#ue4-general
1 messages · Page 511 of 1
^
thats up to your project, 1uu is 1cm
and we dont know your map size or other parameters
yeah ofc ofc
@grim ore After I record it with level sequencer, do I need to insert it into the game with some bp?
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
@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
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
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
@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?
if you want it to run away it might be more math
@cloud palm nope auto play for a level sequence is a checkbox on the sequence if it's in the level
Oh ok
I wonder what the probability of that is @grim ore
but I shouldn't take chances should I
not a large probability but this is where allllll the game design comes into play tweaking stuff lol
do you feel like its okay to put that into the Polishing part of the game tho?
@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?
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
@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.
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?
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
it's a circle outwards from that location
so in theory if the point is -1000, -1000 and then radius was 1 wouldn't it just be -1001, -1000?
-1001, -1001
or in between
well it's a radius so my example wasnt correct either yours would be -999,-999 to -1001, -1001
@grim ore thank you so much, this really helps a lot
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
okay well I set the radius to 1 and the ai stopped moving again xD
and yeah debugging is probably the best bet
draw debug XXX nodes are sooo handy when trying to figure out math 😃
@grim ore If u can, I really hope that u can make a video on how to save and load for platform runner game
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
makes sense
@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
@ can I ask how long did u use the engine to get so pro lol MathewW#9472
I've been using UE4 since the public 4.0 release so a billion years?
jesus christ 4.0?
Damn
when we had to pay for it lol 😃
yeahhh
alot of people here have
When did that even came out?
I remember back when you had to pay for it, I was super happy when I could get it for free
I believe I start it last year
looks like "On March 19, 2014, at the Game Developers Conference (GDC), Epic Games released Unreal Engine 4 through a new licensing model."
idk if you know any of the legal stuff behind unreal but do they charge anything past 5% for commercial sales?
Hey guys
I have a really really important question (at least for me its important)
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
yep GDC 2015 is when it became sub free
gotchaa
@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?
that can just be an integer of the last level beaten can it not?
Emm maybe
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
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)
I was thinking of true and false variable lol
a boolean array would work as well, one index for each level true or false
How can I create a strict?
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 ?
@grim ore do u have a video on that?
@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!
right click, blueprint, struct to make new structs
like 1 - adds 2-decrease 3-adds 4 - decreases (and loops)
Kk
@steep ferry that sounds like using a modulus on the index would work
then based on the result from the modulus you can add or subtract in the loop
Well im using ue4 for 2.5 years and never used modulus. Probabl because never needed it
it's the % in computer math
Oh
which is not division because that would make sense lol
Yeah
so
What i exactly need to do again? (sorry i seriously never used it earlier and have no idea how it works)
Oh thanks
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
Ok so
This guide is probably usefull but im too stupid. I guess im gonna watch it couple of times again
as a generic example
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
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
might be... less nodes lol
hell that works too, go if node
I mean
programming; where the same result has 100 answers lol
in the demo of my scp game i made the corridors by myself
and that was hell of work
thats why i wanted to replace it with the random corridor
which will be even easier due to the fact that i already know how to make floors
😃
I know how to randomly select actors
which is even better
again really thank you buddy
means much.
bump
its so much work lol
just everything in general to get a working system without weirdness lol
😃
Again thank you so much
yeppity yep
Well neato
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
So many potentials for neato
no
Oh damn.
you could intern
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
@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. ^_^
its set for 30fps atm, so thats 30 frames forward.
is there a way to make the nodes snap to the grid?
eh not really. but some plugins help organize and align them.
a new one called electric lines or something just came out. looks pretty nice.
ok ty
what's good for source control ?
They all have goods and bads. Perforce seems to be more standard for game Dev due to file sizes
is it free ?
Up to a user limit yes
5 users 20 clients
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
free for life ?
i guess. its been 3 years now. ^_^
what one is better for my really bad internet? i get 600KB/s
A local one would use no internet for a start. Beyond that
theres no real better or worse. bandwidth is bandwidth. lol
you cant put a 1/2" rod through a 1/4 ID pipe.
ok
because the epic games launcher is weird. it has times where theres nothing downloading
ive seen that be DNS server settings.
tey using 9.9.9.9
its fixed it, but regardless, what Mathew said. Use local
ok ty
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
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?
Are the UPROPs using the right visibility meta?
UPROPERTY(EditAnywhere, BlueprintReadWrite)
Is usually a safe bet 😛
yeah
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Building Component")
do i need to restart the project or something?
You mean live code?
no its not enabled
ill try restarting
yeah now its there
is there some way to do that besides restarting? or should it just be working anyhow
i closed the blueprint editor yeah
but to get it to work had to close whole project
yeah not sure, just tried with new sturct and its popping up no problems now
maybe to do with it was first time i had created a C++ class
oh well, problem solved, when in doubt just restart 😛
well i just added a new struct, did compile from editor, then in blueprint editor it showed up
kinda what i expected to happen last time, but what wasnt happening
how to set visibility of an widget object Horizontal Box from another widget that being called by the first widget?
How can I get a free auto landscape material
Make it yourself?
auto landscape isnt the hardest thing to do.
Hey guys
I have a question
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?
@plush yew #work-in-progress if you wanted
if live-streaming #share-your-stream
No its just a simple material tutorial which can be used in unreal engine
@proven imp
Maybe in #released?
video tutorial?
if video tutorial i dont think there's channel here
mind share it to me? @plush yew
ok thanks
hey all
I have a questions regarding what would be considered "good game programmingphilosophy"
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
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?
Or should I create a middle man so to speak a blueprint solely for the health system for these entities to interact with?
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.
Do you need to draw it by hand? Theres all sorts of trig functions available.
@supple totem
No, Can you provide some examples?
havent really used them except in c++
float DotMethod = FMath::Sin((FMath::Atan2(DiveVector.X, DiveVector.Y) - FMath::Atan2(LookDirection.X, LookDirection.Y)));
and this looks like a tutorial on using sine waves to move objects
youll want to look into trig math, and how to adjust the shape of a sine wave
usually you use multiplication, addition, w/e to adjust the shape to what you want
@supple totem
It feels complicated but I will try to study it.
Thanks for your help!
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?
can i have a regular mesh for a character instead of a skeletal mesh?
sure, you just can't animate it then
how to rewrite this in the ue4 ''vec2 uv = (fragCoord - iResolution.xy * 0.5) / iResolution.y;''
@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 what do you mean?
how to use this engine for high quality cinematics and Photoreal rendering
gandalf try inserting a pop tart in ur floppy disk drive, it will render out a hollywood quality mp4 on ur desktop
Hi, is it possible to set a decal to not receive shadows?
ye can't help you there @viral fractal sorry
hi guys! is it possible to call exec (console) functions from the command line?
@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.
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.
@dim merlin
To not cast shadows
Are there any updates on Control Rig coming soon, my guys?
@light coyote mobility on the decal ? :/
@light coyote i mean, i do want to cast shadows, but not on decals
Yes
so select the decal object, and select station in its properties
Give it a try
@light coyote i think u mean that for static lightning, but my lightning is dynamic
@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
its always missing that... sharpness ? its looks blurry and pixely compared to our other renderings
i have seen scenes made in UE4 that look really sharp and nice, but i cant achieve that look here
@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.
@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.
@light coyote i tried that, but it was still receiving decals
Well i dont
@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.
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.
oof
this engine is a very complex construct
cant get an overview
at least it runs a lot faster now for some reason

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
Is it possible to do a split screen with one camara follow one character and the other one follow the other character?
@light coyote ended up adding emessive to the decal to prevent
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 ?
It is just a necesity, that sometimes you dont want things to cast shadows,, and ue4 knows that.
For some reason my actor behaves differently when spawned, can somebody help please?
Is their any good free skybox for space?
@cloud palm
So does anybody know what's causing my issue?
Hi everyone! I got some problem with grass foliage in UE4 :
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.
There isn't any agreement on it @muted minnow
You can't do it
Use UE assets in UE, Unity assets in Unity
How unfortunate.
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
noone knows what's causing my issue?
@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
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
@plush yew It seems to me that your condition in the copashell is not beeing true
Have your bluprints as a small window and press play to see what happens
@plush yew hey, in your shell AI settings you must enable “auto control on spawn” or something like that
@plush yew
Search for a key in the keybord, and plug it in so you can force cupa death with the key
@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
Richard could have a better answer, I’d try both
He is not really using ai, just an object that moves and if collided, something els happens
thank you @pulsar fractal
@boreal topaz What @pulsar fractal says
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
sweet. thanks all
No problem, and okay my bad I thought it was ai
@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
Are your components set to Auto Activate?
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
@plush yew Send more pictures of everything in those bluprints
@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
@light coyote literally all there is to it
@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
i really dont understand why my collision doesnt work when spawned
Are you trying to do something when it hits the actor? I think you’d need to tick generates hit events
collision with the ground works however but not the player for some reason
@plush yew unplug, your condition,,, plug your event tick straight to add movement input
no i dont have any collision triggers
there's no condition for collision
the collider is just there
the problem is not the movement
it's the collision that doesnt happen
@light coyote thanks, that did the trick
But what?
Im curious now
The colision?
Or the plugging tick to movement ?
@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"
Is the Unreal Studio code freely available ? I need to try fix something with importing from solidworks
no, you can not get the code for it at all
unless that's changed since I last looked at it
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?
for example, half screen for Camara A, and half for Camara B
Ah damn, their solidworks importer does not skip disabled/historical parts ... the import is a mess !
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?
you will have to read the asset EULA for that information, every item is different
kk
Any got an idea of my issue?
How would I make a lerp use custom values like: Float=600 Lerp=0.5, Float=1200 Lerp=1.0
i did that, but when I did creat player, it gave me 4 player
also, when I play, it said acess none
it came out of no where, i dont know how it happened but its in every level
black lines
why is there @high sparrow and @cloud palm lol
we are partner on a project
@light coyote , I think that Creat player Bp doesn't work because I already have my two player created
@high sparrow i dont know for sure, but if you have 2 players created, and splitscreen enabled in project settings,,, everything should work then
@light coyote when I did that, it gave me 4 player
because you have 4 player
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
@hoary silo I have no idea what you mean by that.
Just lerp between the values you want
Im trying to make an inverse lerp
But for some reason I cannot find it in the blueprints
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?
Im trying to make footstep sounds, and if my characters velocity is 600, I want the them to play at half speed
show bp screenshot @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
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
and is not the original anymore
if the step is short, you can just rplay sound again and again
i don't mean the sound themselves, my bad, i meant the delay between them
LOD related? Aliasing? Or something else?
Looks like more of a game resolution issue since its also effecting the character mesh
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?
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
@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
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
My character doesnt have a mesh, but thank you for helping
Anyone good in marching cube algo?
Ok thank you, ill give it a try
It can be done, im still struggling
@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?
But it will be much much easyer to put triggers on each feet,,, and they allow you to do much more aswell
whats the command to put in the config files to disable auto exposure?
@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
oh so it doesn't random every single 1. it grabs random once and goes from there
I’m not too sure what you mean
Another option is to shuffle the array, then always grab index 0
Okay no prob
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
My unreal engine crashes when building to the Oculus quest
is it my computer
Intel Integrated Graphics
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?
Morning all! 🌞
Hello. Can anyone think of games which have "deployment" mechanics similar to team fortress 2 engineer?
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
Anyone Familiar with UnrealFastNoise?
.
LOL
Did you just get login-throttled?
I've seen failed logins throttled... But successful? The f?
Anybody here know how to make an ability, like healing linked to a HUD element?
There are tons of tutorials on YT for that.
Such as?
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
@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.
search 'unreal health bar'
@autumn elbow I can show you the code I used if need be.
@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
@grim ore is there any way to change the class of a static mesh object?
no? and that would be weird in general
? isnt Static Mesh a class itself.
@autumn elbow What I need specifically is a cooldown for an ability, like say, a stim pack.
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
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?
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?
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)
There we go, that was the problem. Thanks MathewW!
yeppity yep
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.
Is there anything that u really want a runner game to include?
looking for some ideas
Is there a way to have a timeline in a BP play in the editor?
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?
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
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.
what more specifically are you trying to change and when?
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
if those are exposed you can change them in the editor on that instance
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,
it updates them in real time, it just wont save the values when you exit
ok, I should have known that or figured it out
@grim ore Can you help me with implementing a HUD function for an ability cooldown?
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.
you should be able to yes, the details panel shows the current value on the instance in that editor window
Ugh, I jsut realized yesterday you could select play from here and didn't need to move the player start
@grim ore I have the ability itself made, but all I need is the HUD element to show that in my game.
do you have a HUD element set up for it?
I've attempted one, but it was faulty.
I can screenshot what I had and give it to you, if that helps?
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
It should be an image with text over it.
The cooldown is 30 seconds.
Kind of like an overwatch ability.
@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.
😃
@hollow frost well you need a hud or UMG element set up first before you can do anything else
Ok
Hey guys how can i post in #looking-for-talent?
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.
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.
@grim ore I'm trying to make an element for my health kit.
I can show you what I have, if need be.
you can show your UI if you want sure
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?
So Unreal has 4 Rendering Teams plus the mobile team, console team and niagara team
Wonder what those 4 do.
@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
I think Unity's rendering pipeline is more flexible than UE4's actually 😛
In what sense ?
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
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.
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
Havent really looked in to that, nor now much about it,, but just wanted to hear your opinion.
@grim ore Thanks, you've given me a direction to look
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
@light coyote
https://www.youtube.com/watch?v=DDsRfbfnC_A
I would argue that this is not too bad looking ;P
http://unity3d.com/book-of-the-dead Unity’s Demo Team, creators of “Adam” (2016) and “The Blacksmith” (2015), are excited to announce Book of the Dead, a fir...
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+
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
at the expense of doing stuff sooooo annoyingly for normal devs
yep you pick one and suck it up lol
They are both great engines,,, but when i was learning unity,,, dont ask me why, but it anoyed me
I think for a non-coder, Unreal has an amazing UX
4.23 is out?
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
i think on the coding end, unity might be easier
but this depends on the person a bit too
I gess,, and we tend to stick to what we know
4.23 is not out, its in preview 6
It doesn't say preview anymore but I can't find the release notes.
It's a bug if you restart the launcher
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
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
😃
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
https://www.youtube.com/watch?v=LNidsMesxSE here's the vid btw
In this 2014 GDC session, indie developer David Rosen explains how to use simple procedural techniques to achieve interactive and fluid animations using very...
niceeee
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
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
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
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
nice
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 ;
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
yep I've been doing that too
@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
i learned all about vector math outside of code
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.
Not all of them, there are too many to do without it being a full time job lol 😃 @turbid plover
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
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
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
If I get all actors of class is the array returned in any specific order? By their age or name?
I dont know but i belive by the instance number
get all actors is never guaranteed to be the same order
he will have the answer xD
Ah ok gotcha
the W in mathew's user name stands for wizard
@grim ore What is the way it uses to determine all actors have been gotten ?
lol
Distance ?
Instance ?
Cm of dream matter ?
it uses the internal iterator function to do it
Sorry for that las one xDDDDD
i figured maybe it would be in the order the actors show up in the world outliner panel
@grim ore But what does it iterate against ?
I mean, there must be something that says, ok, you are done, you can stop iterating
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
@plush yew That would be the instance number in a sense
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
@plush yew send screenshot
Hmm I am in a pickle. Think I will go power shower and hope I hit my head really hard.
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
like this
lol
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
@grim ore You are not german in any sense right ?
I meant it cause it reads agresive xD
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
@plush yew I ment the script man XD
ok, i didnt think to print to log but that seems to be my best bet
I think it's a failed attempt at a joke 😛
And no, i consider myself spanish native dough i have british nationality
not mexican or latino, spanish
@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
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
@light coyote So to select multiple objects without clicking on each one individually?
hello, is there a way to select actors that have unassigned material, like "none"?
how long has the game been around? if its on ue2 thats gotta be a pretty long time
@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
hello
hello
Is there anyone there?
I have a problem I can't solve in UE4.21
https://answers.unrealengine.com/questions/916138/the-problem-of-putting-a-gun-in-the-back.html
can someone help?
@plush yew why do you think that ?
heh.. that thread doesnt actually say what the issue is when you are asking for help 😦
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
what he is saying is Rotate your Back1 socket on your skeleton @proven forum
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
ı am sory
Select the socket in the Skeletal Editor then rotate it using the rotate tool https://i.imgur.com/SrvFrbQ.png
@grim ore the picture doesn't open
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
@grim ore @plush yew thank you
is it possible to have two camera view put in the form of split screen?
I dont know
i watched that for lime 20 time already
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
@grim ore it happend like that
your camera arm might be colliding with the weapon now
@light coyote It is for local multiplayer set up. But what I want is more like two different Camera view split screen
turn collision off on the weapons when they are on the back
how can i fix it
or tell the spring arm to ignore those weapons
a lot people had This issue in answerhub and forum,but There is no solution
@high sparrow That is exactly what local multiplayer is
more than one player playing localy
but i dont want the second player to be controlled
ahh
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
I think you can archieve what you want with that
ok
does it split screen when you press play ?
it does,but it creates 4 player
Do you need to have 4 players created ?
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
It is hard to understand XD
You have to detal what is that you want to do
kk, So I have two camera following two different character, what I want is to have the two camera view put on split screen
@grim ore Can you show me a picture of exactly what I have to do?
Thank you for your patience
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
@high sparrow I think you may need to actualy use C++ by what the guy on this video says
Don't forget to subscribe! For more tips, tutorials and free stuff: http://www.ue4u.xyz/ Lessons plan: https://trello.com/b/iTdModlp/ue4u-tutorials Don't for...
ok,let me watch This,thx
@grim ore it was very very thank you
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
How can I make a transparent cylinder as a component to check for overlaps?
Instead of using Capsule
@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
@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
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
yes, add it as component
got it, thanks
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?
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
I like using tags
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
maybe certain things can be considered explosions, and explosions kill instantly,, ActorHasTag ¨Explosion¨ then kill, if not take damage,,, example
casting to class is fine but casting WILL basically load that item so if it's a heavy item then interfaces would be lighter
how do you work with an interface in BP?
@grim ore You should be promoting your chanel man, not the docs xD
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"
Wiat but how would interface be useful for overlap events?
when the overlap triggers, instead of casting, you check the interface for the function you want
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
And that is less expensive than checking with cast?
as far as I know it is unless you are using soft references with the cast
for example https://www.mike-purvis.com/?p=377 and there is a talk about it on the UnrealFest videos this year
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
aah ok
this is one of those just make it work and optimize it later if needed lol 😃
but since you asked, there ya go!
Thanks man.
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?
Nope, something super weird going on there
@light coyote You can get a better understanding by looking at this post🤣
For gameplay programmers writing C++ code.
but the plugin doesn't work anymore, its too old
okay question because i just used it for the first time yesterday. what is a soft reference?
A reference that isn't loaded until you tell it to
i guess im confused on use case. lol
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
gotcha. so in my instance where the its for the cinecamera lookat target. its just changing the hard reference to a soft reference
if your item is loaded already its not a biggie.
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?
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.
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?
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
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
thats what im asking. 😂
see when we equip items, we spawn and attach
unequip will destory actor
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
so im not sure i would care about the other 19 in our variable.
if you spawn with the actual class in the spawn node, that would be hard
its an array of a struct that contains a class
@grim ore When can I pay you to teach me all your Yoda ways? You're like the oracle!!
then that should be fine, it's a soft reference to the class itself
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.
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
hey
guys, i am ordering the rtx 2060 duall next week , can you guys tell me how it run on UE4 ray tracing ?
here is someone using the 2060 with UE4 https://youtu.be/bweExBk4pEY but the results just depend on your project
lol i am watching that , its a good sample thou cuz he is using an older cpu.
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
Oh its ok to be on yt too
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.
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
I hate single players games :(
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....
Idk it make me bored ti play it alone
in my opinion its impossible to start yout game maker hobby with multiplayer game
@random forum Exactly. Bump again
Baby steps... you'll get there! But you need to do baby steps
lies
^^
u can do it to learn networking
Altough
I still preffer making singleplayer games
maybe five
my opinion
six is too many to start w/ tho
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
I watched one video where one guy made game where he kill cubes
@light vigil Screenshot please?
Cubes are spawned on every 5 sec and they are supposed to explode
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.
The input is correctly tagged as NOT by reference
hm
Idea for single player game?
Bruh
u need to focus on like
Changing it to not an array compiles, making it an array and it breaks again
Post apocalyptic survival xD
what kind of question is that honestly
making something with an objective
Make an MMO
And yeah, ultimately I would pin array to its input
😄
you cant just
But this data type in general stops compilation
ask somebody for game idea
Regardless of having an input
focus on mechanics not genre or the end archtype
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)
lmfao definetly dont do that
lma0 thats what i usually do
do something to learn stuff
Okay ty xD
Well just learn
like a platformer with 5 mechanics no more
Bruh
u start with moving around and interactions
platformer games are ga-
expand from there
Ok that was a joke lol
What are platforms, i yesterday downloaded unreal and tryed learning as much as possible
Download Cemu emulator
Is that game free?
Emulator
Need to check it
Okii
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! 😄
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
@thin tendon isnt there an option to not pack them together?
at least the version I used years ago had one
Its all changed I to seperate it all I have to do it in blender
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?
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
I figured it out
@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.
Hey guys, how do I change the actor that spawns when I playtest a scene?
GameMode.
Project settings > maps and mode. Those are your defaults. Can be over ridden elsewhere, look at pawn class documentation
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
never mind, was a bug with the parametres being fed in
What is the download size of environment set in the market place?
3.3GB
@pulsar fractal ah thanks that makes sense.
I uvae problem
0-0?
it'll be in the window tab in the menu bar. not sure what the window is called though
I dont see anything in widnow tab
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
np glad there is a reset
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.
who can help me recreate shadertoy shader in unreal engine 4?
@light citrus make it moveable instead of static
Iwould if i knew how, gonna google about it
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
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
🙏 🙏 🙏 🙏 🙏
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.
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.
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 >.>
Oh thank god that saved people tons of headaches i bet. But not an easy task on their part.
And you can still install 2017 AFAIK, at least from the VS installer
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.
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?
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.
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
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.
Hey peeps. Quick question. How do I speed up the performance within the editor?
fps lag
I'm creating a landscape with foliage and its kinda laggy
Ohhhhh.
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)
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?
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.
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.
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 ...
Spawning particles like you'd do normally, but have them move in a direction, probably.
the reason i have a 2nd project is due to the datasmith exporting process
I mean spawn them using an actor.
If your moving more than just models between projects it'll be difficult.
Koi what projects have you worked on? I'm just curious. 😛
Koi, not sure fbx will be so good, it has a few flaws that i found in the last few days
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?
Cool. How long you been using UE?
Ok thanks, I’ll check to study and see how I can put that to use
Been around since the days of udk.
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.
Interesting
Conan game has nice sandstorms
Conan game?
some are very big .. wind particles should not be that heavy if only on the floor
Fair advice there.
Yes, Conan Exiles
Created some effect for my current environment.
I kinda want my Sand/winds like this, would it be possible the way you say?
Are those colliding with the ground?
I really wouldn’t know, they don’t mention anything on the description
I'm half wondering if that's a fancy shader...
this looks like a big texture being translated
Yeah that seems closer, somehow the particles are moving along with the curve of the terrain.
O . O
he's right
If you look at the sharp edge of the terrain at the mound...
You'll see there's no particles.
Kind of like how normal maps look fake when your viewing a wall from the side.
