#ue4-general

1 messages · Page 512 of 1

crystal wind
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I could be seeing it wrong though.

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If your doing that, then you'd just slap another kind of... Animated texture in the material I'd think.

sand sparrow
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I found these in the comments by the man who created it

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Landscape material and spline right above it

crystal wind
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Never touched splines but sounds fun.

sand sparrow
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Know of any good tuts that might help?

crystal wind
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For mats and terrain there's loads of good stuff. I've not touched splines though. Not sure about darkbytepod though.

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youtube for the former stuff.

sand sparrow
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Darkbytepod is in YouTube or on here

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Haha

crystal wind
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In here, he was mentioning that it looked like a material trick.

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Was on the money.

plush yew
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ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly
I mean, Do i need to add an command line like -server to the UAT code?

sand sparrow
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Oh dang, I didn’t realize

inner cloak
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Lol, i'm not a pro, mostly doing static scenes

sand sparrow
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Any sxacmples

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Examples

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But thank you I’ll do some research and try it out

inner cloak
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Well, actually my current goal is to make some animated presentation for a the project i work on .. been on it only about 2 weeks, and faced many issues with importing from solidworks, then datasmith is nice except for the fact that the model includes all modifications that were done, including the "removed" ones .. solidworks keeps history of changes.

crystal wind
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Surprising the amount of tools animators use

inner cloak
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at start i thought i would do it with Unity ... but with the model imported i could barely do anything

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then i tried UE and wow ... all so performant !!!

crystal wind
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I'm a c++ nut over c# and all that, but from what I tried and gathered a little it seems unity mostly needs a lot of work to get the same results as ue4 has out of the box, but it can be done.

inner cloak
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All i'm missing a is PC that can support more ram, currently limited to 24 GB ... at home i have a 64GB system

crystal wind
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Dude i'm rocking 16 GB

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Lol

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Miss it when 8 was enough.

inner cloak
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i remember a friend of mine buying 8 MB of ram for 500+$ lol

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that was a long time ago .. hehehe

crystal wind
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Oh god >.<

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Ohhh.

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Back during the days of early 32 bit oses and the ps1 eh?

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All that fits in most people's l3 cache now.

inner cloak
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ya, lol

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IBM has (had?) a system with 2TB ram !!! that was a few years ago too !!

crystal wind
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One thing i'm wondering about, is if ue4 has the ability to do cross platform multiplayer out of the box. Or if that has to be done by hand too. Since different hardware/compilers treat data differently.

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Holy shit.

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Must be a super computer though.

inner cloak
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probably needed a power central just to power it lol

crystal wind
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It's about the same as having... 100 normal desktop pc's or by your specs 50.

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Oh wait 2 terra byte not one woops

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Ok so 100 of yours

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2048/24

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I've a low end rig I use to work with, but honestly it's better this way. Makes it easier to optimize.

real hound
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What is the method of averaging called where you lerp between the new value and the running average by 1/(x+1) where x is the index?

light coyote
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What do you mean ?

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What are you trying to do ?

real hound
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Umm lemme post both methods as a blueprint. One sec

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Its like averaging when you cant know the total length of the data set during the average. Its how photoshop also averages with its opacity and layers fyi. So if you wanted to equally blend layers you would have the bottom 100%, next 50%, 33, 25, etc etc

light coyote
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I dont understand why you are sayin g this

real hound
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Ooof let me change this blueprint so it doesnt use a math node.

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Both ways will give you the average of the array. Just curious if the right side has a name because I need to figure out how to modify it to do weighted averages.

light coyote
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ahh

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just get the average of a set of numbers you mean

real hound
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Yeah, but for a weighted average its straight forward for doing it using the left side sum and divide. not sure about right side

light coyote
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yes,, just the total sum of those numbers,, and divide by how many numbers they are, yes

light thunder
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Any hero here want to recommend some good HLOD settings or a resource that explains those settings as best practices, other than the Epic Livestream on HLOD a few years back?

real hound
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Left side weighted average would just be [W(i)X(i) + W(i +1)X(i+1) ... W(n)X(n)] / [ W(i) + W(i+1) ... W(n)]

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But not sure what to do for using the running average method

light coyote
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@light thunder I never done it,, but yeahh, if you get to do it with the 3d models, do it with the textures aswell,, never done it yet,, i never had to much data loaded at the same time, and work per frame to be done, that really screwed up my frame rate

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@real hound I still dont know what you want to do

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What do you want an average for ?

light thunder
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Like, there's no "google" for this stuff that explains what it even does

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Default filling percentage? specific exclusion, does that mean I can tag an actor to not be built?

light coyote
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Nicee, and i dont know,,, but if i had to gess,, ticking exclusion will allow you to exclude for some things to get influenced by the poping action (loading, unloadin,,, higher or lower mashes)

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Filling,,,, maybe amount of objects to be afected ?

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no idea really

real hound
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I'll make something visual in photoshop to explain it.

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The weight of float x and float y are dependent on how close the target point is. So if the target point was directly ontop of float y the result should be 100% float y

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If the target point is outside either circle it would be 100% float z

astral phoenix
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Hello! is there some1 that can help me disable collision on a box collison when a player does something? 🙂

real hound
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event -> ref to box's actor -> ref to box component of actor -> target "Set Collision Enabled" Type No Collision.

crystal wind
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^

real hound
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There are probably better ways to get a reference to the componenet though from the overlap event.

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@astral phoenix

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Also probably store that reference as a component at the end so you can find it again. depending on whether you can still generate overlap events with the actor. You might need the reference to turn it back on simply.

astral phoenix
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im setting the ''have flashlight'' to true in the ''Cast to''

real hound
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Is the box on the actor that that event is in? Or the Box on BP_Master_Collectible_Flashlight?

astral phoenix
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the ''box'' is the collison i want to remove when i take the flashlight

real hound
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Also is there only one flashlight on the map

astral phoenix
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there is only 1 flashlight

real hound
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And is Box a component of flashlight? Or what ever BP it is you are working in?

cloud palm
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Is it possible to make the create player node create the player u want to spawn?

astral phoenix
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the blueprint u see is from the collision i want to remove

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the box is just the collision

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and the flashlight is the flashlight? xD

real hound
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So the box component is not on the flashlight BP

astral phoenix
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nope

light coyote
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@real hound So what do you want to do.
Now in terms of a percentage the distance away from your two circles ?

real hound
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Do this instead. Click on the box component (so it is solid yellow), right click in the graph, open the "Add Event for this componenet" section, create and OnComponenetBeginOverlap

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Also why do you have "Have Flashlight" in the flashlight BP?

light coyote
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If so, get the distance to center of one circle. From target
Get distance to center of the other circle. From target

Add both values,, divide the resoult by one of the 2 values,, wichever.
And multiply by that by 100
That is one of the percentages.

Then get that resoult, and subtract it from 100 to get the other.

real hound
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Yeah some alpha based on the distance in the radius. Distance 0 beeing 100% and Distance (radius) being 0% linearly.

astral phoenix
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its a variable that im setting to true

real hound
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Is it a variable on the flashlight?

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Cause that isnt setting it to anything there. Its just checking to see if you do have a flashlight.

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Or checking the bool.

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Do some print strings to see if you are passing the branch.

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I have a feeling it failing

astral phoenix
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when i pickup the flashlight i set ''Have Flashlight'' to true so that must mean its true right?

real hound
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You set it on your character or on that specific instance of flashlight on the map..

astral phoenix
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yeah then im calling it from the collision?

real hound
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Cause you are trying to check a variable on the flashlight instance you are overlapping. So unless you are picking up a flashlight and changing all the variables in every instance of flashlight on the map..... I have a feeling that "Has Flashlight" should be on the character.

astral phoenix
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what do u mean? can u show me a blueprint of how i need to set it op?

light coyote
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@astral phoenix
Who has the flashlight needed to be set to true? The player ?

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What is tiggering the thing to happen ?

astral phoenix
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i have a collision i want to set to false so its ''gone'' when the player pickup the flashlight

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its that simple so how do i make it? xD

light coyote
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@astral phoenix ok, do you want it for anything else ?

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you can destroy component if you want,,,, one thing less out of memory if you are not going to do anything else with it

astral phoenix
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i just want it gone i dont need it after

light coyote
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@astral phoenix Dont use event tick unless is absolutely necesary,,, when learning is ok,, but you really need to find other ways of triggering the event,,,, because event tick,,, what ever is in it,, it will get done every single frame

real hound
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Sorry still not understanding your set up. Two questions. Is the "Box" a componenet of the flashlight or of the chracter? Is the "Has Flashlight" variable a variable on the character or the flashlight?

light coyote
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is checking for all actors of class every frame,, instead of wen overlap ocurs, as an example

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@real hound you are the one who knows that,, we have not seen your bluprints
send two full screenshots

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one of each

real hound
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Wait what? You mean him.

astral phoenix
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the ''Box'' is the collision that i want to remove no1 owns it and the ''Have Flashlight'' is a variable on the flashlight

light coyote
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@real hound Sorry i replied to you xDDD got confused

plush yew
light coyote
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@astral phoenix Man, send screenshots please

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easyer

real hound
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SO is box a totally different actor than the character or flashlight?

astral phoenix
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what do u want to see?

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YEAH!

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xD

real hound
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I want to see BOX, Character, and flashlight

plush yew
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Should I add -server line to UAT option in the UnrealFrontend.exe profile when I get this error:
ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly

light coyote
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@astral phoenix Dont worry if there are things that are not correct or whatever,,, i honestly dont give a fuck

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Just want to help you get the why having trouble

astral phoenix
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idk what u want to see

light coyote
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the full pageeeee !!

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screenshot !!

real hound
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print-screen. No snipping

light coyote
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That does not help at all

astral phoenix
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there is too much cant be in 1 picture

light coyote
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That could be anywhereeee

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just send full screenshot,,, if need an area to be focused we ask

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i want to se your setup

astral phoenix
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if u say so...

light coyote
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your components, where they are and they way you have the things distributed

real hound
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print-screen to Ctrl V in discord

light coyote
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yes please

real hound
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No need to snip or use paint

light coyote
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Exactly

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Even when you snip, you can straight away pres cont V

astral phoenix
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here is the full blueprint.. u wanted the full blueprint here it is but i said it could not be in 1 picture remember? xD

light coyote
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I surrender

astral phoenix
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yeah im lost

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xD

light coyote
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Man

astral phoenix
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idk what u guys mean...

real hound
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I want to see the full viewport man

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Like this

light coyote
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if you want help send this

real hound
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So I can see what the thing is, what variables its using, what its parent is

light coyote
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Yesssssssssssssssssssssssssssssssssssss!!!!1

real hound
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Also richard that is the function I have the averaging issue with.

astral phoenix
light coyote
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Whatttttttt!!! Xddddddd

real hound
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Ok, so HaveFlashlight needs to be on your character.

light coyote
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send of the rest aswell

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the ones that you are trying to send info trough

real hound
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Yeah Box

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And assuming chracter

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Assuming character is what flashlight gets equipped to

astral phoenix
real hound
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Ok so what is colliding with what here.

astral phoenix
light coyote
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ok, this last BP you dont need,,, you can just add a box volume to one of the other 2,,, i mean the box BP

real hound
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Unless box is some actor in his map he wants to ignore collision with

astral phoenix
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The ''Box'' is the actor i want to remove when i pickup the flashlight

real hound
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Oh

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Ok

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On character

astral phoenix
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box is the collision

real hound
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Box is the box

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one sec

light coyote
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So what is your first pic ?
Level BP ?

astral phoenix
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first pic is flashlight 2 pic is the ''collision'' that i want to remove 3 pic is the player character

real hound
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Is the collision the event that picks up the flashlight?

light coyote
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Ok,, why do you want to remove it ?

Cant it just be with the flashlight and destroied when picked up ??

astral phoenix
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the player pickup the flashlight not the collision xD

light thunder
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HLOD - These 100% retained triangles are a waste, what do I need to do to eliminate this phenomenon? Adjusting bound radius doesn't seem to affect it

astral phoenix
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what do u mean @light coyote

real hound
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When you collide with BOX you want to pick up the flashlight yes?

light coyote
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@astral phoenix Collision tells to pick up flashlight to the player

real hound
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And once you have flashlight you want to destroy box>

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Is that right? Overlap box, pickup flashlight, destroy box.

light coyote
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Colision does not need to be an individuall bluprint at alllll

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@astral phoenix Add a component in the flashlight called box volume,,,,, with it selected scroll down, gren button,, press event begin overlap

astral phoenix
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i want so when the player pickup the flashlight then the collision(box) is gone

light coyote
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Adjust box volume to needs in the vieport tab of the BP

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Ok, step by step,,, you have not explained what you wanted to do exactly

astral phoenix
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yes i did? xD

real hound
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In the character, you want something like this: A variable has flashlight. OnActorBeginOverlap -> Cast hit actor to "Blocking/box" -> Set "Has Flashlight (on the character!!!) to true -> Pull from the as actor form the cast to and use a destroy actor targeting box/bloxking

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And then maybe send to a custom even to do what ever you neeed to do on the character

light coyote
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@astral phoenix ,,, @real hound asked this like 6 msg ago
When you collide with BOX you want to pick up the flashlight yes?

It was not clear

real hound
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Use the "as actor" reference from teh cast to to specifically destroy that instance of "Blocking" in the world

astral phoenix
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@light coyote no i dont want it that way i just want so when the player pickup the flashlight the collision(box) is removed

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@real hound idk what u mean with all that xD

real hound
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What why would you need the default scene root to still exist afterwords?

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Just destroy the actor.

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Is "box" right now just a placeholder that will have some flashlight mesh floating around on it too?

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You want the collision of the box to be set to no collide or the box to be removed from the world?

light coyote
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@astral phoenix Loook

Take as much time as you need, and explain EXACTLY what needs to happen.
Detail what should happen when, and everything you can think of.

We are here trying to help.
So please do that.

astral phoenix
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@light coyote okay i will do that

light coyote
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I just see this as too much time wasted on something very simple

real hound
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Honestly its cause we dont have a complete picture.

light coyote
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But things are not clear enough

real hound
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Just need to explicitly know, in order, every detail, what should be happening

light coyote
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Please explain why you only want to disable the collision and all that. Because maybe is not needed at all.

astral phoenix
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when i press ''play'' the player starts in a room with 1 way but i dont want the player to walk that way before picking up the flashlight so i have a collision in that way so its blocked but when the player pickup the flashlight then the ''collision'' is gone does that makes sense? xD

light coyote
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ok yes

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took a long time to get that very important note here

astral phoenix
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i just said it in small words and more basic xD

light coyote
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you are saying you want to pick up flashlight,, so therefore, is asumed you are using the colision to pick it up

real hound
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Aaah so there is a speerate actor on the map representing the flashlight

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Ok ok ok

astral phoenix
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like i said before the flashlight is 1 actor and the collision(box) is another actor

real hound
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OnActorBeingOverlap ->Cast to Flashlight -> Set Has Flashlight True -> Destroy Actor targeting the casted to flashlight -> Get all actors of type "Blocking -> Get array elem [0] -> Destroy Target Actor using array element [0]

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That will in order, overlap flashlight, set has flashlight to ture, destroy the flashlights actor on the map, find the blocking box, and destroy it

astral phoenix
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i dont want the flashlight to get destroyed

real hound
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In the world?

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Then just skip the destroy flashlight step

astral phoenix
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how do i get the ''get all actors of type''

real hound
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"Get all actors of class" set class to Blocking

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It will give you an array (that I assume has 1 element) then get array element [0]

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destroy actor targeting that

light coyote
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Open level bluprint.
You are going to have the reference for all 3 things on the level bluprint.

(Collision)
In there you are going to create a direct reference to the so mentioned colision that does not allow the player to advance in the game,,, you will do this by placing actor in the level,, and, with him selected, you can create a direct reference to him by right clicking on the event graph,, you will see it up there.

As this is only going to happen once, you can do it in the level BP.

(in level BP)
To reference colision i allreadi mentioned.
Do the same for the flashlight.
And for the character do a get all actors of class node,, and from the array it gives you get actor at first index (first index is 0)

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Its going to be easyer for you to write the logic on the level bluprint for now,,, when you get more confortable and run in to rewriting same stuff issues.
Then you go to regular BP.

General rule. If it happens one, in level bluprint,, if more then once, in regular bluprints.

Your Blocking colision to continue will only happen once.

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Also, in the level bluprint, when you get your player character, right click output and promote to variable so you have it for later use in an easy accesible way

astral phoenix
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i got it now ty!

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it works now xD

light coyote
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yayyy

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Play arround in level bluprint for now untill you get more confortable

real hound
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Swwweeeet

tame nova
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aight, this might sounds dumb but can we actually export UE maps to c4d?

cloud palm
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anyone have good tutorials on Shared Local Multiplayer Camera?

light coyote
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@astral phoenix
Tips

You can promote to variables input nodes in case you are not sure what it is expecting.
It will give you the type of variable it needs, that does not mean that by doing so it now sudently works.

In output of nodes you can do the same, but to store that reference as a variable in case you have to do more things to it later on,,, hide, show, hide again,,, whatever

Dont use event tick unless its absolutely necesary,,, try and figure out other ways.

In the event begin play, the things that are there will get done when the level is opened, when you press play....

Create custom events to separate things so you can have them more understandable.
Make coments.
Use lots of print strings to see what is happening in play time(you can plug strings to it, or numbers, or text, or floats,, it will automaticaly convert even if you see they are not the same color.)

Last but very important,,, if you press shift F1 wile in play, you get your mouse cursor back, and you can see the bluprints flow of information in runntime.
you can also scroll on top ov variables to se theyr current value

zinc rivet
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does discord ping when you edit a message to add an @ ?

inner cloak
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Anyone know if there is a fast way to clean duplicated materials ?

viral fractal
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I read that octane renderer made its way into Unreal ?

real hound
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I believe it does. edit: @zinc rivet

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Did you get a ping?

viral fractal
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No discord does not Ping then

zinc rivet
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it's highlighted, but I have audio muted and had the tab open so lemme open another window and see

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ah

cloud palm
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anyone have good tutorials on Shared Local Multiplayer Camera?

plush yew
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Anyone got experiece with recursive backtrackers, I had some optimisation issues #blueprint channel

plush yew
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Need help with the dedicated profile: ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly

astral marsh
glacial pecan
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@astral marsh read the instructions in the pinned message? (top right pin icon)

cold shoal
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Hey guys, I've got a question about controller stick input.

Is it possible, so that anytime an analogue stick is at it's boundary, it will = it's absolute value? So as an example, as it is, if the stick is held completely center-up, it = 1. But if I was to move it towards the right, it's axis value will be roughly 0.75.
I know I could change the value using ABS, but I would still like it to interpolate to 1, not instantly become 1

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I could do some math to get what I want, but thought it might be worth asking for a more elegant solution first

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Here is an incredible diagram which I hope sheds some light on what I mean

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Oh, I might be able to use exponents on the input for this

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just realised

light coyote
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@cold shoal You have to imagine a 2D graph that has the verical axis (Y), and (X) as horizontal.
Each one of them has a range value from - 1 to 1,,,, so -1 to 1 verticaly, and -1 to 1 horizontally.
0 is the center,, when joystick is at rest.
When joystick is at circle boundry, is never a full 1 unless its at a right angle.

To imagine why, just make a square that that is as wide as the circle,, and it becomes obvious why 🙂

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It cant be x = 1 and y = 1 at the same time,,, its imposible

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its outside of the circle

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Hope this helped

zinc rivet
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just need a different coordinate system - polar coordinates with a unit length radius

sand sparrow
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Does anyone know how to a mix of landscape material and splines, to create sand “blowing in the wind”

zinc rivet
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@cold shoal convert x/y coordinates to polar coordinates, that will give you an angle and a radius

viral fractal
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isnt that more a particle thing ?

crystal wind
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J4y means giving the illusion of moving particles along terrain.

cold shoal
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Sorry, I should specify I only want this to occur for one axis value

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not both

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But yeah, I've got some ideas on how to approach this at least

zinc rivet
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in that case, make a new coordinate from the old one:

if (x > 0) x = 1
else if (x == 0 ) x = 0
else x = -1
sand sparrow
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For example, like this.

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Just want other people’s opinions and thoughts I’ve asked this earlier today and had a few answers

light coyote
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Is it possible, so that anytime an analogue stick is at it's boundary, it will = it's absolute value? So as an example, as it is, if the stick is held completely center-up, it = 1. But if I was to move it towards the right, it's axis value will be roughly 0.75.
@cold shoal
It is automatic that, because the joystic is confined to a circle. It cant cover all the square area out of the circle.

But by what @zinc rivet is saying of polar coordinates, he makes me doubt if values will be 1 all arround the edge of the circle

zinc rivet
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i mean, you could convert to polar coordinates and just use the radius as the value for the axis that you want instead of both

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it's important to keep in mind that you're measureing different things in polar / x,y coordinates

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so yea, x and y can't both be 1 in x/y coordinates, but in polar coordinates, you just have a radius which can have the same value no matter the angle

light coyote
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But if he is using a joystick, the magnitud of the float tells you how much,,,aahhhh gotcha,,, you mean because unless its in a completly vertical or horizontal state, you need the information of the two axis to determine direction ?

zinc rivet
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you always need two coordinates to determine the position of the joystick. It's either x/y, or radius/angle

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the number he's trying to get is the radial distance of the stick from the center

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multiplied by a function of the angle

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which is either 1 or -1

light coyote
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Yes, what i meant to say, is that by using polar coordinates you dont have to write the logic to dtermine the direction,, it does it for you ?? i was asking if that was the reason why

zinc rivet
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if you're finding the distance and the direction from x/y coordinates, you're essentially converting it to polar coords

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that's all polar is - distance / direction instead of grid coordinates

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turn to angle theta, walk r feet vs walk x feet to the right and y feet up

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it's just helpful to think of it as being polar coordinates since it'll make it easier to google other related trigonometry equations

odd steppe
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guys i imported from 3d's max a low poly model to unreal engine with animation and morph targets and that fbx file has OpenSubdiv Modifier on top of morphs and skins. How to enable Open Subdiv in engine cuz i only see lowpoly has been imported?

zinc rivet
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@cold shoal I'm kinda curious about the application for this control scheme - do you basically want to make it so that the radius = forward movement, and the other axis is an additional rotation / side movement applied on top?

crystal wind
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What is open subdivide?

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Is it actually saved in the fbx?

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Like as in does it show up in other editors like blender?

odd steppe
#

OpenSubdiv is a Pixar technology that works like Turbosmooth but it can be optimized so tessellation works depending on the distance between object and you. Opensubdiv is overpowered Turbosmooth

#

and it became supported with FBX and available with maya and 3d's max, also i think it might be available in blender.

errant spire
#

Hi everyone! I was wondering if anyone has an IK solution to aim muzzles

#

Something similar to this

odd steppe
#

anyway when i leave modifiers not collapsed in .max file and save it as FBX file, 3dmax replaces Turbosmooth with OpenSubdiv modifier so FBX file can support it. but when i import this FBX to Unreal i dont see any smoothness, only original lowpoly with animations and morphs. so i just want my lowpoly be turbo smoothed and wondering is there a way to do it straight in UE4 if OpenSubdiv is not supported

crystal wind
#

Personally not aware of that, sounds like baked in vector displacement mapping with an LOD touch.

#

But in a way that scales.

#

I'm not sure you can get identical results in a game engine. Interesting would also like to know.

glacial pecan
#

@errant spire are you sure that's not built into Unreal already? have you checked the content example project from the learning section?

crystal wind
#

I've never ever seen what kek is talking about though...

#

But I only use blender.

static viper
#

opensubdiv is a thing you know from zbrush too.

#

the upper layers are used for baking textures

errant spire
#

@glacial pecan I've looked at some documentation but didn't find anything on this particular subject with IK. I'll take a looka t the learning section

static viper
#

they arent supposed to exist in unreal

odd steppe
#

anyway the basic question is how to make highpoly character player inside unreal 4 if i imported lowpoly character

errant spire
#

Yeah nothing after a quick search

static viper
#

import the highpoly one

#

XD

#

or give the low poly one the HD textures from the highpoly bake

#

this is not an easy thing todo

odd steppe
#

but how to optimize it to be lowpoly depending on distance of camera like it's done in unity?

static viper
#

but there are tutorials for zbrush abbout this

glacial pecan
#

@errant spire then do a deeper search... did you open the content example project? did you look at the character animation examples section?

errant spire
#

actually, I found something that kind of gave me an idea

static viper
#

that is called tesselation

#

and tesselation is also driven by texture

odd steppe
#

but doesnt tesselation makes wrong geometry by just removing some edges?

static viper
#

ue4 has adaptive and flat tesselation

#

you should google that

odd steppe
#

ah

static viper
#

it doesnt remove

#

it adds

#

it breaks tris

#

and there is a crack free option

odd steppe
#

does tesselation support the smoothing groups or smooth/hard edges?

static viper
#

it derives of them yes

odd steppe
#

cool

static viper
#

but after tresselation, the basic surface will be broken

#

hard edges might not exist afterwards

#

it does support uv edges tho

#

really likes those.

odd steppe
#

oops, its dangerous for character then

static viper
#

just the opposite

#

tesselation is a top character detail tool

#

its used in almost all games past 2016

#

you can study it in cryengine games

crystal wind
#

cough cough mgs5 cough cough

static viper
#

i really hated that game

crystal wind
#

Dude i watched them turn a friggin BOX into a character.

#

It was a bit of a letdown but in a way it had interesting tech behind it.

#

Mgs2 and 3 ftw 😛

light coyote
#

@static viper As far as i know tesselation doesnt act like a turbosmoth, in the sense that it only adds subdivisions,,, but you say they are 2 modes in ue4?

static viper
#

yes

#

in the material graph

#

you click the main node

#

scroll down details

grave nebula
#

owl

static viper
#

there you find a full tesselation panel

grave nebula
#

where been ?

light coyote
#

niceee

static viper
#

in owl jail

odd steppe
#

uv edges hm. but my uv has some parts that better be smooth than hard so its complicated for me lol

static viper
#

out on probation

grave nebula
#

<

crystal wind
#

Ahaha loving this group.

odd steppe
#

i need to make another UV map then damn

#

xD

static viper
#

i have a small device on leg

#

it beeps sometimes

crystal wind
#

Hmm shouldn't it only take one uv map?

static viper
#

it takes only one

odd steppe
#

i mean remake whole map

static viper
#

but you can apply multiple materials in 3d tool

#

you should really google this

#

plenty

#

making HD characters takes alot of time and skill

#

and everything has to be made to order.

crystal wind
#

Keeping joints identical between low and high poly so the maps don't look funky during animations and such?

static viper
#

there is a thing called skeletal LOD. yes....

#

but its something different

odd steppe
#

so there's option for me to upload highpoly and setup so Unreal engine will make lowpoly from it or upload Lowpoly and Unreal will make highpoly from it.

static viper
#

i tell you

#

google it

#

it cannot be explained better

odd steppe
#

i tell you, hello thanks

#

ok i will ty

crystal wind
#

Nice to meet you both o/

odd steppe
#

actually i'm making sanik there's no channel for 3d models so...

crystal wind
#

Is that Romanji I see?

odd steppe
#

dont know

crystal wind
#

"sanik" Forgive my nitpicking it's hard to resist.

odd steppe
#

lol

#

sonique

gleaming creek
#

Reading up about some bug from 2015, in the end, two years later, the person replied with this:


I am also not using Unreal Engine 4 anyore, it's just too frustrating. Bugs are one thing but just collecting thousands of them and storing them in a nice list just isn't working. Good luck.
#

I wonder how many people have been driven away like this

#

Because I can perfectly see the reasoning behind it.

static viper
#

do you think that i ever stopped cursing at ue4?

#

i stopped with the death threats in my head tho

gleaming creek
#

Every time I try to do something I find at least one bug or thing that the engine randomly won't allow for no reason

static viper
#

i nowdays just punch the keyboard

#

and then i am sorry.

#

and try google.

gleaming creek
#

I still have the naive notion that software developers should want to fix the bugs in their software

#

despite knowing first-hand that most software developers would rather just lie and mark genuine bugs as "won't fix - working as designed" to make them go away

static viper
#

in a system that is 20 years old?

#

where most code is undocumented

gleaming creek
#

In a system they are actually trying to make money from

static viper
#

they havent licensed it tho as they wanted to

#

they thought about that

#

and evaded it

#

it costs 19.99 once

#

pre month

#

and then it didnt

gleaming creek
#

Yes, I remember

#

Feels like they actually gave more support back then

static viper
#

i am pretty sure code had a say

#

well its obvious that they have paid support contracts internally

#

i am very sure they were heavily involved in borderlands 3

gleaming creek
#

Yeah, they constantly claim to be dev-friendly but they're really only interested in the devs who pay the big money

#

Though even there I find it bizarre that they're make the engine usable for one-offs instead of fixing the problems for everyone

static viper
#

i find them very friendly XD

gleaming creek
#

Friendly, yes. They just don't fix anything

static viper
#

they fixed a heavy bug for me once

#

XD

#

which i never had after that

#

bc i used a new technique

#

but they fix

crystal wind
#

Dude getting bitched out for bugs just discourages, and it's depressing to chase them down.

gleaming creek
#

Discourages who?

static viper
#

development is depressing tho

#

XD

gleaming creek
#

Having bugs in every single thing I do depresses me

crystal wind
#

I don't mean to defend like a fanboy but I can understand a bit of the frustration.

static viper
#

while it has downs it also has heavy ups

#

i really like trouble shooting

#

the hunt for a solution makes me wild

crystal wind
#

Hehehe searching for the brain gasms?

#

God I miss that.

#

The first few times I'd solve a big problem with code...

#

The feels.

#

Now it's just business as usual.

#

Yet it's an addiction >.<

odd steppe
#

Does UDK have these bugs?

#

or UE3?

crystal wind
#

I wonder if ue4 uses any tools to help maintenance like unit testing.

#

They have their own bugs.

#

Everything has bugs.

gleaming creek
#

Well, the specific one I was looking at there was Blueprints-related, so unlikely

#

But they have their own bugs

#

Things can have bugs, that's fine.

#

Not fixing bugs for 5 years is not

static viper
#

ue3 entire renderpipeline is... different

crystal wind
#

To be fair they seem to have a huuuuge feature and bug list on their plate.

static viper
#

its almost like an entire old engine brand

#

with bugs that cant even exist in ue4

gleaming creek
#

Marking legit bugs as "won't fix - working as designed" most certainly is not

#

deleting bugs from the tracker because you can't be bothered to fix them is not

static viper
#

what did they delete

crystal wind
#

Yeah that isn't tolerable, can't speak for the commonality of that but still.

gleaming creek
#

Bug I was looking at was a fairly minor thing

#

You can't add a timeline to an actor component

#

They raised a bug, but it's not there now

static viper
#

i dont understand

gleaming creek
#

I guess it's possible it got lost when they switched the bug trackers

static viper
#

how is that a bug

#

it sounds more like a missing feature

#

not like a broken thingy

crystal wind
#

I hate to say it but owl seems to have a point.

main pebble
#

I've got the issue where the shader cache has messed up. I'm having some issues finding the location for 4.22 in Windows 10 though. The file path I see online to find and delete it isn't there.

gleaming creek
#

Yeah, broken / missing functionality that they'll never fix. Whole Blueprint ecosystem is full of weird things that just don't work

static viper
#

oh its still the same topic

#

XD

gleaming creek
#

Hah

#

I just remembered something I'd completely forgotten about

static viper
#

the work around seems to exist tho

#

you could have a timeline outside somewhere

#

i dont know if gamemode can have it

#

mh

#

that you cant replicate

gleaming creek
#

I fixed a minor issue and submitted a pull request. Back in April. One-line fix

static viper
#

not on actir base

gleaming creek
#

Still hasn't been reviewed

crystal wind
#

What is a timeline again?

static viper
#

yee its stupid

#

actor component is replicated

#

it should be able to carry a timeline

gleaming creek
#

Well, putting the timeline on the parent actor destroys the whole purpose of having components

#

You might as well just put all your code in one giant class

static viper
#

understandable

#

but we might have to look at interp

gleaming creek
#

You can theoretically get around it by using a curve class and a tick

crystal wind
#

The component thing never made sense to me.

gleaming creek
#

It's supposed to be object-oriented code

crystal wind
#

It doesn't feel like a component system.

gleaming creek
#

You put things into components so that you can have separated modules of code

#

It... doesn't work that well because the whole system has tons of strange restrictions and limitations

crystal wind
#

Yeah that effect the owning actor in ways that is reusable.

#

Could always do it in code with a custom set of functionality and maybe an ECS lib 😛

#

With a bucket system and such.

#

Hell maybe we need plugins that fix these issues.

gleaming creek
#

Yeah, that particular one is fairly minor, it's just reading the people at the bottom years later... I can emphasise with them a lot

#

because I've seen so many other bugs that just got ignored, raised a few myself

static viper
#

yee but where do they go

gleaming creek
#

The people who leave the engine? Don't know, there isn't anything else

#

Unity maybe

static viper
#

you are scared that people are beeing put of easily

#

i feel like you are worrying too much

#

you have a job

#

and you cant help all people

gleaming creek
#

Honestly, I don't care about other people being put off, that's just my excuse for why Epic should do something

#

I just want the engine to be better for me 🙂

ivory veldt
#

Hi everyone I wanted to ask you if I can share the news of unreal engine and including the gallery of your works on my blog I am a fan of 3D graphics on the CGI fantasy world

static viper
#

everyone wants the engine to be better

ivory veldt
#

and I wanted to ask you this and a question we generally say with unreal engine is there a way to make the poses to make screenshots directly from the software?

crystal wind
#

Huh?

#

Ohhh.

#

You can but there's probably better ways to do it.

#

shrugs I don't know.

low lava
#

is it possible to reparent a component that's based on a c++ class to the superclass of that c++ class?

#

or to reparent a component at all?

ivory veldt
#

i wait response thanks

low lava
#

you're going to need to ask individual people for each thing you want to share

#

@ivory veldt

ivory veldt
#

Okay, what about the second question?

low lava
#

I don't know what you mean by poses, and I'm not an artist (programmer here). I don't know.

crystal wind
#

You can combine and play animations in interesting ways in ue4 but perhaps blender could do the same and give more control. Not sure yet.

#

I'm a programmer as well.

plush yew
#

I'm creating a recursive backtracker in BPs using splines for walls, almost finished but I need to optimize it, anyone has any ideas how to get it working faster? Nested loops and nested arrays are making it almost too slow for testing
Anyone has an idea of how I could approach the optimization, I am thinking I need less breaking and remaking structs

crystal wind
#

Loop unrolling?

#

Fixed sized arrays? Or resizing them less often.

#

Pooling.

#

SSE

#

Multithreading.

#

Branch prediction, keeping data friendly with the cache line... Avoid indirection...

#

Also loops can be done with pointer arithmetic.

#

Been a while I think ue4's version of vector is called TArray.

#

If it's like vectors, you want to avoid reading it normally by index.

#

Or iterators.

#

Using a direct pointer "may" help it's worth profiling.

plush yew
#

Ok yes the array should be fixed size, I initialize the arrays by setting the max size it will become as fixed size, max size depends on row x colums, the looping is done through satges, last stage uses recursive iterators + 2 for loops for setting all the poitns in WS

crystal wind
#

Not a bad start good sir ^-^

#

Loop unrolling and pointer arithmetic (pointer access per element(s)) may also help. That's based on personal experimentation with mingw's gcc it may not work. I'm not fully sure on it.

plush yew
#

Ok thanks, I will try using pointers instead, it sound s like I

low lava
#

you can do this in BPs? O_O

crystal wind
#

No c++

plush yew
#

yes, but it's a bt heavy rn

crystal wind
#

Well you can do most of this in bp's actually.

plush yew
#

Im doing it in P, (for a contract, speciially contracted to do it in BP)

crystal wind
#

But it's a scripted lang to begin with, not ideal to optimize in.

plush yew
#

BP*

#

^ I can agree with that

crystal wind
#

From my understanding they naturally have issues with loops.

low lava
#

good luck

crystal wind
#

Yup hey your messing about optimizing something I and most probably never tried.

low lava
#

yeah, going way over my head here. and in BPs too o.o

crystal wind
#

Almost anything you can do in c++ can be done in bp it's just... Harder.

low lava
#

I didnt know BPs even had access to pointers

crystal wind
#

They have dynamic cast.

#

They have arrays.

#

Hmm

plush yew
#

My oh so not optimized backtracker, it still ooks pretty haha, it runs like dogturd right now though 😂

crystal wind
#

Aww dang.

#

You might not be able to do pointer related stuff in BP's

plush yew
#

Yeah, not as elegant as coding it; I might need to smove some things over, but the guy wanted it all in BP with comments so he could learn from it, so I'm gonna power through this and get it as optimized as I can get it

crystal wind
#

And they might not even run better for it.

#

Dude i'm under the same restrictions recently I know it sucks >.<

#

Cause of "cross platform"

#

BP"s aren't meant for processing large amounts of data, so this feels like uncharted territory.

plush yew
#

It's a bit stinky I agree, Well I gotta get back to it now firstly see how I can minimize it's size and cost, I'll have to remove some variables, I'll need to refactor some execution flows and remove some debugging, aswell as refactoring how I calculate the cell data

crystal wind
#

Experimentation galore I bet. Maybe the cpp channel knows something.

plush yew
#

Truly experimentation galore now! Good ideas and I'll ask in cpp aswell later

#

Have a good day man!

#

or Woman! EIther way have a great day

azure shore
#

can anyone help me with how to make literally just a simple black map but with not shit lighting

plush yew
#

How do you mean, no light at all?

azure shore
#

whatever I do with directional light source one side of the player is completely shadowed

plush yew
#

Or black landscape?

azure shore
#

yeah just black sky like when you create an empty map but I want the player and everything in it to be visible

#

I cant get light source to light all sides, just one side

plush yew
#

Skylight for no direct shadows

#

^

#

Add a Skylight, set intensity = 1 or 2

azure shore
#

do I need anything else?

#

Im not sure what you mean

plush yew
#

Not if you only want blacc backgroudn, you might need to remove the SkyVox if there is any placed in the scene, as that will aslo be lit up by the skylight

azure shore
#

yeah, I tried removing it all but sky light seems to do nothing

plush yew
#

Hmm EYah I thought it would work but just tried it myself, Hmm let me see if there is some ibvious way that we both missed

#

Here

#

in teh skylight settings;

#

I have selected win 64, Still is say's is selected 32 and is invalid

#

@azure shore Here

azure shore
#

oh cool, I think Im getting somewhere with that

plush yew
#

You see the default settings, the lower hemisphere color is set to pretty white, and intensity of skylight is at exactly, ten. you cna play aroud with these values to get something that looks a little les intensive glowingness

azure shore
#

lol right now my player is glowing a LOT

#

but the ground is fine

plush yew
#

Nice that it's getting somewhere 🙂

#

19>Project not selected to build for this solution configuration
20>------ Skipped Build: Project: DsymExporter, Configuration: Invalid Win32 ------
20>Project not selected to build for this solution configuration
21>------ Skipped Build: Project: UE4EditorServices, Configuration: Invalid Win32 ------
21>Project not selected to build for this solution configuration
22>------ Skipped Build: Project: UnrealAtoS, Configuration: Invalid Win32 ------
22>Project not selected to build for this solution configuration
23>------ Skipped Build: Project: MayaLiveLinkPlugin2016, Configuration: Invalid Win32 ------
23>Project not selected to build for this solution configuration
24>------ Skipped Build: Project: MayaLiveLinkPlugin2017, Configuration: Invalid Win32 ------
24>Project not selected to build for this solution configuration
25>------ Skipped Build: Project: MayaLiveLinkPlugin2018, Configuration: Invalid Win32 ------
25>Project not selected to build for this solution configuration
26>------ Skipped Build: Project: MinidumpDiagnostics, Configuration: Invalid Win32 ------
26>Project not selected to build for this solution configuration
27>------ Skipped Build: Project: WebRTCProxy, Configuration: Invalid x64 ------
27>Project not selected to build for this solution configuration
28>------ Skipped Build: Project: UnrealFrontend, Configuration: Invalid Win32 ------
28>Project not selected to build for this solution configuration
29>------ Skipped Build: Project: ShaderCompileWorker, Configuration: Invalid Win32 ------
29>Project not selected to build for this solution configuration

#

Why is it keep saying invalid32, When i got 64 running

azure shore
#

its weird like I can have player lit normally or ground lit normally and player glowing very heavily

amber herald
#

hello, what would i use to make a variable that i could edit inside the unreal engine editor which is then given to my C++ code, so i dont have to edit it and recompile every time

low lava
#

right before/above your field in your C++ declaration, use UPROPERTY(EditAnywhere)

amber herald
#

cool ThumbsupPepe

low lava
#

sorry, EditAnywhere, not EditableAnywhere

amber herald
#

i define the prop like this float Reach = 200.f;

#

but this is in the cpp file

#

id have to define it in the header right?

low lava
#

probably

amber herald
#

nope apparently that works in the cpp file too

low lava
#

your class might need to be labeled UClass or something as well?

amber herald
#

now where would i edit this in the editor?

#

i selected the firstPersonCharacter2 which is supposed to be the character i added the prop to but it doesnt show me the thing

#

nvm lol i see it now pikaOh

plush yew
#

Need help when i try build Development server: 1>------ Build started: Project: Fusecry, Configuration: Invalid Win32 ------
1>The selected platform/configuration is not valid for this target.
========== Build: 1 succeeded, 0 failed, 2 up-to-date, 0 skipped ==========

#

I also selected 64, Still is says 32

cloud palm
#

Dose anyone have a good tutorials on share local camera ?

autumn elbow
plush yew
alpine elm
#

Hi I'm new here and don't know if this is the right place I'm wondering if anyone know of a quick answer I have a issue when ever i make a Aim Offset in UE4 and add my animations to it the character disappear all the time why is this

mint sequoia
#

After retargetting animations to my character, realized ball joint in wrong place so moved it and reimported character, but now feet in animations are a bit messed up. Any easy fix without retargetting them from scratch?

viral fractal
#

can i run unreal on a toaster ?

#

(toaster has some old mid class cpu and gpu)

#

amd fx 4150, r7 270

#

calling it toaster because it is great at heating up rooms, not much else

grim ore
#

you can on low for sure

mint hill
#

so my friend and i want to just have fun and make a game. what program would we use thats simple and user friendly that we can share the files?

grim ore
#

program for sharing or for making the game?

mint hill
#

sharing the files

grim ore
#

you can use sharing services like onedrive, drop box, google drive

mint hill
#

ok

#

would we just drop in the whole project file into google drive?

grim ore
#

you can but compressing it to a zip or rar file would be better

mint hill
#

ok

pulsar fractal
#

Hey, I have my own server rack for hosting my game servers but I was wondering how to actually run the server that my online players can connect to

#

Is it just another instance of the packaged project identical to the client’s; but maybe that just constantly shows a widget where I can click a button to start and stop an online session?

#

Or is it another program altogether? Thanks

grim ore
#

you would probably want to run your project in dedicated server mode assuming it's designed around that and not p2p or listen server

pulsar fractal
#

Thank you, how would I run it in that mode?

grim ore
#

you would have to download the source and compile a dedicated server, there are a few ways of doing that https://wiki.unrealengine.com/Standalone_Dedicated_Server , if you don't want to do that I guess you could run it in listen mode or server mode uncooked thru the .uproject but that will use more resources than a dedicated. It also depends on how your game was designed

crystal wind
#

@mint hill Oy most people use source control like github.

#

There's a .gitngore file for ue4 specifically.

#

Be wary of modifying the same binary files though, so avoid messing with the same blueprints and levels when you go to push updates.

#

Else you'll have merging issues.

mint hill
#

ok, so like i would work on one file and he would work on another so theres no issues?

crystal wind
#

You may both work on the same code/text files that's fine.

#

But everything else...

#

Don't touch what the other is working on.

mint hill
#

ok

crystal wind
#

It's because the software won't know how to determine which bits to merge (which ones changed and what's the old ones)

mint hill
#

ok

crystal wind
#

There may be something better than github I hear it's a bit difficult to work with compared to... The other main source control software ue4 advocates.

mint hill
#

ok so code we can both work on at the same time but nothing else to avoid weird stuff to happen?

crystal wind
#

Exactly ^-^

#

Text files are ok to.

#

.txt .cpp .h

mint hill
#

ok ty!

crystal wind
#

Very welcome, it'll be hard getting used to at first.

#

But it's well worth it.

mint hill
#

and will it auto update when i close out of the files? or how would i update it?

crystal wind
#

I'd look up some explanatory vids on github, it's pretty special in how it's used >.< You'd normally use software to make it easier so you won't use console commands. Such as github desktop.

#

From there you normally do things like cloan, push, pull, check.

#

It's not realtime editing stuff, what your expecting is something that's very difficult to support and any software that attempts it ends up buggy in some way or other sadly. Man what i wouldn't do for a halo forge styled level editor >.<

#

You push and pull changes manually

#

Pushing means you submit changes, pulling means your requesting an update from the repo (where your actual project files are stored) to your local drive so that you can see what your buddy pushed.

#

Rince repeat.

mint hill
#

ok

#

thanks so much

crystal wind
#

It has a learning curve to it.

#

But if you can get used to it you'll thank me later. And your welcome ^-^

real hound
#

Is there a hotkey for hiding the bubbles on comments?

#

Like I dont want then overlapping shit when I zoom out

scarlet birch
#

checkbox in the details panel

real hound
#

Thank you!

serene sorrel
#

is there some setting to get dynamic material stuff to show up in the UI editor?

#

rather than just a white box

crystal wind
#

Should happen automatically, after the shaders get compiled.

molten path
#

Hello there

#

I have to make a game using unreal engine 4 for a school project

#

Is there any assets that'll really be helpful?

#

(I'm making a first person surival game in a metro/sewers)

lusty surge
#

Look through the free content on the marketplace. There is quite a bit of stuff out there. As for metro and sewers stuff, I'm not sure that there is anything free that fits that style @molten path And of course you will want to start with the first person template.

molten path
#

thank you 🙂

lusty surge
#

No problem 🙂

crystal wind
#

waaait a sec, what's the purpose of actor components if actors can get the object which holds them anyway?

#

at least i believe this is possible. been a while.

#

hmm maybe it's lighter weight, probably doesn't have code/data related to being placed on the scene.

serene sorrel
#

Anyone know the flow of Event Construct for a HUD? Is it only called the f irst time its displayed or when the widget is created?

#

Seems like construct is called every time its added to viewport rather than on widget create

scarlet birch
#

If you need a call once use initialize. Unless it was hidden, usually a widget is created when added to the viewport.

serene sorrel
#

so if i create a widget, event construct not called until addtoviewport, but after removefromparent it wont get reinitialized right?

scarlet birch
#

I don't think that's right.

serene sorrel
#

i think eventconstruct is only being called once on this widget ive created, which is what i want, just didnt realize it was delay initialized until first time i add it to viewport

#

ok nope, its continually calling event construct

#

whats the best way of creating a widget once, and not have it kill itself when you dont want it on screen anymore

static viper
#

you can call its visibility to collapsed

#

its still there then

#

but not

serene sorrel
#

Yeah, Set Widget Visibility, i create it on startup, add to viewport, then hide it

#

seems to work fine

crystal wind
#

Hmm...

//Thing.h
class Thing {
    static constexpr uint32_t var = 5;
};

vs shoving it in the source file like so...

//Thing.cpp
constexpr uint32_t var = 5;
#

Assuming it'd be a private member.

#

Am thinking of compiler time vs... Potential readability for maintenance?

#

Most times I don't think variables of such nature have any value to future readers. So to save compilation time the latter approach makes more sense. But am wondering what anyone else might think.

plush yew
#

If i select win 64, Development server and My game name, Then building my game, It end after 5 secs and give me this error:

#

1>------ Build started: Project: Fusecry, Configuration: Invalid Win32 ------ 1>The selected platform/configuration is not valid for this target. ========== Build: 1 succeeded, 0 failed, 2 up-to-date, 0 skipped ==========

#

It say's invalid Configuration: Invalid Win32, Even when I selected 64

rose glen
#

Hey Guys how do i check nullptrs ?
if(owningActor != nullptr)
is giving me an error "it was a nullptr" and crashes the engine

honest vale
#

that's how you do it

#

you might want to post the rows after that check

rose glen
#

it crashes on that exactly

crystal wind
#

I doubt this'd be the reason but also remember references don't work with nullptr.

#

Oh crashes.

#

Weird it shouldn't.

#

If it is

rose glen
#

on the check it self

crystal wind
#

That means the object which runs said check is invalid.

honest vale
#

copy paste more rows around that part

crystal wind
#

Run the debugger and check the address of the object that's running said code.

rose glen
#

void UUnitMovementComponent::SetDestinations(TArray<FVector> _destinations)
{
if(owningActor != nullptr)
if(_destinations.Num() > 0)
{
Destinations = _destinations;
PointNumber = 0;
SetDestination(Destinations[PointNumber]);
}

}

crystal wind
#

When it crashes, what's the address of the UUnitMovementComponent object?

honest vale
#

you're missing braces

#

you have an if clause with no body

#

so it does nothing

crystal wind
#

No it does something

#

It runs the below if statement

rose glen
#

well, as far as i know ifstatement will take whats under exactly which is only 1 thing

crystal wind
#

It's common practice.

#

Correct.

#

The below if statement is one statement.

#

It fits.

honest vale
#

oh right there's no semicolon at the end

#

who writes code like that 😄

crystal wind
#

There you go ^-^

honest vale
#

that's incredibly confusing

crystal wind
#

I actually like the idea not sure about it yet though.

honest vale
#

I'd just merge the if statements into one

crystal wind
#

You ever used if without {} they can be incredibly easy to ready.

#

That means he'll have to use && and space down anyway, sameish result.

honest vale
#

I only write them without braces for early returns

rose glen
#

its telling me memory access violatioh "it was null ptr"

honest vale
#

they're simple enough to not mess up

crystal wind
#

Or one liners yeah.

#

I never done it that way before.

#

Ok hold a sec

#

So again as i mentioned.

#

UUnitMovementComponent

#

That object which runs said code (err the object of that type)

#

The address of this object is null?

#

Or invalid?

#

The object which the method belongs to.

#

Usually when you get weird stuff like that, the object which the logic is ran under is invalid.

#

Not the object your checking.

rose glen
#

but the visual studio marks that line as the issue

crystal wind
#

It's not.

rose glen
#

how do i check it without crashing

crystal wind
#

You want it to crash.

#

And break at that point.

rose glen
#

i dont 😢

#

i want it to run

#

haha

crystal wind
#

You do, to debug it.

#

The information the debugger provides is invaluable.

#

Takes practice.

honest vale
#

yeah I'd probably check the place where you're calling that function

crystal wind
#

Exactly.

#

The object which ran said method is likely the culprit.

#

The reason it crashed at that line.

#

Is because your checking a value of that object, which is already in invalid memory space.

#

Objects are like arrays of data.

#

With offsets used for member access.

rose glen
crystal wind
#

"this"

#

That means the object which ran that method.

#

See objects don't store code they only hold data technically, but it crashes at that line because your reading the variable owning actor which belongs to it, and since it's a part of the object that's invalid it'll crash there.

#

If you've ever done c programming think of it like if it were in c code.

rose glen
#

O.o

#

"your reading the variable owning actor which belongs to it"

crystal wind
#

The actor/object which that method is attached to, holds the "owningActor' variable.

rose glen
#

im doing this

crystal wind
#

But since that actor mentioned is invalid, so is the variable.

rose glen
#

so making sure it not null

crystal wind
#

That won't do it.

#

Your issue is in a wider scope.

#

UUnitMovementComponent... Something is accessing an invalid object that belongs to this class.

#

I've banged my head against that wall a lot to. It's weird to understand at first.

#

How versed are you with how ram is accessed? Address wise.

rose glen
#

i dont know how to answer that lol

#

i can write code

#

but maybe not as much as going into the memory details

crystal wind
#

C/C++ programming gives you veeery fine tuned control, it's the stuff used to write operating systems. Knowing how this stuff works is very helpful.

#

Now you don't necessarly have to understand the why of it yet.

rose glen
#

i created a BP from the class and did this, and still it craches

#

ops

#

not this

#

wring

#

wrong

crystal wind
#

But take what i said into consideration.

rose glen
crystal wind
#

I'm 99.9999 percent sure your reading a UUnitMovementComponent that's no longer valid.

rose glen
#

hmm

crystal wind
#

Running functions count as reading.

rose glen
crystal wind
#

If those functions access variables that belong to said object.

rose glen
#

im not disposing it

crystal wind
#

Does anything delete this at any point?

rose glen
#

No

crystal wind
#

Strange indeed.

#

Wait i think i got it

rose glen
#

so the check if(owningActor != nullptr) is correct syntax ?

#

and the issue might be somewhere else ?

crystal wind
#

Wait constructors run before begin play supposedly.

#

it's correct syntax

#

Your issue isn't there.

#

owningActor was just sitting in invalid memory (not what it was pointing to but where it was sitting)

rose glen
#

can u initilize a pointer ?

crystal wind
#

Pointers are just a number in some location in ram, which "points" to another location in ram.

#

Tha'ts all they do.

#

Example.

rose glen
#

owningActor is a pointer

crystal wind
#

Corect.

rose glen
#

can i initilize it ?

#

so when it checks it doesnt crash

crystal wind
#

Where is it declared?

#

And no that won't fix it sadly.

rose glen
#

in the UMovmentComponent Header

crystal wind
#

If the location it "pointed" to was nullptr that's perfectly ok. Your check wouldn't cause a crash.

rose glen
#

UnitMovementComponent*

crystal wind
#

But the location of the pointer itself is what's in invalid memory.

#

here i'll prove it.

rose glen
#

ok, then it seems the intilizing of the Unitmovementcomponent in the Unit class

crystal wind
#

May I see the other variables in your header?

#

Or at least one other.

#

If you check any of those other variables, even if they are integers, you'll notice the same crash.

#

At the line which checks them.

#

Feel free to test ^-^

#

O . O

#

I brain farted.

#

Your right the UUnitMovementComponent pointer should be initialized or set at some point.

#

@rose glen That should do the trick.

#

Not initializing a pointer and reading any data that belong to it would cause a crash.

#

Forgive me I skimmed over what you were saying at the end.

rose glen
#

so owningActor = new Actor() ?

#

to initilize it ?

crystal wind
#

Where is UUnitMovementComponent *UnitMovementComponent; initialized?

#

That's the pointer your having issues at.

rose glen
#

in the Unit

#

Unit Class

#

which has the movement component

crystal wind
#

If your doing it through begin play be sure your not touching it till begin play runs.

#

I'm very confident your not initializing it "before" you use it.

rose glen
#

Nope

#

in constructor i am

crystal wind
#

Hm you did.

#

I need to take it slower sorry >.<

rose glen
#

i sent u all the images DMs

#

haha

#

take a look at them

crystal wind
#

Still though... I could swear it's not being created before it's being used.

#

I have.

#

Yeah the only thing that makes sense is if setDestination is called before the object is constructed.

rose glen
#

hmm

#

it could be

crystal wind
#

You called it in the beginPlay thing though right?

rose glen
#

thanks for clarifying that the syntax was correct

#

yeah

crystal wind
#

I get a bit hyper sorry for that >.< Let me check if begin play runs before the constructor for some alien reason.

astral marsh
#

hey guys we can spawn pawn actors through

#

spawn actor node right?

static viper
#

spawn actor from class

astral marsh
#

when i do that it doesnt work

#

ya

static viper
#

show code

astral marsh
#

ok sent

crystal wind
#
The order goes:

Constructor
PostInitializeProperties
BeginPlay
rose glen
#

well, then it should be fine 😄

crystal wind
#

Yeah your right.

rose glen
#

but i need to find where the alien is hiding

#

u know this issue made me go build the same project in Unity because i was like f*** c++

#

but then i came back

crystal wind
#

Your welcome to check with other people to see what they thing, my assumption from personal experience is that the component itself is invalid.

rose glen
#

yeah, i never considered that

#

i will look into it now

#

i might be able to solve it

crystal wind
#

It's good to switch tools till your proficient in each tool honestly.

rose glen
#

thanks ❤

crystal wind
#

When frustrated.

#

I was feeling the same way countless times.

rose glen
#

yeah but 400 units with 1600 wheel collider game be 20 fps on 2080ti

#

and 5820k

crystal wind
#

There's ways to improve that. In both engines. If you do more legwork and write custom physics or such.

rose glen
#

i cant find the pointer issue, i doubt i can write a physics engine

crystal wind
#

I started a physics engine before I could solve an issue like that. It was difficult as all hell though. But fun.

#

Lets jump in the cpp channel maybe.

#

I never got paid to program, it's just a passion.

rose glen
#

Sorry everyone for giving u spam chat ❤

crystal wind
#

I doubt they mind.

plush yew
#

why is it not running my selected solution platform

faint cedar
#

Hey guys does anyone know by any chance if a license for Maya / 3DS Max 2018 allow you to use 2017 at the same machine?
Will it share the license?

static viper
#

it will share your license

#

you can technicly break the system with that

#

its still illegal to do it

#

using this trick to copy yur license for other people i mean.

#

i have 18 and 19 on my laptio

#

and 19 on this pc

faint cedar
#

I'm just asking because some of our animators prefer using 2017

#

and we got 2018 licences

#

that will technically work, yes?

static viper
#

you dont have 2018 license

#

there is either Maya LT license or just Maya

#

once you obtained you can use any version you like

#

just as long as you keep the seating in mind.

#

one seat

#

one human

#

regardless the install trick

dim plover
#

There's Maya Indie now.

faint cedar
#

Ooh I see

tall pendant
#

I think you can choose different releases tho?

#

issue is. the recent maya version are all trash compared to 2011 or 2016 😛

#

unstable af etc

abstract relic
#

(Broken mirror tool among other things)

faint cedar
#

Well our animators are split between 2017 annd 2018

abstract relic
#

Nice. They can easily down grade to 2016

upbeat tendon
#

I would like to place static meshes on my landscape in a rapid/random manner, is there some sort of paint tool for static meshes?

burnt pendant
#

Hey guys, does anyone know if material instances contribute to draw calls, or is jsut the master material calculated ? Thanks 🤔

dim plover
#

Well, I've been """learning""" Maya for a bit, and so far my experience with it has been really saddening. 😦

upbeat tendon
#

@dim plover why is maya saddening?

dim plover
#

I've had a hard time finding information on how to do things. Can't successfully import in UE4. Can't find overall best practices.

static viper
#

maya lt is still the greatest.

upbeat tendon
#

Blender is all I can afford

static viper
#

blender is good

tall pendant
#

depends on your needs tho

#

Maya LT is pretty gimped

static viper
#

i like gimp

#

i use for textures and shit

marsh swallow
#

No Way!!!!! They really did listen to me. I was working with Autodesk about a month ago in regards to them releasing a Maya Indie version and discussing methods to do this. I just emailed her yesterday to follow up and ask how its coming. 😂

#

we had a good 2 hour conversation about it, but i figured it never went anywhere and fell upon deaf ears with her boss.

static viper
#

link

tall pendant
#

also their Indie thing is..well..another trick

static viper
#

i need to see

tall pendant
#

as it defaults to full version pricing after the one year is over...

#

with auto renew that is...sneaky of them

dim plover
#

I maintain that that was a glitch/oversight and not intentional.

static viper
#

renew is also not a real thing.

#

the last time i paid for lt was ... 2 years ago

#

i now own my license

tall pendant
#

it is. the license on full version auto renews

#

unless you cancel before the period ends

static viper
#

for lt you still have to remember the 100K cap

#

if you make more then 100K you need to get a full license.

#

abit

#

crappy

tall pendant
#

thats not a issue for 99% of people here on slackers tho

static viper
#

one day i will have made 100K tho

tall pendant
#

their games wont even make 10k most likely

static viper
#

xd

#

but all games together

#

one day

#

with maya 27

#

AI generated character hair

marsh swallow
#

its still in pilot i assume and not fully released. i mean we just had the conversation like 2 months ago. i can only imagine its at least a 3-4 year license in the end. or you have to reapply.

#

the new blender clothing plug in looks pretty damn impressive.

static viper
#

yee yee

tall pendant
#

Yeah. It's only in test phase for US, CN, UK, AUS and NZ. IIRC

static viper
#

everyone is hyped about blender

#

i am fine tho without it

#

i have a 3d painter, gimp maya...

#

i really am fine

marsh swallow
#

the only thing is... we have 4 modelers....

#

lol

static viper
#

i would make you a cake

#

if i can get all 4.

#

would make my live easier...

marsh swallow
#

lmao

static viper
#

i am missing a zbrush license currently

#

cant continue working on characters

marsh swallow
#

weapons, creature, and 2 hard surface prop

#

well 2 of them have their own full license.

#

1 uses blender but wants Maya

#

and the other one uses blender and prefers it

static viper
#

atta boy

marsh swallow
#

2 have zbrush and a few other things

ornate hamlet
#

Just wondering, do you guys think its a good idea to make an inventory system that just stores class references instead of object references?

static viper
#

can one of them come over to me?

#

and

#

go to sleep