#ue4-general

1 messages · Page 511 of 1

grim ore
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you have no radius in your get random reachable point in radius

marsh swallow
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^

hardy flume
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ah

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😛

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how big exactly should the radius be tho?

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map size or

grim ore
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thats up to your project, 1uu is 1cm

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and we dont know your map size or other parameters

hardy flume
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yeah ofc ofc

cloud palm
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@grim ore After I record it with level sequencer, do I need to insert it into the game with some bp?

grim ore
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I also dont think your values should be multiplied by -1 if you are trying to find something around the AI that is calling that

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@cloud palm you can add it to the level and just tell it to auto play on start for example, or load it up another way using the level sequencer player

hardy flume
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it worked by the way thanks! but I am planning on the AI running away so I thought I'd get a random point opposite to that of where they are now

grim ore
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well if your character is at say 1000,1000,0 then you would say hey -1000,-1000,0 find me a point and that point could just be back where you are heh

cloud palm
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@grim ore so Is there a special node in blueprint named auto play on start or do I have to create a bp that will perform that?

grim ore
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if you want it to run away it might be more math

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@cloud palm nope auto play for a level sequence is a checkbox on the sequence if it's in the level

cloud palm
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Oh ok

hardy flume
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I wonder what the probability of that is @grim ore

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but I shouldn't take chances should I

grim ore
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not a large probability but this is where allllll the game design comes into play tweaking stuff lol

hardy flume
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do you feel like its okay to put that into the Polishing part of the game tho?

cloud palm
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@grim ore would I do the same if I want it to be at the beginning of the level? Is that a check box as well?

grim ore
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if you want it to run away from the player there is stuff you could do like find the players location, and find the AI location, then do some math with vectors to get the angle away from the player for the AI then go a distance away in that direction THEN do the get navigable point with a small radius and it would run away to somewhere near there

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@cloud palm if you have a level sequence in a level and you check the auto play button it will auto play it right when the level starts. If you want it delayed you would have to make a custom BP that would start it at a certain time.

hardy flume
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gotchaa, I actually did have a question about the radius. Is it the radius for where the point is going to be, or the range of how far the AI will move?

grim ore
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if the point is 0,0,0 and the radius is 100 then it will find a random point between 0,0,0 and 100,100,100

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it's a circle outwards from that location

hardy flume
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so in theory if the point is -1000, -1000 and then radius was 1 wouldn't it just be -1001, -1000?

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-1001, -1001

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or in between

grim ore
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well it's a radius so my example wasnt correct either yours would be -999,-999 to -1001, -1001

cloud palm
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@grim ore thank you so much, this really helps a lot

grim ore
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there is the Draw Debug Sphere node you can hook up when you do that call and put in the same numbers and it will draw a debug sphere in that location so you can see what it is doing

hardy flume
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okay well I set the radius to 1 and the ai stopped moving again xD

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and yeah debugging is probably the best bet

grim ore
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draw debug XXX nodes are sooo handy when trying to figure out math 😃

cloud palm
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@grim ore If u can, I really hope that u can make a video on how to save and load for platform runner game

grim ore
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yeah a radius of 1 will fail because your move to has a value for how far from the target before it's done and its probably way more than 1

hardy flume
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makes sense

grim ore
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@cloud palm I have covered the basic Save Game Object which is what is used for saving, beyond that it's just figure out what you need to save and putting that in the object and making sure it's updated when you save

cloud palm
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@ can I ask how long did u use the engine to get so pro lol MathewW#9472

grim ore
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I've been using UE4 since the public 4.0 release so a billion years?

hardy flume
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jesus christ 4.0?

cloud palm
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Damn

grim ore
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when we had to pay for it lol 😃

hardy flume
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yeahhh

grim ore
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alot of people here have

cloud palm
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When did that even came out?

hardy flume
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I remember back when you had to pay for it, I was super happy when I could get it for free

cloud palm
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I believe I start it last year

grim ore
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looks like "On March 19, 2014, at the Game Developers Conference (GDC), Epic Games released Unreal Engine 4 through a new licensing model."

hardy flume
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idk if you know any of the legal stuff behind unreal but do they charge anything past 5% for commercial sales?

steep ferry
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Hey guys

sinful umbra
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ue4 became free around 4.8

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sometime in 2015

steep ferry
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I have a really really important question (at least for me its important)

grim ore
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I do not know as I use it for educational use so no cost for me but 5% is correct and it can be different based on if you launch on the EGS and other factors

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yep GDC 2015 is when it became sub free

hardy flume
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gotchaa

cloud palm
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@grim ore my game have around 50 game levels, if I want to save the information of how many level a certain user pass so when I load it next time it will skip that level, how can I do that?

grim ore
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that can just be an integer of the last level beaten can it not?

cloud palm
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Emm maybe

steep ferry
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so well basically Im trying to make a random corridor generation and well let's say that I have 1 mesh for now and it can be looped so i did this blueprint

grim ore
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unless you also need to store data about each level that has been beaten then it depends on how much of that data there is (high scores, times) then you can make a struct to hold that data and save it in an array or list for example (1 entry per level)

cloud palm
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I was thinking of true and false variable lol

grim ore
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a boolean array would work as well, one index for each level true or false

cloud palm
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How can I create a strict?

steep ferry
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And when I launch the game its like this. Its only adding and heres the question. How do I make the vector and rotation once add and once decrease every spawn ?

cloud palm
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@grim ore do u have a video on that?

hardy flume
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@grim ore looks like everything works, the problem you brought up is fixed so even if the monster went to a point near the player all the player would have to do is keep pointing their light at the monster to get them away. But thanks for your help!

grim ore
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right click, blueprint, struct to make new structs

steep ferry
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like 1 - adds 2-decrease 3-adds 4 - decreases (and loops)

cloud palm
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Kk

grim ore
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@steep ferry that sounds like using a modulus on the index would work

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then based on the result from the modulus you can add or subtract in the loop

steep ferry
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Well im using ue4 for 2.5 years and never used modulus. Probabl because never needed it

grim ore
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it's the % in computer math

steep ferry
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Oh

grim ore
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which is not division because that would make sense lol

steep ferry
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Yeah

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so

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What i exactly need to do again? (sorry i seriously never used it earlier and have no idea how it works)

grim ore
steep ferry
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Oh thanks

grim ore
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basically you would get back a 0 or 1 based on the index being 1 or 2 or 3 or 4 and then you can do your math based on that for add or subtract using like a switch on int

steep ferry
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Ok so

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This guide is probably usefull but im too stupid. I guess im gonna watch it couple of times again

grim ore
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as a generic example

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but the %2 is basically giving you back a 0 or a 1 if the number is divisible by 2, you get back just the remainder of 0 or 1

steep ferry
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DUDE

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Thank you

grim ore
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I guess an alternative might also be the flip flop node now that I think about it, it will flip back and forth between 2 executes every time you call it so you can put it after your loop

steep ferry
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I understand now

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thats what i needed 🙂

grim ore
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might be... less nodes lol

steep ferry
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It works perfectly. @grim ore Really thank you for explanation

grim ore
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hell that works too, go if node

steep ferry
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I mean

grim ore
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programming; where the same result has 100 answers lol

steep ferry
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in the demo of my scp game i made the corridors by myself

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and that was hell of work

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thats why i wanted to replace it with the random corridor

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which will be even easier due to the fact that i already know how to make floors

grim ore
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😃

steep ferry
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I know how to randomly select actors

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which is even better

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again really thank you buddy

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means much.

grim ore
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playing with random generation is so much fun once you get it working

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but man....

steep ferry
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bump

grim ore
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its so much work lol

steep ferry
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Yes?

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With what?

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random actor selecting?

grim ore
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just everything in general to get a working system without weirdness lol

steep ferry
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Nah for me its already working

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thats all i needed

grim ore
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😃

steep ferry
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Again thank you so much

grim ore
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yeppity yep

marsh swallow
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now that the concept is working. time to go make some nice animations.

grim ore
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Well neato

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Keep in mind you can activate and deactivate stuff with events so like fly thru th enemies and after you are past them then turn on the follow Target to look back at them

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So many potentials for neato

steep ferry
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Btw guys a question

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if im 14 can i work in a game company

mint hill
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no

steep ferry
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Oh damn.

mint hill
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you could intern

steep ferry
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btw heres the floor generation

mint hill
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also what system is better? Perforce or SVN? because i dont have good wifi and dont want one that takes a long time for me to download something

marsh swallow
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@grim ore one last thing for the evening to expand on that, add your blend target setting the location, set it for 1 second, then move your cutscene itself forward 1 second, firing this event either On Create or make an event that fires at 0.0, then it makes a nice smooth transition to the cameras. ^_^

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its set for 30fps atm, so thats 30 frames forward.

mint hill
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is there a way to make the nodes snap to the grid?

marsh swallow
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eh not really. but some plugins help organize and align them.

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a new one called electric lines or something just came out. looks pretty nice.

mint hill
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ok ty

blissful trail
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what's good for source control ?

grim ore
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They all have goods and bads. Perforce seems to be more standard for game Dev due to file sizes

blissful trail
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is it free ?

grim ore
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Up to a user limit yes

marsh swallow
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5 users 20 clients

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we divide connections based on dept and then have them name their workspace with their username. believe it or not... that came from perforce. ha

blissful trail
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free for life ?

marsh swallow
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i guess. its been 3 years now. ^_^

mint hill
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what one is better for my really bad internet? i get 600KB/s

grim ore
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A local one would use no internet for a start. Beyond that

marsh swallow
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theres no real better or worse. bandwidth is bandwidth. lol

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you cant put a 1/2" rod through a 1/4 ID pipe.

mint hill
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ok

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because the epic games launcher is weird. it has times where theres nothing downloading

marsh swallow
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ive seen that be DNS server settings.

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tey using 9.9.9.9

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its fixed it, but regardless, what Mathew said. Use local

mint hill
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ok ty

elfin lily
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I'm having an issue when I move all my files into a subfolder, all Particle systems get the materials dereferenced, this is not an issue caused by redirectories, any ideas.
Ive tried moving them in the file explorer to see if that would work. Same result

serene sorrel
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is there something you need to do to have a struct declared in C++, with the appropriate blueprinttype and uproperty's set, to show up in the blueprint editor?

weary basalt
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Are the UPROPs using the right visibility meta?

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UPROPERTY(EditAnywhere, BlueprintReadWrite)

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Is usually a safe bet 😛

serene sorrel
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yeah

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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Building Component")

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do i need to restart the project or something?

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You mean live code?

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no its not enabled

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ill try restarting

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yeah now its there

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is there some way to do that besides restarting? or should it just be working anyhow

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i closed the blueprint editor yeah

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but to get it to work had to close whole project

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yeah not sure, just tried with new sturct and its popping up no problems now

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maybe to do with it was first time i had created a C++ class

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oh well, problem solved, when in doubt just restart 😛

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well i just added a new struct, did compile from editor, then in blueprint editor it showed up

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kinda what i expected to happen last time, but what wasnt happening

proven imp
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how to set visibility of an widget object Horizontal Box from another widget that being called by the first widget?

plush yew
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How can I get a free auto landscape material

wary wave
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Make it yourself?

sudden agate
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auto landscape isnt the hardest thing to do.

plush yew
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Hey guys

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I have a question

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I made a tutorial and i wanted to know can i share it here?

If yes, in which room/tab/section should i do it

Do you have a sharing/tutorial room?

proven imp
plush yew
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No its just a simple material tutorial which can be used in unreal engine

proven imp
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video tutorial?

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if video tutorial i dont think there's channel here

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mind share it to me? @plush yew

plush yew
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Sure

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@proven imp

Its in your dm

proven imp
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ok thanks

wary wave
loud wraith
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hey all

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I have a questions regarding what would be considered "good game programmingphilosophy"

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I'm creating a platformer and my character has a health system (in the character BP), I'm following this one video out of curiosity (create death zone) and noticed that the death zone ignores the health system and simply respawns the player at the nearest checkpoint

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now my issue with this is I'm planning on creating enemies, objects, death zones, etc. how should I got about doing this in terms of the accessibility between these entities and the health system, should they all cast to the character which in this case has 2 variables max health and current health in order to do damage and kill?

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Or should I create a middle man so to speak a blueprint solely for the health system for these entities to interact with?

plush yew
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How Can i publish app on amazon AppStore?

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Do i have to sign my apk?

empty marlin
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Hi all,
I want to know how to draw the waveform in UPROPERTY like the screenshot.
I hope that amplitude and wavelength are editable.
I have tried to implement this feature with FRuntimeFloatCurve,but I want to draw a waveform instead of a curve.
Does anyone know how to do it?
Thanks.

supple totem
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Do you need to draw it by hand? Theres all sorts of trig functions available.

empty marlin
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@supple totem
No, Can you provide some examples?

supple totem
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havent really used them except in c++

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float DotMethod = FMath::Sin((FMath::Atan2(DiveVector.X, DiveVector.Y) - FMath::Atan2(LookDirection.X, LookDirection.Y)));

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and this looks like a tutorial on using sine waves to move objects

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youll want to look into trig math, and how to adjust the shape of a sine wave

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usually you use multiplication, addition, w/e to adjust the shape to what you want

empty marlin
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@supple totem
It feels complicated but I will try to study it.
Thanks for your help!

steel rock
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I have an interesting issue, if an actor moves into me (I'm not moving) nothing happens, but if I move into it then I trigger my overlap stuff. anyone experienced that before?

plush yew
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can i have a regular mesh for a character instead of a skeletal mesh?

honest vale
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sure, you just can't animate it then

vernal relic
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how to rewrite this in the ue4 ''vec2 uv = (fragCoord - iResolution.xy * 0.5) / iResolution.y;''

viral fractal
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so

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i was asked to do a little project in UE4

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how to use this

light coyote
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@loud wraith
I think what you want is to do the logic on your character. That way it is alwais there and nice and accesible.
And what i like to do to make conditions in this kind of stuff, is to assign a tag(not allwais, and is up to you,,, 1000 ways of doing it).
That way you can use it as a condition,,, so... if death zone begins overlap, if actor overlapping has tag Enemy or Pawn, then those will call death function.
What i mean is that, as an example,,,, you dont want the bullets of your main character to trigger your own death.

viral fractal
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still dont get it after 3 years since i first tried unreal 4

steel rock
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@viral fractal what do you mean?

viral fractal
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how to use this engine for high quality cinematics and Photoreal rendering

hearty cosmos
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gandalf try inserting a pop tart in ur floppy disk drive, it will render out a hollywood quality mp4 on ur desktop

dim merlin
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Hi, is it possible to set a decal to not receive shadows?

steel rock
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ye can't help you there @viral fractal sorry

knotty storm
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hi guys! is it possible to call exec (console) functions from the command line?

light coyote
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@plush yew
Skeleton is just your intermediary in animations.

Same as in texturing you have your UV coordinates(property of the object) as an intermediary between the object and the textures.

Skeleton would be your middle men that makes sure they can work together well. It would be crazy to animate each individual vertex 1 by one.

You use the skeleton to Weigh the object vertex to a certain bone of the skeleton.
Value of each vertex can range from 0 to 1, that 0 to 1 represents a percentage,,, 0,5 would be 50%,, and what that means is the amount of influence the bone will have to that vertex when it moves.
Ex... in a robotic arm, pieces are made of metal, metal does not bend, therefore, the bone wich turns a metal piece will have all of those vertex to be at 1 , so if the bone moves, the piece moves at 100% with respect to it.

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When bending and stretching can ocur, is when weighing something becomes a pain in the ass,,, each vertex can have a maximum value of 1, so if 1 bone has 0.5 effect, if another bone has to have some influence aswell, it can only have that extra 0.5 left.

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To not cast shadows

hearty cosmos
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Are there any updates on Control Rig coming soon, my guys?

light coyote
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@viral fractal
Hve high quality stuff, and learn to use Cinematics.

dim merlin
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@light coyote mobility on the decal ? :/

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@light coyote i mean, i do want to cast shadows, but not on decals

light coyote
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Yes

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so select the decal object, and select station in its properties

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Give it a try

dim merlin
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@light coyote i think u mean that for static lightning, but my lightning is dynamic

viral fractal
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@light coyote we got a massive collection of very high quality assets in our studio, but we cant get them to look very good in UE4

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its always missing that... sharpness ? its looks blurry and pixely compared to our other renderings

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i have seen scenes made in UE4 that look really sharp and nice, but i cant achieve that look here

light coyote
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@viral fractal
Make sure you are in High Quality and all of that.
And now is up to lighting and post processing.
So.. put a post process volume on your scene, and make it unbound so it afects the whole scene instead of just what is inside of it.
Mess about with all the stuff it has.

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@dim merlin No, i mean select your decal to wich you dont want shadows casted on to, and make it a stationary object so shadows wont be casted on to it.

dim merlin
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@light coyote i tried that, but it was still receiving decals

viral fractal
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i wil try again

light coyote
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Well i dont

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@viral fractal They are lots and lots of stuff, so be prepared to get confused xD
You have to activate them first, and dont forget to make it unbound or you wont see any changes.

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One affects the other, and this one seems to do sort of the same thing in a sense.
And aouldn it be better to lower lights and increase this,, , or the oposite ?¿?¿
See if you can find a propper workflow because there is quite a bit of sience in the combination of lighting and post processing.

viral fractal
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oof

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this engine is a very complex construct

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cant get an overview

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at least it runs a lot faster now for some reason

light coyote
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Things i can definetly say you will want to use for realism are.
Blurr by distance,, is there somwhere.
Flare efect, there somwhere xD
and adjust your ambient oclussion to fit the scene you are creating,, you can sharpen them, blurr them, make them stronger,,, and in real life they tend to be in most cases prety sharp in terms of them not blurring evenly like a gradient.
But of course if you then touch lights, atmosperic light, put fog, skylight,, things may change.
Get ready

high sparrow
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Is it possible to do a split screen with one camara follow one character and the other one follow the other character?

dim merlin
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@light coyote ended up adding emessive to the decal to prevent

light coyote
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I didn know either untill someone told me,, i was confusin static with stationary,, hope the same thing is not happening to you.
Also, did you build lights ?

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It is just a necesity, that sometimes you dont want things to cast shadows,, and ue4 knows that.

plush yew
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For some reason my actor behaves differently when spawned, can somebody help please?

cloud palm
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Is their any good free skybox for space?

plush yew
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@cloud palm

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So does anybody know what's causing my issue?

mint jolt
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Hi everyone! I got some problem with grass foliage in UE4 :

muted minnow
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Anyone know the licensing requirements if I wanted to use packs from unity store in unreal? On site right now, don't see license agreement.

mint jolt
cloud cobalt
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There isn't any agreement on it @muted minnow

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You can't do it

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Use UE assets in UE, Unity assets in Unity

muted minnow
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How unfortunate.

boreal topaz
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I have a random item spawner that gets my items from an array. what can I use to prevent it from spawning duplicates. also sometimes it wont spawn anything at all

plush yew
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noone knows what's causing my issue?

pulsar fractal
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@boreal topaz after you get the length of the array, you have to subtract one before plugging it into the max int part of the random node

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Because length starts counting at 1, but indexes start at 0. So for example if you have 3 items in the array, you can get Index 0, 1 or 2, but your function has the possibility to look for index #3, which wouldn’t exist unless you have 4 items in the array. So just subtract one first

light coyote
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@plush yew It seems to me that your condition in the copashell is not beeing true

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Have your bluprints as a small window and press play to see what happens

pulsar fractal
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@plush yew hey, in your shell AI settings you must enable “auto control on spawn” or something like that

light coyote
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@plush yew
Search for a key in the keybord, and plug it in so you can force cupa death with the key

pulsar fractal
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@plush yew don’t remember what it’s called exactly, maybe AI possess? You must set it to control the actor even if you spawn it through spawn actor, because by default it only does this if the actor was in the level originally

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Richard could have a better answer, I’d try both

light coyote
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He is not really using ai, just an object that moves and if collided, something els happens

boreal topaz
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thank you @pulsar fractal

light coyote
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@boreal topaz What @pulsar fractal says

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you can get the lengt and sutract one to get the last item
And there is also a last index wich may be usefull aswell

boreal topaz
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sweet. thanks all

pulsar fractal
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No problem, and okay my bad I thought it was ai

plush yew
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@light coyote the condition is true by default also that doesnt explain why the collider doesnt work on the spawned koopashell but it does if it's originally in the level and yeah not using a behaviourtree or aicontroller or anything like that @pulsar fractal

pulsar fractal
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Are your components set to Auto Activate?

light coyote
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I was thinking when is it considered ai right now @pulsar fractal
Because a door is not really ai, dough it can be i gess,,,
But i am gessing is when things are not predetermined, and it will react with certain behaviour to changes in its sorroundings.
So to sa, if it jumped when an enemy is 1m away, and you spawn enemys at random,, i think that would be considered ai

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@plush yew Send more pictures of everything in those bluprints

plush yew
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@pulsar fractal @light coyote i just put auto possess ai to "placed in world or spawned" and now it both behaves the same when using spawnactor or spawnai but the collision still doesnt work properly however it does when it's placed in the level instead of spawned

pulsar fractal
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@light coyote I think you’re right, AI is considered anything that has the ability to change course of action based on a variable I read somewhere. In unreal’s case with regards to my initial method to fix his problem though just would mean it needs an AI controller. For fun, I made all my animal AI without any AI script I used all variables and random location moving

plush yew
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i really dont understand why my collision doesnt work when spawned

pulsar fractal
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Are you trying to do something when it hits the actor? I think you’d need to tick generates hit events

plush yew
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collision with the ground works however but not the player for some reason

light coyote
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@plush yew unplug, your condition,,, plug your event tick straight to add movement input

plush yew
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no i dont have any collision triggers

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there's no condition for collision

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the collider is just there

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the problem is not the movement

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it's the collision that doesnt happen

light coyote
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Have you played with the Collision Handling Override ?

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Have you tryed them ?

plush yew
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@light coyote thanks, that did the trick

light coyote
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But what?
Im curious now
The colision?
Or the plugging tick to movement ?

plush yew
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@light coyote checking "no collision fail" in spawnai from class and the same would work with spawnactor and one of the collision override options if autopossess on koopashell is set to "placed in world or spawned"

inner cloak
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Is the Unreal Studio code freely available ? I need to try fix something with importing from solidworks

manic pawn
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no, you can not get the code for it at all

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unless that's changed since I last looked at it

high sparrow
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quick question on split screen. So I have two character created and each have their own camara, is it possible for me to have the two camara played the sametime through the split screen?

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for example, half screen for Camara A, and half for Camara B

inner cloak
#

Ah damn, their solidworks importer does not skip disabled/historical parts ... the import is a mess !

cloud palm
#

just a quick question over copyright, can u use assert from unity for unreal engine in a commercial use way.

#

@plush yew For the assert u showed me, can I use for commercial use?

grim ore
#

you will have to read the asset EULA for that information, every item is different

cloud palm
#

kk

high sparrow
#

Any got an idea of my issue?

light coyote
#

ue4 split screen in google

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First resoult

hoary silo
#

How would I make a lerp use custom values like: Float=600 Lerp=0.5, Float=1200 Lerp=1.0

high sparrow
#

i did that, but when I did creat player, it gave me 4 player

#

also, when I play, it said acess none

cobalt snow
#

it came out of no where, i dont know how it happened but its in every level

#

black lines

plush yew
#

why is there @high sparrow and @cloud palm lol

cloud palm
#

we are partner on a project

high sparrow
#

@light coyote , I think that Creat player Bp doesn't work because I already have my two player created

light coyote
#

@high sparrow i dont know for sure, but if you have 2 players created, and splitscreen enabled in project settings,,, everything should work then

high sparrow
#

@light coyote when I did that, it gave me 4 player

light coyote
#

because you have 4 player

high sparrow
#

oh yea, true

#

let me try that

light coyote
#

I dont know, i never done this,, but just wach and rewatch tutorial,,, dosnt look very complex,,, looks like ue4 helps a lot on this

high sparrow
#

yea

#

@light coyote thx

light coyote
#

@hoary silo I have no idea what you mean by that.
Just lerp between the values you want

hoary silo
#

Im trying to make an inverse lerp

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But for some reason I cannot find it in the blueprints

light coyote
#

@what are you trying to do ?

#

@hoary silo

crisp arrow
#

I'm trying to save a specific setting for a game I'm working on. (It's not my own work, but I'm just doing some fixes.) I tried attaching it to the save data that's already being saved, and it worked. Unfortunately, I need to load the data before the main menu. Currently the game loads the data at the main menu. Trying to move the loading process earlier causes a lot of bugs, due to this game being full of spaghetti code. Are there any obvious quick fixes or best practices for saving a tiny bit of user preferences?

hoary silo
#

Im trying to make footstep sounds, and if my characters velocity is 600, I want the them to play at half speed

light coyote
#

show bp screenshot @hoary silo

hoary silo
#

If i just use the branch for "is running" if I go lets say a velocity of 300, it will play the sound at walking speed

light coyote
#

you have to have them as short sounds

#

you can use ptch multiplyer to make sounds be longer or shorter, but you obviously distort the sound

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and is not the original anymore

#

if the step is short, you can just rplay sound again and again

hoary silo
#

i don't mean the sound themselves, my bad, i meant the delay between them

silent frost
real hound
#

Looks like more of a game resolution issue since its also effecting the character mesh

plush yew
#

what setting in charactermovement do i have to change so it gets to max walking speed instantly and doesn't have to accelerate to it?

real hound
#

My coffee hasnt kicked in. I need to update a variable (new time seed) on the server, probably in the gamemode BP, that is replicated and sent to every actor that needs that information. Is this a situation where and interface would work best? Or repnotify? Kinda braindead

light coyote
#

@hoary silo Im giving a look at it, and is little tricky.
I think that the best you can do is to put small colliders in the characters feet, and tag flor elements...
That way you can also identify if is wood, or water or whatever

silent frost
#

Thanks, @real hound - It's definitely possible as this is set as a mobile project, so might be setting it to a different res? Will investigate

hoary silo
#

My character doesnt have a mesh, but thank you for helping

light coyote
#

Been messing arround

cosmic matrix
#

Anyone good in marching cube algo?

light coyote
#

If you dont want to do that,, then is best you use delta time

#

one sec

hoary silo
#

Ok thank you, ill give it a try

light coyote
#

It can be done, im still struggling

boreal topaz
#

@pulsar fractal do you remember my blueprint from earlier, with the item spawner array and you said to subtract 1. if I do that will it ever spawn the very last item in my array list if im subtracting 1?

light coyote
#

But it will be much much easyer to put triggers on each feet,,, and they allow you to do much more aswell

brave lark
#

whats the command to put in the config files to disable auto exposure?

pulsar fractal
#

@boreal topaz yes it will spawn it. If you have 5 items, they are seen as 0-4. If you get the length, you get 5. Subtracting 1 gets you 4, so when you get a random integer between 0-4 it can pick the last item (4)

#

Length function starts counting from 1, arrays start counting from 0. The -1 solves the difference

boreal topaz
#

oh so it doesn't random every single 1. it grabs random once and goes from there

pulsar fractal
#

I’m not too sure what you mean

#

Another option is to shuffle the array, then always grab index 0

boreal topaz
#

oh oh oh.. nm

#

I was mixed up with the 0 vs 1

#

thanks

pulsar fractal
#

Okay no prob

boreal topaz
#

real quick while I have you

#

any idea why sometimes it wont spawn anything at all

pulsar fractal
#

If you added the -1 where we talked about, the function itself looks good (id also change the spawn condition on the spawn actor to try adjusting but Always spawn). Maybe it’s a problem with whatever triggers the spawn actor function

wary raft
#

My unreal engine crashes when building to the Oculus quest

#

is it my computer

#

Intel Integrated Graphics

bitter iris
#

Guys, has anyone got an idea on how I would go abouts creating a BP that changes meshes real time when I move the BP?

pulsar fractal
#

Depends on what you mean by move the BP

#

Is it something you can push?

autumn elbow
#

Morning all! 🌞

muted minnow
#

Hello. Can anyone think of games which have "deployment" mechanics similar to team fortress 2 engineer?

autumn elbow
#

@bitter iris you mean Set Static Mesh node ?

bitter iris
#

Yeah, but something that can be dragged an changes real time, so if i have 30 houses, instead of placing them manually, get a BP to do it

real hound
#

Anyone Familiar with UnrealFastNoise?

plush yew
inner cloak
#

LOL

muted minnow
#

Did you just get login-throttled?

#

I've seen failed logins throttled... But successful? The f?

hollow frost
#

Anybody here know how to make an ability, like healing linked to a HUD element?

autumn elbow
#

There are tons of tutorials on YT for that.

hollow frost
#

Such as?

open eagle
#

so I'm trying to add an item to the "back_pocket" socket of my player. After I add the item to the player as a static mesh component, I attempt to select the items parent socket. When I attempt to do this I am given the message "cannot change socket on inherited components". Does anyone know what the definition of an inherited component is? Or how to make my component not inherited? Searching on the unity wiki, I cannot find a definition for inherited components

hollow frost
#

@autumn elbow I had to go out of my way to implement healing functions into my game. And while going off no tutorial.

#

@autumn elbow DM me a link to a tutorial, and I'll see if it works.

autumn elbow
#

search 'unreal health bar'

hollow frost
#

@autumn elbow I can show you the code I used if need be.

grim ore
#

@open eagle and inherited component is a component that is part of the parent class. We don't know what you are using or how it is set up so i dont know what else you need

open eagle
#

@grim ore is there any way to change the class of a static mesh object?

grim ore
#

no? and that would be weird in general

marsh swallow
#

? isnt Static Mesh a class itself.

hollow frost
#

@autumn elbow What I need specifically is a cooldown for an ability, like say, a stim pack.

grim ore
#

I think we can help you more if we know what you are trying to do and where the issue is. If you are just adding something once to a socket it's as simple as adding that mesh to the player blueprint and setting the parent socket to the correct one

#

if you are trying to spawn in something and do it at run time it's fairly similar

autumn elbow
grim ore
#

if you want a proper ability system learn the gameplay abilities system built into the engine but it's super complex and annoying to learn. otherwise break down what you want to do and implement each part like they are suggesting?

open eagle
#

Yes, so I have added the item to the player blueprint as a static mesh component. The next step in the tutorial I'm following is as you say: setting the parent socket. When I try to do this, it doesn't allow me to select anything saying "cannot change socket on inherited components"

#

maybe I've ticked the wrong box when importing the object?

grim ore
#

yes because you have no parent that has sockets

#

the parent is the item it is attached to, did you attach the static mesh as a child to your characters mesh?

#

so in the top left it should be Mesh (your character) then under it Mesh (your thingy to attach)

open eagle
#

There we go, that was the problem. Thanks MathewW!

grim ore
#

yeppity yep

real hound
#

Shit. Is seems seeds in UnrealFastNoise are not even remotely similar to each other when their number is close. Oh boy that just messed up all my plans.

cloud palm
#

Is there anything that u really want a runner game to include?
looking for some ideas

scarlet birch
#

Is there a way to have a timeline in a BP play in the editor?

pulsar fractal
#

It’ll play still

#

You just have to trigger it

scarlet birch
#

Like in construct?

#

How? Not in PIE, in editor

#

Can I select a variable and edit its value while playing the game in PIE, without adding something like an input to change it? I mean is there something in the tools that lets you do that?

random holly
#

Is there anybody that could please spare me some time to teach me how to set up animation montages please? I need to set up the swing animation on a axe holdable with the left mouse button

scarlet birch
#

I'm looking to speed up tuning things and adjusting variables that affect gameplay. I'm looking for an efficient way to quickly adjust a value while testing to see how it affects gameplay etc... . Right now I usually setup a input to decrement and increment the value and then play but that is not sufficient for the volume of instances I need to tune.

#

If there is not a built in method I could use suggestions on where to look to learn how to implement one.

grim ore
#

what more specifically are you trying to change and when?

scarlet birch
#

Variable values while an instance of the game is running

#

Like values that scale gameplay things, such as a force to a player, or the playrate of a fan blade

#

I'm looking to find a way to speeed that up

#

It's much faster to get to the right value when you can adjust it while playing

grim ore
#

if those are exposed you can change them in the editor on that instance

scarlet birch
#

right nor I setup something lke press 1 to decrment, press 2 to ncrement, but it's time consuming

#

well that update PIE while it's running?

#

if so that's a forehead smacking moment for me,

grim ore
#

it updates them in real time, it just wont save the values when you exit

scarlet birch
#

ok, I should have known that or figured it out

hollow frost
#

@grim ore Can you help me with implementing a HUD function for an ability cooldown?

scarlet birch
#

so I can select the the b in the eidotr and have a pie window open on another montitor and see the changes

#

@grim ore Thanks, I should have known that already. There's always something to miss.

grim ore
#

you should be able to yes, the details panel shows the current value on the instance in that editor window

scarlet birch
#

Ugh, I jsut realized yesterday you could select play from here and didn't need to move the player start

hollow frost
#

@grim ore I have the ability itself made, but all I need is the HUD element to show that in my game.

grim ore
#

do you have a HUD element set up for it?

hollow frost
#

I've attempted one, but it was faulty.

#

I can screenshot what I had and give it to you, if that helps?

grim ore
#

well you need a hud element to update, using UMG or the HUD system to start with

#

and is this element an image or text or how will it be showing them the cooldown

hollow frost
#

It should be an image with text over it.

#

The cooldown is 30 seconds.

#

Kind of like an overwatch ability.

scarlet birch
#

@grim ore Thanks a bunch that works. Monkey hairs and goose nuggets, I should have known that by now. Most other editors I've used worked that way.

grim ore
#

😃

#

@hollow frost well you need a hud or UMG element set up first before you can do anything else

hollow frost
#

Ok

plush yew
hollow frost
#

How do I go about doing that? I'm relatively new to this engine

#

I have a health and armor bar, alongside an ammo bar too.

scarlet birch
#

I was at a point I felt like I had stopped learning things with UE and over the Game Jam and the few days after I think I've learned a ton more about how to use the editor and debugging tools to speed up workflow.

hollow frost
#

@grim ore I'm trying to make an element for my health kit.

#

I can show you what I have, if need be.

grim ore
#

you can show your UI if you want sure

scarlet birch
#

Now If I could find a way to select an instance variable and increment and decrement it from the PIE window. Is that something that could be done with Blutility? I've not looked at using those yet. Like select a game pad input as the choosen input to change a value and then pick wich variable it will adjust?

storm burrow
#

So Unreal has 4 Rendering Teams plus the mobile team, console team and niagara team

#

Wonder what those 4 do.

light coyote
#

Laugh about Unity 😅

#

Sorry xD

grim ore
#

@scarlet birch it does sound like you can use blutility or the new editor widgets to do what you want but I don't really get what you are trying to do

storm burrow
#

I think Unity's rendering pipeline is more flexible than UE4's actually 😛

light coyote
#

In what sense ?

scarlet birch
#

The same way you jsut showed me I can adjust a value while pie is running by changing its value in the details pane. Only to be able to set an input like right/left bumper on a gamepad to increment decrement the value and then select before starting pie which instance and which variable to have changed

storm burrow
#

You can add and remove features much more easily and modify the rendering pipeline to fit your usecase better.

Scriptable Rendering Pipeline would be the key word. Epic is working on their own system for that afaik.

scarlet birch
#

I think I see the logic and if I can access instances from editor widgets or blutilities It should be doable. I'll have to look at those. I

light coyote
#

Havent really looked in to that, nor now much about it,, but just wanted to hear your opinion.

scarlet birch
#

@grim ore Thanks, you've given me a direction to look

random holly
#

Is there anybody that could please spare me some time to teach me how to set up animation montages please? I need to set up the swing animation on a axe holdable with the left mouse button

storm burrow
light coyote
#

I belive that unreal is centred on making everything posible, accesible, and user friendly,,,, and they collide, and try to find out the best way

#

@storm burrow Have you seen Adam made in unity ?
Its amazing+

storm burrow
#

Yup, of course

#

I think rendering wise, both engines are converging

#

quite a bit

#

even for engines, in many aspects you now have a set of features that are kind of expected

#

ie baked lighting, visual scripting, realtime lighting, behaviour trees/eqs for AI, terrain, procedural vegetation

#

PIE/wysiwyp

#

Unity's ECS focus might give them an edge over unreal in CPU cost

#

if you have lots of actors

grim ore
#

at the expense of doing stuff sooooo annoyingly for normal devs

storm burrow
#

less cache misses

#

true

#

is a balance

#

OOP is intuitive, ECS is fast

grim ore
#

yep you pick one and suck it up lol

light coyote
#

They are both great engines,,, but when i was learning unity,,, dont ask me why, but it anoyed me

storm burrow
#

I think for a non-coder, Unreal has an amazing UX

scarlet birch
#

4.23 is out?

light coyote
#

Unreal engine in the other hand,, i hear from people that are unity users that they say is complicated,,, for me is kind of the oposite in a sense

storm burrow
#

i think on the coding end, unity might be easier

#

but this depends on the person a bit too

light coyote
#

I gess,, and we tend to stick to what we know

grim ore
#

4.23 is not out, its in preview 6

scarlet birch
#

It doesn't say preview anymore but I can't find the release notes.

grim ore
#

It's a bug if you restart the launcher

light coyote
#

But for me, not having to remember how code is written, when do i have to put what, because sometimes you do, sometimes you dont etc.. For me, it made me actualy like programing in very little time

#

With nodes i mean

plush yew
#

man i'm on a roll, in the past 24 hours I've implemented a velocity tracking arrow for player movement and I got rotational lean to work (modifying the roll slightly when the player turns while running) I've been watching that GDC talk from the Overgrowth creator about procedural animation, it's a really excellent exercise to follow along with that

#

he provides no tutorials or anything, he just talks about what he did. I've been following along and trying to implement everything he talks about 1 by 1

grim ore
#

😃

plush yew
#

the rotational lean he has is different than mine though I think

#

right now I just have a simple solution that leans the character by multiplying the mouse X input by the player speed and rolling him b y that

#

I think I'm gonna change it to detect a delta yaw and roll it like that

#

but this is definitely good practice right now and it's a lot easier than I thought, if anyone else here is comfortable with UE4 but still kinda new and wants to challenge themselves, I highly suggest watching this video and trying this out too! it's very fun too, making this movement stuff work is rewarding in itself, but just even playing what you make is fun

light coyote
#

niceeee

plush yew
#

it's an excellent practice too, I'm not an animator, but I am a coder and being able to implement this stuff is a great replacement for real animations for now

#

of course, a talented animator is great. but for the time being gotta work with what is available! haha

light coyote
#

i remember how awesome it felt when i literaly just made a button do something,,, it feels like is your child, this thing that didnt happen, and now it does xD

plush yew
#

definitely

#

I'm surprising myself everyday haha

#

I always thought math was impossible for me and I'm just too dumb etc, I always struggled with math in high school

#

but I just threw myself at this over and over again to the point where I can do this on my own, very satisfying feeling

#

if you asked me 2 years ago what a 'delta' even was i probably would have just dropped out of my CS program haha

light coyote
#

XD

#

it pretty much just says DIFFRENCE

plush yew
#

yep

#

i use delta all the time now

#

i use delta in ways i didnt even know i should haha

#

like right now, i use delta to get the running lean of my guy because to get the speed of my character I just calculated the delta of the position of the current from and the previous frame

#

and i intend to eventually use the delta of the yaw to change the lean instead of the mouse

light coyote
#

nice

plush yew
#

BP definitely makes this all alot nicer

#

using a programming language you gotta figure out the math on TOP of fighting the compiler and hunting for missing ;

zinc rivet
#

my process for doing math in computer science is usually to figure out the math separately from the code

#

instead of trying to tackle both at once

plush yew
#

yep I've been doing that too

turbid plover
#

@grim ore did you complete a tutorial on every bp and shader node? Sometimes I'll look up something super minor and you'll have a nice 5 minute tutorial. Lol

plush yew
#

i learned all about vector math outside of code

light coyote
#

Nodes really are another laguage.
But moch more sintetised without losing usability(little).

Same as in languages you dont write the logic behind what multiplying is( A x B = A + A , B number of times),, in nodes you have a more extreme version of the same thing.

grim ore
#

Not all of them, there are too many to do without it being a full time job lol 😃 @turbid plover

plush yew
#

also, quick question on debugging. Say I want to watch a node's value in a function, what's the best way to do this? watching a variable in a function always brings up out of scope

#

I actually chose unreal over unity even tho i had background in neither haha

#

but understanding actors and stuff is similar to objects and classes

#

definitely, I really enjoy working with BP

#

also unreal has a lot of really nice tools out of the box already

#

makes working as a one man team much easier

light coyote
#

What really bogged my head at the start,, because i was learning both engines at the same time.
In plain words.
Is that in Unity, you drag the script to the object.
In Unreal you drag the object to the script.

But when you dont know you sort of assume that that is how things work and your mind hearts xD

plush yew
#

yep

#

I'm starting small and building up

#

not even worrying about levels and stuff til I get a playable character that I think works

#

right now I'm just trying to build up a nice movement system, gonna play around with procedural animations

#

then after that I think I will try to tackle combat

#

but not even combat against a feasible opponent, just player attacks and stuff

#

I used to do epee fencing in high school, and I recently played that student graduation project in UE4 called En Garde which is all about fencing which kinda inspired me

#

yeah I have a 'Master Character' C++ class that I will just make all NPCs a child of

#

me too, I've always loved pirates and stuff

#

and I always thought fencing aces was a really cool idea, I have this kind of idea in my head of like fencing aces are like western europe ninjas

#

super agile and deadly and master of acrobatics and weapons

#

yeah I really gotta go to town on the weapon system

#

if I can work with FaBRIK and CCDIK well, I would love to get a procedural parry system

#

where the parries connect with the enemy blade accurately

real hound
#

If I get all actors of class is the array returned in any specific order? By their age or name?

light coyote
#

I dont know but i belive by the instance number

grim ore
#

get all actors is never guaranteed to be the same order

light coyote
#

he will have the answer xD

real hound
#

Ah ok gotcha

plush yew
#

the W in mathew's user name stands for wizard

light coyote
#

@grim ore What is the way it uses to determine all actors have been gotten ?

grim ore
#

lol

light coyote
#

Distance ?
Instance ?
Cm of dream matter ?

grim ore
#

it uses the internal iterator function to do it

light coyote
#

Sorry for that las one xDDDDD

plush yew
#

i figured maybe it would be in the order the actors show up in the world outliner panel

light coyote
#

@grim ore But what does it iterate against ?
I mean, there must be something that says, ok, you are done, you can stop iterating

plush yew
#

also sorry i dont think i got an answer so i'll ask again: is there a quick and easy way to watch a variable link in a function? when i do it now it just says not in scope. Do i really have to make it a variable and watch it in the main event graph? that seems too convoluted

light coyote
#

@plush yew That would be the instance number in a sense

grim ore
#

It's an engine function and I really don't know how it works, I would guess it internally keeps a list of the objects/actors/etc depending on which iterator function you are using which is why it's not a guaranteed order

light coyote
#

@plush yew send screenshot

real hound
#

Hmm I am in a pickle. Think I will go power shower and hope I hit my head really hard.

grim ore
#

like this is the actual code for get all actors of class ```void UGameplayStatics::GetAllActorsOfClass(const UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, TArray<AActor*>& OutActors)
{
QUICK_SCOPE_CYCLE_COUNTER(UGameplayStatics_GetAllActorsOfClass);
OutActors.Reset();

UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);

// We do nothing if no is class provided, rather than giving ALL actors!
if (ActorClass && World)
{
    for(TActorIterator<AActor> It(World, ActorClass); It; ++It)
    {
        AActor* Actor = *It;
        if(!Actor->IsPendingKill())
        {
            OutActors.Add(Actor);
        }
    }
}

}```

#

the TActorIterator<AActor> is the magic part

plush yew
light coyote
#

Sorry, i cant read german

#

😅

real hound
#

lol

grim ore
#

yeah watching variables wont always show the variable since if its not in scope (currently valid and being used) it wont show up. There is a blueprint debug watch window but I don't know if it would work any better

light coyote
#

@grim ore You are not german in any sense right ?
I meant it cause it reads agresive xD

grim ore
#

and yes you would have to watch it outside the function because it's only valid in the function that's the way scope works. An alternative might be to print it out or use a debug display to show it on the screen?

#

and no I don't think I am german lol @light coyote

light coyote
#

@plush yew I ment the script man XD

plush yew
#

ok, i didnt think to print to log but that seems to be my best bet

grim ore
#

I think it's a failed attempt at a joke 😛

light coyote
#

And no, i consider myself spanish native dough i have british nationality

#

not mexican or latino, spanish

lilac wedge
#

is there a way to select multiple objects in the viewport like in blender?

light coyote
#

@plush yew Ahhh ,,, you are german ?

#

Hold control to select more than one,,
If you mean drag selection, go to top or side viex as example

#

top left viewport

plush yew
#

damn i wish i lived in korea

#

what you doing over there if you dont mind me asking? teaching?

#

which?

#

ah, damn nice job dude

#

living the dream i hope

#

whats it called?

#

i'll take a peak

lilac wedge
#

@light coyote So to select multiple objects without clicking on each one individually?

plush yew
#

sure

#

yeah MMOs seem a risk

#

ah ok

midnight bolt
#

hello, is there a way to select actors that have unassigned material, like "none"?

plush yew
#

how long has the game been around? if its on ue2 thats gotta be a pretty long time

light coyote
#

@plush yew They are fucking things up.
Pound has gone down a lot since last years, and generaly speaking, as a team, you can obtain more benefits.

What this is causing is instability, and big companys dont like unstability.
Because , like in venezuela, just as an example, the government was taking away property from big companys.
If they would have known, they would have sold and move the money elsewhere.

#

and that just makes uk lose productivity, so,, if same amount of money is in circulation, but less richer is the country, value of the unit is less, in this case, the pound

#

yep, at least a hard smak

#

cuple of years ago,, if you had 10000 pounds, you could come to spain and have arround 14500 euros
now is like 11500 or something like that

#

ohhhhhhhhhh

#

10900

#

the actual conversion woulb be that, ofcourse intermediary takes comision, alwais do xD

#

if you went to oficial bank of the country, maybe you get exact exchance, but i doubt, cause now you are leaving them with the problem of having pounds,, someone has to deal with sending, or proving and destroying,,, someone is getting paid to do that

#

i know spain had recesion not long ago, when changed to E was the big one i belive,, but i was young and didnt really notice anything

proven forum
#

hello

light coyote
#

@plush yew why do you think that ?

grim ore
#

heh.. that thread doesnt actually say what the issue is when you are asking for help 😦

light coyote
#

that is not what it seems

#

same as what happened with cataluña recently

proven forum
#

are you talking about this

light coyote
#

The catalans belived that the rest of spain hated them, because they where paying for the rest of spain.
And that is not true, neither the whole story

proven forum
grim ore
#

what he is saying is Rotate your Back1 socket on your skeleton @proven forum

proven forum
#

I know very little English

light coyote
#

If you know how a mortgatge works you can sort of see how the deficit works, and how it is repaid, and why, if someone else gets to use the same unit(euros), who ever asks for more, automaticaly transfers risk to the others who had nothing to do,,
So, in general, like in mortgatges,,, you are paying for renting money regardles on if you have allready used it or not
Just to put my point, in a mortgatge, if you have to pay 100k extra during the mortgatge,,, if you win the lotery the next day, you dont have to pay those extra 100k,,, its a rent on money,,, and the more you ow, the more you pay per unit of time

proven forum
#

ı am sory

grim ore
proven forum
#

@grim ore the picture doesn't open

grim ore
#

open up the skeletal editor, the one where you saw the guns on your back in the preview, select the Socket, then use the rotate tool to rotate it. The rotate tool is at the top or you can use the E key

proven forum
#

@grim ore @plush yew thank you

high sparrow
#

is it possible to have two camera view put in the form of split screen?

proven forum
#

@grim ore @plush yew This time the camera angle of the character is broken

#

?

grim ore
#

I dont know

light coyote
high sparrow
#

i watched that for lime 20 time already

light coyote
#

I sent this before,,, and i dont know for sure, but i belive that if you create another player, and the splitsreen in projet settings is enabled,, its automatic

proven forum
grim ore
#

your camera arm might be colliding with the weapon now

high sparrow
#

@light coyote It is for local multiplayer set up. But what I want is more like two different Camera view split screen

grim ore
#

turn collision off on the weapons when they are on the back

proven forum
#

how can i fix it

grim ore
#

or tell the spring arm to ignore those weapons

high sparrow
#

a lot people had This issue in answerhub and forum,but There is no solution

light coyote
#

@high sparrow That is exactly what local multiplayer is

#

more than one player playing localy

high sparrow
#

but i dont want the second player to be controlled

light coyote
#

ahh

high sparrow
#

i want the second camera to jist follow the second character

#

and so two character are shown on split screen

#

ik,It is kinda hard

#

@light coyote I don't need to creat another character since I already have the two character created

light coyote
#

I think you can archieve what you want with that

#

ok

#

does it split screen when you press play ?

high sparrow
#

it does,but it creates 4 player

light coyote
#

Do you need to have 4 players created ?

high sparrow
#

no I don't need any player to be created

#

just want two camera to follow the two character I crated

#

and show on split screen

light coyote
#

It is hard to understand XD
You have to detal what is that you want to do

high sparrow
#

kk, So I have two camera following two different character, what I want is to have the two camera view put on split screen

proven forum
#

@grim ore Can you show me a picture of exactly what I have to do?

#

Thank you for your patience

grim ore
#

after you spawn it you could try setting it's collision to disabled

#

if not you can get the mesh from the actor and change its collision to none

light coyote
#

@high sparrow I think you may need to actualy use C++ by what the guy on this video says

high sparrow
#

ok,let me watch This,thx

proven forum
#

@grim ore it was very very thank you

plush yew
#

quick question, whats the best way to get some kind of small 2D thing in a game like in that GDC animation video?

#

to clarify, he had a 'run wheel' attached to his character, and the run wheel was just an X shape with smaller lines in between the lines o f the X, and he just rotated that to visualize the speed of the character to be able to determine when the animation would step vs stride

#

the bot thought the last pic i sent was explicit lol, hopefully this one goes through. You think he just used some of the native rectangle meshes and shrunk them down and made like a wheel BP that was just a collection of almost 1 pixel wide meshes? lol

real hound
#

How can I make a transparent cylinder as a component to check for overlaps?

#

Instead of using Capsule

plush yew
#

@real hound I think you can just add a Cylinder Component to your BP, and tweak the settings so it's not visible, doesn't have physics collisions, but does detect overlap

light coyote
#

@plush yew Ithink i sort of understand what you mean,,
you can make a plane alwais look at you if that is of any help
and if you want to make it move with respect to something else, you can make it a child of it

#

i dont know if that answers it or not

plush yew
#

oh a plane! totally forgot about those and never thought I would have any reason to use one. Thanks!

#

hm, do I have to make a child blueprint class, or do you mean like make a bp then add it to my character as a component

light coyote
#

yes, add it as component

plush yew
#

got it, thanks

real hound
#

Ok gotcha. Is there a more elegant way of only triggering overlaps for a certain class of actor other than casting to to the overlapped actor to check?

plush yew
#

I don't think so, you can probably get an array of all overlapped items and try to check their class like that? but still from their you will have to cast i assume

light coyote
#

I like using tags

plush yew
#

i havent used tags yet, i should probably learn soon though. I love casting to a class because I get all the functions of that class but I hear it's heavy on the system

light coyote
#

maybe certain things can be considered explosions, and explosions kill instantly,, ActorHasTag ¨Explosion¨ then kill, if not take damage,,, example

grim ore
#

casting to class is fine but casting WILL basically load that item so if it's a heavy item then interfaces would be lighter

plush yew
#

how do you work with an interface in BP?

light coyote
#

@grim ore You should be promoting your chanel man, not the docs xD

grim ore
#

if you only want to interact with certain things you can just use an interface on them even if it has no functions or they dont implement them and use the Has Interface function to do a check

#

its a quick and dirty way to check if something is something for example, like "can interact with" or "can die"

real hound
#

Wiat but how would interface be useful for overlap events?

plush yew
#

when the overlap triggers, instead of casting, you check the interface for the function you want

grim ore
#

actors you want to check have the interface called I dunno BPI_CanInteract. When you overlap you check the actor with the Has Interface function for BPI_CanInteract and then do whatever

#

or ^^ you don't even check the interface you just do whatever and it will do it or it wont

real hound
#

And that is less expensive than checking with cast?

grim ore
#

as far as I know it is unless you are using soft references with the cast

#

hard references, so like cast to XXX, will load up the object you are casting to

#

and of course anything in there that is hard referenced will load up

#

and then of course....

#

normally not an issue until you start getting into larger projects or you get one thing that tries to manage everything and then bam your entire game is loaded into memory at start

real hound
#

aah ok

grim ore
#

this is one of those just make it work and optimize it later if needed lol 😃

#

but since you asked, there ya go!

real hound
#

Thanks man.

random forum
#

I have a static camera for a simple arcade game. When my player goes halfway towards the top of the screen or bottom, suddenly the bullet particles stop being rendered. No, they are not GPU particles. Has anyone every encountered this?

mint sequoia
#

Nope, something super weird going on there

high sparrow
#

@light coyote You can get a better understanding by looking at this post🤣

#

but the plugin doesn't work anymore, its too old

marsh swallow
#

okay question because i just used it for the first time yesterday. what is a soft reference?

mint sequoia
#

A reference that isn't loaded until you tell it to

marsh swallow
#

i guess im confused on use case. lol

mint sequoia
#

If everything is a hard reference then everything loads when the game starts and remains in memory

#

The use case is simply anything that doesn't need to always be in memory

#

You don't start out using them, make your game then if memory consumption is excessive profile what's using it up and change what's possible to soft references

marsh swallow
#

gotcha. so in my instance where the its for the cinecamera lookat target. its just changing the hard reference to a soft reference

grim ore
#

if your item is loaded already its not a biggie.

real hound
#

Hmm what if do you do if you need a end actor overlap (due to its destruction) that also needs to check its distance? Will that work out ok? If the actor is destroyed and that triggers and end overlap event that checks its distance will it even get able to get what its distance was?

grim ore
#

a simple example is a character and 20 weapons, while you might only use 1 weapon at a time if your character has hard references to all 20 in the blueprint then all 20 will be loaded.

marsh swallow
#

so if i had 500npcs and needed them to exist to load other code for calculations but didnt want them on the map i would keep them in soft reference array or something?

grim ore
#

thats a good question,

#

it seems like a data table or some other central database that your npc's and your calcs could pull from might be better?

#

in this instance

marsh swallow
#

thats what we have. ^_^

#

it was just theoretical

grim ore
#

but in this case if you are doing calcs wont they already be loaded anyways? assuming you arent fighting stuff that doesnt exist in the game heh

marsh swallow
#

thats what im asking. 😂

#

see when we equip items, we spawn and attach

#

unequip will destory actor

grim ore
#

when you spawn how is the node set up? does it pull it softly from like a list or is it a hard reference of exactly that item

#

like if you spawn from an array of class names, that would be soft

marsh swallow
#

so im not sure i would care about the other 19 in our variable.

grim ore
#

if you spawn with the actual class in the spawn node, that would be hard

marsh swallow
#

its an array of a struct that contains a class

silent frost
#

@grim ore When can I pay you to teach me all your Yoda ways? You're like the oracle!!

grim ore
#

then that should be fine, it's a soft reference to the class itself

brave lark
#

Has anyone figured out a way to put a big room inside of a small building? I'm playing with the idea of portals and level streaming rooms underneath the map.

high sparrow
#

does anyone have an idea to this question

#

@grim ore Any idea🤣

#

A lot of my problem was solved by ur youtube video, hahaha

#

@grim ore btw, nice video, really helped me

#

@light coyote The video you sent me also has two player controller, but what I want to do is more like two camera on one character and the two camera view put up as split screen. Thx tho, I appreciate ur time

plush yew
#

hey

#

guys, i am ordering the rtx 2060 duall next week , can you guys tell me how it run on UE4 ray tracing ?

grim ore
plush yew
#

lol i am watching that , its a good sample thou cuz he is using an older cpu.

light citrus
#

Helloo

#

Well guys i wanted to makemultiplayer game for pc but there is one problem

#

I never done any of this and i need sources from which i can learn

#

In pdf

steep ferry
#

Well

#

does it really has to be pdf

light citrus
#

I want to use blueprints cuz c++ is hard

#

What other kinds u have?

steep ferry
#

WEll

#

youtube

light citrus
#

Oh its ok to be on yt too

steep ferry
#

ok so

#

gimme a sec im gonna find something

light citrus
#

Ty :D

#

I wouod use c++ but it would take some times to learn it

random forum
#

Honestly, I would start learning as much BluePrint as possible, @light citrus and starting small with little single-player games you can program. Then when you are comfortable with BluePrint go for a MultiPlayer game.

steep ferry
#

Well im learning c++ still

#

im like being pretty comfy with blueprints

#

but i wanna learn c++ too im like 15% in learning c++

#

@random forum Bump

#

@grim ore Hey sorry for bother, But remember the floors generator i wanted to do? I found even other way than modulo

light citrus
#

I hate single players games :(

steep ferry
#

what a shame

#

honestly

random forum
#

For example @light citrus I think there are many difficult topics such as interpolation and network replication you need to learn to do Multiplayer games correctly....

light citrus
#

Idk it make me bored ti play it alone

steep ferry
#

in my opinion its impossible to start yout game maker hobby with multiplayer game

#

@random forum Exactly. Bump again

random forum
#

Baby steps... you'll get there! But you need to do baby steps

gaunt raptor
#

lies

steep ferry
#

^^

gaunt raptor
#

u can do it to learn networking

steep ferry
#

Altough

gaunt raptor
#

just do a simple concept

#

nothing complicated

#

one or two mechanics

steep ferry
#

I still preffer making singleplayer games

gaunt raptor
#

maybe five

steep ferry
#

my opinion

gaunt raptor
#

six is too many to start w/ tho

light vigil
#

I cannot pass an array through an event dispatcher, it gives an error with any type of array, is that expected? I feel like I didn't have this problem before

light citrus
#

I watched one video where one guy made game where he kill cubes

steep ferry
#

@light vigil Screenshot please?

light citrus
#

Cubes are spawned on every 5 sec and they are supposed to explode

light vigil
random forum
#

My opinion is start small, end big. Don't start big. it can get you discouraged when these really complex things you want to end up with don't end up working because you don't have the foundations under your belt.

steep ferry
#

Umm

#

shouldnt you pin players variable to the array input?

light vigil
steep ferry
#

hm

light citrus
#

Idea for single player game?

steep ferry
#

Bruh

gaunt raptor
#

u need to focus on like

light vigil
#

Changing it to not an array compiles, making it an array and it breaks again

light citrus
#

Post apocalyptic survival xD

steep ferry
#

what kind of question is that honestly

gaunt raptor
#

making something with an objective

south ridge
#

Make an MMO

light vigil
#

And yeah, ultimately I would pin array to its input

south ridge
#

😄

steep ferry
#

you cant just

light vigil
#

But this data type in general stops compilation

steep ferry
#

ask somebody for game idea

light vigil
#

Regardless of having an input

gaunt raptor
#

focus on mechanics not genre or the end archtype

steep ferry
#

due to the fact its easy to burn out on it

#

try to think of something you always wanted to do (with limits of course)

gaunt raptor
#

lmfao definetly dont do that

steep ferry
#

lma0 thats what i usually do

gaunt raptor
#

do something to learn stuff

steep ferry
#

and never burnt pit

#

out

light citrus
#

Okay ty xD

steep ferry
#

Well just learn

gaunt raptor
#

like a platformer with 5 mechanics no more

steep ferry
#

Bruh

gaunt raptor
#

u start with moving around and interactions

steep ferry
#

platformer games are ga-

gaunt raptor
#

expand from there

steep ferry
#

Ok that was a joke lol

light citrus
#

What are platforms, i yesterday downloaded unreal and tryed learning as much as possible

steep ferry
#

platformer game

#

you never played mario?

light citrus
#

Ooh xD

#

I wanted to play mario cart 8 :(

steep ferry
#

Download Cemu emulator

light citrus
#

Is that game free?

steep ferry
#

Emulator

light citrus
#

Need to check it

steep ferry
#

is free

#

dude just dig it in google

light citrus
#

Okii

compact bear
#

Hey guys! I have a question about creating small single flame particles in Unreal. I'm taking an environment modeling class where we are using it and I'm still relatively new to it. If I use the flame that Unreal already has and scale it down, it splits into multiple flames which is not ideal for candles. Would someone be able to help steer me in the right direction? Thank you! 😄

thin tendon
#

Anyone here use Fuse for characters in Unreal? I need to know how to make hair and eyelashes translucent. Because Fuse packs everything to one material

cursive dirge
#

@thin tendon isnt there an option to not pack them together?

#

at least the version I used years ago had one

thin tendon
#

Its all changed I to seperate it all I have to do it in blender

mint raptor
#

Im having some odd save game issues. I've made a save game that holds a list of actors that I can access in Editor just fine but in standalone despite it loading the actors are null. What gives?

blissful trail
#

i installed the voxel plugin from GitHub onto my project but when i try opening it it says try compiling from source and if i remove the plugin it works fine

thin tendon
#

I figured it out

pulsar fractal
#

@mint raptor i find that making a standalone game destroys refrences to actors so instead of saving actor themselves i just save the data such as the class and transform so that on loading the game i can spawn the actors from the stored class with the saved transform.

honest ermine
#

Hey guys, how do I change the actor that spawns when I playtest a scene?

dim plover
#

GameMode.

plush yew
#

Project settings > maps and mode. Those are your defaults. Can be over ridden elsewhere, look at pawn class documentation

serene sorrel
#

is there some reason a material with a mask works as intended in the preview, but when applied to a slatebrush the masking is opposite

serene sorrel
#

never mind, was a bug with the parametres being fed in

plush yew
#

What is the download size of environment set in the market place?

pulsar fractal
#

3.3GB

mint raptor
#

@pulsar fractal ah thanks that makes sense.

light citrus
#

I uvae problem

proven imp
#

0-0?

light citrus
#

How to add back panel from right side

proven imp
#

if UI from Widget

#

use widget blueprint

light citrus
#

How

#

I am new at all this and trying to learn their tuts

woeful wraith
#

it'll be in the window tab in the menu bar. not sure what the window is called though

light citrus
#

I dont see anything in widnow tab

woeful wraith
#

world outline is the top one I think. might be a reset in there too

#

nothing in window? it should have a bunch of options. on my phone so I can't look atm :D

light citrus
#

Aoh wait i get one of those windows

#

I reseted layouts, ty on help :D

woeful wraith
#

np glad there is a reset

civic hound
#

Hi guys! someone knows how to properly update an editor window after modifying it via Python Scripting. For example, creating new keys on a sequence via Python requires to close the editor window and open it again to make it work.

vernal relic
#

who can help me recreate shadertoy shader in unreal engine 4?

light citrus
#

I cant make cube to move....

#

Anyone can help?

sudden agate
#

@light citrus make it moveable instead of static

light citrus
#

Iwould if i knew how, gonna google about it

dry marsh
#

Hi, any know any tutorial with file examples for a Equipment items like armor, chest, arms with the Master Pose Component?

#

no weapons, for armor like chest, arms , feets

fast schooner
#

Guyz I need some help

#

I succesfully Installes Unreal Engine 4.22.But I cant open it.

#

It shows the loading screen.

#

And shows the project templates.

#

When I selected and clicked ok nothing happened

#

After some time It showed an error message and closed.

#

Please help

#

🙏 🙏 🙏 🙏 🙏

crystal wind
#

It helps to share the error message. Also your os version, and if you tried making a code or blueprint project.

#

If you've tried building a code project it'll require the right ide/compiler.

#

I could be wrong but you strike me as an absolute beginner, in which case your better off following along exactly with the beginner youtube tutorials that epic games made.

#

If you don't even have visual studio then avoid building code projects.

real hound
#

Yeah, I'm with Koi. I suspect you started with a code project and you dont have Visual Studio set up properly for use with UE. You need the VS C++ for gaming and another module/add-on.

crystal wind
#

And moreover, unless they've updated to 2019 you'll need to download something extra to compile it with the vs2017 compiler.

#

Since ms doesn't seem to have downloads for that ide anymore >.>

cloud cobalt
#

They updated for 2019 as soon as it got out

#

For launcher builds anyway

crystal wind
#

Oh thank god that saved people tons of headaches i bet. But not an easy task on their part.

cloud cobalt
#

And you can still install 2017 AFAIK, at least from the VS installer

crystal wind
#

I've spent like two days trying to figure out how lol >.<

#

Musta missed something.

#

@dry marsh But yes if your not understanding much of what i'm saying just watch the Epic Game's youtube channel, look for vids related to beginners. They'll show you how to do pretty much everything. You'd just have to follow along.

#

If you ask I'll provide a link.

real hound
#

Yeah I am using 2017, it just need the little addon to interface with UE. So you are saying 2019 is ready to go right after install?

crystal wind
#

I don't know, I've downloaded the compilers for 2017 and 2015 before trying to build ue4. Only have access to vs 2019 though as I couldn't find downloads for the earlier versions of vs studio on ms's website anyway. But it seems epic was smart enough to port to the new ide to keep things easy for beginners.

real hound
#

I think earlier versions can just be selected from the installer. But I don't spent a lot of time in VS. More of a sublimetext fan

crystal wind
#

Meh it's got a good debugger and has fair syntax highlights but honeslty vs code is nice and light weight for me ^-^

#

A lot of libs depend on vs sadly though.

opaque edge
#

Hey peeps. Quick question. How do I speed up the performance within the editor?

crystal wind
#

You mean improve performance?

#

Fps lag?

opaque edge
#

fps lag

crystal wind
#

Using too much cpu?

#

Ah.

#

Sounds like it's likely a gpu issue I hate to say it >.<

opaque edge
#

I'm creating a landscape with foliage and its kinda laggy

crystal wind
#

Ohhhhh.

inner cloak
#

Hi Guys, i'm cleaning some big models i imported from some CAD app, i have to process the cleanup in different project and then i am thinking about merging the projects, is this something that is easy to do ? (the merging of projects i mean)

crystal wind
#

If your spamming a lot be wary that transparent things especially with dynamic lighting can hit the gpu hard, if your's doesn't have gddr5 vram your probably in trouble there.

#

Merging projects in what software?

inner cloak
#

In UE4

#

i import the model in UE, then clean it to remove hidden parts etc

crystal wind
#

There's no way to easily merge projects, you can export meshes form them, you can copy/paste blueprints and rework the bugs, but it's not easy.

#

OHHHH

#

Yeah you can export that.

#

Be wary

#

It'll export the entire project.

#

Or everything that was on scene.

#

If I can remember how give me a sec.

#

That may do it.

sand sparrow
#

Anybody know how to make sand particles blowing in the wind?
I have a sand material, and I already sculpt my landscape, I just want sand particles right above the sand “blowing” to give it more of a realistic look.

inner cloak
#

I have a model file, the one i cleaned in the project, now i want to work on part 2 in a new project and bring the cleaned 2nd project back to the first ...

crystal wind
#

Spawning particles like you'd do normally, but have them move in a direction, probably.

inner cloak
#

the reason i have a 2nd project is due to the datasmith exporting process

crystal wind
#

I mean spawn them using an actor.

#

If your moving more than just models between projects it'll be difficult.

opaque edge
#

Koi what projects have you worked on? I'm just curious. 😛

inner cloak
#

Koi, not sure fbx will be so good, it has a few flaws that i found in the last few days

crystal wind
#

Lots of prototypes that never made bread and lots of projects I helped with that never made bread either. To be perfectly blunt.

#

In multiple engines and custom engines.

#

Oh it does?

opaque edge
#

Cool. How long you been using UE?

sand sparrow
#

Ok thanks, I’ll check to study and see how I can put that to use

crystal wind
#

Been around since the days of udk.

sand sparrow
crystal wind
#

In programmy speech...

for(uint32 i = 0; i < 20000; i+=2000)

Sorry I don't read algebra to be honest >.<

#

Lots of particles will be difficult on the hardware and it's worse if you have a bunch of actors (one for each particle) so you'll want to find a way around that.

sand sparrow
#

Interesting

inner cloak
#

Conan game has nice sandstorms

sand sparrow
#

Conan game?

inner cloak
#

some are very big .. wind particles should not be that heavy if only on the floor

crystal wind
#

Fair advice there.

inner cloak
#

Yes, Conan Exiles

sand sparrow
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I kinda want my Sand/winds like this, would it be possible the way you say?

crystal wind
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Are those colliding with the ground?

sand sparrow
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I really wouldn’t know, they don’t mention anything on the description

crystal wind
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I'm half wondering if that's a fancy shader...

inner cloak
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this looks like a big texture being translated

crystal wind
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Yeah that seems closer, somehow the particles are moving along with the curve of the terrain.

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O . O

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he's right

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If you look at the sharp edge of the terrain at the mound...

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You'll see there's no particles.

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Kind of like how normal maps look fake when your viewing a wall from the side.