#ue4-general

1 messages ยท Page 509 of 1

plush yew
#

after that i got rid of orient rotation to movement then it was just a matter of doing some BP work to configure yaw adjustments etc

#

how do i make unreal engine run better on my pc

#

yeah i guess that is true, the nice part about BP is it's kinda like coding where everyone has their own unique style of doing it, but with BP you can definitely see the logic and ideas much easier

empty nexus
#

How do I create an FTableRowBase object in the content panel?

#

*Content Browser

ocean hemlock
#

Off topic question

grim ore
#

I believe they are just Structs if you are talking about what is used to make a Data Table

ocean hemlock
#

Whats the best mechanical keyboard thats cheap max 40$

#

/ยฃ

empty nexus
#

Yes. But do I just make it in Visual Studio, or do I have to create it from the editor so it will have the generated header file?

grim ore
#

for a data table? create it in Blueprints is the easiest way to do it

plush yew
#

@ocean hemlock go with whatever you believe looks best.

ocean hemlock
#

Okay thx

plush yew
#

@ocean hemlock Keyboards are going to be better at delivering signals than you are at sending them.

ocean hemlock
#

Wdym

plush yew
#

I mean that keyboard technology is at the point where you can't outperform any of todays top brand keyboards

ocean hemlock
#

Oh,

grim ore
#

but you do have the tactile feedback and sounds which does make a difference ๐Ÿ˜ƒ

ocean hemlock
#

I meant like whats the best brand for cheaper well quality keyboards

#

im looking for a comfortable keyboard

zinc rivet
#

keyboard choice is more about comfort and customization than performance these days

grim ore
#

yep you need to go play around with as many as you can

ocean hemlock
#

i have this really bad membrane cheapo keyboard

#

the spacebar gets jammed caps,shift ect

#

hard to type on so im looking for a comfortable typing experience

grim ore
#

I personally like Corsair Mechanicals without the 10 key but I would love a blank Das if I could afford it

empty nexus
#

Can I create the structure in C++?

plush yew
#

I use the corsair K68 and it's pretty nice

ocean hemlock
#

Does it feel cheap?

#

i considered it

grim ore
#

I linked the link for doing it in C++ above @empty nexus s

plush yew
#

no

ocean hemlock
#

or the corsair strafe

plush yew
#

the K68 is thick plastic

ocean hemlock
#

Oh, nice!

plush yew
#

and fairly heavy

ocean hemlock
#

do you have blue switches?

grim ore
#

I have the K65 compact, I have to have a 10key less and I need a wrist wrest so it hit both my needs

ocean hemlock
#

wait

empty nexus
#

I found said link. But it doesn't explain how to create that file through the editor so that GENERATED_BODY() means something to it.

plush yew
#

the k68 is red switches

ocean hemlock
#

whats the diffrence between k68 and k65?

zinc rivet
#

don't get blue switches without trying them first. some people love them, others hate them because of the noise

ocean hemlock
#

i mean

#

i share a room

plush yew
#

heh

ocean hemlock
#

i dont know how loud it is

zinc rivet
#

personally, I've taken a vintage IBM keyboard clacker into the office and noone gave a shit, but it really depends on the environment

grim ore
#

well it's an Unreal Struct (USTRUCT) definition so you can put it anywhere really in your module files

plush yew
#

i REALLY suggest buying another membrane keyboard

ocean hemlock
#

Ill probably drive them crazy

heady frost
#

as long as you don't go for browns

plush yew
#

1000% buy a membrane

ocean hemlock
#

membranes are still clanky and loud

zinc rivet
#

some people type louder on membrane keyboards than I do on my IBM

ocean hemlock
#

though

zinc rivet
#

LEADHAND

plush yew
#

Mechanical keyboards are loud as hell

ocean hemlock
#

What about cherry mx silent

zinc rivet
#

I have a coworker that types with his index fingers. I can hear him on his mac from across the office

ocean hemlock
#

lol

plush yew
#

Membrane keyboards are just as good as mechanical keyboards when it comes to usability

grim ore
heady frost
#

I strongly disagree with paradigm on this one

empty nexus
#

E:\UnrealProjects\Necroficer\Source\Necroficer/CharacterInfo.h(4) : error C2504: 'FTableRowBase': base class undefined

plush yew
#

You can disagree but it's true.

void geyser
#

random question- do people ever hire a team of developers just to lay the foundation for their game? like say I hired a team just to get the groundwork going... like an example level and skill and enemy or something

empty nexus
#

Ah.

plush yew
#

Unless you buy some incredibly cheap membrane keyboard.

ocean hemlock
#

Anywhere where i can test switches?

heady frost
#

night and day difference between mechanical and membrane comfort wise, which when used for long hours can help reduce chances of rsi

void geyser
#

sorry if this is the wrong channel for that

ocean hemlock
#

yeah

empty nexus
#

Okay. I figured it must have been a dependency.

ocean hemlock
#

i got the 20 combo membrane shit bag keyboard

zinc rivet
#

there are some really shit membrane keebs, and most companies buy the cheapest they can find

#

there are also some pretty decent ones

grim ore
#

@void geyser that sounds like hiring someone to make a proof of concept and sure it happens

plush yew
#

Lewis that is a load of crap

grim ore
#

technically it might be a vertical slice if it is super polished as a pitch for someone

void geyser
#

@grim ore yes, and then building/adding content to that proof of concept

ocean hemlock
#

i might go for corsair strafe

#

its decent

void geyser
#

but I'm not sure if I've ever heard of any game devs that do that? where would one even begin to look for that?

#

maybe I'm just not looking in the right places

empty nexus
#

It's just weird that you have to use the editor to generate some things and not others.

dim plover
#

If you already have the skills, it doesn't really make sense to hire others to do the proof of concept.
Unless you're strapped for time.

plush yew
#

I've been using keyboards daily for decades and the only difference i've found with mechanical keyboards are:
1:Mechanical keyboards can take more dirt before they start locking up.
2:Mechanical keyboards are louder

zinc rivet
#

I went full split mechanical keyboard for ergonomics for two years. Starting taking Yoga classes at my gym and improving my posture helped more than any keyboard ever will

grim ore
#

well you can look to hire out a small studio to do the work, I've done that before for other companies, it's not super uncommon just treat it as making a full game just really small lol

empty nexus
#

GENERATED_BODY() causes an error. I'm pretty sure it has to be generated in order to get the generated header file that allows for that macro to work.

heady frost
#

Yeah I imagine fixing your posture would help a lot

void geyser
#

probably way too broad of a range of answers, but how much would that super small game cost? like 10k-100k? 100k sounds like too much probably?

plush yew
#

$0 if you just make it

heady frost
#

Well sure if you ignore the costs of living

grim ore
#

@empty nexus don't really know what you file looks like but #cpp might have people who can take a look and give more intelligent feedback. If not you can try pasting a link to the code in here and we might notice what is wrong. and yes GENERATED_BODY and GENERATED_USTRUCT_BODY both might be needed as they are macros that UE4 uses to process specific info when building the files

plush yew
#

Costs of living?! Games are living!

heady frost
#

haha

plush yew
#

But for you who don't feel as inclined to believe that games are worthy of your time

#

I would calculate how much it costs to eat food

#

And live wherever you live as well as electricity

#

How much it will cost is largely based on your skill

zinc rivet
#

gonna lead a pretty unhappy life if you calculate the cost of every leisure activity and compare it against the payoff of spending that time working ๐Ÿคฃ

plush yew
#

Lucien that is literally what work is

grim ore
#

@@void geyser check out upwork.com for people who are looking for work and hiring for work in game dev, you can find stuff like "paying XXX for a XXX prototype" for example

zinc rivet
#

@plush yew I don't understand what you're saying

void geyser
#

@grim ore thanks so much! I'll check it out for sure ๐Ÿ˜ƒ

grim ore
#

there are other freelancer sites out there as well, again its not as uncommon as you think and its very.... uh.... cookie cutter for some genres lol

zinc rivet
#

er nvm. I didn't read the whole conversaion

plush yew
#

To me, making games isn't work

zinc rivet
#

ignore me

plush yew
#

it's just life

dim plover
#

Do you like making games?

plush yew
#

hell yes

heady frost
#

you might not consider it working, but considering the opportunity cost, imo you should still consider the "cost" of the hours spent

dim plover
#

I don't hate it, but I don't really like it. It's pretty hard...

plush yew
#

if you don't like it you're doin it wrong

zinc rivet
#

true, you should always consider the opportunity cost, then throw that number out the window if you like what you're doing enough.

plush yew
#

all i can say is

#

like what you do

void geyser
#

I've always been a huge fan of modding games, but laying the initial groundwork is probably my least favorite part - if I could have the basics done already and get right into some content creation and other features, I'd be all about that ๐Ÿ˜ƒ

#

I'm sure others feel very different of course

dim plover
#

I feel the exact opposite, lol

grim ore
#

I am the opposite lol

empty nexus
#

E:\UnrealProjects\Necroficer\Source\Necroficer/CharacterInfo.h(7) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
E:\UnrealProjects\Necroficer\Intermediate\Build\Win64\UE4Editor\Inc\Necroficer\CharacterInfo.gen.cpp(21) : error C2509: 'StaticStruct': member function not declared in 'FCharacterInfo'

grim ore
#

ugh.... it's all done now I have to make 2000 variations on the same enemy or people will say the game is not deep enough... gaaaaaaah

plush yew
#

then again we're in the UE4 discord so I gotta say the UE4 engine has been an absolute pain in the ass to work with

empty nexus
#

Line 7 refers to the GENERATED_BODY() function and I have no idea what it means by "StaticStruct": member function not declared.

dim plover
#

That's so relatable, MathewW. That's the part that can be reasonably outsourced too.

void geyser
#

coding each skill/spell to work differently... that's the fun part to me haha

dim plover
#

You're probably going to shoot yourself in the foot if you outsource the core/groundwork.

plush yew
#

kind of a dumb question but ive been smashing my head against UE4 all day so I hope you can cut me some slack lol....I'm trying to add a 'gun fire' animation, what blendspace do i put it in?

#

right now the fire animation works with the aim offset blendspace but if hes moving the legs stop running when hes firing

grim ore
#

@empty nexus with Macros in the engine alot of errors might refer to one thing but not actually be the problem. We wouldn't be able to guess without the code that is causing the issue or #cpp might guess better lol

#

Macros are evil in UE4 C++, they will break so many things if used wrong lol

empty nexus
#

It would be nice if Unreal Engine's documentation didn't suck.

grim ore
#

the documentation is the source code ๐Ÿ˜›

#

but yes they know it needs work and it's being worked on, I would guess a fully functioning documented API by 2047!

plush yew
#

yeah UE4's documentations could definitely do with an update, thankfully matt and other people in the community are omniscient wizards

naive lotus
#

Hey, apparently I'm missing some pieces even though I just validated the install?
Found this in the log.

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

#

Any idea what's going on here?

grim ore
#

that is normal for a launcher install

mighty field
#

That's optional stuff

naive lotus
#

It's still loading up, hung at 45%, trying to figure out what the holdup is

grim ore
#

45% of launching the editor is the Derived Data Cache compiling for the engine shaders, it's gonna be 100% dependent on your CPU and you have to wait

naive lotus
empty nexus
#

True. And I just figured out the somewhat unintuitive process required to build that struct from the c++ board.

#

I am on Mac, so I have to use Visual Code.

#

Visual Studio Code I mean.

scarlet birch
#

Every time I look at this chat someone is complaining they're stuck at 45%.

grim ore
#

why can't you use VS 2019?

empty nexus
#

Is that supported by Mac?

grim ore
#

sure is

empty nexus
#

And is it's code completion improved from 2017? I hate how Intellisense works in Visual Studio 2017.

grim ore
#

not really, especially not with the C++ codebase lol

empty nexus
#

The code completion in Visual Studio Code feels like IntelliJ which is what I am used to.

grim ore
#

anyone who wants to use C++ with UE4 just buys something like Visual Assist

#

I just complain every time I use it and try not to use it ๐Ÿ˜ƒ

empty nexus
#

Visual Assist?

grim ore
#

I'm cheap so I just suck it up but using the default intellisense with the UE4 codebase is just not fun heh

naive lotus
#

Okay, Unreal isn't doing anything anymore but it's still stuck. Zero CPU usage, zero GPU usage, zero disk write usage, nada

#

It was still on the loading screen after just trying to open the editor in the first place

grim ore
#

is it still at 45%?

naive lotus
#

yep

grim ore
#

if so and your machine is at 0% CPU usage what type of machine? amount of memory and cpu?

#

someone else had a similar issue but it required an engine source change to get it fixed for him ๐Ÿ˜ฆ

naive lotus
#

It's just a laptop, HP Pavilion. 16 gigs ram, uhhh one sec finding processor type

#

quad core

grim ore
#

oof... damn that shouldnt be it, his issue was not enough ram for the defaults

#

@naive lotus I know that someone else had the same issue, basically he could never get the shaders to compile they would just start and die off. he had to edit the NUM_ELEMENTS_IN_POOL value in the source code to a lower value (256 down from 512) and rebuild in order to get it to work

#

beyond that ๐Ÿ˜ฆ

naive lotus
#

... It was working before I tried fixing the lighting settings...

#

...

#

why is this so hard, it was working when I just got it...

grim ore
#

is this opening up the project or just the editor?

naive lotus
#

Project, opening the New Project menu is pretty instantaneous

grim ore
#

so some weird settings you changed probably? have you tried renaming/deleting the Saved and Config folders in your project to try and get it to use the defaults instead/

naive lotus
#

I'll try that now

grim ore
#

I would just rename so you can pull back other files like the input settings and such if this works

#

man I would love to know which settings you flopped to do this tho lol

naive lotus
#

You think this might possibly be an issue with Windows Insider? basically beta test for next win10 update

grim ore
#

it could be, everything could be a cause ๐Ÿ˜ฆ

#

we could always try flipping the same switches here and see what happens so know knows

naive lotus
#

Well other than resizing the panels it worked

swift lynx
#

Hi.
Where can i ask some questions about UE?

grim ore
#

yeah your layout was in one of the config files

#

maybe start replacing stuff, your input settings should be in there somewhere as well lol

naive lotus
#

You can ask that here @swift lynx

swift lynx
#

character is leaving shadows on objc or behind himself

wary wave
#

it's a post process artifact of some description

wary wave
#

it's not a shadow

naive lotus
#

Are those blocks like glitched footprints?

swift lynx
#

i have no idea what is it... i treid disablining literaly everything so problems must be in something "builed in" i guess

cursive dirge
#

try disabling TAA

#

@swift lynx

swift lynx
wary wave
#

it's almost certainly post process

cursive dirge
#

it shouldn't be THAT bad tho

wary wave
#

TAA is a possible candidate

#

does look like a temporal effect

cursive dirge
#

but if you have any ghosting, TAA and motion blur are your prime candidates

swift lynx
#

@cursive dirge i've tried disablining TAA with comand
r.DefaultFeature.AntiAliasing 0

#

it didnt help

#

i;ve also tried disablinig psotproces volumes

cursive dirge
#

did it actually turn off AA?

grim ore
#

man that so looks like TXAA

swift lynx
#

maby i've used wrrong comand

#

:?

cursive dirge
#

just try to set the AA to FXAA or off from the actual setting

grim ore
#

try turning it off in the project settings

cursive dirge
#

it's in the project settings now

#

or in PP volume if you use older engine

naive lotus
#

@grim ore Mind if I PM you to keep from cluttering this? You seem to be helping though I have something else to ask

swift lynx
#

this option?

grim ore
#

You can but I don't read PM's lol

cursive dirge
#

no

hidden aurora
#

Does someone knows how to handle melee weapon hit detection swing without using tick, for example using a timer by function name?

grim ore
#

Engine -> Rendering -> Anti-Aliasing Method

cursive dirge
#

the actual option for anti aliasing @swift lynx

grim ore
#

or type anti in the searchy thingy

cursive dirge
#

that's what I do

swift lynx
cursive dirge
#

yeah

grim ore
#

yep yep set it to nada

swift lynx
#

should i set it to none?

cursive dirge
#

change that to something else

swift lynx
#

ok

cursive dirge
#

just try without it

#

MSAA doesn't work on deferred btw

swift lynx
#

The problem is still here guys C:

grim ore
#

@hidden aurora a collision volume on the weapon swing part and using on collision?

swift lynx
#

turning it off changed nothing :<

cursive dirge
#

then try disabling motion blur

swift lynx
#

where?

#

also project set?

cursive dirge
#

there might be a setting on project settings as well

#

if not, then from global PP

swift lynx
#

it is off

grim ore
#

its in rendering as well heh

cursive dirge
#

you got some custom post processing filter there?

#

maybe it's freaking out

swift lynx
#

i have 2 postprocesing volumes but i have already tired turning them off with no results

grim ore
#

oooh

naive lotus
#

so, the issue I've been trying to solve on mine (and broke worse in the process) is that it hangs forever when building even simple levels, on the "building Texture Streaming" phase, and task manager basically says it's not even trying. 1% CPU usage going to it.

#

Also cancelling is impossible because it just infinitely hangs again

#

It just hit zero processor usage

swift lynx
#

well i guess i have found rly unusuall problem

#

nobody knows what is creating this shadow/mirage

naive lotus
#

@swift lynx What were you doing when this started happening?

#

Like, "Before I did X there wasn't a bug like this but after I did that there's the bug"

swift lynx
#

it is project created by a group of ppl
i am responsible for lighting, i've jsut got a massage form beta tester that such thing is happening

naive lotus
#

Hm, this isn't so much a fix as a workaround: does it still happen if you introduce a "carpet," a mesh a centimeter above the floor that's intangible?

grim ore
#

the only time I have every seen that in a game, retail or dev, has been related to motion blur and AA ๐Ÿ˜ฆ

swift lynx
#

motion blurr and AA would blurr colors on screen but this is sahdow only D:

naive lotus
#

@grim ore Any knowledge about hangs after hitting "build"?

swift lynx
#

@naive lotus i dont quite understand

grim ore
#

try building 1 thing at a time to see what is causing it, the build menu has like 10 things you can build out. try each option one at a time to see which one might be actually causing the issue.

#

but the only other person I saw with building issues had to do the thread fix, there were too many being assigned for his machine so it would hang trying to assign them all

naive lotus
#

@swift lynx I'm suggesting a plane that is visible and just barely above the floor, but has no physics and the player falls through. So we would see if the footprint bug is stuck to the surface the character walks on. I'm calling it a carpet because it'll also look like it squishes when the player walks on it.

swift lynx
#

i feel like shadows are stuck to pixels on screen not meshes

#

because those shadows show somwtimes when character is walking without any emshes around and leaves shadow tray behind him

#

but is barely visible

naive lotus
#

ahhh

swift lynx
#

there is one thing that i have in my mind... in unreal there is something like mesh distance that adds shadows base on distance betwen meshes :? maby something liek taht

#

and there is something unusual about this project

#

1 sec

#

this for day/night time scaling

#

i though that maby this slows down perception of time that shadows should fade betwen frames but it is jsut a guess i am not a codding guy ๐Ÿ˜„

grim ore
#

which blueprint has that node in it?

#

maybe the game is just using a weird custom shadow system as well that we have no idea about ๐Ÿ˜ฆ

keen moss
#

is there a tool or plugin for max or unreal that helps with texture atlasing?

swift lynx
#

@grim ore this map is using day/night system

#

and apparently turning it off helps

#

;-;

#

it looks like this

#

@naive lotus any ideas?

#

it is basicly timelines changing value in sun/fog/ and post procesings

#

turning all of them off helps

naive lotus
#

I'm no expert, but... well, turning off the day/night system fixes it, you say? Is the bug happening at all hours of the "day"?

frosty bloom
#

How do I add an editor version of a plugin? Already got an Plugins/Tool/Source/MyTool
Want to add an Plugins/Tool/Source/MyToolEditor to that but can't find anything online

swift lynx
#

@naive lotus yes

#

i have just added new sun and sky it helped

#

i will try now disabiling this node try part by part

naive lotus
#

@swift lynx I wish you luck. Honestly, I don't have a clue, all I was doing was trying to help narrow down the cause, but I'm glad we were able to help

swift lynx
#

@naive lotus
hot news
when i turn of cast shadows in skylight
problem is gone

naive lotus
#

Great! Glad you got it figured out! Just gotta figure out another way to do shadows I guess huh

safe swallow
#

So I keep getting this error in a level.... '7fff58d0a271 ntdll.dll!UnknownFunction []
LightingResults: Error: <None> === Lightmass crashed: ===
Assertion failed: Importer.ImportData((FBaseMaterialData*)this) [File:D:\Build++UE4\Sync\Engine\Source\Programs\UnrealLightmass\Private\ImportExport\Material.cpp] [Line: 13]
0x00007fff55c29129 KERNELBASE.dll!UnknownFunction []
0x00007ffed5a0ed77 UnrealLightmass-Core.dll!UnknownFunction []
0x00007ffed5a11707 UnrealLightmass-Core.dll!UnknownFunction []
0x00007ffed58a235a UnrealLightmass-Core.dll!UnknownFunction []
0x00007ffed582d6a7 UnrealLightmass-Core.dll!UnknownFunction []
0x00007ffed582de00 UnrealLightmass-Core.dll!UnknownFunction []
0x00007ff70c0b2b3a UnrealLightmass.exe!Lightmass::FMaterial::Import() []
0x00007ff70c084c6b UnrealLightmass.exe!Lightmass::FLightmassImporter::ConditionalImportObjectWithKey<Lightmass::FMaterial,TMap<Lightmass::FSHAHash,Lightmass::FMaterial * __ptr64,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<Lightmass::FSHAHash,Lightmass::FMaterial * __ptr64,0> >,Lightmass::FSHAHash>() []
0x00007ff70c0b628c UnrealLightmass.exe!Lightmass::FStaticLightingMesh::Import() []
0x00007ff70c114cf1 UnrealLightmass.exe!Lightmass::FStaticMeshStaticLightingMesh::Import() []
0x00007ff70c089f55 UnrealLightmass.exe!Lightmass::FLightmassImporter::ImportObjectArray<Lightmass::FStaticMeshStaticLightingMesh,TMap<FGuid,Lightmass::FStaticMeshStaticLightingMesh * __ptr64,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,Lightmass::FStaticMeshStaticLightingMesh * __ptr64,0> > >() []
0x00007ff70c0b4508 UnrealLightmass.exe!Lightmass::FScene::Import() []
0x00007ff70c09b104 UnrealLightmass.exe!Lightmass::BuildStaticLighting() []
0x00007ff70c0bdecd UnrealLightmass.exe!Lightmass::LightmassMain() []
0x00007ff70c0dc87a UnrealLightmass.exe!main() []
0x00007ff70c146f38 UnrealLightmass.exe!__scrt_common_main_seh() []
0x00007fff587b7974 KERNEL32.DLL!UnknownFunction []
0x00007fff58d0a271 ntdll.dll!UnknownFunction []'

#

tried to code block that

#

is this a sign I have to reinstall UE4 editor ?

dim plover
#

You can try debug symbols and verifying your install.

swift lynx
plush yew
#

has anyone had the issue with multiple splines merging into one when adding several spline components through construction script using parameters?

safe swallow
#

Ooh debugging symbols... another few gigs lol ...

naive lotus
#

@grim ore I narrowed down my issue: it hangs right after completing a lighting build and doesn't save the changes.

grim ore
#

just the pure build lighting, not the full build right?

naive lotus
#

Yeah.

grim ore
#

hmm.. after the build it should be importing the lightmaps back into the engine then applying them

#

which hangs for me for sure on a larger map, weird its not finishing on yours

naive lotus
#

Yeah, and that's where it is getting stuck and hitting zero processing again.

plush yew
#

I've been wondering a lot about procedural animations lately, do people just create like a floating body then add the limbs on to that to react to movement?

grim ore
#

I've seen the 0% processing before on importing which is "normal" just weird

naive lotus
#

And yeah I just have a simple tiny level that's basically a flat floor in a void

grim ore
#

do you have a lightmass importance volume or does lightmass itself say anything in the swarm agent log in the program itself when running?

plush yew
naive lotus
#

I don't know anything about those, honestly. How do I find the Swarm logs?

plush yew
#

@plush yew How I do it is I use a skeletal mesh, limbs and all, and bone constraints coupled with some targeting to procedurally animate skeletal meshes. To do it with static meshes would be the same, you would set up constraints between the different static pieces

grim ore
#

when lightmass is building lights a program should pop up in your task tray called Swarm Agent, you can open it and there should be an output tab

plush yew
#

@grim ore Have you wokred alot wiht splines?

grim ore
#

@plush yew I have not ๐Ÿ˜ฆ

plush yew
#

alex how much of the skeleton is animated procedurally?

#

Ok dangit, no issues I'll figure it out, semantic issues in my script haha @grim ore

grim ore
#

๐Ÿ˜ฆ

plush yew
#

so for example, a procedural run animation would just be telling the feet to constantly go up and down in a cycle?

#

like telling the foot bones to move up and forward however many units, etc

naive lotus
#

@grim ore I don't see anything about lightmass in the swarm log... The last line is that it accepted a job

plush yew
#

@plush yew So for one attack I animate the left hip and lower hiearachy procedurally, on another attack I target from torsoo to head, on another from pelvis to end tail bone

#

you use FABRIK i assume?

grim ore
plush yew
#

I used FABRIK, but now I use CCDIK since they implemented it in unreal, honestly I haev no real idea of teh difference haha

#

Well teh difference is I need less pre set up, even if teh difference isn't much

#

oh right I saw some stuff on CCDIK, looks useful. Thanks mat! this channel seems perfect for me

#

I'm basically trying to get as much animation done in BP as possible because the UE4 to Blender workflow is pretty terrible

grim ore
#

@naive lotus ok so I get these for the first lines once its starts building 4:50:27 PM: [Interface:TryOpenConnection] Local connection established 4:50:27 PM: [Job] Accepted Job C28147AF-456D8AD0-43932EB1-BCC28CF8 4:50:28 PM: [Job] Launched Job UnrealLightmass_2019-06-19_18-14-37_1101200-64bit.exe 4:50:28 PM: [Job] PID is 9936 4:50:28 PM: [Job] GUID is "C28147AF-456D8AD0-43932EB1-BCC28CF8" 4:50:28 PM: LogLightmass: Display: Lightmass Win64 started on: DESKTOP-B21B1N6. Command-line: C28147AF456D8AD043932EB1BCC28CF8

vestal dew
#

Any good books for c++ beginners?

naive lotus
#

And mine does this.

4:36:52 PM:  ... registering SwarmAgent with remoting service
4:36:52 PM:  ... registering SwarmAgent network channels
4:36:52 PM:  ... initializing SwarmAgent
4:36:52 PM:  ......... certificate check has failed
4:36:52 PM:  ...... initializing cache
4:36:52 PM:  ......... using cache folder 'C:/Users/Nomad.DESKTOP-J0T7ML4/AppData/Local/UnrealEngine/4.22/Saved/Swarm\SwarmCache'
4:36:52 PM:  ......... recreating SwarmAgent cache staging area
4:36:52 PM:  ...... initializing connection to SwarmCoordinator
4:36:52 PM:  ......... using SwarmCoordinator on RENDER-01
4:36:55 PM:  ......... SwarmCoordinator failed to be initialized
4:36:55 PM:  ...... initializing local performance monitoring subsystem
4:37:00 PM:  ... initialization successful, SwarmAgent now running
4:37:00 PM: [Interface:TryOpenConnection] Local connection established
4:37:01 PM: [Job] Accepted Job CEB3E090-44B901B9-2FD3A6BC-FD47472C
grim ore
#

yep I get that first part but it clears, your lightmass .exe file is never firing off

plush yew
#

just getting the UE4 mannequin to play nice in Blender was challenging enough, not to mention having to make nice 3D animations which is already a difficult process, and I can't even imagine the heartbreak of messing up trying to reimport the animation back into UE4 and having to trudge through the blendspaces and blueprints

grim ore
#

so weird question I assume this is not a source build?

plush yew
#

I'm curious how much FABRIK can be used to replace classic animations

naive lotus
#

Source build, meaning I used the source code to get Unreal? nah, just got it from the epic store

grim ore
#

yep, ok just asking since the source built doesnt actually compile lightmass lol

naive lotus
#

huh, weird. But the store version should include that right??

grim ore
#

it does yep, you can check in your binaries folder for UnrealLightmass.exe

#

yep and if the file is missing swarm wont even start, I just tested

naive lotus
#

It exists

grim ore
#

I know there is an issue with lightmass not working if you don't give the editor or swarm or lightmass network access but that doesnt seem to be the case here. it could be but i would assume it wouldnt say it made the connection lol

naive lotus
#

Think my antivirus could be doing it even if nothing shows up in the quarantine?

plush yew
#

Yes

grim ore
#

it could be if it's a fancy one yep

plush yew
#

Shader compiling can also be affected by AVs

grim ore
#

i would suggest other changes to the settings but it's not even getting to that point ๐Ÿ˜ฆ Your lightmass is just never firing

naive lotus
#

scratch that, quarantine is empty.

grim ore
#

even then try disabling it temporarily and close swarm and try again

plush yew
#

AVs can hold up processes and not let them execute, even if it doesn't flag the process to you

grim ore
#

^

naive lotus
#

Dang, that's weird.

#

frick, and Immunet doesn't have a way to let me turn it off without uninstalling it

#

eh, I'll just install it again when I start doing risky stuff

grim ore
#

ok so I got it to do lighting when doing a large build and that first part is when the engine says its exporting out the lightmap info, the next part for launching the job is not until lightmass starts up

naive lotus
#

<Uninstaller.exe has been quarantined>

grim ore
#

so on the swarm status with the colored bars does yours just show the grey one with "exporting scene" ?

naive lotus
#

Yeah, it's all "exporting scene" grey, but says distributed progress = 0

grim ore
#

yeah that is normal, is exporting still running or does it stop? like mine says "exporting to local cache in 14.11 seconds" when you mouse over it

#

The only answer I can find about this is deleting and reimporting the lightmass importance volume if you have one, or making sure to use one ๐Ÿ˜ฆ

naive lotus
#

Mine says that too but the number keeps going up

grim ore
#

yep then it's stuck exporting it

#

soo.. you atleast know where it's failing now lol, its not the lightmass itself but getting stuff to it from the engine

naive lotus
#

Delete and reimport the lightmass importance volume. Is that part of the game or part of the editor?

grim ore
#

it's a volume in the content panel on the left, it tells the engine to only do lighting in this square area

naive lotus
#

ahhh

grim ore
#

try dragging one in then building lighting, don't worry if it's tiny

#

well not only do lighting in this area but that this area is important and to do lighting here mainly. its useful for large levels with blank spaces

#

but maybe this can trigger a small lighting area and force it to build

naive lotus
#

I'll try that once I get it back open. Unreal is a crashaholic today

grim ore
#

๐Ÿ˜ฆ

#

the only thing else I can think of like was suggested in the AV, maybe it doesn't like you writing temp cache files because it's stupid

naive lotus
#

Dude. I greatly appreciate your help, thank you so much Mathew. You just know all this because experience, or is there some reading you'd suggest?

grim ore
#

which part? lol most of it is experiencing the same crap and reading the docs

#

and being in this channel all the time you see stuff... stuff you wan't to forget but can't.... weird stuff

naive lotus
#

figures it's just "read the freaking manual" lol

grim ore
#

the manual is too big and in too many places to do it all tho ๐Ÿ˜ฆ

naive lotus
#

Yeah :\

#

Man. Every document that's over a megabyte needs a TLDR edition

grim ore
#

there is one other option I didnt think about I just found on the interwebs, ue4 did change to a different lighting model for lightmaps that might be causing it as well if this doesnt work

naive lotus
#

Hm, okay then. Though I did make it with the new one. You suggesting I try the old editor anyway?
no big deal if I lose anything, all I've made is something I had a tutorial for.

grim ore
#

well you have the lightmass importance volume to test

#

then disabling AV

naive lotus
#

Ahhh, okay, maybe that'll be worth trying too.

grim ore
#

it's a couple things to try, maybe one will fix the issue

naive lotus
#

I'll try those, report back when I get them all. Thanks man.

grim ore
#

I hope something works lol

#

because if not the next step is to turn it all to dynamic lighting and be damned the performance

naive lotus
#

Wish I could opt for toon shading instead of realistic lighting

grim ore
#

I know there is a toon shading example on the learn tab but no one ever seems to be happy with it out of the box

naive lotus
#

Better than so much realism it'll melt my heat sink

grim ore
#

๐Ÿ˜ƒ ๐Ÿ”ฅ

grave osprey
#

do selling games way more profitable then selling mesh ?

plush yew
grim ore
#

that is a very good question but as far as I read he does it all in BP so it's there somewhere. I did dynamic building using meshes or just placement and you can do alot with line traces and normals lol

plush yew
#

yeah im gonna do some homework on line tracing and stuff

grim ore
jaunty cedar
#

If I want to tell the target that I hit that the damage it took was a crit and/or a headshot, would I make it a damagetype or is there a better way?

plush yew
#

welp better make some popcorn

grim ore
#

I think the video is mainly the dynamic anim stuff but you get to see a ton of code and layout so ๐Ÿ˜ƒ

jaunty cedar
#

I want the number that pops off to be a different color if it's a crit, a headshot, or both, and the main way I can think of doing it is making a DamageType for each one and then both

grim ore
#

@jaunty cedar that is up to your damage system. using the built in one you can swap the damage type, or you can pass in to a custom damage event a crit boolean for example

plush yew
#

what's the difference between an animation curve and a blendspace?

#

or animation layering?

jaunty cedar
#

Right now I have it just applying damage the built in way. Would it be better overall to use just a method in the enemy's class that can have the crit bool passed to it?

plush yew
#

animation curve just seems like layering to me

jaunty cedar
#

The things you can damage aren't only enemies though, unless every single destructible prop, enemy, player, etc inherits from some DamageableObject.h that will be a pain

plush yew
#

I have a personal ledgeclimbing project, I would suggest refreshing linear algerbra @plush yew

grim ore
#

yep if you are already using the built in system might want to find a way to abuse it

plush yew
#

I think I have some ideas about how I could potentially do ledgeclimbing

#

Also, using anims with root motion tracks is a good way to skip some otherwise nasty calculations haha

#

rn I'm thinking probably just have two detection colliders that check for the wall and the floor connected to the wall, and just find the difference between the normals of the wall and the floor

#

if the difference is too small, then the slope is too angular and we can't grab it

grim ore
#

@jaunty cedar if you aren't using any of the inputs specifically, like if you don't need the damage causer specifically, you could cheat and do something like pass in the target as the causer and then when the event for the damage is done on the target it can check if it was itself for the causer or something else and if so know it was a crit. Then you wouldnt need to make new damage types

plush yew
#

im just wondering what the best way to detect a LEDGE WOULD BE

#

oops caps

jaunty cedar
#

That's fair

#

I'm probably just gonna go with damage types, I don't want to cheat tooo much

#

I'm not a fan of "If it works, it works" programming

#

And I might want to use the causer down the line

#

Points, kills, killfeed

grim ore
#

yep yep ๐Ÿ˜ƒ

plush yew
#

i used to not be a fan of 'if it works, it works' magic code until i came across quaternions

grim ore
#

I always liked the built in damage stuff but I never used it for some reason, always made my own using interfaces and generic events

#

it's probably why Epic moved over to the Gameplay Abilities stuff for complete customization

hardy flume
#

I have a pretty weird problem

#

in the editor the texture for my skeletal mesh shows up fine, but when I put him in the world this happens

plush yew
#

seems like you are using the default test material

#

@hardy flume

hardy flume
#

default test material?

plush yew
#

So when teh editor doesn't know where to find a texture it defaults to a greenish perlin noise map

hardy flume
#

would there be a reason it shows in the editor?

plush yew
#

Hmm, hwo do you mean shows in teh editor, when you open teh skeletalmesh it has the correct material set?

#

is your material created at run time?

hardy flume
#

and no it isn't created at run time

plush yew
#

are you dragging you teh actual skeletal mesh in teh levelor a character class implementing the skeletal mesh?

hardy flume
#

dragging in the level

plush yew
#

No I meant what are you dragging into the level, the Skeletal Mesh asset, or a Character asset?

hardy flume
#

blueprint character asset

plush yew
#

Ok so open teh character asset adn see if teh material is actually set correctly in the character asset

hardy flume
#

it is

mint raptor
#

Is it possible to create a save game object that can't be erased? I'm trying to record physics of objects to playback later but don't want players to be able to destroy the file that contains that info.

plush yew
#

then also, look inside teh character asset BP construction script that materials aren't being reset there

hardy flume
#

nothing in the construction script or in event graph

#

in terms of stuff that would change

plush yew
#

Have you tried seeing if you can replicate teh issue on a fresh proejct

hardy flume
#

I have not let me try

plush yew
#

got to go a while, test it out on an empty project

#

pz out

hardy flume
#

cya

autumn elbow
#

How would I go about comparing Enums ?

#

if Enum value is == someother enaum

plush yew
#

also a nice vid to familiarize yourself with tracing

autumn elbow
naive lotus
#

Anyone here tried out Editor Preferences > Experimental > Multithreaded Lightmap Encoding? How's it compare?

#

Frick. Tweaking the settings is what made Unreal refuse to load up.

real hound
#

So weird. Anyone ever have a crash just from using a float lerp node?

forest dock
#

Whats that thing called where the light shines rays in through a window?

#

My scene looks good but also kind of flat at the moment

plush yew
#

believe those are called 'god rays'

forest dock
#

I turned that on a but ago and it did things but no light beams from my windows

#

Does it not work well with DirectionalLight assigned to Sky Sphere and Sky Light combination?

#

I might have set Scattering to too low a value, let me rebuild lighting and check

#

Maybe If I override color with inscattering to give it contrast.

#

I'll take a couple pictures so you can see what I've got going on

naive lotus
#

wtf it crashes every time I add a Lightmass Importance Volume

forest dock
#

So these three images are the same scene, same settings, same session

#

I kind of want those light beams from the window to be more constant

#

The walls and ceiling are ugly, those are placeholder materials. Ignore that

#

There's also this where if you stare directly at the window it's an issue, but I'm not too bothered by it.

#

@naive lotus If you meet the required specs and it's consistent, submit a bug report.

hasty bough
#

Hey guys. have an issue with rendering out a movie. from the sequences. it renders fine when at 1080p but when i take it up to 4k crashes at the first frame pretty sure its the gpu, maxing out. watched the memory its doesnt max out. so cant be gpu memory. i have tried increasing the time on the TDR delay still crashing.

any ideas to the things i should be looking at to pinpoint what it is? i dont get anything in the crash report

jaunty cedar
#

Implemented the crits/vulns/statuses properly

#

It's pretty tight ๐Ÿ‘Œ

grim ore
#

@naive lotus .... oy is that was caused your issue?

naive lotus
#

nah, I got it to work (by doing nothing differently) and I'm waiting on it to try building again.

grim ore
#

no I mean was the checkbox the issue, for multithreaded?

naive lotus
#

Maybe yeah? At least the issue that prevented it from opening the editor.

#

Well it's frozen again but it got far enough to say "25% done exporting lighting data"

grim ore
#

@autumn elbow there should be a straight == (equals) for an enum if you drag off the enum type, should be a drop down for the enum to compare to in the node

#

@jaunty cedar what did you end up going with for the solution?

jaunty cedar
#

Just different damage types

#

It works really well

grim ore
#

๐Ÿ˜ƒ Not an idea I would have thought of but super glad to see it worked

naive lotus
#

@grim ore Yeah mine's frozen again. I tried the Sparse Volume Lighting Samples option and using a Lighting Importance volume.
For the volume all you need to do is drag it in and scale it to cover all the important bits right?

grim ore
#

yep or just drag it in and see if it works, either would have been fine I was just hoping it would help. Generally it shouldnt help on this but I had hopes

#

so at this point it's just not finishing exporting out to the cache so virus scanner?

naive lotus
#

I actually uninstalled my AV altogether, it was causing other issues anyway

#

Swarm log looks like the last one I sent

rocky mantle
#

hello, need help with my code its rotating more than 90 degrees that i have assigned. sorry new here

grim ore
#

damn yeah then its just simply not finishing the exporting if the counter keeps going up. At that point I have no idea what's stopping it

real hound
#

I have a strange issue. I am taking an old vertex, then recomputing its z with a noise map and then using the noise maps output as alpha as a lerp between new and old (new after scaling) and for some reason I am getting bat shit crazy acceleration on the verts, when I assume it would lerp towards the new value fractionally.

naive lotus
#

Well, okay, but at least I know what to research... right? Lightmap build isn't exporting?

grim ore
#

@rocky mantle are you trying to go from one rotation to another over time? if so you are constantly setting the rotation then using that new value on the next update from the timeline. You would want to store the current value of the rotation BEFORE the timeline and use that as the A on the lerp

rocky mantle
#

oh i see let me try

real hound
#

Ah I think I am lerping by a negative

grim ore
#

basically you are saying each frame "go from this rotation to this rotation + 90" and setting this rotation every time so your "start" is always moving heh

hasty bough
#

if i decrease the samples on ray tracing it renders out without crashing? anyway to say dont crash when gpu reaches its max?

tardy lily
#

Does anything persist through level change?

rocky mantle
#

Hi @grim ore it worked! thank you

tardy lily
#

Or is every actor destroyed and new ones constructed

hasty bough
#

@tardy lily everything is static in the scene nothing is destroyed or created

tardy lily
#

What I'm trying to get at is: is there a way to attach an object to an actor that persists through level change like game state or something

#

So I have a game, if I attach an actor to my character and change level the character doesn't come with me a new character is spawned for me on the other end of the level change. Is there something that I can attach it to that persists through this and then reattach to my character after the jump

naive lotus
grim ore
#

@rocky mantle yay! ๐Ÿ˜ƒ

#

@tardy lily what you are looking for is seamless travel if you are changing maps completely, alternately you can use level streaming and keep your persistent items in the persistent level

tardy lily
#

Ok so is that a Boolean on the change level node

naive lotus
#

gah, I've spent all day on this one and gotten no closer to fixing it... I'm giving up for the day

tardy lily
#

Know them feels voxel get some rest you'll crack it in your sleep

#

@grim ore and what does that preserve? Player controller, gamestate, both?

marsh swallow
#

Okay this is driving me nuts. Here is what i am running to play a Camera Animation on the PlayerCameraManager. I use the Camera Animation screen and highlight the view mode of the camera, take a Keyframe, Move the camera in editor and timeline then take another keyframe, move the camera again, etc. When i play it, the camera goes CRAZY.

#

I also cant see the curve editor as its broken in 4.22

plush yew
#

Sorry (again)

#

Where's the uh help channel here

#

I want to change my top down game to control with the keyboard instead of the mouse

naive lotus
#

Look for Mappings in project settings > mappings, and you can start with that. In the player's blueprints you can use those mappings to trigger actions like movement. That's most of what I know, I'm new too @plush yew

plush yew
#

why can't I delete this

#

ok

#

so I'm trying to do this

silent frost
#

@plush yew If that component is inherited then you won't be able to delete it.

plush yew
#

how do I un-inherit it

silent frost
#

I don't believe you can.

plush yew
#

sigh

silent frost
#

What are you trying to do exactly?

plush yew
#

i figured it out

#

i was trying to remap the game to use WASD instead of the mouse

plush yew
#

Um

#

What are you talking about

#

why can't I import this 3D model

#

What do you mean by "degenerate"

grim ore
#

according to the internet it's too thin, maybe try scaling it up

#

according to another post it could be due to vertices being duplicated on top of eachother

#

so the question is where are the files coming from

plush yew
#

I'm importing an FBX file someone made for me of my character

grim ore
#

any idea what they made it in? and does the entire model simply not import?

plush yew
#

it imports the textures, etc.

#

but not the polygons

#

apparently they used Paint 3D

#

Not sure what that is, so uh

#

(Normally I use blender)

grim ore
#

no part of it came in, it's just SUPER tiny it was not exported at the right scale

plush yew
#

hmmm

grim ore
#

delete what imported

plush yew
#

OK

grim ore
#

import it again, this time choose 100 for the scale and combine meshes from the advanced options

plush yew
#

Got it

grim ore
#

Pivot is in a bad spot but it's there

#

the 100 scale thing is very common if not exported for the proper units

#

and it being too small caused the tangent issue, and needing to combine it because it was multiple meshes in the fbx

plush yew
#

yeah it imported as separate objects

#

how do I get the software to combine them

grim ore
#

there is acheckbox to combine them in the import box

autumn elbow
#

Does the UMG still poll every frame?

#

I heard it was updated, not sure if it's event based now

blissful trail
#

soooo how do you get chaos destruction working ?

#

is there any tutorials online or anything cos im having trouble finding stuff about it

plush yew
#

Hello guys. How can i make an event if the player press Enter on mobile keyboard?

#

Hey, is it possible to edit already placed foliage? Forgot to turn off shadows... ๐Ÿ˜ฆ

#

okay, found it... Sorry ๐Ÿ˜„

blissful trail
dim plover
#

That's for the most part fine. Just means your build failed.
However, you shouldn't HotReload. You can turn off HotReload from adding a C++ class in Editor Settings.

blissful trail
#

will it still all work ??

dim plover
#

I'm not sure. Try building from VS.

silent frost
#

@plush yew Is that not the same as any other key press? Also, in BP or C++?

plush yew
#

@silent frost i will check it out again

blissful trail
blissful trail
#

floss how do i compile from source ?

#

i mean vs

weary basalt
#

Press F5 ?

#

You need to get the Engine Source from the Epic Github page

plush yew
#

Can i change the image of a button at runtime?

wary wave
#

yes

plush yew
#

How can i do that?

wary wave
#

IIRC you want to grab the brush from the button or something similar

#

it should be easy to find

plush yew
#

I cant find it

#

But i will search again

plush yew
#

Yeah, just found it. Thx

spark sonnet
wary wave
#

without context it's hard to say

spark sonnet
#

Its a widget

wary wave
#

well obviously

ebon zodiac
#

Hi guys, weird stuff happens when I migrate a few materials to another project. The are are just not visible in the content browser and folders are empty. Has anyone expirienced that before?

spark sonnet
#

When clicking a button it should do this which will change the color of a button in another widget

wary wave
#

right, that's some context - but when and where is this happening?

#

for one thing, it won't change the colour of another button because you're creating a button

#

but also the above doesn't do anything with the widget except set the background to black

#

I presume it's never even attached to anything in any way

spark sonnet
#

This is all I think

wary wave
#

why are you creating a HUD widget?

spark sonnet
#

I wanted a reference

#

What should I use instead?

wary wave
#

an actual reference to '1'?

#

you're overwriting the value of '1', you're not getting it

spark sonnet
#

Oh

#

How could I get a reference then?

wary wave
#

'Get 1'

#

I mean, it's just there

spark sonnet
#

Its in another widget

wary wave
#

then get a reference to the widget that contains it

spark sonnet
#

And I would do that with create widget?

wary wave
#

no

#

if it already exists somewhere, creating random widgets won't get you anywhere

spark sonnet
#

Ok. What would be the best way to get a reference to it then?

wary wave
#

from whatever is creating it and managing it in the first place

spark sonnet
#

I made a reference to the widget now but I cant get the buttons or texts from it

#

HUD Object reference is not compatible with HUD Object reference

#

Hmm

spark sonnet
#

Ok I figured it out. Thanks for your help! @wary wave ๐Ÿ˜ƒ

snow thorn
#

when packaging my game my dynamically created UMG Widget is not behaving like it is in editor ๐Ÿ˜ฆ

#

it's driving me nuts. tried many variants and it's just buggy as it seems

#

code seems to be not executed in that offending blueprint widget

scarlet birch
#

What bp is that in? Could it be it's called too early? Try a delay of like 0.1 before the cast

snow thorn
scarlet birch
#

I'm on my phone, it's hard to see the text

snow thorn
#

i create the Widget BP in FirstPersonGameMode and then try to update its text in Event Tick of FirstPersonCharacter

#

oh i see

#

i set the default text in the UMG editor to still unset

scarlet birch
#

I'd move UI stuff out of gamemode

snow thorn
#

the crazy thing is that when i run this in the editor the text is changed to testing as expected... but when i run it as packaged game the text remains still unset

#

what's your preferred location for this?

scarlet birch
#

I handle UI in the controller most of the time with a separate event graph for UI

snow thorn
#

i don't see why it's not working because i have 4 other widgets i use and they don't bug out

#

but ok... so i'll try different locations for widget creation and see if this helps

scarlet birch
#

I suspect it's called too soon. Try the delay

snow thorn
#

ok

left citrus
#

I'm using a texture to pass vectors to the shader but using FColor means the values aren't correct - if a color has 85 in the red channel, it ends up an actual pixel value of 156, should I be using LinearColors? or after normalization will the value "85" or a third of the way along the 255 set be respected?

#

I presume the former..

snow thorn
#

@scarlet birch you were right! it was a life-cycle issue. code does not run in the same order in editor and packaged as it seems

#

i moved the creation of the widget to another location and that fixed my problem

#

thanks! ๐Ÿ˜ƒ

jagged brook
#

Hey. Have someone tried to get webrtc real-time video stream from Pixel Streaming plugin and play it somewhere outside the browser? Racking my brain to deal with a crazy R&D project ๐Ÿ˜ƒ

dry marsh
#

Hi, any know any tutorial, template or something for a equipment system like World of Warcraft?

#

for armor parts

#

for the 3d part, what system used for attach, for example leggings for a character, and this work with the animation

rich hornet
#

it would be just sockets on a skeletal mesh bone

#

look up equipping a weapon and do the same thing

dry marsh
#

yeah, but if i attach a leggings, the item need to do the same animation like the character (with the legs)

#

weapon is more easy, don't need attach to the body of the character

rich hornet
#

yeah good point my brain's fading

dry marsh
#

this is my problem

#

don't know what is the best approach

rich hornet
#

i'd take a character mesh and cut down all the polys to the pants

#

and rig that against the normal skeleton you use

#

and retarget the anims

dry marsh
#

create the item and add rig like the character

#

yeah

#

WoW use a something mechanic for mix the textures

#

i think

left citrus
#

is there a better way to debug shaders? I've got something which works perfectly in c# in unity but transferring the logic to work as a shader in unreal is mental

blissful trail
honest vale
#

@left citrus you mean materials or actual shaders?

left citrus
#

@honest vale got a bunch of hlsl in a material - might just shift the whole thing to hlsl if it's easier to debug

weary basalt
#

@blissful trail TextRenders are affected by the lighting as well so they maybe going invisible due to not facing the light source and getting a shadow. Just something to keep in mind.

honest vale
#

yea you might want to use an emissive text material

#

alternatively: add a sky

languid harness
#

Question, does ue4 still compile bsp brushes like it used to? I know you can still create levels with brushes, but if you build a room with 6 brushes does the final level stil have these 6 brushed or is the bsp compiled into just the inside faces?

wary wave
#

as far as I'm aware brush tools haven't changed much at all since UE3

#

so it would be reasonable to assume it works similarly to before

languid harness
#

So it would still build the final faces of the level from the 'inside' faces and discard the 'outer' ones? Not just keep the brushes as full cubes? Could anyone confirm this please

plush yew
#

what is this platform? it's an imported mesh from mixamo and the same platform is not visible when opening in 3ds max

#

also why is the rotation wrong

#

more importantly how do i fix it

languid harness
#

Not all exporters use the same axis as your 3d modeling software

sudden agate
#

make sure you export with X forward and Z Up

languid harness
#

You should be able to rotate the mesh in ue4

plush yew
#

but i made sure to rotate the pivot correctly and selected z-axis as up-axis

#

unless mixamo somehow screwed it up

languid harness
#

Not every exporter uses the z axis for height. Some use it as the x or y axes.

plush yew
#

i know that

#

and its mixamo that fucked it up

plush yew
#

How Can i make an event when Pressing enter on mobile keyboard?

blissful trail
#

how do you use a variable from one level to another level keeping tis value ?

old fulcrum
#

good day everyone

light coyote
#

@blissful trail There is a blueprint type called game instance.
What it does, is it keeps the values of the things in it while game is running,,, when shut, it disapears
Thus the name Game Instance,, is used as an instance for the game as a whole

#

But is not the only way
You can save it as data and load it when needed

wary wave
#

anyone have any good resources for working with runtime procedural geometry?

#

never really used it before outside of doing a simple terrain generator, but want to do something not dissimilar to a light cone that can be blocked

real hound
#

Whats a good comparison between fps in the viewport and fps on a packaged version?

light coyote
#

@plush yew Search for touch input in the bluprints

#

@wary wave I never used procedural, but a friend followed an aparently good tutorial in youtube of a procedural runner game, if that is of any help

#

@real hound NFI (no f$%ยทing idea xD)

wary wave
#

haha, not much help at all no

real hound
#

@wary wave Runtime Mesh Component and UnrealFastNoise go together nicely. Midgen also has a thing called cashGen that mates the two and generates terrain and everything.

wary wave
#

"want to do something not dissimilar to a light cone that can be blocked"

#

also, no external stuff

#

no plugins etc

real hound
#

Yeah I dont really know what you mean there.

light coyote
#

Me neither xD

wary wave
#

fake volumetric effects, light cones

#

it's not what I'm doing, but the technique would be very similar

real hound
#

If you cant use plugins (assuming this is a school project) then I would still download them and look at how they implemented everything in cpp

light coyote
#

But what does that have to do with the procedural

#

?

wary wave
#

it's procedural because it needs to be blocked by geometry

#

it's not a school project, it's a professional one

plush yew
#

@light coyote and then?

#

There ist only touch 1, touch 2....

dry marsh
#

Hi, any try the Master pose component for equipment system?

real hound
#

Why cant you use free plugins off of github in a professional setting?

wary wave
#

because I can't just slap random stuff into engines that 100+ other people are using

#

licensing is a thing, so that's one issue

#

then there's the fact they need to be maintained, and running on multiple platforms

real hound
#

They are free... I think midgen jsut asks you credit him in the game credits.

#

Its just some cpp math wrapped up for use in unreal bps

wary wave
#

licensing means the legal department needs to look things over and it takes a considerable amount of time - and it's a big dependency that is much better avoided for the sake of just one visual effect

light coyote
#

@plush yew I dont know, i never used it before,,, but ive seen there is a touch enter, when touch, stopped touching,, ... maybe you dont have acces to all individual keys cause that is androids busines,, i dont know

plush yew
#

@light coyote all right. Thx :^)

vital jackal
#

quick question, how do I enable the edition of a material instance's paremeter? referencing the box that isn't ticked on 'Color'

real hound
#

So this is essentially for a particle effect like smoke that needs to wrap around an obstacle?

wary wave
#

worse, gameplay element, but needs to be blocked by geometry

#

it shouldn't be too tricky, and it looks like there's some decent examples of using basic proc meshes in C++, so I think I'm going to be fine

light coyote
#

@vital jackal The material needs to be dynamic
Dynamic meaning you can change things in runntime
Not to be confused with things that change in a material, but are programed to do(even random stuff), its in the code

#

I dont know 100 per cent if you can do that, but im prety sure you can, as long as you make the variable public,,,
I know you can change the material itself when made dynamic
@vital jackal

real hound
#

All I can do is point you at things as examples, and they are all plugins. Sorry man. Maybe look into BOIDs

vital jackal
#

yeah just wanted the variable public, guess I'll just make a dynamic material bp and from there I can make the variable public

#

cheers mate

real hound
#

Boids might be your solution, if not overkill

wary wave
#

..boids? That has nothing to do with what I'm doing, heh

#

this is what I'm currently looking at

light coyote
#

@vital jackal wait

wary wave
#

what I wanted was decent info about how to wind the verts, set up UVs / tangents and all that jazz

light coyote
#

@vital jackal You make the variable public in your material(maybe you dont even need that)
in the blueprint, search for create dynamic material,,, promote to variable,,,, set it to the material you want it to be

real hound
#

That uses runtime mesh component

#

a plugin

#

from koderz

#

the one I recommended in the beginning

wary wave
#

yes, but that plugin is build on top of Proc Mesh and many of the functions are the same

real hound
#

If you want to use UE4's build in procedural mesh just be prepared to take a 70% performance hit

#

They are no where near the same under the hood.

rotund blade
light coyote
#

@rotund blade Congrats ๐Ÿ˜ƒ

#

Looks intresting

#

I like spacy stuff

rotund blade
#

@light coyote thank you very much ๐Ÿ’

vital jackal
#

@light coyote so even if I just want to change the color in the editor (not run-time) I have to make the material dynamic?

#

I just want the variable public so I have a BasicColor material and I can apply it anywhere and just change the color on the paremeter

plush yew
#

how do i change the skeleton of a blend space?

light coyote
#

@vital jackal You already have that

#

That is why i thought this was your cuestion

#

just click the color parameter in the instance to enable yourself to change it, even while you play

#

this is only posible in the editor for obvious reasons

#

Or i belive so to be

vital jackal
#

lol I was overcomplicating it

#

thing is I want the material to be different per static mesh, see how the wall and the circle are both grey? just want the instance to be on its default color when I apply it to a sm

stable orbit
#

I am trying to build for iOS from my Windows, but I keep having troubles with the SSH key. I tried to use IPhonePackager and package it from the editor.
When I use the IPhonePackager It keeps telling me that UE4_22 is missing the PList file. Then when I try to run it from the editor I get ERROR: Failed to generate SSH private key for <Username>@<Server Name>

vital jackal
fallow oxide
#

Does anyone have tried to setup the build variants or flavors like we do in Android Studio

vital jackal
#

so I can change it

hoary marsh
#

I can't install 4.23 in my default directory, it says "maximum path length exceeded ". But all my other versions are installed in that directory and never had that problem. Any solutions, I like having a good file structure and don't want to move the whole Unreal folder.

light coyote
#

@vital jackal Color set on the original material, will be the default color in the material instance

#

What you want to do is create more material instances

#

Dont make an instance of an instance

#

Just make more of the same original material

plush yew
#

somebody please tell me how i can fix mixamo's rotation being wrong, i changed the rotation in the import settings but that only affects the mesh, not the animations ๐Ÿ˜ฆ

light coyote
#

What do you mean ?

#

The animation plays backwards ?

#

Your character has to be imported looking forward

vital jackal
#

ah, so for every color I'll have to make a new instance? that's alright just thought there was a way to just use one instance

light coyote
#

An instance is just another material

#

The reason why you should be working with instances is that there is less data loaded i belive,,, and less calls to do to the engine

#

same as all objects in world are instances (copys ofan object)

vital jackal
#

that's fair, so there's no way to simply change the color per sm through the variable and I must instead have an instance for every color I want right?

light coyote
#

you can keep making more and more copys, but the data of what it is to be copied, is allready loaded

#

@vital jackal Yes, but, i mean, you can make it dynamic for what you want, and then set the color (i dont think is worth in this case)

#

or

grim ore
#

@vital jackal unless the meshes are going to be blueprints where you can change the color thru the detail panel you are going to have to just make 1 instance to drag/drop onto the meshes per color

vital jackal
#

that's alright, cheers

light coyote
#

You could asign a random color to each one

grim ore
#

unfortunately you can't expose the parameters directly to the world for materials they have to go thru something

vital jackal
#

that's fair

plush yew
#

@light coyote i imported the character looking forward but the animation still has the wrong rotation

light coyote
#

Srry, sometimes i explain myself too much, that is me xDDD

#

But yes, as its an instance, its a more afordable material.

Normaily you would have a few parent materials.
One for simple solids
Solids with alpha
etc..

real hound
#

Is there a way to see the current size of data of an object, I am trying to decided what I would choose to replicate.

light coyote
#

To wich you change textures

old fulcrum
#

hi guys, would like to ask if there is a node like flipflop with multiple outputs. in the pix is what i am trying to do.

plush yew
grim ore
#

@old fulcrum what are you trying to do?

light coyote
#

call them by order

#

1 2 3 4

#

hmmm

grim ore
#

use a switch node with an index that you increment every time it's called, use a select node with an index that is incremented every time it's called and pass that to your tile

#

use an index basically lol

light coyote
#

xDDD

#

@grim ore case node any good ?

#

cant really remember it

grim ore
#

I dont remember if there is a case node in BP lol

#

I think that is a select node

light coyote
#

I need to check if you dont give me the answer ๐Ÿ˜…

grim ore
#

pretty sure it's a select, you get one input and it chooses one output based on the input

old fulcrum
#

didn't think of that lol. thanks @grim ore

plush yew
#

is there any way to do axis conversion on an fbx that includes animation?

grim ore
#

nope not select, switch would be a case lol

light coyote
#

ok, now i get it xD

grim ore
#

yeah switch on XXX would be like a case function in traditional programming

light coyote
#

@plush yew Send nudes. I mean screenshots

grim ore
#

which I guess technically it's a switch on case in that case in old man code programming so it makes sense lol

light coyote
#

@grim ore I am confident in blueprint programing,, but i can miss basic basic stuff sometimes,,, where i studied was a bit of a chaos sometimes,, but i liked it in a sense

#

I like it, i enjoy it,, but i dont know enough

grim ore
#

you never will ๐Ÿ˜ƒ

light coyote
#

Wierd,,,, that felt good and bad at the same time xDDDDD

grim ore
#

It's the one reason I like programming, you can always learn something new even if you've done the same thing a hundred tmies

light coyote
#

One thing i would really like, would be to have a template to create an app in ue4

#

not a game,, a propper app

grim ore
#

it's possibly just super overkill

light coyote
#

if you can make interfaces, and comunicate with the internet,,,, in theory, is perfectly doable right ?

#

In what sense ?

plush yew
grim ore
#

well I can make an app do that in C# in a few lines of code and it will be super small in size, doing that in UE4 would result in more lines of code than needed and it would be much larger in file size/memory use

#

you don't need a 3d engine to render out 2D text for example

#

@plush yew when you imported the mesh and the animations did you use the translation option to rotate them at import time?

light coyote
#

Yes, and that is what i meant by a templete for app.
Literaly, no 3d world at all

#

But, the larger the app,, the more afordable it becomes to do it here right?? or is it not even worth considering ?

grim ore
#

ah, well in that case you can technically do it using slate. The launcher is an example of using the "engine" for an app

#

but it's going to be C# or C++ in the end if you do it that way

#

and at that point, roll an app in C# using WPF or QT and it's a ton easier lol

plush yew
#

@grim ore yes i did

#

only the mesh got rotated correctly, not the animation

grim ore
#

using UE4 to make an app is using a hammer to turn on a light, it works but you really don't need a hammer to do it lol

light coyote
#

hahahahahahahahahhaha

grim ore
#

@plush yew are the animations all part of the original FBX? if so you might need to pull them out and import them separately. I know that way works. Otherwise you can make a keyframe at frame 1 of the animation and rotate the root to the correct rotation and save it with the new rotation for frame 0

#

fixing it in the design program would be best of course

#

I don't know what would happen if you just rotate the frame0 on just the animation and not the model tho ๐Ÿ˜ฆ

plush yew
#

@grim ore ah thanks, lemme try importing the animation and skeleton in seperate fb exes

grim ore
#

maybe if you dont have the animations you can export out the animation from UE4, then import it back in and translate it lol

#

I know that works as well but again I don't know what it would do if the original mesh is not rotated

light coyote
#

It will work what you say if it only had 1 key in the inner square
I belive mixamo gives you quite a few keyframes

worthy ginkgo
#

Hey! How can I rotate the camera in the Top View Mode of Viewport?

grim ore
#

yeah it's going to be trial and error to try and fix it in engine, fixing it in blender or somewhere else is the correct answer

worthy ginkgo
#

Looks like its FIxed at all axis

light coyote
#

This bone to say,,,

#

if you move it,, everything will move,, if you rotate aswell

#

All keyframes in animations are related to this fellah

grim ore
#

@worthy ginkgo I don't beleive you can when you are in ortho mode

light coyote
#

so you can rotate this to correct position in all the keyframes it has, and everything should in theory be ok

real hound
#

If I have a rather heft bit of code for generating a 3d noise volume for some procgen stuff and I only want it to run on a server and then replicate the volume data where would I build that? In GameMode and then pass it through a GameState?

worthy ginkgo
#

@grim ore Oh wow. Hopefully they'll implement it.

sterile bison
#

uhmm

#

could this cause issues?

grim ore
#

@worthy ginkgo I would assume they won't as ortho is generally used for a fixed view and top is relative to the normal rotation of the viewport

#

@sterile bison no that is just a regional thing, the . and , are interchangeable for numbers depending on region

worthy ginkgo
#

๐Ÿ˜ฆ

ornate hamlet
#

man, thank god I have source control, I literally borked my entire project with Blueprint to the point where it crashes on startup harold

#

do I get a medal or something?

real hound
#

How is that even possible. lol like it wont even let you start ue4 editor?

ornate hamlet
#

yeah, it crashes on startup, pretty epic if I do say so myself

#

oh there is a pun in there, I am on fire

real hound
#

gg

misty creek
#

This appears to be as good a channel as any other for my question. I'm having some trouble with my lighting and I'm really not sure what the problem is. When I build my lighting it looks fine

#

Any ideas why?

#

I'm using the platform starter pack

light coyote
#

Looks like uv overlaping in a sense

#

The diagonal wood that is completly black.
Is it completly ok in the other side ?

#

other side of the box

#

same diagonal

misty creek
grim ore
#

after you built it fixes this right? did it maybe not save correctly.

misty creek
#

Yeah, I can rebuild and it looks fine

#

Any way I can check if it is saving?

#

I've rebuild a lot of times

grim ore
#

next to the map is there a builtdata file? in the content browser

misty creek
#

Yep

sterile bison
#

got a problem for yall

#

I'm using "GetRandomPointInNavigableRadius" to spawn my entities, and need to use "adjust location but always spawn" in the override to get them to spawn

#

is there anything I can do to limit them from spawning on top of other entities

#

I'm at the stage in my game jam entry where I am runningi nto issues I can't google ๐Ÿ˜ƒ

grim ore
#

@misty creek wish I had an answer, have you changed any of the default settings? it looks like a bad shadow map on the cube from built lighting but UV1 looks fine

misty creek
#

I don't think that I have, I'll check as soon as shaders are done compiling, I'm switching to dynamic lighting

grim ore
#

yep the example map uses dynamic but even swapping to static is fine here

#

Im assuming this is a new map you were making?

misty creek
#

Yeah, it is

grim ore
#

ok I can get it to mess up when it's trying to use UV0 for the lightmap channel for the boxes but not UV1 which is the default, maybe it got flopped? If so it should give a ton of errors in the message log after you build

misty creek
#

Dynamic lighting appears to have fixed the issue

#

I wasn't getting error after the build

grim ore
#

well yeah if it's a UV issue it won't use them when using dynamic so that makes sense ๐Ÿ˜ƒ

misty creek
#

Thank you for your help!

grim ore
#

it's on the trees too so I wonder what the actual problem is ๐Ÿ˜ฆ

#

I've also never opened this platformer pack and it's really freaking adorable

#

aww darn it's not perm free, would be nice to make future tutorials using it

#

aww man... the platformer pack is using event tick for animation ๐Ÿ˜ฆ

light coyote
#

XD

#

You could do a tutorial on random scale spawn of those trees

#

and rotation

#

to give variance i mean

grim ore
#

it's a really neato pack to be honest, nicely themed together. Super happy I grabbed it when it was free

light coyote
#

I know that the brush from the landscape is able of doing that, but for who ever wants to learn it in terms of programing

#

Looks cute

#

only thing missing is a cat

grim ore
light coyote
#

wtf

keen moss
#

is there a tool or plugin for max or unreal that helps with texture atlasing?

light coyote
#

hahahah

grim ore
#

@sterile bison all I could think of is get that point, do an overlap check from that point for anything that you don't want to spawn on, and if it finds something get another point. Repeat till you get a clear point.

sterile bison
#

man this is why I hate game jams

#

no one ever wants to join forces and there's always some shit round the corner

light coyote
#

@keen moss I didnt know what you meant, now i do.
But i dont think you should worry about that

#

You can separate things by Uv chanel

keen moss
#

@light coyote does doing that help reduce draw calls the same way as atlasing does?

sterile bison
#

multiple UVs will not help with draw calls afaik

#

quie the opposite

light coyote
#

So...
In 3d max, you can pack all together that you want in 1 uv(maybe a character or whatever)
Once packed
You can select all, and in the uv window you will see in the bottom left, U V
You can now select all the character, and as an example put -1
It will move all objects to the left (or down, depending on U or V), by exactly 1 uv space

#

you can assign a chanel to each bach

#

And then when you have your material, you change the chanel, and it will change the texture

#

@sterile bison @keen moss I dont know for sure, but i assume it does help a bit

#

But yeah

#

dont know๐Ÿ˜…

sterile bison
#

aw damnit

keen moss
#

if you move the UVs by exactly 1 uv space, wont the textures remain the same? doesnt the texture tile in theory every uv space? sorry if that is a stupid question its been a while since ive messed with UVs

light coyote
#

yes

#

but you only move it so you can pack the next bach confortably

#

to not have a gazilion lines overlaping and see what you are doing

keen moss
#

oh i see

light coyote
#

When finished you would do exactly that
Put them all together again in the default uv space
But you allready separated them by chanels

#

What i like about this method is that you can see if one bach has more uv space than another

#

and you can distribute

keen moss
#

i will have to try that, it sounds confusing reading it here, im sure it will make sense after i try it

light coyote
#

to not have the handle of a door in 4k and the door itself in 128 p

#

if you are not working for a AAA company, i would be a little more relaxed

keen moss
#

i work in Archviz

#

trying to find methods of optimizing scenes for the Oculus Quest

sterile bison
#

@grim ore Just tried that. Capped it to 4 maximum attempts and it's failing rather often...

light coyote
#

@keen moss ok then yes xD

#

didnt know that

grim ore
#

what if you had it do the next search for the navigable point from where your "miss" was at so it tries and find another spot hopefully empty near there @sterile bison

sterile bison
#

I wouldn't know hwo to do that I am afraid.

light coyote
#

@keen moss
Then look up material instances, parent materials, etc..
you can have a simple solids material, and any simple solids materials you may have, will all be instances of that.
You would create an instance of that parent material by right clicking on it, and you can have, all kind of tile textures, wall textures, metal, wood,,whatever

grim ore
#

@sterile bison when you look for a navigable spot you have to put in where to start from? When it finds a spot and if that spot fails when you search again use that new spot as the start for the next search

novel lodge
#

Hello

grim ore
#

it would basically be "look for a spot" , if that spot failes "look for a spot around this spot that failed in a smaller radius", repeat lol

novel lodge
#

Please can anyone help me with ADS for a first person shooter

sterile bison
#

idk man this is getting too spaghetti for me

#

I have figured out how to re-plug the origin

#

I guess I'd have to store my star tloc as a variable?

keen moss
#

@light coyote Thanks Richard

light coyote
#

maybe you have a parent for glass
some glasses may have some normal to them,, or some may be more satin, so you will reduce the roughness, maybe even add some noise or whatever.
The point is that the parent glass material will have everithing a glass may have,,, converted to a parameter,,,
And when you create an instance of it, you can activate it, and replace textures or change values to get the glass you need

#

@keen moss In theory you could have one material that would act as parent of all materials.
But that would be a bit crazy. They are just to many things you can do.
So look for your own balance.

novel lodge
#

Help

sterile bison
#

I fail to understand how that exec pin is supposedly not connected

#

especially when this macro has an exec input

light coyote
#

Are you setting its location to where he exactly is at that moment ??

#

@novel lodge Advertising ?

novel lodge
#

Nope. Aim down sights

sterile bison
#

So the way it works is that my Parent has a certain location. I trigger it. And from its location I look for a spawn point @light coyote .

#

So yes

#

My parent is hand placed in the map by the ld

#

Anything wrong with that?

light coyote
#

But.. i mean

#

you have to do something before

#

like

sterile bison
#

Like what?

light coyote
#

from its actual location, get me a random location in 10m radius, and Set it as this location,,, or am i missing something from your bluprint ?

sterile bison
#

oh son of a bitch

#

it's colliding with the map mesh itself

#

FUCK

#

๐Ÿ˜‚

#

Now to find a way to get that as an exception...

light coyote
#

@novel lodge Aim down can be a pain.
If you dont want to fully properly aim, you can acces the camera of the fps, and if you reduce the Field of View,, it focuses,,, because it makes the camera see less, but it still has to fit the screen

novel lodge
#

@light coyote Currently I'm using an animation to line it up and for attachments I offset the mesh position but I'm hoping there's a better way

sterile bison
#

you should be able to use a component as a parent

#

and move that

light coyote
#

@sterile bison Add a tag to whatever needs one
check if actor has tag, then allow it to happen

sterile bison
#

then manually input a location / rotation

#

that's how I did it on one project

novel lodge
light coyote
#

I got really frustrated when trying the same thing and left it aside
But i was thinking on making something to adjust it wile in play, and somehow save the transform :/
I got really frustrated

plush yew
#

Can I refresh/Update a widget?

light coyote
#

niceee

novel lodge
#

@light coyote I just use a socket in the scope or iron sights for the bullet trace when aiming so the bullet always goes to the centre of the scope / ironsight