#ue4-general
1 messages · Page 512 of 1
If your doing that, then you'd just slap another kind of... Animated texture in the material I'd think.
I found these in the comments by the man who created it
Landscape material and spline right above it
Never touched splines but sounds fun.
Know of any good tuts that might help?
For mats and terrain there's loads of good stuff. I've not touched splines though. Not sure about darkbytepod though.
youtube for the former stuff.
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?
Oh dang, I didn’t realize
Lol, i'm not a pro, mostly doing static scenes
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.
Surprising the amount of tools animators use
at start i thought i would do it with Unity ... but with the model imported i could barely do anything
then i tried UE and wow ... all so performant !!!
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.
All i'm missing a is PC that can support more ram, currently limited to 24 GB ... at home i have a 64GB system
i remember a friend of mine buying 8 MB of ram for 500+$ lol
that was a long time ago .. hehehe
Oh god >.<
Ohhh.
Back during the days of early 32 bit oses and the ps1 eh?
All that fits in most people's l3 cache now.
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.
Holy shit.
Must be a super computer though.
probably needed a power central just to power it lol
It's about the same as having... 100 normal desktop pc's or by your specs 50.
Oh wait 2 terra byte not one woops
Ok so 100 of yours
2048/24
I've a low end rig I use to work with, but honestly it's better this way. Makes it easier to optimize.
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?
Umm lemme post both methods as a blueprint. One sec
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
I dont understand why you are sayin g this
Ooof let me change this blueprint so it doesnt use a math node.
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.
Yeah, but for a weighted average its straight forward for doing it using the left side sum and divide. not sure about right side
yes,, just the total sum of those numbers,, and divide by how many numbers they are, yes
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?
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)]
But not sure what to do for using the running average method
@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
@real hound I still dont know what you want to do
What do you want an average for ?
Like, there's no "google" for this stuff that explains what it even does
Default filling percentage? specific exclusion, does that mean I can tag an actor to not be built?
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)
Filling,,,, maybe amount of objects to be afected ?
no idea really
I'll make something visual in photoshop to explain it.
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
If the target point is outside either circle it would be 100% float z
Hello! is there some1 that can help me disable collision on a box collison when a player does something? 🙂
event -> ref to box's actor -> ref to box component of actor -> target "Set Collision Enabled" Type No Collision.
^
There are probably better ways to get a reference to the componenet though from the overlap event.
@astral phoenix
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.
it does not work :/
im setting the ''have flashlight'' to true in the ''Cast to''
Is the box on the actor that that event is in? Or the Box on BP_Master_Collectible_Flashlight?
the ''box'' is the collison i want to remove when i take the flashlight
Also is there only one flashlight on the map
there is only 1 flashlight
And is Box a component of flashlight? Or what ever BP it is you are working in?
Is it possible to make the create player node create the player u want to spawn?
the blueprint u see is from the collision i want to remove
the box is just the collision
and the flashlight is the flashlight? xD
So the box component is not on the flashlight BP
nope
@real hound So what do you want to do.
Now in terms of a percentage the distance away from your two circles ?
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
Also why do you have "Have Flashlight" in the flashlight BP?
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.
Yeah some alpha based on the distance in the radius. Distance 0 beeing 100% and Distance (radius) being 0% linearly.
its a variable that im setting to true
Is it a variable on the flashlight?
Cause that isnt setting it to anything there. Its just checking to see if you do have a flashlight.
Or checking the bool.
Do some print strings to see if you are passing the branch.
I have a feeling it failing
when i pickup the flashlight i set ''Have Flashlight'' to true so that must mean its true right?
You set it on your character or on that specific instance of flashlight on the map..
yeah then im calling it from the collision?
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.
what do u mean? can u show me a blueprint of how i need to set it op?
@astral phoenix
Who has the flashlight needed to be set to true? The player ?
What is tiggering the thing to happen ?
i have a collision i want to set to false so its ''gone'' when the player pickup the flashlight
its that simple so how do i make it? xD
@astral phoenix ok, do you want it for anything else ?
you can destroy component if you want,,,, one thing less out of memory if you are not going to do anything else with it
i just want it gone i dont need it after
@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
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?
is checking for all actors of class every frame,, instead of wen overlap ocurs, as an example
@real hound you are the one who knows that,, we have not seen your bluprints
send two full screenshots
one of each
Wait what? You mean him.
the ''Box'' is the collision that i want to remove no1 owns it and the ''Have Flashlight'' is a variable on the flashlight
@real hound Sorry i replied to you xDDD got confused
SO is box a totally different actor than the character or flashlight?
I want to see BOX, Character, and flashlight
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
@astral phoenix Dont worry if there are things that are not correct or whatever,,, i honestly dont give a fuck
Just want to help you get the why having trouble
print-screen. No snipping
That does not help at all
there is too much cant be in 1 picture
That could be anywhereeee
just send full screenshot,,, if need an area to be focused we ask
i want to se your setup
if u say so...
your components, where they are and they way you have the things distributed
print-screen to Ctrl V in discord
yes please
No need to snip or use paint
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
I surrender
Man
idk what u guys mean...
if you want help send this
So I can see what the thing is, what variables its using, what its parent is
Yesssssssssssssssssssssssssssssssssssss!!!!1
Also richard that is the function I have the averaging issue with.
Whatttttttt!!! Xddddddd
Ok, so HaveFlashlight needs to be on your character.
Yeah Box
And assuming chracter
Assuming character is what flashlight gets equipped to
Ok so what is colliding with what here.
here is the character
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
Unless box is some actor in his map he wants to ignore collision with
The ''Box'' is the actor i want to remove when i pickup the flashlight
box is the collision
So what is your first pic ?
Level BP ?
first pic is flashlight 2 pic is the ''collision'' that i want to remove 3 pic is the player character
Is the collision the event that picks up the flashlight?
Ok,, why do you want to remove it ?
Cant it just be with the flashlight and destroied when picked up ??
the player pickup the flashlight not the collision xD
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
what do u mean @light coyote
When you collide with BOX you want to pick up the flashlight yes?
@astral phoenix Collision tells to pick up flashlight to the player
And once you have flashlight you want to destroy box>
Is that right? Overlap box, pickup flashlight, destroy box.
Colision does not need to be an individuall bluprint at alllll
@astral phoenix Add a component in the flashlight called box volume,,,,, with it selected scroll down, gren button,, press event begin overlap
i want so when the player pickup the flashlight then the collision(box) is gone
Adjust box volume to needs in the vieport tab of the BP
Ok, step by step,,, you have not explained what you wanted to do exactly
yes i did? xD
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
And then maybe send to a custom even to do what ever you neeed to do on the character
@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
Use the "as actor" reference from teh cast to to specifically destroy that instance of "Blocking" in the world
@light coyote no i dont want it that way i just want so when the player pickup the flashlight the collision(box) is removed
@real hound idk what u mean with all that xD
What why would you need the default scene root to still exist afterwords?
Just destroy the actor.
Is "box" right now just a placeholder that will have some flashlight mesh floating around on it too?
You want the collision of the box to be set to no collide or the box to be removed from the world?
@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.
i just did what u said @real hound and i made it in the character BP https://gyazo.com/049f3471853ea805b8dbb670810f3122
@light coyote okay i will do that
I just see this as too much time wasted on something very simple
Honestly its cause we dont have a complete picture.
But things are not clear enough
Just need to explicitly know, in order, every detail, what should be happening
Please explain why you only want to disable the collision and all that. Because maybe is not needed at all.
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
i just said it in small words and more basic xD
you are saying you want to pick up flashlight,, so therefore, is asumed you are using the colision to pick it up
like i said before the flashlight is 1 actor and the collision(box) is another actor
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]
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
i dont want the flashlight to get destroyed
how do i get the ''get all actors of type''
"Get all actors of class" set class to Blocking
It will give you an array (that I assume has 1 element) then get array element [0]
destroy actor targeting that
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)
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.
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
Swwweeeet
aight, this might sounds dumb but can we actually export UE maps to c4d?
anyone have good tutorials on Shared Local Multiplayer Camera?
@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
does discord ping when you edit a message to add an @ ?
Anyone know if there is a fast way to clean duplicated materials ?
I read that octane renderer made its way into Unreal ?
No discord does not Ping then
it's highlighted, but I have audio muted and had the tab open so lemme open another window and see
ah
anyone have good tutorials on Shared Local Multiplayer Camera?
Anyone got experiece with recursive backtrackers, I had some optimisation issues #blueprint channel
Need help with the dedicated profile: ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly
guys how do i post a offer in #looking-for-talent
@astral marsh read the instructions in the pinned message? (top right pin icon)
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
I could do some math to get what I want, but thought it might be worth asking for a more elegant solution first
Here is an incredible diagram which I hope sheds some light on what I mean
Oh, I might be able to use exponents on the input for this
just realised
@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 🙂
It cant be x = 1 and y = 1 at the same time,,, its imposible
its outside of the circle
Hope this helped
just need a different coordinate system - polar coordinates with a unit length radius
Does anyone know how to a mix of landscape material and splines, to create sand “blowing in the wind”
@cold shoal convert x/y coordinates to polar coordinates, that will give you an angle and a radius
isnt that more a particle thing ?
J4y means giving the illusion of moving particles along terrain.
Sorry, I should specify I only want this to occur for one axis value
not both
But yeah, I've got some ideas on how to approach this at least
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
Created some effect for my current environment.
For example, like this.
Just want other people’s opinions and thoughts I’ve asked this earlier today and had a few answers
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
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
it's important to keep in mind that you're measureing different things in polar / x,y coordinates
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
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 ?
you always need two coordinates to determine the position of the joystick. It's either x/y, or radius/angle
the number he's trying to get is the radial distance of the stick from the center
multiplied by a function of the angle
which is either 1 or -1
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
if you're finding the distance and the direction from x/y coordinates, you're essentially converting it to polar coords
that's all polar is - distance / direction instead of grid coordinates
turn to angle theta, walk r feet vs walk x feet to the right and y feet up
it's just helpful to think of it as being polar coordinates since it'll make it easier to google other related trigonometry equations
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?
@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?
What is open subdivide?
Is it actually saved in the fbx?
Like as in does it show up in other editors like blender?
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.
Hi everyone! I was wondering if anyone has an IK solution to aim muzzles
Something similar to this
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
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.
@errant spire are you sure that's not built into Unreal already? have you checked the content example project from the learning section?
opensubdiv is a thing you know from zbrush too.
the upper layers are used for baking textures
@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
they arent supposed to exist in unreal
anyway the basic question is how to make highpoly character player inside unreal 4 if i imported lowpoly character
Yeah nothing after a quick search
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
but how to optimize it to be lowpoly depending on distance of camera like it's done in unity?
but there are tutorials for zbrush abbout this
@errant spire then do a deeper search... did you open the content example project? did you look at the character animation examples section?
actually, I found something that kind of gave me an idea
but doesnt tesselation makes wrong geometry by just removing some edges?
ah
does tesselation support the smoothing groups or smooth/hard edges?
it derives of them yes
cool
but after tresselation, the basic surface will be broken
hard edges might not exist afterwards
it does support uv edges tho
really likes those.
oops, its dangerous for character then
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
cough cough mgs5 cough cough
i really hated that game
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 😛
@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?
owl
there you find a full tesselation panel
where been ?
niceee
in owl jail
uv edges hm. but my uv has some parts that better be smooth than hard so its complicated for me lol
out on probation
<
Ahaha loving this group.
Hmm shouldn't it only take one uv map?
it takes only one
i mean remake whole map
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.
Keeping joints identical between low and high poly so the maps don't look funky during animations and such?
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.
Nice to meet you both o/
actually i'm making sanik there's no channel for 3d models so...
Is that Romanji I see?
dont know
"sanik" Forgive my nitpicking it's hard to resist.
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.
do you think that i ever stopped cursing at ue4?
i stopped with the death threats in my head tho
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
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
In a system they are actually trying to make money from
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
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
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
i find them very friendly XD
Friendly, yes. They just don't fix anything
they fixed a heavy bug for me once
XD
which i never had after that
bc i used a new technique
but they fix
Dude getting bitched out for bugs just discourages, and it's depressing to chase them down.
Discourages who?
Having bugs in every single thing I do depresses me
I don't mean to defend like a fanboy but I can understand a bit of the frustration.
while it has downs it also has heavy ups
i really like trouble shooting
the hunt for a solution makes me wild
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 >.<
I wonder if ue4 uses any tools to help maintenance like unit testing.
They have their own bugs.
Everything has bugs.
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
ue3 entire renderpipeline is... different
To be fair they seem to have a huuuuge feature and bug list on their plate.
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
what did they delete
Yeah that isn't tolerable, can't speak for the commonality of that but still.
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
i dont understand
I guess it's possible it got lost when they switched the bug trackers
I hate to say it but owl seems to have a point.
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.
Yeah, broken / missing functionality that they'll never fix. Whole Blueprint ecosystem is full of weird things that just don't work
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
I fixed a minor issue and submitted a pull request. Back in April. One-line fix
not on actir base
Still hasn't been reviewed
What is a timeline again?
yee its stupid
actor component is replicated
it should be able to carry a timeline
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
You can theoretically get around it by using a curve class and a tick
The component thing never made sense to me.
It's supposed to be object-oriented code
It doesn't feel like a component system.
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
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.
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
yee but where do they go
The people who leave the engine? Don't know, there isn't anything else
Unity maybe
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
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 🙂
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
everyone wants the engine to be better
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?
Huh?
Ohhh.
You can but there's probably better ways to do it.
shrugs I don't know.
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?
i wait response thanks
you're going to need to ask individual people for each thing you want to share
@ivory veldt
Okay, what about the second question?
I don't know what you mean by poses, and I'm not an artist (programmer here). I don't know.
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.
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
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.
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
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.
Ok thanks, I will try using pointers instead, it sound s like I
you can do this in BPs? O_O
No c++
yes, but it's a bt heavy rn
Well you can do most of this in bp's actually.
Im doing it in P, (for a contract, speciially contracted to do it in BP)
But it's a scripted lang to begin with, not ideal to optimize in.
From my understanding they naturally have issues with loops.
good luck
Yup hey your messing about optimizing something I and most probably never tried.
yeah, going way over my head here. and in BPs too o.o
Almost anything you can do in c++ can be done in bp it's just... Harder.
I didnt know BPs even had access to pointers
My oh so not optimized backtracker, it still ooks pretty haha, it runs like dogturd right now though 😂
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
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.
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
Experimentation galore I bet. Maybe the cpp channel knows something.
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
can anyone help me with how to make literally just a simple black map but with not shit lighting
How do you mean, no light at all?
whatever I do with directional light source one side of the player is completely shadowed
Or black landscape?
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
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
yeah, I tried removing it all but sky light seems to do nothing
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
oh cool, I think Im getting somewhere with that
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
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
its weird like I can have player lit normally or ground lit normally and player glowing very heavily
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
right before/above your field in your C++ declaration, use UPROPERTY(EditAnywhere)
cool 
sorry, EditAnywhere, not EditableAnywhere
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?
probably
nope apparently that works in the cpp file too
your class might need to be labeled UClass or something as well?
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 
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
Dose anyone have a good tutorials on share local camera ?
I was watching this game, and I was wondering if you/I were to build this weapon builder, would it be a separate MAP or just a widget that pops up. ? https://youtu.be/Bc-uyaI092U?t=320
MOTHERGUNSHIP is a bullet-hell FPS where you craft your own guns, play together with your friends, fight gigantic bosses and defeat a robotic alien armada th...
Would need help with this, Just posted it but is contains more information there, Than I can post here: https://answers.unrealengine.com/questions/916606/invalid-win32.html
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
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?
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
you can on low for sure
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?
program for sharing or for making the game?
sharing the files
you can use sharing services like onedrive, drop box, google drive
you can but compressing it to a zip or rar file would be better
ok
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
you would probably want to run your project in dedicated server mode assuming it's designed around that and not p2p or listen server
Thank you, how would I run it in that mode?
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
@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.
ok, so like i would work on one file and he would work on another so theres no issues?
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.
ok
It's because the software won't know how to determine which bits to merge (which ones changed and what's the old ones)
ok
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.
ok so code we can both work on at the same time but nothing else to avoid weird stuff to happen?
ok ty!
and will it auto update when i close out of the files? or how would i update it?
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.
It has a learning curve to it.
But if you can get used to it you'll thank me later. And your welcome ^-^
Is there a hotkey for hiding the bubbles on comments?
Like I dont want then overlapping shit when I zoom out
checkbox in the details panel
Thank you!
is there some setting to get dynamic material stuff to show up in the UI editor?
rather than just a white box
Should happen automatically, after the shaders get compiled.
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)
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.
thank you 🙂
No problem 🙂
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.
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
If you need a call once use initialize. Unless it was hidden, usually a widget is created when added to the viewport.
so if i create a widget, event construct not called until addtoviewport, but after removefromparent it wont get reinitialized right?
I don't think that's right.
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
Yeah, Set Widget Visibility, i create it on startup, add to viewport, then hide it
seems to work fine
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.
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
Hey Guys how do i check nullptrs ?
if(owningActor != nullptr)
is giving me an error "it was a nullptr" and crashes the engine
it crashes on that exactly
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
on the check it self
That means the object which runs said check is invalid.
copy paste more rows around that part
Run the debugger and check the address of the object that's running said code.
void UUnitMovementComponent::SetDestinations(TArray<FVector> _destinations)
{
if(owningActor != nullptr)
if(_destinations.Num() > 0)
{
Destinations = _destinations;
PointNumber = 0;
SetDestination(Destinations[PointNumber]);
}
}
When it crashes, what's the address of the UUnitMovementComponent object?
well, as far as i know ifstatement will take whats under exactly which is only 1 thing
It's common practice.
Correct.
The below if statement is one statement.
It fits.
There you go ^-^
that's incredibly confusing
I actually like the idea not sure about it yet though.
I'd just merge the if statements into one
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.
I only write them without braces for early returns
its telling me memory access violatioh "it was null ptr"
they're simple enough to not mess up
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.
but the visual studio marks that line as the issue
It's not.
how do i check it without crashing
You do, to debug it.
The information the debugger provides is invaluable.
Takes practice.
yeah I'd probably check the place where you're calling that function
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.
"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.
The actor/object which that method is attached to, holds the "owningActor' variable.
But since that actor mentioned is invalid, so is the variable.
so making sure it not null
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.
i dont know how to answer that lol
i can write code
but maybe not as much as going into the memory details
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.
i created a BP from the class and did this, and still it craches
ops
not this
wring
wrong
But take what i said into consideration.
I'm 99.9999 percent sure your reading a UUnitMovementComponent that's no longer valid.
hmm
Running functions count as reading.
If those functions access variables that belong to said object.
Does anything delete this at any point?
No
so the check if(owningActor != nullptr) is correct syntax ?
and the issue might be somewhere else ?
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)
can u initilize a pointer ?
Pointers are just a number in some location in ram, which "points" to another location in ram.
Tha'ts all they do.
Example.
owningActor is a pointer
Corect.
in the UMovmentComponent Header
If the location it "pointed" to was nullptr that's perfectly ok. Your check wouldn't cause a crash.
UnitMovementComponent*
But the location of the pointer itself is what's in invalid memory.
here i'll prove it.
ok, then it seems the intilizing of the Unitmovementcomponent in the Unit class
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.
Where is UUnitMovementComponent *UnitMovementComponent; initialized?
That's the pointer your having issues at.
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.
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.
You called it in the beginPlay thing though right?
I get a bit hyper sorry for that >.< Let me check if begin play runs before the constructor for some alien reason.
spawn actor from class
ok sent
The order goes:
Constructor
PostInitializeProperties
BeginPlay
well, then it should be fine 😄
Yeah your right.
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
Your welcome to check with other people to see what they thing, my assumption from personal experience is that the component itself is invalid.
It's good to switch tools till your proficient in each tool honestly.
thanks ❤
There's ways to improve that. In both engines. If you do more legwork and write custom physics or such.
i cant find the pointer issue, i doubt i can write a physics engine
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.
Sorry everyone for giving u spam chat ❤
I doubt they mind.
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?
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
I'm just asking because some of our animators prefer using 2017
and we got 2018 licences
that will technically work, yes?
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
There's Maya Indie now.
Ooh I see
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
(Broken mirror tool among other things)
Well our animators are split between 2017 annd 2018
Nice. They can easily down grade to 2016
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?
Hey guys, does anyone know if material instances contribute to draw calls, or is jsut the master material calculated ? Thanks 🤔
Well, I've been """learning""" Maya for a bit, and so far my experience with it has been really saddening. 😦
@dim plover why is maya saddening?
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.
maya lt is still the greatest.
Blender is all I can afford
blender is good
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.
link
also their Indie thing is..well..another trick
i need to see
as it defaults to full version pricing after the one year is over...
with auto renew that is...sneaky of them
I maintain that that was a glitch/oversight and not intentional.
renew is also not a real thing.
the last time i paid for lt was ... 2 years ago
i now own my license
it is. the license on full version auto renews
unless you cancel before the period ends
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
thats not a issue for 99% of people here on slackers tho
one day i will have made 100K tho
their games wont even make 10k most likely
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.
yee yee
Yeah. It's only in test phase for US, CN, UK, AUS and NZ. IIRC
everyone is hyped about blender
i am fine tho without it
i have a 3d painter, gimp maya...
i really am fine
lmao
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
atta boy
2 have zbrush and a few other things
Just wondering, do you guys think its a good idea to make an inventory system that just stores class references instead of object references?