out vray
one question do i make the mechanics then i make the level or do i do it the other way around?
i'm just gonna come clean i want to make my first game
meaning i never made a video game before
same
I need some help
@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
ive thought about my mechanics
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)
finished model
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
it's an old drawing
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
Best of Tiesto: https://goo.gl/G6ZKJp Subscribe here: https://goo.gl/FtqYtq Music video by TiΓ«sto performing Adagio For Strings. Black Hole Recordings #TiΓ«st...
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
lol, ue4.23 gives himself a lot of allocated memory (5gb)
i remember using ue4.22 engine allocate about 2-3gb
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.
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!
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
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?
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?
@midnight bolt ctrl click the ones you imported already?
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?
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?
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
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
what's a suggested and non-expensive way to render a skeletal mesh to a 2D Texture?
Anyone here familiar with houdini? π
How to make Cooking faster?
get a better computer
NO
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
How do I do planetary gravity
@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
Nah BP is not powerful enough to make unreal if you tried
i think i fixed it i just had to disable a plugin
@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
ok
I mean, it could actually work since variables get cached, but it's very unreliable
that is at least structurally sound
'Flick' sounds like a swipe to me
but you're asking the wrong person, I don't do mobile games
@dawn gull #plugin-dev
Ok
Anyone else get that procedural nature pack on the free content of the month? Iβve had nothing but problems with it
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
@wary wave well i understand now how to do this well can u help me there to create the bp for that?
I can't help you because I know nothing about mobile
if your finger is pressed
and u move
to the y axis
the camera turns at the y axis
look at the structure
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.
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. π
I wish I just had an HTML5 based UI.
Hello, I was following a tutorial for Planetary Gravity
and I got a big error
this is the tutorialhttps://www.youtube.com/watch?v=l2J45z6aoJQ
Use Blueprints to create a pawn that can be controlled while moving around a planet while maintaining correct camera orientation! YAY!
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
@wary wave mainly my big problem is my computer crashes trying to deal with any of the massive amount of shaders in their materials
I hvae gone over the tutorial again and it still seems i did all of the steps right
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 π
by a newb I mean me
has someone a good footstep sound?
@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.
yeah well i need a footstep sound
i dunno try a stock website like audio library
How expensive performance wise is doing a line trace every frame?
5
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?
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 ?
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
@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?
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―_(γ)_/Β―
@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
tried that already didn't work
what does it do?
nothing changes with the hidden and destroy node
maybe iam spawning the spectator in awrong way
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
yep sorry that was retarded π still doesn't work tho
my issue with the spectator is the sphere it leaves behind
sphere and collision
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?
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
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
without the create node it jumps to ablack screen
well i keep diggign thanks for your time @gilded eagle\
β€
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.
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
oooh man! thanks alot for this
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
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 β€
well the code I pasted works for sure, I just made it and used it π
great! thanks alot!!
does someone know how to add footsteps without using animation
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
I assume this is using a character?
i got these footstep variations
well idont have a character
i use the firstperson template
are you using the first person character?
@grim ore works like a charm m y hero β€
π€·π»
then it sounds like you are using a character π 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...)
I'm playing with the epic garden scene. There is a camera fly through. How could I disable it?
I got my 4.20 running and now on to 4.21, looks good so far, cross your fingers
βπ»
I wonder, is it possible to downgrade the graphics to roblox levels?
While still using high quality assets?
can someone help me by footsteps`?
Can you disable an Actor in editor instead with code? Not just hiding it
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
I hate it when you are following a 30 minute tutorial and you have to restart it because you did something wrong
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?
I click play on a map and the engine spawns some PlayerController and etc. Where were they spawned from?
hey guys, anyone got any cool tutorials on good practices for level design?
as in i just wanna make nice looking areas haha
Hello, I am following a tutorial, and I get this error.
this is the tutorial
Use Blueprints to create a pawn that can be controlled while moving around a planet while maintaining correct camera orientation! YAY!
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
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.
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
@dawn gull Just ask your questions in the appropriate channel. Asking people to DM you isnt helpful to anyone.
@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
can i set a certain material to be alwayus default parent when creating new material instance?
@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?
Thanks π
Yep
@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.
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
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.
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
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.
ah thanks
A print string could do that, too, but with a breakpoint you can even inspect your variables. It's very powerful.
well it seems the hit events arent activating
Is the collision type on your enemy the same as on your player?
oh could it be the physics asset? Ill try that
yeah, I remembered you can set hit events in there too Ill just check
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)
ah, I think that was it! I was actually hoping it wouldnt be a stupid tickbox mistake hahah
this calls for a facepalm
Stupid mistakes are the best, because they are easy to fix. :v
yeah thats a good point lol
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
Yep! Getting everything right on the first try is almost impossible. And that's why I'll never try paragliding.
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
I posted about an issue I'm having in the #animation channel and I really hope it was just a stupid mistake.
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.
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?
@blazing shore Check the various ini files
Such as Config\DefaultEditor.ini
One of them might have the setting you need to toggle back
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
Hi guys, i'm getting a crash every single time a level sequence ends.
anyone else having the same problem on 4.22?
How do I export ue4βs mannequin to a third party program like blender
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
I have googled it but the only things that come up are the reverse question
As in importing from blender to unreal
give a moment @plush yew
there's a guy in the forums that made a plugin just for that
Ah nice
Hey everyone!
With version 0.2b just out of the oven I figured I'd share it here.
Aptly inthe animation section since this is what the script is meant to allow
Last time I tried exporting the mannequin it was all scrunched up
Dope this looks convenient
yea, check the forums every couple of days, there is some really good stuff there
@gleaming creek the DefaultEditor .ini is empty unfortunately. The other .ini files don't have the settings I need.
is there anyone who is using Unreal engine 23
i thought it was unreal engine 4
maybe in 150 years
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?
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?
forgive the spaghetti, extra lines are for debugging/print strings
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?
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
Is there a good way to make models for ue4?
3ds?
3ds Max is software for 3D modeling, animation, rendering, and visualization. Create stunning game environments, design visualizations, and virtual reality experiences.
its pricey but I think you can get a student license for 3 years
oh
I've been working with blender, cause it's free and I still don't know what I'm doing.
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
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
how do you work with Unreal's marketplace skeleton in Blender?
I don't know how to even import it correctly
@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?
Ahk, thanks. I've just been reading over the UE4 docs, and finding tutorials on youtube as of now.
yeah youtube tutorials will do more than you'd think
@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
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
yes, I want to use animations from the marketplace
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
two years ago I tried to retarget animations to Mixamo's (Adobe Fuse) rig, and it didn't work well at all
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
I mean, I rigged the mesh in Mixamo and used UE's own retargeting
hmm
and I couldn't get it to work properly
In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and...
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
I think I watched this exact tutorial back then
looks like I'm not the only one who failed
hmm maybe it is a specific problem with mixamo then?
maybe
because I have never had an issue wit hit
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
I have a mixamo mesh, ill see if im getting the error
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
Although if you want to keep trying I did find a mixamo based tutorial https://www.youtube.com/watch?v=SbC9rIRgu-A
Part 4 of the Let's Create: The Legend of Zelda Breath of the Wild Series! In this section we will learn to download animations from Mixamo and retarget them...
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
Thank you, I'll try again
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
typically thats how it goes lmao
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
I would follow tutorials on UE's site https://docs.unrealengine.com/en-US/Programming/Tutorials/index.html
Step-by-step instructional guides for hands-on learning of programming in Unreal Engine.
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
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
Try Udemy.
any particular udemy course?
I didn't know about Udemy until after I already learned a good bit, so I never did any related courses.
Probably this one: https://www.udemy.com/unrealcourse/
It's 41.5 hours for only $32.99.
This one looks pretty good too. https://www.udemy.com/unreal-engine-the-ultimate-game-developer-course/
Hi, I'm running ue4 on Mac with xcode. For some reason, I can't autocomplete GetActor from FHitResult.
Anyone knows why?
Thanks, will ask there
Box collision still triggers even though the actor is invisible. how can I stop that?
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
it is possible in top view rotate the viewport horizontally?
Where do i post for shader ? π€
My presentation "Lessons Learned from a Year of UE4 AAA Development" is now available online, enjoy! https://youtu.be/SGPleVfrPyo
Join Ari as he recounts the pitfalls, tips and tricks learned during Housemarque's first year of using Unreal Engine 4 for AAA development.
vfx is about particles mostly
:)
@next badger do you have any experience debugging the custom node in UE4 material editor?
@rotund scroll yes...no...there are no actual debugging, except looking at compiled version of the material and...using Nsight
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
how "fresh" the tutorial is?
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
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
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
well, it may...as some people say raytracing may not work with some MF
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
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
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
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
have you tried making it public?
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?
how to add footstepsound without using an animation
@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.
@radiant haven generally foot steps are generated by anim notify events
oh, i see
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.
sometimes it turns to ones, but then turns back to 0
My screen:
His screen:
@dawn gull it's the math i suppose, maybe numbers, maybe variables, like scales, sizes etc
What does that mean? And is it possible to fix?
Try look at the value of the variables
@dawn gull can you tell me what's the basic this gravity works so I could figure out where's the problem.
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
@dawn gull and, how much worldscale*150 is?
What is the amount of acceleration varuable
@tepid knot that is for nothing related to this
K
@next badger 150 means half of the estimated size for my planet
it does some math i dont understand
Try to play around with the variables
But he does not do it in the video and it works fine
i did this before, and it worked fine.
Try maybe it works with ya
I guess i'll just delete the code and restart the video...
is there any help hiding the ui when on the level sequencer guys
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
ill give it a go
Good
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
thanks bud
K
Is there a trick to reading these long popup boxes from watched elements in a blueprint panel? Right now I'm forced to break the structure down to the element I want and promoting it to a variable if I want to read the data - https://cdn.discordapp.com/attachments/221798862938046464/607369481710206977/unknown.png
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)
Didn't the newest update have a tracker for replication? @halcyon flame
@light thunder what do you mean?
To add new a foliage type material i have to make new foliage type?
You can build multiplayer experiences on a scale not previously possible using the now production-ready Replication Graph functionality. @halcyon flame
thanks dude
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.
if you know a lot about replication, do you know where I can read up on the default fn in GameModeBase/GameStateBase?
functionality
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?
yeah
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++
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?
try this one too https://www.youtube.com/watch?v=CDnNAAzgltw
Working on a multiplayer game? Are there many players in-game together? On this livestream, our networking team will demonstrate 4.20's new Replication Graph...
I don't think they ever released the code for Paragon
yeah I'm gonna watch this I guess.
hi Amanda
lookin good
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