#ue4-general

1 messages ยท Page 508 of 1

proven imp
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haha

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i need teacher teach me as i bad of learning haha

vague cypress
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ahhh i see

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so it's like the basic building blocks of code for a simple game??

light coyote
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@vague cypress Blueprint programing is like using premade things, that are comon to be used in programing.

Ex.. multipling two numbers, A and B,, is the same thing as saying,,,, add A, B number of times,,, or add B, A number of times (3x4 = 3+3+3+3 or 4+4+4)

vague cypress
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ah i see

light coyote
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so instead of writing the logic for doing that comon operation

vague cypress
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oh thats handy

light coyote
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in programing, they have libraries, wich have logic allready built in to it

vague cypress
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ok]

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like modules but for an engine?

light coyote
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but in bluprints is even better, because you dont have to laern all the nomeclature(types of braquets, when to use wich,, what arguments does it use, do i have to put them all allways...),,,, therefore, same as you will not make a mistake in the multiplication logic in regular programing because its allready writen properly and you are not rewriteing it

vague cypress
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oh cool

light coyote
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Same with nodes, all logic inside them is ok, and it works,,, if something does not work, is your logic, not the boxes, nor writing error

vague cypress
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That's pretty cool so then you don't make as many mistakes

light coyote
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exactly, because they are less places in wich you can make one,,, simple as that

vague cypress
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oh shit thanks

light coyote
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but still, when learning you will make lots xD

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in the sense of not knowing what to use

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or things dont work as you expect, because you need other nodes

vague cypress
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yh yh well im trying to work on a project. I was seeing if anyone would be interested in it but i just came accross like an ideas guy so i decided i might as well get atleast SOMETHING to work with and then people might take me a bit more seriously lol

light coyote
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Everyone here has the great and best idea,, normaly is not as great, or it requires very hard work, or both

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@vague cypress If you have a great idea and you are able to convince others of it,,, then it has chances to be one,, however, not a guarantee,,,,
But if you cant convince others, you still need to think more about it(not saying is good or bad)

vague cypress
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no that's not what i meant... people liked the idea they just didn't want to help me because it doesn't benifit them which i understand

fading river
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that's what I'm worried about, back in the day you could find people to work together on mods but these days everyone seems to be in it for the money

mighty slate
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Hey im a complete beginner and i urgently need help with an issue. Im creating some sort of "museum" Project. I want to have 3D Widgets which are clickable (something like for more information click here botton next to an exibition item) when clicked it should cast another 3D Widget with additional informations (pictures and text) and a botton to then again remove it. It worked for me with a 3D Widget botton which can be clicked but i dont know how to cast another 3D widgid by useing the first 3D widget. Can somebody help me ?

radiant haven
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is there a widget that makes smth only every 10sec instead of spamming

frail sail
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Guys which is best CPU for build and develop in UE4?

plush yew
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ryzen

vague cypress
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@fading river Yeah... I have a great idea but people don't like the pitch i make

frail sail
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@plush yew ryzen but which model?

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3900?

plush yew
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idk, i use 2600, no lag, recompiles engine in 1400 sec

frail sail
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3900 is better than 2600 right?

spark sonnet
cloud palm
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Dose anyone know how to insert ad in a mobile game?

light coyote
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@spark sonnet Note: you are multiplying it by 2 and then making it negative

midnight bolt
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is there a hotkey for rotating by 90 degrees?

light coyote
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not that im aware of,, but you can set the snap rotation to 90

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top right in viewer

spark sonnet
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Its to invert it

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But it does the same if its not multiplied by -1

light coyote
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you want a timeline

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rotating all the time ?

spark sonnet
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I want it to rotate all the time yes

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Around the forward axis

light coyote
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Create timeline(right click)
doubble click to open

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create a float track

spark sonnet
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Why should I use a timeline for a constant value?

light coyote
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right click to create a key

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you can make it loop
gives you a float output
use that float to rotate

spark sonnet
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I think it still would do the same wouldnt it?

light coyote
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you can make float go from 0 to 1

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try it out

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right click to create a key
with key selected you will see value and time you can set to
set it to 0 and 0

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create another key
set time and value to 1

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(time 1sec, value of the key 1)

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up you will see loop,, select it

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also you will se Length up there,,, set it to 1

spark sonnet
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Made it now

light coyote
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otherwise, the difrence of 4 seconds there is from you last key to the lenght of the timeline will act as a delay

vague cypress
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hey guys i have a really retarded question but i need some help with it

spark sonnet
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Its getting stuck at the same place again

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:/

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I just did this with another actor just rotating another axis. Why doesnt this work?

vague cypress
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basically i have created a widget and an interactive button but when i click play on the game the cursor dissapears

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i know im a retard

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but i need help with this

spark sonnet
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Can you send a picture of the code @vague cypress ?

vague cypress
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not really idk what it is

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but i can show u that widget i made

spark sonnet
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So you want to see the cursor?

vague cypress
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yea

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i can show u in a call if u like

spark sonnet
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This is what you want then

vague cypress
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thanks

spark sonnet
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I cant talk right now, sorry

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But you can put that blueprint in your players blueprint on BeginPlay

vague cypress
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wont that fuck up the shit i already done??

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oooh

patent apex
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hello, i want to use the โŒด character but when i paste it to unreal he gives me the wrong char

light coyote
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@spark sonnet

spark sonnet
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Thanks. I'll try that

light coyote
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this works, but is not completly uniform for some reason

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Make sure the object is set to be movable

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@vague cypress The button disapears because lets say you are in game

vague cypress
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the button doesnt dissapear

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the cursor does

light coyote
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you want a button that covers the full screen, and its invisible, when you press it you call the node Show Mouse Cursor

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Simple solution

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@spark sonnet The timeline is an incredible node, they are a gigantic number of things you can do,, it is very very extense,,, play arround with it

lavish blade
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I've got 4 player starts for a local co-op game, a single object which keeps them all in view. However for some reason every player start gets its own camera actor and camera manager or something, whilst the pawn that's being spawned does not have a camera, any ideas ?

light coyote
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Camera has to be in the blueprint of the pawn
There is a posess node

May be useful to your issue

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Every character should have its own everything

lavish blade
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But i don't want a camera per player controller/pawn since they will be on screen all the time

mint raptor
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I've tried looking up the Fix Commit

light coyote
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@lavish blade Sooo.. you dont want the camera to follow anyone in particular, but rather, the group then

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Look up for camera follow in youtube

spark sonnet
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Here @lavish blade

lavish blade
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Yeah i followed that one but it does not seem to work (anymore)

spark sonnet
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It did for me. Maybe you forgot something?

lavish blade
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yeah maybe, i did change some of the blue print logic since there was alot of duplicated code

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I'm gonna run through it see what i did wrong, thanks

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@spark sonnet One thing in particular that did not work for me were the values in the gamemode, The moment i casted the gamemode in the camera object they were just empty again, like it was re instantiated

spark sonnet
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Oh

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I dont remember everything from it. I remember it took some time but eventually I got it to work

plush yew
astral marsh
astral phoenix
lavish blade
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@spark sonnet I found the problem, The logic in the camera boject which gets all controllers and blends their views is executed before the logic in the gamemode (which actually spawns the player controllers) I fixed it with a delay right now but it looks bad. Does this ring a bell? Maybe you fixed it in a better way

spark sonnet
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Sorry I dont remember @lavish blade But there should be an easier way to make the camera fit all the characters

sudden agate
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@astral phoenix error says whats wrong.

lavish blade
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@spark sonnet ah ok, thanks anyway, it woks now with a 0 delay node. seems a bit hacky but it works so i'm not complaining

spark sonnet
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Glad you got it working @lavish blade

astral phoenix
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@sudden agate i know the error says whats wrong but im asking how can i fix it?

sudden agate
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by doing the opposite what the error says

astral phoenix
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did u really just say that?...

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if i knew how to do that then i would not ask...

spark sonnet
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It says that the filename is too long, Could you try to shorten it?

astral phoenix
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what file name?? idk what file its taking about? there is alot of files

cursive nova
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It tells the exact file path

spark sonnet
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The files listed in that log

cursive nova
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So go follow that file path, go to the file name and give it a shorter name. aka, the opposite of what the error says.

light coyote
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@cursive nova It actualy says the file name is too long

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It says it several times

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Chillax, people are trying to help

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Errors, when strugling are a fucking pain

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Everyone here is learning every day something new

cursive nova
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He was probably just over thinking it

light coyote
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IGNORE WHAT I SAID XDDD

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I GOT PEOPLE MIXED UP

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my bad

keen pawn
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ugh

light coyote
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fuckk, two images very similar an coments that confused me xD

keen pawn
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Why does the floor change the ENTIRE lighting environment

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๐Ÿ˜‘ ๐Ÿ”ซ

light coyote
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What happened betwen each picture ?
give more details
All i see is the same but diffrent xD

keen pawn
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its literally

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I change the floor

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and its just smashing my environment lighting to bits

light coyote
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have you built lights again and its like the second picture?

keen pawn
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literally

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its the same when built

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this environment

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all good

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happy days gg

light coyote
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Try turning off eye adaptation

keen pawn
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duplicate the level

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WHAM

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persistent nuclear war outside

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NO lighting change

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just the textures

light coyote
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nice solution XD

keen pawn
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lol

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I just dont understand at all

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whats blowing out all the highlights

light coyote
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Ill just say this in case it is of any use

keen pawn
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nah it messes it up even more

light coyote
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Eye adaptation is the fact that your pupile dilates when in dark, allowing more light,,, so it tecnicaly, brightens darkness

keen pawn
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literally changing the floor changes the entire scene lighting

light coyote
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The oposite is also true, when to much light, closes, tecnicaly darkening

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that is what i mean

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light may be to intense, and when you turn eye adaptation off, it becomes aparent

keen pawn
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yeah so if i smash everything white

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solution

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๐Ÿ‘

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but

light coyote
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hahahahaha

keen pawn
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i want to have a darker warehouse

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but everything lit correctly

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but it almost looks as if theres an emmisive

light coyote
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try reducing all lights by half

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and see

keen pawn
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as in

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the actual intensity?

light coyote
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yes

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Things just look to burnt, light is to intense, i think

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If you havent used a post process volume, maybe is the time to do so

keen pawn
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there is one on now

light coyote
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yes

keen pawn
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ive tried to use to take it down

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but also not helping

light coyote
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yes yes

keen pawn
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ive tried adjusting the exposure

light coyote
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go to global ilumination, turn down gamma,,, you have to enable it first if its off

keen pawn
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still nukes

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its like a HDR issue

light coyote
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where is the post process ?

keen pawn
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all around ๐Ÿ˜‚

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I've gotta go home now and give up for today

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but ill try again tomorrow

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thanks for the help though dude ๐Ÿ‘

light coyote
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no worries

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whait

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maybe is not set to unbound, so you are not seeing the changes cause you have to be inside

keen pawn
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?

light coyote
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check it

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you can turn down gamma, gain, increase oclusion between all objects in scene to give more depth, as well as blurr in distance et....

keen pawn
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hmm again no change

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right gtg

light coyote
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i surrender xD

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ok see u

plush yew
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hey guys, kinda of a weird question, is there anyway to attach an item to multiple sockets?

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For example, my character is holding a 2 handed rifler. There is a socket on the right hand that the rifle grip is attached to

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what would be the best way to attach the left hand to the barrel grip?

grizzled axle
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I think Hand IK is what you are looking for

plush yew
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maybe multiple sockets isn't possible for this then haha, but any solution for this is fine

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ok great thanks

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ill do some hw on that

grizzled axle
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never done it but I have to do it soon too ๐Ÿ˜„

plush yew
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yeah IK seems like a really nice tool that I should spend some time learning

light coyote
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I havent looked in to that to much either, but..

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maybe you can copy something from the default fps template

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๐Ÿ˜…

plush yew
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actually it seems like i wasnt too far off, I guess I will gave to use multiple sockets but this time the rifle will have a socket for the IK instead of the second socket going on the left hand

grizzled axle
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there was tutorial on epics unreal documents somewhere

plush yew
grizzled axle
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and i think Content examples project by Epic has map named Animation and there is showcase of IK systems

plush yew
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yeah i think they do

tardy lily
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Hey, does anyone here know about creating plugins? I'm trying to mod a game I do not have the source to. We have been able to inject cooked maps with dummy blueprints that can call all the games functions but we cannot create new CPP classes as they'd need to be serialised into the shipping.exe. what I was wondering is: could I create a bpfunctionlibrary plugin and then call the functions from that. Every attempt to create a plugin to do so gives me the error can't load x plugin cause it can't find x module

muted geyser
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Hi all, any linux users here? Having a problem trying to compile Unreal.. downloaded source, ran setup.sh and Generated project folders successfully, then tried to run 'make'

  • problem apparently due to permissions ?
    //Makefile:212: recipe for target 'CrashReportClient-Linux-Shipping' failed
    make: *** [CrashReportClient-Linux-Shipping] Error 5 //

-sound familar to anyone?

many thanks in advance

placid warren
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Why can't I add a space to my project name?

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IS there a way I can add a space to my project name?

tardy lily
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The Devs have said they're cool with us tinkering. They don't have time to make an sdk just yet

plush yew
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Hi

proven aurora
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Does anyone know how to move up and down using the ghost command?

marsh swallow
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Is there any way to get around this for the Camera Animation Curve Editor in 4.22

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This is apparently a bug that the curve editor does not appear, but its not fixed until 4.23

silent frost
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Does anyone know, on UE4 Answerhub, whether it's possible to report a post or user account? I see on there someone is posting a load of links to illegal film streams, that or they are malicious. Most likely a bot too.

outer mango
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Why when i use previewing Android Es2 . All lights are gone ?

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How to fix it

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I used default point light

cursive nova
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is there a way to set actor rotation? But not instantly?

light coyote
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@cursive nova What do you mean exactly ?

plush yew
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Where support

cursive nova
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Like I'm trying to implement directional rolling and I can get the last movement input vector and then use that to set actor rotation for the third person character and it works, I have directional rolling but it's instant. Doesn't look natural, he just kinda jerks to the direction instantly.

light coyote
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Because you are literaly setting it at that instant to that position

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use a timeline

cursive nova
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Yeah, I know. I just don't know how to do it any other way.

light coyote
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Create timeline
Doubleclick it to open it
Create a float function (f icon)(the name you give it, it will be the name of the output float you will use)
Once in the float track
Right click inside and create a key
Having that key selected, you will see up, you can asign a value and a time to it, set them both to 0

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Do the same thing, but this time set the value to 1 and the time, to whatever time the roll will take

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Now you will find up there, Length, is at 5 by default,,,set it to the same time you decided the rolling will take

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What you have now is a float from 0 to 1 that will reach 1 at whatever time you chose the roll to take

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You can use that if you want, but in this case you are only really intrested in the update output node

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It will give you flow during the time you chose, and after it will stop(plug what ever trigers it on the play from start input)

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That way it will alwais start from the beguining

real mesa
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If I was creating a open-world game, would the blank template be good?

light coyote
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Yes, chose a template that may have something you may be intrested in using

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You can alwais delete what ever you dont want

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@cursive nova Now you have a temporary update to wich you can plug the set location to

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use a lerp vector to lerp between the start location, and end location

real mesa
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Also, If I was trying to import a car or low poly character I made from blender. Would I export it as fbx?

light coyote
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@cursive nova And plug your float to the lerp,, it will act like a percentage

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Yes, FBX is ok

cursive nova
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Thanks, I'm going to try this out and see if it works

light coyote
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It does

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You just need to give it the proper information

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Or the proper location node

cedar trellis
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I want to export them and use it for blender

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*that

cedar trellis
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maybe nvm

scarlet birch
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Hey, is there a function to get an ascii value for a text character in BP?

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or some similar unique value for a character a to z?

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Ha, ok answered. They made it too simple and literal for me to find it easily. "GetCharacterAsNumber"

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Ok, so is there something built in that does the reverse?

scarlet birch
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nevermind

real mesa
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Why when I try and import a car I made from blender, it says lighting needs to be rebuilt
.

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What does that mean?

silent frost
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Terminology might be wrong, but within the viewport, at the top, you'll need to "Build Lighting only", to resolve that. It's just the renderer needing to rebuild the lighting.

ocean hemlock
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does anyone have 3ds max here?

real mesa
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@silent frost Thanks

ocean hemlock
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can someone please convert a max. to a fbx for me please?

silent frost
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You'll see that come up quite a lot @real mesa , when building maps/levels etc.

real mesa
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@silent frost I rebuilded the lighting, but it still gives me the error.

silent frost
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@real mesa Hmmm, that's odd. Any error messages or such? Not entirely sure why that wouldn't work. Maybe someone else might be able to help too. Sorry, not much help ๐Ÿ˜ฆ

real mesa
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I'm going to reboot UE4 and see if that does anything.

silent frost
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Need to check your UV's of your model, in Blender. If all looks OK, and visually it looks OK in UE4, then I wouldn't worry too much.

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As it mentions, you can enable Error Colouring and it'll highlight visually where those errors are.

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Within UE4

real mesa
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How do I check UVS in blender?

fading river
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Can anyone recommend a good hello-world tutorial for somebody who already knows programming? Like setting up the map basics, how to create some premade actors and materials and such. I used UE2 way long ago so I know the concepts I just need to learn the interface and differences in the new engine.

real mesa
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@silent frost

silent frost
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@real mesa Unfortunately I don't know Blender, but there should be a UV layout or editor tool within Blender.

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@fading river - YouTube will have some useful tutorials. Check out Virtus, he's got a lot of useful content.

next badger
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@cedar trellis Unfortunately, if the file type is COPY - that means UE4 crapped the asset and it can't be exported anymore...only way to solve this is bake the texture to another asset...one of the mind blowing fails of UE4 ever known...

fading river
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cool thanks

cedar trellis
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I managed to figure it out

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But then it feels stupid to do. But it is how it is

naive lotus
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Hey guys? WHat do you think is happening if it gets stuck at 20% while building a simple stage? It's been working at it for hours and has been caught at 20 for hours. It's just a simple stage with only basic atmosphere and box brushes, and I did just reinstall the engine

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Unreal is currently using most of my memory, but there's like zero CPU dedicated to the process

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Apparently it's stuck at 'building texture streaming', whatever that is

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Any advice?
v4.22.3 on win10

naive lotus
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Does anyone at least have a reference for this kinda thing?

forest dock
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It would be a nice quality of life thing if I could have the scale in the editor show meters diameter for the selected's dimension instead of a relative scale to how large it was when it was imported.

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Is that possible?

serene sorrel
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@naive lotus so its not building shaders? that takes forever sometimes

naive lotus
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I don't think it is, all that this level has is an Atmos Fog object, a sky sphere, a Directional Light, a bunch of box brushes, and a default player spawner. That's literally all I put in this project besides the starter content pack.

forest dock
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I can vouch that this part normally takes a lot of time, I've had it halt on building those for a couple of hours at 20%, but never as long as 20 hours. Did building the same stage work for you before but doesn't now, or is this a consistent issue with your build?

serene sorrel
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its probably borked if its taking longer than an hour imo

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i hate static lighting and never use it in my projects so that removes a lot of that wait

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My I7 @ 3.8ghz takes 5-10 mins just turning OFF static lighting, it stats at 45% on the loading project screen, then when it gets in it recompiles all the shaders again

naive lotus
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Wait wait hold up static lighting takes LONGER to build???

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whaaaaaaaaaaaaat

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I thought the only reason I was told to use static lights was so it would SAVE resources!

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This tutorial author is a fraud

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maybe I'm overreacting. Sorry. Frustrated lately.

serene sorrel
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no, just initially it has to recompile your shaders to NOT have static lighting in them ๐Ÿ˜›

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after that its much quicker yeah

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unless youre targeting potato computers i dont really understand static lighting

naive lotus
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huh... would explain why I was able to do it before...

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Okay. So, I just sent Task Manager to assassinate it. To fix this, I turn the sun into a stationary light? or a movable light? And then try building again

serene sorrel
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Project Settings -> Render -> Static Lighting (untick)

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if you want to try that

naive lotus
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I'll try that too, all right

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Are there any other fixes you can think of that would optimize Unreal Editor for a laptop?

serene sorrel
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what sort

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Best way to optimize unreal for a laptop? Throw it in the bin and buy a Ryzen 3900x ๐Ÿ˜›

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Do you have active laptop cooling? I Find that helps a LOT for mine

naive lotus
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I mean, it's not like my grandma's computer but it has a hard time with max graphics.

HP Pavilion. 16 gigs ram, Intel UHD graphics 620

serene sorrel
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They thermal throttle to shit performance very easily intel based laptops

naive lotus
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Active cooling fan yes

serene sorrel
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do you use laptop monitor or external

naive lotus
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built-in monitor. Hah, wish I had space for a dual monitor

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Unlesssssssssss

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maybe I could use the TV's HDMI

serene sorrel
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Yeah im getting a ryzen 3900x or 3950x whatever comes into stock first

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4 core laptops dont really compare these days to what is available

naive lotus
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yeah. Honestly I wanna build an actual battlestation computer sometime, but eh, I'm broke.

serene sorrel
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Unreal Engine seems even slower to me , but granted I was using desktop computer 2 years ago compared to this gaming laptop im using now (same specs tho)

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this laptop only has 16gb ram vs 32gb ram my desktop has

naive lotus
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The day I get the money to get a good computer is the day I learn to build them myself. I'll even try to make it look like an old-school arcade cabinet but with modern guts lol

serene sorrel
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yeah make a good game for potato computers then, buy your new comp

naive lotus
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Good plan lol

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Actually, that's kinda why I got into Unreal, there's a guy who's paying me to learn unreal. Granted, getting paid in "IOU a share in the game's profits when we actually ship something," but still

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I know it's a little risky, but hey, who even pretends to promise to pay someone to LEARN these days?

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Not like they can take self-taught skills away lol

serene sorrel
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well if youre dedicated enough im sure even people with average iq could make something worth buying in UE

naive lotus
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Yeah, hopefully it'll go well.
You know, I've always had some interest in game dev, just, when I thought of it, it was usually 2D stuff. Things I could prototype on paper even.

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crap, now it's stuck at 45% on just loading the editor

serene sorrel
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if you dont have revolutionary plans, then what UE or other engines can do for you doesnt really require much knowledge in the way of maths or 3d engine knowledge

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its only when youre pushing the boundaries and you get into engine development that you will need some higher level skills.

naive lotus
#

Yeah, that makes sense I suppose. Though, I find that learning math is useful anyway.

#

had to learn some anyway though, took way too long to figure out that if I want a single number that Unreal calls that a scalar

naive lotus
#

Hey @serene sorrel ? Just after I made that change, Unreal isn't opening up, you experienced that one before?

serene sorrel
#

its stuck on 45% ?

proven imp
#

i had once tried make AI chase me but when i tried to run it, it only chase to spawn point even the code same as youtube one. what's the reason behind of this?

blissful trail
#

Is there any way to fix physics objects going through other objects at high speeds ?

cloud cobalt
#

Physics substepping

blissful trail
#

Whats a good max substeps and or substep delta time

cloud cobalt
#

Literally depends on your game

#

Obviously the highest the speed, the more substeps required, the more demanding it will be

blissful trail
#

I turned max substeps all the way up and it still goes through

wary wave
#

if you're having problems with a large number of substeps, and your framerates are fine, you may want to question the sanity of what you're doing to start with

regal mulch
#

@blissful trail You could try to combine this with a trace in Velocity direction.

serene sorrel
#

usually , if you had full control over physics, you would just increase number of physics ticks per second until what you want works

regal mulch
#

From last Frame Location to Current Frame.

#

If that trace hits, your physics object went through something and you can manually correct it

serene sorrel
#

so you either increase physics ticks per second, or decrease speed of objects

#

also increasing the width of objects is another workaround

paper dust
#

That trace is what PhysX "continuous collision detection" should do for you automatically. Can't that be enabled in UE?

serene sorrel
#

so rather than test against a thin wall, its against a thick wall

regal mulch
#

The CCD setting in UE4 doesn't solve this

#

I had this ages ago for a Physics Object. It randomly went through walls, even on lower speeds.

#

We ended up increasing the wall width, which I think helped, but it was still happening

serene sorrel
#

can you keep physics ticks at a constant per second in UE4?

regal mulch
#

So basically lockstep stuff?

serene sorrel
#

or does it slow to framerate and then introduce bugs

#

right

regal mulch
#

Afaik, ue4 doesn't support that in the old physics engine

#

Chaos might

serene sorrel
#

the framerate issue with physics engines is well known, and if you need it 100% accurate then you need to be doing the physics at a high-ish update rate, no matter what happens to actual framerate

#

so "one second" of game physics could be taking more than "one second" on a computer, game time runs slower than real time, but at least you dont get physics bugs

#

dont know if unreal engine gives you that power or not

regal mulch
#

I don't think you have control over that in UE4, at least not easily.
You can enable substepping and that's mostly it

serene sorrel
#

yah yah

regal mulch
#

So if it's really important, that this object behaves properly, I would suggest checking if you can setup the movement vector based and turn off physics.

serene sorrel
#

is there limit to substeps too or?

regal mulch
#

Yeah

serene sorrel
#

that sucks

regal mulch
#

Either num of substeps or, half sure, min tick time

serene sorrel
#

i mean you should be able to control the physics update rate imo

lusty carbon
#

How can I make my actor instance not tick when set invisible in the level?

#

and only tick when visible

regal mulch
#

Just turn tick on/off when you hide the actor

wary wave
#

@lusty carbon - nobody answered that question for the same reasons they didn't yesterday

#

there is literally a node for it

#

'Set Tick Enabled'

cloud cobalt
#

@serene sorrel For that matter, we had the same problem of high-velocity projectiles and we simply went with collisions tests on tick using a trace over the distance that next tick would cover

lusty carbon
#

" nobody answered that question for the same reasons they didn't yesterday"

#

which is what?

#

too easy an answer for them?

regal mulch
#

More like you could have found that answer with a second of googling. :P

wary wave
#

too easy for you to find the answer yourself

serene sorrel
#

@cloud cobalt id pretty much consider any physics engine in any "engine" to be for graphical stuff only, if it "matters" to gameplay it should be done precisely

cloud cobalt
#

Game physics suck generally, and PhysX is the most terrible of game physics engine, so work around it

lusty carbon
#

you'd be surprised

#

thanks tho.

regal mulch
#

I know you can find that answer in a few seconds.

cloud cobalt
#

I mean, UE physics are basically unsupported in multiplayer so ๐Ÿคท

serene sorrel
#

they are?

cloud cobalt
#

Well yeah

regal mulch
serene sorrel
#

ive seen multiplayer games with physics that work, i dont know how reliable but apparently they work

regal mulch
#

ยฏ_(ใƒ„)_/ยฏ

cloud cobalt
#

PhysX isn't deterministic, so you can't do rollback/replay reliably

serene sorrel
#

isnt movement in unreal all done using physics

regal mulch
#

2 clicks later and you are at the node that ambershee told you about

#

@serene sorrel Vector Math.

cloud cobalt
#

No, movement generally doesn't use physics other than collision

regal mulch
#

Straight up calculating Velocity by yourself

#

And applying it to the root of the actor

paper dust
#

Movement is typically done with the CharacterController, which does its own (simplistic, stable) physics.

regal mulch
#

And then collision is done via physics, but the movement itself does not

cloud cobalt
#

If you want to use actual physics for movement in multiplayer, you basically have to do it on the input-controlling client, and have the server trust it blindly since there's no way it can ever reproduce it accurately

#

Which sucks

regal mulch
#

Even then you can't do that really

#

Cause you can't really rollback and shit

#

Cause you can't save the moves easily, you'd need to save the whole physics scene

wary wave
#

hence 'trust blindly'

regal mulch
#

Just don't do Multiplayer Physix

cloud cobalt
#

You don't need to rollback if you're completely client auth

#

Like I said

wary wave
#

Redout is an example of a game that uses PhysX in multiplayer

serene sorrel
#

well thats what i mean, the movement is governed by collision, which is physics , so?

wary wave
#

they have all kinds of weird server side checks to try and make sure nobody is cheating etc, but it's otherwise all client side

cloud cobalt
#

Collision is a really small subset of physics

#

One that is quite easy to implement

regal mulch
#

@serene sorrel Physics doesn't say it should move into a specific direction at a specific speed

#

It only checks for a collision and returns the details about it

serene sorrel
#

jumping?

regal mulch
#

Velocity

serene sorrel
#

so what part of the physics in UE is unreliable then

cloud cobalt
#

UE4 built-in character jumping doesn't use the physics in any way

regal mulch
#

If you turn off collision you can fly around without any physics

cloud cobalt
#

"Simulate physics"

serene sorrel
#

ah

cloud cobalt
#

Everything that switch does will be broken in MP

serene sorrel
#

lol

#

as in look different on everyones possibly

cloud cobalt
#

Not possibily

#

Will look different

regal mulch
#

99% of the time

serene sorrel
#

yeah, no lockstep does that

regal mulch
#

Correct, chaos could fix this

serene sorrel
#

ah thank god im not making a RTS this time around

regal mulch
#

If it's not about player input that drives the physics, then you could get away from having the server do the physics stuff

wary wave
#

most RTS don't use any kind of physics whatsoever

regal mulch
#

And letting the clients interpolate the location replication

wary wave
#

a lot don't even use collision

serene sorrel
#

i implemented lock step in unity, wasnt that bad except you have to do all the math yourself

cloud cobalt
#

The general advice is to avoid physics in MP games alltogether

serene sorrel
#

was using fixed point math too

regal mulch
#

@serene sorrel Problem with UE4 compared to Unity is that UE4 has a lot of stuff given that you'd have to adjust

serene sorrel
#

because floats are unreliable

#

Nah unity is not geared for lockstep at all

#

it'd be literally the same doing in both i feel

#

its quite weird no big engine gives you the lockstep method with fixed point math + interpolation, wouldnt take that long to implement

wary wave
#

it's not many games that want it, tbh

regal mulch
#

UE4 is basically the Engine to make UT with and that doesn't need Lockstep physics

serene sorrel
#

mainly high unit games yeah

wary wave
#

those that do tend to want their own engines

serene sorrel
#

sure not many games use it but its literally a necessity for a proper RTS

regal mulch
#

Yeah you also don't do proper RTS with UE4 :D

serene sorrel
#

and some physics based games

wary wave
#

aye

#

but also a lot of RTS games don't any more

serene sorrel
#

yeah just consume 4MB/sec bandwidth ๐Ÿ˜›

regal mulch
#

RTS games also used P2P networking to handle all the arrows and shit that otherwise has to replicate

wary wave
#

generally speaking Internet connections tend to be fast enough to keep up with the simulation fairly reliably

serene sorrel
#

planetary annihilation comes to mind

regal mulch
#

Which UE4 also doesn't have

serene sorrel
#

RTS games used P2P back in the day because of dialup modem support mainly

regal mulch
#

If you have a game where you can have 50 archers that all shoot at once, then this will still f up people internet if you are unlucky

#

Needs other forms of optimizations then

serene sorrel
#

Adding P2p is unnecessary complication for games to deal with low bandwidth

#

wouldnt be used these days

regal mulch
#

Yeah, what does the Age of Empires 2HD remake do?

serene sorrel
#

no idea

#

probably the same, Blizzard kept SC on p2p for the lifetime just because it was mangled code and hard to change

#

even though it has downsides with authority

#

i think SC2 either routes it all through host or blizzard servers themselves

#

but yeah without lockstep, you move 50 archers then you need to update all clients about the 50 archers. with lockstep its like 4 bytes to say the same

wary wave
#

AoE2 is peer to peer

serene sorrel
#

command: "move selected units"
location

wary wave
#

as for '50 archers' - depending on the game you can get away without networking any of them at all ๐Ÿ˜„

#

Total War games don't

#

nobody notices

serene sorrel
#

what do you mean

wary wave
#

unit of 50 archers, none of them are networked

serene sorrel
#

i think im missing the joke

wary wave
#

the only thing that's networked is the state of the managing actor

#

the individual entities are totally client side

serene sorrel
#

right, but total war is different because 50archers is literally 1 archer

#

its "1 unit"

wary wave
#

it's more than their entire simulation is deterministic in the first place

serene sorrel
#

so its locksttep too?

wary wave
#

in theory the only thing that needs to be replicated is player input

#

I don't know that it's using lockstep, I wouldn't be so sure

serene sorrel
#

yeah you can only do that reliably with lockstep cant you, i dont know of any other methods

#

and on top of that, you have to throw out using cpu floating point

#

at least if you want extreme reliability across platforms

#

Hmm the most popular water plugin on the marketplace doesnt have underwater ?

cloud cobalt
#

Maybe ? Find one that does instead

#

Underwater isn't exactly a commonly needed feature

serene sorrel
#

A lot of landscapes have water, only seems natural if there is water you can enter it

cloud cobalt
#

Going underwater in video games is not that common, natural or not

#

It's a lot of development time so your gameplay has to really need it

#

If you're doing Sea of Thieves, it's granted that you want it, if you're doing Call of Duty, maybe not so much

#

If you're not doing a first-person game, maybe even less so

serene sorrel
#

Far Cry was doing it in 2004

wary wave
#

Far Cry is Far Cry

serene sorrel
#

Ark / Rust

wary wave
#

a lot of games may have open water, but still not allow you to really go into it

#

either you wade in to waist height as so the camera never clips, or you might just die etc

#

other games just avoid it entirely

#

some games keep the player character glued to the surface even when swimming, hehe

cloud cobalt
#

I think I have a total of two games on Steam where you can go into water, one of them being Subnautica

serene sorrel
#

its key to gameplay in Ark and Rust

#

two very popular open world games

cloud cobalt
#

Look, if you want to say that some games have a hard requirement of underwater gameplay, that's agreable

#

Not everyone does open-world shooter though

serene sorrel
#

its literally a necessity for any survival based game in my opinion

#

Subsistence, 7 Days to die, have it too

wary wave
#

pretty sure plenty of survival games don't have it

cloud cobalt
#

Then work on underwater gameplay, or pick another game genre

#

I mean, I wouldn't touch open-world survival games with a 50ft pole as a developer, largely because of stuff like that

wary wave
#

tbh, underwater stuff isn't that hard to do these days

serene sorrel
#

because engines as they are now arent really geared for it?

#

procedural terrain in unreal still looks like its a dream

wary wave
#

plenty of games just don't do it because it doesn't add enough to warrant development time

serene sorrel
#

i dont think its difficult to add basic water based gameplay, in UE you could do a physics volume

#

then its just a little shimmery refraction shader and youre done

cloud cobalt
#

Then do it

serene sorrel
#

i will, just find it strange the most popular plugin doesnt have it, apparently its been planned for 3 years

cloud cobalt
#

And I'm telling you the fact it's not supported is largely because most water users don't need to go into it.

#

So do it yourself or wait for it

serene sorrel
#

yeah, those are the options

wary wave
#

..or pick a different plugin

serene birch
#

it makes sense : doing underwater is a lot of extra work, so the plugin that does NOT do underwater can spend more time making the water look good, and as a result becomes the most popular/well rated one for that

serene sorrel
#

i just find it strange they dont have at least some basic underwater stuff in it

#

wouldnt even take long

cloud cobalt
#

It's not strange if they don't give a shit

pine trellis
#

!

thin tendon
#

I have a game on steam in early access. I'm working on achievements. What is a good number of achievements for a game to have to start with? I will be adding more later in development

blissful trail
wary wave
#

...what?

#

are those point lights?

blissful trail
#

Yup lol

wary wave
#

why?

blissful trail
#

Idek

#

Pc is frozen rn

hoary marsh
#

All dynamic?

blissful trail
#

There are 243 lights and 81 reflective things behind them and the light intenity is being randomized every 20 seconds from 0 to 255

#

And idk

serene sorrel
#

@thin tendon 10

thin tendon
#

Thanks mate

honest vale
#

I hope they're not shadow casting ๐Ÿ˜„

serene sorrel
#

thatll be easy.... just as soon as raytracing is mainstream

#

I feel like they want to move us to cloud based gaming rather than all of us having gpus soon though

#

the positive of which is that cheating in online games will be nearly impossible, downside is latency and not actually owning anything any more, just renting

serene birch
#

technically

#

you buy AND rent at the same time ๐Ÿ‘Œ

#

you still need to buy the games ๐Ÿ˜„

serene sorrel
#

buy the game rent the service yeah

#

(*) Game only available while service is operational

#

theres some upsides in some ways to cloud game, much harder to cheat, much harder to pirate.

#

I dont think piracy is such a bad thing though, i think most people that would buy your game do if its any good

thin tendon
#

I would argue piracy is a good thing. If people are going through the effort to steal my game. It must be worth playing

serene sorrel
#

its hard enough to get people to play your game in the first place, so yeah

#

anti piracy stuff only helps EA type people that push out shit products and want regular sales of Madden 19

thin tendon
#

I agree. If it were something that happened to me. I would probably let it go just for the word of mouth factor and getting my game out there more

serene sorrel
#

I do like the fact for multiplayer games it makes cheating nearly impossible

#

so i may consider cloud gaming for multiplayer games since there is already lag anyhow

thin tendon
#

With my game I'm actually focusing on a multiplayer similar to minecraft where you invite friends in. This way if people cheat its up to them I don't have to address it.

serene sorrel
#

yeah exactly

#

its not like Rust where you spend days building a base with secret rooms and then an ESP hacker comes in and loots you easily

thin tendon
#

Exactly. The advantage of a friend system. Is if you don't want to play with them unfriend them.

serene sorrel
#

Just knowing everyone is legit is a big win for multiplayer games imo

#

plus you already deal with latency, though it will be differetn since client prediction often hides it where cloud services cant

#

I would like to see if competitive FPS is possible with cloud gaming, without annoying those who know what low latency is

thin tendon
#

I always had a good idea for adressing cheating if I ever get my company big enough to worry about it. Just challenge people too cheat and break the game. And then give them in game rewards for sharing how they did it.

floral aspen
#

I have some real problems today with unreal engine, I get a constant blue loading bar in the top. Anyone else getting this?

serene sorrel
#

@thin tendon yeah except that doesnt work with games like Rust where people are literally paying to cheat

#

$30/month

#

its a business model to make hacks when people want to pay for it

thin tendon
#

Another good way to ruin payed for hacks. Is set up your levelling up system in a way. Where hacks aren't needed because if people level up enough they won't need hacks.

serene sorrel
#

yeah, Rust and Ark are different in that they wipe regularly

#

ie restart

#

so that idea is out the window too ๐Ÿ˜›

thin tendon
#

ohh I hate that idea

serene sorrel
#

well its actually preferable in the way those games are

thin tendon
#

Wipes are soo bad. Your punishing players for playing

serene sorrel
#

yeah, but wiping after a month isnt so bad, everyone gets to have that fun early game grind again

floral aspen
#

like d3 new seasons ๐Ÿ˜ƒ

thin tendon
#

If I was ever going to do wipes. I would set it up in a way to say once server is 90% capacity auto wipe generate warnings at 70%

serene sorrel
#

If you havent played Rust , stay away from it because its addiction level is high

thin tendon
#

I tried Rust way back in its early access and didn't like it. Which is funny because now I'm making a survival game

serene sorrel
#

oh its horribly addictive now

#

theyve finetuned it

thin tendon
#

The one I really like is 7 days. Because they give you the option of single player or multiplayer

serene sorrel
#

yeah, im a big survival game fan, have all the best ones

thin tendon
#

Yeah same. I love the genre.

serene sorrel
#

7 days is good but its stagnated badly for 3 years or so now

thin tendon
#

yeah alot of games do that these days

serene sorrel
#

the last update took them a year and barely changed anything

thin tendon
#

I'm actually working on an Australian themed survival game. And its crazy man I patch almost every week with new stuff

serene sorrel
#

ive got my moneys worth with the game so its not like im saying they need to do anything really, its just stagnated

lusty carbon
#

Is there a way to monitor current ticking actors in my level? even the invisible ones?

plush yew
#

Hello guys. Are there any tips for mobile performance?

whole turtle
#

Anyone here following the Unreal Academy courses?

#

I was doing the Blueprints Path and got stuck, idk where to find the course content/resource files

plush yew
#

Thx

whole turtle
#

no probs

#

hah just found it

#

looks like there's a mistake xD

#

the Path (which is a course with the contents of several courses) doesn't show the link, but if I go out of the 'path course' and looking for the individual course the links show up

#

I think it'd nice to have all the resources and links to the courses of a path in the path course, either that or the path being just a link to the individual smaller courses? idk just a suggestion ๐Ÿ˜ƒ

#

other than that, loving the content so far! learning a lot with this ๐Ÿ˜„

floral mural
#

Hey guys, imported my model into engine and its separated into groups. Is this ok or I'm made a mistake in 3d software?

whole turtle
#

did you check the combine objects checkbox in the import sets?

floral mural
#

@whole turtle that will do it. Many thanks!

whole turtle
#

no probs ๐Ÿ˜ƒ

plush yew
#

Anyone know why my laptop always goes on DPC_WATCHDOG_VIOLATION whenever I load something that needs shader compilation? My laptop drivers are all up to date. Happens to me at version 4.22.3. Thanks in advance.

rotund scroll
serene sorrel
#

@lusty carbon get the list of all actors you want?

thorn vector
#

is it possible to do ik on animal like ai mount

#

currently having trouble with the ik on mount

plush yew
#

unreal > unity

cloud cobalt
#

What the fuck does that have with any discussion here

plush yew
#

@rotund scroll yes I tried googling and doing the solutions but it still happens to me

radiant haven
cloud palm
#

If I have a lots of level in my game, how can I trigger them using blueprint. For example, when u click level 1 in the main menu, it will bring u to the level 1 in the real map?

radiant haven
#

open level

#

step by step

cloud palm
#

How do I suppose trigger them tho?

radiant haven
#

"ON CLICKED"

#

lvl name EXACTLY

#

like the original

#

or it wont work

cloud palm
#

oh, so for the level name I just put the name of my level

radiant haven
#

yes

cloud palm
#

kk

radiant haven
#

of course lmao

cloud palm
#

this help a lot thx dude

#

where do I suppose put the bp?

radiant haven
#

idk where

#

everywhere u want to

cloud palm
#

emm, where did u put that bp?

#

for the button u created, did u put in the user widget?@radiant haven

rotund scroll
#

@plush yew I don't think it's a ue4 issue

radiant haven
#

@cloud palm yes

cloud palm
#

kk

radiant haven
cloud palm
#

thx dude

radiant haven
#

ur welcome

#

@cloud palm to change the color/ make it invisible, u can use these

#

open these and lower the alpha channel

plush yew
#

@rotund scroll do you think this is a harddrive issue?

rotund scroll
#

I don't know

#

I would ask elsewhere

#

this discord is focused on ue4 development, not technical troubleshooting. if it's a ue4 issue in particular, try and see if you can find something on answerhub

#

but I doubt it's specifically a ue4 issue

worthy ginkgo
#

Hey! Is there an Equivalent of Unity's StreamingAssets Folder in Unreal Engine?

light coyote
#

@worthy ginkgo What do you mean with streaming assets ?

#

You can load any asset, and make it visible when ever you want

#

You can do that with full levels aswell

outer mango
#

Hi all
2d side scrolling game
I have a proplem when use mobile preview
The camera it use is not the player character camera it gose side of my tile map horizontal i mean
But the normal preview work fine
Any tips

light coyote
#

I never used 2d really

outer mango
#

@light coyote thank you

plush yew
#

i've discovered that following along online tutorials but adding in your own personalization by experimenting with what you're learning is really satisfying

#

im following along the UE4 official tutorial on making a top down twin stick shooter, but i've kind of diverged on my own path while following this video and making it a third person shooter instead of top down

outer mango
#

@plush yew indeed

cloud palm
#

@radiant haven How do u add a text to the button?

light coyote
#

drag text right on top

#

or drag to canvas and do that on the components list

bronze plinth
#

If i have a choice at doing something through blueprint or through code, which one should i go for ?

plush yew
#

hey guys, im having kind of a minor error. Right now, I have a system that gets the gun information from the player's currently equipped gun. Everything works fine, however when i jump out of play mode i always get an error log saying the gun object could not be found. The game finds the gun asset though just fine, I just believe that on the first call of that function, the player hasnt fully loaded in yet and therefore the gun isn't found in the first frame. This just leads to an error message in the log, is there any way i can squash these errors so i dont have to see them every time i play?

wary wave
#

you're probably getting it via current player controller or something similar

#

GetPlayerController(0), or a similar function

#

this also implies you're not doing any validity checking either

grim ore
#

validate all the things, every get should be validated every set should be validated every access should be validated. If atleast 40% of your nodes are not valid checks you need to change that to 60%!

hoary marsh
#

@grim ore Hey, thanks for your videos. Helped me a lot and keep up the awesome work ๐Ÿ‘

grim ore
#

๐Ÿ˜ƒ awesome possum, glad you found some useful. I hope to keep it up if I can remember what I was working on lol

bronze plinth
#

Sorry to bother but again with my question, if i have the option to do the same thing either through BP or through Code
Which one is better or its the same?

empty yoke
#

With perforce can you go back a revision of a blueprint and make that the master

grim ore
#

@bronze plinth if you can literally do the same thing in BP and Code then you do whatever you feel like. There is no better there is only different. There may be better for some things in some circumstances but you would have to test that on your project under your settings.

#

with that said some things are easier to manage in one of the other, UMG widgets for example have the nice layout editor in the engine so while you can do it all in c++ that would be weird. High end math or recursion or data processing might end up quicker in C++ depending on the data and what you are doing.

bronze plinth
#

yea

#

makes sense okay :D

#

the thing is I am pretty new but currently learning from tutorials which are all BP and was questioning myself am i wasting my time
I am pretty decent at C++ from my software engineer background but feel like I need to learn the UE Api

grim ore
#

pretty new to what ?

lilac wedge
#

why does "Addworldoffset" not work when "ReplicateMovment" is true?

empty nexus
#

Hey folks. New guy here. I've been a developer for a while, and am very familiar with C++, but I have a few design questions. Would anyone have a spare moment to listen and offer some advice?

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I am helping a colleague develop an RPG. I was wondering if you all think it's generally a bad idea to separate the logical data and methods of a player character from the Actor/Pawn?

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I want to make a clear separation between the graphical representation of the actor and the logical data and operations.

grim ore
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there is nothing wrong with that, that is a standard MVVM setup

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it might be a bit weird tho as the engine is designed more around separate entities that are wholly encapsulated tho

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but things like blueprint components you can attach to the pawn/actor to give it the data and logic are not odd. Something like an inventory would work for this idea

empty nexus
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Cool. I am trying to basically expose certain values and functions (mostly callbacks) through UPROPERTY and UFUNCTION to give the creatives everything they need to be able to do their Blueprint coding, while I just provide the logical data and battle engines and such behind the scenes. Basically just give them enough to make graphical decisions. Like I don't care if the party runs single file or spread out. So I will provide the data about the party and it's workings in C++, and give them the ability to implement that party graphically however they want.

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So I have them linked to each other with a pointer. Basically the actor has a pointer to the logical character, and the logical character has a pointer to the actor. My party object points to each logical character, lives in the GameInstance, but it instantiated in the GameMode using a factory design pattern that reads data from UE Tables. Does that sound reasonable?

left citrus
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from a shader - is calling this

wary wave
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I'd argue that the logical and graphical components are already separated through the use of components

left citrus
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the inverse of this?

wary wave
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but it does seem somewhat doable

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@left citrus - yes

left citrus
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hmmm

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alright

wary wave
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assuming the input is a position

left citrus
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I believe so, yeah

empty nexus
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@wary wave Can you elaborate? I want to hear more =). Because the way I see it...for example, I don't want to just include all of my player data (like HP, MP, Experience, etc) in the same class that handles camera control, collisions, meshes, etc. Which components do you mean?

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@wary wave Like attaching components to other actors?

wary wave
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well, the character is in itself composed of a number of components by design

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(plus any additional components you may wish to create)

grim ore
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have you used Unity before @empty nexus ?

wary wave
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Movement Components (logical) and Mesh Components (graphical) are already there

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it would not be unreasonable to have components specific to your game for handling certain behaviours, e.g. a 'HealthComponent' as a simple example

grim ore
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not unreasonable just highly highly uhm... cant think of the word lol

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like most people wouldn't add a component just for stats but yep you can

wary wave
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I've seen games implemented this way and it's just fine

empty nexus
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Very little. I usually code my own engines in OpenGL or another frame work like Phaser.js.

grim ore
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yep it's more "advanced" i guess might be the closest way of saying it

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customizeable? ADDish? lol

empty nexus
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I am just really anal about my data structures lol.

grim ore
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not in a negative way, don't get me wrong, it's just not as "basic" as most games tend to be

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see even basic is not correct

empty nexus
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So the way I am doing things is not "wrong" per say? Including which objects I have certain data living in?

grim ore
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it's like you can do the game one way and it will work and be fine and take less time to plan out, just gung ho that sucker or you can structure the entire thing into a set of legos from the start and in the end they both work the same

wary wave
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I would probably go the component route since it's already neatly encapsulating data

grim ore
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so nope what you are doing is not wrong the engine is designed that way as it is now but for higher level stuff

empty nexus
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I am just all about maintainability. The easier I can navigate code, the safer my sanity will be.

grim ore
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like a camera as a component is built in because you can just plop one in to something and have a camera work and be all nice and happy in it's own component with it's own settings.

empty nexus
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I like this idea of components though. The question is, can I attach components programmatically in C++? And what type constitutes a component. Like a UObject? Or is there a specific type I should be using?

wary wave
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Component is a class / type in itself

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and naturally they can be created programmatically

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you should probably spend some time with the engine and come back

empty nexus
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That's the plan. Thanks for the direction though!

wary wave
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(since these questions are really quite basic and you'd get a much better impression)

empty nexus
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I appreciate it.

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๐Ÿ˜ƒ

wary wave
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just opening up something like the basic first person template demonstrates how some of the core components are integrated

grim ore
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Your idea is a good idea btw, just not a normal one for most people to approach when starting ๐Ÿ˜ƒ

empty nexus
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I did =). I have been messing around with the ThirdPerson template.

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I have figured out how to do and structure most things. Just trying to figure out the best way to do some things.

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Like "best practices" you know.

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A lot of these things I am just used to doing myself. So here, I'm just trying to figure out how to fit my general practices into this engine.

grim ore
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heh... watch some of the unreal fest videos from this year and you will find best practices are whatever works for the studio lol ๐Ÿ˜ƒ

empty nexus
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lol that's true.

wary wave
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...I'm not sure some of those practices are necessarily ones I'd recommend

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but whatever works (or in some cases, doesn't, with respect to the Unreal Fest videos)

empty nexus
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I am just neurotic about design. I'm not comfortable with moving forward with the game until I am happy with how I am representing data.

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But thanks for the tips. I will explore a little more and come back with questions. Thank you both for your insights!

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I hope I didn't annoy anyone.

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Oh cool! I see! ActorComponents.

grim ore
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no annoying here ๐Ÿ˜ƒ was a good question

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I never thought of making stuff so granular to be honest, and stuff like stats epic has systems in place (Gameplay Ability) they use to handle that

empty nexus
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Thanks for that. I always feel nervous when I enter a new group of developers. I tend to ask a lot of questions.

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And yeah, that's the hard part when working in a new engine. Figuring out what functionality already exists, and what needs to be made.

grim ore
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well in here as long as you are nice and actually wanting to participate and ask questions most people seem to be more than happy to help

light coyote
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Woah, i missed some heavy talk.
I cant really contribute, but it was worth reading ๐Ÿ˜ƒ

wary wave
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it's the three second google questions (asked repeatedly over hours or even days) that get me, haha

empty nexus
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That's wonderful. The folks on the Node.js and React.js discords tend to be very rude to new comers.

left citrus
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putting this into the world position offset

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at a scale of .45

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at a scale of 1

grim ore
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if you want to learn this channel is great, if you want someone to spoon feed you an answer some people tend to get a bit... cranky lol

left citrus
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just me or is this going flip side?

empty nexus
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Nah. No need for that. Just sometimes need to hear from some veterans that my ideas aren't completely crazy.

plush yew
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need some help with animation rotations. Right now I'm using orient rotation to movement. Normally this is fine because I have an aim offset for the upper body so my pawn can be moving in (almost) any direction and i will still shot where i'm aiming. I really like the way it looks too (which is why i don't want to switch off 'orient rotation to movement' because then my character just looks too static and unnatural). My only problem is my aim offset only turns in a 180 degree arc, so I can't really run while shooting behind me.

I did try to run this through BP and got some things to work kinda, but what ends up happening is the BP rotations seem to fight with the 'orient rotation to movement' setting, so this means my character keeps flickering between strafing backwards and running forward while aiming to either 90 or -90 degrees to the side (like in the picture)

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any ideas for solutions? I was pretty proud of myself for being able to figure out how to turn my actor based on the difference between aim offset and actor rotation, just seems right now I'm fighting with the editor instead of the math

autumn elbow
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I spawn an actor, now i want to set simulate physics off

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I have an actor ref returned from the spawn, set simulate needs a primitive component ref

grim ore
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it would be on the root of the actor for example, or a mesh, or something that inherits from the primitive component (the actor itself is not a component)

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so it would be drag off the return value, get whatever is simulating physics, set simulate physics

autumn elbow
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i have a static mesh on the root

grim ore
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yep so spawn actor -> get static mesh -> do whatever

autumn elbow
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oh.. yea.. I can't get static mesh.

grim ore
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you sure?

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oh wait

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yeah since the class is not at design time it won't know

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I think there is a root function that would work from the actor

autumn elbow
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hahha i am soo confused

grim ore
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yep get root component should work checking now

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and it doesnt blah

autumn elbow
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tried that

grim ore
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yep your gonna have to cast in here at some point or use a blueprint interface

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ok so... the problem is the Spawn Actor has no idea what you are spawning so the Return Value is going to be a generic actor

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so you need to either cast that actor to a specific class so you can get the right property from it (static mesh in this case) or you need to just get the root component (the first thing in the components tab, static mesh in your example), and then set simulate physics on it

autumn elbow
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Thats weird because i'm telling it which class to spawn

grim ore
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you aren't is the problem

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you are providing it a class thru a variable

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and that variable is variable.... heh

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so the actual node has to be generic since you could be spawning a house or a car or a cat or a flaming sword

autumn elbow
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hmmm interesting

grim ore
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if you had the actual variable fixed in the spawn actor node, the drop down itself, it would configure the output to the class

autumn elbow
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i seeeeee

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ok.. lemme try

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yea that worked

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gooosh... feels like the long way around lol

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Thanks!

empty nexus
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What do I do when changing a class causes the editor to crash and refuses to launch again?

grim ore
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changed in BP or C++?

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C++ you can delete the intermediate and binaries and compile again after fixing it, in BP maybe move the .uasset file out of the content directory to get the project loaded again but moving the file back might crash it again...

light coyote
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Ue4 also makes autosaves

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maybe its thi first thing you did today, and dont lose anything

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๐Ÿ˜…

empty nexus
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C++. Okay. I had only deleted the binaries, I'll try deleting the Intermediate files too.

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Lesson learned. Compile before adding new classes.

upbeat tendon
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always check what you have works before creating yourself new problems ๐Ÿ˜ƒ

bronze plinth
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I gotta say coming from being a beginner to unity and from a software engineer background (i didnt really like the idea of BPs instead of code when i first heard of them)

I am really loving Blueprints its so simple

upbeat tendon
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@bronze plinth are you reparenting your blueprints on top of c++ code?

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i jump in and out of BP

empty nexus
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I love the idea of Blueprints. I like that I can hide complexity behind them so that I can give the creatives on the team control of the things a creative needs control over while giving myself control of the complex data and logic.

upbeat tendon
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i don't have a creative team ๐Ÿ˜ƒ

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i am the creative team

light coyote
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I love them to.
And i would describe them as this contradictive, but i feel makes sense, statement.

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Organized mess

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XD

grim ore
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Bluuuueeeeprints are the only reason I enjoy programming anymore lol

light coyote
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Nice ๐Ÿ˜ƒ

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Its like programers became more artistic,,,, you know, you move the box, not to close, not to far,,, make that horny line nice and straigt !!

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lol sorry xDDDDD

empty nexus
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One thing I'm planning on doing is translating a scripting engine I wrote for a visual novel into my current game engine for scripting dialogue trees. Unless something already exists for that.

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lol

marsh swallow
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were about 8% Cpp and 92% BP

empty nexus
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For sure. I am a horrible artist though.

marsh swallow
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im a very visual person. i cant see the code execution in cpp.

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but we use it complex functions, other things not exposed, Structs, enums, etc

grim ore
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no real waiting for compiling, no pointers, no de referencing, no trying to remember which way to access a property. Pretty Pretty boxes with lines that go on forever and ever!

odd steppe
light coyote
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render line?

plush yew
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anim trail

odd steppe
grim ore
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I vote for Trail Renderer because it sounds neato

plush yew
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just google vi anim trail

empty nexus
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Dumb question. Once you create an object are you stuck with the type you gave it? Or can I change it? Like can I change a UObject to a PlayerComponent?

upbeat tendon
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damn i git play in PIE and the game takes so long to start now

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git = hit

forest dock
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So I've got this 393MB Cubemap, because the smaller one I had made before was kind of poor quality, and it is stuck at 0% importing.

Ignoring all the things I did wrong, do you guys think it might finish eventually if left alone or have I hit the hard limit?

upbeat tendon
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damn 25gb used and only UE and VS open

radiant haven
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hey guys is that possible?

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tha i pause the game for a specific time

spark sonnet
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It is but not that way

forest dock
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What about my thing, any input on that?

spark sonnet
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Try reimporting?

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Close the engine and try again

forest dock
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Already on the second try, lol

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I'll just let t run for awhile and go on a walk.

light coyote
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@radiant haven if you use the pause game node,

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you can search for Is game paused

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and it will work if that is the info you are looking for

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the bolean in the set game paused node, is just to pause it, or unpause it
if set to true, it pauses it
if set to false, it unpauses it

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For pausing it for a certain time
Easy way

custom event ,, pause node ,, delay node ,, pause node

autumn elbow
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I find this very weird. Is there no way around NOT casting to set the physics to off on spawn ?

light coyote
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custom event is not necesary,, but if you are planning on doing this in several scenarios,, is better to create a custom event, and just call it

grim ore
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you can use a blueprint interface if you don't want to cast

light coyote
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@grim ore what is bluprint interface ?

grim ore
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Actors do not have anything required in them but a component so there is no way for the Spawn Actor node, which returns a generic actor, to know if it has a primitive component in it or not without casting.

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technically this is a BP thing as you could do what you wanted in C++ and it would hard crash

light coyote
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hmmmmmm

autumn elbow
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ok lemme try Interface

autumn elbow
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hahaha i just think what i choose from the drop down in the Spawn Actor, and what I plug in as a class var.. should result in the same thing

grim ore
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so lets walk thru that, when you select a class in the drop down the node now knows exactly what you want to spawn so it can use reflection to look thru that class and know what it is and what is part of it

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when you use the variable how does it know which class you will be spawning?

forest dock
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So I waited for a bit and that Import is still at 0%.

What do you guys reccomend for a safe maximum size on Cubemaps? 393MB is the size I'm currently trying.

autumn elbow
grim ore
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if you notice the Spawn Actor from Class node changes when you select a drop down, it's no longer called Spawn Actor from Class

autumn elbow
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This guy should tell it what class it should be spawning

grim ore
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again how does it know EXACTLY which class is in there?

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your weapons array could contain 40000030390402023908309283 classes

autumn elbow
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hmm... from the get [0] ?

forest dock
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Does he have that number in a notepad for every time he needs to copy and paste?

light coyote
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@grim ore quick question
If i have only one actor, and i do a get all actors of class,,,, am i casting ?? i mean, if i do that, i can access components from the object without actualy using the casting node right ??
Or did i just make a knot in my brain ?

grim ore
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the get[0] says to get the first item from the Weapons array which is always static and never changing?

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or can you sometimes get the Cat Weapon or the Dog Weapon when you get[0] ?

autumn elbow
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oh i see.. because its not static.. it doesnt know

grim ore
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yep every time you execute those 3 nodes it checks at that exact moment which means your Spawn Actor from Class node can never know in advance what it is supposed to spawn until it spawns it

autumn elbow
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I thought its suppose to check before it spawns it

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like, just before it spawns, check the value coming into the class input

grim ore
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it does at runtime so when the spawn actor from class node runs it figures out the class then, not before.

forest dock
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Holy shit it imported

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Ok so I figured out 393MB is fine if you give it half an hour

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gg

grim ore
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@light coyote no you would not be casting when you do that because the get actors of class should return back the exact class as the return type unless you use a variable input

autumn elbow
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but, as you said, it doesn't, get[0] could be a class higher in the tree, so thats why its defaut is actor

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now I get it

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๐Ÿ˜„

grim ore
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yep yep the issue is the fact that blueprints tries and help you out by casting automatically when you specify a specific class in the node

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normally it would just be generic and you would cast but some nodes change like that to help you out

autumn elbow
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Gotcha! light bulbs on

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Thank you very much !

forest dock
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I feel like my language must be flawed to be excluded as much as I am, while others receive thorough in-depth explanations.

grim ore
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it depends on the question and who is here experienced enough to answer

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like I am 3% experienced at art and art stuff so if it's art related I can't help ๐Ÿ˜ฆ

bronze plinth
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@upbeat tendon honestly I have yet to write a line of code, I really started working with UE4 this weekend and following a tutorial to get comfortable with the engine

I still feel its gonna be a mess to do both BPs and code at the same time but will see

I just wish I had more free time to dedicate to learning UE

autumn elbow
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@grim ore Interface is the way to go LoL

bronze plinth
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Btw i gotta ask can you develop games using real tracing lighting (not sure how it works honestly) ?

grim ore
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you can using DXR yes and it will fallback to normal mode if the card doesnt support it. DXR stuff for the most part is post processing for settings.

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like "hey use ray tracing for reflections" instead of screen space.

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@autumn elbow yep if you want to generically talk to stuff interfaces are sooooo nice

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they also work well as quick checks for doing stuff using the Implements Interface function, so like Line Trace -> hit Actor -> Implement Interface (cantakedamage) -> do whatever

autumn elbow
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I love them now

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๐Ÿ˜„

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I mean, i use them all the time. Now more that I know the Spawn creates generic actors

grim ore
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๐Ÿ˜ƒ

autumn elbow
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a go go goo ghoost

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went from 10 to 10000 super fast

main cedar
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Did Swarm agent get removed in 4.22 or renamed?

wary wave
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no

grim ore
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Mine is in C:\Games\Epic Games\UE_4.22\Engine\Binaries\DotNET

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so yours is probably somewhere similar ๐Ÿ˜ƒ

midnight bolt
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does anyone know any software that allows you to filter sounds easily? i mean something of a snapchat-filter simplicity where you load a sound, or a music, and can choose presets like under water, big hall, muffled etc and export it as a new audio file

grim ore
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Audacity is a free audio editor that has quite a few presets and tools, reverb being one, plus tons of plugins for it. Might work? might not be one click simple tho ๐Ÿ˜ฆ

plush yew
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is there a way to turn off my whole actor moving to face the mouse direction? i tried using "orient rotation to movement" which does work except when im moving backwards, i want my character to strafe backwards but when orient rotation to movement is on he will never strafe backward, he just runs forward with the camera facing back

main cedar
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its not there I dont have a DotNET folder

grim ore
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are you using a source version or the launcher version?

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@plush yew that would be due to the blendspace being used, it's just based on speed and it plays the run animation

plush yew
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so i shouldnt use blendspace?

grim ore
plush yew
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i am using a 2D blendspace

grim ore
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are you using backwards run/walk for your backwards direction? for the animations

plush yew
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yeah

grim ore
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if you preview the blendspace then in the anim preview does it look right? like is he jogging backwards

plush yew
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yes

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my problem is just that he never strafes backward, he always turns backward because i have orient rotation to movement on

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so if i move backwards, he turns to face backwards

grim ore
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yes it should be off

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but you said if it's off he doesnt animate backwards

plush yew
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no my problem is

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i dont want to use orient rotation to movement because it turns my whole actor to where the mouse is aiming, i just want his upper body to do that

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when i use orient rotation to movement it pretty much just makes the aim offset useless except for the pitch

grim ore
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ok so if you have orient rotation to movement off in the character movement component it should work?

plush yew
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no

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when orient rotation to movement is on, the WHOLE actor rotates

grim ore
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correct

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when it's off?

plush yew
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i just want the upper body to rotate

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yes when its off

grim ore
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im confused and lost lol

plush yew
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when it's on, it works as intended except when i move back wards

grim ore
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when it's on the character is going to turn to face the camera, that's the way its set up

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if you dont want that you would want it off

plush yew
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hm

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let me try to break it down cus maybe we got lost somewhere when i tried to explain haha

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my goal: I want the upper body of my character to follow the aim of the player so he can face left and right by pivoting his torso to look natural

my problem 1: when "orient rotation to movement" is off, the WHOLE actor moves, imagine an action figure aiming forward and just spinning him around, thats what it looks like. I don't want that, because I want my upper body to move interdependently from the legs so it looks like his feet are planted and his torso is looking around.

my problem 2: when "orient rotation to movement" is on, the upper torso moves independently from the feet as intended, however there is a yaw limit of about -90 to 90, when I try to look behind the character, instead of turning around to face behind him, he just gets stuck on the yaw limit. I want him to be able to strafe backwards to face where he is aiming because as of right now, he can only run and gun in a 180 degree arc in front of him

spark sonnet
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How could I make smoke that reacts to collision?

cursive dirge
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nvidia flow does this

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but it's third party solution

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also not super performant if you need it for bigger scene

spark sonnet
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its for a multiplayer game

autumn elbow
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@plush yew There are some setup for this on YT.. did you search there?

plush yew
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yeah but following yt stuff would mean i'd have to rewrite my BP to match theirs

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i think im on to something tho

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yeah ok i figured it out finally

autumn elbow
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๐Ÿ˜ƒ

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ok cool

plush yew
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my problem was for whatever reason i had a rotation rate of 360 in my character movement BP...lol

autumn elbow
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you don't have to follow their setup, just see the idea