#ue4-general
1 messages · Page 514 of 1
and here is where event dispatchers come into play
as it allows you to, indirectly, call a function on UMG without ever referencing it from your Actors/Objects
Ok... I just looked at Epic's ActionRPG example and they reference the controller in the pawn 🙂
but I totally get what you are saying about the HUD
not saying its always possible to do it
but if it is
(the controller/pawn thing)
you definitely should
I switched from a 3D hud to a 2D one and it felt very weird to add functionality directly to it, so I will absolutely create a class in between to delegate things now
I saw that there's a HUD class, but it's for slate?
HUD derived classes are the ideal place to manage your widgets from
sorry for repost but anyone got any good guides that still works on how to add usable weapons ?
@brazen hull check out the epic's examples?
it doesn't really matter where the camera is
first person mainly differs by having 2 sets of meshes, one with OwnerOnlySee and other with OwnerNoSee
and camera about where your eyes would be
(from third person)
rest of the stuff can be very similar
ok so it dosent matter if I for example follow a tutorial for a 1st person?
it will cover most of the stuff you need just fine
cuz also ive been trying out some tutorials but they got very different character bp
so idk how I would use the weapon animations like hodling weapons also
@mossy nymph thanks for all your tips! I noticed that there's nodes for Get HUD and Set HUD... I'd better get to work! 🙂
start small, perservere 😄
HUD is autocreated by your PC
and class of the HUD used is one set in your GameMode
ah, right
@brazen hull download Epic's ActionRPG example project... much to learn from looking at that
(it's what I am doing)
ok thanks will try
what is confusing me the most is the anim bp as his is like this https://gyazo.com/d50fce9633952a96fea6e05b5e89dc61 but mine is like this because I followed a different tutorial for walking, sprint etc
https://www.youtube.com/watch?v=jk7FY5KM9_E&list=PLM6ZWbxOgIqsCb3dUJRdYoUbyi_zFCOjs&index=3 the video ive been watching how to add weapons
Hello Friends i just edit my voice to make it high so some noice come from my mic hope u support thanks and in this video we just make weapon and setup weapo...
I understand the rest he is doing but idk how I would do this with my animbp
What's the best way to optimize a BP with a few meshes in it, some of which I might want to spawn in an instance, and some not?
I am currently doing instanced mesh actor in BP, which I can check to spawn or not when BP is placed, but is it the best route?
anyone able to teach/help me add weapons to my third person character project?
how can I get rid of the sphere ?
thats a billboard
xd?
@brazen hull to get rid of it you can try setting your weapon mesh as the root object but you don’t need to. It shoildnt appear when you play your game.
that might not be the issue
the ball is just a sign that an actor has arrived
the gun itself might be broken heavily
I got it from the epicgames store
well
was there a documentation?
you might want to contact the author about this
and what asset was it
fps weapon bundle
I had to reset back to the original before I added the weapon and shit I couldnt move or anything after ingame
you guys think this tutorial is outdated or? https://www.youtube.com/watch?v=6WCM9bZiPcQ
Unreal Engine 4 How to Add Weapon To Character I will show you how to add a weapon to your character in the video i used. -Character from Hero Character Pack...
its from when ue4 became free
so
yees its completly outdated
that channel is dead
any tips on tutorials I could use?
mp?
marketplace
oh ok
any tips on tutorials where I can see how to do add weapons and make them able to shoot?
?
then you should study the basic concepts first
like how the fps example works
and then a tutorial about reloading
if these are just skeletons
then there is alot todo
any good packs you would recommend?
as currently ive got all the walking animations and shit implented I just wanna learn today how to implement a weapon to my character
I want them able to shoot haha
that there is a skeletal mesh
the lilatic one
you have to look for tutorials about firing weapon then
particles
reloading
muzzle flash
something that isnt old
maybe 2 years
or 1 year
but not 4
can someone speak german here and can help me with my problems in my ui?
I can try it
it ok to speak bad english
we have time
i dont even speak proper english XD
i leave away words sometimes
Does anyone know why my imported mesh in ue4 appears like : https://imgur.com/ssPFoMB ?
randomly
I tried triangulate and cleanup tools on maya
can you show me the mesh before
on maya it looks like https://imgur.com/xNsT65n
take a sculpting brush
like the first 1
and just sculpt a buit on it
it should fall apart
i saw this error before
thanks I'll try
Hey, im looking for a way to start rendering level sequence after X amount of frames into my game, 1200 frames or 40 seconds to be precise. (that's when something happens in my level and i want to start recording it)
other than pushing my sequence 1200 frames ahead and wasting those 40 seconds in both my time and file size, what's a possible solution?
@static viper sculpted a bit and turned off remove degenerate triangles on import and it worked . ty
what is a keystore?
A place to store certificates for confirming a user identity , I guess within the context of UE4 its for confirming you are the true author when publishing to stores @radiant haven
can someone help me setting up my game with ads and for googe play
guys how to post on looking for talent ?
Say talent to unreal bot
looks like the shadow resolution is low
and the uv set broken
for light baking you need proper uvs
the second is good
the panels are even spaced
that way the shadow map with a resolution of atleast 2048 can fill it up smooth
have you increased your resolution already
who told you that
go for 2k
and then share the results.
its baked
just go test for now
So I need to learn unreal as quickly as possible, whats a good way in your opinion?
Also I am very experienced with unity so I don't want something that really goes from scratch
this youtuber
and then you need an idea.
tho
no forget it
An idea?
mathew always has examples
just recreate the examples really
that is a good start
My name is Matthew so we should be able to get along
gun wont snap to my model anyway to fix?
I tried but its like on the ground
@static viper Hmm it doesn't look like he uses C++ does he
Oh I want c++ though
Thanks
looks much better
nope.
its baked light
the only disadvantage is that its preset.
so you have to rebake alot
and no cool dynamic light games.
Afternoon all - If I have an array of items which I want to spawn in randomly (which it currently does) is there a way to have it so some are more likely to get picked than others? Or do I just add multiple elements to that array which are essentially the same?
Yeah, in blueprints @static viper
lets go to that channel ^^
Roger that
Is it allowed to use an app name that is already existing at google play store?
gun wont be picked up or snapped https://gyazo.com/6c896fd158e1e674920086cf531078b5 anyone know how to fix?
https://www.youtube.com/watch?v=A92j5QQzkos used this tutorial
In this small Tutorial I am going to show you how you can easily attach a Mesh to an Socket Link for the folder with the meshes: https://forums.unrealengine....
In Layers of fear the environment changes around the player for example if i walk through the door and go back through it everything is different, how would i be able to achieve this affect?
they're probably just teleporting the player
https://gyazo.com/7fdd8f7a330feebab2fcb11bc9179f08 atleast it works now lol
https://gyazo.com/011e344a73af607fc42c7f43738fa04e how can I make it stick to both hands?
any clue why this isnt working?
try casting from other actor to the overlapping target before teleporting
@quick wren They are probably using Level Streaming, and a trigger to switch the maps out once you walk through the doorway.
can you do grass painting (material driven) on a non landscape material? On just a regular static mesh?
I know it is float by a vector but not sure what it dose
what is the node with a white dots in it?
you can do that with streaming levels
you can have them blend in and out
at will
really fast
is it possible to put a trigger box in an actor blueprint?
Has someone experience with Mobile Developement
@latent fable use a begin overlap
Has someone experience with Mobile Developement
Anyone got any clue why the editor is acting up like this? https://streamable.com/01nll
The object refuses to spawn anywhere else no matter what, and the box, which is the root, is seperate
@fast finch If the component is created in C++, don't forget to attach it to the root component
then use
MeshComponent->AttachToComponent(BoxComponent, ETransformRules::KeepRelativeTransform);```
However, Im attaching the mesh to the root in teh parent class, and then setting the box component to be the root in the child class
That could be messing things up
Since the box isnt the root yet
Let me try something, then I'll try your thing
k 🙂
That fixed the issue, thank you @ruby wren
👍 ^^
Can someone tell me why I can't make a hotkey in the user settings?
+Node=(Class=K2Node_CustomEvent Key=E Shift=false Ctrl=false Alt=false)
in [BlueprintSpawnNodes] block in C:\Program Files (x86)\Epic Games\UE_4.17\Engine\Config\BaseEditorPerProjectUserSettings.ini ... granted I"m doing this in 4.19 and 4.22, but it should work....I have restarted unreal as well, and the hotkey doesn't work
@brazen hull look up two handed weapon. Using a IK solver on the arm will have the arm follow the motion of the gun
Hey can someone tell me how to get a reference to an object inside the level in the level BP?
I always forget how
@dawn gull select the actor in the level, then go to level bp, right click and add reference to actor should be at the top of the list
ok
WHen I execute this code, it gets nothing for Get All Actors Of Class and I have the obkect in my map what am I doing wrong?
Please tag me I will not be able to respond rn but I will get back
@dawn gull is the overlapping actor set to generate overlap?
Come up with an idea and try to make it happen. Look up the documentation when you get stuck. Don't rely on tutorials to learn the basics
D a n g
anyone know how I can make the weapon follow the camera up and down? https://gyazo.com/473e07c31c5b48c6b363208d44892ccc
@brazen hull that's a little more tricky than just normal first person. I would just say, break the back and make it move up and down with the camera, but because it is third person, if you look up in third person mode it will be scary lookin. Soooooo, not really? Try looking on stack overflow or github
Here @brazen hull
Today we take a look at how we can use the player's control rotation to affect the position of the characters weapon. Doing this will make the player's weapo...
@dawn gull That is true may look pretty wierd
@brazen hull But maybe if what you move is the weapon only, maybe the conjuction of things following maybe make it look ok
What i mean is
Get the input that moves the camera, and play arround with values on setting the rotation,,and or direction of the weapon in relation to the camera
You can use node GetForward vector from camera
ok ill try tomorrow thanks
Here is an example of the back breaking in hello neighbor
yep
I gess what you could do is,, set some public variables to set location and rotation of weapon in runtime(while playing), do tests to see if it would look ok,,,
@warped tangle what does "overlapping actor set to generate overlap" mean?
@brazen hull If it does,, then take note of the position and rotation, and use lerps(lerp rotator/lerp vector), to lerp betwen the two positions depending on angle of camera.
Lerp uses an alpha to now where it is on the transition. Your alpha would be a value from 0 to 1, extracted somehow from your initial camera angle before transition, and the maximum camera angle in wich the weapon will no longer transition.
I dont think this ids the right way,, but im pretty sure is a way in wich it could work
in your actor, under collision settings, there is a "generates overlap" and "generates hit event"
no it should be enabled
I would put just a printstring on the overlap event and play with the actor settings until that fired
it could be your collision settings as well
It already does
I have a collision sphere
and when you overlap it is supposed to show and give it collision
but it only prints the string and does not show the bunny
The bunny event for showing it is not firing
when I play the game, and I see what the Get is sending, it shows up as null
it finds nothing
ohh, don't use get all actors
the actor that is overlapping is the actor that you're trying to reference right?
No
I have an actor the bunny that is invisible and has no collision
When i overlap a different actor the collision sphere it executes the get code and send string
I mean, to test, since you're doing this in the level BP, can you just grab a hard reference to the bunny instead of using get all actors of class?
Does UE4 only use inheritance for all things or is it possible for composition? Two examples if I have a dynamic mesh function that needs to apply on a ton of static meshes what's the best way to handle this? Second is if I have 3 kinds of barrels that all do slightly different things is there a clear way to take an interface or something like a first class function in other languages or is there a better way to handle this situation? New to UE4 so trying to figure out it's limitations and how to organize stuff and how to avoid spaghetti.
you can use components to add to actors
that's a form of composition
you can create interfaces too, heck you can create them in 100% blueprints if I'm not wrong 🙂
Can you pass functions in interfaces or just objects/enums/primitives? Something like func explode(t explosion) where explosion is an interface for types of barrel explosions or is this the sort of thing you have to use base classes for and pass actors into inherited functions?
Does anyone know what is causing these really weird shadows and how I can fix them? https://i.gyazo.com/6eda3d73e123c48a348b829c96eea318.png https://i.gyazo.com/6cc3402f0b917d86fcc3ce00a10e78b3.png
Oh this actor component thing is pretty powerful thanks. @serene birch
you can probably do that in raw C++ but not sure it's the best thing to do 🙂
as for your shadows, it's probably that your shadowmap for the wall is far too low res
Do I have to change that for each thing or is there a global setting for it? Sorry, I am quite new to UE4, for level creation I normally use Hammer but I am trying to make a Pavlov map which is built on UE4 and for games I normally use Unity.
well that was for the first scree, the second is more an issue with your lightmap UVs I guess
It has these kinds of shadows on every single surface
Explanations for the available View Modes within the viewports.
you basically want to tweak it by surface I guess
some might be too high res, others too low
I see the issue: https://i.gyazo.com/43da7c0c5eac93373e9dee71bed53957.png
thanks!
Having now found out about this I have totally gone overboard and building the lighting has now taken 45 minutes for the first 68%
having an issue with too much stuff on the construction script - adding meshes from an array with random colors... I want this to run only when the object is placed in the world, not when it is moved... any ideas on this?
getting a huge stutter when I try to move objects and I want to be able to move them freely.
There's an option in the blueprint settings
that lets you disable the construction script from running while dragging
So after studying this a lot, I still dont think I have a good answer what is a overall happier path to use when it comes to actor components or base classes or if it just entirely depends on the situation. Is there a rule of thumb applied on when to pull each one out of the toolbox?
Actor component is useful if you have a piece of functionality that you want to use across multiple, possibly unrelated classes
@gleaming creek it still seems to construct about 4-5 times when I move it
Basically the encapsulation vs inheritance discussion in programming
and the main issue is that SMs I'm adding in construction all disappear as I move them.
Also, actor components are a nice place to put code so it's self-contained and orderly
If you have some complex functionality, you can package it all up into a component so it's all in one place
Any other major things I can do to avoid other worldly demons from coming up and eating me as my blueprints get more complex? Any seems like a good idea, but ends up driving you nuts like template metaprogramming?
Just watched the epic talk about dragging in programming concepts into UE4, but kind of only covered the basics
Arrange your nodes
There are keys in the editor bindings, unbound by default, to align nodes and straighten lines, use them
Sort pieces of functionally into comment boxes
If you need a wire in two place a bit away from the mode it came from, use one wire and split it nearer to where it's used
All that makes your blueprint code much more readable
@gleaming creek can you think of a way to maintain the SMs that were added in a previous construct? being added as SM components
when I run construct without all the complex fn it loses stuff that it doesn't have by default
Any problems in the other direction where you make something too complicated via abstractions?
Are you using instantiated meshes?
you mean ISM? no, because there are different meshes being used
Instanced static meshes are much more efficient than using individual meshes
Each mesh is different?
I don't think it works in this case, I'm using like 450+ different modular building parts
Can't reuse any? Ah well
there would be some reuse but I don't think it really works in this case
You can still instantiate any that are repeated
true. my main issue is that I need to run some complex stuff but it only really needs to happen the first time
I wish the added components would save but after it reconstructs they are lost.
Yeah, not really sure what to do about that
Maybe if you can make the construction script more efficient somehow
@broken parrot it's basically programming, you can always manage to over-complicate it 🙂
I think I'm just going to add spawning of actual Static Mesh actors via an editor widget.
time to clog up the world outliner. and yes I'll put them in a folder
Oh, so you have to click update?
hm?
Makes sense
An update button in the properties that actually builds the meshes
as opposed to having them run in the construction script
that would be good, but again when I move them I wouldn't be able to see them, which ruins the whole point.
construct doesn't happen at play time right?
like when a level is loaded in real time
@gleaming creek Makes sense. Thanks for the advice, it's surprisingly hard to find a lot of guides on not footgunning yourself.
this is my blueprint, I want to TInterp the cube but it snaps to the next position instead of gradually getting there
the cube is a component of the scene
the root is Scene
LOL...I like your name .. Read the Docs
Timeline is better than a tick. Try that first
its a little more complex then that in the end do what works 😉
where is TInterp really effective where Lerp is not?
and vis versa
because i am getting the same results with both and a timeline
the need for a interp speed so its not a constant
it accelerates?
your getting the same thing because its doing the same thing
no its just not the same
how are they different
i would say read the docs it can explain it better then i
on a timeline i imagine its case by case but timelines work different because you are feeding it the alpha
Look up Matthew Wadstiens Vids on YouTube. He goes over it
instead of it creating it based on the data
anyone have an example of where they would use TInterp deliberately instead of Lerp?
on tick
what do you mean
or where i dont have the alpha
lerp works because you are lerping between A and B
why is TINterp good for Tick cases?
VInterp interprets that based on time and interp speed
in contrast to...
Lerp chooses a spot between A and B based on a float. Interp smoothly moves value A to value B, at the speed you choose.
its just what you are feeding it
that is what changes
so you would use TInterp if delta was not present
just keep uusing the engine you will start to see where its better to use etc
i mentioned ticks because i don't have many timelines anymore haha
Hey guys, how would you guys handle projectile from AI that will be reflected by player and will hit AI? I tried this method but it seems long winded(?). Is there any alternative way on handling this?
You can use collision presets, if that's what you mean.
Is it hard if I want to enable a player to see another player's screen, in a multiplayer?
@dim plover I guess that would work. Thanks 😄
My Pc just crashed when working on a project, now when I open Levels and blueprints the engine crashes, any idea how to fix this?
try to clear the project cache, revert from source control, pray to the potato gods
🙏 🥔
✋ 🥔 🤚
@fierce tulip
Ehem do you mean the derived data cache? I found something that says it is located here by default AppData\Local\UnrealEngine\Common\DerivedDataCache
so can I just go ahead and delete all the numbered folders?
btw I dont use version control >.>
yea, though it will recompile all the shaders upon opening a project
and you should
well, I backup versions but don't use any software for it
Sadly clearing the cache didn't solve it, there are some folders in the Saved folder that have stuff in them which makes me curious about if it would help deleting this stuff
using light maps is (performance wise) often more costly than dynamic lighting and they require enormous amounts of file size
you only use them for visual fidelity
or they go with fake shadows, and put everything in unlit
nah, basic dynamic lighting with baked shadows should be cheapest
of course if you have multiple light sources it can get expensive fast
basically unless you have a fairly static environment and either want GI or lots of light sources, dynamic light is usually the best case
but yeah, as Luos also says, a lot of mobile games don't have lighting at all
you can get away with a lot on a small screen
anyone used datasmith? the exported udatasmith file from revit seems to import with a flipped X in UE4
I am now getting a blue load bar in the top of the Epic launcher that never stops, any fix for this?
just wait til it finishes loading stuff from the internet i guess
im trying to figure out what version this project was made in.. what type of code is this?
that is the .uproject file
Source build
It means it's a source build
So can be any version
or even not a version but a mix of versions
okay thanks
I fucked with sourcetree again. lost a level
Spend some time with a tutorial on Git, there's lots of content on the Web
It's not exactly easy to use
Which colors ?
the pink
The branches ?
yes
just arbitrary colors i think
You have a master branch, but you are not on it
Which is very wrong when using Git
You should always be on a branch
ok i managed to revert it
What is the normal memory size of a game targetting PC?
that entirely depends on your game and your assets
Hmm... that's true. I'm trying to avoid loading too many things kept forever in memory.
Particularly Animation assets. They get quite big.
wish they made that chart like, "at least x GB" for each entry
as it would have put more meaningful data to you in this case
I'm surprised there are so many odd numbers on that survey for RAM too
like, according to that, 7GB is more common than 6GB
altho 6GB is all those old i7's
I was thinking the same thing.
was the spline mesh actor always so bad to use in the editor when you try to move the tangent points?
a bit?
every tried to add collision to a mesh?
or a socket to a bone?
XDDDD
ue4 has far worst systems
not yet, lol
another question, how can you add points/tangents to a splinemeshactor? (or its splinemeshcomponent)
nothing
try again.
i'm rightclicking ..., deselect reselect rclick, nothing
it did work with the spline component, but i want a mesh with it
show some pics
basically i want to add spline points at runtime. but i can't even in the editor
yea, thats a spline. but it seems a splinemeshactor doesnt work that way
wait, Allow Spline Editing Per Instance. not visible for me since i just come from the c++ class...
sec
nope, not working. i made a BP from SplineMeshActor, allow spline editing per instance is set to true, but i cant select a spline point or tangent in the bp editor viewport and in the editor viewport i can change the tangents and the positions of the start/end but i can't add points
and the bad thing is i know exactly why epic does it that way...
in the bp viewport i cant change anything at all. i can select the whole spline, but can not edit
no you cant
in bp they are static
you have to place the actor
and the you can create the spline
in the editor viewport i can select and manipulate the points but i can not add points
i have it in the scene
i just set the mesh to the plane mesh
if i right click i only selects them, no context menu. i did get the context menu with the pure spline
Hey there, is there anyway that when a object collides with another i can get information about the surface area of the area which is colliding to be able decide whether the target should be pierced or knocked back? or will i have to draw line tracers out from the point of contact to get a better understanding of the sharpness / bluntness of the part of the object
Is working with both Blueprints and regular code a mess ? I am still a beginner and currently am getting gud with blueprints
Is what I learn redundent once I get used to coding everything? Or when possible I should go for a blueprint implementation (if there isnt anything too complex)
@bronze plinth i do everything performance critical in code only, other things depend on how much i reuse them
Can you give me an example of something where performance is critical ?
(So I know what I should do in code and what in blueprints)
- Is blueprints knowledge translated into a bit of knowledge in the ue4 api ? like the functions are the same no ? Or I'd have to write them from scratch myself (i doubt it tho)
Yes, it msotly translates
You should usually work with both
Blueprint is perfectly fine for most use
Okay, so I am doing custom gravity stuff in BP and I have stuff working, but I want it so that I can make a parent to stay still, but make the others physics. Is that possible? (Sorry to interrupt)
When I heard about blueprints I was like ew coming from a software engineer background (prefering to do things with code) but I am loving how easy blueprints are
they're nice for prototyping but can get messy 🙂
blueprints are just a lengthend arm from code
they're slow to do
that's my beef with them
typing code with a keyboard is way faster
if C++ didn't have headers it would be even faster 😄
everyone has different opinions on it and it mostly has something todo with their background.
code people just prefer code.
but it doesnt change a thing about logic
typing is faster, that's an UX/UI design fact
you do the same stuff
And to inspect the code, copy all of this, and put it into your own project. It is inside a pawn
I guess once I get used to blueprints and shift to coding I will be able to have an opinion on the issue 😄
ok, a splinemeshactor/splinemeshcomponent is only one single splinecurve, you need multiple to fill a spine. now i get it
Mmm yea ofc but wouldnt blueprints help out here and there ?
or they wouldnt be used at all
i am making first person singleplayer games with bp since 4 years now
i rarely need code
c++ code
damn
if you know logic already then you can go do some hardcoding.
but blueprint is very friendly for pure beginners to learn logic.
fast low entry
Another question,
Do games actually have a wind mechanic ? or everything is animated following a direction variable
Like when you see grass swaying etc
yees
Yea I see
Would it be hard to do or is it already implemented in UE4 and i have to just config it
yea exactly!
there are tutorials and full packs on the marketplace.
there's stuff on marketplace for that
its not easy tho
You have no idea how satisfied I'd be to create a huge plain with a lot of grass (no trees just an empty plane) swaying with the wind with mountains far away
yea I already got small projects in mind that would be easy to do yet fun and entertaining
I know that a rookie mistake is starting game dev thinking I can immediatly start working a huge mmorpg xddd
doing something like this would be unreal
https://www.reddit.com/r/unrealengine/comments/cojev2/achieved_very_satisfying_results_with_mesh/
what is this art style called ?
low poly ?
not lowpoly in artistic sennse
edges are smoothed
textures are detailed
i happen to know the dev
this is more cartoon
its really beautiful
can you explain to me how exactly did he optimize it, I didnt understand the technicality
Achieved very satisfying results with Mesh + Shaders (without transparency or shape mask) + LODs. 50-60 FPS with the very loaded world and so much grass around. Before had like 10-20 FPS max.
that wind
yea looks amazing
sorry but I am an absolute beginner I know that masks for example in textures, lets you remove a color or display a specific R G B A (you pick which)
but how would using those improve performance
Don't use mask in shaders to get shape of grass. Do it on mesh level.
Mmmm
don't
I see
@spark sonnet I tried your video but it didnt work for some reason
What didnt work?
I tried to make it able to look up and down
Can you send a picture of the bp in the animbp?
Have you tried whats in the comments?
yea just fixed that
didnt work either
fixed the float value thing that was connected to the wrong thing
Hmm. This worked for me
Are you using the right AnimBP for your character?
Thats fine
I am using the correct bp ye
In your characters mesh, check thats its got the right anim class
ok good
Is the character rotating?
or is nothing working?`
ok
can someone help me with top down game ? i just have some questions xdd
just ask, someone might answer
Try copying it over to a fresh thirdperson template and see if it works there @brazen hull
Im gonna check if I did anything else than you on my old project
This is how mine looks
Did you fix that so its 360- pitch instead of pitch - 360 @brazen hull ?
nope
ehm
where do I set that again
well guys I found the issue hahaha
I set the wrong add to existing
I set it at translation
how can I make it turn in idle? https://gyazo.com/87a5c5c747d38882267556b90bbb1fdb to left and right without needing to move to turn
hey guys
so im founding a little graphics and game studio with a colleague and we researched which systems to order today.
well be working mainly with 3dsmax photoshop after effects and the unreal engine. thats why we aim for a system with good ram and a good graphics card, also an SSd for faster stuff
is there someone with professional experience whos willing to give me some feedback onto the datasheet?
Glad you fixed it @brazen hull 🙂
I think its this that needs to be checked
@brazen hull
thanks I will try it out
yea thanks a lot works now
mhm it disabled when I switch camera
when I press play it works fine then I change to first person and back to third it disables it
You can set the variable to be true when switching
where xD?
Is there any kind of 'cylinder' light component?
I want to light up a lantern, but the best way I've found to do it is 4 rect lights around it
maybe a point light with a light function on it?
(do light functions work with point lights? 🤔 )
something like this, light emitting outwards
I am retarded cant find it
Light functions do work with point lights
but I dont want to have a pointlight inside the mesh
In your event graph right click and type its name just like any other node @brazen hull
oh thought it was already there
found it and just press true?
or do I connect it to something
You connect it to the camera swithcing @brazen hull
You've already got it
you can use the same project you used to texture the object,,, but tou want to make black the parts that will not emit light,,, basically just do a mask and the white area, will be where things happen
You are untciking it after activating TPCamera as you can see @brazen hull
np 🙂
@light coyote I'm already using emissive materials for my lights
Is there some way to make emissive materials radiate light?
in baked light yes
Which chanel would be the best to discuss datasmith ?
that looks awesome
Guys is there a way to disable a ChildActor? and then enable it in runtime?
visible and hidden in game not enough?
or what do you mean with disable/enable exactly
only if you enable it in the material
but you have to build lights to see propper resoults
is there a spline-ready mesh in the starter content?
Its enabled by default as far as i know
unless recent changes, it was not
@fierce tulip Is the same as in phisics you can disable, gravity, or any other physics related thing,,, but in general if you use physics is because you want to use all phisics related things
Maybe is not, now you are actualy making me doubt
emissive light casting isn't enabled by default
largely because emissive is used for lots of different purposes, but also because it takes a lot of computing time
@gleaming lotus If what you mean by radiate, is to have dynamic changes,, like a candle would have some sort of dynamic light, cause it changes,,, then you need to make your material a dynamic material
@wary wave ahh ok, thanks ambershee
as a tippy-toppy trick, I use it with my static skydomes to light scenes 😄
Think I'll just stick with rect lights for now as its looking actually alright
but thanks for the help
niceee
@gleaming lotus if you feel like experimenting
https://twitter.com/klemen_lozar/status/1033409819116359681
Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday #UE4 #gamedev #indiedev https://t.co/fNct4EYT...
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That is intresting
Any clues how to solve this disconnection of the spline?
lol
apparently the lower part is bending over backwards...
no idea, never done what ever you are doing there with a spline xD
i just fed it some points and then create splinemeshcomponents with the output from the splinecomponent. the more i think about it, i probably need 2 splines to make it smooth, one for each side. but how to calculate that...
hard to say without knowing more what you're doing
but how are you calculating the tangents?
auto from the spline component. i use the SetSplinePoints function
and the debug looks just nice, no edges there
i mean, i kinda know why it happens (from a mathematical standpoint) but i dont know yet how to mitigate it
yeah, you probably want to calculate the tangents
tangent length is probably the problem
may I ask a question or should I not disturb?
go ahead
don't want to be rude
When I launch the game, my player sometimes gets stuck in the ground, can't move and the model doesn't show.
sometimes it works and spawns correctly where the Player Start is
do you get your spawn location from a linetrace?
don't think so, no
then maybe the capsule is partly in the ground (playerstart or networkplayerstart)
Nope, I think its fine.
can you show a screenshot of the editor viewport where your player should start?
it's really hard to make out how far above the ground that capsule is due to the colors lol
you're right, but it should say bad size
yea, but it doesnt stick in the ground
I've also tried to put it high so it shouldn't be the problem
and you still run into it?
sorry?
when it happens, you see your character in the world outliner?
i mean, you still end up with the character in the ground sometimes with the capsule. up in the air
I don't see my character when it happens
the character won't even appear, Lucien
its stuck in a specific location
ah, misread, thought it was just stuck in the ground
well, I can't move or anything and its stuck between the textures as you can see in the picture
yea looks more like an issue spawning the pawn than with the location of it
yeah
How are you spawning the character?
Are you just hitting play?
Or are running some code to spawn the player
it's kinda weird that it happens inconsistently
I know
I use "OnPostLogin" so it won't have problem with spawning the second player because its multiplayer
I'll post a pic
Are you spawning more than one player?
Yes.
Are they both spawning in the same place?
sometimes they are and its working fine
Help me understand this concept - Interfaces why does this message not do anything? I am executing the event, have compiled both blueprints and they both have the interface implemented.....
collisionhandling -> Ignore collision
Trying it, thanks
@light thunder you're using the SKEL interface. i don't know how you even got that one 🙂 Look for one without SKEL
no idea why it pops up
the SKEL classes are only editor internal
okay, so I've tried it and it does spawn the player but under the ground and the player's falling down
I'm in 4.19 but that shouldn't make a difference right?
I tried taking it off of context but then it needed an interface target
not really
nope, still spawns under the ground
What happens if you don't use that code to spawn the player?
Do they still spawn under the ground?
the other player would join as a spectator
I mean, he'll just fly around without the regular controller and without the character model
Try splitting the transform and adding to the Z location
See if that puts the player above ground
Not sure how to do that
@light thunder you never want to see any SKEL or REINST or HOTRELOAD classes inside the editor. if you do, don't ever use them. It could be a old bug in 4.19, but i never heard of something like this
how do I access the correct one then?
good question
Drag off your transform and type break transform
You will also need a make transform node
Plug in the rotation and scale
But add to the Z for location
@amber girder
that should be the right one
and I do that with Make Transform, right?
If it is a bug, it's a bug, but just to make sure I am understanding the correct one, "message" is for when you don't have a target necessarily defined and want the event to fire on any object that holds the interface correct? And "call" is for specific objects that implement the interface
Like this
ah yes exactly, thanks
I'm not sure how much you need to add though
Just wondering, why does it happen specifically for this level and not other ones?
and, it still occurring
It just happens for this level?
@amber girder This all started because I was trying to get references to the Parent widget that held a widget switcher, to the children themselves - normally I use an "expose on spawn" to pass the reference of the creating widget, however, I'm not sure how to do that using the widget switcher, which is otherwise pretty handy....
correct
maybe it has something to do with wrong collision?
I mean, I've migrated this level from another version and another project
Does the collision work if don't use that code?
Have you gotten a character to spawn correctly?
well, I use the same character. it happens only for the Editor's client
but not on the pop-up client
Hmmm, I'm not really sure why that would be happening
I've set up the Z value to a lot more and now it appears to be working
Interesting
Thank you very much
pretty far, but shouldn't be a problem
Well, glad I could help
thank you kind sir
@light thunder why don't you create the child widgets in the construct and expose the reference variable to the parent there?
Hello, i'm having a issue where my AI is staying at the location of "Move To" even without a wait node
I had the wait at 2 seconds but noticed it was taking much longer, around 5 seconds, so I removed the wait and the AI is still staying at the location for around 5 seconds instead of immediately moving once arriving
I have no idea what's causing this, my best guess is the AI cannot reach the point and after 5 seconds of trying it gives up and moves on
Ah that was it, I had the target points slightly too high in the air
I have been encountering a really weird issue: I've imported an fbx into my project which is taking a long time to import stuck on 100% from the first time I dropped in. After about 30min it crashed and I get A new guard page for the stack cannot be created
sounds like it's too big to import into the default engine, what type of mesh is it? contents/size/etc.
That's when I realized that for some reason importing that was taking up space on my C drive where I installed my engine. I now have lost over 50gb of space and idk how to get it back, anyone knows anything?
The content is a bunch (500+ foliage meshes) of trees
I painted over my terrain and I selected the trees and went Export Selection
oof. That might not be too usable
Is there a way of converting/exporting foliage?
did it crash on exporting or putting it back into your project? it sounds like it exported
No it exported just fine
When I try to put it into another project in the editor it crashes after running out of space
Tried it a few times and everytime I import it I lose space until I close UE4
gotcha good question. My only main though is to migrate out the actual map to the 2nd project
that would do it properly so you have 1 mesh per mesh type instead of a separate mesh per mesh
The problem is that I want to use the mesh with the foliage on it for AR which spawns the mesh into the scene. Because of that I can't use the foliage since It won't stay on the mesh outside the scene.
once It's in the 2nd project you might be able to copy the selection then open the 2nd map and paste it in?
I was thinking of referencing the mesh from the scene inside my Blueprint but couldn't find a way for that.
you want to spawn in like a landscape with foliage into the world?
Yeah kinda
you should be able to put that all into it's own map and use level streaming to load in the map into the existing world
Will that retain it's size??
it should retain everything in the map as is, it just loads that map into the existing world
Ok, sounds good I will try that tomorrow morning when I am back into work. Thanks
hey I hope it works, It should based on what you are asking. Level Streaming basically lets you load in maps at runtime/design time as giant chunks of stuff.
hm, i really want to start learning about procedural terrain generation, ue4 doesnt seem to have a lot of resources on it rn
Hello guys. Can i make an Screenshot in Editor (1920x1080) although my Laptop res is 1280x720?
I really want to learn how to modify the noise maps and learn how to tweak the procedural generation to make stuff like rivers and biomes
@plush yew you can use the high resolution screenshot tool, its in the drop down in the top left of the viewport
it will show you when it takes it in the bottom right, you can click the link
Got it
I was working on a scene, editing models, on v4.22 and suddenly my scene lighting became full black .. and can't seem to get it back to normal .. anyone had this happen to them ?
I assume you have restarted the engine since then ?
i did, yes
beyond seeing your settings I don't know if we can guess. You have a ton of lights that need to be rebuilt but I doubt it would cause it all to go black.
i only have default lighting
so this was a new map and then you added stuff. Definitely weird as your skybox seems to be gone
Skybox element is still there ..
well I mean I don't see the skybox, no clouds and no sky
hmmm ... maybe you are right .. all i have is skylight
yep I can see the directional light for the skylight on the model itself
perhaps you deleted the skybox which is why it looks like lights are gone?
in the content panel on the left you should be able to search for the sky sphere and add it back in
the skybox default name is ?
it will be bp_sky_sphere
So weird .. grrrr
so you have a sky sphere in your project already?
Does this count as sky sphere ?
i guess i need to put a new sky sphere in
Ah, i found a BP Sky Sphere blueprint, thanks. Only thing is its sunset colored lol
does anyone here use MOCAP for game design?
i dont .. at least not yet
is there a category on this discord I can advertise my two xsens systems for sale?
yes if you have the types on in the outliner you will see the skylight is a skylight, the sky sphere is a custon blueprint that "fakes" a sky with a material.
now the sky sphere has an option for the directional light actor it uses for the materal appearance, if you set that to your light and then rotate the light you can simulate different times of day
Thanks @grim ore i finally got it back, had to fix 1-2 things ... anyone know the default value for sun height ?
in a new template it's "0.348239"
i also got question. in a case of parkour. player character actually interacting with walls and stuff, even with other NPC's and this is already a Inverse Kinematics IK animation. can i still do FK animation and program it to behave like IK? or should i make IK animation instead? this question is about interaction a character and the object he touches to jump over. like on this video. IK is actually baked anmation and goes with 1 direction as baked, and FK animation is the animation that can keep player be on x0y0z0 coordinates but doing same moves while IK animation forces player to leave Zero coordinates and bakes all that https://www.youtube.com/watch?v=GsO042PWuS4
The most anticipated moment of this season of The Bachelor involves an impressive jump over a fence. We visited the Bolt Parkour and Freerunning Academy in M...
or i can do IK and just delete a key that makes character move away from zero coodinates?
but since i've been anayising, simple walk animation can be done as FK animation, but there's no interaction at all, kind of
anyone have any ideas what the best way to implement this in ue4 would be? http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
animations like combo of sword beating are also IK but. if it's done on air or if it's a sequense of animation that makes player go out of his original position due to interaction with objects (not walking) makes me think what it is...
@plush yew RMC or PMC should be fine. depends on the size you want to achieve
So, when I press backspace, I can pause the game, but I can't unpause it. Here's the script
RuntimeMeshComponent (Koderz) and ProceduralMeshComponent (Epic)
but the implementation should be easy, he even provided source 🙂
awesome, thanks
thx, i have something to read now 🙂
now i guess i gotta figure out how to tweak all the generation stuff haha
@surreal gyro check for backspace in your widget. it's probably focused and gets the input there
there are c++ voronoi out there
right now im just trying to learn the ins and outs of it
no plan for implementation right now, just learning
oh ok 😄
kinda wish there was just a straightforward tutorial for this like brackeys has for unity
for gridbased approach check midgen's cashgen project
It's not straightforward at all though - this technique
procedural terrain based on noisegen rendered with RMC's
cashgen looks great
but calculation isnt very optimized
i know its not straightfowrwad, but i meant just the tutorial like brackeys - wish we had something like that for unreal just to see how to get our foor in the door
obviously this is a very complicated and in depth subject, i just need to find my diving point to i can get started then start grinding away at the hard stuff
yea. mine works quite well now, terrain alone (without vegetation) at ~90-100fps (when it is actually calculating/updating)
@surreal gyro on your Backspace event make sure "Execute when Paused" is checked, also your name is a pain because you cant @autocomplete it
I'd argue that for proc gen the game thread impact should be null, as you do everything async
i dont have any implementation plans right now, but i do know that i wouldn't want 'infinite' generation, really just like a decent sized island
i wish it were like this. but you have to update actors, thats main thread only
@grim ore Is this better @surreal gyro
wdym update actors
my proc terrain is practically endless
so i calculate on demand
but since creating/destroying actors is costly, i update the mesh sections
collision has to be updated too
That can be done async too
But yeah I'm just arguing for nothing 😛
since creating/destroying actors is costly Could use pooling to help with that
Why not a single actor with many components?
@surreal gyro yep it auto completes now, just was an fyi it's hard to tag you the other way
with child actor components? dunno, just started with full actors. didnt see a performance impact there
Also, how would I make the button clickable when paused?
Just actor components, not necessarily child
the vegetation is way more expensive. trees and grass are killing my fps
Using instanced mesh I suppose
yep (common typo)
HISM or ISM?
I won't pretend it's easy
@surreal gyro it should still be clickable even if the game is paused, it's possible you don't have an input mode set to accept UI
First of all this won't work with collisions
You'll have to setup them manually for the instances you want
so i would have to add my trees the old way. no big deal. dense grass looks better
Yeah, what I'm doing is manually registering body setups for nearby instances
atm i just watch on tick how much time passed and when i hit my threshold for 90fps i stop adding instances, lol
right
The engine example of this is LandscapeGrass.cpp
Which is one of the ugliest file in the engine
How can I make a image from my game, do I use the sequencer?
yea
Is there any professional dev here that I could contact for a short interview?
It's for a school project.
you use the "Show Mouse Cursor" node from the player controller to show the mouse cursor. You use the "Set Input Mode" nodes to set it to ui or game and ui to allow the UI input to work as well
what nodes are you using?
you need a set input mode UI or set input mode game and ui to turn the input into UI
be aware setting it to ui only will not allow your keybinds to work like backspace so setting it to game and ui would be what you want
https://i.imgur.com/T9U2oGP.png are the examples
My Particle is not getting lit. Any obvious errors in my material?
can anyone explain how trainglae are made in the PMC component?
since it needs to be divisible by 3, I'm assuming it just creates edges by going [0,1] then [1,2] then [2,0]?
Set it to unlit Janklasen
Where can I find information on Unreal engine measurement system
is it in meters ? or cm ? or something else?
I tried looking in Unreal engine documentation, but it is such a jungle, that so far I have not found it
unreal units are cm
Cm