#ue4-general

1 messages · Page 505 of 1

broken stream
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Good day, so i did make this mesh on my v4.19 and all the texter is still on the right plase when i open it after going up to the v4.22 but its not adding it to the mesh, only the world grid material. Any one know whats up here ?

grim ore
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@spark moth what node are you using from the update part of the Timeline? if it's add relative then that would explain your problem. The curve in the timeline outputs the value on that curve at that point in time out of the output pins on the timeline. as an easy example if the curve was 1 second long and going from 0 to 1 when it first starts at 0 the value would be 0 from the output, at 1 second the value would be 1. The issue to remember is at 0.2 second or 0.3 second or 0.78 seconds the output is still putting out a value such as 0.2 or 0.3 or 0.78 in this example.

plush yew
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@grim ore your awesome, fixed the issue was the int and bin folders

grim ore
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if you want something to go a fixed distance over time and you are setting the fixed values in your curve (10 units over X time) then you would set the values and not add to existing when you are using the output, so in this case Set Location instead of Set Relative Location/Add Relative Location might be used

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@plush yew yay! 😃

spark moth
onyx cedar
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@grim ore Have you had any success writing to internal storage on the quest?

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I can get it to work when I build for windows. My .obj exporter SAYS it's written the file on the quest, but there's nothing there when I check with my PC.

grim ore
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I have not tried to store anything yet, just ran a few test project 😦

onyx cedar
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Ah bummer. Knew it was a longshot, just thought I'd ask anyway.

grim ore
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@spark moth what I normally do for stuff like this is save the current location before the timeline of the object I want to move, use a 0-1 float track over however long I want it to be in the timeline (so like 0 at time 0 and 1 at time 3 for 3 seconds long), then use the set location node with a LERP to output the value for the set location. The Lerp can use the output from the timeline for the alpha to set the values and for the top and bottom values on the lerp I would put the starting location you saved before and then the starting location + however much you want it to move as the ending location. This would let it use the timeline to move the item from start to end over however long you set your timeline to be. This is just the way I do it, you can do it your way as well you just want to either change the values in the timeline to be your start and end vectors and set it directly or your changed values (10 in the Z) and add them to your starting location (saved before the timeline) and then set the location

spark moth
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OH right, because my location is updating every frame and i'm just getting my new location each time and adding 10 units every frame over 3 seconds, correct?

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Yep, that seems to be working now, thank you again for the help!

brazen cairn
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im not sure where to post this but whats the point of this menu?, the persistant level is my current one which is my actual level, I created day and night sub levels but they are empty (was following a lightning documentation which had these so i made them)

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can anyone explain me how to actually precompute lightning according to day and night light scenarios?

brazen cairn
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yes exactly

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i was following this

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but these levels are empty

grim ore
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Now place any light or Static Meshes your project needs into either of the lighting levels and then build each level's lighting as you would with any other level.

brazen cairn
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but how am i supposed to figure out the exact location to place the lights or meshes?

grim ore
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So your persistent could be a house, the day could be flowers outside and night could be no flowers and lights illuminating a walkway

brazen cairn
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ohhh

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so lets say

grim ore
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In the above image; the Directional Light, Sky Light, and Skybox have been placed in a Lighting Scenario level called Day Scenario. The Spotlights for the streetlights have been placed in a different Lighting Scenario level called Night Scenario. is how epic is using it

brazen cairn
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nvm im stupid

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thanks a lot

grim ore
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Not stupid, just learning. There is definitely missing stuff from that page explaining the persistent level in this case.

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They assume you know what you are doing lol

brazen cairn
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brave of them

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so does this mean i have to create an entire city twice/copy paste in day and night levels and then put the lightning accordingly?

plush yew
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I have two targets standing on the same height,, ai can target both seperately but only generate paths to the first one, does this ring a bell to anyone?
I'm thinking the path target is out of bounds, but it shouldn't be because both targets are next to eachother

amber girder
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i would rather not like to change my character cpp too much. Thats what the component system is all about, right?

onyx cedar
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@grim ore Just in case you were wondering, yes, you can write to the quest's internal storage (straight from the man himself): https://twitter.com/ID_AA_Carmack/status/1159130817936941057

@ReedSealFoss You need the WRITE_EXTERNAL_STORAGE permission in your manifest, then you can write to /sdcard, which is what is visible when the HMD is plugged into a computer. Implementing some kind of cloud transfer would be more convenient for users.

grim ore
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ah ha, that makes sense since it's an android 😃

onyx cedar
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yup

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I guess it's doing some weird stuff tho. The quest doesn't have an sd card. So I guess it's forwarding the files somewhere else or something. Who knows?

light coyote
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@grim ore Hi man.
I wrote you a private msg, is just a quick question about arrays, but i had to explain what i meant, and what was my struggle.
Is just a thing that is been boggling my head for a wile, and i cant seem to find the answer.

grim ore
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ah, I don't have PM's turned on in here. What was the question maybe someone here can help

light coyote
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ok

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Hi Mathew
I have 2 programing questions if i may ask
one is,,, what is the maximum amount of things an array can have?

Not sure how to ask this, cause i dont know if it is max data, or if there is no limit at all and works in a wierd way.
I mean, that you can have arrays of ints, or arrays of vectors, and i gess a vector is heavier.
Are there any limitations to arrays ?

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i have not written the other one cause is sort of related to this one

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If anyone knows it would be very helpfull to my head xD

warped epoch
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Does anyone know how to post jobs in the Looking for Talent section?

cloud cobalt
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Read the pinned post

radiant haven
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How to assign an UI to the Viewport?

warped epoch
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Where is the pinned post at? I don't see it in that channel.

warped epoch
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lol, thanks, I should have thought of that.

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My googlefu is weak today 😃

cloud cobalt
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😛

amber girder
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@light coyote as far as i can see, there is no hard limitation on tarrays (not even a check for INT_MAX/UINT_MAX at least in array.h)

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but Num() delivers only int32

grim ore
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@light coyote I would assume the max # is the Max Value of an Int32 as I beleive that is what is used for an index for them. Don't know if it's true but it atleast makes the most basic sense. In addition I would assume some physical limit due to data storage and memory usage. like an array of int's wouldn't be bad but an array of structs of arrays of structs of enums of structs of maps of lists of ....

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lol what he said above me ^

steel bronze
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Hi. I'm new. I have this Cube in my scene and it casts this beautiful static shadow. Then I have this SkeletalMeshActor guy in my scene, who is just standing there without a shadow. How do I get him to cast a static shadow too?

light coyote
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@amber girder @grim ore Thank you guys

orchid marsh
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@steel bronze There are several ways - try making the light a dynamic light

steel bronze
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"Cast Dynamic Shadows"? That's already enabled, but it doesn't do anything, because I'm using an orthographic camera, so I need to use static shadows.

light coyote
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What i am basicaly wondering is if i hypoteticaly where to iterate something lots and lots of times, and i had lots of memory,, would it break and stop by reaching some kind of limit, would it stop withot me knowing, but its still doing its thing, just that the array is full.. :/

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I know is a wierd question

amber girder
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@light coyote i didnt see any limit in code

grim ore
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there are limits for recursion and looping but if you limit those things to more than 1 frame you are fine

steel bronze
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I think I figured it out. I can right-click on my guy and select "Convert To Static Mesh" and then that mesh can cast a static shadow. :D

light coyote
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Thanks

surreal cloak
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the yellow box in the bottom left, are you able to play from there?

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try to imagine a grid across the map, if you were to try to spawn in a spot about 5-6 boxes above the yellow one, would it let you spawn there?

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i think it will still crash.

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the fine line between able to spawn and not able to spawn may be that horizontal yellow line.

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i think that yellow line may be the map boundary.

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not that i know of. and even in terms of map size, " nothing is really infinite "

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it allways needs to stop at some point.

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it has to do with 32bit and 64 bit numbers.

grim ore
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you can disable the world bounds check, maybe that would help

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it's in the world settings itself

surreal cloak
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i think there's a way to make the player permanently ( 0,0 ) and to make the map itself move under the player that way everything the player in next to is more acurate.

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lol

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i would maybe submit it to the forums or something like that, that's really weird.

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when did it have the segfault?

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or where

radiant haven
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Which function uses "Toggle Visibility"?

grim ore
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atleast you can identify the cause of the crash now and can work on a "real" solution 😃

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or I dunno just ignore the problem 😛

radiant haven
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Got two different Flashlight modes, wanna switch between these using Toggle Visibility but how to turn one of the m off

heady frost
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If you're using a blueprint I'd probably use a flipflop

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set the colour of the light source on each output

radiant haven
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I use a flip flop but need to turn one of them off to change the modes

crisp arrow
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hey everyone, when I attempt to export my game and run it, I get this message

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LowLevelFatalError [File:D:\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1622] 
Failed to find shader map for default material WorldGridMaterial!  Please make sure cooking was successful.```

this just started happening yesterday but everything was fine before, and I made no significant changes. Unfortunately, I'm locked to version 4.15. Is this a known thing?
radiant haven
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Looks like this atm

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(Distance)

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and?

heady frost
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Wait, so are you trying to turn off a pointlight or something?

radiant haven
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No Idea

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yes

heady frost
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try the toggle active node

radiant haven
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Using Toggle Visibility

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??

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oh yeah its a auto program that makes me this

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**idk why **

light coyote
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@radiant haven Are you looking for a light to randomly turn on and off?

radiant haven
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...

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wait

light coyote
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As in a scary game or whatever ?

radiant haven
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** I have two diffferent Flashlight modesone Short, one Far, I want to switch between them, I use Toggle Visibility and Flip Flop, but One needs to be turned off at the beginning (logic?)**

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SRY

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got problems with software LOL

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Thats what I am looking for

light coyote
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ahh

grim ore
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it seems like you know what to do already? flip -> turn one on and one off, flop -> turn one on and one off... no?

light coyote
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for what i said you would use a light function, wich is pretty cool

radiant haven
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Mathew Yes but at the beginning both of them are turned on, but one of them needs tro be turned off

grim ore
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why are both turned on?

radiant haven
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fuck software, hold on i´ll close it

grim ore
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just turn them both off and then uh... they are both off lol

radiant haven
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cause sportslight are turned on?!??!?

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WOOOW

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how to turn them off

grim ore
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are these components in a BP or items in the world, and what types?

radiant haven
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bp

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in my character bp

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FLASHLIGHT

light coyote
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are they the same type of light? if they are i can add something,, if not @grim ore is much better at programing

grim ore
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so two spot lights?

radiant haven
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well idk if u need to have experience with bp´s in this situation lol

heady frost
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wait just go to the component and set the intensity to 0

radiant haven
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yes

grim ore
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there is a "visible" boolean on them, turn them off.....

radiant haven
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yea i tried

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not working

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when i press the button

grim ore
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it's the same thing you are doing with the Toggle visibility

radiant haven
grim ore
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you are jumping between problems

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are the lights on or off when you first start? before hitting the button.

radiant haven
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i tried both

grim ore
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I can verify right now that if you uncheck visible on the light it will not cast light

radiant haven
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ok its turned off

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(Visible)

light coyote
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If they are the same type of light, i would just use one, and from the graph, you change to the parameters that the other one has

radiant haven
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i press the button, shouild switch

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nothing

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cause i turned off visibility

grim ore
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we don't know what your code is but I would assume it's wrong

radiant haven
heady frost
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Ok let's reset so that we're on the same page, cause I think we are not

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you have how many light sources?

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in this blueprint of yours

grim ore
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well of course that wont work lol

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you are only toggling one light at a time

radiant haven
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do i?

heady frost
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you need to set one to visible and the other to not visible

grim ore
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flip -> A -> Toggle Low and Toggle High

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Flop -> B -> Toggle Low and Toggle High

light coyote
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yep

radiant haven
light coyote
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oh no

radiant haven
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yay it works

grim ore
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I dunno that might work, looks weird tho lol

light coyote
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Xd

grim ore
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but if you are doing that you might as well just hook up A and B to the same toggle visibility node lol

radiant haven
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thx @grim ore @light coyote @heady frost ❤

grim ore
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Nodes are weird like that, some can take in more than one target and it will loop thru them all and activate but it feels so dirty

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looks dirty too lol

heady frost
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huh, how can you tell if a node will take more then one target

radiant haven
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last question

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how do i freeze the game?

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(Pause Menu)

light coyote
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They are quite a few things you can do. I learned some of this from @grim ore youtube chanel wich i higly recomend you check out

grim ore
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uhm.... I think you can't really tell unless it doesnt work. Pure nodes can't be fore sure but I think most Callable Nodes (the execute ones) can be if they are not latent

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you can call "Pause Game" to pause the game if you want heh

light coyote
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yes

radiant haven
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ye

grim ore
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just keep in mind pausing the game stops input actions unless you tell the input action to be allowed when paused 😃

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because I know that will be the next question lol and I know this because I always forget and get confused when the pause key stops working....

light coyote
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i would like your opinion on this @grim ore
let me show you the mess i had to do on a project in order to be able to properly pause the game.
Most of these problems arised from me wanting to use a focuss on buttons, so using a gamepad.
Wich just created a cascade of problems one after another

grim ore
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😦

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gamepad input is such a pain to work around

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it's gonna be a mess

light coyote
grim ore
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I know when I did it I just manually tracked using an index of where the controller was highlighting and then looped thru the index up or down as they moved the joystick and just kept track of it all by hand. I think you can let the engine handle it now but I dunno it's been a few years lol

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hey atleast what you have is organized, kudos for that

light coyote
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After trying absofuckinglutly everything i could find, and every combination i could think of, when it worked properly with no issues of any kind, i would not touch anything, if it works it works xD

heady frost
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Hmm, I didn't realise that people put widgets in their characters

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That's an interesting idea

grim ore
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depends on the widget, like I would put character specific UI in the character since it's tied to the character

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but menu stuff might go into player controller

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but again put it all in the game mode because it's single player and who cares is an option lol 😃

crisp arrow
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Sorry I've asked this a couple times here already, I'm just flailing around and no longer know what to do. A client is expecting a build here very soon. When I attempt to export the game and run it, I get this message

---------------------------
LowLevelFatalError [File:D:\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1622] 
Failed to find shader map for default material WorldGridMaterial!  Please make sure cooking was successful.```

this just started happening yesterday but everything was fine before, and I made no significant changes. Unfortunately, I'm locked to version 4.15. Is this a known thing? Basically all I changed were some blueprints, no materials, nothing. Now it just fails to launch.
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everything runs correctly in the editor

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prior to this error I was getting one about the automation tool choking on a duplicate file (It was a DefaultEngine.ini???)

grim ore
crisp arrow
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I did encounter that in my search, but the project specifically is meant not to have any static lighting

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and I believe there are some optimizations that get triggered when that flag is disabled

runic patio
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If i have a point light and i want to disable 'cast shadows on it' but only on mobile platform, how would I go about it?

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Can i do it through config or do i have to write runtime code

crisp arrow
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(also as for the duplicate file error, I disabled the line in AutomationTool's code that forced the build to stop in that case, which is a very ugly hack for sure, but might be relevant to this problem I've encountered.)

light coyote
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@heady frost When you get tiered on running with problems on referncing stuff, because its not there, still not instantiated, is in a level so you need to use dispatchers...

After lots of pain, if you are learning and dont want to run in to tooo many problems, general rule is,,, if it happens once, level,,, if it repeats, character

misty creek
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I know you can Get Platform Name. I'm not sure about through a config file though

heady frost
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that sounds like a pretty good rule of thumb

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thanks

light coyote
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@heady frost In other words.

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Things that will repeat, with the thing that is going to stay.
Things that dont repeat, in the place that will go .

crisp arrow
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this was the error I was encountering with the automation tool btw:
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Staging manifest already contains E:\<ProjectName>\Saved\Temp\Win64\DefaultEngine.ini (or a file that differs in case only)

light coyote
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This is so you dont have to create the same thing over and over across the levels.

astral phoenix
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is there some1 that can help me with some day/night cycle? i have so i can change it but i want so i can do it with a button in game how can i do that? 😃

grim ore
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UI button or something in the game physically? check out the UMG documentation for the UI stuff or else look into triggers for the in game stuff.

heady frost
onyx cedar
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It just dawned on me that the reason files are going to /sdcard on the quest is because the games and everything else a user may install or copy to thing is on an sd card.

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i wonder if there's an actual sd card in the thing somewhere

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i'm not about to break it open

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hilarious if the difference between the two models is a bigger sd card hidden in there somewhere

astral phoenix
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@heady frost he dont go over what i need :/

heady frost
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wait, do you mean a button like on the user interface

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or a button as in a 3d thing in the game

ancient otter
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When i try to import a obj file

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unreal crashes

storm venture
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@heady frost if you make a 3d button actor, like a cube or something, you can make events on it like On Begin Cursor Over / On End Cursor Over and On Clicked

astral phoenix
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3D thing i the game

storm venture
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then you need your character to have the cube in view, set their gamemode to UI and set their Show Mouse to true, and then when they click the 3d button, it will execute that event

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oh wait i mentioned the wrong guy

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i think this was for you @astral phoenix

heady frost
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haha, it's still interesting

astral phoenix
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@storm venture i know u can do that and all that stuff but my problem is the code i have for the day/night cycle dont work in other blueprints than the ''level blueprint''

storm venture
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is it because the code relies on things placed within the level? like the directional light and maybe fog and stuff?

heady frost
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can't you have a custom event in your level blueprint and call that custom event when the button is pushed?

autumn dawn
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@astral phoenix try the marketplace item good sky

grim ore
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set your level blueprint on fire and never use it again, that is a start to fixing the problem

astral phoenix
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yeah my problem is the directional lights

storm venture
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itll take a bit but move everything into a single actor

grim ore
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yep this is why you never should start learning UE4 with the level blueprint, you skip learning about blueprint and exposing variables then get stuck when you need to do real work 😦

storm venture
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directional light, fog, post process, etc, if you move all of it into a single actor and code it all in there, you can drop it into any level and make referencing other actors easier

grim ore
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^^

astral phoenix
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how can i put it inside the actor?

grim ore
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you can also make a "time of day" blueprint that can reference any other object in your world, like the lights, and do stuff to them

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all of that code is normal, your issue is you hard coded your lights in your level blueprint rather than having them be gotten at run time or exposed to the editor and letting you pick and choose them from the level using another blueprint. yes all of that code can be put inside of an actor

storm venture
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yeah what he said ^
you can just copy your code and paste it into an actor, then, everywhere where a hardcoded reference is (SkyLight1 for example) you would replace with the corresponding actor reference (SkyLight Object Reference for example)
then set that variable to Instance Editable and Expose on Spawn, then when you place your actor in your level, you can select SkyLight1 as the variable

grim ore
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^^ what they said 😛

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too bad they can't put a comment in the level blueprint by default to warn people to not use it if they can avoid it

storm venture
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i would have loved that when i started, haha

astral phoenix
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i dont understand what u mean

grim ore
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Even sequencer doesn't need it anymore so I don't know what is left that does

storm venture
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so biebob, do you have an Actor made that you will use for your time cycle?

astral phoenix
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yeah! i have it! and the level blueprint code is there aswell!

grim ore
astral phoenix
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so how can i hook it up?

storm venture
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perfect, so when you compile, the hardcoded references should say Unknown, like this, right?

astral phoenix
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yep!

storm venture
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awesome, so see the first Unknown? That was originally a SkyLight in your level blueprint

astral phoenix
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yeah i could guess that xD

storm venture
astral phoenix
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so i just put that variable where it says '' Unknown''?

storm venture
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that will allow you to change what this variable holds in the instance of it (the version you place in your level)

astral phoenix
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so i just do that with all 3?

storm venture
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yup

onyx cedar
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touch the big red button with your hand to export an obj

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you'll have to go digging for it yourself in the device. it's in /sdcard/

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you'll need to use adb

astral phoenix
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what about the light Source? its not there?

hard quarry
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Hi Guys,
what is the correct way to import an FBX Object into the Engine. I have an Object which has multiple Objects inside of it.
If I import it with File -> Import into Level , then the pivots are not correctly placed

storm venture
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Light Source? you have three unknowns, SkyLight1, DirectionalLight-1, and BP_Skydome_C-1

astral phoenix
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i have ''SkyLight'' and ''Light Source'' and ''Sky Sphere''

storm venture
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well in the code you linked here, there was a Directional Light, so try that

grim ore
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@hard quarry what are you importing, if this is a group of objects and not a complete scene you should drag/drop it into your content browser or right click and import asset to get the import dialogue open

astral phoenix
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it works now but now i just got alot of errors when i try xD

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but ty! @storm venture 😄

storm venture
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no problem!

dawn gull
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Hello, when I run my compiled project, I get this error: Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 3568]
Could not find SuperStruct GravityCharacter to create BP_GravityCharacter_C

0x0000000076442cf2 KERNELBASE.dll!UnknownFunction []
0x000000000188239e DirectionalGravity.exe!UnknownFunction []
If you could help, please tag me. Thanks! 😃

hard quarry
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@grim ore It is a hierarchical object, if I import it via drag and drop each object gets imported, but not the Whole Object itself gets lost and I would need to reconstruct it

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Of course If I check "Combine Meshes" the Object would be there, But I need to access some inner objects

glacial pecan
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anyone know how I can get this public variable exposed in the world outliner after being added as a child actor? It has collision volumes in it, hence why it's not a component...

grim ore
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well all of the items should in theory still retain the pivot point as the pivot should be the 0,0,0 of the scene when you exported. If you put them all in a BP or the scene with their locations at 0,0,0 they should still retain the basic layout?

hard quarry
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If I import them via Drag and Drop and Select all of them and Drag them into the screne, the layout is correct. So everything is where it should be. But the pivots are all at 0,0,0

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In Maya the Pivots are at the location of each object itself, so I could rotate each object

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Now If I rotate it in UE, it rotates about the 0,0,0 pivot

grim ore
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im confused. This is a scene in maya laid out how you want it?

glacial pecan
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@hard quarry if Maya has a Datasmith plugin, use that... fbx is a nightmare with hierarchial stuff in Unreal, imo (import into level works kinda ok, I guess, but is rather limited).

hard quarry
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Yes, its modeled in Maya

grim ore
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@glacial pecan at this time they are not exposed, it's possible to make variables in the parent and then in the construction script set them on the child actor directly

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are the items all laid out in Maya how you want them? in a scene basically

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I assumed if they are laid out in a scene, like a living room for example, when you export it all out they all keep the 0,0,0 in maya as their pivot point so they "should" all be offset and laid out the same way when you import them into the engine

hard quarry
grim ore
#

yep im not crazy lol, I made a scene with items laid out how I wanted them, exported it out to fbx, imported them into UE4 and they all retain the offsets from Blender when in ue4

#

granted I have never used blender before and can't even move the camera but hey it worked properly lol

glacial pecan
#

but only using "import into level" right? and then you can't reimport it easily?

#

Blender just got a Datasmith plugin, and its glorious

grim ore
#

uh no using the import asset option when you right click

glacial pecan
#

(or will very soon be at least) 😃

grim ore
#

and when I reimport it overwrites as expected

worthy ginkgo
#

Hey! Is there anything similar to Unity Multipurpose Avatar (UMA) for Unity in Unreal?

glacial pecan
#

but Ue4 splits an imported fbx scene into individual meshes?

worthy ginkgo
glacial pecan
#

and also kills the transforms

#

hence why Datasmith is needed

grim ore
#

it does split it into multiple meshes and it keeps the transforms as expected (relative to the 0,0,0 in the DCC)

#

unless I combine it of course then it's one mesh with the proper pivot

radiant haven
#

Has someone experience with AI?

grim ore
#

i've used blender for 2 minutes and I hate it...

radiant haven
#

LOL

#

BLender is good

shell path
#

@radiant haven beyond blackboards and sequences?

light coyote
#

@grim ore hahahaha

glacial pecan
#

@grim ore it takes about 2 months to fall in love with Blender

radiant haven
#

@shell path yes

glacial pecan
#

2.8 that is

grim ore
#

jesus who decided the middle mouse button was camera move 😦

glacial pecan
#

2.79 is all hate 😛

radiant haven
#

u can change it

#

input settings

glacial pecan
#

@grim ore sounds like you want the industry standard keymap instead of the blender default keymap

grim ore
#

yeah with 2.8 coming out I decided I should learn it so I have a free DCC program I can show people how to use with the engine

#

yes I want the standard I have used in every other real program 😛

shell path
#

@radiant haven what kind of logic can you not achieve with blackboards, Logic gates and sequences? Machine learning lol?

light coyote
#

@radiant haven I have little expirience with ai.
If its to get started, i can help, if its more advanced, no xD

grim ore
#

@glacial pecan lol do I have to remap all the keys to get blender to industry standard or is there a toggle?

light coyote
#

I was going to say about what is used, and a little few extra stuff.
I will have to remember and test a bit as i have not interiorized it yet

plush yew
#

having a bit of a problem with aim offsets, i can get the aiming to work in that the character's upper torso points in the direction i want (yay! small victories) but he is kinda crunched up in the sweird position that doesnt look good, any ideas wherer my problem might be? will post pic

glacial pecan
#

@grim ore toggle when you first start it I think... let me check, perhaps it didn't make the official 2.8 release

autumn elbow
#

I just got Blender 2.8... it is wonderful!!

#

Not as good as Max, but free... and good enough lol

plush yew
#

like this, he's supposed to be pointing like holding a rifle. He turns well and matches the aim of the player, but idk why the animation is messed up

light coyote
#

lol

glacial pecan
dawn gull
#

Anybody for my problem yet?

grim ore
#

@glacial pecan yep found it just now hidden up there 😃

magic dune
#

I haven't used 3ds since I was in college like 10 years ago but back then Blender wasn't very good. Now Blender seems to be pretty damn nice. I don't know how Autodesk stays in business charging $195 a month for a software that can be replaced with a free one.

glacial pecan
grim ore
#

I mean Blender is no UE4 but I guess it will work for now 😛

glacial pecan
#

@magic dune Max is still king for arch-viz

light coyote
#

@plush yew im asking,, you have tried to rotate by geting actor rotation, and it did not work?

grim ore
#

I think you have to get the child actor from the tile info component then cast to basic tile info? @glacial pecan

plush yew
#

no i got controller rotation and applied it to my aim offset animation blendspae

#

let me show you my BP

glacial pecan
#

@grim ore I thought that was exactly what I did... I dragged the blue child component variable onto the blueprint, and then cast it... but I'll try some variations

plush yew
#

I actually dont think that my BP is causing the problem here, all the variables come up with numbers that make sense i think i just forgot to hit something in the blendspace or something

magic dune
#

i guess the renderer is better in 3ds which gives them that market of consumer

grim ore
#

the "TileInfo" on your object is the Child Actor component itself. It spawns in a Child Actor which is the class you select and what you want

plush yew
#

like maybe im messing with the wrong skeleton branch or im not using a correct base pose, not really sure cus animations are still really alien to me haha

light coyote
#

Try this

glacial pecan
#

@magic dune you always use a 3rd party rendered like Vray anyway, but what's better is the way it handles a large amount of complex objects, offers non-destructive editing options, and bases many modifiers on real-world units

light coyote
#

Try this

plush yew
#

right now in my animation, the play controller modfies the upper body animations, the run direction modifies the lower body

#

what is teleport back rot in this case?

dawn gull
#

ah dang it I will come back later for help with my problem

glacial pecan
#

@grim ore oh, thanks! That would have taken me ages to figure out 😃

grim ore
#

😃 Took me a while originally lol

magic dune
#

i know those feels dude

#

i feel like im stumbling around in the dark and when code works it feels amazing... then i realize it could have been done way better a different way and that i still suck

#

😛

light coyote
#

@plush yew That variable would be your new rotation

magic dune
#

that needs to be a Yeehaw variable type

dawn gull
#

argh nm

plush yew
#

haha ok got it, and just break that rotater to get my pitch and yaw for the iffset blendspace?

dawn gull
#

Ok so this is my problem: I compiled my game, and when I run the .exe file, I get this error. Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 3568]
Could not find SuperStruct GravityCharacter to create BP_GravityCharacter_C

0x0000000076442cf2 KERNELBASE.dll!UnknownFunction []
0x000000000188239e DirectionalGravity.exe!UnknownFunction []
Is there anybody that can help me with this? I am very confused.

light coyote
#

Variable of type rotator, or the end rotation of your animation getting the rotation of something else, or however means you can get a rotator tipe ting from

dawn gull
#

Oh, also, please tag me.

light coyote
#

@plush yew sounds good

plush yew
#

hm ok i see, but this take aways the rotation from the mouse

#

im trying to get my character's upper torso to rotate with the mouse, which i have done

#

i think my problem is just i have messed up somewhere with blending animations on top of each other

light coyote
#

Maybe

#

But it looks like he is actualy aiming on the oposite direction

plush yew
#

yes i agree, it looks like maybe the aim offset is going way past the range i set

light coyote
#

Can you show a pic of what makes the torso turn

plush yew
#

the AimOffset?

grim ore
light coyote
#

What ever controls the torso turning

dawn gull
#

Dang it. It was updated to a newer version. Is that the problem @grim ore ?

plush yew
grim ore
#

@dawn gull that would be my guess if you are using a plugin it's not loading it properly for some reason

light coyote
#

How do you turn in game ?

dawn gull
#

Ok thanks

light coyote
#

Mouse ?

plush yew
#

with the mouse, the very first screenshot i sent has the BP to get the rotation information

#

yeah, and as far as i can tell, the mouse gets all the information correctly, i watched the variables in my BP and the angles returned values that made sense

#

hm, im getting a little closer, the head and torso point the correct way, now it's just the arms are held up strangely

#

so maybe there is something wrong with my skeleton

light coyote
#

So why do you want to lock it ?
Because you want some freedom of upper boddy without touring the legs right ? @plush yew

plush yew
#

yes, I want the upper body to rotate with the mouse because that is how he will aim, and the lower body rotates with the WASD because that is him running

#

so when he runs left but aims forward, the upper torso will point forward and his legs will point left

#

but right now i dont think my rotations are a problem haha, just the skeleton

light coyote
#

ok ithink i know what is wrong

plush yew
#

i firgured out why my rotations were weird, i accidentally chose the wrong base pose but i still have the arm problem

storm venture
#

is it possible to add an offset to a particular bone in a skeleton which happens to be following a Master Pose?

plush yew
#

wait, i think i might know what im doing wrong

#

when i rotate my controller, im only getting the rotation in world space

#

i need to get the difference of the angle between the rotator and the character

light coyote
#

Im not sure, but guive it a shot.

You are using a clamp, that means you are locking it betwen those values, and maybe, but i dont know, the rotation in this case behaves sort of like when you want to move something 50 m forward, you cant just say set location 50m forward in terms of the world.
You would use relative location to be able to write that 50, and not location by itself if im correct.

Try using the two nodes i sent in pic, and use a lerp rotator.

#

@plush yew EXACTLY
use lerp rotator

plush yew
#

hahah awesome, thank you so much for the help

light coyote
#

😃

#

Let me just say something you made me think

plush yew
#

hahaha, it was a good brain exercise!

#

im glad we both came to the same conclusion, its satisfying to be able to think for ourselves haha

light coyote
#

imagine you have something constantly rotating on pitch, yaw or whichever

#

what does setting it to 90 will do

#

😃 yep nice

plush yew
#

setting it to 90 makes it point straight one axis right?

#

like directly straight, directly up, left, etc

#

hm ok, so im getting so close, he points in the direction i need, but his arms are still a little weird

light coyote
#

Yes.
I dont think it will increase 90 of whatever is rotation was at that moment

#

And i think that was the problem

plush yew
#

yes actually you are right, i dont need the 90 clamp because since we are getting the difference between pawn rotation and controller rotation the clamp isn't absolutely necessary

#

my problem now is just the arms

light coyote
#

use lerp rotator instead of clamp

plush yew
#

ok

light coyote
#

you dont have to break anything either

#

Im not sure but i just need to know now xD

plush yew
#

hahaha

#

i really do think the arms problem is because i might be doing somethwing wrong with animation blendspaces

#

maybe my alpha strength is messed up or some coordinate is wrong in the animation skeletons

light coyote
#

ok ive been thinking and i think a mix of both things is needed

plush yew
#

got the lerp to work, arms are still weird, what are you thinking?

light coyote
#

not sure yet xD

plush yew
#

hahaha, i appreciate your help anyways, you are helping me a lot

#

and im proud im also contributing to my own help haha

light coyote
#

I was thinking on something like this

#

Along those lines

#

But i dont know if this is stupid or not

#

but think about it

#

What piece of the splitted circle is ?

#

Give things a try and see what happens

#

Ok stupid question, just read the toggle bubble Xd

#

Says clockwise

next badger
#

Anyone familiar with the sequencer?

light coyote
#

Swop minus to min, an posi to max

toxic quest
light coyote
#

We are not sure

plush yew
#

thats what i think it is, because i rotate just fine, its just the arms on the character are crooked and way out of place

#

so since the rotations work as intended, i think its a problem on the skeleton

light coyote
#

I know i had problems with rotating a character when teleporting, and had tou use difrent nodes than he had,, so i gessed it may be a similar issue

#

I tried 😃

toxic quest
#

Can you send a screenshot ?

plush yew
#

ok yes it definitely is a problem with base poses, i just did what the turoial said to do and it messed it up

#

when i dont have a base pose it's fine, the animation blendspace preview is the only place where there is no base pose and it works totally fine until i add an additive base pose to the preview then it messes up

light coyote
#

I only used blendspace once. No sabe mucho yo xD

plush yew
#

hahaha

#

esta bien

#

i really like the idea of blendspace it seems like something i want to work with alot, its just hard to understand sometimes

toxic quest
#

To be honest, animation blueprints scare the crap out of me

plush yew
#

eh

#

everything is scary til you smash your head against it enough

toxic quest
#

I agree, but UE4 has just too many things to smash your head against

plush yew
#

then smash early and often haha

toxic quest
#

Good idea

misty creek
#

The more you do it the easier it gets

#

And the faster it gets

plush yew
#

yep

#

either leave it scary and mysterious forever or dive in, fail a bunch of times, and eventually get familiar

zinc rivet
#

man, all this talk of smashing is so violent. It's more like being scared of the cold water

plush yew
#

yeah cold water is a fine one too

#

as long as you get the idea is all that matters lol

woeful wraith
#

hi! could be a better channel for this, but... does anyone happen to know if it's possible to get overlap events out of an MRMesh component? physics collision is working, but I don't seem to be getting anything on overlap. generate overlap events is checked, collisions channels should all be fine, static mesh overlap events are working 🤔

kind robin
#

hi, i am using a "finterp to" node and i have the speed on 0.00001 and it is still moving very fast
there is a difference between speed 10 and speed 0.00001 but its not nearly 500x slower as you would expect, your lucky if its even twice as as slow
does anyone know why this might be?

plush yew
#

ok, i think i know what to do, i need to have the blendspace only affect the bones above the pelvis, kinda forgot how to do that

#

@kind robin what's your delta?

kind robin
#

just a get world delta seconds node

plush yew
#

maybe use a timeline instead?

kind robin
#

i tried that before, i needed it to be a variable amount of distance so i switched to interpt

plush yew
#

ah gotcha

#

interps are hard haha

woeful wraith
#

I've never seen that behavior in finterp… could you try lerp node?

kind robin
#

yeah lol
ive spent the last 5 hours getting it to work at this point

#

im unfamiliar with a lerp, what is that?

woeful wraith
#

finterp shouldn't be hard at all, something weird is going on lol 😄 can you post screenshots?

plush yew
#

lerp is essentially like a more straightorward interp

woeful wraith
#

lerp is linear interpolation, basically does what finterp does

plush yew
#

how lerp works is just say i have 0 and 10, lerp has a variable x that figures out what's between 0 and 10

kind robin
#

oh i see, i have a whole mess of code across multiple files so its kind of hard to follow

plush yew
#

so for example if x is 0.5, that's 5 between A and B

woeful wraith
#

to make lerp do essentially what finterp does, you can multiply the speed by delta time and plug that into alpha

plush yew
#

and x is always between 0 and 1

#

I DID IT

#

I FIXED MY ARMS

kind robin
#

ah, that would require a lot of changing and im just happy that its working at this point lol
would the delta time effect how fast the interpt is moving?

plush yew
#

delta time only gets the amount of time since the last frame, which essentially means your FPS will not affect the gameplay

woeful wraith
#

not necessarily, longer delta times will make it move faster so that the end result is the same regardless of framerate

plush yew
#

so for example, deltatime on a super computer would be like .002 seconds or whatever, but on an old crappy pc deltatime might be .1 for example

#

the purpose of deltatime is to essentially make sure a game runs at the same speed on a crappy low end pac as it does a higher end pc

#

some games they dont do this, for example Skyrims i believe actually physically runs faster on higher FPS

#

like in skyrim if your FPS is 100 your character will actually slightly move faster than someone running on 30fps

#

which is not good game development lol

woeful wraith
#

if a game behaves that way it's probably meant to be framelocked, but yeah, not good haha

kind robin
#

right, i think that happened in fallout 76 too if i remember lol

plush yew
#

yeah i think beth locks their frames, and honestly in a single player game like that, it doesnt really matter TOO much

#

but since stuff like speedruns or competitive multiplayer have been becoming so important, deltatime is important too

kind robin
#

is unreal setup by default with that in mind or is that something i need to be looking into more?

plush yew
#

same thing happens in unity

woeful wraith
#

anything that moves over time should use delta time

plush yew
#

idrk if you should look into it more because the concept is fairly simple, you dont need to know the ins and outs of it, but deltatime is just good programming practice

#

unreal i think has the ticks with a deltatime node

#

and i know in unity, they have two update systems in their library, one is for regular time and the other for delta time

#

its kind of a weird concept when you first learn about it, i was confused for a while too

#

but i understand its uses now

#

its not really a use you will see much of either because you will probably only ever be using your own pc

woeful wraith
#

I like to purposely ruin the framerate to make sure everything will still behave

plush yew
#

but comparing a crappy pc to a high end rig will have some effects, and like kvon pointed out, it's usually intended for framelocked games but a lot of people get mad at games frame locking haha

#

@light coyote oh bro i figured it out! thanks so much for the help, my problem was in fact in the blendspaces, i needed to set my base pose type to selected animation frame haha

astral phoenix
woeful wraith
#

@astral phoenix you're trying to access something that is null. i'd suggest doing an IsValid check before calling anything on a var that gets set at runtime

#

My_Skylight_Reference, My_LightSource_Reference, and My_SkySphere_Reference all seem to be undefined when you're accessing them

wary wave
#

is valid check will fix the warning, but not the problem

#

better to find out why it's happening, the warnings are there for a reason

woeful wraith
#

true. I always roll with isvalid though because your game can crash without it.

#

just put a log coming off false if you need it ¯_(ツ)_/¯ or better yet, run it through a function that sets the var you need when isvalid returns false.

woeful wraith
#

hmmm I guess I'll bring up MRMesh component again - is it possible to get overlap or hit events out of it? physics collision is working, but i still haven't been able to get overlap or hit events. not really finding a lot of info about it.

dim plover
#

I'm having problems with flying CMC-based AI.
From the AI Controller, I get the possessed AI's location and project that forward to get the target location -- just a straight line.
However, by using MoveToLocation (with pathfinding off), the AI tries to meet the target location with the bottom of the AI character's root capsule.
This results in the AI constantly moving higher when it should really just stay straight.
Any ideas on how I could accomplish straight flying movement?
https://i.imgur.com/sD9a6oC.png

silver bone
dim plover
#

I don't really see how that's applicable. Could you elaborate?

woeful wraith
#

@dim plover i think AI uses its own agent collider which will have its own origin location, if you're getting actor location it might be different

#

nice graphic btw

#

(it's entirely possible that i'm mixing things up with unity, apologies)

dim plover
#

I'll check if the Capsule Comp's location is the same as the actor's location in world space. *Yeah, they're the same.

woeful wraith
#

is the origin on the bottom of the capsule or middle?

dim plover
#

Middle, but the AI MoveToLocation wants the bottom, I guess.

woeful wraith
#

i'm guessing the AI movement function is using the bottom of the capsule, but the actor origin is in the middle

dim plover
#

So it starts from the middle, then the bottom reaches the target location resulting in higher altitude.

#

Or if there's a way to get the location of the bottom of the capsule, that would be good too.

muted minnow
#

So... I'm working on my game, and I shoot a projectile, and my character goes through the terrain and falls into the nothingness void. Here's what I don't get. I've been a hobbyist game developer for 20+ years... and in that time, we still haven't figured out a rock solid solution to solid rock?

woeful wraith
#

@dim plover possible workaround would be to stick a component at the bottom of the capsule and use that components location instead of the actor location

dim plover
#

I got this: UNavMovementComponent::GetActorFeetLocation and I'll just use its implementation.
Strangely not accessible in BPs.
Yeah, the feet thing worked great. Awesome.

woeful wraith
#

hate when that happens

#

@muted minnow i don't think shooting a projectile should move your character unless it's colliding with it, and also no, nobody has figured out solid rock 😄

muted minnow
#

@woeful wraith I'm pretty sure I've had that issue pop up in every game engine I've ever used...

woeful wraith
#

lol does that happen after you fire?

#

oh nm, i get it now 😄

muted minnow
#

😉

#

I think my current issue happens because the projectile occasionally spawns and hits my character immediately.

woeful wraith
#

i think the projectile might be colliding with the player

muted minnow
#

Going to try and exclude it from hitting myself.

novel summit
#

Anyone want a pc fan?

muted minnow
#

By happenstance, yes.

plush yew
#

can I create a box brush's reference in blueprint?

ancient otter
#

Hey guys, so ue uses Yaw Pitch Roll, right?

#

How can i go from Degrees to that?

woeful wraith
#

it's already in degrees

storm venture
#

Is it possible to add an offset to a bone which happens to be following a Master Pose?

ancient otter
#

Im confused then

#

Because basically i have a importer that is using xyz

#

but when it imports some stuff is flipped

#

I was talking to someone and apparently its because of that difference

woeful wraith
#

it could be using xzy instead of xyz

ancient otter
#

xzy?

#

I will try xzy, let me check

#

I need to compile 8,000 shaders first

#

I am importing with python

#
actor_rotation = unreal.Rotator(float(info['RotX']), float(info['RotZ']), float(info['RotY']))
#

X, Z, Y. Lets see if it works

woeful wraith
#

ah i see. yeah unity for example switches y & z compared to unreal, there isn't really a standard

ancient otter
#
    "RotX": "0.0000",
    "RotY": "63.5000",
    "RotZ": "0.0000",
#

I have a json with a bunch of info

#

Pos, Rot, Scale and some other stuff

#

The problem here is the Rot, since some stuff is flipped and its not where its supposed to

woeful wraith
#

Y is pitch in unreal

#

the XYZ XZY etc stuff is usually just for vector3 locations, rotation might have different issues (unsure)

ancient otter
#

hmm

#

for location it works perfectly(i think)

woeful wraith
#

X is roll

ancient otter
#

Y X Z

#

So it would be like that?

#

wait, no

woeful wraith
#

it goes x: roll, y: pitch, z: yaw

ancient otter
#

ohh

#

Yeah but thats the problem

#

i think

#

Nope

#

Didnt work @woeful wraith

#

This should be looking to the other side

#

that is what i mean by flipped

eager swan
#

Wouldn't you want 180 degrees in yaw then?

woeful wraith
#

so it's offset by 180?

ancient otter
#

Yeah, but if i do that then a lot of other stuff gets misplaced

woeful wraith
#

is the world generated procedurally? couldn't you just rotate it in the editor?

ancient otter
#

The fence circled as blue would be were the line is

#

and it would be intercepting with what is marked red, exactly in the midle

#

alredy tried it

#

Not, its not

#

Its a map from imported, so it alredy exists

#

Its imported with python basically

woeful wraith
#

ahhhh i see

ancient otter
#

But as you can see its fliped

#

There is some stuff missing but thats fine, i can fix that later

#

rn the problem is rotations here

woeful wraith
#

is everything flipped? i would think everything would be wrong if anything

ancient otter
#

Not everything, i tried to offset everything by 180 but it was a mess

#
XYZ = Degrees =  The info im getting
Euler = Angles = Raw, Pitch, Roll (UE uses that)
woeful wraith
#

are the rotations in the level file maybe relative rotations and the objects are supposed to be attached to something else, which is rotated?

ancient otter
#

the original file has this

#
{
"classname" "misc_model"
"model" "accessories_book_row03_paris"
"origin" "828.9540 363.2440 -47.0000"
"angles" "0.0000 -165.0000 0.0000"
"modelscale" "1"
}
#

It has all the info

#

ofc, there are thousands of this

#

then i convert it to a json like this

#
  {
    "Name": "accessories_book_row03_paris",
    "PosX": "828.9540",
    "PosY": "363.2440",
    "PosZ": "-47.0000",
    "RotX": "0.0000",
    "RotY": "-165.0000",
    "RotZ": "0.0000",
    "Scale": "1.0000"
  }
woeful wraith
#

there's no parent reference though? so it's all world space rotations?

ancient otter
#

Yup

#

No parent or anything

#

I took the model name, the rotation/location and the scale

#

and organized it

#

And so it takes the info from the json

#

But as you can see, its kinda fliped because of what i said

woeful wraith
#

i kinda feel like the axis order is still wrong, and it should be 0,0,-165 instead of 0,-165,0

ancient otter
#

let me show you, here

#
actor_rotation = unreal.Rotator(float(info['RotX']), float(info['RotY']), float(info['RotZ']))
#

This is what ue does

#

its the rot part of the script

#

i can just change xyz to whatever i want

#

so like

#

zxy

#

or whatever

#

So what you are saying is xzy?

woeful wraith
#

yeah that's what i think the issue is with that, but if that messes everything else, that's weird

ancient otter
#

I will re-place the assets with xzy

#

and you will see

#

its on it, it takes like a minute or so because, again, its thousands of lines

woeful wraith
#

the constructor for FRotator is indeed pitch, yaw, roll. i was going off x,y,z in the inspector.

ancient otter
#

wym

#

Oh yeah

#

Here, again, fliped

woeful wraith
#

i assumed x,y,z in the inspector matched the constructor for FRotator, but i guess not

ancient otter
#

So i have to convert from xyz to yaw pitch roll

#

In python i can probably do that

#

But idk what do i have to do convert it

#

Idk if i have to do an equation, or nothing

#

That is why i came here to ask

#

You got any clue?

woeful wraith
#

kind of at a loss but i still think the order of those values has something to do with it

ancient otter
#

It does

#

I assure you that

#

if its xyz its a total mess, so yeah, it has something to do

#

I found this on the internet

#

The rotation of the thing is 70.199997 °

#

if i put that value in te quaternion it outputs 178.3677519

#

if i do 70 + 178 i get 248

#

I puted that in the z value again and its perfect suddenly

#

Wich means that yeah, its what you said + what i said

woeful wraith
#

weird. rotation values in unreal go from 0-360, and then loop, so it's already degrees

ancient otter
#

Well, at least ik solution

woeful wraith
#

haha indeed, whatever works 😄

ancient otter
#

This is what i used

#

It is open source also so thats amazing

#

So somehow i think i gotta figure out what equation it is doing and translate it to py

woeful wraith
#

you shouldn't be using quaternions though if the rotations are stored in x,y,z degree format

ancient otter
#

Ik, but

#

It worked

#

So...

#

Whatever works haha

woeful wraith
#

lol yeah

ancient otter
#

wait i will do a gif and show you

woeful wraith
#

going to drive home real quick, be back in a bit 😃

ancient otter
#

np

#

I can wait 😄

autumn elbow
#

Are you setting yup ur level in a Dcc then using Python to place it in Unreal?

ancient otter
#

in a ddc?

#

@autumn elbow

autumn elbow
#

Like Maya, Blender, Max

ancient otter
#

Its a map importer for (in this case) bo2

autumn elbow
#

Digital Content Creator

ancient otter
#

it takes the .map, and then i made a script that converts it to a json with the info i need, and only that info

#

and then i use the info from the json to place/import stuff in ue4

autumn elbow
#

Pretty coool

ancient otter
#

its almost done, i will release it for free for the community of 3d editors

#

but first i gotta fix this problem

autumn elbow
#

I'm going to have to do that soon. Lol

ancient otter
#

wym?

autumn elbow
#

For my game

ancient otter
#

Why will you have to do that?

#

Will u use assets from other games or something?

autumn elbow
#

I want to build my level in 3dsmax and import

ancient otter
#

ohhh ok

#

But you can do that by just clicking export

autumn elbow
#

I don't wanna use Unreal to place it

ancient otter
#

Welp, ok

#

gl 😄

autumn elbow
#

I have to write a py script for importing

#

lol

ancient otter
#

give me a sec

autumn elbow
#

Not Yet... but when I get to the building portion lol

ancient otter
autumn elbow
#

Niceee...thx!

ancient otter
#

np

autumn elbow
#

Just finished my snap cube blueprint. Took 2 looooong months

plush yew
#

hey guys, is there anyway to access variables in an actor's compenents in the BP?

#

for example, I made a component that tracks health, how do i get the health float variable into the bp?

light thunder
#

what is causing this? I updated to 4.22, I 'modified" all the color curves and saved it but it's still doing it (ultra dynamic sky I believe) ...I don't see any HLV yellow errors about linear color clamps

cunning siren
#

Anyone have any idea why perforce wouldn't be tracking a specific folder in the C++ classes folder?

autumn elbow
#

@plush yew Via cpp?

light thunder
#

@plush yew watch the blueprint communication video 2 times at least

plush yew
#

@autumn elbow yeah the component is cpp

autumn elbow
#

Expose the variable to blueprint read write

plush yew
#

i have

autumn elbow
#

Then drag the component into your bp graph , and off the pin choose Get...

plush yew
#

oh ok, thanks

light thunder
#

anyone see that distoriton in the video?

plush yew
#

guess i figured it would have shown up as if i made the c++ for the bp

#

thanks for the help!

autumn elbow
#

@light thunder your vid doesn't play for me

light thunder
#

plays on discord for me and on web

plush yew
#

click here if youre on mobile @autumn elbow

#

that will open the video in your video playing app

light thunder
#

Does anyone understand the backend for the proxy mesh generation of HLOD's.....I have a strange doubling of static meshes in my sublevels (and they are BOTH tied to an LOD actor....) other than their display names, they appear identical and they cause a lot of z-fighting (flickering) .....super annoying because there is no easy way to fix them

violet olive
#

Heya, really hoping someone can help me getting unreal working properly. The CPU just stops compiling shaders (ShaderCompileWorker.exe drops to 0 percent) its making unreal impossible to use. I know the project isn't the problem as I tried it on my girlfriends pc (which is worse than mine) and it all works perfectly. I have just reinstalled everything and its still the same. I've had this problem since I first started using UE and it's really getting to me.

woeful wraith
#

@violet olive what are the specs on your machine? one thing that comes to mind is maybe your graphics card doesn't support newer shaders and something isn't compatible with it

violet olive
#

GeForce GTX 1080, i7 7700k, 32gb ram

woeful wraith
#

oh that should be no problem lol 😄

#

nvidia drivers up to date?

violet olive
#

yeah, my gf has the same card, just the 1060 and it was working perfectly

woeful wraith
#

have you tried deleting saved & intermediate folders?

violet olive
#

I've wiped everything to do with unreal off my pc and reinstalled it all

woeful wraith
#

these folders are in the project

violet olive
#

Well I tried the project on her pc and it worked so would that make a difference?

#

I'll go try it though

woeful wraith
#

sometimes those folders get messed up, they're not meant to be transferred between pcs afaik

violet olive
#

just tried it, same thing, processor goes to 100 percent for about 3 seconds they all the shader workers die

#

it loaded on her i7 4770k in about 10 seconds

#

on mine it just hangs forever

woeful wraith
#

you can also try messing with Settings > Preview Rendering Level to force it to compile differently, and maybe one of those will work (not a real fix but you could see if one works, at least)

plush yew
light thunder
#

that seemed to fix it, I tried that once before but this second time it worked

#

not sure why

#

I appreciate you finding that

plush yew
#

np

violet olive
#

It wont even load into the engine

plush yew
#

way2close what operating system

violet olive
#

windows 10

plush yew
#

have you updated to the latest windows 10 drivers

violet olive
#

yeah its all up to date

plush yew
#

and updates

#

ok

light thunder
#

oh ho, dynamic resolution unsupported...wtf

woeful wraith
#

@violet olive try loading an empty project, does that work?

plush yew
#

@violet olive Are you running it as administrator?

violet olive
#

I was trying that on the last version

#

it didnt make a difference

plush yew
#

Are you running "IncrediBuild"?

woeful wraith
#

if an empty project doesn't load, that's no good. there should be logs in the engine and/or project folders

plush yew
#

"IncrediBuild" breaks UE4 and needs to be uninstalled using add or remove programs if you have it

violet olive
#

I know, I wish it were incredibuild

#

but i dont have it installed

#

Ok it loaded an empty project

plush yew
#

Try turning off your computer, removing your video card, and run on CPU

violet olive
#

so it has to be the shader compiling thats wrong

#

because its the same in the material editor

#

i dont have video out on my motherboard

woeful wraith
#

check the log files in Saved/Logs for the project

#

there will probably be some shader errors in there

violet olive
#

the log looks fine

#

when i finally did manage to get it in the engine, the log would say something like
4000 shaders left to compile
0 shaders left to compile

woeful wraith
#

what version of unreal?

plush yew
#

If IncrediBuild broke it on some computers this could also be a similar issue

violet olive
#

4.22.3

plush yew
#

IncrediBuild broke UE4 because of a runtime package

woeful wraith
#

you could try copying the project to a new folder and load it into 4.23

violet olive
#

its been the same problem on any version I have used

#

since 4.8

woeful wraith
#

since 4.8?? lol dang. maybe just reinstall windows at that point

plush yew
#

^

violet olive
#

ive reinstalled a few times in that time period

woeful wraith
#

hmmm very strange. i've never seen it fail consistently like that

violet olive
#

I know, it's driving me crazy

woeful wraith
#

but that makes me think it's a hardware issue

violet olive
#

sometimes it will just work

#

could overclocking be an issue?

woeful wraith
#

i suppose it's possible if it's not running stable

violet olive
#

its stable as a rock 😦

plush yew
woeful wraith
#

does putting it under full load make it freak out with other programs or just unreal?

#

if you have spare parts you could try switching the gpu, cpu, memory, etc one at a time

violet olive
#

full load works fine for anything

plush yew
#

@violet olive the i7 7700k was not meant to be overclocked according to intel

#

it's simply unlocked

violet olive
#

would that cause this issue though?

woeful wraith
#

worth a shot to set it at stock speeds imo

grim ore
#

you are letting ue4 have access to your network and not blocking it on a firewall/AV level right?

violet olive
#

i gave it the same exact access i did on my gfs computer

woeful wraith
#

i don't think the shader compiler requires network access, only lights

violet olive
#

the only thing that is different is that i have f-secure

#

but i turned it off for the install and test run

grim ore
#

shrug works on hers but not mine, only difference is X but it can't be that

violet olive
#

it just passed all the tests on that software

woeful wraith
#

any chance you could try loading the engine on linux and see if that works? lol 😄

violet olive
#

not really lol

woeful wraith
#

if it works in linux that means it's most likely some sort of software/driver issue in windows

violet olive
#

Its just like it gets bored half way through compiling and gives up 😦

#

also I dont understand why there are 5 workers

#

i have 4 cores

woeful wraith
#

it must be saving some relevant logs somewhere

#

7700k has 8 threads

violet olive
#

logical yeah

#

but 4 cores

#

which i read the works only use those

woeful wraith
#

it should spawn 1 process per logical cpu

grim ore
#

4 cores, 8 threads, 1 worker can be active per thread

violet olive
#

so there should be 8? lol

grim ore
#

"can"

violet olive
#

oh

woeful wraith
#

maybe migrate all of your materials into an empty project and see if that compiles

grim ore
#

and I have a 1ghz overclock on this sucker so it would definitely be weird if your overclock was causing issues like you describe, unstable from an overclock should just kill the machine itself not stop compiling

violet olive
#

yeah exactly

#

how do I migrate if i cant get into the project?

woeful wraith
#

oh good point 😦

grim ore
#

technically make a new project then copy/paste the .uasset files into the new one should work if it's the same version

violet olive
#

that worked fine

#

...

#

wtf

woeful wraith
#

could be something in project settings then, rendering settings

grim ore
#

so is that project set for DX12 or Metal or something odd like SM5 only ?

#

I mean if it's that issue then nuke your saved directory temporarily and open it and see what happens

#

the Config dir as well for good measure 😛 Keep the Content and any source folders and the .uproject and see what it does lol

woeful wraith
#

yeah, maybe start copying files from config dir. DefaultEngine or DefaultGame maybe

#

hopefully you don't have a ton of custom settings

grim ore
#

well if you just rename the folders and open the project you can always pull the files back in if it "works"

#

or hope you dont obsessively empty the recycle bin like I do...

violet olive
#

It was just the vr template

grim ore
#

I swear every time I see the desktop I have to clean it

violet olive
#

i hadnt changed any settings

woeful wraith
#

right there with you on obsessively emptying the recycle bin

#

if there's nothing custom, then copying in the config from an empty project should work

violet olive
#

how do I check dx12 metal or sm5?

grim ore
#

Project Settings -> Platforms -> Windows -> then you have stuff like Targeted RHI's and the Default RHI

autumn elbow
#

Is a uasset a collection of files, or just one?

woeful wraith
#

just one

autumn elbow
#

Coolz

#

Anyone seen any good, creative VR inventory systems? I'm looking for something cool for my game.

violet olive
#

just copied DefaultEngine.ini and its stuck at 45% again

woeful wraith
#

try DefaultGame.ini too, and if that doesn't work, move onto the others, or just copy them all

#

Engine, Game, and Editor are probably the only relevant ones

violet olive
#

it's done it again, says its compiling but its doing nothing

grim ore
#

stuck at 45% is fine, thats compiling engine shaders like normal

#

stuck in the engine tho 😦

violet olive
#

it gets stuck at 45 indefinitely, and it got past 45 on my gfs computer in seconds

grim ore
#

yep that is weird then, 45% on the loading screen with the splash screen or somewhere else?

#

and those look like default RHI's so you should have no issues

violet olive
#

45 on the splash when you load the project

grim ore
#

ok that is when it is creating the engine DDC which is normally somewhere else on your machine, like in the %appdata% folder

#

so that sounds like a weird permissions issue

#

well I guess it could be caused if the shader compilers are being killed as well but 45% is when that part of the engine loadup is happening

#

you don't have any weird characters in your login name or anything?

violet olive
#

nope

#

way2close

#

it is a local account

#

could that be an issue?

grim ore
#

nope

#

i mean it's just a guess that it's an issue like that, it could be the shader compilers being killed off by something else and that's why it never gets past because 45% is compiling shaders

violet olive
#

what would just randomly kill a process though

#

its so weird

grim ore
#

did you try this fix? ```
For a project related configuration just place into /config/DefaultEngine.ini:

[SystemSettings]
r.XGEShaderCompile = 0

violet olive
#

shader workers still died

grim ore
#

well poop. If you open the editor itself and not the project does it still die? if so then we know it's not project related lol

#

super duper weird

violet olive
#

well the blank project opened fine

grim ore
#

😦

violet olive
#

LogShaderCompilers: Display: Shaders left to compile 0

#

while its simultaneously saying compiling 360 shaders

#

/sigh

real hound
#

Anyone with ProceduralMeshComponent or RuntimeMeshComponent know how material blending (WorldAlignedBlend) is handled between sections? I know each section will have its own discrete UV's but I dont know if the material blending will be seamless. Currently I have multiple actors of RMC spawned in instead of multiple sections on one actor and my materials seem... well its just bad.

wary wave
#

"sections"?

#

In any case world aligned doesn't tend to care about UVs

woeful wraith
#

i've never used RuntimeMeshComponent, but if ProceduralMeshComponent has proper uvs defined the sections will tile seamlessly (i think). i had a way to test this a few weeks ago, but it's different now 😦

real hound
#

Sections - In RMC you can designate sections of mesh that can be updated at runtime without having to recalc the entire mesh after an update. PMC has the same functionality but apparently its recalc is much much broader and slower.

I can tile normal textures seamlessly, however when I try to use a materialwith two layers essentially that blend based on the slope it gets some pretty funky results.

amber girder
#

just tried a world aligned texture on my procedural landscape, no issues (multiple actors with 1 section each)

real hound
#

^ Thank you. That is exactly what I needed to hear.

#

So clearly I have something funky going on material wise.

#

Its the multiple actors with one section I was thinking was screwing up my blends.

woeful wraith
#

multiple sections should have the same result as multiple actors

real hound
#

Yeah. I am driving my material with worldcoords too so I really have no clue wtf if causing my issue now. But at least I can stop building a replacement that used sections instead of individual actors.

woeful wraith
#

is it just the slope that screws it up?

#

the normals at the edge of the mesh might not be set right

amber girder
#

^^ what he said, typical issue. i have some overlap + normal calculation for edges to counter that

real hound
#

Yeah. I have my normals being derived though with RMCs function that takes the vertices and triangle arrays and calcs it for you. I hope and expect it's not that though.

#

Can you talk a little more about your implementation @alg?

amber girder
#

lemme open it up

#

thats basically my tangent/normal calc here

#

my heightmap is overlapping, so i can use the additional coords to calculate accurate normals/tangents

woeful wraith
#

@amber girder are you generating LODs procedurally as well?

autumn elbow
#

What's the best way to pack Geometry hierarchy for save game?

#

I use AttachTo to attach awhole bunch of cubes together. Now I wanna save it... and load

woeful wraith
autumn elbow
#

@woeful wraith sweet! Checking it out rn thx!

still moth
#

whats up unreal world?

wary wave
#

0,0,1

autumn elbow
#

lol... sup

scarlet birch
#

Oh , I need to go to sleep. I'm so tired I laughed at that.

autumn elbow
#

I saw the article... not really helpful for my case.

woeful wraith
#

i wonder how much that gets posted in here?

autumn elbow
#

What's the best way to actually pack my actors ?

#

I'm thinking maps, but then again .. not really

woeful wraith
#

hm, it looked like that post pretty much went over how to save/load things. pack as in serialize?

autumn elbow
#

umm.. I need to store the parent child relationship

woeful wraith
#

store a unique identifier (name/id/something) for parent and rebuild the hierarchy on load

autumn elbow
#

Yes! That's what I want. So.. name..Id ..

empty marlin
#

Hi all,
Does anyone know how to add a point and make this point uneditable?
I hope the new point is fixed on the curve.

I konw that "FRuntimeFloatCurve" provide a way to add new points on the curve.
ex:
FRuntimeFloatCurve Curve;
FKeyHandle h;
Curve.EditorCurveData.AddKey(0.5f, 0.5f, true, h);

But I don't know what attributes can make the point fixed on the curve.

Thanks.

autumn elbow
#

Instead of name.. maybe class..

#

I could have 10 things of the same class..but I don't wanna store 10 of the same things

woeful wraith
#

objects have unique ids but i actually don't know if they persist with saving/loading, so probably check if it does, and if not store your own unique ids and use them as a parent reference

autumn elbow
#

Ok .. I'm picking up what you're putting down. 😃

woeful wraith
#

so each object you would save id, parent, location, rotation, scale, etc, etc, etc, anything you need to save 😃

autumn elbow
#

Id would just be the class, ya?

amber girder
#

@woeful wraith yep

woeful wraith
#

no it would be a unique identifier, like UUID or even a name like Cube27 would work if there was only one Cube27

#

nice! i didn't get that far on my implementation but i noticed you had LOD stuff in there 😄

autumn elbow
#

Ohh.. umm.. that may be inefficient.

woeful wraith
#

how so?

autumn elbow
#

If I save by object (actor), there will be more info to loop through when I load.

#

I was thinking save the Class and its transform

#

And parent

#

Another thing... I was thinking ... should I save the parent ? Or child info?

#

Sorry... just brainstorming out loud LoL

woeful wraith
#

yep. you'll probably need to do it async if you're loading tons of things - and by tons, i really mean tons. it should be pretty fast for a reasonable amount of stuff.

you want to save the id of each object, and also the parent id of each object

autumn elbow
#

Won't be tons.. maybe 10

woeful wraith
#

that'll be no problem

autumn elbow
#

Like 3 or 4 levels deep

woeful wraith
#

it only needs to run 1 loop, no loops within loops. so nesting things doesn't really make a difference

autumn elbow
#

So I have to have a recursive function though

#

To build the initial save array

#

1 parent, 5 children, then each of those can have 5 children each

#

1 block, 5 available snappoints, .....

#

Also, Thankyou very much for your feedback 😀

woeful wraith
#

np. i don't think you'll need to do any recursive looping, but you might have to loop twice while loading to set the parent references after everything exists

autumn elbow
#

Hmm.. no recursive? How do I get all the children ?

woeful wraith
#

everything you want to save could either have a tag or a specific class that you're looking for

#

or a component even

#

then just loop them and save. you only need to get its parent, not children, so no recursive looping

autumn elbow
#

There will be multiple parents in the Level. I may have forgot to mention that lol

woeful wraith
#

doesn't matter 😃 just make sure each one has a unique id, save it, load them, then set the parent to the object with that id.

autumn elbow
#

Oh I see what you mean ...

#

Spawn all the objects, then run the Attachment function to set their location, parent and rotation

#

On load

woeful wraith
#

exactly. you might need to play with the attachment rules to snap everything correctly

autumn elbow
#

Then there will be 2 loops ... sounds like a interesting way.

woeful wraith
#

only while loading, and not recursive. there might be ways around by looping in reverse while saving or something

autumn elbow
#

See... glad I found you. My way was abit more complicated .. lol

woeful wraith
#

depending on how it saves you might not even need to loop twice... the parent object for the one you're creating just has to already exist or you can't set the parent reference yet

autumn elbow
#

Sweet! I'll build that system tomorrow morning. Thank you very much for your advice.

woeful wraith
#

😃

blissful trail
#

doesn't work

eager swan
#

can you try adding "reference to self" node to the pawn input on the ai move to

blissful trail
#

nope

#

doesn't work

eager swan
#

have you tried adding a "print" node to 'cast failed' to see if the cast is the problem?

blissful trail
#

doesn't say anything

#

but it spams on the success thing

eager swan
#

ah

mossy nymph
#

ofc, since your acceptance radius is larger then your map

blissful trail
#

yep

eager swan
#

oohh yeah acceptance radius needs to be smaller

mossy nymph
#

if its inside of it = it arrived on destination

eager swan
#

lol

#

good catch @mossy nymph

blissful trail
#

if whats inside of what ?

#

the player inside of the ai

mossy nymph
#

acceptance radius isn't a radius in which the AI needs to be to accept the command

#

its the radius for "close enough"

#

so if acceptance radius is 200

next badger
#

if goal within of ai radius

mossy nymph
#

AI will stop at 200 units from the goal

blissful trail
#

oh lol

next badger
#

@mossy nymph or closer, depends on speed and tick

mossy nymph
#

and it doesn't take an ActorLocation either, it takes closest point on collision

#

for calculating how close it is

#

so if you were to move to sphere with radius 300 with acceptance radius of 200, AI would stop 500 from sphere center

blissful trail
#

is there any way to detect if there is a obstical ?

eager swan
#

ai should auto path around it

#

you would have to be more specific on obstacle if something isn't working