#ue4-general
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I made this ...https://youtu.be/yQlEk_RUNW4
Trying to figure out the best way to save the parent child relationship
you'll just need to make sure you're saving anything required to rebuild the objects you're saving. transform, parent id, etc etc
Yes..and save it in a certain way, that when I load, the parent loads first.
I know what I need to do..it's just daunting.. and I'm afraid to make a mistake that takes me down the wrong path- wasting time. ๐
It's not really a tech issue, it's a me issue. ๐
Hey me again. Just a simple one, for those who know how pokemon works. If I wanted to make a capture mechanic, is there a link to show me how to do so?bc I doubt some one is going to type out the whole thing. (Unless u do then PM me pls) I have a the assets, I just don't know how to save the pokemon in storage, to later be sent out. Maybe this isn't the right project for a semi-begginer xd
Throw your pokeball at the Pokรฉmon. Have a variable on the player that adds that Pokรฉmon to the list. Destroy the actor
How do u upload picture in unreal answerhub?
@autumn elbow what is the acual data you would need to load ?
i mean, are you going to save configurations of things that have been built ? or what is it that you want to save ?
Thanks so much
Click the icon next to the paperclip. @cloud palm
ik, but it said my file is invaild
I save it as word document
I try to upload a picture of one of my bp
How do I save the picture as jpg
@light coyote I need to save and load what the player constructs. Yes, different configurations of blocks. Parent, transform, how to make it efficient
Thinking of using an Array...but then again Map looks good.
The parent block needs to load before the child, else the attachment will fail.
getting all the actors of class/tag might already put things in the correct order - parent first, then children
why will it fail ?
how can i make it so a line trace will detect a object in the scene but the player and any thing else can walk strait through it?
i dont know your game as you do,,,, but if i had to say something, when ever the player is done, and he quits to menu, or presses save configuartion, or whatever,,, you would call an event that would get all actors with tag,,, so when something is snapped, you tag(SnappedObjects), when it is unsnapped, untagit
There will be more than 1 build in the scene.
iterating through actors/components is way more efficient in c++ btw, if that's something you're cool with.
to those objects with tag HasBeenSnapped you would get location, rotation,scale,,(a transform),,, and you would store an array of transforms
I can't use tags. I have to recursively go through from the parent using get Attach children or something
i would just use a tag, parent class for everything, or a component
tag will be less efficient if it matters
Yea. Since there will be so much blocks, I wanna try to be more efficient.
I'm concepting in BP...it will be in CPP in the final
So you guys say tags, huh?
I'll add it to the list of thing to try
meh, tags would be my second or third choice ๐
you can iterate actors & components in c++ differently than blueprints allow you to do it. it's much more efficient.
how do you save a blueprint as image so that you can upload
Some have suggested loading in order of the attachment...other say spawn everything into the scene then call the attachment and transform.
@cloud palm are you on PC? If so, use Snipping
I did, but for somehow, I can't paste the image to the add comment box
You have to save the snip first
How do I save it
Hey does anyone know how i can add images to my hud?
Hit the save button
save buttom on where?
use UMG instead of HUD
Save ur to ur desktop. Then load it to answer hub
Is there a short cut for the saving process
Ctrl + S ?
UMG is the UI widget system. it's considerably more friendly than working with HUD
ok thanks
let me try
how do i get that?
you're already using it from the looks of it
nothing happen with ctrl s
but i cant seem to import one
drag a texture into your content folder, and mark compression settings as UserInterface2D
@autumn elbow
Just felt like seeing what was there
I could not find a get actor relative transform
I get it now, thank you niik
so if something like this does not work, you may have to make your own transform by geting individualy, the relative location, rotation, and scale
Will this work ok on unreal engine?
https://www.youtube.com/watch?v=wziPwgIpYQs
Here is a short tip video on how to fix rotation poping in bones IK chains. This is a rapid overview of one of the topic I'll deal with in my next course. Fi...
here's part 2 with ik foot roll
https://www.youtube.com/watch?v=gLa9vJgC2tU
I wasn't planning to record this here and keep it for the rigging course but a blendernation community member pushed me to do so and he was right. So here is...
woooo... didn't know about Get All Child Actors ! Thanks @light coyote
just looking at what was there, im surprised there is no , whait,.
there is Get Relative Transform. Get All Child Actors makes my life easier. ๐ I was writing that function manually LoL
@rain venture IK gets baked down to the bones.
true, but the ik foot roll doesn't seem to rotate like in the project file when exported into an fbx file
it rotates all weird
this is a professional kind of issue here
cause it involves ik stretch, ik foot rolls, smart controls, drivers etc
its complicated
yea.. looks like.. no idea how unreal deals with scaling the joints
it appears that it has no problem dealing with the scaling bones, but right here its all about parenting thing
and its all at the feet
@autumn elbow
Just did it for fun, i have not tested anything, but it seems to me that something like this would do the job
Obviously, this is asuming you saved, and allready have the data loaded
I got the relative location of all childs
transform
very cool!
๐
Was fun
It is fun
Hey sry bout this but i am working to make this server really good, can you guys join and tell me what you think?
I haven't finished, I still need some bots and stuff it it should be finished soon
Hello! How can I simply temporary turn off collision on my character with other characters to let him move thru them?
in BP? ( during runtime)
yeah in bp
you can disable collision between pawn object channel
want to make something like Kennen from lol lightning dash skill ๐
that will break anything else that requires collision, like ground movement
ohh right right
instead you can make it ignore certain channels
i'll delete it lol
Hey! sorry to be a pain, but can someone dm me and teach me a few things? would be appriciated!
you can do that in either the individual actor (you would need to make sure both things you want to not collide are ignoring each other), or in the project settings for a system wide way to make pawns ignore each other
i just need help with stuff like weapons, aiming etc
Oh, well, "Set Collision Response to Channel" works good
@woeful wraith how come yours looks different from mine?
mine was in project settings and yours is on the actor
colors are different on the window because it's the magic leap unreal editor
in project setting uder what heading?
@plush yew i am allwais up to help.
I have to go now, think about what are your main doubts, or esential things wich you might still have doubts in some realm, and i will do my best.
You can send long msg, i dont mind
Project Settings > Engine > Collision > Preset
really handy to make new ones ๐
I have made new ones, just didn't know about the preset section.
should note since this always drives me crazy - when you create a new preset or object channel, it won't show up until you close/reopen the BP window you're trying to change.
anyone know how to fix this error?
Means you are using a variable, that is currently empty or not set
Check your Character. Also, lookup the BP debug tool. It's very helpful in tracking values and flow
if you happen to be in simulate mode, i think the player controller ref would be null.
im trying to get a behaviour tree working i followed this tutorial
https://docs.unrealengine.com/en-US/Engine/AI/BehaviorTrees/QuickStart/index.html
but this happens
https://gyazo.com/33ee8cf87a16efd20d7df8cf82085eae
Overviews and examples AI
Hey guys? me again, I was trying to figure out why building levels wasn't working. Well, I validated my install, and I tried again. It took over an hour before it just crashed altogether. Does anyone have a minute to help me try to diagnose? Here's a log file
Hello, how can I switch my imported Maya mesh to use advanced auto collision instead of simple? Nevermind, I found it. I didn't have the static mesh details window open.
how would one make a camera animation play from the camera's current position. This is driving me nuts. I have moved to using the PlayerCameraManager. But when i fire a spell in a battle certain ones i want some visuals for. Okay so i created a basic CameraAnimation and i Play it. but the camera goes crazy when it plays.
CameraAnims allow you to layer on animations to your camera to simulate impact, motion in your environment, and other effects.
the documentation for UE4 on it... is about useless. lol
By the way is there difference First person view action and Virtual Reality view action?
The example Like at first i'm going making First Person View game on Windows or Mobile Version after that i upgrade it to Virtual Reality.
Note: Just Curious, Just Curious. Please ignore it if you don't know or can't answer this statement.
What would I need to look if I wanted to have a game, where players are not able to host their own sessions. Kinda like how DayZ used to be. I look at tutorials and they all are just FPS, 10min round and the server shuts down. What I need to look at if the server always remained on and clients (players) would be able to connect to it?
@deep stump I guess the cleanest way to do this is to spawn a new server every time a new Round of the game has started. I dont know maybe you could use docker to containerize your server, I havent tried that with UE.
I just want a server that's always on.
Dedicated Server
And players can connect in and out of it without nothing happening
Yes, but when I find them online their all outdated without using the nearest versions on unreal
Build Target
Are you able to provide a guide or video?
That's what I was looking at but it's 4.18?
Yeah lol
they are typically headless - so no graphics or animation on server
With AWS, is it free until I publish the game?
no - pay for server
install ue dedicated server on it
there are others... all pay
Digital Ocean
Of course, I just don't want to pay until I need too
I mean you could host at home - just need to punch hole in router
also - you pay hourly - so could spin up - play couple hours - spin down
Then what's the deal with all these steam servers?
which steam servers? - or you mean steam enabled p2p
I look at tutorials and they all say something with steam
dedicated server different than standard mulitplayer
Right
with standard , one of the peers is the host
with steam, they use stun/ice / etc to punch hole in nat for you
Is there away I can use that but switch between host?
possibly
Kinda like how COD does it, when the host leaves it switches to someone else in the session?
not sure about using steam with dedicated server
yeah that is called host migration... unfortunately it is not out of the box with ue
but you could write your own... non trivial
Yeah, I'll prob mess around with it a little.
best thing is just do regular multiple player instead of dedicated server...
at the start
and use steam
steam is actually super easy to setup
Do you have another guide to that?
like edit an ini and make a few session calls
This is the first step in a series of guides that will show you how to enable the OnlineSubsystemSteam module for your project. It does not cover session creation, session management, app id association, or anything specific to OnlineSubsystemSteam. These steps are the first ...
Oh lol. That's funny.
Itโs a cute nod to early history, you gotta admit.
Yes ๐
this one might be better: https://www.youtube.com/watch?v=d4gQSXALyHU
Hey there DevSquad, today we setup our project to work with steam multiplayer, setting up visual studio, the advanced sessions plugin along with integrating ...
is there a way to get an ai to destroy an actor if its in the way of getting to the player ?
I'll take a look at them. Thank you so much @orchid marsh
Hey guys, so unreal crashes when trying to import a .obj file
Use fbx files
What about textures?
Import them separately
What if its not me who is doing it and the person that is doing it cannot export as fbx?
And the file has a bunch of textures, not just 1 or 2
Like 50 o more
...
I don't think you can import anything else other than fbx, but I might be wrong
Thatโs probably why it crashes
What do i do then?
You can do obj but it must be written specifically to be compatible
Maybe theres some sort of software that will magically convert it into a FBX?
I imported like 200 obj files the other day and they importer just right
@deep stump I still would have to apply 50+ textures
Yeah..
And? Normal day in the office ๐
lol
[2019.08.10-03.13.05:210][240]LogWindows: Error: Fatal error!
[2019.08.10-03.13.05:210][240]LogWindows: Error:
[2019.08.10-03.13.05:210][240]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000010
[Callstack] 0x00007ffd75946f1a libfbxsdk.dll!UnknownFunction []
[Callstack] 0x00007ffd78011364 UE4Editor-UnrealEd.dll!UnknownFunction []
I've been trying to get multiplayer to work for the past 5 hours and i should've just came here ๐คฆ
I say export it as a mesh, wipe the mat ids and see if itโs still complaining
Not sure what channel to put this in: Anyone here who's won an epic grant before? Looking to apply, hoping to get some winners to review my submission
What should i do?
Have you imported an asset with just as many textures before
nope
Although Iโm assuming you mean mat ids
it has a ton of textures
Textures and materials are not the same thing. If you are simply importing textures, do it separately. If your mesh has a high number of mat ids on the other hand, itโll fail import.
it has a lot of mat ids too
By mat ids you mean a lot of different materials, right?
it has a lot
Isnt there any type of solution to this?
(for ue)
Oh nice, it did import empty materials
The textures are the problem then. Corrupted file, bad plugin/bridge, junk data, or thereโs simply a hard limiter
Start debugging ๐ Halve your texture output and see.
when i have the cast to planks it doesn't print the text but when i don't it does
@blissful trail yeah your cast is most likely failing
there was a tweet by one of the UE developers a few days ago regarding changes to how UE batches materials
does anyone remember it and/or have a link to the tweet?
So uh... Black screen in the curve editor is just a thing then in 4.22?
and its not fixed until 4.23
How can i work around it? Or we cant. lol
Hey, so I know this is off topic but has anyone used the text edior Atom before, specifically for python scripting
Hello is there a channel of tutorials or guides where to start, I am decent at C++, and learned the very basics of blueprints in unreal through a YT vid
I'd like to know if there is an official or unofficial guide/course to get more familiar with unreal and coding best practices
I was a beginner in unity (chose it cz heard its easier to get started and have a taste of game dev) and then went for unreal as it seems the better long term option i'd wanna go into

Anyone have insight into methods for accurately checking whether an actor component is visible on screen? I can do it with a single point, i.e. the component's world location, but I need something accurate enough to work with the entire component mesh.
Why not just use the Actor location?
I just said why. I need it to work with an entire mesh.
Umm..I don't think I understand then lol
If any part of the mesh is on screen, it should be marked as visible. Actor Location is just a single point, so it gets marked as "not visible" as soon as the center of the mesh is not on screen.
Are you trying to setup your own culling?
No. I'm implementing a mechanic that only allows me to take an action when a certain static mesh component is not visible on screen.
can a widget be reparented? i have some which i moved into a plugin and now it doesnt find its parent anymore.
I believe Actor bounds will give you the entire area of an actor...not 100% sure
You can also put Geometry around the camera view .. one that matches the focal length.
Anything that comes into view will fire off an overlap event
Might be the easiest @maiden swift
Might be worth a shot. Thanks, I'll look into both of those.
Coolz
there is also wasrecentlyrendered, but thats not that accurate
My widget knowledge is very lacking Algorithman. Lol
context menu doesnt give me anything. oh well lets shuffle these classes around again ๐
I'm not about that SetVisibility life LoL. I want a data driven system.
@bronze plinth What I am currently doing (which is working well) is to just start making something with the knowledge you have, (even if you're clueless on how to do most things). The best teacher to these types of things is either money, to hire someone to teach you, or experience.
I knew nothing about BPs but I had some "extensive" knowledge on c++ but I decided to stick with blue prints to learn the engine itself
looking back, my code is garbo. but now i feel alot more comfortable easing into c++ coding with the unreal API
Mhm do the get my hands dirty by messing around with the engine approach ? Not follow a specific guide that will teach me best practices and the best way to do things ?
Im still recreating quake, its been good progress but I know the engine alot more than I used to, mainly comfort
Well
What is it you want to make?
Rpg third person
so do one of two things
Well why not start making a poop rpg very basic
Start with pen and paper... write down your ideas. Break down the big problems into tiny ones.
either focus on making a good rpg on paper (e.g. use something like dnd)
or focus on creating a third person game in engine
In unity when i started at first i didnt know of something called blend tree which blended animations
And ended up making my life really complicated
I just want to avoid those kind of things
i mean, wouldn't experience be the better thing though? familiarity?
Not really focusing on making a top notch game
Familiarty => small parts of the game, such as inventory etc => mini rpg => etc
Understanding the actual engine seems vital before delving into such an endeavor
if you have a goal then you can also stay motivated to do your research and find out what you need for it
Agreed on that
Well how the engine is organized, work flow Blueprints C++ api and such
... do you know the basics of Unreal? Interface, BP, gaming concept ?
Yea already wrote multiple pages on it x)
Nice lmao
my suggestion is
@ NIIK not enough really
create a scenario in dungeons and dragons
I am just using my instinct
play it out with some friends
see what they think
and if they like
you can start thinking about moving it into engine
Start by learning the engine. There are thousands of vids on Unreal basics
in the meantime yeah learn the engine
Btw
Those vids only go so far though. Best to follow a tutorial
Make a box move.
^
epics
Yea
ye y not learn input stuff
that stuff isnt as clear cut as I thought
bindings and all
but its simple once you know
pretty sure they work with blendspaces
On unity i used mixamo
and BPs
Yup
^
Learn the basics, and it will all fall to place.
Alright thanks
GL
I will try to make a mushroom collection mini game xd
ThIs forum/channel is full of tons of smart people who are willing to help.
Would allow me to get familiar with movement, inventory, UI etc
but try not to bog urself down with animations and modeling, learning how to make mechanics is the most important and asset design and animation just slowed me down
Animation is important but learning the actual environment seems more pressing
Yea gotcha
Do you know Blender? Maya? max ?
Nope not a 3D designer xd
I am a student software engineer
Never got exposed to 3D tools
Maybe play with Blender a bit. Unreal is for behavior, interaction and layout.
The content is created in 3D programs.
Just to get familiar with the 3d space, camera, Geometry, animation. Materials, textures.
Mhm
Btw Quick question why do all universities teach Unity and never unreal (at least to my knowledge) cz unreal was previously paid ?
I suppose. My school taught Unreal
It teach basic not focus oriented
My college just taught us how to exploit coding and how to use visual studio, phyton
yea the language really doesn't matter that much once you get to work extensively with multiple b4
Yup
I need learn 3d modeling any guide?
What software?
I suggest YT vids on Blender 2.8
Arrimus is an excellent resource on YouTube. He teaches Max, but it's transferable to Blender
Most of the tools are the same
Any Blender for beginners on YT is worth watching.
hey would like some help. so im verified and i have a xbox dev kit but i dont know how to export my project to the xbox dev kit .
Hey guys just wanting to know do you know of anygood third person tutrials out there?
finding it hard to make a TPS
check out the console forums if you need further help. tho i think they have good docs about it.
@lilac geyser https://youtu.be/QrqKTN-ORzI
There are a few.. google Unreal Third Person
Hey guys
Can we still make HTML game on Unreal or is it no more updated ?
(for 4.22+)
@autumn elbow is that a good one i tried to follow it and it isnt that good
whats better for landscape material, tessalation or pom?
i find no instructions how to package and send over my game to xbox
@idle haven answer is it depends
In a flat wall is better pom
I mean, if it really shows it has volume, and you can see the object from the side(like a door if you open it),, then you really want it to have real volume, so tesellation
If its floor stuf, to wich you will not see the siluete, and be disapointed, then pom is fine
However, you can use a mix of the 2 sometimes and get amazing resoults
Because the more you tesselate, the more geometry you have, and maybe to get the amount of real geometry behaviour you want, it will take many teselation iterations, and to keep that to a minimum, you can use a mix of both
well calling anyone does anyone have a TPS template with just the basics of just someone holding a gun aiming in and shooting? please pm
Someone teach me make chibi model
@proven imp I use VRoid Studio for my anime models. You can make chibi too. It is free, and has lots of documentation
oh finally found new app to create models, i tried find some and sick get weird link
@lilac geyser Try and merge third person project and first person project
You are going to have to learn about it anyway
investigate what one has, what the other one has, and pick the stuff from the fps
you can have the 2 projects open at the same time
you will gwt to know what is what, and know how and where to do the stuff that your game requires
I've got a question about the very very basics which channel should i ask this?
Yeah i tried figuring it out myself but i'm just stomped. Maybe you could push me in the right direction . I've dabbled with unreal before but never seriously. so i decided to start a complete blank project and understand how the basic structure works. So the thing i'm struggling with is, i've got a custom gamemode bp i got a custom pawn class, i've got a custom player controller, game state etc. and got i configured in the world settings of my level. I added a player start to the level and when i press play i indeed get positioned at the player start. However the custom pawn is not spawned and i'm not sure which "camera" i'm looking through
I figured settings a default pawn class would make it spawn by default and the default player controller would apply it's logic to this pawn class by default
here the person bad at reading but work when ask people show to how do it in real life
Anyone know if HTML5 is still supported ?
guys does having a material with a tonne of BP make it more costly?
is it more effective to just have the 3 images like normal base and ao/metalic/rough
if so how much so?
If the material has to do extra computations to the images you give it
yes, is more costly
However, i would not worry much about it
you can see some huge real crazy materials out there
alpha is what you have to maybe be careful about, in the senese of comon materials,,, because, when used for transparency, if you imagine 20 transparent planes in a row, and behind that there is a blue wall, it has to paint blue that screen area,, cause they are transparent and you are seeing the wall in theory
Thanks Soep
But untill it computes all 20 planes it will not know that that screen area is transparent in all 20 planes and that it should show you blue pixels
yeah thats the same with the particle effects as well i presume
visual overdraw its called or something right?
That is why you have to be carefull with grass,,, and optimize by distance,, so make images with bigger clumps of grass or whatever you can think of,,, to not have toons of computations every frame
Yeah
tbh we dont have a tonne going on
just need to be effective as the player can add alot during the game
@keen pawn yes, but particles are sort of ok, in general,,, but yes,,, is just that with grass there tends to be to many overlaps with a lot of info behind, and particles, in general,, there is not much overlap,, or where there is, if you get close to it and make it ocupy most of the screen, normaly there is not much info behind
When they are clumpet together, they dont ocupy much space in the world
is better in same blue prints or different blueprints?
interesting
@keen pawn I am not saying that the same thing can not happen, because it can,,,,, but in general,, what grass and foliage is, by its nature, makes more probable for issues to happen
yeah i see what you mean
I think its in general the same type of overload
on the face of it
i think every alpha on top of an alpha is an exponential calculation or something of the likes
is what i read
and it gets super costly quickly
@proven imp is up to you, i prefer diffrent so i dont have to go turning things on and of when you have various menus overlapping
so main menu is one widget,, and what ever you can open from it would be another, but that is just my preference,,,, if your menu is simple enough, maybe is not worth even bothering
@proven imp What i like to do is have a widget, wich will be my parent, like your main menu maybe,,,, and, the rest that may come from it, i add them as a child
so at the beguining you would create all of the widgets one after another, promote all of them to variables,, and then you can easyly add them or remove them, or colapse them, make them visible,, in an easy way
hey guys, im just wondering what the status is with UE4 supporting procedural terrain generation. It still seems like the UE4 is geared for static landscape scenes?
Hello, I've got a widget which is uses the joystick input, but when it's enabled, I don't want the character to respond to joystick input, I tried to disable input, but it disables input for both the widget and the character, suggestions on how this is typically set up? https://media.discordapp.net/attachments/537415049929556010/609742656515473409/unknown.png https://media.discordapp.net/attachments/537415049929556010/609742834588975104/unknown.png
I figured it out, instead of using player controller, I now disable/enable input on the pawn.
For bonus points, slow down game time ๐
i see blueprints
Coming back to my earlier comment, i decided to open the 2d scroller example and check out how that works. Here the default pawn class is the "2DSideScrollerCharacter" which is also added in the level itself and contains the character. If adding the blueprint to your level is needed than why even declare a default pawn class in world settings?
contains the camere*
camera*
And also, if you have to have your default pawn in the level as an object than what is the player start used for?
Is there any way to make Visual Studio less ungodly levels of unstable?
Move cursor with mouse -> stops responding
Type a character -> lags behind then stops responding
It's just progressively gotten worse over the last few weeks to the point where it is completely unusable
Any body know how share project so that 2 Or more people work on same project at a time..
Source Control prab
Git, SyncThing, Perforce
And more that i don't remember the name
you have the choice
svn
Hi guys! I'm new!
Perforce is a crowd favorite. Otherwise, itโs really up to what you need and preference. You got options to explore
Any tutorial link for using perforce with ue4?
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
@abstract relic thank you
Hey. Anyone who knows how to use perforce? I have set it up but I cant figure out how to share the project with the other people
You'll need a server for that
they need to make a workspace from the depot. each user has their own workspace
We have our own. What do we do now?
pull it from the server ๐
How? ๐
haven't used perforce in a minute so i'm a bit rusty
that's probably the problem unless you have ports opened up
Its local
Hmm
guys I have a weird issue, today I opened up my project and everything (BP and C++) doesn't tick
you have version control? Look whats the last thing you did yesterday
hard to say.. is it all classes or just pawns?
that wont tick
maybe something overrided PrimaryActorTick.bCanEverTick = true; in c++ constructor or bp
everything....
oh then I have no idea
I just found a weird workaround
I tried on an actor that prints hello every tick
wouldn't work like everything else at first
until I checked "Allow tick before begin play"
I think it's on by default? Never messed with the setting but sounds weird if they dont tick at all
it's off by default
check fps settings in project settings, maybe something got out of whack? but honestly that sounds pretty weird
no error messages? maybe its something going wrong before ticking actors and instead it prints error, but you would propably have mentioned that
no errors
timescale set to 0 would stop it too, but i suspect you would remember changing that
you mean Global Time Dilation?
yes
that's completely untouched in this project
Perhaps there's a way to clean up this project, or something like rebuild all the BPs/C++ classes?
isnt there something called refresh in bp menu?
or if its c++ project, you can try deleting Binaries and Intermidate folders and generate new files
I do that all the time
just take a backup first, just in case..
atleast you cant blame me then heh
also I noticed that if I change header file and recompile while unreal editor is open, sometimes strange things happen, so I always close my editor if I change .h files
like bugs that made no sense
Hi everyone, random question here, but does the community have a decent amount of people who make games as a hobby? Most of the LFW/LFT messages seem to be paid one way or the other so I'm curious if that's common.
i do both hobby & work
most hobby stuff is just learning though and not really focused on making a full game
yeah that's how I am
I realized I have all these ideas though, and a bunch of half-complete concepts (mostly in Unity) and figured I should learn UE4 since I already know programming and used to know UE2
and maybe make something playable
ue2!? ๐ด
you should do it. if you know unity & programming already it's not very difficult
yeah I know a bunch of game dev stuff I can do almost all parts of it
Can anyone help me with some programming questions?
any one here who could give an assist in figuring unreal collaboration, been a nightmare for me
Not sure which channel is the best for this so I'll drop it here. Anyone have suggestions on learning material for camera post processing effects and visual styles?
so i AddWorldRotation to my player capsule components raw + 90. But then my pitch does not change direction depending on where my player is facing if that makes sense...
So I've been running tests comparing 100 AI between behavior tree AI and blueprint only AI, and so far I'm getting roughly 30fps faster on blueprint only AI. Why is that? Do behavior trees really bog down performance that much or am I going crazy?
Hello everyone ... upgrading from UE4.21 to 4.22 ruined my game lighting , so I moved back, but today I updated the 4.21 to 4.21.2 and the smae thing happened, tried to build lighting but nothing changed, it still so bad, it was much better before the update !! any help is appreciated.
probably a flaw that was happening in your lighting before then, but now it just... came to light
try and fix the underlying issue
@small sapphire Silly thing but i will mention it just in case.
When you build lighting, by default, its on lower quality,,,, even the preview lighting looks much beter than low or even medium quality settings.
You can increase lightmaps resolution aswell.
Just make sure you where not used to the preview by default while building your enviroment,, and then build basic light qlty to be surprised it looks worse,, is normal, is the way it is.
Also, is recomended you build, to see the real resoults, as preview is good in terms of quality,, but not in terms of reflecting the atmosphere you are creating in the game
Build lights every once and a while, low o medium qlty depending on pc, and keep working with mix of preview and your built info.
how would u add world rotation depending on forward vector ?
My phone shows up in the adb devices list in cmd but won't come up in my unreal engine's device manager
I can't test my mobile game on mobile
Is there a solution?
Is there a way to add something like a gyroscope? Or a way to always know which direction is up to the sky?
just place a pure csg thats like the marker for what direction sky is
idk might work
when youre making new stuff n moving it the blue arrow is up n down
you can get the world up vector and use it?
how can I make it so the cube tool aligns perfectly with the same size?
We are kinda only UE4 here
If you search for someone you'd pay, check #looking-for-talent
sexy Query is Sexy SELECT enemies.uid, name, description, data, point_worth, game_level_enemies.spawn_rate FROM enemies INNER JOIN game_level_enemies ON game_level_enemies.level_id = (SELECT id FROM game_levels WHERE uid = uuid_generate_v4()) AND game_level_enemies.enemy_id = enemies.id
Query for Enemy Information based on a Level with enemy association. :X Just so I can randomly spawn these properly in UE4 โค So nice.
hello, is there a way to make a custom variable that affects the object in the editor window much like any of the settings in the details pain
i want to create a drop down box where you can choose a color enum and have a material instantly apply based on the color you pick
i know i can create a function on begin play that will set a material based on the value of a variable but i want to see it both in the editor and in game
Can I only Spawn Actor from Class ?
@spark sonnet sorry for the long reply!
yes that looks pretty similar to what i'm looking for, if i change that value will it update in the editor as well?
You need a small code in the construction script. I can show you
sure, that would be wounderful
Make sure the Material Variable in my picture named Color is public so you can see it in the settings
awesome, thanks a bunch!
No problem ๐
just as it spawns in the sky
Saw it now
lol... weird right ?
dont know
Try actorbeginoverlap instead just to test
same thing
Hmm
It is colliding with itself
Weird I 've been setting up overlap events and I didnt even notice it
๐
Whenever I try to rename a slot it tells me that the asset that is currently open is using that slot and that I'll have to delete the asset first if I want to change the slot name
@grim ore you here?
I figured out my problem, just stop using the slot in your montage if you want to rename it
Haha. Glad you figured it out @autumn elbow ๐
Any ideas on why im getting this Assertion failed: Pair != nullptr [File:c:\program files\epic games\ue_4.22\engine\source\runtime\core\public\Containers/Map.h] [Line: 476]
Guess somewhere you used FindChcked and it couldn't find the pair by key.
What am I misunderstanding here?
I have three combat directions, up left and right. The way this is set up only one blend weight will ever be 1. But it will only ever update based on the highest pin.
So before I added direction 3, the animation would only update on direction 2. Now that 3 is there, 1 and 2 don't work but 3 does
I've come across this multiple times, and have to know
What exactly is supposed to go into target when I use a variable from another bp?
it's a difficult thing to find out myself because of the very specific nature of this
you need a reference to the actor that you want to use the boolean of
No idea how to do that
I don't know the context of what you're trying to do
so it's hard to say how to make it work for your case
but let me put it in layman's terms: the two actors need to "meet" somehow and exchange information
you are referencing a variable that belongs to something else but there can be more then one of that object so you need to tell it which one you want changed
I don't know how to get that
on collision/ casting / event dispacters / on spawn. there are 100s of ways it depends on where this is and when you want it to show up
that's why I asked for context
I don't think just throwing terms around will help
he's clearly not on that level
man, I just want to pass a boolean to this blueprint
I can't tell if you mean when it's being called for, or
press of a button and it's being called on tick
is the button a widget or?
widget?
where is the button
Is that in a literal term or the other blueprint
where is the blueprint where you are using the boolean?
like what is it
what does it do
where and what are two different words
answer both
just saying
its 2 questions
I mean it's your problem
surely you want it solved
so I'm not sure why you're second guessing me
where, I don't know if You mean literally, files, or some way I don't know of
literally as in, in the project
or, leel
level*
it is the player
probably button as an input
key would be the proper term
ok like a button press
key
like a keyboard and mouse input
yea he he means that
ok
so for keys you can use events for when they are triggered
you can define these events in project settings
like which buttons do what
so like WASD to move the player?
The Input object is responsible for converting input from the player into data in a form Actors can understand and make use of.
oh shit, right. I could've made it an event in the project settings and changed the bool based on the input
bingo
https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/FlowControl/index.html also just leaving this here
Nodes that allow for controlling the flow of execution based on conditions.
I still am confused about casting to something, and it asking for an object
I look at other people doing shit, and it doesn't ask them for an object input
it does
casting always requires an object
it hasn't always required one though, since tutorial videos show a version where it doesn't ask for them
no the concept of casting requires an object
there is not a scenario where you wouldn't require an object
there is a pinned video under #blueprint that talks about talking between blueprints
there is nothing to cast
I can get the video
hello guys! could you help me, i need to export my Humanoid model from Maya to UE4 and use the Mannequin animations... do you have any tutorial/doc that i could use?
there is always a need for a ref because as a said there can be 1000 of the same object and you only want to talk to 1
@ember thorn look up animation retargetting
https://docs.unrealengine.com/en-US/Engine/Animation/AnimationRetargeting/index.html < step one there is also info in the content examples learning project
Describes how retargeted animations can be used with multiple Skeletal Meshes, allowing you to share animations.
well it's not really about quantity, it's about knowing what the class is
i meant it in more of a it needs to know where to be directed
ties into polymorphism, the fact that it can be used to isolate actors is incidental
@rotund scroll thanks!!
I tried to do an animation blueprint, but the tutorial didn't work because it didn't ask the guy to input an object
it didn't even have the option
if it doesnt know the object it doesnt know what to talk to
he already had the object i imagine so it showed the proper get
And there seems to be nothing online in making an animation blueprint
It's either outdated, or their method includes functions that I don't seem to have
Though, I've had to remake functions myself because some are actually missing from my UE4
what version are you using
4.23?
22, than
generally there aren't any functions available from the get go
you're supposed to create them yourself
I think there is some basic locomotion available for the mannequin
but I'm not even sure if that's standard
By functions, I mean the nodes you use to build blueprints
i imagine they mean things like move to that have changed names over the years but it could be just functions in which case yeha you make them yourself
the anim blueprint hasn't changed drastically as far as I am aware
it's just that it's very basic
yep
in terms of functionality there haven't been any changes
so you still need to do most of the stuff in the locomotion graph
No, I was working with people in my version, and I was missing things
you were missing things because those things weren't standard
probably the tutorial you followed was building on top of something
They seemed to be pretty blank
And it's possible they had less limitations, being in a much earlier version
no such thing
I think you're conflating missing understanding with missing functionality if I am being honest
they have just added more features haha. its just a new project is just that its a new project you start with just the engine and nothing people made unless you add a template
is it possible to have an ai move its body without animations ?
...
sure
Have They even installed UE4?
who are they
Potato there
have you? ๐
oof
I have at least enough done to know that my AI doesn't need to have animations
well you don't know how to do much else
and your attitude is to blame the system rather than find solutions
so you're worse off really
@blissful trail how you do it depends on if you are using a blackboard for AI or just a BP i mean its the same but the execution's is different the is a Move to node unless you mean for its model to move then its more of a material thing in which case yes
yuo can get more help under #gameplay-ai and #blueprint
I mean, I don't have much other options when I'm directly told a thing is impossible other than to just keep trying to do it
you can do research
hey, I almost did this from scratch without help
you can look up the documentation
to see if you can find the node there
it's not hard
and documentation is worse than the actual video tutorials
I would rather have a terrible video on Animation Blueprints than have a page of links that just redirect me to the page I'm already on
They literally all lead nowhere for me
reading is hard, I get it
no, there's nothing to read
I see nothing
in half of the things I look at
in documentation
it's just links that point to other places that also have nothing
sometimes, I find an actual helpful thing
so there is nothing, but then there are links that also lead to nothing
I'm not sure game development is for you
no offense
reading documentation is a basic skill requirement
That's like saying I shouldn't use Blender 2.8 because there isn't anything written for how to use it yet
Actually, that's a bad example, cause it's true
Blender 2.8 is confusing as shit
No links
clicking what looks ilke it should contain a link: No redirect
those look like they're at least supposed to be links
They do nothing
This is what I mean
I don't see how this equates to my ability to make a behavior tree (I actually did get a patrolling AI working)
must of broken at some point its meant to be under engine features
Documents the Behavior Trees asset in Unreal Engine 4 (UE4) and how it can be used to create Artificial Intelligence (AI) for non-player characters in your projects.
And this link doesn't show up in search results for me
it shows the other one
which gives a good suggestion as to where it's sending even newer people
i literally found it with search ๐
but yeah they need to finish the docs
if you have issues like that its good to just search the name of the thing that looks like its a link
you have an awfully fitting username for this convo
๐
and somehow nobody takes note
^
but I guess it's always easier to blame the system
Okay, now, don't turn this into a lesson on the counter intuitive nature of hippieism
no idea what you're talking about
Than You probably disagree
hi everyone
Have anyone try to use advertisement to make money in their game? I want to know how it work .
Okay, now I'm confused.
InputAction affects a bool in one place but the exact same setup doesn't work on a different blueprint
inputs are consumed, also, unless unchecked
usually good to only run input on pawn or player controller
Yeah, it's hell tracking down input errors if you recieve it all over.
handle it all in one place and use interfaces or event dispatchers to get it elsewhere
Too bad you can't really do that with UMG. Or maybe you can, if so, tell me :(.
I'm looking at the physics substepping in project settings and the tooltip says it is still experimental. Is physics with UE affected by framerate if you don't setup substepping?
nevermind, I'm just tired. I got it.
would anyone recommend cryengine over ue4 for doing an open world game with dynamic lighting
I mean, know your audience.
what do you mean?
I found some oldish threads on the internet about cryengine being better for foliage dense sitations and it has performant GI . Just wondering if thats changed for UE4 or not
obviously cryengine has other downsides over UE4 that make it a hard consideration
I've not looked at in a very long time, but with the user base UE has and the constant updates, and the fact that it handles the typeof thing you're asking about just fine, I'd have a hard time believing it'd be a better choice unless you're already tied to it.
i heard some interesting GI type stuff is coming in 4.23 or 4.24
unreal engine is taking forever to download for me, keeps spiking to my max internet speed then drops to 0 for 3 minutes
router unable to keep up?
nah everything else working fine
20 minutes to download 84mb
maybe Fortnite users taking up all the bandwidth these days lol
was doing the same 12 hours ago before i went to bed
Could you test it on your end with a new unreal version and see if you are having similar issues?
looks like the TCP connections to the epic servers keep being killed and recreated
Ok, I've installed Unreal Source and all but each time I package the game it comes up with an error. I'm trying to make a dedicated server but nothing works. All the online tutorials always leads up to this error and I've been trying at it for the past day lol
@deep stump you had any issues with downloading?
is it possible to spawn from anything other than Class?
@deep stump It might help if you shared what the error is.
Yeah, it prob would lol
I'm going to try something first because I deleted everything to start over, if it doesn't work. I'll let you all know. Thank you though.
I've found most of the tutorials for setting up anything for online stuff are a bit outdated if you're using 4.21 or 4.22
If anything they've made it too easy. I kept having a hard time because I expected it to be more complicated.
Yeah, and the videos don't show if something goes wrong. They assume everything goes perfect
I'm not sure you even need a source build for dedicated servers anymore. I know I read something about not needing it anymore.
A lot of it is just configs and ini files now.
I am getting this problem
ERROR: UnrealBuildTool Exception: Visual Studio 2017 requires the Universal CRT to be installed.
I alredy have it installed though
So..
what
I'm not 100% on that. I just remember reading it somewhere, never checked it out or verified.
I had that too @ancient otter, what are you trying to do?
making a new c++ project
maybe install that?
ah
Sometimes, check if you have the tools installed within vs
Open Visual Studio Installer and click modify and install the thingys
No worries, I'm in the same boat with outdated guides on making a server XD
?
Scroll up and you'll see my issues
oh ok
ayyy My visual Studios installed again
Anyone know of advance weapon setup tutorial ? (Multi attachment, weapon switching, saving, Loading )
the ue4 download worked after i cancelled it 30% in, restarted it from 0% and it went fast, strange bug in the launcher there
i looked at the log and CURL error messages were popping up about "resuming from file"
@real mesa just find something you want to do, then look up if there is a tutorial on it, best way i think
I just want to learn how to use blueprint
you must have a reason you want to learn it
craton, listen to ferris, he is pointing to the moon and u are looking at his finger
@real mesa so think about what type of game you want to make and the features it has, then concentrate on one of those features and look for a tutorial on it
If you want an overview of it all the epic website has that, maybe you should start with an introduction tutorial
The genere of my game is open-world, role-playing and adventure.
blueprints arent complicated at all, you just need to dive in and get experience
ferris do I need to know math to use blueprints?
ok ty!
im a veteran c++ programmer, and it still takes me time to learn how blueprints work because its just something you have to learn
but unlike c++ the barrier to entry is much lower
If you need some custom thing then probably yeah
but i havent really used UE4 for 2 years, its probably changed for the better since then, i think blueprints can be a lot faster now
ok thats motivating! thank you sir ๐
You can definitely make something decent in UE4 with just blueprints
What is the difference between bp and C++?
What does one have to offer than the other.
bp is quicker to write usually and doesn't require compiling. c++ is more flexible and faster, but harder unless youre already a programmer.
also when working in teams BP is a pain because they can't be merged easily like c++ files.
whats version control like with blueprints?
And TrueSky plugin seems to break a lot of things, dont think i should play around with this thing
@serene sorrel if you are meaning version control/ source control I would say it works very similar to C++, But I'm pretty sure its generally a good idea to have the entire project in a version control as opposed to just the script. Like using perforce
The truesky plugin also really shouldnt be causing that much of an issue, there should be a ton of documentation on it. If you have specific issues you need help with im sure someone in this discord could help.
@eager swan do you know any UE4 games released with truesky?
I guess I don't know of anything specific since I haven't spent time learning everything about that plugin. but Their website makes some pretty bold claims
But at the end of the day, it's your game. So ultimately, if a plugin/asset isn't helping you reach your goal, then get rid of it
heyho
i have a question about filesize - i recently tried loading some different type of meshes into the engine, some just 6mb big but with known issues like maldeformed mesh or nonmanifold surface (i know its shit lets not discuss that ๐ ) and also some pretty big combined meshes with up to 7.5 million triangles (with a filesize up to 250mb).
For the first type of mesh unreal had real issues loading it in taking a lot of time.
For the second type of mesh unreal loaded so long that I eventually had to interrupt the process and end it (after 30 minutes or so).
Are there any guidelines in the documentation I can check to learn more about the inner workings behind the import process? I want to understand better what unreal is doing when I import stuff, since it will help me create smoother workflows for that part of the process.
Hey, so as for the smaller mesh it sounds like you already know what could be causing unreal to take awhile loading. But I have always heard to just split up the mesh. Uploading pieces to it separately will keep the poly count the same, but decrease the amount of time and then just make a blueprint and put all of the meshes in there.
^especially when it is a larger poly count
@serene sorrel Ark
Question: I'm importing from blender which has gone well in the past but now i get an all black building (it looks like the normals are wrong) however rendering in blender it looks fine and with previous objects it could just recalculate the normals which does not work this time aroudn
Whats the difference between android etc1 and android etc1a?
Can someone tell me what happened here and how can I unlock these Buttons + Context Menu again?...
That is wierd
The only thing i can think of, is that it cant find the path where the project is, so is disabling it cause it does not know where to import it to
@shell jacinth Try opening project settings window, click all settings, then search Directories,, see if there is anything wrong there
Do the same in the Editor Preferences window
Is there some reason InstancedFoliageActor wouldnt show up in the world outline?
@serene sorrel Dont know but could be many things,,, press play and look at what the blueprints are doing in real time
If you have only one of tipe, it will be selected by default,, but if not you have to select arrow in blueprint editor, and select the correct bluprint instance to see what is going on,,, it should say, simulatiung and yellow outline will let you now you are in play.
Yoy can press shift + f1 to show your mouse again, in case you lose it and want to see the blueprint
i can select it in viewport, theres just no corresponding item in the world outliner
@light coyote .. seems like the project knows were the project is, i also can access all content packs folder in the content browser ... only the buttons dont working anymore in this project ๐ฆ
@shell jacinth Well that is definetly wierd
@serene sorrel Ahh so its spawning then
I dont know, maybe it just does not appear what is instantiated in the editor in runntime.
Maybe only things you tell it to instantiate in the editor itself will appear, i really dont know,, never noticed
anyone help please?
Hey guys
Im sure you are all familiar with
aqProf.dll
VtuneApi.dll
VtuneApi32e.dll not found
Any help here pls?
anyone helping with my problem ?
installing VTune should put it in path so it will probably work
does the plugin say Vtune is a requirement?
It doesnt even open the editor
It gets to Project Browser, crashes and on crash file, it says those dlls are 404
Do you have visual studio installed?
2017 yes
Specifically the Game Development package
This is for version 4.21.2 (3rd reinstall) btw
Intel Vtune Amplifier?
so youre just trying to open unreal engine editor, and its bombing out on those files missing?
weird
Ikr
are you running some special version there or just something from epic launcher
Epic Launcher
What OS
Win10
Something sounds borked there hehe
XD wdum
How did you install VS2017
Download VS Installer from microsoft site
2017 version, then selected the game package
I must say, I have VS2019 too, so not sure if that conflicts
do you have Vtune installed?
are you loading a project when this happens
Nope
Just opening the Editor
Click on the Unreal Engine logo
What packages did you install from VS?
I'm gonna reinstall those
so you just click "launch" from the launcher, and it wont load demanding those dlls
Correct
not double clicking on a project or something
found this info, donno if it will help
Someone else advice him to Clear folder located here :
C:/Users/{system username}/AppData/Local/UnrealEngine
(Without any spaces, find folder exactly like i wrote)
Then i delete all contents of this folder. and rebuild VS files.
TaaaDaaaa! All works great right now. I hope that my solution will be helpful to all who will face a similar problem in the future.
:O
Let me try that
oof there is an older version I had 4.20, I thought that was deleted
Pardon my ignorance @serene sorrel , but to what exactly do they refer by rebuild VS files?
Vs represents visual studio i belive
Visual studio code is a code editor enviroment
Hi, in 4.22 where's the 'ShowOnlyActors' list?
there used to be a array, its gone ๐ฆ
my subtract brush wont cut a hole in this wall
...is the wall a brush?
no
@crude mesa Sometimes BSP are a little glitchy
From the bsp geometry palete, look down, you will se subtractive, additive down there,,,,, select it first, then drag new one to scene
Do actors tick when invisible? And if so, how to make actor instance NOT tick when invisible?
i want make visibility parent can be called by child. how to do that? i need tutorials
If the wall is not a brush, you cannot subtract
@proven imp there is a get parent node
If I want an actor to simulate physics, should I only simulate physics for the root component or all components?
It has to be the root
the root, the root, the root is on fire!
Since it first being called and it used to called other widget blueprint it means it a root or parents right?
it's my first time ever using unreal engine 4 and i dont know c++ i only know python. Could someone teach me the very basics of using this engine as all the tutorials i have seen on the subject are not at all what i am looking to do?
@vague cypress there are modeling and programming
if you wanted create system you can learn programming with blueprint or c++ in unreal engine
if you wanted create model you can learn blender or maya or any 3d programming that can be imported to unreal engine
thank you. I don't really want to use bueprints for the whole of my game tho? Or is that just how the engine works?? @proven imp
im a huge noob
blueprint is like some already make conditions inside unreal engine you can use it to create game or sharpen your logic. You also can use coding or combine both of them to make games. and not every conditions or function have been inside the blueprints so some need make manually.]
just hope dont be like me which have lots idea but can be implemented