#ue4-general

1 messages · Page 506 of 1

next badger
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@blissful trail ai uses navmesh, so "on fail" will be triggered if the destination is unreachable

woeful wraith
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does it need dynamic avoidance? that takes extra steps

amber girder
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is there a way to monospace a existing font in ue4?

spark sonnet
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How do I add segments to my 3d model so it bends smoothly as a spline?

cloud cobalt
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With a 3D modeling app like Blender or whatever you used to create it

spark sonnet
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What would it be called?

cloud cobalt
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What would be called what ?

spark sonnet
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The tool to add segments? I tried googling it but it just shows segments for a 2d circle

cloud cobalt
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Depends on the program you use.

dry marsh
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Hi, question! recommendation for simple idle 2d game.... choose UE4 or unity?

cloud cobalt
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Unity

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UE4 2D support is quite minimal

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Not even sure they have 2D skeletons with paper2D now

blissful trail
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im trying to get an ai to follow the player and destroy a specific object if it touches it

dry marsh
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Thanks

plush yew
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Hey anyone online who knows how to fix a small bug with player animations?

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Its about a bug where i got the aiming system down but when i aim, no animation shows

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More context please

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hold on

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ill show you

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there you go

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oops sorry thats a bit laggy

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hold on

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there you go i think its a big better lol

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nvm

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the problem is

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that is not displaying the aim animation

left citrus
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On 4.23 preview - I'm not able to cast to an animation blueprint type - this a bug?

plush yew
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Hey. Is there a way to see sockets in PIE?

wary wave
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you can do something like draw a debug sphere at their location

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naturally requires BP

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there is also the visual logger / debugger, but that's probably overkill

plush yew
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Alright thanks

left citrus
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damn this is a monumental bug

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that's show stopping - are there any patch notes around to check if the way anim bps are handled has changed?

hoary marsh
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@left citrus Are you sure your skeletal mesh uses your animation blueprint? I can cast like that without a problem

woeful wraith
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cast would show up regardless

left citrus
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@ Max M, in that screenshot I had the context sensitivity off, I can't even see the cast option in the list

woeful wraith
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try unchecking context sensitive if you haven't, curious what that will pull up

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ah nm

left citrus
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I've tried across multiple skeletal meshes and anim bps

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restarted engine etc

hoary marsh
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When you pull out of the GetAnimInstance and type "cast to" are there any suggestions at all?

left citrus
hoary marsh
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Sure you have a custom animation blueprint in your project? If so it should be listed there

woeful wraith
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is your animbp child of animcustominstance? I thought it was animinstance before, maybe a problem if you updated the project?

left citrus
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made this project from scratch in 4.23, made the animbp just now, definitely got them in the project

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but yeah even with context sensitivity off, no anim bps are showing in the list

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must be a 4.23 issue - damn

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guess I'll go log it

cloud cobalt
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What's the parent class if your BP ?

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The anim one I mean.

left citrus
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Anim Instance

woeful wraith
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it kinda looks like it needs to be AnimCustomInstance now from that cast list

left citrus
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not a bad shout

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not on the list however - funnily enough, the bp itself is

woeful wraith
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when you create a new anim bp does it show?

left citrus
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nope

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neither does anim instance

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or custom instance

cloud cobalt
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At this point it's probably worth reporting

left citrus
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sigh

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cheers guys

cloud cobalt
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Thank you for playtesting the next release 😛

left citrus
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in production hah

wary wave
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I usually stay an entire version behind for sanity reasons

cloud cobalt
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You are a crazy person

wary wave
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don't have to wait for everything that has been broken to be hotfixed

cloud cobalt
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I find the releases unstable already

left citrus
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sadly we rely entirely on an update in 4.23 - any idea when these type of things might be fixed?

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they do hot patches do they?

wary wave
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not for unreleased versions of the engine

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it's done when it's done

left citrus
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aye fair enough

cloud cobalt
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if your bug is easy to reproduce you'll get a fix in a minor version

left citrus
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for preview - you just report through the usual system right?

wary wave
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even so, released versions get anywhere between 1-5 hotfixes between versions D:

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yeah, usual bug report system

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scream into the void 😄

left citrus
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awesome

woeful wraith
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I always have to stay on the alpha version because proprietary hardware stuff, grumble

left citrus
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haha don't jinx me

hoary marsh
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Is it also occurirng in an empty 4.23 project?

left citrus
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let me double check Max

wary wave
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I'd imagine it probably is

left citrus
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yeah seems pretty fundamentally buggered

mortal mountain
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how do you offset a texture in ui? i was looking for anchor points but i guess youre supposed to offset by the texture size

hoary marsh
left citrus
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yeah blank project repeatable, sigh

hoary marsh
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Oh ok :{

mortal mountain
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oh thanks

left citrus
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S'all good, I'm sure I can throw enough duct tape at this to work around it

radiant haven
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Hey guys I actually need help with AI

cloud cobalt
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Ask your questions

radiant haven
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Well My AI wont follow me if I come in his sight

cloud cobalt
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You need to provide way more information - Blueprint graph, explanation of what you want to happen, what exactly happens, etc.

radiant haven
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NOTHING

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ipts sry

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capslocjk

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u know smth about AI?

left citrus
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AI won't just automatically follow you - how have you set it up? What makes you think the AI 'should' be following you?

plush yew
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Show the rest of your tasks

radiant haven
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ä

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enough 😃 ?

plush yew
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No show the findplayerlocation task

radiant haven
wary wave
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get random point within 7000 units of the player?

radiant haven
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ye

wary wave
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also you didn't pass in any nav data

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not sure it's necessary,but still

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either way 7000 units is a lot

radiant haven
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i know

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its the size of my map

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and i have loooong hallways

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@wary wave what do i need to add tro nav data

wary wave
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hold up

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"Why doesn't it follow the player"
"get point within 7000 units"
"map is 7000 units"

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this makes no sense

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you're literally telling it to pick a random point anywhere

radiant haven
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yes

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u mean follow the player on navigating?

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cause the moving is random yes

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but not chase player

wary wave
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obviously he won't chase the player

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you're picking a random point within 7000 units of the player

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which is bigger than your entire map

radiant haven
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ok, so u want to tell me that i make it to 5k?

wary wave
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I want you to use some common sense for maybe two minutes

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7000 units is bigger than your entire map

radiant haven
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yeahhhh no

wary wave
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if you pick a random distance up to 7000 units away from the player, where is that point going to be?

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literally anywhere on your map

radiant haven
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so to what do i need to maek it?

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200?

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0?

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1?

left citrus
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units are centemeters, 7000 units = 700 meter possible radius right?

cloud cobalt
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70

radiant haven
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to what do i need to make it lOL

cloud cobalt
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How about between the player and the enemy ?

plush yew
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Make it 1 for testing

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See if je follows

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He*

radiant haven
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OK I GOT IT YAAAAAY

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WEll i need to know how to make that the AI chases me for idk 20sec?

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thxc ambershee

wary wave
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I was kinda hoping common sense would prevail

light coyote
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To meke him follow you you can technicaly do it via regular blueprint.
But for this kind of thing you would use a behaviour tree

radiant haven
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i use a bt

light coyote
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It is exactly for what it sonunds for

radiant haven
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so i need a variable that the AI chases me for 20sec

cloud cobalt
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This isn't a tool problem here.

radiant haven
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which?

wary wave
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this was a PEBCAK problem

radiant haven
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so??

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what to do lol

wary wave
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or common sense problem

light coyote
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@grim ore has a video 😃 i was looking for a short one for you

radiant haven
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yay

light coyote
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This one is 10 min

radiant haven
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omg

light coyote
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This is specialy designed for behaviours, and getting basic ones like follow, is really fast and easy

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The more conditions you have on the behaviours you want to acomplish, the harder it becomes, obviously,, but this is specialy designed for it

radiant haven
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well is there a possibility?

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@light coyote

cloud cobalt
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A possibility of what ?

radiant haven
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custom time to chase player

cloud cobalt
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Of course there is

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You just need to think about it

radiant haven
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bt wait?

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??

cloud cobalt
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Look, I'm not going to be telling you what to do for every individual element of a simple feature

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You should read the BT documentation

light coyote
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It was a wile ago since i last used it, and didnt use it very much

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But you maybe have to use a combination of other things

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Create a blackboard

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behaviour tree

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anddd

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something else

radiant haven
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I already have everything

light coyote
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cant remember

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then you should have them as tabs right?

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all together on the same item

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ai

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in the behaviour tree, right click, you will see they are very few nodes, ,, 3 of them acomplish the 3 main wais to distribute the flow

radiant haven
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?

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play sound when object in sight

radiant haven
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beuh

light coyote
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Nodes you are looking for are move to and whait

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they are 3 main wais to distribute the flow , selector sequence and i cant remember the other, but you will find it if you right click

grim ore
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just as a hint you can use the <HTTPLINKHERE> and it will not unroll the preview for the video to save space in the channel

light coyote
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We are not stalking you dont worry xD

radiant haven
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other question how to i connect these together?

light coyote
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Ahh ok

radiant haven
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well i´ll just make it different

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so no BT

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hopefully

light coyote
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When you have problems like that,, right click the input of the node you cant plug in to,, promote to variable

radiant haven
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ur right thx

visual belfry
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is there a way to create Data Assets in blueprints and save them off? 🤔 like if I'm making an offline character builder and want to save off promising configurations

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er, offline == editor time 🤣

radiant haven
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RIchard I tried it now that when I see the AI a sound will play

light coyote
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@visual belfry yes check out Mathew Wadstein chanel

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or type in youtuube ue4 wtf is,, followed by what you are looking for, something should come up

visual belfry
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sorry, that's not a helpful answer

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I know what the things are, just not if there's a sanctioned way to manipulate them at editor time like I'm interested in 😃

light coyote
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Yes you use nodes like
save game to slot
load game from slot
idoes save game exist

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sanctioned ?

visual belfry
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I want to create the actual .uassets, not save game data

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sanctioned - an "official" way of doing something

light coyote
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i mean

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you want to save the configuration right ?

visual belfry
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yes, but I still want to be able to use it inside the editor as the derived DataAsset class

light coyote
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then save the parameters that make that configuration in variables

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?

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i dont know what you mean

visual belfry
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I have a class derived from DataAsset for storing premade modular character configurations, just looking for ways to make the process of setting them up simpler than having to select each mesh asset and plop it in after finding a configuration I like 😛

light coyote
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well you get the configuration you liked, and store it in a variable wich you then save

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and if you want to use it again later, you load it

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in game time is when you actualy do the saving and loading via bluprint

visual belfry
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I'm doing this at editor time and have no plans to let it occur at runtime in this way:)

light coyote
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o

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ok

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what do you mean by editor time and runtime ?

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when you compile the game or whatever it is, only things that you can do when you press play, are the things you will be able to do

plush yew
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question

misty stone
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answer

light coyote
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ansewer2

plush yew
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est-ce que les produits gratuit pendant 1 mois doivent être payés une fois la fin du mois ?

cloud cobalt
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No

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This is an English speaking channel btw

light coyote
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no falo portugess

plush yew
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ow shit

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nvm allow me to reformulate

cloud cobalt
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It's okay, i'm from the same place - you don't need to pay

plush yew
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Does the "free for the month" products have to be bought at the end of the month ?

light coyote
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My mother is portugese, but i only know a few words xD

cloud cobalt
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No.

plush yew
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ok ty

visual belfry
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they're yours FOR EV ER

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don't expose them to water or feed them bits after midnight, they're your responsibility now

radiant haven
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How do I make that when I see an AI that I sound will play

light thunder
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might be a dumb question but, if you have your levels visibility on, will they somehow be default loaded before you stream them in? would explain some performance issues in my recent packaged build....

light coyote
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@light thunder no, they are of by default

radiant haven
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ur sure?

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richard

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last time they were on

light thunder
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@light coyote so there's no way that leaving them on when I was building left them loaded? my gamestate controls the streaming but it doesn't load them OFF in the beginning, it only loads them ON then OFF when a change occurs....I'll acknowledge this is wishful thinking for a simple fix but could it be possible?

light coyote
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persisten, wich is the level you opened, is visible
when you say load stream level, one of the child levels asociated to the level you have open, you have also the option to make it visible after load,, dont forget to check yes or you will be wondering why is not loading,,,, that is just so you can load and make visible when you want without having to actualy loadit at that exact moment

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@light thunder i have never used game state, i do it via blueprint level, via the persistent level at that moment

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If you wonder how big open worlds can be loaded, is because they are not

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had to go for a min

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is beac

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is because they hide parts of the open world with mountains, valleis,,, maybe when you go betwen two mountains, wich acts as a link(a mini level) you load next part, etc..

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anything you can imagine, that is for what load stream level is
open level, is for an entirely diffrent place to wich you cant just walk or whatever to it

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my persistent is empthy, only doors in it and triggers, spawn,....

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general rule is that you have levels, and link levels, and you would be in one, with previous and next loaded regardless if is a link or full level,, only to get the idea

light thunder
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@light coyote I've been doing that for 2 years in this particular project....part of this was ruling out the visibility in the editor being an issue, as I updated between 4.19 and 4.22, peformance dropped immensely, just trying to track down the reason

left citrus
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hey guys, I'm trying to get a bone to follow an object using an animation blueprint - the bone follows but delayed by 1 frame - is there any way to tell the animbp to tick after the object?

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I've tried sending the values from the object to the animbp and using the anim bp to fetch the values from the object

light coyote
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ahh, ok i missunderstod you then

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srry

left citrus
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I've set the tick group for the skeletal mesh to be after the object which is sending the information - no joy

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ABP (animation blueprint) is still ticking before incoming Object

vale pumice
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Anyone know about Unreal changing the file type on DefaultInput.ini and P4 mis-reading it such that it's incompatible on sync? Currently we are loading it in notepad++ to change it back to something compatible with P4, but it's tedious and error prone...

radiant haven
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why does this give me a arning?

craggy kraken
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@radiant haven you want to pull from other actor

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Not other component

mortal mountain
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how do you create variables inside widget bps? this guy has the bp bar

radiant haven
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is this an UI?

mortal mountain
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yea

radiant haven
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upper right of your UI compponement Is Variable@

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of ur screen

mortal mountain
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the dude created a variable for arrays

radiant haven
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@craggy kraken how to sfix`?

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@mortal mountain 🤷🏻

craggy kraken
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@mortal mountain hit the plus icon next to variables

radiant haven
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oh i seee

mortal mountain
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i dont have a variables box

craggy kraken
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@radiant haven sorry what’s broken in that screenshot

mortal mountain
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thats from a video

craggy kraken
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Huh?

mortal mountain
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that photo is from a video

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i dont have the tab

craggy kraken
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Oh hmm

vale pumice
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Go to window-> my blueprint

mortal mountain
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is there a different widget type

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oh thanks

craggy kraken
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Yeah must have got hidden

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¯_(ツ)_/¯

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@radiant haven as for your question, you need to be using the pin “other actor” and cast that to your first person character

mortal mountain
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Its hidden by default which is odd

craggy kraken
radiant haven
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** How do I connect these two?**

misty stone
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what are you using it for?

radiant haven
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counter

misty stone
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why are you using color and opacity?

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you need to bind text for a counter

radiant haven
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nevermind i got it

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ok now i got this

craggy kraken
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What’s your code?

radiant haven
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well i deleted it now

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i got enough of errors today

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!

cosmic meadow
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hy , does anyone know why the Line trace square impact point doesn't appear when the orthographic camera is set up ? How can I change that ? thank you

next badger
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What's the best place to ask about sequencer and cameras?

cloud palm
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Dose anyone know how to cast to two character using the event actor begin overlap blueprint?

grim ore
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I am sure we can figure it out but that's not enough info to go on. Casting is just a thing you can do

radiant haven
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can someone hel me by an UI counter?

real hound
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Can I have more normals than vertices on a static mesh?

light coyote
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@real hound what do you mean by that ?

real hound
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I am having some material issues and I think its due to the edges of the actors not knowing the normals of the actors next to them. Each hex is an actor. I am just trying to figure out how to get each actors material to kind of know where the material blend is coming from. If its not possible then I need to rebuild my system to use a single mesh in sections I believe.

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At first I thought it was some rotation issues however after tweaking some scales I think it is very apparent the material just doenst know whats going on on the adjacent actor.

light coyote
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I dont know what exacly is going on. But i will say some things you may find usefull, or maybe make you come up with something.

real hound
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So the material is blended based on slope. Dot product between the normal vector and 0,0,1 and then clamped and adjusted for the alpha between the two

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Maybe there is a way to make the normals at the edges be better.

light coyote
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vertices are a dimensionless object, has 0 dimensions,, 1 dimension is a line, 2 a plane,,,,, if you put to vertices in emptiness and conect them, you get a line, if you add a third one and conect it to the other two, what is in between them is flat,,,,, a triangle is the only thing that if you make by putting 3 pints at random will allwais be a flat 2d surface,, not true with a square or anything else.
That is why engine works with triangles i belive.

Smothing groups may be an issue aswell, and they may have something to do with that wierd way it reflects.
Could be caused by smothing groups, by normal, or both maybe.

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I would do whatever you are doing, im gessing you are doing this via programing,,, i would try if doing it with bare triangles and all faces having one same smoothing group to see what happens

real hound
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Its actually in blueprints right now.

ivory marten
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Can someone help me

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Hi

light coyote
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Hi

ivory marten
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I'm trying to make an MMO

light coyote
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omg

ivory marten
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Wdym

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?

light coyote
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?

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I just said omg because is not easy

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and a lot of work

autumn elbow
light coyote
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nicee

ivory marten
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Ok

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I'll watch that but any tips to make it easier

light coyote
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coffe

autumn elbow
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umm.. play to your strengths lol.. and coffee

real hound
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Make surey ou pay an anal level of attention to all things replication from the very beginning.

light coyote
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@ivory marten depending on what you know, some things may be worth learning before others.

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And is it you by yourelf?

ivory marten
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This is my first time making an MMO

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I wanted to start making bc of d&d

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And things like that

light coyote
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Don have in mind you are going to do AAA cause you will die in the process xD

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bc of d&d?¿

autumn elbow
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Think about, WILL PEOPLE PLAY MY GAME!

ivory marten
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The dungeons and how dice control what you do in the game whether u can try flying or build a house

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I think people want that freedom in a game

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But without a dice

autumn elbow
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IS THE TIME I PUT IN WORTH THE PAYOUT.

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Thats what i ask mysel

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lol

ivory marten
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True

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But if I do it for fun I mean and people like it then yea

keen pawn
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my dudes

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anyone know a way to slice geometry

ivory marten
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Yes sir

keen pawn
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so like i have built a wall and just want to loop cut it basically

light coyote
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@keen pawn in what software ?

keen pawn
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ue4

autumn elbow
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look up slice mesh on YT

light coyote
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uhh

keen pawn
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i want a quicker way to do this

grim ore
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the "Lets make an MMO" videos are informational but be aware they are using a custom software setup the creator has created and are not using pure UE4 for the setup.

real hound
keen pawn
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yeah its not a mesh @autumn elbow

light coyote
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does everyone here make geometry in unreal, wtf xD

keen pawn
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its geometry

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lmao is it geometry day in UE4?

autumn elbow
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doesnt matter... unreal converts it

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unreal slice procedural mesh

keen pawn
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I got it!

ivory marten
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Well anyways this is my first time so it'll be hard and it's not gonna be that good

keen pawn
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you can extrude from the mesh face

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so thats effectively same time as cutting

ivory marten
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But I'll try my best

autumn elbow
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extrude from the sliced?

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hmm.. not sure

light coyote
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he means extrude negatively, but i dont know if it will leave a the faces

autumn elbow
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@ivory marten start small... and build

ivory marten
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Oh sorry I didn't answer u I am doing this solo bc idk any people to help me

light coyote
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Watch many many many video tutorials

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if you are stuck and dont know what to look for to carry on, ask

autumn elbow
#

whats extrude negatively ? lol

ivory marten
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Alr

light coyote
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extrude extrudes a face outwards, well that is positivly

plush yew
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extrude in the negative of the normal

autumn elbow
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oh.. so just extrude ..

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i wonder what he will use that for

light coyote
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yep

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if you are using bsp, i belive you can simply go to editmode, select face, and drag

ivory marten
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😔

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Welp I'll try my best

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I'm on vacation but when I get home I'll start

autumn elbow
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Start with the videos Clout

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I will be slicing vegetables later on in my game.

light coyote
#

@keen pawn In case you want to know, you can create 3d meshes as a resoult of having subtractive ones cuttinng or carving of others,,, however, this only works with bsp

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with regular 3d formats, you can unify them to one once you have them the way you want

cloud palm
#

Dose anyone know how to cast to two character using the event actor begin overlap blueprint?

grim ore
#

what does your blueprint look like, what are the 2 characters you are trying to cast to?

cloud palm
#

I am trying to cast to a death function for my two character

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However, since the event actor begin overlap is only able to connect to one character, I can not cast to both of them

radiant haven
#

How to avoid that "Was Recently Rendered" goes through walls?

grim ore
#

so your character overlaps something and you want it to be destroyed and something else destroyed?

radiant haven
#

@grim ore nice tutorials WTF

cloud palm
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No I want my character to trigger the death function when they hit a cube in front of them

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Basically, I want to make them die when they hit the cube

grim ore
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where is the overlap event? on the cube or the player

cloud palm
#

I put the overlap event in the blueprint of the cube

grim ore
#

ok and when the cube is touched by the character, what is supposed to be destroyed?

cloud palm
#

The character is supposed to die

grim ore
#

so just the character?

cloud palm
#

yup

grim ore
#

so why are you saying 2 characters need to be destroyed then?

cloud palm
#

Maybe I made a mistake

grim ore
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when the overlap event is called on the cube, the other actor in the overlap event is the character that you can call destroy on.

#

if you are calling something on it, like a custom death event, then you can cast to the character and call it. But you are saying you wanted to cast to 2 characters and this is only 1

cloud palm
#

yup

#

I don't know how to cast to 2 character

grim ore
#

drag off the other actor from the overlap event and cast to your character class

light coyote
#

@grim ore you are more advanced i think he need more basic answer, more basic info

#

i mean

cloud palm
#

let me try

radiant haven
#

@light coyote U know how to make "Was Recently Rendered" goes not through walls

cloud palm
#

However, there is only one actor and only able to cast to one character

light coyote
#

@cloud palm they are many many many ways and or things you can do.
try this,,, open level blueprint,,, select the cube in the viewer, and right click in the level blueprint, you will see an option, up, to create a reference to that object on the scene

misty stone
#

but then they'd have to re-do that everytime if they wanted to make more

light coyote
#

You need some kind of reference so that the engine knows wich of who it is,,, you can instantiate that cube 1 gazillion times, and they are all the same,,, you cant just say, the cube

cloud palm
#

Why can't I just do it in the blueprint of the cube?

light coyote
#

@radiant haven i honestly dont know what that is xD

#

@cloud palm you can, i just thought on making things easier and practice

cloud palm
#

Is it possible to create an event overlap that is able to cast to two character?

misty stone
#

that would make it harder tho richard

#

@cloud palm yes, just use a sequence

light coyote
#

@grim ore can tell you the proper way to do it if you give him all the information he needs to make the decision

grim ore
#

@cloud palm you still have not said why you want to cast to 2 characters, what is the other character?

cloud palm
#

I want to make them both trigger the death function when they touch the cube

grim ore
#

both what?

#

I think we are missing something. You have more than 1 character in the world?

cloud palm
#

yup

grim ore
#

who is controlling them?

cloud palm
#

only one of the character is getting control

#

the other just follows the movement of the second character

grim ore
#

you can do it just like you have it, on the cast failed connect your second cast

#

and connect the wire up from the Other Actor just like your first cast

cloud palm
#

let me try

grim ore
#

oh wait lol

#

nevermind

#

you want both to die if one dies gotcha

cloud palm
#

yup

grim ore
#

well how do you control the 2nd one?

cloud palm
#

they moves the same

ivory marten
#

I'm young so idk if making games is something I want to put my time into

grim ore
#

they both take input and both move?

cloud palm
#

yup

#

only one of them is getting control tho

ivory marten
#

Bc I wanna start coding but idk what to code

grim ore
#

then how does the control get to the 2nd?

misty stone
#

@ivory marten start off with small things like pong

#

so you can learn the language

cloud palm
#

I use a blueprint so that the input of the first one is share to the second

grim ore
#

a different blueprint than the thirdpersoncharacter?

ivory marten
#

Pong what is that

cloud palm
#

I might have to leave now, I will message u when I come back

ivory marten
#

Like ping pong

grim ore
#

@cloud palm what you want to do then is use the Get All Actors of Class node to get your 2 characters, run it twice one for each one, then call your death function on the result of your get. this will find both of them then let you call death on them. It's not pretty but it would work for something like this

cloud palm
#

ok ok

#

yea I think that would work\

#

let me try it when I come back

grim ore
#

It's not the safest but since your characters dont seem to be linked at all it is the easiest

ivory marten
#

Idk what pong is

#

Like ping pong

autumn elbow
#

LoL.. Pong the game

misty stone
#

^

ivory marten
#

I've never heard of thay

#

That

misty stone
#

omg how young are you??

autumn elbow
#

Its the very first game ever made

grim ore
#

he did say he was young

ivory marten
#

Oh

#

That game

#

I've played it before

misty stone
ivory marten
#

I just didn't know what it was called

grim ore
#

sticks and stones is what it is called

light coyote
#

Funny thing is that you could not play the game if you where alone,, you needed someone else.
So they made space invaders? right?,, to adress people playing when ever they felt like

ivory marten
#

May break my bones

jaunty cedar
#

Can I sync a folder for perforce to GDrive so I can access it on the go without adding another user? I'm brand new to perforce and starting it up for the first time tonight

grim ore
#

Spaaaace War

jaunty cedar
#

I want to be able to edit my C++ on my chromebook for example, then sync my changes up to the perforce server

#

Rather than add it as a whole user

light coyote
#

@grim ore Cant remember, im half milenial xD

jaunty cedar
#

guy's never heard of pong

#

lol'd

light coyote
#

yes yes

ivory marten
#

Im 13 I'm not a millennial

light coyote
#

youre a billenial then

jaunty cedar
#

bizarre inbetween generation gang

#

he's a Gen Z

light coyote
#

XD

ivory marten
#

This is my first time learning code

jaunty cedar
#

Millenials are 1980 to some time between 1998 and 2004 depending on who you ask because it's not defined properly, and between those years you can kind of just pick one

#

I personally like the interpretation that 9/11 is the sort of breaking/shifting point between generations

#

Ending millenials at 2001 and starting Z at 2002

ivory marten
#

Alright so I'll try to make pong and once I'm done what do I do

misty stone
#

you dont need to make pong, you could watch tutorials and stuff

grim ore
#

Pick a Goal, Accomplish Goal. Repeat.

misty stone
#

^^

#

make sure the goal isnt too big though

grim ore
#

if Goal is too big, make goal smaller.

ivory marten
#

Alright making an MMO is too big what is smaller

misty stone
#

smaller would be a platformer or smth

grim ore
#

well learning a programming language would be the first goal

#

then define what language to learn

#

then find learning resources for said language

ivory marten
#

Ok what do you guys like to use

#

Bc might use java

grim ore
#

There was nothing wrong with Code.org to start with to learn the basic concepts of programming

misty stone
#

Python is a good one to start with from what I've heard

grim ore
#

Python is good for the future as well as it's very business oriented if you want to learn a language that might be of use in the future

ivory marten
#

Has someone learned every coding language in the world

grim ore
#

C# is good for the basics and it hides alot of stupid stuff in the background which is nice, Java is good for basics but can be weird

misty stone
#

probably not

grim ore
#

C/C++ are evil and no one should use

#

Javascript is fun because real devs hate it 😛

#

any of them are good to learn the basics concepts of programming tho which are then applied to all languages

misty stone
#

Blueprints is quite fun to use but is quite different to your other standard languages

heady frost
#

eh, I'm not sure I would recommend C++ to someone who wants to learn basic concepts of programming

ivory marten
#

What is java script abt

heady frost
#

There are so many things which aren't really recommended anymore

#

I'd much rather introduce someone using python, which tends to make a lot more sense to people without much experience

#

JavaScript is the language which most content in web browsers uses

light vigil
#

Anyone know why the ability to change standalone window size is disabled for me?

heady frost
#

I would imagine that you need to have more then one player

light vigil
#

Ah, yeah it was greyed out because of that, thank you @heady frost

plush yew
#

what would be the best way to implement a stomp mechanic like in mario (when you crouch mid-air) on a character? so basically stop horizontal movement and make it fall down faster

ivory marten
#

Alright I'll learn python

rain venture
#

I'm trying to export one of my animations from blender to unreal, and there is an issue that occurs with the feet when importing into unreal

plush yew
#

but if you stomp on a slope you should slide down on it ofc

rain venture
plush yew
#

any ideas?

grim ore
#

@rain venture is this in blender? It looks like there is a missing bone for the tip of the foot which is why the weighting is wrong in ue4

rain venture
#

actually not

#

let me show you the whole skeleton along with its controllers

#

this is a very complex rig I made

#

its meant to work in a game engine without problems

#

but there seems to be some parenting issues here

#

this issue happens in blender aswell when importing the fbx file into it

grim ore
#

you might have to get professional help in #animation for this one 😦

rain venture
#

oh gee, is it too difficult for you to find out? 😅

#

alright, I'll do that

ripe tide
#

Where can I find the 4.23 Preview 5 patch note?

ripe tide
#

Thx

#

Do you know if the launcher's 4.23 Preview 5 now has Chaos compiled in, or we still need to use the Github version?

plush yew
#

how do i make a level editor for players?

#

😭

grim ore
#

so I just noticed this on the streaming schedule "08/15 - 4.23 Release Highlight"

#

so do we think it's a preview stream or a "hey we released 4.23.0 yesterday" stream ?

tall pendant
#

is it a Fricker stream?

grim ore
#

it doesnt say who is hosting just that stuff, We wont know the guests till.... probably monday?

tall pendant
#

aye

grim ore
#

I am hoping its not releasing next week for personal reasons but it wouldn't surprise me lol. Chaos is scheduled for the week after so maybe it's 2 weeks from now fingers crossed

plush yew
#

what would be the best way to implement a stomp mechanic like in mario (when you crouch mid-air) on a character? so basically stop horizontal movement (but if you stomp on a slope you should slide down on it ofc) and make it fall down faster

light coyote
#

i dont knowexactly what you mean,, but there is a node called stop movement imediatly

#

im gessing you could activate that, delay of 0.1 sec or whatever, then upper gravity strengt ?

plush yew
compact girder
#

@plush yew Try LaunchCharacter with Override x and y and maybe z movement?

civic mantle
#

what richard said works pretty good. just did a stomp myself, and had to check what i did, bc it was so little ^^ just add a bool while stomping, true it on stomp trigger, false it on ground after (or on enemy contact, if you wanna stomp midair targets i guess), and set gravity scale higher. 2 was fine for me, but i guess you need to find out what value you need ;)

plush yew
#

@compact girder how to override x, y and z movement?

civic mantle
#

it's a bool in the launch node

#

"Launch Character"

hot haven
#

Umm hey... new to UE4. Used to use Unity. Could someone comment on Unreal for mobile. I know it can do high-end AAA mobile. But how is it for casual/simplistic mobile titles. Specifically in-comparison to Unity?

#

I'm interested in performance and package size and IAP and Ad implementations?

jovial venture
#

My ue stops responding when importing an fbx, it gets stuck on importing (insert name) 100%

#

then it has a full progress bar for importing fbx mesh

#

and then like 90% for processing sections

cloud palm
#

hi, Is anyone experience in blueprint?

#

I am currently try to make a death function for my character but it did not work

glacial pecan
#

anyone know a good tutorial with an example implementation (not just description) of game mode - player controller - player pawn relationship?

spark sonnet
#

What did not work @cloud palm ?

cloud palm
#

So, I have two character, they are suppose to both die when one of them hit the cube. However, right now, only one of them is working.

light coyote
#

@cloud palm
If you are learning i would suggest you do part of your programing in the level bluprint,, if you have something selected in the viewport,, you can rightclick in the blueprint and create a direct reference to that instance of that object

cloud palm
#

When character 1 hits the cube, character 2 will pause. but when character 2 hits the cube, character 1 dose not stop for somehow

#

So I should create a reference of the cube?

light coyote
#

@cloud palm for death, you can use nodes like, destroy actor,, or ragdoll,,

cloud palm
#

I create a death function

#

I don't want to destroy the cube, I just want to make them both trigger the death function.

light coyote
#

@glacial pecan I would create one and investigate,, you should find something

#

and what is death function if is not killing them ???

#

didnt you say it was not working

cloud palm
#

it is killing them, I think I just did not understand what u mean by destroy lol

#

I thought u said destroy the cube lol

light coyote
#

you can destroy whatever you want

cloud palm
#

No, the character are getting kill by the death function, it is just not both of them are getting killed

light coyote
#

you just have to tell it what and when

cloud palm
#

let me try that now

light coyote
#

so you can plug them to destroy the 2,,, if not, ,, duplicate node,,, if not, create a tag in the bluprints, and compare,,, does actor have tag,,,, branch, if yes, destroy actor

#

you have to compare if the tag is the same,,,,ex,,, has tag PLAYER, if true, after true in the branch, you put destroy node

gentle fern
#

Why can't i play animation on ain Ai character i have? It works if i use the anim bp or the specifik animation

#

but i want it in blueprints so i can add some more stuffs into it, also works on another char :/

lavish garden
#

Is UE Y up or Z up?

cloud palm
#

@light coyote , I tried on the level blueprint, it did not work

#

I am thinking about maybe I can use the get all actor class node or maybe the event dispatcher.

obtuse timber
#

Anyway i can dump out console variable that are changed by me and not the default?

woeful wraith
#

@lavish garden z is up

light thunder
#

2D capture component - if this is still a valid reference, does that mean it's still consuming rendering resources?

icy mulch
#

Can Someone Make Me A landscape in WORLD Machine I have $1

naive lotus
#

Hey guys? If it used to work fine, but now it takes days to build even the simplest levels, any idea what I should do? Should I try uninstalling and reinstalling it?

grim ore
#

building what?

icy mulch
#

Hello?

gentle fern
#

Hello, i have an AI that cast an FX on a player, but if he is in time before the first FX expires, he can cast another one, that means, the first one will never disapear, any easy solution to remove the fx?

icy mulch
#

@grim ore can you make me a landscape in World Machine!!!!

naive lotus
#

Lighting build, I guess. I literally mean hitting the build button, when I've got a blank level with just a single light, atmos fog, and a skybox

grim ore
#

gotcha. The build button builds more than lighting is why I was asking.

#

Lighting is normally the longest and that is 100% cpu. Have you changed anything recently?

#

its possible something was corrupted in the engine install but that would be odd. I would try and narrow down the exact issue. You can open task manager and watch it when you hit build, and try to build single things at a time from the drop down like reflections, navigation, and lighting to see what is causing an issue. Lighting in particular should use up 100% of your cpu using all cores and threads if possible and if it doesnt then it might be a network issue (it connects to localhost for the swarm distribution program) like the firewall blocking it

naive lotus
#

Can you explain swarm? If I thought I was working alone, am I really?

Also, I'm actually not having much resource use from Unreal despite only having a cheap laptop. Orbiting around 1.3% CPU effort and 61mb memory out of 18 gigs

idle garden
#

Someone using VaRest to send variables to webserver?

jovial venture
#

ok so basically i have a skeletal mesh of a lightsaber with the matrerials and stuff on it, i try and drag it into the view port but it doesnt bring anything up except for a white orb, when i right click and press edit it shows the actual model though

#

it has a physics asset and a armature

distant wraith
#

Anyone encounter an issue where the iOS binaries disappeared in 4.23 preview 5?

grim ore
#

@naive lotus when building lights, lightmass will connect to a program that runs as well called swarm that can be used to distribute the workload among multiple machines. By default it will just use your machine but in order to do it the program will connect locally to your machine to build lights. This will require network access to work and if you blocked it for example then it will simply not work. It's weird you are seeing low CPU use when the program is building which is why if we can figure out what part of the build is slow we can go from there

jovial venture
#

ok so basically i have a skeletal mesh of a lightsaber with the matrerials and stuff on it, i try and drag it into the view port but it doesnt bring anything up except for a white orb, when i right click and press edit it shows the actual model though
it has a physics asset and a armature

grim ore
#

you can import FBX scenes from Blender into UE4 with the import options

distant wraith
#

Unreal uses .r16 files for its landscapes, otherwise yeah you can bring them in as FBX and set up level streaming

grim ore
#

lots of crayons and duct tape

#

there is no program that is the best and all of epics artists use differing software and tool setup

#

you can use blender yes

#

you are asking in a UE4 channel how to learn to create art

#

art is universal, UE4 is just another tool

#

learn to use Blender if you want to learn to make models for UE4, yes that is the answer to your question

distant wraith
#

Start with youtube @west ledge there are 1000s of hours of tutorials that can get you moving in the right direction. All free

#

Some might answer your questions in as few as 4-5 minutes

grim ore
#

model your model in blender then, export it as a FBX, and use it in UE4

mighty field
#

You seriously expect to learn all that in a chat room?

grim ore
#

no he just wants someone to tell him what to do rather than learning himself what to do

mighty field
#

Because it was super vague

grim ore
#

and he will be back with more questions generically like that later

mighty field
#

Want good answers, ask better questions

grim ore
#

word the question so it has an answer, do not word the question as a thought but as something you want an answer to for a specific problem.

jovial venture
#

can someone please help me, my question keeps getting covered up by others

grim ore
#

@jovial venture it's not being covered up or ignored, no one here has an answer to it

jovial venture
#

ok

#

thanks

#

do you know which question im talking about?

grim ore
#
[5:24 PM] 4SwiftSpamsL2: how do they make their models/skins
[5:24 PM] 4SwiftSpamsL2: bc i wanna make my own human models
[5:24 PM] 4SwiftSpamsL2: how would i do that?``` this is not specific
distant wraith
#

@jovial venture is your asset in a blueprint by any chance?

jovial venture
#

no

#

that wouldnt work for what im doing

#

yes

grim ore
#

you literally asked what I pasted

#

there was no mention of blender

mighty field
#

How do I make human models is not specific. The answer to that can fill a whole book

grim ore
#

woof.

mighty field
#

Yes, that is

jovial venture
distant wraith
jovial venture
#

just a sphere

distant wraith
#

So we dont get buried

jovial venture
#

ok

grim ore
#

@jovial venture maybe ask in #animation or post some screenshots so we can see the issue better. The fact you say it is showing a white ball when you drag it in is odd because that's normally a root object in a blueprint and not a skeletal mesh

#

and of course you posted those when I was typing lol

#

ah the white ball is the transform widget, makes sense

jovial venture
#

lol

sleek pebble
#

Anyone know if there’s an updated version of JBaldwin’s VFX Star pack?

fringe pivot
#

guys I'm using a pawn as camera actor for a RTS, how can I make that when I rotate the pawn that doesn't modify the axes so X=0 keeps being UP, etc.

#

Corey Chase, best redtuber ever

woeful wraith
#

whoaa drama

violet olive
#

hey @grim ore after some frantic googling, i think the problem may have been NUM_ELEMENTS_IN_POOL

#

seems to have fixed it for now, just in case you come across anyone with the same problem lol

woeful wraith
#

wtf are you on about lol

grim ore
#

oh that;s a weird one @violet olive

violet olive
#

i lowered it from 512 to 256 and its behaving itself 😛

grim ore
#

Where did you change it so we know for reference later if someone else has the same issues

violet olive
#

stats2.h

weary basalt
woeful wraith
#

4Swift you're going to get banned probably, maybe chill out if you want to stick around.

weary basalt
#

No worries.

dim plover
#

Way2Close, was your problem with the Shaders left to compile?

woeful wraith
#

👏

violet olive
#

all the shader tasks were dying mid way through

#

happen to you too?

dim plover
#

No, it doesn't happen to me, just trying to get an understanding just in case it does.

violet olive
#

aag

#

ahh*

woeful wraith
#

still on that problem Way2Close?

violet olive
#

think i just fixed it 😛

woeful wraith
#

ohhh nice what was it?

#

nm scrolled up lol

dim plover
#

Where did you change NUM_ELEMENTS_IN_POOL?

violet olive
#

stats2.h in the engine

grim ore
#

how much system memory do you have?

icy mulch
#

Why do my trees look like this

weary basalt
#

Probably because the LODs on the Leaves is to harsh

woeful wraith
#

if the near and far are the same trees, then LODs

grim ore
#

that would explain why it was working at one point then stopped tho as they increased the NUM_ELEMENTS_IN_POOL over time from 128 to 512 it is now

icy mulch
#

Cause the trees are fine when I'm close to them

#

It's on lod auto

fringe pivot
#

LOD, they are rendered at low detail at the distance to preserve performance

woeful wraith
#

the lowest quality LOD apparently doesn't have leaves

icy mulch
grim ore
#

what does LOD1 or LOD2 look like?

icy mulch
#

The same

#

Never mind o changed the settings

#

I

grim ore
#

looks better just keep in mind LOD's are there for a reason, performance

icy mulch
#

Okay also some of my trees are slanted when I use the tool

#

I don't know If That's A glitch

real hound
#

Does anyone know if there is a way to get smooth normal blends between sections of RuntimeMeshComponent/ProceduralMeshComponenet?

#

Its been a killer issue I have been trying to work around the past two days.

loud knoll
#

I am looking for a good method to fade out any object that has lifetspan set for it. Should I make a custom Lifespan node?

grim ore
#

there is an actor lifespan setting but it destroys it

icy mulch
#

@grim ore when I use the foliage some of my trees are slanted

grim ore
#

do you have the align to normal option on for foliage so it tries to angle them based on the slope of the terrain?

wet berry
#

Has the launcher been complete garbage recently for anyone else?

mighty field
#

@wet berry is that a trick question?

wet berry
#

It's always been annoying, but it's been unresponsive and slooooooow the past few weeks for me

#

Like 5+ second click delays.

#

genuine question

proven imp
#

Hi everyone, i new here XD
I new to unreal engine and hope i can learn a lot from everyone~
for now i wanted to know is is there any guide for save, edit and delete of information, data or file?

autumn elbow
#

What kind of data file? @proven imp

#

You mean how to Save ?

gentle ivy
#

@proven imp there is several formats and systems dealing with saving, editing and deleting of information. You will need to be more specific.

autumn elbow
#

Is there a datatable/spreadsheet like dataholder that can be written to at runtime?

#

My player can create an infinite amount of tools/weapons. I need a good way of keeping track of it all...and save and load.

blissful trail
#

Having an issue with multiplayer where a physics cube isn't in the same location on both screens

real hound
#

Throwing out a shot in the dark, but does anyone know a BP method of getting the normal of a 2d or 3d simplex function height map?

#

If not its cpp

autumn elbow
#

No idea what a simplex function height map is.. sorry lol

proven imp
#

Data and Information Like : Setting Game System and Database.
Since i new to game development, i just trying make setting like Music : On/Off SFX: On/Off Resolution: Fullscreen/widescreen fps: 30/60/unlimited
if i still wrong sorry then i tried to look it for myself

real hound
#

@autumn elbow Simplex is just better perlin noise

autumn elbow
#

Oh I see.

#

So you are displacing geo with it. Maybe look up mesh sampling?

real hound
#

I dont think mesh sampling will work for me. I am having an issue with normal vectors not being correct between mesh sections that are derived from the same noise, I figure its just because the normals are computed after the fact with only the vertexes passed to the function. I think I can fix my issue by using normals derived from a normal map that is itself derived from the same noise function.

#

the same noise function that drives the height map

#

My math knowledge is pretty deteriorated but I think I can cross product the two partial derivatives on the height map. Maybe. to get a normal

#

Or do a gradient and compare it to 0,0,1

spark sonnet
#

Have you made it replicate @blissful trail ?

sterile bison
#

hopefully this isn't drama but can I discuss forum bans here?

#

for some reason my organization's forum account has been banned quite a while ago

cursive dirge
#

well, it's not really a topic for this group but you can try to ask some forum mod about it

#

@sterile bison

cloud cobalt
#

Though discussing bans anywhere is generally a short discussion

sterile bison
#

If you're a troublemaker / racist / toxic maybe 😃 Either way, I'll keep it off this discord. Thanks!

plush yew
#

is "is falling" the exact inverse of "is moving on ground" or is there some difference?

tired oracle
#

how do you set up level streaming volumes in 4.22? The documentation is outdated for 4.12 and its changed

drowsy kite
#

Hi Guys , I need to deal damage on the basis of the bones , if it is close to head , maximum damage and if it is around legs and arms minimum, I have impact point.
Can someone guide me a direciton.

amber girder
#

guys, do you know a way to zip up a project with its plugins (in projects plugins folder) without their intermediate etc folders? Zip-up Project in the editor wont include my plugins :/

torpid compass
#

is there a way i can make it so the player camera only moves left and right with the player, but not up and down?

plush yew
#

yeah think you can just constrain camera on z axis.

torpid compass
#

is that in the details panel?

plush yew
#

yes

torpid compass
#

i dont see and constrain option

plush yew
#

might be wrong there actually

#

pretty sure you can just add a blueprint that resets z location on tick. Maybe that will be stuttery but you can try

torpid compass
#

that worked thank you!

sleek pebble
#

Anyone have an easy way of making Unreal use double precision floats?

jaunty cedar
#

Unreal ran out of video memory while packaging.... I'm on a GTX 1080 8 GB card

#

I know it's not new and flashy and impressive to hear "GTX 1080" anymore, but still

#

It shouldn't crash the engine and fail to build

cloud cobalt
#

Put the packaging log on pastebin and shar eso that we can check

ember hull
#

Guys whats wrong with shift + NUM key combinations
I cant get them to work
is it something with in the engine that use it or something
and is there any way to make it work ?

jaunty cedar
#

Where would I find said log? It's not in output because the engine crashed. Where is it saved?

cloud cobalt
#

Well, start with the regular project log

#

And the crash report

idle haven
#

i want to make road using spline tool and assign road material from substance but i want to paint that road with multiple materials like random road textures with puddles etc. vertex painting can use only 3 textures?

serene birch
#

keyboards are weird, Shift+Numpad keys sometimes count not as a "normal key + shift" but as an entirely different key at all

#

like my 1 key has "End" on it too which is what the key does when NumLock is turned off

#

well Shift+1 gives you "End"!

amber girder
#

num-lock?

#

oh

#

you're right, reproducable

cloud cobalt
#

Keyboards are a complete inferno

amber girder
#

and left shift-Num8 triggers left shift again

#

wth

cloud cobalt
#

The basic problem with keyboards is that what counts as a key is hard to define

#

On a QWERTY keyboard, the number 8 has a key

#

On AZERTY, 8 is the \ key + shift

#

Numpads are actual keys, but shift adds unrelated functionality

#

Whether that's on the keyboard, on the application, I don't know

upbeat tendon
#

I am looking for some advice, i am putting a village based on some store bought assets, i figure that i should build templates, i feel building a blueprint that is just a bunch of static assets is going to hurt performance, is there a lighter way to group static assets

cloud cobalt
#

Why would it hurt performance ?

#

(it won't)

upbeat tendon
#

because they would tick

#

oh i just remove tick 😃

cloud cobalt
#

It's disabled by default

upbeat tendon
#

well then i will just use blueprint actors

serene birch
#

the only way it can hurt performance is that it makes it "easier" to put lots of objects

#

but hey, you gotta put the meshes you need to render the scene you want anyway!

upbeat tendon
#

well if i simply placed static meshes in the scene, then it won't add lots of actors

cloud cobalt
#

Don't worry about performance issues before you have performance issues

upbeat tendon
#

ok

desert gorge
#

is there any way i can have two separate view port like unity has one for scene another for game.
So i can see whats happening realtime

cloud cobalt
#

No.

light coyote
#

during play, shf+f1 to show cursor again,,, you can see what is happening in the blueprints that way

#

and shf+esc, but i cant remember if that is correct,,, to escape the possesed caracter, and roam the world as if you where editing, but in runntime

amber girder
#

F8 to unpossess, at least in PIE

cloud cobalt
#

Though that's not what Kuro is asking here

#

Just the next best thing UE does have

light coyote
#

unpossessing wont give you another window, but is the closest for what he is asking, and maybe is enough for what he was intending

cloud cobalt
#

yup

high sparrow
#

I keep on getting this error

light coyote
#

Accessed none is comon error, pain in the ass when learning, and i hope im getting this right, someone correct me if im wrong

#

You are trying to do certain things, main boxes, to a certain object

rotund scroll
#

accessed none is a nullpointer exception for blueprint

high sparrow
#

yeah, I am trying to set an animation on both charatcer

#

so once first character does the animation, the other one does the same

rotund scroll
#

it's when the variable that should be set to something, is set to null

high sparrow
#

the other bp i did for the other one worked

rotund scroll
#

so when you're trying to do something, you're trying to do it on a null object

high sparrow
#

this one worked

#

yeah

light coyote
#

What that means is that is trying to do what you tell it, but it cant find the object,,, and that in general, is because
you sre not refferencing it properly,,so.. you are not referencing the exact object( you have objects, cube sphere... but then, in game they are all instances, so.. cube001 , box157 etc.. )

rotund scroll
#

pretty much that

#

whatever variable you have set

#

isn't setting correctly the character

high sparrow
#

because the second character i made has referrence to first character

rotund scroll
#

or is setting it at the wrong time

high sparrow
#

so it is null, right?

light coyote
#

1- The object type or instance of that type is not correct
2- It has not yet been instantiated,, so, is still not in existence when you are wanting to do whatever to it

rotund scroll
#

it has to be set during runtime... as in, when the game is playing

#

for most things this is going to be the case

visual belfry
#

well if i simply placed static meshes in the scene, then it won't add lots of actors
Now you've got Static Mesh Actors 😛

#

whoops scrolled up shakes fist at discord

high sparrow
#

how can i set it tho since the second character has reference to the first character

light coyote
#

XD

rotund scroll
#

you need to have the characters interact somehow, or you need a manager class to create interaction between them

high sparrow
#

i see

light coyote
#

@high sparrow Easy but not correct way,, place actors in level, select one, right click in level bluprint to create a direct reference to it and do it there.
or..
think on something that is there all the time, and do a get all actors of class

rotund scroll
#

like a trigger doesn't know a player until the player enters the trigger for instance

high sparrow
#

ok, let me try that, thanks

#

i think it has the reference

light coyote
#

things can have a reference, but that doesnt mean it will work
reference has to be in scope

#

what i mean is that you can reference something,,, but if something has to happen at a given time, but it still does not exist in the world, then, it wont happen

#

you can say, kill the cube 14, just after it spawns,,, if it does not spawn, it will never happen

in general this doesnt happen, beacause if reference is not in scope, unreal lets you know that this wont work,,,,, but the more atumated and reusable you make things, the more you will find this

high sparrow
#

ok

#

so i need to creat a direct refernce and put the blue print in that direct reference?

light coyote
#

@high sparrow if i where you, i would use the level blueprint, learn as much as you can about what you can do,, and have fun.
you will have plenty of problems to find a solution to, dont worry

rotund scroll
#

yeah

#

the level blueprint is a good manager class

#

because it knows all the actors inside of it

#

automatically

high sparrow
#

ok, let me try that

light coyote
#

Is not the optimal way of doing it.
But if learning, it is by faaaaaarrr the best way to start playing with things

rotund scroll
#

make it work, make it neat, make it fast... that's the order to follow

light coyote
#

@high sparrow select actor in the world, right click in level bluprint, and you will se up there,,, create a reference to.....

#

That way you know that what ever you do will happen to that instance of that type of object

#

And you know the object is instantiated, because, well, it exists xD

upbeat tendon
#

i am placing trees 😃 i seems time consuming, i was wondering if there was a way to align them to the terrain height automatically and give them all a random rotation?

rotund scroll
#

if you're creating them as a foliage asset then you can do just that on a landscape

upbeat tendon
#

i didn't want the placement to be random

rotund scroll
#

if you set the radius to be small the randomness is minimal

left citrus
#

is there no way to force an animation blueprint to tick later than another standard bp?

rotund scroll
#

otherwise you'd have to go through and make your own version of a foliage mesh

violet olive
#

Anyone here have any ideas why ShaderCompileWorker.exe would just stop working?

rotund scroll
#

infinite loop?

#

running out of memory?

violet olive
#

memory is at 30 percent

#

its driving me insane

rotund scroll
#

memory as in allocated memory

#

doesn't have to be all of your memory

civic mantle
#

fear the shader union, it's WE! maybe they took their time off...

rotund scroll
#

most likely it's something like that or an infinite loop

violet olive
#

why would it loop though? and shouldnt it handle its own memory allocation?

#

no one else seems to have this problem

mystic flax
#

Hey, there is some Unreal Engine 4 tutorial for begginers? I have concept of the game and I would like to watch some tutorials.

#

Text or video. Thx for answer

radiant haven
#

How much do u get of one Advertisement

tepid knot
mystic flax
#

Thank you so much! @tepid knot

tepid knot
#

youre welcome

silent frost
#

Afternoon all, I'm after some help pls. I'm making my first endless runner game. It uses the thirdpersoncharacter blueprint. However, I'm swapping out the character as a vehicle. Now, the default is set to have capsule collision, which is inherited. My vehicle is a skeletal mesh, with physics, yet collision wise it only uses the capsule. I've tried adding additional box collision to the thirdpersoncharacterBP but it gets ignored. I've tried setting capsule to noCollision and it falls through the floor. Ideas pls?

autumn elbow
#

Make your own ThirdPersonVehicle BP. @silent frost

#

You don't need to inherit from Character. Maybe try Pawn?

silent frost
#

I did wonder whether that might be easier than trying to frig this one, @autumn elbow 😃 Guess I'm learning something else this evening too 😄

#

Thanks btw - appreciated

autumn elbow
#

Bro.. I feel ya. I do the same thing. LoL

plush yew
#

Hey there, does anyone know how to add a punching animation? that varies, like left click punches left, and click again punches right etc, if you do please dm me 😃 thanks!

bold rune
#

Floating Damage Numbers! I have several possible methods: 1 - Use Text Render Components, 2 - Use Widget Components, 3 - Render to Texture and Use Particle Systems, 4 - Roll a bespoke system as part of my already highly custom HUD that uses Canvas.

#

I feel like the memory overhead of the first two will be pretty high but have no data to back that up. The third would work but for some reason feels wrong, it does at least mean I can use all of the particle system behaviours. The fourth is a lot of work and the HUD is already a pretty big CPU hog as it is.

light coyote
#

@plush yew There is a node that is called Flip Flop

#

acts as a swich

#

in some cases you will need to do your own swich to use because you have separate things,,, in that case you would just have a bolean variable called switch,,, and after the branch, than can be true or false,, you will set the variable to true or false, making so that the condition of the branch(your switch variable), is alwais alternating, and guiveing you once true, next false, next true....

plush yew
#

Ah ok thanks!

brave salmon
#

does anyone know the solution for launching another UE4 editor for different windows user remotely with all functionality sipported? basically to use a laptop as a console and share PC resources.

light coyote
#

there is

#

i never used it

#

but obviusly, when teams work together they need a workarround,, and they need to work on the same project

#

look it up on google

brave salmon
#

working on the same project is VCS

#

it's a little bit different, more using the same PC

light coyote
#

ahh

#

2 screens, duplicate screen ?

#

2 screens and select, from the arrow near play, open in new window when play,,, and see if you can leave that on the other screen

#

i dont know if that is any good 😅

civic mantle
wispy raven
#

hey, i'm having a little problem with the player interface blueprint

#

i added it in a object blueprint

#

but whenever i build the bp i get this

vale pumice
#

Is there a way to calculate a navigation path with consideration for the actor size?

plush yew
#

Hey is there a questions channel?

autumn elbow
#

You're in it 😃

plush yew
#

Ok

#

So I'm making a pokemon game in vr as my first project. And I want to make it so that if the poke ball overlaps with a pokemon, it'll change materials. But I want this to happen only if it's a ball that overlaps. Because if I touch it with my hand it also changes. How do I fix this?

#

By "itll change materials" I mean the pokemon

autumn elbow
#

There are a few ways..

#

The best way, in my opinion, is to do a class check.

plush yew
#

So like give each poke ball a class. Then when there is an overlap do a branch and a boolean to check if it's the right class?

#

That actually makes sense

autumn elbow
#

Your Pokémon needs the Class.

wispy raven
#

ok, i'm pretty sure that this is a glitch in the new beta

plush yew
#

Ok. Sorry I'm new to this

autumn elbow
#

The ball checks if the class is a Pokémon, then runs some code

plush yew
#

Ok

#

Thanks a bunch!

autumn elbow
#

So, Onoverlap, get actor, get class, check class.

wispy raven
#

nevermind the problem got solved by itself

#

i mean, i didn't do anything, but the error disappeared

autumn elbow
#

LoL... that's good and not good Luke

#

Good because, well, it's working. Bad because it can creep up again and you don't know what it was.

wispy raven
#

i know, but since it was something like "error found in none" it was probably a problem with the build

#

since i'm using the beta one

plush yew
autumn elbow
#

Wait for the compile to finish

#

Textures should pop on

plush yew
#

how long should that take?

#

its being doing it for quite a while

#

928 ..

autumn elbow
#

Depend on your CPU. Takes forever on my Crappy laptop.

plush yew
#

but the other characters i did took a few mins

#

ive been waiting about 10-15m

wispy raven
#

my craptop takes around 30 minutes

plush yew
#

but ty anyway

wispy raven
#

@plush yew what's your specs?

autumn elbow
#

Welcome to Unreal. LoL... realtime my ass

civic mantle
#

first compile usually takes longer, had to compile a year old project some time ago.... was taking ages ;) (but the artists did some pretty ... "pretty" work there, so i understood why G )

#

i think unreal is faster when being main window too ;) so i suggest to switch to it, and just wait

autumn elbow
#

I wonder if it's multithreaded

woeful wraith
#

shader compiler is multithreaded, and having the window active won't speed it up.

autumn elbow
#

Im still R&Ding my Kerbal/Besiege like game. Trying to decide on the best way to save and load...well...anything the player builds.

#

Anyone know how Besiege does it?

plush yew
#

f i n a l l y loaded

#

yay

woeful wraith
#

do you want it to save on device or the cloud?

autumn elbow
#

PC

woeful wraith
#

you can use the builtin SaveGame/LoadGame functionality, then