#ue4-general
1 messages · Page 515 of 1
@plush yew what does your code look like? you make triangles yes and make sure they are in clockwise order
I'm using the blueprint node for it
can someone please give me a link to the documentation page .. to clear .. what exactly is 'Unreal Units'
one uu is 1 cm
when you look at a location of an actor, and move it around, that's unreal units
because the BP node has a triangle array input, I'm just assuming in that array it goes by 1st element to 2nd element, 2nd element to 3rd, and 3rd to 1st
nope
so you need to define the vertices array, points in your world for vertices
then your triangles array are sets of 3 and point to points in the vertices. so like your triangles would be 0,1,2 for the first 3 values
and it would connect vertices[0] to vertices [1] to vertices [2] then close it back to 0
oooh ok i gotcha
i totally forgot there was a vertices array
udk lol 😄
i just didnt make the mental connection between the two haha
yep yep, your next triangle would be triangles[3] [4] and [5] for example pointing to 3 Vertices indexes
yep i got that
I just made a square by making it 0, 1, 2
then for 3 4 5, they hold 0, 2 and 3
so it just loops back to the square corner
i was a little confused because my square had some kind weird edge bending inward but i got it
also, any reason why my mesh starts out upside down?
when i did my array in reverse order, the mesh flips around
yep yep
@static viper if it is so easy .. as a google search .. I wouldn't have asked
try doing so .. and give me a link
your normals are facing outwards when you do it in clockwise order
if you do it counter clockwise your normals will face the other way
hm ok
i gave you a link.
try clicking it
it opens a page on your browser
i can advise using opera.
isn't that from UDK? maybe outdated?
you are not out for knowledge.
when we tell you that it is...
why do you search for proof.
so X is forward so winding your triangle clockwise should make it face the X positive. It get really fun when you are doing like a complete box and putting your head around the location of each point. I found drawing the item in like paint, writing numbers for each vertices, then doing it in your code was easier
because.. I read conflicting things..
somewhere I read .. it is 2cm = 1 Unreal Unit
1 cm = 1 Unreal Unit
yeah i actually have a notebook next to me at all times that lets me draw out math
@abstract relic If I want my particle to be lit, why would I set the material to be unlit :o?
I am missing something obvious here I guess
drawing out maths really does wonders when you need to learn something or figure out how to logically get magic to work
😃
Unlit doesn’t mean no light
is it possible to lock the sky sphere so i dont delete it by mistake ? This happens if i square select some items in my scene !!!
@inner cloak the only workaround I know for that is to put whatever you want to be unselectable on a sub-level and lock that
you can use layers to hide it as well but then it's hidden 😦
ok, i think sub-level might work
@inner cloak not a layer, https://docs.unrealengine.com/en-US/Engine/Levels/LevelsWindow/index.html
Manage your persistent level and sublevels with the Levels window.
it'll still get selected with sub levels
not if you lock the level
ah
so, which one i lock, the master or the sub ?
I don't know if locking the persistent level will lock all subs, I'd just put your skydome on the sub and lock that (along with anything else you might want to lock)
ok, lemme try
I BELIEVE (take this with a grain of salt) that you will need to set the sub to always loaded for it to work properly at runtime? again, I haven't really used sublevels all that much but I know the concepts
^^ this is correct
and yes just lock the sub level with the objects you don't want selected in that level, so like just the sky sphere in a level is fine
wish i had known about locking sublevels earlier 😄
learn something new every day
indeed
^^ I didn't even know about them either so lol 😃 Really wish we could get locking of objects tho for selection and not just transform
Agreed
I use Allright Rig for animation, and he has implemented a "set selectable" node for his rig, which is INSANELY useful to stop you selecting stuff you dont want to
I might dive in to that code to see what he's doing
How do move my sphere to the other layer?
Easiest way might be to duplicate your level, add it as a sublevel, and delete everything but the sky sphere
I dont think you can just "move" actors across
or the much easier way than I said....lol
so... why does everyone put the Player Controls into the PlayerCharacter and not the PlayerController
oh boy
pawns have SetupPlayerInputComponent function that you can use to implement pawn specific controls, maybe due to that
like if I have a humanoid and a vehicle, putting controls for both in the controller might end up being wonky if they control different
^^^
ahh i see
controls for agnostic stuff, maybe the menu?, can go in the controller no problemo
Gotcha
then again we only live a couple decades why worry and just put it all in the game mode!
LOL
ohh Mathew, I saw your UMG playlist last night 🙂
Where the code goes is a future you problem lol 😃
next tutorial, "HTF Do I.....make future me hate past me?"
that one is easy. don't use comments
oh I remember my first major BP. No functions, all in the event graph, no comments
no reroute nodes!
I have a request... 😄 You have a playlist for all the HTF do I, except UMG. Any chance you can make a playlist for the HTF for UMG?
I do not? how rude of me
ya'll should check out the electronic nodes plugin that was released recently, pretty dang cool. My OCD feels much better
You're a busy man.. may have missed it
well I would assume laziness but yeah, we will go with busy
I see one, is this not it? https://www.youtube.com/playlist?list=PLSlkDq2rO1t5c5hMyl2JZuwp_G2x8uc_S
laziness breeds innovation.....at some point, I don't feel like it right now....
😃 past me looking out for future me right there
Any chance future you can give me the lotto numbers ?
It was possible tho, I tag all the types of videos and use auto playlists so it was a chance it was not picking up the correct tag 😃
okay, so i'm trying to make my vehicle turn more, but i cant get it to turn fast enough, especially at fast speeds. what should i do get my car to turn sharper?
UE4s vehicle movement stuff is terrible out of the box, you'll have to do a lot of tweaking. I had issues with steering while accelerating. Don't remember what I did to fix it though....
On an actual note, I don't ask many questions here, but I have an actor class that is disappearing on simulate/play every time. Didn't do it until today, and the only thing I've been doing the past few days is messing with AA and lighting settings.
aah, thank you
It's not an initial lifespan thing, it's actually being removed from the world alltogether (no reference of it in the world outliner)
i assume was something like this ?
yep something like that
that looks good here 👍
im a quick learner ... sometimes lol
make sure the sublayer is set to always loaded tho which I think it is?
no blue dot so pretty sure it's correct 😃
Yup, that works very nice !
the "Change streaming method" option has been moved, which is why it took me some time
Any of yall know how to watch an actor and see why it's being destroyed?
i recall having to track source with source code for an issue we had in 4.16
You want it to crash more constantly ? (joke)
lol
hahhah
lol
I've had that linker crash in the past, may want to search for that, or check the actual crash log
okay thanks
anyone have idea on this bp https://wiki.unrealengine.com/Creating_a_shared_camera_for_multiplayer_games
Creating a shared camera for multiplayer games
for somehow it is not working, seems to be too old
@warped tangle might not be the best way but... every actor has an event destroyed you can override, do that and put a print string after it then F9 to breakpoint on it so it will pause when it gets destroyed. After this when it's paused being destroyed go into Window -> Developer -> Blueprint debugger and go to the Execution Flow and the Execution trace and you can end up with something like this https://i.imgur.com/3mnuvH2.png where you can see my BP_Destroy was called Event Destroyed by the Level Blueprint (Untitled_c_1) calling Destroy Actor on it after begin play
@rose meadow the only way to figure that out will be to add the debugging files from the launcher/source so when it crashes you can see where it is crashing in more detail. The little drop down next to the engine versions in the launcher has options to install the debugging files
man thanks so much guys for pointing me in the right direction with PMCs
I just got a hexagon shape to work, I think from here it just seems to be a matter of messing with the Z values of the vertices to create terrain!
definitely can see how this can be done
@grim ore Thanks !
is it possible to copy some scene assets from one scene to another one ?
or move even
i think so
i have a big scene and would hate to have to restart almost from scratch
one map to another? copy paste works pretty well believe it or not
or just add the 2nd level as a sub level, move the stuff to it, then remove it as a sub level
hmm .. pretty sure i had tested that .. but will try again
yeah it depends on the items you are moving from one to the other of course
it should work, just meshes should copy/paste fine if memory permits. moving from one level to the other using sub levels might be safer
Thanks MathewW, will try this from home, just finished work !
wooo, got another hour here for work before I can go home and work 😃
just remember if you use sub levels and move stuff, save the sub level before removing it lol
Maybe its dump question but. Can i use low poly cylinder with smoothing groups instead of baking highpoly ?
@grim ore I will try your above method, these disappearing actors are driving me nuts.
is there something similar to the noise node in material except for in bp?
lmao when i did make a noise node i did actually mistakenly choose the audio one haha
i guess i just gotta work with perlin for now
oh wait i can use sobol randomness, hell yes
what are you trying to do? lol
yeah right now im learning about not only procedural mesh components, but also noise maths and stuff
also, how do I make it so a BP with random math creates a random number everytime on construction?
do I just throw in a delta time into the seed?
@grim ore well...nothing is calling the DestroyActor event, it's just destroying itself
How can I make a auto zoom camera system for two character?
I was thinking about using the set view target with blend node
it might be the lifetime of the object then, or the kill Z?
why is my bp always say access to none when I use the set view target with blend node?
@grim ore nope neither, checked both
😦 I am at a loss then, weird nothing is calling it
and I'm noticing I lose 6 actors right after play, but I only have 3 of the actors that I can see are being destroyed...so something else is being destroyed as well
I'm watching the total actor number in the world outliner
for sobol cells, if I want it to be different every time, I'm assuming i just throw world delta seconds into the previous value, but won't that just make the sobol cell bigger over time?
Maybe they are being spawned on top of eachother and then destroyed by that but that is ... weird
they're placed in world though...there's nothing spawning them
yep which is why I said weird because I don't even think they get destroyed if so
I don't know why the execution trace wouldn't show why tho but it's possible if the engine is killing it for some reason
oop, guess i answered my own question lol
gonna check and see if the actors are being destroyed on a different map..
they do not destroy themselves on a different map
same exact actor
whaaaaaaaaat the hell
anyone in here made a quest/dialogue/branching system using only data tables and structs?
and if so, how did you avoid string matching when it comes to activating scripted functionality?
@grim ore .....I figured it out lol
I added a new sky sphere. And with that sky sphere came a new skydome static mesh. And with that static mesh came a freegin sphere collision lol. No wonder, all my actors were inside a collision. Funny how only those 3 were being destroyed, and there was no call at all
hmmm, how would i create voronoi polygons in BP
I just got created a simple random point dispenser that dots up a grid in a nice quasirandom scatter
now im wondering what the best way to make voroni polygons would be with these nodes
@warped tangle aww man thats a weird one but makes some sense. I didnt think the default sky sphere had collision on tho
@grim ore Nope, the default one doesn't.....MP asset one sure did lol. It must have been catapulting the actors into the Kill Z like instantly
yep that makes sense
and gotcha, I know the fireland asset has the sky sphere messed up like that so was hoping another one didnt lol
Lol this is a different one, and does. Teaches me to use other peoples hard work
I thought it might have been killz as well so now I am curious to find out how to debug that happening
@grim ore Once I fixed it, I wanted to know why I couldn't trace that issue at all. I put one of the same actors at -1,000,000 on the Z axis, so that it would fall a short distance and hit the Kill Z, and set up the breakpoints etc. Nothing calls destroy on the actor, it calls it on itself. No reference to KillZ volume or anything (I'm assuming the default KillZ behavior is still considered a KillZ volume).
yep called from Unknown, that's a super duper way to track it down 😦
nah the engine version doesnt work the same way as the volume
ahh
so if I set a kill Z volume as an override maybe that would give better behavior for tracing issues like that>?
probably not. I think alot of the engine -> BP code for stuff like this is just not going to get picked up in the editor for debugging
lol... so there is a damage type associated when you fall out of the world with killz, I thought I could check for that but.... that data is not actually used...
man there is a warning to the log when it is outside of world bounds but nothing for KillZ, would be a nice change to just add a log entry when it happens
yeah
the actor calls destroy on itself which is why we don't see where it is coming from is the issue. The actor checks if it's still in the world and the KillZ check is part of that
Super good to know though
ok so atleast in the future I know if something else is destroying it then the debugger does atleast show that. When the actor is killing itself, lifetime is hit or Killz, then it will just show the actor. so this can atleast narrow it down
and we know the engine KillZ world settings are actually checked in the actor itself lol
fuzzy question, but is there a data type in Unreal that's like an enum, but you can set more than one item to be "true" at the same time?
which BTW, one of the awesome reasons why having the source code is handy 😃
you can use a struct?
https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Variables/Bitmask/index.html bitmask @glacial pecan
I think
hi, dose anyone know how I can draw lines on a cube?
@grim ore Thanks for going down the rabbit hole with me lol
now don't shoot me if the bitmasks dont work, I havent used them in engine yet lol
@warped tangle lol I literally sit in here all day just to figure out stuff like that 😃
@grim ore thanks... looks interesting... I wonder if I can include them in a data table... containing a list of finished quests, for example...
like a prerequisites column
@grim ore Lol let me know if you're ever LFW
@glacial pecan like a string / bool group ?
maybe? but I think more of an array of just quest objects or ID's or a list if they are unique of ID's might be easier?
@rose meadow or hash table, or 2d array... sure... I just want it clearly exposed in the unreal editor... of sorts
I dunno I never liked bitmasks because it's math and math is hard
hehe, same!
but I am playing with it now so 😃
the nice thing is the documentation looks complete tho 😃
@cloud palm there is no real drawing class in UE4 right now, the closest I could think of is drawing debug lines every frame which would be odd or to have part of your material designed to allow you to do that
I am currently looking at your video on snap to grid, seems work for me
I just want to draw visible line on cube lol
like a track for running
ok bitmasks are integrated super easily in the engine, this is not scary at all lol
for drawing lines on something like that either a custom material with a texture you can resize to make lines or you can use material nodes like draw line or a grid you can resize
doing it in texture is cheaper if you have a choice
@rose meadow yeah... structs with arrays in data tables seem to work, but holy crap that CSV export...
there is one yep
@glacial pecan yeah, that's why I wasn't sure
What do I link the draw line node to ?
it just outputs a white line in material space with black in the other parts and it depends on what your original material looks like
so I have to create a texture for the cube I am using?
this is a basic setup https://i.imgur.com/m3FTwGM.png , removing the Add with the Color at the end gives you white lines and black background for example
kk
replacing the Add with a Multiply gives you colored lines with a black background
moving the lines to emissive for example (the first add) and then the color to base gives a base color for the item and glowing lines lol
can I get multiple lines?
well that example was 2 lines, one node per line so sure just keep adding them together
kk
but at some point you are going to have some weird material setup that might be expensive to run so if you can fake it with a texture that is smarter
kk
oh thats lovely the default floor mesh has a bad UV0 channel lol
@grim ore I think I will go for the glowing line, it match better with my scene lol
@grim ore what is the meaning of those node that said 0.1.0?
Is that the size of the line?
coordinates in UV space, 0.0 is the top left and 1.0 is the bottom right
yep its drawing the lines basically so you adjust those based on what you want to see
lol I made a tennis court out of the draw lines in the material https://i.imgur.com/4YC53lE.png
nobody likes a showoff lol
pretty much 1 add per total lines - 1, since you need 1 add for the 1st 2 lines then another add to add those 2 lines together with a 3rd line and repeating
you need 1 draw line per line tho heh
lol! 1 line per line eh?
super inneficient https://i.imgur.com/pfRV04h.png you can see its at over 200 instructions for this one basic material which is way more than just 1 texture heh
I'm sure smarter art people can do it better tho but I am a programmer tasked with drawing lines on a cube lol
....you can keep your tennis court lol
Is there a way to preview how an animation montage will look when played through my AnimBP? I'm making a montage that works with 2 slots... and I'm not sure how to preview it
I can only preview 1 slot at a time in montage editor
Hey! Would anyone with experience using the Rokoko be able to shoot me a DM? Running into issues forwarding the data on my suit. Ty
Hey guys, does anyone know how i can affect multiple asset settings of physics at the same time?
I want all assets that i select go to a certain direction (lets say down and to the right for example) but i dont know how to affect multiple assets at once
As of now i have to do a blueprint of each asset, add an option to control how the gravity works and manually animate it on the sequencer
Does anyone know a better solution? Im using 4.17
4.17 
Is it normal for UE to crash completely just because of a bug in your C++ ?
i feel like it shouldnt bring down the whole editor, just the run time of the game
Not sure where to post this but -- a store (like Steam) has reported a start-up crash and all they sent me was a dmp (minidump) and a crashreportclient.ini -- can I use these two to figure out why they encountered a startup crash? I cannot reproduce it on my end.
ue4 used to crash on me all the time...I fixed it by a hardware manipulation...increased voltage on ram in bios/uefi
that would be the difference between amd and intel?
Assertion failed: Importer.ImportData((FBaseMaterialData*)this) [File:D:\Build++UE4\Sync\Engine\Source\Programs\UnrealLightmass\Private\ImportExport\Material.cpp] [Line: 13]
Strange error when I build... I don't even have a D: drive.
everything crashing completely due to an assertion failing, or something else small seems very odd to me, destroys good workflow
debugger is your friend. it shows where you make mistake. 🙂
also prototyping your new code with new small projects helps alot timewise
from my own experience
well sure, its just horrible the way everything crashes. in my case the code that is crashing is only called when the game is "run" so the editor really doesnt have to bring itself down it can just go back to its "pre run state"
@serene sorrel Crashes are either hardware or software... it can be complicated to pinpoint...
@plush yew Im kinda UE4 noob... how do I debug? I only purchase assests from UE4 Marketplace, and try to blend them together...
There are tons of topics about that in the forums if you search for it. But maybe this can help you to get started.
I would like to be able to put breakpoints in Visual Studio and debug my code, but when I tried it all it did was open the editor?
Visual Studio started tracking
ohoh , I got no c++ code, it is all blue prints... I made sure of that when I purchased assets... cause I got experience in iPhone app development ,,, did that a few years back for a few years...
I will check this link out none the less I probably should learn c++ properly anyways...I got lots of it, cause I used to script NWN a lot.
oh right it was someone else with the c++ stuff 😄
but im pretty sure you can do breakpoints and such with blueprints too
not familiar with that topic tho
Honestly I think it is the engine... I did a reinstall... but... I didnt manually delete anything... and thus I am willing to bet EPIC puts a file or two... that dont delete. so it keeps settings etc.
im not sure im just confused
might be a lots of reasons. maybe your marketplace asset wont work with certaing engine versions or it has bugs and so on. its hard to tell sometimes 🙂
with the default third person character, what's the thought process behind making it so when I press a movement key the character instantly turns to that side instead of going around (so if I press left when turned right, instead of the character taking some key presses to get there it instantly turns right)?
user experience
slow reacting movement sucks in all cases
better to have it move instantly where you want to go and then try to cover it up with magic animation blending
@manic pawn oops, meant the implementation, worded myself badly haha
press 1 and click on the empty space
then change the value
to 0.01
thank you so much
no worries mate
@vital jackal how can I change the value
click on the the thing that appeared and go on the details tab on the left
there should be a 'value parameter'
every time I enter the value it went back to 0.0 again
right click on empty space and search for constant, and use the first one
how are you putting it? send me a screen
kk
here's how it's supposed to be
if you change the value to 0.01 and press enter it changes back to zero?
mine isn't doing that
np
@vital jackal
press 3 and click on empty space
my bad
press 2 cause it's just 2 values
set R as 0.01 and G as 0
kk thx
Okay so I have this for a Health Bar type thing, the orange bar is different, but I want the empty bar to fill up with health, how would I go about doing this in ue4?
you could make a texture with a radial gradient in the shape of the healthbar, and either use the if node or some math to go along the radial gradient
Is there something you need to do in your aactor class to get the transform in SpawnActor to apply to it
ah nvm, stupid bug
How do I stop shading on my object?
open the material and set it to unlit
Has ayone tried out the Compusure project at all?
My framerate is absolutely terrible in this project
The instant I click play its really bad. none of the textures or meshes are of unreasonable sizes or anything so I can't quite see what the issue might be
Does anyone have experience with cloth painting? I need to know how to make it so that I have cloth simulation but also so that the cloth is obstructed by the player and doesn't clip through like this.
remove it. Were an international community
no sorry.
man dis nigga
you'll need to give more info if you want help
My question correctly, yes you can develop a game in Unreal engine with my that computer
i see a cube jittering at the edge of a collider and then moving away for some reason. i guess you're doing AI?
Hey Bro please help me
i don't know what you're asking
my question is made with this system game
i5 6600
rx 680
16gb ram
that computer is totally fine for dev
hey you can run unreal with an intel gpu in es2 preview mode 😄
560 rx?
thats still a gpu
i mean you can do ue4
yes
but you wont get 60 fps in the particles demo
and you cant go big
asking everyone
and everyone's computer
says firening
firening?
everyone says Computer crashes
your computer?
Yeah
does it crash?
Yeah
and you dont know why
Hmm my english Bad
lol
no
Oky
what other languages are available?
Turkish
i can speak german and a bit francois too
ok
well i guess you get a google translotor open
and write in turk what you want to say
Okey
Sorum şu
İşlemcisi i5 6. Nesil olan
Anakartmı bilmiyorum Ama rx 580 olan
16gb Ram olan
Bilgisayarda oyun yapılırmı
Herkese Sorduğumda Render sırasında Bilgisayar yanar cevabını alıyorum
Yeah render
Do you have an external fan
like for aircondition
you can get these for cheap
i have 2
they help keep pc cold.
it'll be fine. if it gets too hot the gpu will throttle. you can keep an eye on temps with hwmonitor or something like that
Hmm No External fan But Fan Speed i can set
yee it needs to be colder in pc
maybe it doesnt crash
but emergency shutdown
if pc is over 90 degrees in windows systems threy auto shutdown
like
Yeah
windows doesn't shut down after 90
bunu soruyorum çünkü tasarım yaparken bilgisayarım yanmıştı
that is the issue
my pc doesnt shut down after 90
it goes...
XD
its really bad
mine can run at 100 all day no problem lol, but that makes me a bit nervous
Yeah..........
its not good for the hardware to run at limit
yeah i clock it down to stay around 90 at full load
(talking cpu here, gpu temps are different)
and intel, i think amd chips can't get as hot
ah amd, so that's probably why yours freaks out at 90 😄
İm noting?
Yeah my nothing
that i5 should be able to run at around 90 and be fine. not sure about amd gpus but nvidia cards won't go beyond low-mid 80s
i am more worried about that rx...
it sounds like the pc is cramped
and what if the coolant on the cpu is gone
how old is that pc? @fallen spear
i don't know enough about those to say with certainty, but gpus usually don't overheat
my gpu certainly overheats
there are some that dont have external power plugs
if the fans dont get enough power...
they shutdown
like the entire thing
hm
processor new
motherboard new
ram new
all new
Yeah
did you apply coolant for the cpu chip?
its a paste
like ketchup
but its all gray
you really really bad for skin.
Hmm @static viper i dont know
is your computer having problems already or are you just worried that it will?
Worried i think
then i wouldn't worry about it. worry after it shuts down for no reason 😄
Huhhh
it will shut itself down before any damage happens, unless something really horrible went wrong
Anyone know why you have to call AddInstanceComponent to have dynamic components show up in the editor?
I didnt see in any dynamic actors that add static mesh examples show the need for it
@fallen spear
it otherwise works fine in the game without it, you just cant see them in the details pane
Hü
Hii
hey guys, how can i detect if a mouse is near the border of the window? (want to move the camera when near the edges of the screen)
in blueprint?
GetMousePosition and GetViewportSize is all you need
then just see if the X,Y is in the border zone you define and like, do whatever you want
mouse move edge of window is kinda bad design though because it doesnt work well with Windowed things
You can lock mouse to windows
to some extent yes, but its just bad design because most people dont expect window mouse position to be locked
Most people don't really play windowed games tbh
If you're doing an RTS and have a windowed option, the locking is the only answer
Windowed? Like Windowed vs Fullscreen? I thought Windowed was preferred. More and more games default to borderless windowed now.
Borderless window is yet another thing
Windowed, with an actual window title and window controls and the Windows task bar, is rarely used
The point is that many modern games offer the three options, one of them being problematic for top-down strategy games
I play some 4X games windowed
the turn based / slow nature of it means I can keep it on one screen and do whatever on the other during waiting times
and not worry about cursor being locked to the view port
Yeah, but "point to side of screen to pan" is still a good control type for many games
On PC anyway
Makes sense
I have thought that side panning is pretty much obsolete these days 🤔
at least it feels awkward to me nowadays
supcom style zooming in and out or then just grabbing is what I usually do
depends on the game, but panning is still very common
SupCom has panning too
not that people necessarily use it, but it is there
I just like keyboard panning too much myself 😮
Grabbing in a fast paced strategy game is a big nope for me
grabbing?
Like pressing LMB while moving to pan the camera
ah gotcha
in SupCom it makes sense because of the scale
but generally I'm a mini-map clicker + WSAD panner
@cloud cobalt no one who properly plays RTS does edge scrolling, they use keyboard
Edge scrolling is some 90s invention that doesnt really help anyone
That's a weird personal take imho but fine
edge scrolling is great from an accessibility perspective
how so
like if you only have one arm/hand type thing? Yeah it is probably preferable in situations like that
but i dont really know of any game type besides strategy games that have that feature, its actually quite annoying to deal with when you can just use WASD as it makes the viewport area for selection smaller
i think thats why most games released since maybe a decade ago have "edge scrolling" as an option
do MOBA games count?
they are kind of strategy games
they usually do edge panning by default I think
I usually play those games with one hand. edge scrolling is nice
I too edge scroll from time to time
yeah i cant see any advantage at all having edge scrolling when you have WASD type movement, but if its one handed there is certainly a good reason to have it
doesn't really matter how you scroll around when gandi drops a nuke on you
since C&C in 96 they have WASD or arrow keys
But hey, I guess if you can't see an advantage to having edge scrolling, then it shouldn't be a feature anymore
no one that is even averagely good at games like starcraft use edge scrolling
its too slow and ineffective compared to alternatives
are we having a freegin WASD master race discussion here? wtf? You just heard from multiple people saying that they use edge scrolling
maybe we play for fun
get off your high horse bro
well if you dont care about efficiency then edge scrolling can work for you. Definitely have it as an option in your game
jesus dude
some games like CIV it doesnt matter if its slow
It must be a shock to your system, but not everybody does things the way you do. People have these things called preferences, and play styles. Why not cater to 2 of the most common methods. keyboard and edge scroll?
edge scroll is objectively less efficient than other things, i never said you shouldnt have it as an option
Did edge scrolling touch you when you were a kid or something? You are super pissy about edge scrolling
Who gives a shit about efficiency, we're talking about GAMES. They are played for FUN
lol bro im fine, you seem upset you are an edge scroller
like i said its objectively less efficient than other movement systems
My point is this isn't something we're trying to get published in a journal. It's a play style, who cares if it's less efficient
I don't know, I think most Dota pro players use edge pan
well thats why it should be an option, please as much people as possible
though it's not exactly an RTS
my preference is actually click & drag w/ mousewheel to zoom, Google maps style :D edge scrolling is fine though. I always implement every kind of input I can think of
^^^
its just a fact that no one that plays real time strategy for any length of time uses edge scroll in any meaningful way, its just not designed for fast paced movement or selection
its usually irritating
To you
Again, you're speaking as if your method is the only plausible one. Why even go down that road, take the most common methods and implement them as long as it doesn't get in the way of gameplay
well the point is, you shouldnt be one or the other. when it comes to strategy edge scrolling has been in since the 90s so a lot of people are used to it and it should be an option
edge scrolling is objectively less efficient than WASD, my argument is anyone who plays RTS a lot doesnt use it, its just a fact bro
I play RTS's all the damn time and edge scroll. Your argument is invalid, you assume that everybody that plays RTS's is playing league/ranked stuff. A lot of people play for fun
its like pretending strafing in FPS games is useless compared to rotating the mouse and pushing it up
what RTS do you play
That's how my wife plays FPS's, she dies a lot, but she has fun lol
Company of Heroes 1/2, SC2 here and there
im not saying you cant have fun edge scrolling bro, its just clearly way more inefficient than other methods of camera movement. just ack it and move on
I actually edge scroll and minimap clip honestly
Dude your argument of efficiency in a video game is bananas
It's a game
whats the first two letters of RTS mean
retweet
lololol
Not bustin your balls, but you yell at people when they don't "keep up" huh?
nah im just dealing in facts bro, you should have options to please as many people as possible and edge scrolling is a 5 minute thing you can do so have it there
but you are pretending anyone that plays quake a lot uses only mouse and pushes forward to move forward instead of WASD, sure some people play that way but anyone that plays a lot moves on to more superior forms of control
and its literally the same with RTS, edge scrolling is for slow games or newbies, everyone knows that
No, I'm saying who gives a shit what method is used, as long as it's available for the player to decide
jesus there you go again....
who gives a shit? the guy who keeps getting fragged probably
thats why you move from newbie to intermediate to good to pro
if the player wants to play that way then who cares? It's a damn. game. dude.
"pro"
competitive gaming has ruined the fun of gaming 
play however you want, in a competitive environment the shit methods get exposed, obviously
@plush yew THANK YOU
i wouldnt say the fact pro players use WASD for movement is somehow ruining any game 😛
No, but this whole culture of "pro" gaming is ruining gaming for the rest of us
thats another topic but yeah i see that
Rainbow Six Siege is a perfect example, completely ruined by kids taking shit too seriously
competitive gaming is the reason our gaming rigs all look like angry spaceships
wait, what's wrong with my 318 RBG strips....
if you dont have 128gb of ram in 2019 i cant even talk to you
lol
HDD? Who let you in here?
That Rust game is so awfully slow to load and needs 16GB of ram to play, yet it has millions of players, kinda interesting game
made on Unity
lots of toxic people on it that ruin the uh human spirit
but also quite fabulous in its addictive qualities
in fairness......the original COD MW was pretty toxic lol, but we all dealt with it
true, but it didnt have voip 😛
well Rust is like a semi permanent game, it wipes like every week/2weeks/month type thing, so its a mix of like a normal FPS and MMORPG
or maybe im talking earlier cod games 😄
Pretty sure MW had voice
so the toxicity is kinda worse because people put in more hours and then get raided
I never really noticed rust being that toxic
ye i must mix it to some other game Kharvey
not compared to league of legends or something. community makes that game unplayable
Well at least in rust you can kinda find some patch of not heavily used ground to build a base and maybe not get raided for a couple days
the SC/SC2/LoL stuff is like , twitch gamers that seem very high, but thin. Rust is more like average intensity but deep
Like if you lose in Starcraft its usually 20-40 mins of your time. You lose a base in Rust it could be days worth of grind you are losing
MMOs its like average low intensity but the losses are probably deeper than Rust
I havent really played any MMORPG since ultima online
Hi, for savegames, how would i save a reference to a component, e.g. a 'Hierarchical Instanced Static Mesh Component' so i can alter it after load?
I'm going through this course and teacher has PawnInputComponent in his details for default pawn:
I don't have it in my editor:
He's using 4.10 version of the editor and I'm using 4.22
Why don't I have it?
Do I need to manually add it in 4.22 or something?
is this same course? https://community.gamedev.tv/t/cant-find-inputcomponent-ue4-16-3/38521
Yes, found it, thanks
What course is that
This one
I bought it but been doing some blueprint stuff before getting into it
is it good ? I felt it was more c++ focused than ue4 (tho thats just from looking at the summary)
People who finished it say it's good
From what I understood people who already have jobs and finished it in the past say it's good
Only second part is about C++
First is introduction and setup
I'm going through third part atm, they show how to make a simple game in UE4 using C++. But yeah, you work with UE4 and you write enough of C++ code, that's the job
But I wouldn't recommend this course before you understand basics of C++ because they run through C++ superficially and focus on exploring UE4 and programming on UE4
@bronze plinth Luckily, there's a nice book about programming on C++:
http://www.charleshouserjr.com/Cplus2.pdf
So I'd recommend to read 7 first chapters of C++ Primer at the very least before starting this course
I am kind of searching for a book that'd teach the key features of C++ 2017+
while refreshing my memory on c++
I already know C++ tho its been a year since I had to use it
hello guys! i'm a blender 2.8 user and finding very difficult to bring my character rigged (with meta-rig) to ue4 mannequin... anyone could help me with that? the retargeting simply dont work, i got a lot of misplaced bones and etc. Cheers!
@ember thorn show the retarget poses with skeleton bones visible
is there a way in UE editor to cut/slice a mesh ?
as in having 2 meshes after slicing
you mean like this? https://www.youtube.com/watch?v=1zJM1gKoU14
Announce Post: https://forums.unrealengine.com/showthread.php?122451 Ian Shadden and Alex are back again to help sharpen your development skills with a new f...
hmm ... all i see on right side is a mega list of 16_philo ... am i the only one seeing that ?
ah, fixed, had to change channel and back
any quick guesses on why my widget isn't showing up? it's the same exact setup of a widget in another project but this is a new one, am I forgetting about enabling something?
it's not in-game either
makes sense cause on my other project it appears on the viewport
but for some reason in this one it's not
why what is happening?
looks just like physics to me
you bounced
with a velocity proportional to the velocity at which you hit the object
Do you know if there's any way to disable that?
then how are you handling the character?
What do you mean? As in the rotating around the planet?
aye, how is it set up?
is there a way to cut a mesh or move some vertex on mesh in UE ?
@latent fable - yeah, it's a physics bounce
take a look at the physical materials on surfaces etc
you may be able to mitigate it there
there is a plugin to move em for that on the marketplace @inner cloak
cutting, there might be a tutorial or two you can find with google
@inner cloak - someone already linked you a tutorial the second time you asked, 20 minutes ago
hi everyone ! do anyone know how to update the cef in blui plugin ? i made a solution with the latest version of it ... but the problem is how to replace in the blui ... do i just replace the current files with the updated ones ? or what ?
@fierce tulip Nice physics 😅
Is there any way to add a max/min range (like in blueprints) to a C++ variable, which is exposed to the editor?
in range ?
i have not touched much code, but i belive in c sharp those are the key words to use
maybe it helps
i presume it's some sort of engine specific macro, given it's only really for the blueprint interface
but yeah bound to be something along those lines
is something like
for Variable in range ()
a UPROPERTY?
you can put stuff in the "meta" properties of the property
Metadata keywords used when declaring UClasses, UFunctions, UProperties, UEnums, and UInterfaces to specify how they behave with various aspects of the Engine and Editor.
for floats you use ClampMin and ClampMax independently I guess
thanks guys, actually following the tutorial !
Oh snap, thanks @serene birch missed your reply
How Can i sign my app with key?
quick fire question - are we able to make custom execution pins from a function or would that require writing a new node in C
I have a huge question
It's the kind of question I only ask once every two years
The grandfather question
I climbed mount olympus and asked the oricle of delphi
Upon hearing my question, she exploded
Thats how powerful this question is
i cant wait.
no
my knees hurt
my muscle are made of tofu
Isn't spegetti already a veggie?
But the spegetti...
these here are made from bean protein :3
Is veggie
bolognese + meatballs, you fucking renegade
spagettho
Do they eat Spegettho in the ghetto?
4.23 when?
I MUST HAVE IT IN MY LIFE
An update arrives precisely when an update means to arrive
I've been coding a project for two years now. Coming up to the end of it. Level design. I sectioned off six months just for this phase. I started researching how I was going to homebrew a destruction system- then I saw 4.23
And now I don't want to do anything until I have the chaos system in my hands
chaos is alpha tho.
4.23 will be released on September 6th 9:23 AEST
😮
MATHEW WADSTEIN?
I heard it was 9:24, better check your sources.
The.... Mathew Wadstain?
I would like to point out btw this slide on this video from Epic 😉 https://youtu.be/ObjsnVw0QBY?t=838
soo... if Epic doesn't even know when it is coming out we are all doomed
very good
tho
this is beeing recorded.
for my safety
i will not step out of the vehicle.
Mathew- I am a huge fan. I am not worthy
I did hear a rumor that they did not like the version .23 tho and decided to just go with version .42 just so the answer to the great question could finally be answered 😃
@mystic narwhal 😃
Any answer from the great MathewWadstein, is the correct one.
No explanation nessesary
His knowledge blinds me! It burns me!
I must digest what he has said
Do not rush me
oy
There was a plan for that but it's uh... a plan lol
He’s human too 😜
No, that is unacceptable
Some people are not humans. When a person devotes their time, their money, their knowledge to helping others-
They transcend humanity
Mathew is a saint
I will accept that perhaps, once, long ago, he was a human.
But at this point it is wild speculation bordering on heresy.
If not for him I would still be trying to attach movement components to object classes.
I've given up checking. The launcher keeps telling me it's out and then it's not.... I've been beaten into submission and lost all hope.
p6 is the latest for .23, when final comes out we will all know 😃
Do not lose hope brother. The great mathew has shown me this link... https://youtu.be/ObjsnVw0QBY?t=838
Epic's Juan Cañada, Lead Engineer, and Patrick Kelly, Senior Rendering Programmer, offer an up-close look at ray tracing in Unreal Engine 4.23, and demonstra...
anyone of you guys are using windows 10 feature for color blindness?
I 'm more excited about a bunch of the other stuff than I am about chaos.
Negative. All my efforts with Windows 10 has been devoted to configuring it to be more like windows 7
What are you excited about Mike?
From the notes it looked like we might be able to edit skin weighting for one
Skin Weight Profiles. The new Skin Weight Profile system enables you to override the original Skin Weights that are stored with a Skeletal Mesh
Sub Animation Graphs (Experimental). During development, your player character’s Animation Blueprint may grow in complexity as you continue to develop and add new features. To offset issues, an extension to the Sub Anim Instance system, new Sub Anim Graphs allow for dynamic switching of sub-sections of an Animation Graph, enabling multi-user-collaboration and memory savings for vaulted or unavailable items.
That seems logical. They have done a lot with cloth lately
It seems only natural to add that as a feature
I don't want to just copy a whole bunch of it, but there are some nice workflow improvements in there
The drag and drop to fill an array seems small but I use make array a lot for stacks and things and it's tedious right now
The rendering stuff too. I'm looking forward to a lot of it.
it looks like for the skin weights you have to do it externally 😦
I was afraid that might be the case.
(still trying to get over the fact that I'm in a chat with MathewWadstien)
it's just an import option from an FBX right now for overriding
ugh... how is that different from just importing another fbx or updating the source?
can you change which weights are used on the fly?
If that is the case- can't we just make a plug in that will do the same thing?
I could see that having some use, maybe.
Allow you to build a preset I suppose
I'll reserve judgement. It feels like something that should have a use and I'm just not seeing it.
well it's an array of profiles but lol... Exporting out the third person mesh and reimporting it as a weight profile fails on the importing of the weights....
and yes you can change/reset the profile at runtime so that must be the use case
I was excited when I thought it meant I could adjust weights in the editor, since a lot of the models on the market have really bad skinning it would save a lot of time.
it also looks like you can have different weights imported for individual LOD's so that might be of some use
It's why Epic is making the Engine and we all just use it lol 🙂
I mean I still can't get the weights to import but maybe they don't export out? that makes... some sense?
I haven't looked at it at all. I'm waiting for the release. I have a project I want to start fresh on 4.23 and see how it goes.
welp I am not an artist so that is as far as I can go unless I want to try and blender this sucker to try and get it to work. Weird the weights are not exporting
@idle haven Shouldnt be any difrent from using it in the regular way
However, maybe you have to use some mask so it doesnt try to do anything on the alpha
Just speculating here
@idle haven By displacement you mean BumpOffset right ?
@grim ore What's the workflow? You export the weights? or the weighted fbx? I've had a hard time with skeletal meshes not exporting right in 4.22 and had to change the worklflow I was using to accommodate .
I was just trying to export them out using export in .22
and yep I think they are borked, the bones come in super weird in blender
Did you set auto align in blender’s import menu
So...question. Really weird anomaly happened. I committed my changes to my git hub, and somehow a mesh was missing collisions even though I saved them. Anyone else ever had a weird instance like that?
hey yall, im kinda new and im trying to get a wolf to go towards the player but its not working
im using an AI Move To node (i think thats what its called) but its not working now that i am changing the max walk speed of it
if you change it back, the max walk speed, is it working again?
i probably know the issue
but you have to show a screenshot of the code
@steep rampart
oof, i really killed
it
i am trying to get animations to work and stuff which i am pretty new and have no idea what im doing but i followed some tutorials
also, its very hard to screenshot but ill try
snipping tool
then copy here
dont need to save the image
snipping tool is default on windows
just search it
abit odd code
what comes before the player cast
also
did you setup a navigation voume?
Does anyone know how to create a bp for a mesh I imported?
you can put the mesh down in the scene
and ohn the details tab you press
edit blueprint
if it doesnt exist it will create a new one
and youre done :3
that is ok code
@static viper thx
and i have a nav mesh volume
tho you cant execute move to all the time
i dont really understand that istance math either
but im trying to get it to work with an animation blueprint i made
first of we remove some things.
can you tell i have no idea what im doing? lol
remove all this
you are inside the wolf ai
so character movement is exposed
you already called it there once
set max speed to 600
and thats it
it should move now
no you still want to set the max speed
the character movement component you already dragged in once
do it again
and call max speed
he doesnt go towards me
editor?
yes
in viewport
just press p
the screen where you can click the dog
place the floor
Does anyone know how to disable this physics bounce? (Don't mind the jittering working on it)
what do you want it to do, @latent fable ?
@proper raft Just not spin me around when i run into it
@fierce tulip Yes - I know. I can't figure out how to fix it though
you want to bounce back, but not spin, yes?
anyway, i came to conclusion that SkinWrap does NOT work with Lowpoly to Highpoly. because Skinwrap doesnt work with turbosmooth on top of Skin as well... sooo i just do it by hand. wish me luck
do you want to go through it? or stop instantly at the point of contact?
@proper raft Stop instantly like walking into a wall
@odd steppe back in the old 3dsmax 7-ish days as an intern they had me do a 1m polygon mountain range vert by vert by hand
i'm not sure how you have your stuff set up, @latent fable , but a simpleish solution is to increase the mass of whatever your camera is attached to
kek what are you even building
sonic
and also increase the damping, @latent fable
you didnt ask for help
im making skinning for highpoly turbosmoothed sonic from lowpoly
ouch Luos. "Hey man, I bet you that I can get the intern to edit that mountain range by hand"
Okay, i'll try that
@zinc rivet sorta, resulted in few years of battling RSI that was fun
sounds like a "Hmm, a week of that interns time is less expensive than a couple hours programming to re-generate the mountain range" situation
how would you guys reccommend i use 1.003^-(x-2500) as a function
it was more a "Hourences made a mountain range in max and couldnt bother unwrapping the fooker, so lets have luos unwrap it, vert by vert"
lol
from my experiences, ue4 hates using negatives in stuff like this
i aligned one Editpoly+Skin+TS model with EditPoly+Skin model so i can look how i can move skin vertices based on tusbosmooth of the other model. so it will ease the pain
weird function ItzChriz, what's the context?
@steep rampart it's not clear exactly what you're asking, or why UE hates negatives?
@proper raft Thanks, seems to have worked.
ue4 float negatives end after 0.0000007
@latent fable congrats
you cant go lower
so im trying to use that equasion to change the speed depending on the distance to the player
it will auto turn into 0.
and i was asking how to do that in UE
there is an issue tho
is it like an auto-snapping thing? @static viper
you dont know the max distance
?
you only know: distance
you could just make a curve maybe - if you did have a max in mind