#ue4-general
1 messages · Page 506 of 1
does it need dynamic avoidance? that takes extra steps
is there a way to monospace a existing font in ue4?
How do I add segments to my 3d model so it bends smoothly as a spline?
With a 3D modeling app like Blender or whatever you used to create it
What would it be called?
What would be called what ?
The tool to add segments? I tried googling it but it just shows segments for a 2d circle
Depends on the program you use.
Hi, question! recommendation for simple idle 2d game.... choose UE4 or unity?
Unity
UE4 2D support is quite minimal
Not even sure they have 2D skeletons with paper2D now
im trying to get an ai to follow the player and destroy a specific object if it touches it
Thanks
Hey anyone online who knows how to fix a small bug with player animations?
Its about a bug where i got the aiming system down but when i aim, no animation shows
More context please
hold on
ill show you
there you go
oops sorry thats a bit laggy
hold on
there you go i think its a big better lol
nvm
the problem is
that is not displaying the aim animation
Hey. Is there a way to see sockets in PIE?
you can do something like draw a debug sphere at their location
naturally requires BP
there is also the visual logger / debugger, but that's probably overkill
Alright thanks
damn this is a monumental bug
that's show stopping - are there any patch notes around to check if the way anim bps are handled has changed?
@left citrus Are you sure your skeletal mesh uses your animation blueprint? I can cast like that without a problem
cast would show up regardless
@ Max M, in that screenshot I had the context sensitivity off, I can't even see the cast option in the list
try unchecking context sensitive if you haven't, curious what that will pull up
ah nm
When you pull out of the GetAnimInstance and type "cast to" are there any suggestions at all?
Sure you have a custom animation blueprint in your project? If so it should be listed there
is your animbp child of animcustominstance? I thought it was animinstance before, maybe a problem if you updated the project?
made this project from scratch in 4.23, made the animbp just now, definitely got them in the project
but yeah even with context sensitivity off, no anim bps are showing in the list
must be a 4.23 issue - damn
guess I'll go log it
it kinda looks like it needs to be AnimCustomInstance now from that cast list
when you create a new anim bp does it show?
At this point it's probably worth reporting
Thank you for playtesting the next release 😛
in production hah
I usually stay an entire version behind for sanity reasons
You are a crazy person
don't have to wait for everything that has been broken to be hotfixed
I find the releases unstable already
sadly we rely entirely on an update in 4.23 - any idea when these type of things might be fixed?
they do hot patches do they?
aye fair enough
if your bug is easy to reproduce you'll get a fix in a minor version
for preview - you just report through the usual system right?
even so, released versions get anywhere between 1-5 hotfixes between versions D:
yeah, usual bug report system
scream into the void 😄
awesome
I always have to stay on the alpha version because proprietary hardware stuff, grumble
haha don't jinx me
Is it also occurirng in an empty 4.23 project?
let me double check Max
I'd imagine it probably is
yeah seems pretty fundamentally buggered
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
You can offset via the transform
yeah blank project repeatable, sigh
Oh ok :{
oh thanks
S'all good, I'm sure I can throw enough duct tape at this to work around it
Hey guys I actually need help with AI
Ask your questions
Well My AI wont follow me if I come in his sight
You need to provide way more information - Blueprint graph, explanation of what you want to happen, what exactly happens, etc.
AI won't just automatically follow you - how have you set it up? What makes you think the AI 'should' be following you?
Show the rest of your tasks
No show the findplayerlocation task
get random point within 7000 units of the player?
ye
also you didn't pass in any nav data
not sure it's necessary,but still
either way 7000 units is a lot
i know
its the size of my map
and i have loooong hallways
@wary wave what do i need to add tro nav data
hold up
"Why doesn't it follow the player"
"get point within 7000 units"
"map is 7000 units"
this makes no sense
you're literally telling it to pick a random point anywhere
yes
u mean follow the player on navigating?
cause the moving is random yes
but not chase player
obviously he won't chase the player
you're picking a random point within 7000 units of the player
which is bigger than your entire map
ok, so u want to tell me that i make it to 5k?
I want you to use some common sense for maybe two minutes
7000 units is bigger than your entire map
if you pick a random distance up to 7000 units away from the player, where is that point going to be?
literally anywhere on your map
units are centemeters, 7000 units = 700 meter possible radius right?
70
to what do i need to make it lOL
How about between the player and the enemy ?
OK I GOT IT YAAAAAY
WEll i need to know how to make that the AI chases me for idk 20sec?
thxc ambershee
I was kinda hoping common sense would prevail
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
i use a bt
It is exactly for what it sonunds for
so i need a variable that the AI chases me for 20sec
This isn't a tool problem here.
which?
this was a PEBCAK problem
or common sense problem
What is the Behavior Tree in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
@grim ore has a video 😃 i was looking for a short one for you
yay
This one is 10 min
omg
This is specialy designed for behaviours, and getting basic ones like follow, is really fast and easy
The more conditions you have on the behaviours you want to acomplish, the harder it becomes, obviously,, but this is specialy designed for it
A possibility of what ?
custom time to chase player
Look, I'm not going to be telling you what to do for every individual element of a simple feature
You should read the BT documentation
It was a wile ago since i last used it, and didnt use it very much
But you maybe have to use a combination of other things
Create a blackboard
behaviour tree
anddd
something else
I already have everything
cant remember
then you should have them as tabs right?
all together on the same item
ai
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
Overviews and examples AI
beuh
What is the Selector Node in the Behavior Tree in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
What is the Sequence Node in the Behavior Tree in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
What are the Decorator Nodes in the Behavior Tree in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
Nodes you are looking for are move to and whait
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
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
We are not stalking you dont worry xD
other question how to i connect these together?
Ahh ok
When you have problems like that,, right click the input of the node you cant plug in to,, promote to variable
ur right thx
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
er, offline == editor time 🤣
@visual belfry yes check out Mathew Wadstein chanel
or type in youtuube ue4 wtf is,, followed by what you are looking for, something should come up
sorry, that's not a helpful answer
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 😃
Yes you use nodes like
save game to slot
load game from slot
idoes save game exist
sanctioned ?
I want to create the actual .uassets, not save game data
sanctioned - an "official" way of doing something
yes, but I still want to be able to use it inside the editor as the derived DataAsset class
then save the parameters that make that configuration in variables
?
i dont know what you mean
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 😛
well you get the configuration you liked, and store it in a variable wich you then save
and if you want to use it again later, you load it
in game time is when you actualy do the saving and loading via bluprint
I'm doing this at editor time and have no plans to let it occur at runtime in this way:)
o
ok
what do you mean by editor time and runtime ?
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
question
answer
ansewer2
est-ce que les produits gratuit pendant 1 mois doivent être payés une fois la fin du mois ?
no falo portugess
It's okay, i'm from the same place - you don't need to pay
Does the "free for the month" products have to be bought at the end of the month ?
My mother is portugese, but i only know a few words xD
No.
ok ty
they're yours FOR EV ER
don't expose them to water or feed them bits after midnight, they're your responsibility now
How do I make that when I see an AI that I sound will play
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 thunder no, they are of by default
@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?
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
@light thunder i have never used game state, i do it via blueprint level, via the persistent level at that moment
If you wonder how big open worlds can be loaded, is because they are not
had to go for a min
is beac
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..
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
in editor
at runntime
my persistent is empthy, only doors in it and triggers, spawn,....
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
ç
@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
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?
I've tried sending the values from the object to the animbp and using the anim bp to fetch the values from the object
I've set the tick group for the skeletal mesh to be after the object which is sending the information - no joy
ABP (animation blueprint) is still ticking before incoming Object
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...
how do you create variables inside widget bps? this guy has the bp bar
is this an UI?
yea
the dude created a variable for arrays
@mortal mountain hit the plus icon next to variables
oh i seee
thats from a video
Huh?
Oh hmm
Go to window-> my blueprint
Yeah must have got hidden
¯_(ツ)_/¯
@radiant haven as for your question, you need to be using the pin “other actor” and cast that to your first person character
Its hidden by default which is odd
what are you using it for?
What’s your code?
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
What's the best place to ask about sequencer and cameras?
Dose anyone know how to cast to two character using the event actor begin overlap blueprint?
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
can someone hel me by an UI counter?
Can I have more normals than vertices on a static mesh?
@real hound what do you mean by that ?
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.
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.
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.
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
Maybe there is a way to make the normals at the edges be better.
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.
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
Its actually in blueprints right now.
Hi
I'm trying to make an MMO
omg
@ivory marten https://www.youtube.com/watch?v=PAs-9KGlVJc
In this training series we will be taking a look at a step by step process to build an MMO in UE4. MMO's are very complex and take dozens of people working t...
nicee
coffe
umm.. play to your strengths lol.. and coffee
Make surey ou pay an anal level of attention to all things replication from the very beginning.
@ivory marten depending on what you know, some things may be worth learning before others.
And is it you by yourelf?
This is my first time making an MMO
I wanted to start making bc of d&d
And things like that
Don have in mind you are going to do AAA cause you will die in the process xD
bc of d&d?¿
Think about, WILL PEOPLE PLAY MY GAME!
The dungeons and how dice control what you do in the game whether u can try flying or build a house
I think people want that freedom in a game
But without a dice
Yes sir
so like i have built a wall and just want to loop cut it basically
@keen pawn in what software ?
ue4
look up slice mesh on YT
uhh
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.
I think this picture shows my issue. https://www.scratchapixel.com/images/upload/shading-intro/shad-face-normals2.png? SO the smooth shading works fine except at the edges because it has no information about coming changes in adjacent actors/meshes
yeah its not a mesh @autumn elbow
does everyone here make geometry in unreal, wtf xD
doesnt matter... unreal converts it
unreal slice procedural mesh
Announce Post: https://forums.unrealengine.com/showthread.php?122451 Ian Shadden and Alex are back again to help sharpen your development skills with a new f...
I got it!
Well anyways this is my first time so it'll be hard and it's not gonna be that good
But I'll try my best
he means extrude negatively, but i dont know if it will leave a the faces
@ivory marten start small... and build
Oh sorry I didn't answer u I am doing this solo bc idk any people to help me
Watch many many many video tutorials
if you are stuck and dont know what to look for to carry on, ask
whats extrude negatively ? lol
Alr
extrude extrudes a face outwards, well that is positivly
extrude in the negative of the normal
yep
if you are using bsp, i belive you can simply go to editmode, select face, and drag
@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
with regular 3d formats, you can unify them to one once you have them the way you want
Dose anyone know how to cast to two character using the event actor begin overlap blueprint?
what does your blueprint look like, what are the 2 characters you are trying to cast to?
I am trying to cast to a death function for my two character
However, since the event actor begin overlap is only able to connect to one character, I can not cast to both of them
How to avoid that "Was Recently Rendered" goes through walls?
so your character overlaps something and you want it to be destroyed and something else destroyed?
@grim ore nice tutorials WTF
No I want my character to trigger the death function when they hit a cube in front of them
Basically, I want to make them die when they hit the cube
where is the overlap event? on the cube or the player
I put the overlap event in the blueprint of the cube
ok and when the cube is touched by the character, what is supposed to be destroyed?
The character is supposed to die
so just the character?
yup
so why are you saying 2 characters need to be destroyed then?
Maybe I made a mistake
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
drag off the other actor from the overlap event and cast to your character class
@grim ore you are more advanced i think he need more basic answer, more basic info
i mean
let me try
@light coyote U know how to make "Was Recently Rendered" goes not through walls
This is what I did
However, there is only one actor and only able to cast to one character
@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
but then they'd have to re-do that everytime if they wanted to make more
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
Why can't I just do it in the blueprint of the cube?
@radiant haven i honestly dont know what that is xD
@cloud palm you can, i just thought on making things easier and practice
Is it possible to create an event overlap that is able to cast to two character?
@grim ore can tell you the proper way to do it if you give him all the information he needs to make the decision
@cloud palm you still have not said why you want to cast to 2 characters, what is the other character?
I want to make them both trigger the death function when they touch the cube
both what?
I think we are missing something. You have more than 1 character in the world?
yup
who is controlling them?
Like this
only one of the character is getting control
the other just follows the movement of the second character
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
let me try
yup
well how do you control the 2nd one?
they moves the same
I'm young so idk if making games is something I want to put my time into
they both take input and both move?
Bc I wanna start coding but idk what to code
then how does the control get to the 2nd?
I use a blueprint so that the input of the first one is share to the second
a different blueprint than the thirdpersoncharacter?
Pong what is that
I might have to leave now, I will message u when I come back
Like ping pong
@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
It's not the safest but since your characters dont seem to be linked at all it is the easiest
LoL.. Pong the game
^
omg how young are you??
Its the very first game ever made
he did say he was young
this one
I just didn't know what it was called
sticks and stones is what it is called
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
May break my bones
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
Spaaaace War
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
@grim ore Cant remember, im half milenial xD
yes yes
Im 13 I'm not a millennial
youre a billenial then
XD
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
Alright so I'll try to make pong and once I'm done what do I do
you dont need to make pong, you could watch tutorials and stuff
Pick a Goal, Accomplish Goal. Repeat.
if Goal is too big, make goal smaller.
Alright making an MMO is too big what is smaller
smaller would be a platformer or smth
well learning a programming language would be the first goal
then define what language to learn
then find learning resources for said language
There was nothing wrong with Code.org to start with to learn the basic concepts of programming
Python is a good one to start with from what I've heard
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
Has someone learned every coding language in the world
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
probably not
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
Blueprints is quite fun to use but is quite different to your other standard languages
eh, I'm not sure I would recommend C++ to someone who wants to learn basic concepts of programming
What is java script abt
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
Anyone know why the ability to change standalone window size is disabled for me?
I would imagine that you need to have more then one player
Ah, yeah it was greyed out because of that, thank you @heady frost
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
Alright I'll learn python
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
normally, it should look like this
but if you stomp on a slope you should slide down on it ofc
but instead, it looks like this
any ideas?
@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
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
you might have to get professional help in #animation for this one 😦
Where can I find the 4.23 Preview 5 patch note?
in the UE4 4.23 Preview 1 thread on the forums https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1640558-unreal-engine-4-23-preview?p=1651090#post1651090
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?
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 ?
is it a Fricker stream?
it doesnt say who is hosting just that stuff, We wont know the guests till.... probably monday?
aye
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
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
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 ?
@light coyote https://youtu.be/OcJNdOlNYVc?t=207
@plush yew Try LaunchCharacter with Override x and y and maybe z movement?
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 ;)
@compact girder how to override x, y and z movement?
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?
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
hi, Is anyone experience in blueprint?
I am currently try to make a death function for my character but it did not work
anyone know a good tutorial with an example implementation (not just description) of game mode - player controller - player pawn relationship?
What did not work @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.
@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
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?
@cloud palm for death, you can use nodes like, destroy actor,, or ragdoll,,
I create a death function
I don't want to destroy the cube, I just want to make them both trigger the death function.
@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
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
you can destroy whatever you want
No, the character are getting kill by the death function, it is just not both of them are getting killed
you just have to tell it what and when
let me try that now
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
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 :/
Is UE Y up or Z up?
@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.
Anyway i can dump out console variable that are changed by me and not the default?
@lavish garden z is up
2D capture component - if this is still a valid reference, does that mean it's still consuming rendering resources?
Can Someone Make Me A landscape in WORLD Machine I have $1
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?
building what?
Hello?
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?
@grim ore can you make me a landscape in World Machine!!!!
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
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
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
Someone using VaRest to send variables to webserver?
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
Anyone encounter an issue where the iOS binaries disappeared in 4.23 preview 5?
@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
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
you can import FBX scenes from Blender into UE4 with the import options
Unreal uses .r16 files for its landscapes, otherwise yeah you can bring them in as FBX and set up level streaming
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
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
model your model in blender then, export it as a FBX, and use it in UE4
You seriously expect to learn all that in a chat room?
no he just wants someone to tell him what to do rather than learning himself what to do
Because it was super vague
and he will be back with more questions generically like that later
literally the first result when googling https://youtu.be/aC1_m0VdKIY
Want good answers, ask better questions
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.
can someone please help me, my question keeps getting covered up by others
@jovial venture it's not being covered up or ignored, no one here has an answer to it
[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
@jovial venture is your asset in a blueprint by any chance?
How do I make human models is not specific. The answer to that can fill a whole book
woof.
Yes, that is
@jovial venture move to #animation
just a sphere
So we dont get buried
ok
@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
lol
Anyone know if there’s an updated version of JBaldwin’s VFX Star pack?
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
whoaa drama
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
wtf are you on about lol
oh that;s a weird one @violet olive
i lowered it from 512 to 256 and its behaving itself 😛
Where did you change it so we know for reference later if someone else has the same issues
stats2.h
@west ledge Read the #old-rules
4Swift you're going to get banned probably, maybe chill out if you want to stick around.
No worries.
Way2Close, was your problem with the Shaders left to compile?
👏
No, it doesn't happen to me, just trying to get an understanding just in case it does.
still on that problem Way2Close?
think i just fixed it 😛
Where did you change NUM_ELEMENTS_IN_POOL?
stats2.h in the engine
how much system memory do you have?
Probably because the LODs on the Leaves is to harsh
if the near and far are the same trees, then LODs
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
LOD, they are rendered at low detail at the distance to preserve performance
the lowest quality LOD apparently doesn't have leaves
what does LOD1 or LOD2 look like?
looks better just keep in mind LOD's are there for a reason, performance
Okay also some of my trees are slanted when I use the tool
I don't know If That's A glitch
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.
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?
there is an actor lifespan setting but it destroys it
@grim ore when I use the foliage some of my trees are slanted
do you have the align to normal option on for foliage so it tries to angle them based on the slope of the terrain?
Has the launcher been complete garbage recently for anyone else?
@wet berry is that a trick question?
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
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?
@proven imp there is several formats and systems dealing with saving, editing and deleting of information. You will need to be more specific.
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.
Having an issue with multiplayer where a physics cube isn't in the same location on both screens
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
No idea what a simplex function height map is.. sorry lol
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
@autumn elbow Simplex is just better perlin noise
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
Have you made it replicate @blissful trail ?
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
well, it's not really a topic for this group but you can try to ask some forum mod about it
@sterile bison
Though discussing bans anywhere is generally a short discussion
If you're a troublemaker / racist / toxic maybe 😃 Either way, I'll keep it off this discord. Thanks!
is "is falling" the exact inverse of "is moving on ground" or is there some difference?
how do you set up level streaming volumes in 4.22? The documentation is outdated for 4.12 and its changed
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.
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 :/
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?
yeah think you can just constrain camera on z axis.
is that in the details panel?
yes
i dont see and constrain option
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
that worked thank you!
Anyone have an easy way of making Unreal use double precision floats?
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
Put the packaging log on pastebin and shar eso that we can check
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 ?
Where would I find said log? It's not in output because the engine crashed. Where is it saved?
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?
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"!
Keyboards are a complete inferno
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
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
It's disabled by default
well then i will just use blueprint actors
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!
well if i simply placed static meshes in the scene, then it won't add lots of actors
Don't worry about performance issues before you have performance issues
ok
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
No.
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
F8 to unpossess, at least in PIE
unpossessing wont give you another window, but is the closest for what he is asking, and maybe is enough for what he was intending
yup
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
accessed none is a nullpointer exception for blueprint
yeah, I am trying to set an animation on both charatcer
so once first character does the animation, the other one does the same
it's when the variable that should be set to something, is set to null
the other bp i did for the other one worked
so when you're trying to do something, you're trying to do it on a null object
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.. )
pretty much that
whatever variable you have set
isn't setting correctly the character
because the second character i made has referrence to first character
or is setting it at the wrong time
so it is null, right?
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
it has to be set during runtime... as in, when the game is playing
for most things this is going to be the case
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
how can i set it tho since the second character has reference to the first character
XD
you need to have the characters interact somehow, or you need a manager class to create interaction between them
i see
@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
like a trigger doesn't know a player until the player enters the trigger for instance
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
ok
so i need to creat a direct refernce and put the blue print in that direct reference?
@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
yeah
the level blueprint is a good manager class
because it knows all the actors inside of it
automatically
ok, let me try that
Is not the optimal way of doing it.
But if learning, it is by faaaaaarrr the best way to start playing with things
make it work, make it neat, make it fast... that's the order to follow
@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
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?
if you're creating them as a foliage asset then you can do just that on a landscape
i didn't want the placement to be random
if you set the radius to be small the randomness is minimal
is there no way to force an animation blueprint to tick later than another standard bp?
otherwise you'd have to go through and make your own version of a foliage mesh
Anyone here have any ideas why ShaderCompileWorker.exe would just stop working?
fear the shader union, it's WE! maybe they took their time off...
most likely it's something like that or an infinite loop
why would it loop though? and shouldnt it handle its own memory allocation?
no one else seems to have this problem
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
How much do u get of one Advertisement
Thank you so much! @tepid knot
youre welcome
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?
Make your own ThirdPersonVehicle BP. @silent frost
You don't need to inherit from Character. Maybe try Pawn?
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
Bro.. I feel ya. I do the same thing. LoL
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!
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.
@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....
Ah ok thanks!
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.
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
working on the same project is VCS
it's a little bit different, more using the same PC
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 😅
unreal also has multi user editing in beta atm, haven't tried it out myself yet tho https://docs.unrealengine.com/en-US/Engine/Editor/MultiUser/index.html ... incase i understood you right ;)
Get multiple users on different computers into a shared Unreal Editor session, collaborating live to build content together.
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
Is there a way to calculate a navigation path with consideration for the actor size?
Hey is there a questions channel?
You're in it 😃
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
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
Your Pokémon needs the Class.
ok, i'm pretty sure that this is a glitch in the new beta
Ok. Sorry I'm new to this
The ball checks if the class is a Pokémon, then runs some code
So, Onoverlap, get actor, get class, check class.
nevermind the problem got solved by itself
i mean, i didn't do anything, but the error disappeared
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.
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
anyone know how to fix my character not having textures?
Depend on your CPU. Takes forever on my Crappy laptop.
my craptop takes around 30 minutes
but ty anyway
@plush yew what's your specs?
Welcome to Unreal. LoL... realtime my ass
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
I wonder if it's multithreaded
shader compiler is multithreaded, and having the window active won't speed it up.
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?
do you want it to save on device or the cloud?
PC
you can use the builtin SaveGame/LoadGame functionality, then