#ue4-general

1 messages · Page 514 of 1

mossy nymph
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and that is something you can expect to be doing 3+ times during development

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and here is where event dispatchers come into play

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as it allows you to, indirectly, call a function on UMG without ever referencing it from your Actors/Objects

glacial pecan
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Ok... I just looked at Epic's ActionRPG example and they reference the controller in the pawn 🙂

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but I totally get what you are saying about the HUD

mossy nymph
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not saying its always possible to do it

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but if it is

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(the controller/pawn thing)

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you definitely should

glacial pecan
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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

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I saw that there's a HUD class, but it's for slate?

mossy nymph
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HUD derived classes are the ideal place to manage your widgets from

brazen hull
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sorry for repost but anyone got any good guides that still works on how to add usable weapons ?

mossy nymph
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@brazen hull check out the epic's examples?

brazen hull
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its for third person couldnt find much there

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first time using Ue4 xd

mossy nymph
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it doesn't really matter where the camera is

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first person mainly differs by having 2 sets of meshes, one with OwnerOnlySee and other with OwnerNoSee

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and camera about where your eyes would be

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(from third person)

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rest of the stuff can be very similar

brazen hull
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ok so it dosent matter if I for example follow a tutorial for a 1st person?

mossy nymph
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it will cover most of the stuff you need just fine

brazen hull
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cuz also ive been trying out some tutorials but they got very different character bp

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so idk how I would use the weapon animations like hodling weapons also

glacial pecan
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@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! 🙂

mossy nymph
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start small, perservere 😄

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HUD is autocreated by your PC

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and class of the HUD used is one set in your GameMode

glacial pecan
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ah, right

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@brazen hull download Epic's ActionRPG example project... much to learn from looking at that

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(it's what I am doing)

brazen hull
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ok thanks will try

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I understand the rest he is doing but idk how I would do this with my animbp

meager stag
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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?

brazen hull
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anyone able to teach/help me add weapons to my third person character project?

brazen hull
static viper
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thats a billboard

brazen hull
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xd?

lusty surge
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@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.

brazen hull
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for me it seem to do

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tryna add weapon but I only get the ball

static viper
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that might not be the issue

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the ball is just a sign that an actor has arrived

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the gun itself might be broken heavily

brazen hull
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I got it from the epicgames store

static viper
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well

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was there a documentation?

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you might want to contact the author about this

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and what asset was it

brazen hull
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fps weapon bundle

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I had to reset back to the original before I added the weapon and shit I couldnt move or anything after ingame

static viper
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its from when ue4 became free

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so

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yees its completly outdated

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that channel is dead

brazen hull
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any tips on tutorials I could use?

static viper
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show me the asset on mp

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with link i mean

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i want to check

brazen hull
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mp?

static viper
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marketplace

static viper
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oh ok

brazen hull
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any tips on tutorials where I can see how to do add weapons and make them able to shoot?

static viper
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that asset is a bit weird

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no video

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support address wrong

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really

brazen hull
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?

static viper
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but its free

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...

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i dont understand tho

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are the waepons all actors?

brazen hull
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I got no clue tbh I am new to unreal hhahaha started yesterday

static viper
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then you should study the basic concepts first

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like how the fps example works

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and then a tutorial about reloading

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if these are just skeletons

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then there is alot todo

brazen hull
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any good packs you would recommend?

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as currently ive got all the walking animations and shit implented I just wanna learn today how to implement a weapon to my character

static viper
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you have weapons now ^^

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i dont understand what you want really

brazen hull
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I want them able to shoot haha

static viper
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that there is a skeletal mesh

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the lilatic one

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you have to look for tutorials about firing weapon then

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particles

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reloading

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muzzle flash

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something that isnt old

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maybe 2 years

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or 1 year

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but not 4

brazen hull
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ok

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thanks for the help atleast

frozen peak
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can someone speak german here and can help me with my problems in my ui?

static viper
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sadly you have to speak english ^^

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its an international community

frozen peak
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I can try it

static viper
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it ok to speak bad english

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we have time

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i dont even speak proper english XD

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i leave away words sometimes

hexed zephyr
static viper
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randomly

hexed zephyr
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I tried triangulate and cleanup tools on maya

static viper
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can you show me the mesh before

hexed zephyr
static viper
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take a sculpting brush

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like the first 1

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and just sculpt a buit on it

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it should fall apart

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i saw this error before

hexed zephyr
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thanks I'll try

lusty carbon
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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)

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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?

hexed zephyr
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@static viper sculpted a bit and turned off remove degenerate triangles on import and it worked . ty

radiant haven
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what is a keystore?

hexed zephyr
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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

radiant haven
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can someone help me setting up my game with ads and for googe play

keen wigeon
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guys how to post on looking for talent ?

static viper
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there is a pinned message in the channel

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it tells you how

tepid knot
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Say talent to unreal bot

static viper
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looks like the shadow resolution is low

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and the uv set broken

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for light baking you need proper uvs

static viper
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the second is good

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the panels are even spaced

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that way the shadow map with a resolution of atleast 2048 can fill it up smooth

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have you increased your resolution already

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who told you that

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go for 2k

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and then share the results.

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its baked

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just go test for now

low violet
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So I need to learn unreal as quickly as possible, whats a good way in your opinion?

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Also I am very experienced with unity so I don't want something that really goes from scratch

static viper
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this youtuber

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and then you need an idea.

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tho

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no forget it

low violet
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An idea?

static viper
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mathew always has examples

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just recreate the examples really

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that is a good start

low violet
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My name is Matthew so we should be able to get along

brazen hull
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gun wont snap to my model anyway to fix?

static viper
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you can snap it to a bone

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the option is called

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parent

brazen hull
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I tried but its like on the ground

low violet
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@static viper Hmm it doesn't look like he uses C++ does he

static viper
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nope

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just go for all bp videos

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thats all.

low violet
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Oh I want c++ though

static viper
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oh

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i cant advise some

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but i know a few

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:/

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maybe yu ask in #cpp directly.

low violet
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Thanks

static viper
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looks much better

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nope.

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its baked light

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the only disadvantage is that its preset.

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so you have to rebake alot

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and no cool dynamic light games.

silent frost
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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?

static viper
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is that a blueprint issue @silent frost

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?

silent frost
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Yeah, in blueprints @static viper

static viper
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lets go to that channel ^^

silent frost
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Roger that

plush yew
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Is it allowed to use an app name that is already existing at google play store?

static viper
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you should ask that google

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but it sounds like a dumb idea

brazen hull
quick wren
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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?

static viper
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its magic actually.

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its not but why reveal the trick 😄

wary wave
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they're probably just teleporting the player

brazen hull
spark sonnet
quick wren
spark sonnet
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try casting from other actor to the overlapping target before teleporting

silent frost
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@quick wren They are probably using Level Streaming, and a trigger to switch the maps out once you walk through the doorway.

real hound
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can you do grass painting (material driven) on a non landscape material? On just a regular static mesh?

cloud palm
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I know it is float by a vector but not sure what it dose

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what is the node with a white dots in it?

real hound
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the branches?

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That looks like a blueprint for a really bad way to just make a switch

static viper
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you can do that with streaming levels

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you can have them blend in and out

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at will

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really fast

latent fable
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is it possible to put a trigger box in an actor blueprint?

radiant haven
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Has someone experience with Mobile Developement

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@latent fable use a begin overlap

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Has someone experience with Mobile Developement

fast finch
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The object refuses to spawn anywhere else no matter what, and the box, which is the root, is seperate

ruby wren
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@fast finch If the component is created in C++, don't forget to attach it to the root component

fast finch
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The mesh is connected to the box

ruby wren
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then use

MeshComponent->AttachToComponent(BoxComponent, ETransformRules::KeepRelativeTransform);```
fast finch
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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

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That could be messing things up

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Since the box isnt the root yet

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Let me try something, then I'll try your thing

ruby wren
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k 🙂

fast finch
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That fixed the issue, thank you @ruby wren

ruby wren
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👍 ^^

light thunder
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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

autumn elbow
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@brazen hull look up two handed weapon. Using a IK solver on the arm will have the arm follow the motion of the gun

dawn gull
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Hey can someone tell me how to get a reference to an object inside the level in the level BP?

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I always forget how

warped tangle
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@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

dawn gull
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ok

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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?

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Please tag me I will not be able to respond rn but I will get back

warped tangle
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@dawn gull is the overlapping actor set to generate overlap?

warped tangle
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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

dawn gull
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D a n g

brazen hull
dawn gull
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@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

spark sonnet
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Here @brazen hull

light coyote
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@dawn gull That is true may look pretty wierd

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@brazen hull But maybe if what you move is the weapon only, maybe the conjuction of things following maybe make it look ok

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What i mean is

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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

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You can use node GetForward vector from camera

brazen hull
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ok ill try tomorrow thanks

dawn gull
light coyote
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yep

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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,,,

dawn gull
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@warped tangle what does "overlapping actor set to generate overlap" mean?

light coyote
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@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

warped tangle
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in your actor, under collision settings, there is a "generates overlap" and "generates hit event"

dawn gull
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Ok

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Generates overlap is on

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Do I need to disable it?

warped tangle
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no it should be enabled

dawn gull
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Ok

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So what do I need to do?

warped tangle
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I would put just a printstring on the overlap event and play with the actor settings until that fired

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it could be your collision settings as well

dawn gull
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It already does

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I have a collision sphere

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and when you overlap it is supposed to show and give it collision

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but it only prints the string and does not show the bunny

warped tangle
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oh so it is firing

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I thought you said it wasn't firing

dawn gull
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The bunny event for showing it is not firing

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when I play the game, and I see what the Get is sending, it shows up as null

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it finds nothing

warped tangle
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ohh, don't use get all actors

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the actor that is overlapping is the actor that you're trying to reference right?

dawn gull
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No

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I have an actor the bunny that is invisible and has no collision

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When i overlap a different actor the collision sphere it executes the get code and send string

warped tangle
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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?

dawn gull
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I tried but it did not work for some reason let me try again

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Issue has been solved

broken parrot
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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.

serene birch
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you can use components to add to actors

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that's a form of composition

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you can create interfaces too, heck you can create them in 100% blueprints if I'm not wrong 🙂

broken parrot
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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?

ionic obsidian
broken parrot
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Oh this actor component thing is pretty powerful thanks. @serene birch

serene birch
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you can probably do that in raw C++ but not sure it's the best thing to do 🙂

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as for your shadows, it's probably that your shadowmap for the wall is far too low res

ionic obsidian
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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.

serene birch
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well that was for the first scree, the second is more an issue with your lightmap UVs I guess

ionic obsidian
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It has these kinds of shadows on every single surface

serene birch
ionic obsidian
serene birch
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you basically want to tweak it by surface I guess

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some might be too high res, others too low

ionic obsidian
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thanks!

ionic obsidian
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Having now found out about this I have totally gone overboard and building the lighting has now taken 45 minutes for the first 68%

halcyon flame
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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?

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getting a huge stutter when I try to move objects and I want to be able to move them freely.

gleaming creek
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There's an option in the blueprint settings

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that lets you disable the construction script from running while dragging

broken parrot
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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?

gleaming creek
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Actor component is useful if you have a piece of functionality that you want to use across multiple, possibly unrelated classes

halcyon flame
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@gleaming creek it still seems to construct about 4-5 times when I move it

gleaming creek
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Basically the encapsulation vs inheritance discussion in programming

halcyon flame
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and the main issue is that SMs I'm adding in construction all disappear as I move them.

gleaming creek
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Also, actor components are a nice place to put code so it's self-contained and orderly

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If you have some complex functionality, you can package it all up into a component so it's all in one place

broken parrot
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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?

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Just watched the epic talk about dragging in programming concepts into UE4, but kind of only covered the basics

gleaming creek
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Arrange your nodes

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There are keys in the editor bindings, unbound by default, to align nodes and straighten lines, use them

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Sort pieces of functionally into comment boxes

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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

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All that makes your blueprint code much more readable

halcyon flame
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@gleaming creek can you think of a way to maintain the SMs that were added in a previous construct? being added as SM components

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when I run construct without all the complex fn it loses stuff that it doesn't have by default

broken parrot
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Any problems in the other direction where you make something too complicated via abstractions?

gleaming creek
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Are you using instantiated meshes?

halcyon flame
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you mean ISM? no, because there are different meshes being used

gleaming creek
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Instanced static meshes are much more efficient than using individual meshes

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Each mesh is different?

halcyon flame
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I don't think it works in this case, I'm using like 450+ different modular building parts

gleaming creek
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Can't reuse any? Ah well

halcyon flame
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there would be some reuse but I don't think it really works in this case

gleaming creek
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You can still instantiate any that are repeated

halcyon flame
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true. my main issue is that I need to run some complex stuff but it only really needs to happen the first time

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I wish the added components would save but after it reconstructs they are lost.

gleaming creek
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Yeah, not really sure what to do about that

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Maybe if you can make the construction script more efficient somehow

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@broken parrot it's basically programming, you can always manage to over-complicate it 🙂

halcyon flame
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I think I'm just going to add spawning of actual Static Mesh actors via an editor widget.

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time to clog up the world outliner. and yes I'll put them in a folder

gleaming creek
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Oh, so you have to click update?

halcyon flame
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hm?

gleaming creek
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Makes sense

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An update button in the properties that actually builds the meshes

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as opposed to having them run in the construction script

halcyon flame
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that would be good, but again when I move them I wouldn't be able to see them, which ruins the whole point.

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construct doesn't happen at play time right?

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like when a level is loaded in real time

broken parrot
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@gleaming creek Makes sense. Thanks for the advice, it's surprisingly hard to find a lot of guides on not footgunning yourself.

carmine spruce
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hello?

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can anyone help me?

autumn elbow
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Sup fish

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What's your question? @carmine spruce

carmine spruce
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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

dark depot
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that fires once

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you need to place it on tick, timer or timeline

autumn elbow
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LOL...I like your name .. Read the Docs

carmine spruce
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thank you Mr. Volkiller

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I understand now

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I have another question

autumn elbow
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Timeline is better than a tick. Try that first

dark depot
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its a little more complex then that in the end do what works 😉

carmine spruce
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where is TInterp really effective where Lerp is not?

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and vis versa

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because i am getting the same results with both and a timeline

dark depot
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the need for a interp speed so its not a constant

carmine spruce
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it accelerates?

dark depot
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your getting the same thing because its doing the same thing

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no its just not the same

carmine spruce
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how are they different

dark depot
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i would say read the docs it can explain it better then i

carmine spruce
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if i replace lerp with TInterp

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nothing happens

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that I can see

dark depot
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on a timeline i imagine its case by case but timelines work different because you are feeding it the alpha

autumn elbow
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Look up Matthew Wadstiens Vids on YouTube. He goes over it

dark depot
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instead of it creating it based on the data

carmine spruce
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he is soo good

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he is where I get all my real UE4 information

autumn elbow
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mathew wadstein interpolation

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Search that on YouTube

carmine spruce
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anyone have an example of where they would use TInterp deliberately instead of Lerp?

dark depot
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on tick

carmine spruce
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what do you mean

dark depot
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or where i dont have the alpha

carmine spruce
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what is an alpha?

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oh the timeline

dark depot
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lerp works because you are lerping between A and B

carmine spruce
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why is TINterp good for Tick cases?

dark depot
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VInterp interprets that based on time and interp speed

carmine spruce
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in contrast to...

dark depot
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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.

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its just what you are feeding it

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that is what changes

carmine spruce
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so you would use TInterp if delta was not present

dark depot
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just keep uusing the engine you will start to see where its better to use etc

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i mentioned ticks because i don't have many timelines anymore haha

ancient lotus
iron merlin
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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?

dim plover
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You can use collision presets, if that's what you mean.

novel spire
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Is it hard if I want to enable a player to see another player's screen, in a multiplayer?

iron merlin
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@dim plover I guess that would work. Thanks 😄

plush yew
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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?

fierce tulip
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try to clear the project cache, revert from source control, pray to the potato gods

plush yew
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🙏 🥔

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✋ 🥔 🤚

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@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

fierce tulip
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yup, that sometimes helps

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but often people revert from version control

plush yew
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so can I just go ahead and delete all the numbered folders?

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btw I dont use version control >.>

fierce tulip
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yea, though it will recompile all the shaders upon opening a project

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and you should

plush yew
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well, I backup versions but don't use any software for it

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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

wary wave
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using light maps is (performance wise) often more costly than dynamic lighting and they require enormous amounts of file size

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you only use them for visual fidelity

fierce tulip
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or they go with fake shadows, and put everything in unlit

wary wave
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nah, basic dynamic lighting with baked shadows should be cheapest

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of course if you have multiple light sources it can get expensive fast

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basically unless you have a fairly static environment and either want GI or lots of light sources, dynamic light is usually the best case

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but yeah, as Luos also says, a lot of mobile games don't have lighting at all

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you can get away with a lot on a small screen

dim arch
#

anyone used datasmith? the exported udatasmith file from revit seems to import with a flipped X in UE4

floral aspen
#

I am now getting a blue load bar in the top of the Epic launcher that never stops, any fix for this?

amber girder
#

just wait til it finishes loading stuff from the internet i guess

plush yew
#

im trying to figure out what version this project was made in.. what type of code is this?

#

that is the .uproject file

silver crown
#

Source build

plush yew
#

Im a little dumb does that mean the most recent version?

#

of unreal

#

so 4.22?

silver crown
#

It means it's a source build

#

So can be any version

#

or even not a version but a mix of versions

plush yew
#

okay thanks

lusty carbon
#

I fucked with sourcetree again. lost a level

cloud cobalt
#

Spend some time with a tutorial on Git, there's lots of content on the Web

#

It's not exactly easy to use

lusty carbon
#

what does this mean?

#

with the colors

cloud cobalt
#

Which colors ?

amber girder
#

yellow is changed file, green is to be added

#

red would be deleted

lusty carbon
#

the pink

cloud cobalt
#

The branches ?

lusty carbon
#

yes

amber girder
#

just arbitrary colors i think

cloud cobalt
#

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

lusty carbon
#

ok i managed to revert it

dim plover
#

What is the normal memory size of a game targetting PC?

amber girder
#

that entirely depends on your game and your assets

dim plover
#

Hmm... that's true. I'm trying to avoid loading too many things kept forever in memory.

#

Particularly Animation assets. They get quite big.

cursive dirge
#

8 GB is pretty standard now

#

4 GB if you need to support low end

cursive dirge
#

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

dim plover
#

I was thinking the same thing.

amber girder
#

was the spline mesh actor always so bad to use in the editor when you try to move the tangent points?

static viper
#

its a bit weird yes

#

but its not broken

amber girder
#

a bit?

static viper
#

every tried to add collision to a mesh?

#

or a socket to a bone?

#

XDDDD

#

ue4 has far worst systems

amber girder
#

not yet, lol

#

another question, how can you add points/tangents to a splinemeshactor? (or its splinemeshcomponent)

static viper
#

right click a node

#

duplicate

amber girder
#

nothing

static viper
#

try again.

amber girder
#

i'm rightclicking ..., deselect reselect rclick, nothing

#

it did work with the spline component, but i want a mesh with it

static viper
#

show some pics

amber girder
#

basically i want to add spline points at runtime. but i can't even in the editor

amber girder
#

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...

static viper
#

can you show a screenshot

#

we dont know what you are actually seeing

static viper
#

the red ones are tangents

#

you need the white ones

amber girder
#

in the bp viewport i cant change anything at all. i can select the whole spline, but can not edit

static viper
#

no you cant

#

in bp they are static

#

you have to place the actor

#

and the you can create the spline

amber girder
#

in the editor viewport i can select and manipulate the points but i can not add points

static viper
#

you can only edit them in the scene

#

not in the actor

amber girder
#

i have it in the scene

static viper
#

show me in the scene

#

oh that

amber girder
#

right side of the screenshot

#

and there a rightclick just does nothing

static viper
#

weird how it looks

#

you can only click on whites with right

amber girder
#

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

grand spade
#

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

bronze plinth
#

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)

amber girder
#

@bronze plinth i do everything performance critical in code only, other things depend on how much i reuse them

bronze plinth
#

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)
cloud cobalt
#

Yes, it msotly translates

#

You should usually work with both

#

Blueprint is perfectly fine for most use

dawn gull
#

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)

bronze plinth
#

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

amber girder
#

they're nice for prototyping but can get messy 🙂

static viper
#

blueprints are just a lengthend arm from code

honest vale
#

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 😄

static viper
#

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

honest vale
#

typing is faster, that's an UX/UI design fact

static viper
#

you do the same stuff

dawn gull
#

And to inspect the code, copy all of this, and put it into your own project. It is inside a pawn

bronze plinth
#

I guess once I get used to blueprints and shift to coding I will be able to have an opinion on the issue 😄

static viper
#

it also depends on the projects

#

noone will tell you to make mmo with bp.

amber girder
#

ok, a splinemeshactor/splinemeshcomponent is only one single splinecurve, you need multiple to fill a spine. now i get it

bronze plinth
#

Mmm yea ofc but wouldnt blueprints help out here and there ?

#

or they wouldnt be used at all

static viper
#

i am making first person singleplayer games with bp since 4 years now

#

i rarely need code

#

c++ code

bronze plinth
#

damn

static viper
#

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

bronze plinth
#

I see

#

you are a wise owl

#

I appreciate the help

static viper
#

am just stub

#

really love blueprints.

bronze plinth
#

Another question,
Do games actually have a wind mechanic ? or everything is animated following a direction variable

static viper
#

we have a wind mechanic

#

yes its physical

#

not its not that easy

bronze plinth
#

Like when you see grass swaying etc

static viper
#

yees

bronze plinth
#

Yea I see

static viper
#

and physical foliage you can move away.

#

like crysis.

bronze plinth
#

Would it be hard to do or is it already implemented in UE4 and i have to just config it

#

yea exactly!

static viper
#

there are tutorials and full packs on the marketplace.

honest vale
#

there's stuff on marketplace for that

static viper
#

its not easy tho

bronze plinth
#

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

static viper
#

kite demo

#

XD

#

but its good that you want to start small.

bronze plinth
#

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

#

what is this art style called ?

#

low poly ?

static viper
#

not lowpoly in artistic sennse

#

edges are smoothed

#

textures are detailed

#

i happen to know the dev

#

this is more cartoon

bronze plinth
#

its really beautiful

#

can you explain to me how exactly did he optimize it, I didnt understand the technicality

static viper
#

optimize?

#

löet me open

#

translucency model is masked

bronze plinth
#

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.

static viper
#

the grass has lod

#

only the grass nearby has physics

#

that were his steps

#

or her

bronze plinth
#

The grass seemed to move as well

#

even without him stepping on it

static viper
#

that wind

bronze plinth
#

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

wary wave
#

it wouldn't

#

what the person on Reddit is talking about is the blend mode

bronze plinth
#

Don't use mask in shaders to get shape of grass. Do it on mesh level.
Mmmm

grave nebula
#

don't

static viper
#

the grass there is basicly just planes.

#

and mesh blade grass is a real thing

bronze plinth
#

I see

brazen hull
#

@spark sonnet I tried your video but it didnt work for some reason

spark sonnet
#

What didnt work?

brazen hull
#

I tried to make it able to look up and down

spark sonnet
#

Can you send a picture of the bp in the animbp?

spark sonnet
#

Have you tried whats in the comments?

brazen hull
#

yea just fixed that

#

didnt work either

#

fixed the float value thing that was connected to the wrong thing

spark sonnet
#

Hmm. This worked for me

brazen hull
#

rip then

#

any other ways?

spark sonnet
#

Are you using the right AnimBP for your character?

brazen hull
#

think so

#

my bp isnt exactly like his tho

spark sonnet
#

Thats fine

brazen hull
#

I am using the correct bp ye

spark sonnet
#

In your characters mesh, check thats its got the right anim class

#

ok good

#

Is the character rotating?

#

or is nothing working?`

brazen hull
#

everything but pitch up and down

#

ill send gif

spark sonnet
#

ok

brazen hull
#

it goes sideways and everything but not up

shrewd lion
#

can someone help me with top down game ? i just have some questions xdd

honest vale
#

just ask, someone might answer

spark sonnet
#

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 ?

brazen hull
#

lemme double check

spark sonnet
#

It shouldnt

#

Does it work in the preview?

brazen hull
#

nope

spark sonnet
#

Thats weird

#

Is the rotation mode set to Add to existing ?

brazen hull
#

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

gaunt void
#

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?

spark sonnet
#

Glad you fixed it @brazen hull 🙂

#

@brazen hull

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

spark sonnet
#

You can set the variable to be true when switching

brazen hull
#

where xD?

spark sonnet
#

Its a variable already there

#

Just search for it

brazen hull
#

where is that variable

#

like what graph or whatever

spark sonnet
#

In your player bp

#

event graph

#

ex. ThirdPersonCharacter - Event Graph

gleaming lotus
#

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

honest vale
#

maybe a point light with a light function on it?

#

(do light functions work with point lights? 🤔 )

gleaming lotus
brazen hull
#

I am retarded cant find it

gleaming lotus
#

Light functions do work with point lights

#

but I dont want to have a pointlight inside the mesh

spark sonnet
#

In your event graph right click and type its name just like any other node @brazen hull

brazen hull
#

oh thought it was already there

#

found it and just press true?

#

or do I connect it to something

light coyote
#

@gleaming lotus what you want is an emisive map

#

emisive texture

spark sonnet
#

You connect it to the camera swithcing @brazen hull

brazen hull
#

which one do I connect it to?

spark sonnet
#

You've already got it

light coyote
#

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

spark sonnet
#

You are untciking it after activating TPCamera as you can see @brazen hull

brazen hull
#

Ah

#

thanks lol works now

spark sonnet
#

np 🙂

gleaming lotus
#

@light coyote I'm already using emissive materials for my lights

#

Is there some way to make emissive materials radiate light?

static viper
#

in baked light yes

inner cloak
#

Which chanel would be the best to discuss datasmith ?

bronze plinth
#

that looks awesome

woeful thorn
#

Guys is there a way to disable a ChildActor? and then enable it in runtime?

amber girder
#

visible and hidden in game not enough?

#

or what do you mean with disable/enable exactly

light coyote
#

@gleaming lotus Emisive materials radiate light

#

they affect the sorroundings

fierce tulip
#

only if you enable it in the material

light coyote
#

but you have to build lights to see propper resoults

amber girder
#

is there a spline-ready mesh in the starter content?

light coyote
#

Its enabled by default as far as i know

fierce tulip
#

unless recent changes, it was not

light coyote
#

@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

wary wave
#

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

light coyote
#

@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

wary wave
#

as a tippy-toppy trick, I use it with my static skydomes to light scenes 😄

gleaming lotus
#

Think I'll just stick with rect lights for now as its looking actually alright

#

but thanks for the help

light coyote
#

niceee

fierce tulip
gleaming lotus
#

ooooh cool

#

Might give this a go elsewhere actually 😄

light coyote
#

That is intresting

amber girder
light coyote
#

lol

amber girder
#

apparently the lower part is bending over backwards...

light coyote
#

no idea, never done what ever you are doing there with a spline xD

amber girder
#

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...

wary wave
#

hard to say without knowing more what you're doing

#

but how are you calculating the tangents?

amber girder
#

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

wary wave
#

yeah, you probably want to calculate the tangents

#

tangent length is probably the problem

smoky nexus
#

may I ask a question or should I not disturb?

fierce tulip
#

go ahead

smoky nexus
#

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

amber girder
#

do you get your spawn location from a linetrace?

smoky nexus
#

don't think so, no

amber girder
#

then maybe the capsule is partly in the ground (playerstart or networkplayerstart)

smoky nexus
#

Nope, I think its fine.

amber girder
#

can you show a screenshot of the editor viewport where your player should start?

smoky nexus
#

Yes, right away

#

I've also added another one because the game is multiplayer.

zinc rivet
#

it's really hard to make out how far above the ground that capsule is due to the colors lol

smoky nexus
#

you're right, but it should say bad size

amber girder
#

yea, but it doesnt stick in the ground

smoky nexus
#

I've also tried to put it high so it shouldn't be the problem

zinc rivet
#

and you still run into it?

smoky nexus
#

sorry?

amber girder
#

when it happens, you see your character in the world outliner?

zinc rivet
#

i mean, you still end up with the character in the ground sometimes with the capsule. up in the air

smoky nexus
#

I don't see my character when it happens

#

the character won't even appear, Lucien

#

its stuck in a specific location

zinc rivet
#

ah, misread, thought it was just stuck in the ground

smoky nexus
#

well, I can't move or anything and its stuck between the textures as you can see in the picture

zinc rivet
#

yea looks more like an issue spawning the pawn than with the location of it

smoky nexus
#

yeah

misty creek
#

How are you spawning the character?

#

Are you just hitting play?

#

Or are running some code to spawn the player

zinc rivet
#

it's kinda weird that it happens inconsistently

misty creek
#

I know

smoky nexus
#

I use "OnPostLogin" so it won't have problem with spawning the second player because its multiplayer

#

I'll post a pic

misty creek
#

Are you spawning more than one player?

smoky nexus
#

Yes.

misty creek
#

Are they both spawning in the same place?

smoky nexus
#

sometimes they are and its working fine

light thunder
#

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.....

misty creek
#

You are using a random int in range

#

So they could be spawning in the same place

amber girder
#

collisionhandling -> Ignore collision

light thunder
smoky nexus
#

Trying it, thanks

amber girder
#

@light thunder you're using the SKEL interface. i don't know how you even got that one 🙂 Look for one without SKEL

light thunder
#

no idea why it pops up

amber girder
#

the SKEL classes are only editor internal

smoky nexus
#

okay, so I've tried it and it does spawn the player but under the ground and the player's falling down

amber girder
#

they shouldnt show up

#

@smoky nexus then put them higher

light thunder
#

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

amber girder
#

not really

smoky nexus
#

nope, still spawns under the ground

misty creek
#

What happens if you don't use that code to spawn the player?

#

Do they still spawn under the ground?

smoky nexus
#

the other player would join as a spectator

#

I mean, he'll just fly around without the regular controller and without the character model

misty creek
#

Try splitting the transform and adding to the Z location

#

See if that puts the player above ground

smoky nexus
#

Not sure how to do that

amber girder
#

@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

light thunder
#

how do I access the correct one then?

amber girder
#

good question

misty creek
#

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

light thunder
amber girder
#

that should be the right one

smoky nexus
#

and I do that with Make Transform, right?

light thunder
#

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

misty creek
smoky nexus
#

ah yes exactly, thanks

misty creek
#

I'm not sure how much you need to add though

smoky nexus
#

Just wondering, why does it happen specifically for this level and not other ones?

#

and, it still occurring

misty creek
#

It just happens for this level?

light thunder
#

@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....

smoky nexus
#

correct

#

maybe it has something to do with wrong collision?

#

I mean, I've migrated this level from another version and another project

misty creek
#

Does the collision work if don't use that code?

#

Have you gotten a character to spawn correctly?

smoky nexus
#

well, I use the same character. it happens only for the Editor's client

#

but not on the pop-up client

misty creek
#

Hmmm, I'm not really sure why that would be happening

smoky nexus
#

I've set up the Z value to a lot more and now it appears to be working

misty creek
#

Interesting

smoky nexus
#

Thank you very much

misty creek
#

How far off the ground are they spawning?

#

No problem

smoky nexus
#

pretty far, but shouldn't be a problem

misty creek
#

Well, glad I could help

smoky nexus
#

thank you kind sir

amber girder
#

@light thunder why don't you create the child widgets in the construct and expose the reference variable to the parent there?

kind robin
#

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

stable orbit
#

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

grim ore
#

sounds like it's too big to import into the default engine, what type of mesh is it? contents/size/etc.

stable orbit
#

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

grim ore
#

oof. That might not be too usable

stable orbit
#

Is there a way of converting/exporting foliage?

grim ore
#

did it crash on exporting or putting it back into your project? it sounds like it exported

stable orbit
#

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

grim ore
#

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

stable orbit
#

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.

grim ore
#

once It's in the 2nd project you might be able to copy the selection then open the 2nd map and paste it in?

stable orbit
#

I was thinking of referencing the mesh from the scene inside my Blueprint but couldn't find a way for that.

grim ore
#

you want to spawn in like a landscape with foliage into the world?

stable orbit
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Yeah kinda

grim ore
#

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

stable orbit
#

Will that retain it's size??

grim ore
#

it should retain everything in the map as is, it just loads that map into the existing world

stable orbit
#

Ok, sounds good I will try that tomorrow morning when I am back into work. Thanks

grim ore
#

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.

plush yew
#

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

grim ore
#

@plush yew you can use the high resolution screenshot tool, its in the drop down in the top left of the viewport

plush yew
#

Thx.

#

Where will be the Screenshot stored at?

grim ore
#

it will show you when it takes it in the bottom right, you can click the link

plush yew
#

Got it

inner cloak
#

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 ?

grim ore
#

I assume you have restarted the engine since then ?

inner cloak
#

i did, yes

grim ore
#

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.

inner cloak
#

i only have default lighting

grim ore
#

so this was a new map and then you added stuff. Definitely weird as your skybox seems to be gone

inner cloak
#

Skybox element is still there ..

grim ore
#

well I mean I don't see the skybox, no clouds and no sky

inner cloak
#

hmmm ... maybe you are right .. all i have is skylight

grim ore
#

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

inner cloak
#

the skybox default name is ?

grim ore
#

it will be bp_sky_sphere

inner cloak
#

So weird .. grrrr

grim ore
#

so you have a sky sphere in your project already?

inner cloak
#

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

hearty cosmos
#

does anyone here use MOCAP for game design?

inner cloak
#

i dont .. at least not yet

hearty cosmos
#

is there a category on this discord I can advertise my two xsens systems for sale?

grim ore
#

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

inner cloak
#

Thanks @grim ore i finally got it back, had to fix 1-2 things ... anyone know the default value for sun height ?

grim ore
#

in a new template it's "0.348239"

odd steppe
#

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...

▶ Play video
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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

plush yew
odd steppe
#

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...

amber girder
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@plush yew RMC or PMC should be fine. depends on the size you want to achieve

plush yew
#

what do those stand for?

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oh, procedural mesh component

#

ok gotcha, thanks

surreal gyro
#

So, when I press backspace, I can pause the game, but I can't unpause it. Here's the script

amber girder
#

RuntimeMeshComponent (Koderz) and ProceduralMeshComponent (Epic)

#

but the implementation should be easy, he even provided source 🙂

plush yew
#

awesome, thanks

amber girder
#

thx, i have something to read now 🙂

plush yew
#

now i guess i gotta figure out how to tweak all the generation stuff haha

amber girder
#

@surreal gyro check for backspace in your widget. it's probably focused and gets the input there

silver crown
#

The source is in JS

#

You need a voronoi lib

amber girder
#

there are c++ voronoi out there

silver crown
#

They are indeed

#

Also how are you planning to render it? as an heightmap?

plush yew
#

right now im just trying to learn the ins and outs of it

#

no plan for implementation right now, just learning

silver crown
#

oh ok 😄

plush yew
#

kinda wish there was just a straightforward tutorial for this like brackeys has for unity

amber girder
#

for gridbased approach check midgen's cashgen project

silver crown
#

It's not straightforward at all though - this technique

amber girder
#

procedural terrain based on noisegen rendered with RMC's

plush yew
#

cashgen looks great

amber girder
#

but calculation isnt very optimized

plush yew
#

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

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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

amber girder
#

yea. mine works quite well now, terrain alone (without vegetation) at ~90-100fps (when it is actually calculating/updating)

grim ore
#

@surreal gyro on your Backspace event make sure "Execute when Paused" is checked, also your name is a pain because you cant @autocomplete it

silver crown
#

I'd argue that for proc gen the game thread impact should be null, as you do everything async

plush yew
#

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

amber girder
#

i wish it were like this. but you have to update actors, thats main thread only

surreal gyro
#

@grim ore Is this better @surreal gyro

silver crown
#

wdym update actors

amber girder
#

my proc terrain is practically endless

#

so i calculate on demand

#

but since creating/destroying actors is costly, i update the mesh sections

silver crown
#

yeah well for that you can use a pointer to buffers

#

with no copy

amber girder
#

collision has to be updated too

silver crown
#

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

amber girder
#

i do

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~200 actors with 10-20 on standby for the next grid tiles

silver crown
#

Why not a single actor with many components?

grim ore
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@surreal gyro yep it auto completes now, just was an fyi it's hard to tag you the other way

amber girder
#

with child actor components? dunno, just started with full actors. didnt see a performance impact there

surreal gyro
silver crown
#

Just actor components, not necessarily child

amber girder
#

the vegetation is way more expensive. trees and grass are killing my fps

silver crown
#

Using instanced mesh I suppose

amber girder
#

yep (common typo)

silver crown
#

HISM or ISM?

amber girder
#

HISM

#

but they also are not really made for async update/filling

silver crown
#

You can force them to

#

Again, it's just buffers :p

amber girder
#

do you have a code sample for this perhaps?

#

specially the HISM

silver crown
#

I won't pretend it's easy

grim ore
#

@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

silver crown
#

First of all this won't work with collisions

#

You'll have to setup them manually for the instances you want

amber girder
#

so i would have to add my trees the old way. no big deal. dense grass looks better

silver crown
#

Yeah, what I'm doing is manually registering body setups for nearby instances

amber girder
#

atm i just watch on tick how much time passed and when i hit my threshold for 90fps i stop adding instances, lol

silver crown
#

right

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The engine example of this is LandscapeGrass.cpp

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Which is one of the ugliest file in the engine

cloud palm
#

How can I make a image from my game, do I use the sequencer?

silver crown
#

Actually I guess we should switch to #cpp

amber girder
#

yea

surreal gyro
#

So, how do I make the mouse work?

#

In the pause menu

molten path
#

Is there any professional dev here that I could contact for a short interview?

#

It's for a school project.

grim ore
#

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

surreal gyro
#

OK, I still can't click the button on the menu

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@grim ore

grim ore
#

what nodes are you using?

surreal gyro
grim ore
#

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

storm burrow
#

My Particle is not getting lit. Any obvious errors in my material?

plush yew
#

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]?

abstract relic
#

Set it to unlit Janklasen

thorn hazel
#

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

static viper
#

its in meters

#

the cube in basic shapes

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is exact 1 meter

woeful wraith
#

unreal units are cm

abstract relic
#

Cm

static viper
#

yes we use metric

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like