#ue4-general

1 messages · Page 515 of 1

static viper
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a proper engine

grim ore
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@plush yew what does your code look like? you make triangles yes and make sure they are in clockwise order

plush yew
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I'm using the blueprint node for it

thorn hazel
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can someone please give me a link to the documentation page .. to clear .. what exactly is 'Unreal Units'

static viper
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one uu is 1 cm

woeful wraith
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when you look at a location of an actor, and move it around, that's unreal units

plush yew
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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

grim ore
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nope

thorn hazel
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just point me in the direction of the unreal documentation that says so

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please

grim ore
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so you need to define the vertices array, points in your world for vertices

static viper
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there

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there is none.

grim ore
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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

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and it would connect vertices[0] to vertices [1] to vertices [2] then close it back to 0

plush yew
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oooh ok i gotcha

static viper
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i found this tho

plush yew
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i totally forgot there was a vertices array

woeful wraith
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udk lol 😄

plush yew
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i just didnt make the mental connection between the two haha

static viper
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you can google

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XD

grim ore
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yep yep, your next triangle would be triangles[3] [4] and [5] for example pointing to 3 Vertices indexes

plush yew
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yep i got that

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I just made a square by making it 0, 1, 2

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then for 3 4 5, they hold 0, 2 and 3

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so it just loops back to the square corner

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i was a little confused because my square had some kind weird edge bending inward but i got it

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also, any reason why my mesh starts out upside down?

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when i did my array in reverse order, the mesh flips around

grim ore
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yep yep

thorn hazel
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@static viper if it is so easy .. as a google search .. I wouldn't have asked
try doing so .. and give me a link

grim ore
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your normals are facing outwards when you do it in clockwise order

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if you do it counter clockwise your normals will face the other way

plush yew
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hm ok

static viper
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i gave you a link.

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try clicking it

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it opens a page on your browser

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i can advise using opera.

thorn hazel
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isn't that from UDK? maybe outdated?

static viper
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you are not out for knowledge.

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when we tell you that it is...

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why do you search for proof.

grim ore
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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

thorn hazel
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because.. I read conflicting things..

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somewhere I read .. it is 2cm = 1 Unreal Unit

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1 cm = 1 Unreal Unit

static viper
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whatever.

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we told you the real truth.

plush yew
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yeah i actually have a notebook next to me at all times that lets me draw out math

storm burrow
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@abstract relic If I want my particle to be lit, why would I set the material to be unlit :o?

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I am missing something obvious here I guess

plush yew
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drawing out maths really does wonders when you need to learn something or figure out how to logically get magic to work

grim ore
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😃

abstract relic
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Unlit doesn’t mean no light

inner cloak
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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 !!!

warped tangle
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@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

inner cloak
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sub level ?

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you mean a different layer?

grim ore
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you can use layers to hide it as well but then it's hidden 😦

inner cloak
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ok, i think sub-level might work

warped tangle
woeful wraith
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it'll still get selected with sub levels

warped tangle
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not if you lock the level

woeful wraith
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ah

inner cloak
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so, which one i lock, the master or the sub ?

warped tangle
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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)

inner cloak
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ok, lemme try

warped tangle
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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

grim ore
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^^ this is correct

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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

woeful wraith
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wish i had known about locking sublevels earlier 😄

warped tangle
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learn something new every day

woeful wraith
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indeed

grim ore
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^^ 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

warped tangle
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Agreed

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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

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I might dive in to that code to see what he's doing

inner cloak
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How do move my sphere to the other layer?

warped tangle
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Easiest way might be to duplicate your level, add it as a sublevel, and delete everything but the sky sphere

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I dont think you can just "move" actors across

warped tangle
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or the much easier way than I said....lol

autumn elbow
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so... why does everyone put the Player Controls into the PlayerCharacter and not the PlayerController

warped tangle
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oh boy

grim ore
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they dont

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you try and fit the whatever wherever it seems appropriate

honest vale
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pawns have SetupPlayerInputComponent function that you can use to implement pawn specific controls, maybe due to that

grim ore
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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

warped tangle
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^^^

autumn elbow
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ahh i see

grim ore
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controls for agnostic stuff, maybe the menu?, can go in the controller no problemo

autumn elbow
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Gotcha

grim ore
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then again we only live a couple decades why worry and just put it all in the game mode!

warped tangle
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LOL

autumn elbow
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ohh Mathew, I saw your UMG playlist last night 🙂

grim ore
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Where the code goes is a future you problem lol 😃

warped tangle
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next tutorial, "HTF Do I.....make future me hate past me?"

grim ore
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that one is easy. don't use comments

warped tangle
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oh I remember my first major BP. No functions, all in the event graph, no comments

grim ore
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no reroute nodes!

autumn elbow
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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?

grim ore
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I do not? how rude of me

warped tangle
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ya'll should check out the electronic nodes plugin that was released recently, pretty dang cool. My OCD feels much better

autumn elbow
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You're a busy man.. may have missed it

grim ore
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well I would assume laziness but yeah, we will go with busy

warped tangle
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laziness breeds innovation.....at some point, I don't feel like it right now....

autumn elbow
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oh shit! there it is. It didn't show up on my IPad

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soo... nevermind

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😄

grim ore
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😃 past me looking out for future me right there

autumn elbow
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Any chance future you can give me the lotto numbers ?

grim ore
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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 😃

robust turtle
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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?

warped tangle
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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....

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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.

robust turtle
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aah, thank you

warped tangle
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It's not an initial lifespan thing, it's actually being removed from the world alltogether (no reference of it in the world outliner)

inner cloak
warped tangle
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yep something like that

grim ore
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that looks good here 👍

inner cloak
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im a quick learner ... sometimes lol

grim ore
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make sure the sublayer is set to always loaded tho which I think it is?

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no blue dot so pretty sure it's correct 😃

inner cloak
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Yup, that works very nice !

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the "Change streaming method" option has been moved, which is why it took me some time

warped tangle
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Any of yall know how to watch an actor and see why it's being destroyed?

inner cloak
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i recall having to track source with source code for an issue we had in 4.16

rose meadow
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Guys can someone help me with some constant crashes ?

inner cloak
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You want it to crash more constantly ? (joke)

warped tangle
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lol

robust turtle
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hahhah

cloud palm
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lol

warped tangle
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I've had that linker crash in the past, may want to search for that, or check the actual crash log

rose meadow
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okay thanks

cloud palm
grim ore
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@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

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@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

plush yew
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man thanks so much guys for pointing me in the right direction with PMCs

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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!

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definitely can see how this can be done

rose meadow
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@grim ore Thanks !

inner cloak
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is it possible to copy some scene assets from one scene to another one ?

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or move even

robust turtle
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i think so

inner cloak
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i have a big scene and would hate to have to restart almost from scratch

grim ore
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one map to another? copy paste works pretty well believe it or not

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or just add the 2nd level as a sub level, move the stuff to it, then remove it as a sub level

inner cloak
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hmm .. pretty sure i had tested that .. but will try again

grim ore
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yeah it depends on the items you are moving from one to the other of course

inner cloak
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something like a boat with lots of details

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comes from CAD data

grim ore
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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

inner cloak
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Thanks MathewW, will try this from home, just finished work !

grim ore
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wooo, got another hour here for work before I can go home and work 😃

inner cloak
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20 mins drive for me to get home !

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Laters !

grim ore
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just remember if you use sub levels and move stuff, save the sub level before removing it lol

idle haven
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Maybe its dump question but. Can i use low poly cylinder with smoothing groups instead of baking highpoly ?

warped tangle
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@grim ore I will try your above method, these disappearing actors are driving me nuts.

plush yew
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is there something similar to the noise node in material except for in bp?

warped tangle
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audio component?

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(joking)

plush yew
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lmao when i did make a noise node i did actually mistakenly choose the audio one haha

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i guess i just gotta work with perlin for now

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oh wait i can use sobol randomness, hell yes

warped tangle
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what are you trying to do? lol

grim ore
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random terrain is what they are doing 😃

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well procedural

plush yew
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yeah right now im learning about not only procedural mesh components, but also noise maths and stuff

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also, how do I make it so a BP with random math creates a random number everytime on construction?

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do I just throw in a delta time into the seed?

warped tangle
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@grim ore well...nothing is calling the DestroyActor event, it's just destroying itself

cloud palm
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How can I make a auto zoom camera system for two character?

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I was thinking about using the set view target with blend node

grim ore
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it might be the lifetime of the object then, or the kill Z?

cloud palm
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why is my bp always say access to none when I use the set view target with blend node?

warped tangle
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@grim ore nope neither, checked both

grim ore
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😦 I am at a loss then, weird nothing is calling it

warped tangle
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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

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I'm watching the total actor number in the world outliner

plush yew
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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?

grim ore
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Maybe they are being spawned on top of eachother and then destroyed by that but that is ... weird

warped tangle
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they're placed in world though...there's nothing spawning them

grim ore
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yep which is why I said weird because I don't even think they get destroyed if so

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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

plush yew
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oop, guess i answered my own question lol

warped tangle
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gonna check and see if the actors are being destroyed on a different map..

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they do not destroy themselves on a different map

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same exact actor

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whaaaaaaaaat the hell

glacial pecan
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anyone in here made a quest/dialogue/branching system using only data tables and structs?

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and if so, how did you avoid string matching when it comes to activating scripted functionality?

warped tangle
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@grim ore .....I figured it out lol

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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

plush yew
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hmmm, how would i create voronoi polygons in BP

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I just got created a simple random point dispenser that dots up a grid in a nice quasirandom scatter

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now im wondering what the best way to make voroni polygons would be with these nodes

grim ore
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@warped tangle aww man thats a weird one but makes some sense. I didnt think the default sky sphere had collision on tho

warped tangle
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@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

grim ore
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yep that makes sense

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and gotcha, I know the fireland asset has the sky sphere messed up like that so was hoping another one didnt lol

warped tangle
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Lol this is a different one, and does. Teaches me to use other peoples hard work

grim ore
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I thought it might have been killz as well so now I am curious to find out how to debug that happening

warped tangle
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@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).

grim ore
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yep called from Unknown, that's a super duper way to track it down 😦

warped tangle
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so there is no way to know it was a Kill Z issue

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yeah, kinda sucks

grim ore
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nah the engine version doesnt work the same way as the volume

warped tangle
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ahh

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so if I set a kill Z volume as an override maybe that would give better behavior for tracing issues like that>?

grim ore
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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

warped tangle
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valid

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yep, using the volume doesn't matter

grim ore
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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...

warped tangle
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so basically Kill Z really is a black hole of nothingness

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including debugging

grim ore
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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

warped tangle
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yeah

grim ore
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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

warped tangle
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Super good to know though

grim ore
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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

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and we know the engine KillZ world settings are actually checked in the actor itself lol

glacial pecan
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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?

grim ore
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which BTW, one of the awesome reasons why having the source code is handy 😃

rose meadow
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you can use a struct?

rose meadow
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I think

cloud palm
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hi, dose anyone know how I can draw lines on a cube?

warped tangle
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@grim ore Thanks for going down the rabbit hole with me lol

grim ore
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now don't shoot me if the bitmasks dont work, I havent used them in engine yet lol

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@warped tangle lol I literally sit in here all day just to figure out stuff like that 😃

glacial pecan
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@grim ore thanks... looks interesting... I wonder if I can include them in a data table... containing a list of finished quests, for example...

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like a prerequisites column

warped tangle
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@grim ore Lol let me know if you're ever LFW

rose meadow
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@glacial pecan like a string / bool group ?

grim ore
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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?

glacial pecan
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@rose meadow or hash table, or 2d array... sure... I just want it clearly exposed in the unreal editor... of sorts

grim ore
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I dunno I never liked bitmasks because it's math and math is hard

glacial pecan
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hehe, same!

grim ore
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but I am playing with it now so 😃

rose meadow
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my mind says array of struct but haven't test it

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not sure if it even works that way

grim ore
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the nice thing is the documentation looks complete tho 😃

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@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

cloud palm
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I am currently looking at your video on snap to grid, seems work for me

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I just want to draw visible line on cube lol

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like a track for running

grim ore
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ok bitmasks are integrated super easily in the engine, this is not scary at all lol

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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

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doing it in texture is cheaper if you have a choice

glacial pecan
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@rose meadow yeah... structs with arrays in data tables seem to work, but holy crap that CSV export...

cloud palm
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so there is a node for draw line?

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let me try

grim ore
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there is one yep

rose meadow
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@glacial pecan yeah, that's why I wasn't sure

cloud palm
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What do I link the draw line node to ?

grim ore
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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

cloud palm
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so I have to create a texture for the cube I am using?

grim ore
cloud palm
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kk

grim ore
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replacing the Add with a Multiply gives you colored lines with a black background

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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

cloud palm
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can I get multiple lines?

grim ore
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well that example was 2 lines, one node per line so sure just keep adding them together

cloud palm
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kk

grim ore
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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

cloud palm
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kk

grim ore
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oh thats lovely the default floor mesh has a bad UV0 channel lol

cloud palm
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@grim ore I think I will go for the glowing line, it match better with my scene lol

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@grim ore what is the meaning of those node that said 0.1.0?

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Is that the size of the line?

grim ore
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coordinates in UV space, 0.0 is the top left and 1.0 is the bottom right

cloud palm
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kk thz

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thx

grim ore
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yep its drawing the lines basically so you adjust those based on what you want to see

cloud palm
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kk

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so if I want 4 line, I will have 4 add?

grim ore
warped tangle
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nobody likes a showoff lol

rose meadow
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haha

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nice 1

grim ore
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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

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you need 1 draw line per line tho heh

warped tangle
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lol! 1 line per line eh?

grim ore
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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

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I'm sure smarter art people can do it better tho but I am a programmer tasked with drawing lines on a cube lol

warped tangle
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....you can keep your tennis court lol

supple totem
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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

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I can only preview 1 slot at a time in montage editor

leaden ibex
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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

ancient otter
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Hey guys, does anyone know how i can affect multiple asset settings of physics at the same time?

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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

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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

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Does anyone know a better solution? Im using 4.17

silver crown
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4.17 br_eyes_blur

serene sorrel
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Is it normal for UE to crash completely just because of a bug in your C++ ?

silver crown
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Yes

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That's how c++ works

serene sorrel
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i feel like it shouldnt bring down the whole editor, just the run time of the game

manic pawn
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the editor is your game

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playing creates a world object and focuses it in the ui

winged crypt
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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.

safe swallow
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ue4 used to crash on me all the time...I fixed it by a hardware manipulation...increased voltage on ram in bios/uefi

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that would be the difference between amd and intel?

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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.

serene sorrel
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everything crashing completely due to an assertion failing, or something else small seems very odd to me, destroys good workflow

plush yew
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debugger is your friend. it shows where you make mistake. 🙂

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also prototyping your new code with new small projects helps alot timewise

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from my own experience

serene sorrel
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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"

safe swallow
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@serene sorrel Crashes are either hardware or software... it can be complicated to pinpoint...

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@plush yew Im kinda UE4 noob... how do I debug? I only purchase assests from UE4 Marketplace, and try to blend them together...

plush yew
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There are tons of topics about that in the forums if you search for it. But maybe this can help you to get started.

safe swallow
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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...

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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.

plush yew
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oh right it was someone else with the c++ stuff 😄

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but im pretty sure you can do breakpoints and such with blueprints too

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not familiar with that topic tho

safe swallow
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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.

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im not sure im just confused

plush yew
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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 🙂

vital jackal
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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)?

manic pawn
#

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

vital jackal
#

@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

cloud palm
#

thank you so much

vital jackal
#

no worries mate

cloud palm
#

@vital jackal how can I change the value

vital jackal
#

click on the the thing that appeared and go on the details tab on the left

#

there should be a 'value parameter'

cloud palm
#

There is R and G

#

which on do I change? @vital jackal

vital jackal
#

you just change the value

cloud palm
#

every time I enter the value it went back to 0.0 again

vital jackal
#

right click on empty space and search for constant, and use the first one

#

how are you putting it? send me a screen

cloud palm
#

kk

vital jackal
cloud palm
vital jackal
#

if you change the value to 0.01 and press enter it changes back to zero?

#

mine isn't doing that

cloud palm
#

I don't know why

#

now it work

#

thx dude

vital jackal
#

np

cloud palm
#

@vital jackal

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

cloud palm
#

kk thx

hardy flume
#

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?

rare dagger
#

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

serene sorrel
#

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

honest ermine
manic pawn
#

open the material and set it to unlit

untold summit
#

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

thin tendon
#

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.

carmine spruce
#

hello?

static viper
#

why would you say that word

#

remove that word.

#

@carmine spruce hello?

carmine spruce
#

what if im black

#

hey can you help me

static viper
#

remove it. Were an international community

carmine spruce
#

removed it

#

@static viper can u help?

static viper
#

no sorry.

carmine spruce
#

man dis nigga

woeful wraith
#

you'll need to give more info if you want help

fallen spear
#

My question correctly, yes you can develop a game in Unreal engine with my that computer

woeful wraith
#

i see a cube jittering at the edge of a collider and then moving away for some reason. i guess you're doing AI?

fallen spear
#

Hey Bro please help me

woeful wraith
#

i don't know what you're asking

fallen spear
#

my question is made with this system game

i5 6600

rx 680

16gb ram

woeful wraith
#

that computer is totally fine for dev

static viper
#

i5 is good

#

and 16gb ram definitly good too

#

mh but rx 680?

fallen spear
#

Yeah not 680 my wrong write rx 560

#

Motherboard

woeful wraith
#

hey you can run unreal with an intel gpu in es2 preview mode 😄

static viper
#

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

fallen spear
#

asking everyone
and everyone's computer
says firening

static viper
#

firening?

fallen spear
#

Yeah

#

Boom

static viper
#

i dont understand

#

but am fine here you cannot explode me

fallen spear
#

everyone says Computer crashes

static viper
#

your computer?

fallen spear
#

Yeah

static viper
#

does it crash?

fallen spear
#

Yeah

static viper
#

and you dont know why

fallen spear
#

Hmm my english Bad

woeful wraith
#

lol

static viper
#

really bad..

#

but there is google translate

#

am good with recognize

fallen spear
#

Yeah

#

You Turkish Speaking

static viper
#

no

fallen spear
#

Oky

static viper
#

what other languages are available?

fallen spear
#

Turkish

static viper
#

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

fallen spear
#

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

static viper
#

i dont get the last sentence

#

rendering?

woeful wraith
#

i think people are saying the gpu overheats or something

#

but i highly doubt it

static viper
#

but from what

#

and if thats so

#

she need a fan

#

like an external

fallen spear
#

Yeah render

static viper
#

Do you have an external fan

#

like for aircondition

#

you can get these for cheap

#

i have 2

#

they help keep pc cold.

woeful wraith
#

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

fallen spear
#

Hmm No External fan But Fan Speed i can set

static viper
#

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

fallen spear
#

Yeah

static viper
#

super fast

#

but the pc still saves data etc

#

and you have to manuall restart

woeful wraith
#

windows doesn't shut down after 90

fallen spear
#

bunu soruyorum çünkü tasarım yaparken bilgisayarım yanmıştı

static viper
#

that is the issue

#

my pc doesnt shut down after 90

#

it goes...

#

XD

#

its really bad

woeful wraith
#

mine can run at 100 all day no problem lol, but that makes me a bit nervous

fallen spear
#

Yeah..........

static viper
#

its not good for the hardware to run at limit

woeful wraith
#

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

static viper
#

i have ryzen master tool

#

so i cn watch all my systems values

woeful wraith
#

ah amd, so that's probably why yours freaks out at 90 😄

static viper
#

its true

#

but it has the power of gods

fallen spear
#

Huh İm noting Make game

#

Aaa Really sob

static viper
#

İm noting?

fallen spear
#

Yeah my nothing

woeful wraith
#

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

static viper
#

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

woeful wraith
#

i don't know enough about those to say with certainty, but gpus usually don't overheat

static viper
#

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

fallen spear
#

hm
processor new
motherboard new
ram new

static viper
#

all new

fallen spear
#

Yeah

static viper
#

did you apply coolant for the cpu chip?

#

its a paste

#

like ketchup

#

but its all gray

#

you really really bad for skin.

woeful wraith
#

you mean i can't use it as eyeliner?

#

shit

static viper
#

maybe for cyberpunki 😄

#

afterwards you zombie tho

#

if you can see at all.

fallen spear
#

Hmm @static viper i dont know

woeful wraith
#

is your computer having problems already or are you just worried that it will?

fallen spear
#

Worried i think

woeful wraith
#

then i wouldn't worry about it. worry after it shuts down for no reason 😄

fallen spear
#

Huhhh

woeful wraith
#

it will shut itself down before any damage happens, unless something really horrible went wrong

serene sorrel
#

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
#

@fallen spear

serene sorrel
#

it otherwise works fine in the game without it, you just cant see them in the details pane

fallen spear
#

fallen spear
#

Hii

gloomy acorn
#

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)

serene sorrel
#

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

serene sorrel
#

mouse move edge of window is kinda bad design though because it doesnt work well with Windowed things

cloud cobalt
#

You can lock mouse to windows

serene sorrel
#

to some extent yes, but its just bad design because most people dont expect window mouse position to be locked

cloud cobalt
#

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

dim plover
#

Windowed? Like Windowed vs Fullscreen? I thought Windowed was preferred. More and more games default to borderless windowed now.

cloud cobalt
#

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

wary wave
#

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

cloud cobalt
#

Yeah, but "point to side of screen to pan" is still a good control type for many games

#

On PC anyway

wary wave
#

aye

#

said 4X games usually have it as a default, but with an option to turn it off

cloud cobalt
#

Makes sense

honest vale
#

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

wary wave
#

depends on the game, but panning is still very common

#

SupCom has panning too

#

not that people necessarily use it, but it is there

serene birch
#

I just like keyboard panning too much myself 😮

cloud cobalt
#

Grabbing in a fast paced strategy game is a big nope for me

wary wave
#

grabbing?

cloud cobalt
#

Like pressing LMB while moving to pan the camera

wary wave
#

ah gotcha

#

in SupCom it makes sense because of the scale

#

but generally I'm a mini-map clicker + WSAD panner

serene sorrel
#

@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

cloud cobalt
#

That's a weird personal take imho but fine

wary wave
#

edge scrolling is great from an accessibility perspective

serene sorrel
#

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

serene birch
#

do MOBA games count?

#

they are kind of strategy games

#

they usually do edge panning by default I think

woeful wraith
#

I usually play those games with one hand. edge scrolling is nice

warped tangle
#

I too edge scroll from time to time

serene sorrel
#

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

warped tangle
#

What RTS can you WASD?

#

A is normally an attack move

woeful wraith
#

doesn't really matter how you scroll around when gandi drops a nuke on you

serene sorrel
#

since C&C in 96 they have WASD or arrow keys

warped tangle
#

But hey, I guess if you can't see an advantage to having edge scrolling, then it shouldn't be a feature anymore

serene sorrel
#

no one that is even averagely good at games like starcraft use edge scrolling

#

its too slow and ineffective compared to alternatives

warped tangle
#

are we having a freegin WASD master race discussion here? wtf? You just heard from multiple people saying that they use edge scrolling

woeful wraith
#

maybe we play for fun

warped tangle
#

get off your high horse bro

serene sorrel
#

well if you dont care about efficiency then edge scrolling can work for you. Definitely have it as an option in your game

warped tangle
#

jesus dude

serene sorrel
#

some games like CIV it doesnt matter if its slow

warped tangle
#

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?

serene sorrel
#

edge scroll is objectively less efficient than other things, i never said you shouldnt have it as an option

warped tangle
#

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

serene sorrel
#

lol bro im fine, you seem upset you are an edge scroller

#

like i said its objectively less efficient than other movement systems

warped tangle
#

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

serene birch
#

I don't know, I think most Dota pro players use edge pan

serene sorrel
#

well thats why it should be an option, please as much people as possible

serene birch
#

though it's not exactly an RTS

woeful wraith
#

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

warped tangle
#

^^^

serene sorrel
#

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

warped tangle
#

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

serene sorrel
#

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

warped tangle
#

I never said one or the other

#

put them all in lol

serene sorrel
#

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

warped tangle
#

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

serene sorrel
#

its like pretending strafing in FPS games is useless compared to rotating the mouse and pushing it up

#

what RTS do you play

warped tangle
#

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

serene sorrel
#

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

warped tangle
#

I actually edge scroll and minimap clip honestly

#

Dude your argument of efficiency in a video game is bananas

#

It's a game

serene sorrel
#

whats the first two letters of RTS mean

woeful wraith
#

retweet

warped tangle
#

lololol

#

Not bustin your balls, but you yell at people when they don't "keep up" huh?

serene sorrel
#

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

warped tangle
#

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....

serene sorrel
#

who gives a shit? the guy who keeps getting fragged probably

#

thats why you move from newbie to intermediate to good to pro

warped tangle
#

if the player wants to play that way then who cares? It's a damn. game. dude.

#

"pro"

plush yew
#

competitive gaming has ruined the fun of gaming alex

serene sorrel
#

play however you want, in a competitive environment the shit methods get exposed, obviously

warped tangle
#

@plush yew THANK YOU

serene sorrel
#

i wouldnt say the fact pro players use WASD for movement is somehow ruining any game 😛

warped tangle
#

No, but this whole culture of "pro" gaming is ruining gaming for the rest of us

serene sorrel
#

thats another topic but yeah i see that

warped tangle
#

Rainbow Six Siege is a perfect example, completely ruined by kids taking shit too seriously

woeful wraith
#

competitive gaming is the reason our gaming rigs all look like angry spaceships

warped tangle
#

wait, what's wrong with my 318 RBG strips....

serene sorrel
#

if you dont have 128gb of ram in 2019 i cant even talk to you

woeful wraith
#

lol

warped tangle
#

HDD? Who let you in here?

serene sorrel
#

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

warped tangle
#

in fairness......the original COD MW was pretty toxic lol, but we all dealt with it

plush yew
#

true, but it didnt have voip 😛

warped tangle
#

didnt it?

#

or am I thinking of MW2

serene sorrel
#

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

plush yew
#

or maybe im talking earlier cod games 😄

warped tangle
#

Pretty sure MW had voice

serene sorrel
#

so the toxicity is kinda worse because people put in more hours and then get raided

woeful wraith
#

I never really noticed rust being that toxic

plush yew
#

ye i must mix it to some other game Kharvey

woeful wraith
#

not compared to league of legends or something. community makes that game unplayable

serene sorrel
#

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

dim merlin
#

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?

mild pulsar
#

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?

plush yew
mild pulsar
#

Yes, found it, thanks

bronze plinth
#

What course is that

mild pulsar
#

This one

bronze plinth
#

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)

mild pulsar
#

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

#

So I'd recommend to read 7 first chapters of C++ Primer at the very least before starting this course

bronze plinth
#

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

stoic cobalt
#

is there any known date for 4.23 release?

#

at least approximate one

wary wave
#

no

#

"when it's done"

ember thorn
#

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!

next badger
#

@ember thorn show the retarget poses with skeleton bones visible

inner cloak
#

is there a way in UE editor to cut/slice a mesh ?

#

as in having 2 meshes after slicing

plush yew
inner cloak
#

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

vital jackal
#

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?

static viper
#

3dwidgets dont appear in editor.

#

Only in game

#

Press play

vital jackal
#

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

static viper
#

The working ones dont xd

#

Why yours dont

#

I cannot say.

#

Am on phone

latent fable
#

can someone please hlep my find out why this is happening?

wary wave
#

why what is happening?

latent fable
#

Whenever i touch an object i get launched

#

as shown in the gif

wary wave
#

looks just like physics to me

#

you bounced

#

with a velocity proportional to the velocity at which you hit the object

latent fable
#

Do you know if there's any way to disable that?

wary wave
#

you're using some kind of third party project or plugin or something

#

so no

latent fable
#

No i'm not

#

everything is vanilla blueprints

#

no plugins

wary wave
#

then how are you handling the character?

latent fable
#

What do you mean? As in the rotating around the planet?

wary wave
#

aye, how is it set up?

latent fable
#

It's pretty rudimental, but it's this:

#

So yeah, no plugins for physics c:

inner cloak
#

is there a way to cut a mesh or move some vertex on mesh in UE ?

wary wave
#

@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

fierce tulip
#

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

wary wave
#

@inner cloak - someone already linked you a tutorial the second time you asked, 20 minutes ago

fierce tulip
#

tssk

lyric hollow
#

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 ?

light coyote
#

@fierce tulip Nice physics 😅

left citrus
#

Is there any way to add a max/min range (like in blueprints) to a C++ variable, which is exposed to the editor?

light coyote
#

in range ?

#

i have not touched much code, but i belive in c sharp those are the key words to use

#

maybe it helps

left citrus
#

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

light coyote
#

is something like
for Variable in range ()

serene birch
#

a UPROPERTY?

#

you can put stuff in the "meta" properties of the property

#

for floats you use ClampMin and ClampMax independently I guess

inner cloak
#

thanks guys, actually following the tutorial !

left citrus
#

Oh snap, thanks @serene birch missed your reply

plush yew
#

How Can i sign my app with key?

left citrus
#

quick fire question - are we able to make custom execution pins from a function or would that require writing a new node in C

plush yew
#

like a macro?

mystic narwhal
#

I have a huge question

left citrus
#

damn due

#

nice

mystic narwhal
#

It's the kind of question I only ask once every two years

#

The grandfather question

static viper
#

you didnt delete the internet.

#

that was no joke.

mystic narwhal
#

I climbed mount olympus and asked the oricle of delphi

#

Upon hearing my question, she exploded

#

Thats how powerful this question is

static viper
#

i cant wait.

mystic narwhal
#

Are you ready for it?

#

Have you summoned your strength?

plush yew
#

no

static viper
#

i have veggie meatballs

#

and veggie spagetthi

#

i am ready for almost everything.

left citrus
#

my knees hurt

static viper
#

my muscle are made of tofu

mystic narwhal
#

Isn't spegetti already a veggie?

static viper
#

frozen tofu

#

bolognese is not.

#

and meatballs definitly not too

mystic narwhal
#

But the spegetti...

static viper
#

these here are made from bean protein :3

mystic narwhal
#

Is veggie

static viper
#

did you know that ghetto

#

is the multiplier of getthi?

left citrus
#

bolognese + meatballs, you fucking renegade

static viper
#

spagettho

mystic narwhal
#

Do they eat Spegettho in the ghetto?

static viper
#

it would be healthier then drugs.

#

now whats your question.

mystic narwhal
#

4.23 when?

static viper
#

its tough to say

#

some believe this month

#

some say next

mystic narwhal
#

I MUST HAVE IT IN MY LIFE

scarlet birch
#

An update arrives precisely when an update means to arrive

static viper
#

alot of tools will be in beta this time

#

so they must be close

mystic narwhal
#

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

static viper
#

chaos is alpha tho.

grim ore
#

4.23 will be released on September 6th 9:23 AEST

mystic narwhal
#

😮

static viper
#

everyone could make a date up ^^

#

he messin with you head

#

so you explode.

mystic narwhal
#

MATHEW WADSTEIN?

scarlet birch
#

I heard it was 9:24, better check your sources.

mystic narwhal
#

The.... Mathew Wadstain?

grim ore
#

soo... if Epic doesn't even know when it is coming out we are all doomed

static viper
#

very good

#

tho

#

this is beeing recorded.

#

for my safety

#

i will not step out of the vehicle.

mystic narwhal
#

Mathew- I am a huge fan. I am not worthy

grim ore
#

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 😃

mystic narwhal
#

Any answer from the great MathewWadstein, is the correct one.

#

No explanation nessesary

static viper
#

he is explaining tools tho

#

not strategies

#

XD

mystic narwhal
#

His knowledge blinds me! It burns me!

#

I must digest what he has said

#

Do not rush me

grim ore
#

oy

mystic narwhal
#

Tomatoes?

#

Welcome to this tutorial.... what is.... 4.23

grim ore
#

There was a plan for that but it's uh... a plan lol

abstract relic
#

He’s human too 😜

mystic narwhal
#

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.

scarlet birch
#

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.

grim ore
#

p6 is the latest for .23, when final comes out we will all know 😃

mystic narwhal
idle haven
#

anyone of you guys are using windows 10 feature for color blindness?

scarlet birch
#

I 'm more excited about a bunch of the other stuff than I am about chaos.

mystic narwhal
#

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?

scarlet birch
#

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.

mystic narwhal
#

That seems logical. They have done a lot with cloth lately

#

It seems only natural to add that as a feature

scarlet birch
#

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.

grim ore
#

it looks like for the skin weights you have to do it externally 😦

scarlet birch
#

I was afraid that might be the case.

mystic narwhal
#

(still trying to get over the fact that I'm in a chat with MathewWadstien)

grim ore
#

it's just an import option from an FBX right now for overriding

scarlet birch
#

ugh... how is that different from just importing another fbx or updating the source?

#

can you change which weights are used on the fly?

mystic narwhal
#

If that is the case- can't we just make a plug in that will do the same thing?

scarlet birch
#

I could see that having some use, maybe.

abstract relic
#

Allow you to build a preset I suppose

scarlet birch
#

I'll reserve judgement. It feels like something that should have a use and I'm just not seeing it.

abstract relic
#

Ie, test weight without wiping clean the previous version

#

🤷‍♀️

grim ore
#

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

scarlet birch
#

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.

grim ore
#

it also looks like you can have different weights imported for individual LOD's so that might be of some use

scarlet birch
#

there it is.

#

I knew I wasn't thinking of something

grim ore
#

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?

scarlet birch
#

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.

idle haven
#

how can i use displacment texture inside decal

#

?

grim ore
#

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

light coyote
#

@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 ?

scarlet birch
#

@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 .

grim ore
#

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

abstract relic
#

Did you set auto align in blender’s import menu

empty nexus
#

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?

steep rampart
#

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

grim ore
#

if you change it back, the max walk speed, is it working again?

static viper
#

i probably know the issue

#

but you have to show a screenshot of the code

#

@steep rampart

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

static viper
#

snipping tool

#

then copy here

#

dont need to save the image

#

snipping tool is default on windows

#

just search it

steep rampart
#

its very messy

static viper
#

abit odd code

#

what comes before the player cast

#

also

#

did you setup a navigation voume?

real mesa
#

Does anyone know how to create a bp for a mesh I imported?

static viper
#

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

steep rampart
static viper
#

that is ok code

real mesa
#

@static viper thx

steep rampart
#

and i have a nav mesh volume

static viper
#

tho you cant execute move to all the time

#

i dont really understand that istance math either

steep rampart
#

but im trying to get it to work with an animation blueprint i made

static viper
#

first of we remove some things.

steep rampart
#

can you tell i have no idea what im doing? lol

static viper
#

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

steep rampart
#

i disconected the stuff

static viper
#

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

steep rampart
#

wait

#

how

#

o wait

static viper
#

very good.

#

now try

steep rampart
#

he just runnin in place

static viper
#

very good

#

when in editor

steep rampart
#

he doesnt go towards me

static viper
#

press P.

#

there should be green everywhere

steep rampart
#

editor?

static viper
#

yes

#

in viewport

#

just press p

#

the screen where you can click the dog

#

place the floor

steep rampart
#

ah

#

i seel

#

im stupic

#

*stupid

#

nav mesh too small

latent fable
#

Does anyone know how to disable this physics bounce? (Don't mind the jittering working on it)

proper raft
#

what do you want it to do, @latent fable ?

fierce tulip
#

<_<

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

proper raft
#

you want to bounce back, but not spin, yes?

latent fable
#

No

#

No bounce or spin

odd steppe
#

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

proper raft
#

do you want to go through it? or stop instantly at the point of contact?

odd steppe
#

63 000 vertices is going to be edited by hand

#

i'm going crazy

latent fable
#

@proper raft Stop instantly like walking into a wall

fierce tulip
#

@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

proper raft
#

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

static viper
#

kek what are you even building

odd steppe
#

sonic

proper raft
#

and also increase the damping, @latent fable

static viper
#

you didnt ask for help

odd steppe
#

im making skinning for highpoly turbosmoothed sonic from lowpoly

zinc rivet
#

ouch Luos. "Hey man, I bet you that I can get the intern to edit that mountain range by hand"

latent fable
#

Okay, i'll try that

static viper
#

yee ok kek

#

its a tough process

#

skinnnnnnggghing

fierce tulip
#

@zinc rivet sorta, resulted in few years of battling RSI that was fun

zinc rivet
#

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

steep rampart
#

how would you guys reccommend i use 1.003^-(x-2500) as a function

fierce tulip
#

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"

zinc rivet
#

lol

steep rampart
#

from my experiences, ue4 hates using negatives in stuff like this

odd steppe
#

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

zinc rivet
#

weird function ItzChriz, what's the context?

proper raft
#

@steep rampart it's not clear exactly what you're asking, or why UE hates negatives?

latent fable
#

@proper raft Thanks, seems to have worked.

static viper
#

ue4 float negatives end after 0.0000007

proper raft
#

@latent fable congrats

static viper
#

you cant go lower

steep rampart
#

so im trying to use that equasion to change the speed depending on the distance to the player

static viper
#

it will auto turn into 0.

steep rampart
#

and i was asking how to do that in UE

static viper
#

there is an issue tho

zinc rivet
#

is it like an auto-snapping thing? @static viper

static viper
#

you dont know the max distance

steep rampart
#

?

static viper
#

you only know: distance

proper raft
#

you could just make a curve maybe - if you did have a max in mind

static viper
#

you dont have any variables to calculate this properly

#

you have to give it a max distance

#

its not autosnapping

#

its science actually