#ue4-general

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static viper
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so i can work on thingy

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just leave laptop on table with zbrush on

marsh swallow
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lol. $150/hr ๐Ÿ˜‚

static viper
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:3

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itl be fine

marsh swallow
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i needz fundz

static viper
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i do my own work tho

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XD

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just need a license

marsh swallow
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ohhh zbrush.

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i can go talk to them next about an indie license. XD

tall pendant
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Owl, you can get ZBrush as sub now.

static viper
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i dont have 40 euro tho ๐Ÿ˜

tall pendant
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190โ‚ฌ per 6 months

static viper
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my resources ended

marsh swallow
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it took me 2 months just to work my way up Autodesk.

static viper
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i invested in new pc, a painter, a tablett and stuff

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zrbush is literally the last thing on the list XD

marsh swallow
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ohhhh lcd screen tablet?

static viper
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but i miscalculated

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nono

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a default iussue xpen

marsh swallow
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i have just a little regular tablet

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that i used 2 times.

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XD

tall pendant
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Aye. really depends on what you're working on if ZBrush is needed.

marsh swallow
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i cant apply it to unreal in any way. im a dev.

tall pendant
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for HS its not a must have.

static viper
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i created a character skeleton

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with perfect measures

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and i now need a tool to sculpt and remesh

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and the uv

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zbrush can do all that at master level

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its so stupid that i get stopped at the most important task again

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i used the 30 day trial for the zombie

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but the characters werent ready at that time ๐Ÿ˜

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slight miscalculation

alpine elm
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why does the unreal community not able to help me for the past 2 months been trying to figure out why my aimoffset does not allow me to add my animation to it ๐Ÿ˜ฆ

marsh swallow
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ahhh im so happy. i have been missing my maya! finally i can afford to get it.

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Did u post in Animation?

alpine elm
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no

marsh swallow
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..... then why are u complaining my friend. Use the channels at your disposal so your questions dont get burried.

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posting it here is like gambling the right person will see it. ^_^

alpine elm
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ok thanks @marsh swallow

blissful trail
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is it possible to detect if an editable text is being edited ?

dim plover
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Yeah, there's a delegate/event thing.

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For OnTextChange and OnCommitted or something.

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OnTextChanged, OnTextCommitted.

static viper
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you can always write a small system that checks it for you

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there is a click event

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the questions is also: at what point do you wish to check

ornate hamlet
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I think this is a good place to ask instead of the bp channel since this is really highlevel.
Is it a good idea to make an inventory system that only stores class references instead of object references?
If you use objects and you want to call actions on them then they actually need to exist somewhere right?

static viper
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i would store neither

manic pawn
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depends on whether you need to store any state for items in your inventory

static viper
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datadriven inventory systems are much more stable

manic pawn
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ref to a bp class would count as a data driven system

ornate hamlet
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Well right now I store Class references instead of Actor References like I see all these tutorials do

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Problem is that I am not sure how I would go about calling any functions on the item or check if it implements interfaces

manic pawn
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you can easily check if a class implements an interface

static viper
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i agree somewhat

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i am stuck in datatables

ornate hamlet
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I saw a post on the forums where people were discussing using datatables but I think its a bit overkill for my game

static viper
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ok

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i challenge that

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what kind of game is it

ornate hamlet
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@manic pawn how does one check if a class implements an interface? All I found is the "does implement interface" but that only takes actor references

static viper
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bc datatable item systems are super easy and neato

ornate hamlet
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Any given character has 10 item slots (hotbar) for weapons...thats it

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The weapons themselves might be a bit esoteric but it isnt minecraft

static viper
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thats perfect for datatable tho.

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you can perfectly shape every item

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and then at runtime generate from that

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is there saving involved?

ornate hamlet
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no

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no saving

static viper
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then even better

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you have all the freedom now

ornate hamlet
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can you point me to something that explains the datatable system?

static viper
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yes

manic pawn
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unless, you'll have 100 characters I wouldn't even big brain this too much.. I just have references to actor instances in the inventory and called it a day

ornate hamlet
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dont say google HAH

static viper
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are you playing skyrim?

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or

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fallout

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here is a tutprial

ornate hamlet
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@manic pawn well its a multiplayer game for up to 32 people, and I really want it to run fast

static viper
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skyrim and fallout are both procederal driven by datatables

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large libraries of predefined objects

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and the objects the player makes, are created at runtime

ornate hamlet
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right now the objects that go into the inventory are all inherited from a base pickup class that has all the values

static viper
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there is a bug with unreal

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dont want to scare you

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but

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those classes can erase their content if you change the master class to much...

ornate hamlet
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oof

static viper
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i had really bad issues with them

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my advise is to go a safe route, but its opinion based

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tho datatables are inherintly unbreakable

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i really love datatables.

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i show you

ornate hamlet
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so in the end I will still end up spawning an actor from whatever is in the datatable right?

dim plover
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Don't DataTables have problems when you change the struct used for the datarow?

static viper
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but the details of that actor are now save

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yes floss

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they do

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and its really really bad

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but this is another issue

dim plover
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Well, much rip.

static viper
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people dont plan ahead

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is my favorite channel

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people have no discipline

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dont sort things...

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dont know anything ๐Ÿ˜„

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i had a lot of cases

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if you are careful with datatables

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you can do almost anything

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its very skill and opinion based now

ornate hamlet
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so I can spawn an actor from the datable at 0,0,0 or somewhere off the side of the map where no one sees it.
Then use that reference to call Shoot() or whatever and when you switch away from it you destroy the actor (its still in the database) and just do the same thing with the new actor you switched to

static viper
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yes

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but you need something to spawn that item

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and then fill it

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the item needs to be generated

ornate hamlet
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Well the inventory system already handles that part

static viper
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visuals

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stats

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ok

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datatable really is JUST ue4s version of micro sql

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a library of data

dim plover
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I don't think you can store that actor (that you just spawned) in the DataTable.

static viper
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and you can call it everywhere

ornate hamlet
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I think it was just the thought of spawning items in some random location on the map just so you can reference functions inside it that felt janky to me

static viper
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no just its data

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the schematic for the actor

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you then generate it from that info

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watch the video :3

ornate hamlet
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You know, I was actually considering, could I just fork the UT project since it has all that stuff implemented already and then build ontop of that?

static viper
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the ut project is very special tho

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i would ofc take a look if i were you

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but always start from scratch

ornate hamlet
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yeah I took a look, their inventory system is like 2000 lines of code just for the base...

marsh swallow
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what we do, is we have a struct that contains all information for the item in inventory, that struct is held in an array. its got Amount, default item details, and a BP Class. We have a Datatable that has all that filled out in it and when you use the item, if needed it will spawn a BP to execute any extra code. You dont actually have items as objects. its just data until it needs to be an object. but again depends what your doing with the item. most items just consist as data.

static viper
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its a special system

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and that darinius

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is the worst thing you can do XD

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that is a lot of floating data

marsh swallow
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in your opinion. lol

static viper
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well

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you can thank me

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i made it possible

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without me you would have run into a few issues...

ornate hamlet
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@marsh swallow yes that seems like what I will go with. Its just data like "magazineSize" "ammoCount" or whatever. And then some extra functionality based on the type of item

static viper
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in 2016 i reported a very heavy bug with just this system

marsh swallow
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go on.

ornate hamlet
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Like a keycard item, its just a weapon with 1 bullet, infinite ammo and it opens doors when you "shoot" it at keycard readers

static viper
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i cant go into detail... We found that glitch in a MP asset

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it was a massive inventory system driven by BP classes

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all the items were saved in giant structs

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you changed anything in the struct...

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and the entire system exploded

marsh swallow
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yeah BP struxt

static viper
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loops randomly broke

marsh swallow
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we use cpp

static viper
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it just got worst and worst

marsh swallow
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BP structs are awful

static viper
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i am really not sure if that is fine either

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there is so much data floating around at once

ornate hamlet
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alright so use datatables HAH

marsh swallow
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unreliable too

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yes use datatables. thats how we store all defaults.

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DTs are your friend.

static viper
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yes

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they are frendly karka

marsh swallow
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everything we do is in DTs

static viper
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and you have 4 modelers

marsh swallow
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reason being, one name variable in a BP can reference an entire set of data from the datarsble.

ornate hamlet
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so, an item that you can pickup has a Datable entry and when picked up the Datatable row is appended to the inventory Datable and the item is destroyed

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?

marsh swallow
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it gives u one place to fix data and not miss anything.

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otherwise u would have to open all levels that have that item and fix them all manually.

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plus you can work in excel on a DT and organize and move around the rows every so often to clean it up

static viper
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yee

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data cannot be lost

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if you backup it too

marsh swallow
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^

static viper
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thats also how localization works

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its also datadriven

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you export the tables

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as csv

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and the studios translate them

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really easy

marsh swallow
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really wish we could live edit

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whens that coming. lol

dim plover
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What's the difference between a DataTable and a map on some object?

marsh swallow
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well thats apples and oranges

ornate hamlet
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@static viper so the truth is that 99% of tutorials you find online just aren't all that good because instead of telling you the correct way to do things they just tell you the easiest way the tutorial maker found to make a given thing work?

marsh swallow
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Maps and Arrays would be oranges and grapefruits

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lol

static viper
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i dont understand jjg

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pls reform sentence

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and smoller pls

ornate hamlet
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Literally no inventory tutorial or forum post I found mentions anything about datatables

marsh swallow
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maps are super easy to reference based on the key. very fast too.

ornate hamlet
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they just use structs stored in actors

static viper
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you are right

marsh swallow
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well....

static viper
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90% of tutorials are shitty ๐Ÿ˜„

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ihihihihi

marsh swallow
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structs exist before DTs

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๐Ÿ˜‚

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they go hand in hand

ornate hamlet
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yeah so it seems like tutorials are a minefield and I will actually have to use my brain...ouch

marsh swallow
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Create Struct, make DT from Struct

static viper
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well.

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erm

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the idea is to ask many people at once

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also

ornate hamlet
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like here...

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so that worked

static viper
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there is alot going on with mods

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every game that has mods

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is a potential source of study

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bethesda games have editor.

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i would advise you to spend a few days there

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you will learn magic alot

marsh swallow
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however i HIGHLY recommend you learn some Cpp just for structs.

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i cant recommend enough

static viper
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that guy is just overachieving tho

ornate hamlet
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I know cpp but I am prototyping the entire game in bp

ornate hamlet
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Well "know" is a bit of a stretch. I can make thing shittily in c++, I wouldnt hire myself a programmer

dim plover
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Eh, for structs, even if you're prototyping, you should probably create them in C++.

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It'll make your life easier overall.

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Especially since it'll take less than 2 minutes. Actually, it's probably even faster than creating them in editor.

ornate hamlet
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Alright, I will try out Datatables and see how that goes

marsh swallow
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yeah reason being @ornate hamlet is BP Structs are widely known for corruption

static viper
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am still the biggest fighter of corruption

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still using bp structs

marsh swallow
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they can bork your whole project and sometimes you cant always steer that plane away from crashing.

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lmao ๐Ÿ˜‚

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whyyyyyyyy

static viper
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i love how this is literally what i helped fighting

marsh swallow
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it takes 10 seconds to make a cpp struct.

static viper
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my successor.

ornate hamlet
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I already borked my project once with BPs but source control came to the rescue

marsh swallow
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ahhhh yes source control

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our Hero!!!

static viper
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its not hard to belive tho

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its really easy to bork

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with stupid easy things...

ornate hamlet
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rollback, rollback, rollback until you get it right

marsh swallow
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90% of packing issues i have seen is people bork their BP structs.

static viper
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i get it right the first time.

marsh swallow
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i have a process for BP struct editing.

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close editor, reopen editor,

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edit struct

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save and close

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reopen and package

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if therr is only 5-6 errors ill fix em with Refresh all nodes

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otherwise i roll back

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but also commit first before editing struct. makes it easier

static viper
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i really dont have errors anymore

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usually yellow material warnings

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for things i only store

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but nothing else :3

marsh swallow
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ever since 4.22 i ahve not

gleaming basin
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Hey there ๐Ÿ‘‹
I'm a Unity/C# developer just diving into UE4 for the first time.. can I ask idiotic very basic questions here, or is there a better channel?

wary wave
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this is usually the place

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unless it's specific

gleaming basin
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Alright ๐Ÿ˜„

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Question 1 is regarding dev environment; I'm following a tutorial where recompile is done from visual studio, and this causes the engine to close and reopen. I've also noticed that there's a big 'recompile' button in the editor that does not close the engine. What's the difference?

wary wave
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can't recompile the engine or the editor from within the editor

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in theory you can compile game code from within the editor

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but it can be quite unreliable, so isn't really recommended

gleaming basin
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So recommended is just to reload the whole thing while developing in c++? I suspect it's not necessary for blueprints?

wary wave
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blueprints can be compiled quite happily in the editor

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generally speaking I do all my prototype work in BP, then port it backwards to C++ when I'm largely happy with it

gleaming basin
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Another thing I'm running into is that when I try to create a blueprint based on my C++ class, I can't always edit the components on it

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I figured those components fields might not be filled somehow.. but then how do I assign them again

wary wave
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screenshot is kinda small, but I would check to ensure you have right specifiers etc

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classes, functions and properties all can have specifiers inside an unreal specific macro, which controls how they behave in the editor etc

gleaming basin
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yeah, I saw that; I've set them to EditAnywhere

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but I think this is where it's going wrong

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There I can reset it to default value

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and it's back

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but in the full blueprint editor I can't seem to do the same thing

wary wave
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if it's editable in one view it should be editable in the other as far as I'm aware

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what does the C++ look like?>

gleaming basin
wary wave
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I don't think you want those other two to be 'class' variables

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I would also make them BlueprintReadWrite as appropriate

gleaming basin
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it doesn't compile if I remove the class keywords

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right, header include

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Still no details

wary wave
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still needs to be editanywhere

cloud palm
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Dose anyone have a good tutorials on shared local camera for third person mode that contains 2 character?

cloud palm
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This is a document I found online about the share camera but I did not really understand it.

gleaming basin
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can you be more specific about where you're struggling?

brazen hull
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I am new to unreal engine 4 I am trying to add my custom character and all the animations workin preview etc but it only idles in play?
anyone able to help ive been trying to figure out this but cant seem to find the solution

cloud palm
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@gleaming basin I just have one thing not sure about that document, when he use the node get player controller, dose that means to create two new character? because I want to make the camera follow my own character that I created.

honest vale
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it still bothers me too fucking much that the character mannequin is facing +Y instead of +X

gleaming basin
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He has two characters and a camera that keeps both of them on screen

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He did that by creating an (invisible) actor that stays in the middle between those two characters

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the camera looks at the invisible actor and its distance is calculated from the distance between the two characters

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The GetPlayerController node is (I think) so the character controllers know what camera to use for their input

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I'm guessing a little bit since I haven't worked with unreal before ๐Ÿ˜…

cloud palm
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@gleaming basin I think that blueprint is what I want

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just not sure if I need to get a reference to both player controller because one of my character dose not have player controller.

mighty relic
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anyone know where i can change the view port navigation controls?

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i want to make it match the same as blender cos it's tilting me at the moment

gleaming basin
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Shouldn't be necessary then

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oh wait

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you do need to have a reference to the second character

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I see in the other blueprint he uses the variable that holds the playercontroller to find the second actor

cloud palm
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@gleaming basin The issue is that my second character dose not contain a player controller

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that is like my only issue with that bp

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would it still work with only one controller been get?

gleaming basin
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All you need to do is figure out a different way to get C2 referencing that actor

cloud palm
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I think I can do that

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I can get the reference of the econd character just not the controller

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gonna go try that now

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@gleaming basin thx

gleaming basin
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let me know if you figure it out!

mighty relic
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anyone know where i can change the view port navigation controls?
i want to make it match the same as blender cos it's tilting me at the moment

hearty cosmos
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Will repost as I doubt any1 can see it anymore haha

Does anyone have any explanation fo the following thing?

I created a variable float AttackSpeed; which for now I set as default inside BeginPlay() method the following way

AttackSpeed = 0.1f;

If I do this my bot simply goes in Death Animation mode ....

any explanation for this?

cloud palm
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@gleaming basin kk

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@gleaming basin probably gonna take some time tho

high sparrow
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When I used the create player node in the level bp, it seem that it will create the exact same of the default character. Is it possible to assign the node to create another character instead of the default one?

plush yew
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Does anybody know someting about publishing ue4 game on amazon appstore?

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Why does VS2017 refuse to build Development server for my project

lusty surge
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@hearty cosmos the float variable being set on begin play would not trigger the death animation. Do you have a bool for the death animation in you animation blueprint?

high sparrow
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@lusty surge thx, let me try that

lusty surge
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No problem

plush yew
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Anyone know why is not showing Development server in my game propery inside VS2017, But is showing on the bar, But won't build cus it say's is invalid

cosmic matrix
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Hello anyone know how to use mesh uvs in material?

shy locust
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Would scaling down character and all objects decrease render quality? Im making an mmo game but everything looks like shit

static viper
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thats a really bad idea

shy locust
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It's supposed to have skyforge like graphics but it's like 3/10th the quality

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Idk why

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Is there something I'm missing?

static viper
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show images

shy locust
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Images are on pc right now I'm away from it

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I came on here to ask about it

scarlet birch
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Has 4.23 been stablish so far in preview 6? Any big issues?

hearty cosmos
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@lusty surge thanks mate

lusty surge
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np @hearty cosmos did you find the issue?

main pebble
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I've got a static mesh with quite a few material slots. Whenever I startup the engine, it tries to recompile a lot of the shaders on this mesh. Does anyone know why this might be?

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My team recently upgraded from 4.17 to 4.22 if that gives anyone any clues. I've already tried deleting the shade caches and rebuilding

zealous cloak
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The Unreal Engine folders are self contained right? If I wanted to take my 4.19 install off the SSD and move the 4.22 install to the SSD, could I just copy and past swap them?

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I'll see if I have any odd shader errors, I am literally upgrading from 4.19 to 4.22 right now

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or attempting to

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lol

cloud palm
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This is what I did

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I don't know what is happening but it keeps saying that there is issue with my set distance and set actor location.

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This is the picture

light coyote
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you dont have the get actors pluged to the set

static viper
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i think that is what he means

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there is an issue

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so he unplugged

light coyote
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ahhh

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๐Ÿ˜…

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its happened to me wondering why something is not working to then realise its unplugged

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xD

static viper
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it happened already

cloud palm
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I try my best to follow that document I found online but seems like there is something wrong with my bp

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There is detail information in the link that I provided, I feel like I did the exactly same as the tutorials

static viper
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i fi could see such a camera

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in game

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somewhere

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i could really help better

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these could snippets sadly are quiet

light coyote
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@cloud palm on the set actor location,,, do something simpler

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get its location and add some extra in one of the axis and see what happens

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then add more of the other stuff when you are confortable with knowing what is going on

cloud palm
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let me try

light coyote
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that clamp vector with a float in it tells me you can create an issue really easyly if not know exactly what to do

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Also, put print strings all around there and do whatever you can with them

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they are very very very usefull

cloud palm
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but in the tutorials it said to use the clamp vector with a float

light coyote
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yes yes

cloud palm
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so it is wrong?

light coyote
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i am not saying is wrong

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it smells very fishy to meall that is arround that clamp

cloud palm
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Did it make sense to u after look over my bp?

light coyote
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put a key to make things happen, or use event tick to print,,, and have the bluprint in second plane to see what those values are doing

cloud palm
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I just try to make a share local camera for my game, didn't thought it was gonna be so complicated

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kk, I will try once I come back

light coyote
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No i dont understand it completly,, you know how your things are distributed

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but..

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you are subtracting actor2 location, to actor1 location,,,,, then, the resoult of subtracting those two locations(wich are in world coordinates i belive),,, you are clamping to a max something, divideing by 2,, and then subtracting or ading some other location

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is this a spawner then ?

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You are trying to spawn the 2 actors near this BP that has this logic right ?

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Is it on the level?

odd steppe
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i used black map for displacement because i dont need any distortion

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should i use grey or something?

light coyote
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In what sense is it bad ?

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For tessellation to do its job well geometry in the object should be even

odd steppe
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i see not smooth curves

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i see sharp edges

light coyote
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so all squares of more or less the same size

odd steppe
light coyote
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Xdddddddddd

opaque edge
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Hey all, quick question about dragging meshes into my scene. It takes forever. Is there a way to speed it up?

light coyote
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love your explanation

odd steppe
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but does it explain well?

light coyote
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@opaque edge it should be pretty much instantanious

opaque edge
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It's not. ๐Ÿ˜ฆ

light coyote
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@odd steppe Yes,๐Ÿ˜„ and that is all that matters really

opaque edge
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Takes like a minute or two for it to load

light coyote
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Bad pc?
Big mesh ?

opaque edge
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PC is decent

odd steppe
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but what part of "it does tesselate but very bad. it's not smooth" specially it's not smooth + screenshot shared" is not undrestandable?

light coyote
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@odd steppe do you have control loops,,, i dont know because i only used it once,,, but i heard you guys say it has two modes,, and i assumed one is tesselation without smoothing, to add divisions,, and on with, right?

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I am just asking things see if maybe sparkles an idea in you,,, im just trowing stuff out

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In 3d max control loops keep shape,, any on your model wich may make it not smooth as you want ?
Or is it in regular tessellation where it just subdivides ?

odd steppe
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i use PN triangles as i think he ment it is adaptive one

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any tutors i googled was about a terrain tessellation

#

so yes i used probably the regular one

odd steppe
#

i thought i can adapt these terrain tutors to my character model

#

and yes i said i use totally black empty bitmap for displacement because i dont have anydetails on mesh i just want it to work like turbosmooth or you know OpenSubdiv

#

or Smooth tessellation

#

and each time i change color of material it compiles 140 shaders on empty scene lol

light coyote
#

i just read in the ue4 version docs

#

the object needs to at least have one smothing group

#

i gess yours has smoothings

odd steppe
#

i have smoothing groups

#

and hard and soft edges too

#

i selected all polygons and applied a smoothing group 1 and then i edited some edges to be hard or soft

light coyote
#

can you show wireframe of object without tessellation ?

#

Im just curious now

odd steppe
#

maybe that's because triangulation

#

or doesnt matter?

#

actually original model before import in autodesk software has all quads

#

wasnt triangulated

light coyote
#

It does matter in the sense of the specular,,, but for this i dont think so

#

It looks fine

#

maybe you have to increase strength somewhere somehow

#

must be that i gess

odd steppe
#

i also didnt check animation to see how it possibly screwed up mesh and weights lol

#

i got another idea

#

maybe i'll just make 2 players so high poly will just switch to lowpoly

#

or does it take time to switch?

light coyote
#

I dont know if tessellation works backwards well

#

in the sense that, you can go lower poly up to the original for sure

#

but i dont know if you can actualy go lower than original

odd steppe
#

i have idea to upload 2: "high poly and lowpoly" models

light coyote
#

i say this because tessellation going down is, i keep 1 line, i remove the next, keep next, removext keep....
And it in theory, could remove the edges where the cuts where done for the UV

odd steppe
#

ah

light coyote
#

Its happened to me in 3d max when optimizing object, broke UVs

#

Maybe you can, i dont know

odd steppe
#

i seen option where the guy binded key so he can switch between characters. for example he is playing a male warrior, he pressed key and bam he is already a female wizard

#

maybe this will work for lowpoly to highpoly thing

#

but trigger gonna be camera distance but not keyboard key maybe

#

but that is going to be hard to make it save animatio while jumping in air or taking damage or running

rocky mantle
#

hi just quick question, why the ball in the roll ball template jumps whilst gaining speed?

light coyote
#

@odd steppe That is what i belived they did when objects are very far away, if very very far, the car maybe even become6 cubes or whatever.
But you made me think that, is ok when going for lower poly models in terms of loading,, and when getting closer and closer what happens ??
You are trying to load heavier and heavier objects,, with more resolution and more poligons.
It becomes sort of clear to me that this live tessellation in same object, without having to load another model,,, is done because is more afordable subdividing a allready high poly model, than loading one entirely with the same amount of polys

#

Are you with me ?

#

Makes sense i think

#

@rocky mantle I never tryed that template

rocky mantle
#

i understand still thank you for your response

light coyote
#

@odd steppe What im trying to say is that it becomes a point when is no longer viable to load a high poly model having the option to tesselate it

#

@rocky mantle I will give it a look

odd steppe
#

well, @light coyote your idea is good if im going to make like 6 iterations of subdivision but i just want to switch between these 2 iterations only

light coyote
#

Just load them, fuck it xD

#

have both be on the same place,,,, and replace mesh

odd steppe
#

xD

light coyote
#

obviously same UV to avoid problems

odd steppe
#

but how do i make animation synchronizing?

#

so if i zoom out or zoom in the animation wont start again but keep the keyframe from previous model and keeps playing from that animation key with another model

light coyote
#

@rocky mantle I think it collides with something for some reason, nothing else.
Its what it seems. There is a hit event allwais active wile touching things,,, and a jump event,,,, those 2 suggest is just bouncing for some reason having to do with the physics of the object/s.

#

@odd steppe How are you playing the animation ?

#

I love Timelines,,, and i dont know enough about them, but im prety sure you can find a relatively easy solution with them.

rocky mantle
#

i see thank you ill try to figure this out

autumn elbow
#

Allo Alllo! Merry Weekend Everyone

light coyote
#

๐Ÿ™ƒ

autumn elbow
#

I finished a big part of my game mechanic, now just relaxing..dreading Monday where I have to do the next part.

odd steppe
#

@light coyote in edit mode in preview the tessellation material doesn't apply to animated part of the mesh so its like i have sonic being with tesselated blue skin and lowpoly belly and lowpoly animated mouth lol

#

but in scene the material has been applied

light coyote
#

uhhh

#

omg

#

that seems like trouble

odd steppe
light coyote
#

I have no clue what best to do here ๐Ÿ˜…

#

This looks like a real pain in the ass

odd steppe
#

maybe i'll just drop the idea of making lowpoly sonic and keep him always in highpoly lol

#

but the terrain willbe tessellated then

autumn elbow
#

Unreal has a Auto reduce thing, did you see if that works for you?

odd steppe
#

i didnt see that option

#

or just deleting edges without calculation of others?

autumn elbow
#

Have you used TurboReverse?

#

Tools like these work well on procedural created geometry... usually don't do a good job on modeled things...like sonic

odd steppe
#

i thought this too is based on detecting a "star edges" so the edges thatt creates star could be the main lowpoly edges and stuff

autumn elbow
#

See if this works for you

odd steppe
#

but ok i'll check out the videos

autumn elbow
#

This is a actual tutorial. The other was just a demo.

odd steppe
#

ah ok this guy makes automatic LODs but is there a tutor for Custom LODs cuz i think i got questio do i have to import animation for each one LOD if i create custom ones?

autumn elbow
#

No, because you are using the same skeletal asset for all your custom LOD

#

Just be sure the rig is the same

odd steppe
#

im also afraid its going to reduce polygons and change vertex number because i am also using morph targets animation

autumn elbow
#

In 3Ds Max?

odd steppe
#

yeah i created morphs in 3d's max

autumn elbow
#

Hmmm...interesting

#

Maybe add Edit Poly above your skin and morph in the stack

odd steppe
#

even above turbosmooth?

#

i'll test tomorrow ๐Ÿ˜„

autumn elbow
#

Sure

odd steppe
#

because as i've noticed, skin modifier on top of turbosmooth does weird job than skin modifier Under turbosmooth

#

like because lowpoly skin modifier only calculates vertices numbered in lowpoly but if i put turbosmooth under the skin, the skin is goingto be ignoring rest of the vertices

#

but i didnt try editpoly on top of everything so yeah

crystal wind
#

You could write a tutorial on this after it's all figured out.

autumn elbow
#

This is how you get around vertex count and renumbering.

queen canyon
#

Please need little help! How can I get Time Since Created for actor component blueprint?

hearty prawn
#

You want lifetime?

queen canyon
#

well, in actor it called "Get Game Time Since Creation"

#

so I need similar for component

halcyon flame
#

looking for help w/ override ChoosePlayerStart... anyone knowledgeable on this?

#

I have a bunch of player starts essentially clustered together and I have a print showing me that I've selected the one I wanted

#

but my pawn spawns at 0,0,0

#

I don't see a spawn failure in the output log either. if I go into my level and plop in a single one of my custom PSs out in the air and select that one in my overridden function, it works fine

#

anyone know what spawn setting is causing this? the custom PS class only has an arrow component....

hearty prawn
#

So you did override ChoosePlayerStart right?

halcyon flame
#

yes

hearty prawn
#

and the only thing you do there is print?

halcyon flame
#

well no, I'm passing out the desired actor in the return node as desired by the function

hearty prawn
#

But you did call?
Super::ChoosePlayerStart_Implementation

halcyon flame
#

no. I don't think I need any of the default functionality

#

and when I tested the overridden function to just select a particular PS I had placed way out in the middle of nowhere, it worked fine

#

it seems to have an issue with them being clustered together (which is that way for different player counts), but there still shouldn't be any colliding geometry near them at all...

odd steppe
#

@autumn elbow well i tried it today out of curiosity, and editpoly on top of all modifiers even un top of turbosmooth didht help. it was imported with lowpoly again lol

autumn elbow
#

I sent you the second link.

odd steppe
#

ah so yeah i'll use skinwrap

autumn elbow
odd steppe
#

but will it help to save morp targets since its only about skin modifier but not morphs?

autumn elbow
#

Yea, seems to be the best way... maybe only way. LoL

#

Umm... maybe lol

odd steppe
#

lol

autumn elbow
#

Try it..let me know

odd steppe
#

k

autumn elbow
#

๐Ÿ˜„

cloud palm
#

How can u make a camera follow the movement of a character

cloud palm
#

If I have a 3D game, do I use the scene capture of 2d or cube?

marsh swallow
#

?

#

they both have their own use. scene captures arent meant to be cameras

#

the camera is on the character.

#

and it follows automatically when possesed.

#

theres 100 videos on the subject on youtube. ^_^

cloud palm
#

What I was trying to create is share local camera for two character

#

I try to follow this document but I think I did something wrong. It always give me error

marsh swallow
#

oh where the camers zooms out when you separate from each other

cloud palm
#

@marsh swallow yes, that is exactly what I try to do

#

How can u do that?

marsh swallow
#

gotcha. yeah i have never done that

cloud palm
#

I thought it was gonna be easy but seems like is actually really difficult

#

I try to follow the document and use that bp but it end up give me a lots of error

#

I hope some1 can help me with it

tired oracle
#

ive set my mesh to simple and complex collision, but only the simple collision is working. any ideas?

remote fulcrum
#

does anyone know how to use quaternion rotation on a camera but at the same time keep the smooth cubic interpolation?

#

cause the moment one switches to quaternion, the keyframes become linear, so there's like an immediate "snap" of motion to the next keyframe

#

that or not using quaternion and NOT having gimbal locks, thank you very much

halcyon flame
#

can anyone who works with the engine source code show me the default code for spawn default player pawn in GameMode class?

scarlet birch
#

@cloud palm CAn you set two players to the same view target? if you can then it's just a matter of setting the camera position in the level and adjusting the zoom.

remote fulcrum
#

@halcyon flame thanks, tho im assuming there isn't any simpler solution is there?

halcyon flame
#

I don't have expertise on your particular use case (haven't gotten into scenic cameras) but it works in one or two places I've needed it, just getting the needed result from quat math and then changing it into whatever the standard x, y, z rotation is called

#

@remote fulcrum

wary wave
#

what would cause construction script to run in editor, but not in PIE simulate?

halcyon flame
#

the construction script runs when an object is originally placed in the level or moved.

#

@wary wave

wary wave
#

or when an actor is created

#

which should happen when you start playing in editor

halcyon flame
#

I don't spawn actors much during runtime. are you spawning them after play begins?

wary wave
#

no, it is placed in the level

#

looking at it, construction script must be running

#

so my issue is elsewhere :/

#

in CS I'm adding a mesh component, then saving a reference to that component in a struct

#

the reference is valid in the editor

#

but it's empty during play

#

and I don't know why

forest dock
#

I saw a forum post about Volumetric Lighting not working correctly under "High Shadow Setting" what did he mean?

halcyon flame
#

I don't know exactly why this is, but if you make that variable instance editable and then ensure that the construction script runs again, it should save @wary wave

wary wave
#

hmm, it's not instance editable, that could be the issue

halcyon flame
#

alternatively, you could just add an empty SM component so that you always have that reference from the components pane

#

and then set its actual mesh on construction

wary wave
#

nah, the SM components are added procedurally so that isn't an option

halcyon flame
#

there isn't a set number? let me know if making it editable helps

wary wave
#

hmm, no, that didn't do it

rotund scroll
#

isn't there a tickbox somewhere that says whether to run construction script during runtime or some such?

#

also have you tried conventional PIE?

#

instead of simulate

wary wave
#

yeah, tried regular PIE too just in case

#

and there's nothing for construction script at runtime (but it has to be running because other proc elements are working as expected)

#

looking at it, it seems to be something to do with Set Members in Struct

#

it just seems to be failing

rotund scroll
#

as far as I remember there is a tickbox somewhere in the actor default that says whether or not to run during runtime or some such

#

can't remember the specifics, but remember seeing something like that

wary wave
#

that isn't it

rotund scroll
#

fair

wary wave
#

hmm, need to see where this struct is coming from, something fishy is going on

#

well bugger me, it's inside a struct

#

this is going to get complicated

woeful wraith
#

if you're setting members to a strict directly it won't work with blueprints.

wary wave
#

you can set members of structs directly in blueprints

woeful wraith
#

you have to make a copy and reset the struct value in my experience.

wary wave
#

you're wrong

woeful wraith
#

ok :)

wary wave
woeful wraith
#

yeah it lets you hook everything up but doesn't do what you want.

wary wave
#

it absolutely does, that's the whole point of the node

woeful wraith
#

you need to take that struct out and set it to the struct you're modifying

wary wave
#

you really don't

woeful wraith
#

give it a whirl and see

halcyon flame
#

@woeful wraith you actually don't have to do that, set members in struct changes members of the variable.

wary wave
#

aye, it does exactly what it says on the tin

#

my problem is that my struct is in itself inside another struct, which complicates matters somewhat

halcyon flame
#

does anyone know why adding BlueprintCallable in certain GameModeBase functions in the header file isn't allowing me to call them via nodes?

wary wave
#

normally that should be viable

halcyon flame
#

this is driving me insane

wary wave
#

welcome to the club xD

#

still trying to get this struct var to take

#

christ, the struct that contains the struct I'm working with is inside a TMap

#

this is insane

halcyon flame
#

@wary wave I guess you have no experience with this? I've built the engine code and closed and opened VS and UE4 like 3 times apiece

wary wave
#

I've not had this particular issue, no

#

what do the class and function specifiers look like?

woeful wraith
#

pretty sure tmap find node will only return a copy of the struct

#

which is why you see no change

halcyon flame
cloud palm
#

@scarlet birch that is what I am not sure about

wary wave
#

yes, TMap find only returns copies

halcyon flame
#

added BlueprintCallable... just want to call SpawnDefaultPawnAtTransform in my SpawnDefaultPawnFor overwrite like how SPDAT is called by SDPF in the original implementations...

woeful wraith
#

so you'll need to set your modified struct back to the key in the map when you're done, then it should be ok. struct within struct within tmap sounds a bit nightmarish :D

wary wave
#

yeah, just got it working

#

the fun thing was I was working inside functions, blissfully unaware of the data structure above the struct

#

it's actually an array of structs, inside a struct, inside a T Map

#

might have a word with the scripter responsible on Monday morning ๐Ÿ˜‚

woeful wraith
#

lol ugh, that sort of stuff is really painful with blueprints

wary wave
#

lost a lot of time backtracking through this data structure

halcyon flame
#

@woeful wraith do you have any idea why I'm not able to call functions that have been set as BP callable?

woeful wraith
#

possibly a param isn't compatible with bp

#

can you pass transform red to BP like that?

#

ref*

wary wave
#

yeah, should be possible

#

though given it's const, maybe not

halcyon flame
#

I guess I'm going to give up and just make a completely new spawning system for when players join

#

I was having a different issue with that where the pawn just wasn't seeming to spawn properly (spring arm/camera totally inside of character, they're centered/targeted inside of the model but this issue never happens with normal spawning

#

I just have no idea what's different between these two spawns....

muted minnow
#

Is there a way to do a cone volume collision check like in volumes in characters? I see how to do it in a pain volume. But I can only seem to do box, cube, and capsule collision components?

misty creek
#

You can just set the mesh to be invisible in game and overlap all then you can check overlaps

#

That way you can use any shape

halcyon flame
#

@wary wave is there a risk with taking const out of there? I'm a codelet

woeful wraith
#

take off the & too

#

& with no const makes it an output if I remember correctly

wary wave
#

yes

#

it's intended to be modified by the BP function

serene sorrel
#

Anyone got any suggestions on a building system using static mesh that snap together. I figure i should create an actor for each building and lump static mesh under asingle actor, vs having many actors

wary wave
#

const ref on the other hand makes no sense in BP terms

muted minnow
#

Oh... That's a simple solution. I could even make a few Primative shapes and reuse. Thanks

halcyon flame
#

@wary wave so I can't/shouldn't do it?

misty creek
#

No problem ๐Ÿ™‚

wary wave
#

const ref doesn't make sense to me in the context of a BPNativeEvent

woeful wraith
#

do it :D I bet that's what's making BP unhappy

halcyon flame
#

here goes.... I guess I should backup.

#

be back in 20 I'm going to walk the dog

#

thanks guys'

#

(could there be another possible issue with VS not connected to Perforce? I just overwrote the read-only flag via VS...)

woeful wraith
#

won't matter but you're going to have to force it through since you didn't check it out

wary wave
#

reconciling offline work would do the trick, but takes a while, probably easier to just check out the file manually

halcyon flame
#

ok. will check out via Perforce as well.

serene sorrel
#

Hmm that uses "sockets" to help with it

#

may be worth looking into how to use them

halcyon flame
#

I just think unless that's the core of your gameplay you might just want to use what someone else built

serene sorrel
#

nah, i need an internal structure too for the building as i will be simulating heat transfer and such

woeful wraith
#

if they snap in a grid it's pretty easy to setup a base actor class with 6 scene components that snap together. anything more complicated than a grid can get tough.

#

or 4 snap components if you're not going vertical

serene sorrel
#

well the "trouble" as i see it, is that any base can be on any angle, so even if a grid system that has to be considered

#

i figured i would put the rotation in the "actor" and the static meshes would just use a local transformation to make things easier

#

i'll have to look into sockets to see what functionality that can provide

#

i figured id have to do some actor search to find nearby actors that could be snapped to

woeful wraith
#

it's basically just a component on the mesh. you'd have to add them to all meshes you want to snap

#

scene components on a custom actor class is probably less work

serene sorrel
#

is there some "fast" way to find nearby meshes that something could be snapped to

woeful wraith
#

overlap check

high sparrow
#

is anyone experienced.with shared camera?

serene sorrel
#

right but snapping can also work without overlap

#

as in you put it "close" and it kinda just figures out where it should go

#

i guess you could put fake meshes next to real meshes to test for overlap

woeful wraith
#

well I'd put a search radius collider for overlap that extends beyond the mesh

serene sorrel
#

mmmm that sounds reasonable

woeful wraith
#

set it to a custom channel that only looks for itself

serene sorrel
#

the collide engine should be heavily optimized for this searching of overlap, vs some actor search

#

yah sounds good

#

i just finished the radial menu for selecting the objects to place, so now is the placing, the hard part ๐Ÿ˜›

honest ermine
#

Hi, noob here. When I press play to test play a level, it automatically loads in a character. How do I change which pawn gets loaded in?

woeful wraith
#

it's DefaultPawnClass in gamemode

high sparrow
#

@honest erminedo It in game mode

honest ermine
#

Also, where's the appropriate place to pose questions like this?

#

Where is game mode?

woeful wraith
#

blueprints > gamemode to set a custom gamemode class

high sparrow
#

or project setting

#

maps,modes then u can see defualt.pawn,change that

woeful wraith
#

ah yeah I've never done it that way but that's probably easier than making a class :D

high sparrow
#

@woeful wraith are u experienced.woth camera?

honest ermine
#

Which one?

woeful wraith
#

what are doing with the camera?

honest ermine
#

Me?

woeful wraith
#

@high sparrow sorry

#

annoying to tag people on my phone ;)

honest ermine
#

Haha yeah

high sparrow
#

@honest ermine go to ur bp folder and u can find a game mode bp

#

click that and change inside

honest ermine
#

@high sparrow Is that in the content browser?

high sparrow
#

check It out

serene sorrel
#

Is there some way to get all children of a parent class (not actors) in blueprint

honest ermine
#

@high sparrow Cheers.

woeful wraith
#

@serene sorrel getting components?

serene sorrel
#

theres this c++ version i guess i could use, just wondering if there is a blueprint way, cant find any relevant functions

woeful wraith
#

like find all components of type for the whole world?

serene sorrel
#

i have blueprints based on a parent, i want to get a list of those classes

high sparrow
#

@woeful wraith so I want to creat a shared camera, but my second character does not use player controller,any idea on how to.make a shared camera between the two character?

honest ermine
woeful wraith
#

@serene sorrel not sure about that one :(

high sparrow
#

@honest erminedid u creat ur own game mode?

honest ermine
#

Not even sure. I think this is the one it came with.

#

Do I have to create one?

woeful wraith
#

@high sparrow SetViewTargetWithBlend node might work for you

#

all players should have a player controller ๐Ÿค”

high sparrow
#

@woeful wraith my second character gets move input from character 1

#

since they are like bots

woeful wraith
#

I see. like a shared screen with 2 players?

high sparrow
#

but i also want camera to follow It too

#

yea

#

i want to do shared local.camera,but It needs controller I think

woeful wraith
#

then you can move around the one camera so that it aims halfway between the two players, or something along those lines

high sparrow
#

mine also is not multiplayer,so I cant use split screen either

#

but I want camera to zoom in

#

since then I would have to put camera a lot back of the character

#

in order to get 2 character on one camera

woeful wraith
#

yeah you'll have to get the actors position in screen space and make sure they're always in bounds, zoom accordigly

high sparrow
#

how can u make a zoom in camera instead of a following camera?

honest ermine
#

@high sparrow Do I have to create my own game mode?

high sparrow
#

@honest ermineno

#

try make a new project and try It again,It should work

honest ermine
#

@high sparrow Start from scratch? Alright, I'll try that now.

high sparrow
#

@honest erminewhat template did u use

honest ermine
#

Side Scroller.

woeful wraith
#

in that setup I would make the camera move independent of the player

honest ermine
#

Non-2D.

high sparrow
#

what do u mean By move independent of the player,can u explain,kinda.new to camera @woeful wraith

#

@honest erminetry set up again

honest ermine
#

@high sparrow Blueprint or C++ wouldn't make a difference, would it?

#

I don't think it would...

woeful wraith
#

well you might be able to set world position on tick, but that might get jittery. you could put a camera in the world and set the view target to that camera

high sparrow
#

@honest erminego into ur bp folder,do u see a game mode bp

honest ermine
#

@high sparrow It's still generating a new project. Gimme a bit.

high sparrow
#

@woeful wraithso u mean i should creat two camera?

#

@woeful wraithand put in dame location?

#

same

woeful wraith
#

well the character includes one but you can ignore it and make a separate one that moves around freely. I would try moving around world location on tick first

#

I know for sure unity would jitter like mad with a setup like that, but I think unreal handles it.

high sparrow
#

@woeful wraith do u have any good tutorial.i can maybe watch,kinda confuse๐Ÿค”

woeful wraith
#

I don't, I'm just wingin it lol

high sparrow
#

alright

honest ermine
high sparrow
#

@woeful wraithso I should get ride of the following camera which comes with the character and make another camera that can zoom in and out and put in a good location,corrrct?

#

@honest ermineis that the only folder?

#

There is no game mode bp.inside of the folder @honest ermine

woeful wraith
#

you might be able to use the camera that's already on there. I'm not really sure. if you're updating on tick in world space, and not getting jitter, then it's fine. if that jitters it needs to be separate

high sparrow
#

@woeful wraithhow can I update on tick in world space?

woeful wraith
#

set world location node on the camera

#

making it zoom right and stuff is pretty math heavy

honest ermine
#

@high sparrow There's another Blueprint folder, but it's in the starter content and it's just this:

woeful wraith
#

basically if you're aiming right in the middle of the 2 players, and one of them is off screen or at the edge, you know you need to zoom out. if they're both near the center you can zoom in

high sparrow
#

@woeful wraithbut my tow character are moving right and left and one might get off screen in thatvcase

woeful wraith
#

and by zoom, I would move the camera closer or further - not fov

#

yeah if it goes off screen you have zoom out or stop them from going off screen

high sparrow
#

@honest ermine sorry about It,but i am not really experienced with 2d project,It should work normally in other tenplate

honest ermine
#

@high sparrow That's okay.

sturdy ingot
#

For the past year now I've been running into a issue with Unreal where no matter how many times I validate data, reinstall the engine and launcher, ensure hardware drivers are updated, and that settings are set to prioritize on Unreal: unreal seems to no longer compile shaders. It will stick to saying "Compiling Shaders [number]" and never improve/update/finish.

If I'm in the material editor while it's compiling the engine stops responding.

I know it has nothing to do with the project as it works fine to compile shaders on another PC, shaders from starter content do not have this problem either.

high sparrow
#

@woeful wraith btw,is It possible to make a camera cover range bigger? just curious

woeful wraith
#

like field of view?

high sparrow
#

what does field.of view work exactly tho

woeful wraith
#

@honest ermine I would just create a game mode. right click in content, create new bp and set gamemode as parent

#

then you can set that as the gamemode for the level and/or whole project using the blueprint menu up top

#

changing the field of view is like focal length on a camera. it will get distorted if you zoom out with fov, like a fisheye lens

high sparrow
#

@woeful wraith if It is just aN endless running game,does It work

woeful wraith
#

no I would move the camera closer or further to zoom

high sparrow
#

@woeful wraithalright,thx for ur help,i will try that and tell u the result after

#

thx

halcyon flame
#

@woeful wraith @wary wave for some reason it still isn't blueprint callable... I guess I'm going to try using respawn because that still probably has the correct spawn conditions...

woeful wraith
#

are you hit reloading or closing the editor to compile?

#

hot reloading*

halcyon flame
#

I built from VS while the editor was closed.

#

waited until the build was successful before opening the uproject

woeful wraith
#

ah yeah I don't know then. :(

halcyon flame
#

no worries man, thanks for trying. go figure. so many problems like a million mysteries

soft crescent
#

So, is GArbage Collector Clustering similar to what an object pool would do?

halcyon flame
#

@woeful wraith @wary wave hey you guys probably don't care, but for the sake of completeness, I think (hope) that this should work, using RestartPlayerAtTransform...

it also has const FTransform& and is marked BlueprintCallable....

woeful wraith
#

that one isn't marked blueprint native event. did you have that set for a reason?

#

doesn't blueprint native event require _Implementation to also be defined? should have asked about that earlier

wary wave
#

it won't compile without an implementation

woeful wraith
#

yeah I thought so

#

so I guess you must have that defined :D

halcyon flame
#

I don't understand what you're saying, but it compiled earlier as I tried to set SpawnPawnAtTransform to BPCallable

#

SpawnDefaultPawnAtTransform I mean

woeful wraith
#

are you overriding that function with blueprints?

halcyon flame
#

which one?

#

I was overriding SpawnDefaultPawnFor to try to figure out why it wasn't working, but the only one in theory that I actually needed to override was ChoosePlayerStart

#

I really appreciate all of your help and I want to learn... but RestartPlayerAtTransform is working! thank God!

woeful wraith
#

BlueprintNativeEvent is just for overriding c++ functions with bp, afaik, and you would need to define SpawnDefaultPawnAtTransform_Implementation

halcyon flame
#

funny to spend a whole day when there's an easy fix. whatever, I made it now

woeful wraith
#

glad you found a way to do what you need :D

halcyon flame
#

this is such a relief.

wary wave
#

Alright, I'm going absolutely spare

#

this actor I'm working with has a spline component - when selected it is purple and cannot be edited

#

I can't work out why

static viper
#

that sounds cool

#

show

halcyon flame
#

@static viper how did you get your name like that?

wary wave
#

ascii characters

static viper
#

i am an actual owl

halcyon flame
#

what are you doing programming games?

wary wave
#

there's obviously some setting on this component, but I can't for the life of me find it and it's driving me insane

halcyon flame
#

shouldn't you be out giving mice the run for their lives?

static viper
#

what do you mean

#

now show ambershee

halcyon flame
#

first thought: make a dummy actor and start adding stuff to see when the issue repeats itself

#

or duplicate the actor and start chopping stuff away to see if anything makes the issue go away

wary wave
#

I have an actor with just a spline in and it does not have this problem

halcyon flame
#

do you mean selected in the actor viewport or level editor?

wary wave
#

there's literally nothing to show except the spline is purple

#

actor in the viewport

static viper
#

you are beeing difficult

honest herald
#

Hey guys I am new to unreal engine, i am trying to snap my object to surface using END key as i have seen in the tricks and tips video but its not working, collission is there for the surface, any thoughts? ๐Ÿ™‚

static viper
#

the end trick uses collision yes

#

but its unreliable

halcyon flame
#

@real mesa not to disparage, but if you're asking that kind of question a really good open world game is almost definitely out of the scope

static viper
#

there is a surface snapping option tho

#

i show

#

try this

#

@honest herald

halcyon flame
#

that's not exactly what I'm saying, I'm more of saying unless you're some sort of natural wizard, making a really good open world game isn't practical for almost anyone

wary wave
#

hmm, looks like there's a flag on splines that the editor doesn't release after editor functions have run that prevents the user editing it -_-

halcyon flame
#

I don't think you need to learn C++. but I think you'll find trying to do that will be an extraordinary task

wary wave
#

this looks like a bug

halcyon flame
#

hm

static viper
#

you will need a bit c++

#

like 10%

halcyon flame
#

you sure there's nothing in the construction script that's overriding your desired edits?

static viper
#

some things are not available in bps

soft crescent
#

quick q: How do I see how many units something is changing by in the level editor when im moving, scaling etc

static viper
#

you would need some streaming system for npcs

#

a level switch

#

and a proper save system

halcyon flame
#

details panel for location

#

@soft crescent

#

you can see the scale change, but that's relative to original size

wary wave
#

@halcyon flame - bIsSplineEditable is a native only bool that gets set if construction script or a function is called on the spline, which results in it turning purple and not being editable

halcyon flame
#

I'm hoping not to be proven wrong on this but I'm pretty sure I can have a fully fleshed saving system just w/ BPs

soft crescent
#

not applicable in my case, im using mesh edit which means the dimensions there arent changing

wary wave
#

even if OverrideConstructionScript or InputSplinePointsToConstructionScript are set

static viper
#

ue4 has no inbuilt save reader

wary wave
#

UE4 has a built in save / load system

static viper
#

you cannot just read the files inside the save folder

wary wave
#

sure you can

soft crescent
static viper
#

you can only check by name

halcyon flame
#

what's wrong with loading based on key words and casting to save classes?

soft crescent
#

see here the numbers that appear when dragging up, ive seen them before with non meshedit stuff

static viper
#

cant you do it properly

#

just write yourself a node that is able to read the entire folder.

#

give out string array

#

done

halcyon flame
#

@static viper honestly the BP route is working just fine. you can save whatever variables you want.

static viper
#

i didnt meant that

#

you can save very nice yes

#

but about that loading part...

soft crescent
#

Wait nvm figured it out it is there but only for certain actions

wary wave
#

so long as you know what your save file conventions are you can load them back just fine

static viper
#

as i said.

#

ue4 cant read the folder

#

only by name

#

you have to teach it with c++

halcyon flame
#

you can just do pseudo folders

#

username_xyzfile

#

too bad if it's not organized I guess

#

look down on the codelet but don't h8
appreci*

wary wave
#

IIRC you can put directory names in the path when saving the file

halcyon flame
#

appreci8

wary wave
#

the name just gets appended to the save dir path when saving

honest herald
#

@static viper Will try that, Thanks ๐Ÿ™‚

halcyon flame
#

goodnight folks

static viper
#

go9odnight

plush yew
#

Hi guys, does something changed to the snapping behavior in 4.23? I feel like I had accidentally pressed a shortcut, because whenever I move an actor it's always snapping to one point

#

CTRL-Shift+K - found ๐Ÿ˜„

still island
#

Is it possible to make physics enabled object attached to the other static object ? But what I'm trying to do is to have this attached physical body act like if it was attached onto kind of hinge. So its pivot is attached and the physics is simulated by rotating the object, I hope you know what I mean. It's like if you grab a stick by the end of it with two fingers and let this stick's opposite end to fall to the ground

amber girder
light coyote
#

This?

stable spire
#

hey guys does anyone know of a program I can use to animate/simulate 30,000 cubes? doesn't have to be related to unreal

#

or would I get away with that in unreal?

light coyote
#

Houdini

#

I think you can do such a thing there

round falcon
#

Unless you're looking for physics simulation

brazen hull
#

anyone got any good guides that still works on how to add usable weapons

bitter iris
#

Hey guys, I'm wondering on how I can get the Geometry brushes to keep their subtracted when converting to static mesh. Doesn't seem to be working for me atm

stable spire
#

@light coyote @round falcon thanks very much for the suggestions they look good, I will dive into the rabbit hole

dim plover
#

Jordan, I think you have to select all the brushes.

crystal wind
#

I'm a little surprised to find there's no "ForceDirectional" component. Anyone know of a free plugin that gives a nice slew of physics based components that add things like directional force and other stuff; maybe something fancy to attach one actor to another in a spring like fashion?

#

Like really...

#

We could add stuff to make this as fun as garry's mod.

bitter iris
#

@dim plover thanks, always the simple way -.- lol

glacial pecan
mossy nymph
#

what is "hit" there?

glacial pecan
#

beginoverlap

mossy nymph
#

a delegate would be cleaner

#

you don't create any strong dependencies that way

glacial pecan
#

ok, I've heard of the concept, but I don't know what exactly it is or how it relates to blueprints

mossy nymph
#

in BP its called event dispatcher

#

you add it just below variables, same way as you do variables

#

it has Inputs, like functions and events

glacial pecan
#

ah... I know that, but I didn't understand how to bind an event without creating a dependency

#

so I guess I missed something vital in the tutorials I saw

static viper
#

this graph is almost great ๐Ÿ˜„

#

its very smol tho

mossy nymph
#

there is no dependency from pawn to controller

static viper
#

and i dont know what "tiles" is

glacial pecan
#

I'm making a tile based game, that's all

static viper
#

like rts

#

or s

glacial pecan
#

more tbs

static viper
#

is ok

#

i understand now what want

mossy nymph
#

Pawn detects an overlap, calls the delegate

#

your controller, or even the widget directly can hook into it, by binding an event

#

bypassing the controller entirely

glacial pecan
#

ok, wait, can't the tile have a dispatcher that the widget then directly listens to? (at least for the hud part of the info)

#

because the tile gets a beginoverlap event as well, I think

mossy nymph
#

yes, its super easy to pull the possessed pawn from the widget

#

GetOwningPlayer->GetPawn

glacial pecan
#

ok, but I know that you can implement an interface without having any dependency to whatever else implements it

#

but I don't know how a dispatcher can function similarly

mossy nymph
#

dispatcher can have a payload

glacial pecan
#

because you need to cast to the blueprint with the dispatcher in order to bind it, no?

mossy nymph
#

(inputs)

glacial pecan
#

and the moment you cast, you load the thing into memory, which creates a dependency in the reference viewer

mossy nymph
#

which means Pawn can OnBeginOverlap, just pass a reference to OtherActor into the event dispatcher

#

then the widget can decide if it should do anything about it

#

or it can checl if OtherActor is a TileActor, and call the EventDispatcher passing a TileActor reference

glacial pecan
#

ok, thanks! I clearly need to read another round of event dispatcher tutorials and docs ๐Ÿ™‚

mossy nymph
#

you add a say TileActor input to your dispatcher

#

when you Bind to it

#

when you pull a custom event from the red square pin

#

the Event will have a TileActor pin on it

glacial pecan
#

I think I understood that much from the tutorials... what I didn't get is how that avoids any dependencies, as you suggested

mossy nymph
#

and CallEventDispatcher node will have a TileActor input pin

#

basically, if your Pawn never uses your specific controller reference

#

just AController or APlayerController

#

that allows you to swap out PCs without ever altering the Pawn

#

it can be difficult to do, that example

#

but it typically applies to the UI/UMG

#

its okay for UMG to reference Actors and Objects ingame, its not okay for anything other then your HUD to reference the UMG

#

that allows you to swap out the UI without changing your game to do it