#ue4-general
1 messages ยท Page 508 of 1
@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)
ah i see
so instead of writing the logic for doing that comon operation
oh thats handy
in programing, they have libraries, wich have logic allready built in to it
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
oh cool
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
That's pretty cool so then you don't make as many mistakes
exactly, because they are less places in wich you can make one,,, simple as that
oh shit thanks
but still, when learning you will make lots xD
in the sense of not knowing what to use
or things dont work as you expect, because you need other nodes
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
Everyone here has the great and best idea,, normaly is not as great, or it requires very hard work, or both
@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)
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
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
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 ?
is there a widget that makes smth only every 10sec instead of spamming
Guys which is best CPU for build and develop in UE4?
ryzen
@fading river Yeah... I have a great idea but people don't like the pitch i make
idk, i use 2600, no lag, recompiles engine in 1400 sec
3900 is better than 2600 right?
Why does this happen?
Dose anyone know how to insert ad in a mobile game?
@spark sonnet Note: you are multiplying it by 2 and then making it negative
is there a hotkey for rotating by 90 degrees?
Why should I use a timeline for a constant value?
right click to create a key
you can make it loop
gives you a float output
use that float to rotate
I think it still would do the same wouldnt it?
you can make float go from 0 to 1
try it out
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
create another key
set time and value to 1
(time 1sec, value of the key 1)
up you will see loop,, select it
also you will se Length up there,,, set it to 1
Made it now
otherwise, the difrence of 4 seconds there is from you last key to the lenght of the timeline will act as a delay
hey guys i have a really retarded question but i need some help with it
Its getting stuck at the same place again
:/
I just did this with another actor just rotating another axis. Why doesnt this work?
basically i have created a widget and an interactive button but when i click play on the game the cursor dissapears
i know im a retard
but i need help with this
Can you send a picture of the code @vague cypress ?
So you want to see the cursor?
thanks
I cant talk right now, sorry
But you can put that blueprint in your players blueprint on BeginPlay
hello, i want to use the โด character but when i paste it to unreal he gives me the wrong char
Thanks. I'll try that
this works, but is not completly uniform for some reason
Make sure the object is set to be movable
@vague cypress The button disapears because lets say you are in game
you want a button that covers the full screen, and its invisible, when you press it you call the node Show Mouse Cursor
Simple solution
@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
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 ?
Camera has to be in the blueprint of the pawn
There is a posess node
May be useful to your issue
Every character should have its own everything
But i don't want a camera per player controller/pawn since they will be on screen all the time
Does anyone know how to look up a reported issue on the issues.unrealengine site in Github to see what was patched and how? Example https://issues.unrealengine.com/issue/UE-73016
I've tried looking up the Fix Commit
@lavish blade Sooo.. you dont want the camera to follow anyone in particular, but rather, the group then
Look up for camera follow in youtube
UE4 / Unreal Engine 4 Multiplayer Playlist: In this collection of videos, we will cover setting up a project for both local and networked multiplayer project...
Here @lavish blade
Yeah i followed that one but it does not seem to work (anymore)
It did for me. Maybe you forgot something?
yeah maybe, i did change some of the blue print logic since there was alot of duplicated code
I'm gonna run through it see what i did wrong, thanks
@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
Oh
I dont remember everything from it. I remember it took some time but eventually I got it to work
Does anyone know how to get a Canvas Object Reference for Draw Material Triangles?
https://docs.unrealengine.com/en-US/BlueprintAPI/Canvas/DrawMaterialTriangles/index.html
Draw Material Triangles
anyone knows how do i fix this error?
is there some1 that can help me with this error? ๐
@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
Sorry I dont remember @lavish blade But there should be an easier way to make the camera fit all the characters
@astral phoenix error says whats wrong.
@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
Glad you got it working @lavish blade
@sudden agate i know the error says whats wrong but im asking how can i fix it?
by doing the opposite what the error says
It says that the filename is too long, Could you try to shorten it?
what file name?? idk what file its taking about? there is alot of files
It tells the exact file path
The files listed in that log
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.
@cursive nova It actualy says the file name is too long
It says it several times
Chillax, people are trying to help
Errors, when strugling are a fucking pain
Everyone here is learning every day something new
He was probably just over thinking it
fuckk, two images very similar an coments that confused me xD
What happened betwen each picture ?
give more details
All i see is the same but diffrent xD
its literally
I change the floor
and its just smashing my environment lighting to bits
have you built lights again and its like the second picture?
Try turning off eye adaptation
duplicate the level
WHAM
persistent nuclear war outside
NO lighting change
just the textures
nice solution XD
nah it messes it up even more
Eye adaptation is the fact that your pupile dilates when in dark, allowing more light,,, so it tecnicaly, brightens darkness
The oposite is also true, when to much light, closes, tecnicaly darkening
that is what i mean
light may be to intense, and when you turn eye adaptation off, it becomes aparent
hahahahaha
i want to have a darker warehouse
but everything lit correctly
but it almost looks as if theres an emmisive
yes
Things just look to burnt, light is to intense, i think
If you havent used a post process volume, maybe is the time to do so
there is one on now
yes
yes yes
ive tried adjusting the exposure
go to global ilumination, turn down gamma,,, you have to enable it first if its off
where is the post process ?
all around ๐
I've gotta go home now and give up for today
but ill try again tomorrow
thanks for the help though dude ๐
no worries
whait
maybe is not set to unbound, so you are not seeing the changes cause you have to be inside
?
check it
you can turn down gamma, gain, increase oclusion between all objects in scene to give more depth, as well as blurr in distance et....
hey guys, kinda of a weird question, is there anyway to attach an item to multiple sockets?
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
what would be the best way to attach the left hand to the barrel grip?
I think Hand IK is what you are looking for
maybe multiple sockets isn't possible for this then haha, but any solution for this is fine
ok great thanks
ill do some hw on that
never done it but I have to do it soon too ๐
yeah IK seems like a really nice tool that I should spend some time learning
I havent looked in to that to much either, but..
maybe you can copy something from the default fps template
๐
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
there was tutorial on epics unreal documents somewhere
https://zaggoth.wordpress.com/2019/01/26/ue4-tutorial-the-right-way-to-do-left-hand-weapon-ik/ i found this one which looks promising and adaptable
and i think Content examples project by Epic has map named Animation and there is showcase of IK systems
yeah i think they do
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
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
Why can't I add a space to my project name?
IS there a way I can add a space to my project name?
The Devs have said they're cool with us tinkering. They don't have time to make an sdk just yet
Hi
Does anyone know how to move up and down using the ghost command?
Is there any way to get around this for the Camera Animation Curve Editor in 4.22
This is apparently a bug that the curve editor does not appear, but its not fixed until 4.23
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.
Why when i use previewing Android Es2 . All lights are gone ?
How to fix it
I used default point light
is there a way to set actor rotation? But not instantly?
@cursive nova What do you mean exactly ?
Where support
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.
Because you are literaly setting it at that instant to that position
use a timeline
Yeah, I know. I just don't know how to do it any other way.
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
Do the same thing, but this time set the value to 1 and the time, to whatever time the roll will take
Now you will find up there, Length, is at 5 by default,,,set it to the same time you decided the rolling will take
What you have now is a float from 0 to 1 that will reach 1 at whatever time you chose the roll to take
You can use that if you want, but in this case you are only really intrested in the update output node
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)
That way it will alwais start from the beguining
If I was creating a open-world game, would the blank template be good?
Yes, chose a template that may have something you may be intrested in using
You can alwais delete what ever you dont want
@cursive nova Now you have a temporary update to wich you can plug the set location to
use a lerp vector to lerp between the start location, and end location
Also, If I was trying to import a car or low poly character I made from blender. Would I export it as fbx?
@cursive nova And plug your float to the lerp,, it will act like a percentage
Yes, FBX is ok
Thanks, I'm going to try this out and see if it works
It does
You just need to give it the proper information
Or the proper location node
I want to export chr_sonic_cloth_POW_HD but there are only two options being that and .T3G
I want to export them and use it for blender
*that
maybe nvm
Hey, is there a function to get an ascii value for a text character in BP?
or some similar unique value for a character a to z?
Ha, ok answered. They made it too simple and literal for me to find it easily. "GetCharacterAsNumber"
Ok, so is there something built in that does the reverse?
nevermind
Why when I try and import a car I made from blender, it says lighting needs to be rebuilt
.
What does that mean?
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.
does anyone have 3ds max here?
@silent frost Thanks
can someone please convert a max. to a fbx for me please?
You'll see that come up quite a lot @real mesa , when building maps/levels etc.
@silent frost I rebuilded the lighting, but it still gives me the error.
@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 ๐ฆ
I'm going to reboot UE4 and see if that does anything.
@silent frost I got this once I rebuilded the lighting
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.
As it mentions, you can enable Error Colouring and it'll highlight visually where those errors are.
Within UE4
How do I check UVS in blender?
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.
@silent frost
@real mesa Unfortunately I don't know Blender, but there should be a UV layout or editor tool within Blender.
@fading river - YouTube will have some useful tutorials. Check out Virtus, he's got a lot of useful content.
@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...
cool thanks
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
Unreal is currently using most of my memory, but there's like zero CPU dedicated to the process
Apparently it's stuck at 'building texture streaming', whatever that is
Any advice?
v4.22.3 on win10
Does anyone at least have a reference for this kinda thing?
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.
Is that possible?
@naive lotus so its not building shaders? that takes forever sometimes
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.
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?
its probably borked if its taking longer than an hour imo
i hate static lighting and never use it in my projects so that removes a lot of that wait
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
Wait wait hold up static lighting takes LONGER to build???
whaaaaaaaaaaaaat
I thought the only reason I was told to use static lights was so it would SAVE resources!
This tutorial author is a fraud
maybe I'm overreacting. Sorry. Frustrated lately.
no, just initially it has to recompile your shaders to NOT have static lighting in them ๐
after that its much quicker yeah
unless youre targeting potato computers i dont really understand static lighting
huh... would explain why I was able to do it before...
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
I'll try that too, all right
Are there any other fixes you can think of that would optimize Unreal Editor for a laptop?
what sort
Best way to optimize unreal for a laptop? Throw it in the bin and buy a Ryzen 3900x ๐
Do you have active laptop cooling? I Find that helps a LOT for mine
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
They thermal throttle to shit performance very easily intel based laptops
Active cooling fan yes
do you use laptop monitor or external
built-in monitor. Hah, wish I had space for a dual monitor
Unlesssssssssss
maybe I could use the TV's HDMI
Yeah im getting a ryzen 3900x or 3950x whatever comes into stock first
4 core laptops dont really compare these days to what is available
yeah. Honestly I wanna build an actual battlestation computer sometime, but eh, I'm broke.
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)
this laptop only has 16gb ram vs 32gb ram my desktop has
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
yeah make a good game for potato computers then, buy your new comp
Good plan lol
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
I know it's a little risky, but hey, who even pretends to promise to pay someone to LEARN these days?
Not like they can take self-taught skills away lol
well if youre dedicated enough im sure even people with average iq could make something worth buying in UE
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.
crap, now it's stuck at 45% on just loading the editor
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
its only when youre pushing the boundaries and you get into engine development that you will need some higher level skills.
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
Hey @serene sorrel ? Just after I made that change, Unreal isn't opening up, you experienced that one before?
its stuck on 45% ?
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?
Is there any way to fix physics objects going through other objects at high speeds ?
Physics substepping
Whats a good max substeps and or substep delta time
Literally depends on your game
Obviously the highest the speed, the more substeps required, the more demanding it will be
I turned max substeps all the way up and it still goes through
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
@blissful trail You could try to combine this with a trace in Velocity direction.
usually , if you had full control over physics, you would just increase number of physics ticks per second until what you want works
From last Frame Location to Current Frame.
If that trace hits, your physics object went through something and you can manually correct it
so you either increase physics ticks per second, or decrease speed of objects
also increasing the width of objects is another workaround
That trace is what PhysX "continuous collision detection" should do for you automatically. Can't that be enabled in UE?
so rather than test against a thin wall, its against a thick wall
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
can you keep physics ticks at a constant per second in UE4?
So basically lockstep stuff?
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
I don't think you have control over that in UE4, at least not easily.
You can enable substepping and that's mostly it
yah yah
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.
is there limit to substeps too or?
Yeah
that sucks
Either num of substeps or, half sure, min tick time
i mean you should be able to control the physics update rate imo
How can I make my actor instance not tick when set invisible in the level?
and only tick when visible
Just turn tick on/off when you hide the actor
@lusty carbon - nobody answered that question for the same reasons they didn't yesterday
there is literally a node for it
'Set Tick Enabled'
@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
" nobody answered that question for the same reasons they didn't yesterday"
which is what?
too easy an answer for them?
More like you could have found that answer with a second of googling. :P
too easy for you to find the answer yourself
@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
Game physics suck generally, and PhysX is the most terrible of game physics engine, so work around it
I know you can find that answer in a few seconds.
I mean, UE physics are basically unsupported in multiplayer so ๐คท
they are?
Well yeah
@lusty carbon https://i.imgur.com/8mYN2Fd.png
ive seen multiplayer games with physics that work, i dont know how reliable but apparently they work
ยฏ_(ใ)_/ยฏ
PhysX isn't deterministic, so you can't do rollback/replay reliably
isnt movement in unreal all done using physics
2 clicks later and you are at the node that ambershee told you about
@serene sorrel Vector Math.
No, movement generally doesn't use physics other than collision
Straight up calculating Velocity by yourself
And applying it to the root of the actor
Movement is typically done with the CharacterController, which does its own (simplistic, stable) physics.
And then collision is done via physics, but the movement itself does not
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
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
hence 'trust blindly'
Just don't do Multiplayer Physix
Redout is an example of a game that uses PhysX in multiplayer
well thats what i mean, the movement is governed by collision, which is physics , so?
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
@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
jumping?
Velocity
so what part of the physics in UE is unreliable then
UE4 built-in character jumping doesn't use the physics in any way
If you turn off collision you can fly around without any physics
"Simulate physics"
ah
Everything that switch does will be broken in MP
99% of the time
yeah, no lockstep does that
Correct, chaos could fix this
ah thank god im not making a RTS this time around
If it's not about player input that drives the physics, then you could get away from having the server do the physics stuff
most RTS don't use any kind of physics whatsoever
And letting the clients interpolate the location replication
a lot don't even use collision
i implemented lock step in unity, wasnt that bad except you have to do all the math yourself
The general advice is to avoid physics in MP games alltogether
was using fixed point math too
@serene sorrel Problem with UE4 compared to Unity is that UE4 has a lot of stuff given that you'd have to adjust
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
it's not many games that want it, tbh
UE4 is basically the Engine to make UT with and that doesn't need Lockstep physics
mainly high unit games yeah
those that do tend to want their own engines
sure not many games use it but its literally a necessity for a proper RTS
Yeah you also don't do proper RTS with UE4 :D
and some physics based games
yeah just consume 4MB/sec bandwidth ๐
RTS games also used P2P networking to handle all the arrows and shit that otherwise has to replicate
generally speaking Internet connections tend to be fast enough to keep up with the simulation fairly reliably
planetary annihilation comes to mind
Which UE4 also doesn't have
RTS games used P2P back in the day because of dialup modem support mainly
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
Adding P2p is unnecessary complication for games to deal with low bandwidth
wouldnt be used these days
Yeah, what does the Age of Empires 2HD remake do?
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
AoE2 is peer to peer
command: "move selected units"
location
as for '50 archers' - depending on the game you can get away without networking any of them at all ๐
Total War games don't
nobody notices
what do you mean
unit of 50 archers, none of them are networked
i think im missing the joke
the only thing that's networked is the state of the managing actor
the individual entities are totally client side
right, but total war is different because 50archers is literally 1 archer
its "1 unit"
it's more than their entire simulation is deterministic in the first place
so its locksttep too?
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
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 ?
Maybe ? Find one that does instead
Underwater isn't exactly a commonly needed feature
A lot of landscapes have water, only seems natural if there is water you can enter it
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
Far Cry was doing it in 2004
Far Cry is Far Cry
Ark / Rust
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
I think I have a total of two games on Steam where you can go into water, one of them being Subnautica
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
its literally a necessity for any survival based game in my opinion
Subsistence, 7 Days to die, have it too
pretty sure plenty of survival games don't have it
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
tbh, underwater stuff isn't that hard to do these days
because engines as they are now arent really geared for it?
procedural terrain in unreal still looks like its a dream
plenty of games just don't do it because it doesn't add enough to warrant development time
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
Then do it
i will, just find it strange the most popular plugin doesnt have it, apparently its been planned for 3 years
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
yeah, those are the options
..or pick a different plugin
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
i just find it strange they dont have at least some basic underwater stuff in it
wouldnt even take long
It's not strange if they don't give a shit
!
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
Tried making a screen in ue4 with 243 pixels and it froze lol
Yup lol
why?
All dynamic?
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
@thin tendon 10
Thanks mate
I hope they're not shadow casting ๐
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
technically
you buy AND rent at the same time ๐
you still need to buy the games ๐
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
I would argue piracy is a good thing. If people are going through the effort to steal my game. It must be worth playing
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
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
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
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.
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
Exactly. The advantage of a friend system. Is if you don't want to play with them unfriend them.
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
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.
I have some real problems today with unreal engine, I get a constant blue loading bar in the top. Anyone else getting this?
@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
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.
yeah, Rust and Ark are different in that they wipe regularly
ie restart
so that idea is out the window too ๐
ohh I hate that idea
well its actually preferable in the way those games are
Wipes are soo bad. Your punishing players for playing
yeah, but wiping after a month isnt so bad, everyone gets to have that fun early game grind again
like d3 new seasons ๐
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%
If you havent played Rust , stay away from it because its addiction level is high
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
The one I really like is 7 days. Because they give you the option of single player or multiplayer
yeah, im a big survival game fan, have all the best ones
Yeah same. I love the genre.
7 days is good but its stagnated badly for 3 years or so now
yeah alot of games do that these days
the last update took them a year and barely changed anything
I'm actually working on an Australian themed survival game. And its crazy man I patch almost every week with new stuff
ive got my moneys worth with the game so its not like im saying they need to do anything really, its just stagnated
Is there a way to monitor current ticking actors in my level? even the invisible ones?
Hello guys. Are there any tips for mobile performance?
@plush yew this might be helpful ๐ - https://docs.unrealengine.com/en-US/Platforms/Mobile/Performance/index.html
Optimizing content and features for mobile games.
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
there's this page which explains where and how to get it, but the course page doesn't show the 'more' button - https://learn.unrealengine.com/course/2494849/module/5427816?moduletoken=UHxxnDLPW8Sfu~Clz71-at9V5DhGCwBDTYPqFmkLzahyzPuC5dFffkXzUKMtUSqq&LPId=0
Thx
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 ๐
other than that, loving the content so far! learning a lot with this ๐
Hey guys, imported my model into engine and its separated into groups. Is this ok or I'm made a mistake in 3d software?
did you check the combine objects checkbox in the import sets?
@whole turtle that will do it. Many thanks!
no probs ๐
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.
have you tried googling? https://www.thewindowsclub.com/dpc_watchdog_violation-blue-screen-in-windows-10 first result
@lusty carbon get the list of all actors you want?
is it possible to do ik on animal like ai mount
currently having trouble with the ik on mount
unreal > unity
What the fuck does that have with any discussion here
@rotund scroll yes I tried googling and doing the solutions but it still happens to me
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?
How do I suppose trigger them tho?
oh, so for the level name I just put the name of my level
yes
kk
of course lmao
emm, where did u put that bp?
for the button u created, did u put in the user widget?@radiant haven
@plush yew I don't think it's a ue4 issue
@cloud palm yes
kk
thx dude
ur welcome
@cloud palm to change the color/ make it invisible, u can use these
open these and lower the alpha channel
@rotund scroll do you think this is a harddrive issue?
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
Hey! Is there an Equivalent of Unity's StreamingAssets Folder in Unreal Engine?
@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
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
I never used 2d really
@light coyote thank you
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
@plush yew indeed
@radiant haven How do u add a text to the button?
If i have a choice at doing something through blueprint or through code, which one should i go for ?
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?
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
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%!
@grim ore Hey, thanks for your videos. Helped me a lot and keep up the awesome work ๐
๐ awesome possum, glad you found some useful. I hope to keep it up if I can remember what I was working on lol
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?
With perforce can you go back a revision of a blueprint and make that the master
@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.
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
pretty new to what ?
why does "Addworldoffset" not work when "ReplicateMovment" is true?
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?
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?
I want to make a clear separation between the graphical representation of the actor and the logical data and operations.
there is nothing wrong with that, that is a standard MVVM setup
it might be a bit weird tho as the engine is designed more around separate entities that are wholly encapsulated tho
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
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.
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?
I'd argue that the logical and graphical components are already separated through the use of components
assuming the input is a position
I believe so, yeah
@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?
@wary wave Like attaching components to other actors?
well, the character is in itself composed of a number of components by design
(plus any additional components you may wish to create)
have you used Unity before @empty nexus ?
Movement Components (logical) and Mesh Components (graphical) are already there
it would not be unreasonable to have components specific to your game for handling certain behaviours, e.g. a 'HealthComponent' as a simple example
not unreasonable just highly highly uhm... cant think of the word lol
like most people wouldn't add a component just for stats but yep you can
I've seen games implemented this way and it's just fine
Very little. I usually code my own engines in OpenGL or another frame work like Phaser.js.
yep it's more "advanced" i guess might be the closest way of saying it
customizeable? ADDish? lol
I am just really anal about my data structures lol.
not in a negative way, don't get me wrong, it's just not as "basic" as most games tend to be
see even basic is not correct
So the way I am doing things is not "wrong" per say? Including which objects I have certain data living in?
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
I would probably go the component route since it's already neatly encapsulating data
so nope what you are doing is not wrong the engine is designed that way as it is now but for higher level stuff
I am just all about maintainability. The easier I can navigate code, the safer my sanity will be.
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.
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?
Component is a class / type in itself
and naturally they can be created programmatically
you should probably spend some time with the engine and come back
That's the plan. Thanks for the direction though!
(since these questions are really quite basic and you'd get a much better impression)
just opening up something like the basic first person template demonstrates how some of the core components are integrated
Your idea is a good idea btw, just not a normal one for most people to approach when starting ๐
I did =). I have been messing around with the ThirdPerson template.
I have figured out how to do and structure most things. Just trying to figure out the best way to do some things.
Like "best practices" you know.
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.
heh... watch some of the unreal fest videos from this year and you will find best practices are whatever works for the studio lol ๐
lol that's true.
...I'm not sure some of those practices are necessarily ones I'd recommend
but whatever works (or in some cases, doesn't, with respect to the Unreal Fest videos)
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.
But thanks for the tips. I will explore a little more and come back with questions. Thank you both for your insights!
I hope I didn't annoy anyone.
Oh cool! I see! ActorComponents.
no annoying here ๐ was a good question
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
Thanks for that. I always feel nervous when I enter a new group of developers. I tend to ask a lot of questions.
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.
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
Woah, i missed some heavy talk.
I cant really contribute, but it was worth reading ๐
it's the three second google questions (asked repeatedly over hours or even days) that get me, haha
That's wonderful. The folks on the Node.js and React.js discords tend to be very rude to new comers.
putting this into the world position offset
at a scale of .45
at a scale of 1
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
just me or is this going flip side?
Nah. No need for that. Just sometimes need to hear from some veterans that my ideas aren't completely crazy.
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)
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
What am I missing here.
I spawn an actor, now i want to set simulate physics off
I have an actor ref returned from the spawn, set simulate needs a primitive component ref
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)
so it would be drag off the return value, get whatever is simulating physics, set simulate physics
yep so spawn actor -> get static mesh -> do whatever
oh.. yea.. I can't get static mesh.
you sure?
oh wait
yeah since the class is not at design time it won't know
I think there is a root function that would work from the actor
hahha i am soo confused
tried that
yep your gonna have to cast in here at some point or use a blueprint interface
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
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
https://i.imgur.com/GEWJARp.png for example for the casting to Primitive Component
Thats weird because i'm telling it which class to spawn
you aren't is the problem
you are providing it a class thru a variable
and that variable is variable.... heh
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
hmmm interesting
if you had the actual variable fixed in the spawn actor node, the drop down itself, it would configure the output to the class
i seeeeee
ok.. lemme try
yea that worked
gooosh... feels like the long way around lol
Thanks!
What do I do when changing a class causes the editor to crash and refuses to launch again?
changed in BP or C++?
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...
Ue4 also makes autosaves
maybe its thi first thing you did today, and dont lose anything
๐
C++. Okay. I had only deleted the binaries, I'll try deleting the Intermediate files too.
Lesson learned. Compile before adding new classes.
always check what you have works before creating yourself new problems ๐
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
@bronze plinth are you reparenting your blueprints on top of c++ code?
i jump in and out of BP
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.
I love them to.
And i would describe them as this contradictive, but i feel makes sense, statement.
Organized mess
XD
Bluuuueeeeprints are the only reason I enjoy programming anymore lol
Nice ๐
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 !!
lol sorry xDDDDD
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.
lol
were about 8% Cpp and 92% BP
For sure. I am a horrible artist though.
im a very visual person. i cant see the code execution in cpp.
but we use it complex functions, other things not exposed, Structs, enums, etc
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!
anybody knows how this effect called and how to google it to see how to make it?
render line?
anim trail
also this one
I vote for Trail Renderer because it sounds neato
just google vi anim trail
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?
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?
damn 25gb used and only UE and VS open
It is but not that way
What about my thing, any input on that?
@radiant haven if you use the pause game node,
you can search for Is game paused
and it will work if that is the info you are looking for
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
For pausing it for a certain time
Easy way
custom event ,, pause node ,, delay node ,, pause node
I find this very weird. Is there no way around NOT casting to set the physics to off on spawn ?
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
you can use a blueprint interface if you don't want to cast
@grim ore what is bluprint interface ?
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.
technically this is a BP thing as you could do what you wanted in C++ and it would hard crash
hmmmmmm
ok lemme try Interface
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
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
when you use the variable how does it know which class you will be spawning?
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.
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
This guy should tell it what class it should be spawning
again how does it know EXACTLY which class is in there?
your weapons array could contain 40000030390402023908309283 classes
hmm... from the get [0] ?
Does he have that number in a notepad for every time he needs to copy and paste?
@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 ?
the get[0] says to get the first item from the Weapons array which is always static and never changing?
or can you sometimes get the Cat Weapon or the Dog Weapon when you get[0] ?
oh i see.. because its not static.. it doesnt know
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
I thought its suppose to check before it spawns it
like, just before it spawns, check the value coming into the class input
it does at runtime so when the spawn actor from class node runs it figures out the class then, not before.
Holy shit it imported
Ok so I figured out 393MB is fine if you give it half an hour
gg
@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
but, as you said, it doesn't, get[0] could be a class higher in the tree, so thats why its defaut is actor
now I get it
๐
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
normally it would just be generic and you would cast but some nodes change like that to help you out
I feel like my language must be flawed to be excluded as much as I am, while others receive thorough in-depth explanations.
it depends on the question and who is here experienced enough to answer
like I am 3% experienced at art and art stuff so if it's art related I can't help ๐ฆ
@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
@grim ore Interface is the way to go LoL
Btw i gotta ask can you develop games using real tracing lighting (not sure how it works honestly) ?
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.
like "hey use ray tracing for reflections" instead of screen space.
@autumn elbow yep if you want to generically talk to stuff interfaces are sooooo nice
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
I love them now
๐
I mean, i use them all the time. Now more that I know the Spawn creates generic actors
๐
Did Swarm agent get removed in 4.22 or renamed?
no
Mine is in C:\Games\Epic Games\UE_4.22\Engine\Binaries\DotNET
so yours is probably somewhere similar ๐
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
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 ๐ฆ
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
its not there I dont have a DotNET folder
are you using a source version or the launcher version?
@plush yew that would be due to the blendspace being used, it's just based on speed and it plays the run animation
so i shouldnt use blendspace?
you should but it needs to be a 2d blendspace to take into consideration direction and speed https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/Blueprints/BlendSpace/index.html
i am using a 2D blendspace
are you using backwards run/walk for your backwards direction? for the animations
yeah
if you preview the blendspace then in the anim preview does it look right? like is he jogging backwards
yes
my problem is just that he never strafes backward, he always turns backward because i have orient rotation to movement on
so if i move backwards, he turns to face backwards
no my problem is
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
when i use orient rotation to movement it pretty much just makes the aim offset useless except for the pitch
ok so if you have orient rotation to movement off in the character movement component it should work?
im confused and lost lol
when it's on, it works as intended except when i move back wards
when it's on the character is going to turn to face the camera, that's the way its set up
if you dont want that you would want it off
hm
let me try to break it down cus maybe we got lost somewhere when i tried to explain haha
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
How could I make smoke that reacts to collision?
nvidia flow does this
but it's third party solution
also not super performant if you need it for bigger scene
its for a multiplayer game
@plush yew There are some setup for this on YT.. did you search there?
yeah but following yt stuff would mean i'd have to rewrite my BP to match theirs
i think im on to something tho
yeah ok i figured it out finally
my problem was for whatever reason i had a rotation rate of 360 in my character movement BP...lol
you don't have to follow their setup, just see the idea