#ue4-general

1 messages ยท Page 524 of 1

crystal wind
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But I don't see a problem with that.

static viper
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i think the problem is more that you dont want to make a struct with both...

obtuse nest
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@crystal wind The music was to exaggerate the flicker

crystal wind
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Dude i know it was awesome!

fast finch
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In my case I dont think it will be a problem. I just have a bunch of cosmetics, the clothings are skeletal, the weapons are static

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I just want to be able to access both

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so maybe an array of TSubClassOf

crystal wind
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This is an interesting point actually.

obtuse nest
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@crystal wind Its Discord so I assumed it was all a troll alex

fast finch
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Going to test out the theory now

crystal wind
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Normally with blueprints you'd just make an actor that holds data for the things your equiping, the skeleton mesh, and everything else necessary for other logic to run.

fringe drift
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@pulsar fractal How might I go about adding a mesh component? Like a static mesh?

crystal wind
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But i get the feeling your trying to do this unconventional for... Performance reasons?

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Sorry I might be misunderstanding a fair bit.

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Ah that took me a couple hours on google give me a sec Erebus

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Crap I got rid of the code >.<

proper crane
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I'm pretty sure the problem is "nearly bi-zero normals"

crystal wind
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Basically you just store a pointer to the component inside the header, then inside the constructor you'd use something to initialize it (if you don't wish to do so in the bp). I think it was subobject something...

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If you want it bp editable you can just expose it to blueprints and leave it be.

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I might be brain farting and you might want to ask in cpp

fringe drift
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Screwing around in the content browser, I found a right-click option to 'reimport'. But I have no idea where the UFO static mesh file is.

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Samples, maybe?

fast finch
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mission failed

pulsar fractal
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@fringe drift Depends, does the plane actor have bones where it moves or is it just a plane

fringe drift
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I tried UE_4.22\Templates\TemplateResources\Standard\Flying\Content\Meshes - which is where ufo.uasset is located, but I cannot seem to find the file to reimport.

pulsar fractal
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@fringe drift You dont need to reimport anything

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@fringe drift In the top left of the blueprint there is a component tab where the Mesh Component should be, and in there is where youd set the Simulate Physics

fringe drift
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The blueprint for FlyingPawn?

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OH COOL! I found it!

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So weird that it's checkable in one place and not another. Thank you!

pulsar fractal
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@fringe drift Sorry I went out quick, thats awesome im glad you found it ๐Ÿ˜„

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@fringe drift You can only change settings like this in the parent blueprint, because children of it just inherit the parent behavior. Also the Mesh is what actually handles the simulation of physics so thats the "Physics asset" you mentioned earlier

fringe drift
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Yeah, I was thinking it had to be reloaded or something.

pulsar fractal
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UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll to C:\Users\Peter\Desktop\Genesis\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll

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Anyone know why my build failed to this error D:

inner cloak
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check the build log for hints

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but check if you have free space on the receiving drive. Also check if the libsndfile-1.dll exist on disk and is read-only

plucky grove
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Anyone familiar with Modo 12.2+ and Modo Bridge for UE?

dusty latch
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@static viper sorry , but I could not send it

static viper
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this makes me sad somehow.

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the specs look good

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how much did you pay?

dusty latch
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For my laptop ?

static viper
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yee

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oh is laptop

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cool laptop.

dusty latch
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Thanks

static viper
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and the price?

dusty latch
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I paid a lot , I dont remeber exactly but it was more than 1300 EUR

static viper
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yee that sounds like it

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look the machine isnt broken if you can play games.

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the error you have is unlucky

dusty latch
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I can play very well

static viper
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alot of people talk about this issue

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and its relevant to ue4 games

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they have this issue since 4.9

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and it is still an issue to this day

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they dont exactly know why this happens

dusty latch
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Okay and Can I do anything with it ?

static viper
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the truth is

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it might just work on the next best pc...

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people have this issue even with rtx cards

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and it seems to follow a pattern

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but its not been spotted yet

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you are really unlucky.

dusty latch
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But earlier I can do some short games with ue4

static viper
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are you sure you have the latest nvidea drivers?

dusty latch
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Yes

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I reinstalled it today

static viper
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have you uninstalled the engines?

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also

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"i uninstalled all drivers and software for my gpu then downloaded an older driver version and its not crashing anymore should try"

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you have to try

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there is some serious messup

dusty latch
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I dont deleted it , but I had a reinstall button

dusty latch
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Okay , thank you so much , I will try it one more !! Yesterday I updated windows

static viper
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i feel sorry for you man.

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this bug is not fair with new laptop

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but i thing the machine is just fine

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just some software glitches again

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i have one too

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but my ue4 does not crash when my gpu turns off

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it just shuts off the monitor for a second or 10

dusty latch
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You have a better luck :)

static viper
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good for me

dusty latch
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I will try it and I will write back ... thanks๐Ÿ™‚

dusty latch
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I tried it with an older driver but it crashed ... I think I will give up ... ๐Ÿ˜ž

strong bramble
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Hey guys! So I am using simplygon to create lods for a project I am working on. And I am wondering if there's a way , where we can manipulate the number of materials based on the LODs. For example, Lod 0 has 3 materials. But I want to the rest of my LOD 1/2/3 to have 1 material instead of the default material. Is there any method or process to achieve this goal?

swift apex
inland ravine
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is there anyway to dock all open tabs in the editor? every time i start up the editor and "restore my open assets", they always start off undocked from the main level editor window. i just want them all to start docked in that main level editor window. or a quick shortcut to do just that. thanks.

dusty latch
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@static viper I imstalled the 19.2 and I can use it without crash

lament kraken
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Can you program with C in ue4?

cedar snow
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only if you increment it

spark sonnet
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edit -> editor preferences ->  under _User Interface_ -> Asset editor open location -> choose  _Main Window_
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@inland ravine

azure shore
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hey can anyone tell me how to make progress bars and buttons in widgets just solid blocks of colour without that black outline?

spark sonnet
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You can use an image over the button and make the button 0 opacity @azure shore

azure shore
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ah of course, thanks

spark sonnet
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Here

azure shore
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yeah, I should have seen that for myself lol

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also, can you change the max percentage? its a bit inconvenient working with maximum 1 and having to do the decimal stuff because my maths is very slow

spark sonnet
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1 is 100% so if you want your character to have 100 health you can just divide it by 100

azure shore
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yeah Ive been doing some maths but its actually for a dash cooldown thing, so Im trying to see if I can change the interval amount and stuff so its smoother

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it goes up in 0.1 every 0.3 seconds right now so of course its not smooth so to smooth it I have to work that out Im just lazy

spark sonnet
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'To make the prograss bar move smoothly?

azure shore
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as in how it fills back up

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is it bad to use an event tick with a very small delay to fill it up?

spark sonnet
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Use a timeline

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I can show you

azure shore
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oh yes

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I was thinking there was something else I just couldnt remember

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I might be able to do that myself

spark sonnet
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I think this is something you would want

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Then just hook the cooldowntime float variable to the progress bar percent

azure shore
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I dont really understand that from the image

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I cant really see how its adding more back up

spark sonnet
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ok. First create a timeline

coral robin
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Shalome

azure shore
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just a question - I have it working fine currently with an event tick, but is that pretty bad to use event tick for small delays

spark sonnet
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I would rather use a timeline

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Its not too complicated

azure shore
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ok Im gonna try to explain how the dash thing works, if Im making sense, theres a half way point on the bar, and if the bar percent is above half way you can do the dash, and each dash pushes it half way down, so basically its like you cant spam it but you can time it right to keep it going am I making sense

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Im just saying this in case your way isnt set up for that

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but it probably can be right

spark sonnet
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Ah ok. I understand

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Well you could use what I sent, but we need to change some conditions and stuff

azure shore
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oh ok, I got that working to empty and refill the bar with a timeline

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thanks, I should know what to do from here but Im not great with timelines

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so play from start will reset to 0 whatever the case right so I need some other way of decreasing by 50%

spark sonnet
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I didnt like timelines before but now I've realised that they are pretty useful

azure shore
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yeah, great for any kinda transitions

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Ive been meaning to see about setting them up for things like enemies turning to face you and stuff

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so how do I sort of set the timeline position to like half way?

spark sonnet
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You could just use a condition node. Get the cooldown variable. From that get a A greater than B. If A(cooldown) is greater than 0,5 return true

azure shore
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how is that different to using a branch?

spark sonnet
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It connects to the branch

azure shore
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so is it using the timeline position as the variable?

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it already is only letting me activate it when its at half way which is what I wanted

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all I need is when I press it it decreases by half way, rather than set to zero

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ok great it doesnt even seem to be changing the actual variable now which I thought wasnt possible with how it was connected

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is there no way to like "play from point" or something?

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who am I kidding that wouldnt work anyway

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I dont get it

azure shore
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does anyone know how to just subtract time in the timeline or something

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I dont wanna play from start I want it to play from minus half the time back

spark sonnet
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This seems to work

azure shore
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thanks

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I didnt know what to plug into that set new time

spark sonnet
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The cooldown time

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I tried something first that just made it go right to 0 but then I remembered that you set the new time and not the new value

azure shore
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god why am I struggling so MUCH with this

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its now setting a new time but not relative to the current one

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its setting it to the exact same position each time fgs

spark sonnet
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Did you make it as I did?

warped tangle
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@azure shore I think you're misunderstanding how a timeline works in general. The way I learned about timeslines was to use printstrings and call in editor events to manually control the timeline during simulate. That way you can see what it does in different circumstances

azure shore
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ok well I set it up that exact way nothings going right

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and that definitely worked for you

warped tangle
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I'm a little out of the loop as I read through this late, can you give me a quick rundown of what you are trying to accomplish?

azure shore
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theres a dash bar and every time I hit the dash key it should go down by half way, but if the bar is above half way you can activate the dash

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I just literally want to set the timeline time the same way as you would with a variable literally just current time subtract 0.5 (its total is 1 because its a progress bar)

warped tangle
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why are you using a timeline for that? Using it for the cooldown resetting I understand, but why not have the cooldown be a separate piece function

azure shore
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I got it working just fine easily with event tick

warped tangle
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I would use a timer for resetting the cooldown

azure shore
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Ive never even used that

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at this rate I am just gonna revert to a bloody tick event because Ive been stressing over this so much for over an hour and a half

olive hamlet
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if i make a material in another game on unreal engine and open a diffrent game on unreal

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can i move the texture to the other game?

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with the shape material all of that

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or it will already be there

warped tangle
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general rule is get it working, then refactor it and make it better/more performant

azure shore
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well I havent gotten it working with timeline in the whole hour and a half

warped tangle
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if you don't know what a timer is, you should learn. It's basically a tick that is far more controllable/customizable, and doesn't constantly tick eating resources

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a timer is closer to tick than a timeline is

azure shore
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I dont even know how to add one

warped tangle
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@olive hamlet right click the material in the project you made it in, migrate it to the new project, and it will bring all references with it

olive hamlet
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:D

warped tangle
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@azure shore there are TONS of resources online. You need to learn how to use these things or you are going to get stuck again later on something. Don't rely on tick to solve all your problems

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look in to set timer by function/by event

azure shore
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thats why Ive been trying with timeline

warped tangle
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then theres pause and clear

azure shore
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literally that whole thing on screen

plush yew
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how would i go about finding the nearest actor with a tag?

azure shore
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it just doesnt

warped tangle
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you have to call the play event

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setting time only sets it, you have to call play (not play from start)

spark sonnet
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Because you need to set the time and to do that you could do as I did in the picture I sent

azure shore
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I did exactly what you showed in the picture and nothing happened

spark sonnet
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Just do dashcooldown * the timeline time and then subtract

azure shore
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and in the screenshot that does play as well

warped tangle
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are you actually calling the play event

azure shore
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with a sequence yes

warped tangle
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if you put that on beginplay it will only fire once

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it's not a tick

azure shore
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no its the dash key

warped tangle
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so the dash key calls play

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where is set time called from

spark sonnet
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If did exact as my picture it will work. I just tried it

warped tangle
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according to @spark sonnet s picture, it looks like the z key (I'm asuming dash) is what calls set new time. Something needs to call play

azure shore
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hang on - whats the values of the keyframes

spark sonnet
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Yes the beginplay event starts the play

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Then the timeline loops each time it finishes

azure shore
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yeah I just ticked autoplay too and the dash key also plays it

warped tangle
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that's if you have it set to loop

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lol

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do you have it set to loop?

spark sonnet
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Which is not the most optimal way to do it but it works

azure shore
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but I assume the keyframe values should be 0 and 1?

warped tangle
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Yeah if you're just looping a timeline just use tick, there's no performance benefit other than potentially being able to call stop. A timer is much better for this

spark sonnet
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I dont, but you should do that. I forgot that existed within the timeline

azure shore
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what are the actual values of the keyframes

spark sonnet
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First key is 0 and 0

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Time 0, value 0

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The other one for me is 10 seconds and value 1

azure shore
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ok, yeah I have value 1 as well

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this is killing me

spark sonnet
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Send a screenshot of your code

olive hamlet
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see the box that says 5?

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how do i get that?

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the shit tutorial wont show me ;-;

spark sonnet
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Hold down 1 on your keyboard and left click anywhere

olive hamlet
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thanks

spark sonnet
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Its called a constant

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So you can search for it too

olive hamlet
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do you know where i can get MF_Random2

azure shore
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sorry ue4 froze about tne minutes ago and Ive been waiting since so

spark sonnet
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And what is that @olive hamlet ?

olive hamlet
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a texture

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i looked everywhere for it

spark sonnet
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Is it in a tutorial?

olive hamlet
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yep

spark sonnet
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Is it not linked in the description?

olive hamlet
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no

spark sonnet
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Well then its difficult since thats just what the uploader named that texture

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Or maybe its a starter texture?

olive hamlet
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he did say enable starter

harsh summit
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Hello! Is there a way I can eject, and then possess a different pawn (preferably the currently selected one in the scene view) in the editor, for debugging purposes? I'd like to hop around different characters to check their movements after making changes.

spark sonnet
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You could set up a very simple blueprint for it

warped tangle
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@azure shore if you're interested in another method, I just put one together that works far better than a timeline

azure shore
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ok yes please

harsh summit
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Yeah I guess so, wouldn't be too tricky. Is there a way to get a button up on the editor toolbar to invoke a blueprint, or shall I just wire it up to an in-game control/debug menu?

vocal flume
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Im trying to make my vehicle auto accelerate and brake. When itโ€™s below 25kmph it should accelerate and when itโ€™s above 35 it should brake.. the slow down works fine. After 35 it stops accelerating. Below 25 the accelerate function is called but the vehicle stops eventually. Iโ€™m using simplewheeledvehiclecomponent. Applying drive torque and brake torque to all wheels.

olive hamlet
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i can?

spark sonnet
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Use snipping tool so its easier to see the nodes @vocal flume ๐Ÿ™‚

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How many actors are there @harsh summit ?`

harsh summit
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A grand total of two in this test scene, but will be around 10 by the end of the weekend

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I should probably bite the bullet and make a debug menu, I'll need it for other things later anyway

vocal flume
spark sonnet
vocal flume
warped tangle
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@azure shore

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this is called every time the "dash" key is pressed (I'm using the jump key for now, ignore that)

azure shore
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thanks Ill try it if I can get back onto ue4 again

warped tangle
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this way, you are only ticking when you actually need to tick

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otherwise it clears the timer (stops the ticking). You don't need to put this type of functionality on tick

azure shore
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I set that all up but why doesnt it keep ticking

hollow kestrel
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@warped tangle what plugin are you using for the bp lines .. i need that ๐Ÿ˜ฎ

azure shore
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until it reaches 1

warped tangle
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did you click loop

azure shore
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oh whoops, thanks

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(these kinda mistakes, honestly look at me)

warped tangle
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@hollow kestrel It's called like electronic nodes or something. It's paid, but omg is it worth it...

hollow kestrel
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โค thanks

warped tangle
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@azure shore I feel you, I didn't really start getting a handle on UE4 until I stopped relying on tutorials to show me how to do things, and started actually learning the nodes and what they do

azure shore
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yeah, I dont use tutorials so much now but Im often only doing simple things

warped tangle
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So on something like this, what I just showed you, actually look at the execution flow and see if you can understand why it's doing what it's doing and how it could be improved

azure shore
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thank you so much, I think it works now and I also need to thank Sebb for sticking with me

warped tangle
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yepyep

vocal flume
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anyone have any experience with vehicles?

olive hamlet
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is there a way i could put the unreal engine starter content in a game that doesnt have it?

vocal flume
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In my case, drive torque is applied the first time.. when it falls below 25 it is being applied but vehicle doesn't move

grim ore
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@olive hamlet at the top of the content browser is a big green Add button, at the top of that is features and content packs. The starter content is in the content packs tab

olive hamlet
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thanks

whole turtle
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Hey everyon! o/ I have a problem - I was working on this ue4 project for a client, but he forgot to mention he was using an older version, so now I have all the work done in 4.22 and he needs to migrate all the work to a 4.19 proejct

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however, when I change the version of the proejct and try to open it on version 4.19

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it say's it couldn't open the .umap I worked on, because it was edited in a newer version

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is there any way to downgrade the project or the .uassets and .umap to an older version? Any suggestions?

warped tangle
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@olive hamlet google dude, instead of the snarky gif

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@whole turtle I tried downgrading once...didn't work, and I stopped trying lol. Not sure if that's possible. I wonder if you could make a new project, and migrate the level to the older version?

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Never tried migrating a level, so not sure

whole turtle
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I tried the migration thing, and choose a Content folder from a clean new project of the old version and it spits the same error message, that the .umap was edited in a newer version :/

warped tangle
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You may have to rebuild it

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as in, make it again

whole turtle
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oh boy! that's bad news I guess

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xD

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will have to talk with the client and see it him upgrading the project is an option

warped tangle
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yeah

whole turtle
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but yeah idk lol kinda sticky situation

warped tangle
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good luck man, don't envy you lol

whole turtle
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๐Ÿ˜›

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I'll search a bit deeper, see if there are any miracle answers in the forums or online

scarlet birch
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There's not. You'll have to manually move your changes to the old project or he will have to switch to 4.22.

serene sorrel
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easier to move to 4.22 if there is more work done in 4.22 than 4.19, why do people stick to old versions?

spark sonnet
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Why upgrade if you got all you need in one version @serene sorrel ?

dark depot
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Not every project can upgrade in fact it recommended not to change once your gams is started as that just adds to QA

serene sorrel
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bug fixes and other improvements?

dark depot
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They don't matter if your project is so large it takes a month to upgrade

serene sorrel
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i mean i can understand waiting some months to upgrade, to make sure most bugs are ironed out in a newer version. How much headaches are there moving forward usually?

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couple api changes maybe?

dark depot
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If you have custom code it can be alot to get running again

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And bug fixes don't always apply to you so it might notatter

serene sorrel
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plugins could be a pain if you rely on them but the good ones usually update.

dark depot
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In the end it ls a choice

serene sorrel
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yeah i havent upgraded a large project so havent had any bad experience with it

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i can see situations where api doesnt change, and then something is "broken" even if it compiles fine in the newer version

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that kinda shit can be hard to track down

scarlet birch
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It's just not worth the time or risk for some projects. Unless there's a feature you need or something. It's different if your starting a new project.

whole turtle
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well, I guess I'll just talk to my client and see what he thinks is better for him, that I spend more time redoing this or if the project is OK to upgrade

scarlet birch
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I'm making an endless runner. I'm not following anything just making it up. At what distance would anyone who knows something about it recommend I teleport everything pack to 0,0,0.

serene sorrel
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@scarlet birch have you looked at that in engine feature that does it for you? or are you not using landscape

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not sure if it applies to everything or not

scarlet birch
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If you're reffering to world origin shifting , I'm not sure it works the way most assume it does

serene sorrel
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some people in here think anything beyond 8KM (8000 units or so in UE) is the point where you shouldnt go beyond

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yeah i dont know if it only applies to landscape or not, didnt go deep into it

scarlet birch
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8km is quite a bit more than 8000 UE units

serene sorrel
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yes you are right, ive seen landscape at 8KM size, which if its centred is 400000 units from origin, not look too bad

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have you placed a scene at certain points from origin to see the effects?

scarlet birch
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I appreciate that you are trying to be helpful, but I'd rather just see if someone who knows something about it responds.

serene sorrel
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i feel like at 400K units though there will be issues with the accuracy, i didnt put a full scene in to look at the animation and such, just land scape. my advice to you is to build your game around the origin and not move in any direction. just do the shifting yourself

scarlet birch
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Again, I just want to know at what distance I should be concerned about loss of precision or physics issues.

serene sorrel
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its not just an unreal thing, if you look into 32bit float precision issues youll be looking at 40-50K units to be comfortable.
but again if you can make the shift at whatever the range is look smooth, you should just do it every frame anyhow

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that ensures highest precision every frame, and ensures your "origin shifting" youll do is smooth

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ie bug free

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ive done it in unity myself, but havent tried in unreal, hopefully the physics engine works with that

carmine spruce
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my Import Options Window always pops up covered at the top, how can I stop that, or bring the window down?

fringe drift
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Ok, I'm about to ask what is unmistakably going to be a newbie question (first day playing with UE4), but I'm still not 100% sure how UE4's file structure and naming conventions work.

I am close to being able to use the blueprint visual scripting system to make my own stuff. As far as actual C++ coding though, I'm much less close. I followed this tutorial:
https://wiki.unrealengine.com/6DOF_from_Flying_Template

I need to transfer the FlyingPawn out of the "MyProject4" pack (which is C++) into the "MyProject2" pack (which is in visual scripting). Is there some way to make a copy of this modified actor and put it into another pack, one where I can design the bulk of the game with blueprint visual scripting?

grim ore
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IF you are trying to add C++ code to a BP only project you will have to add a C++ class and convert it over into a BP/C++ project or rewrite that C++ code into Blueprint

serene sorrel
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@grim ore Do you know how heavy "Set World Origin Location" is? Is it possible to call every frame?
"

grim ore
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it doesn't seem very heavy, all the code does is set a FIntVector on the World Object

serene sorrel
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Nice to know, i did it all manually myself in unity

grim ore
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I don't know what else uses it but it all seems simple from what I saw

serene sorrel
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yeah ideally all the "objects" would be having double precision and the engine would just do all the visual origin setting for you, but maybe by 2025 ๐Ÿ˜›

#

also a fixed point option would be nice too

serene sorrel
#

apparently that origin shifting isnt supported in multiplayer though?

plush yew
#

Sorry, not sure if this is the right channel or not, but

#

was wondering if anyone could maybe work out what is going on here?

#

Running out of time before the deadline now and I can't for the life of me seem to get this working properly

#

exported a group of trees from Speedtree, imported into unreal

#

the first tree from each group is fine

#

every other tree in each group export has huge sections displayed as black (or at least much darker than it should be)

static viper
#

show

plush yew
#

thing is, if I turn on fullbright or use dynamic lighting

#

it looks like this

#

all using the same materials

#

and (as far as I can tell) the UVs for the lightmaps should be fine

#

can't work out why the first one of each batch (far left) always looks fine

static viper
#

how are you exporting them

plush yew
#

two seconds, I'll open my export settings

#

basically have all 3 trees open in order

#

they're all based off of the first, just randomised

#

hit export and use the above settings

#

then just imported to unreal through the content browser as you'd expect

static viper
#

and you say they look good in normal dynamic light settings?

plush yew
#

Yeah, look fine with dynamic

#

second image is the exact same setup just with dynamic lighting instead of static

static viper
#

well that sounds like some uv issue

#

or vertex color

#

or flux normals

#

i only use dynamic light

#

so to me these trees are just fine

plush yew
#

Ahh the issue is that when I'm not using baked lighting, the rest of the scene is suffering quite a bit

#

there's some pretty hard contrast between the interior and exterior lighting so having that baked indirect lighting makes a lot of difference

static viper
#

you could not tho.

plush yew
#

(plus this is intended for VR deployment, so anything like using baked over dynamic to improve performance is preferable ๐Ÿ˜…)

static viper
#

look baking vegetation is futile

#

how are the leaves gonna move?

#

or the grass

#

how are they gonna throw shadows

#

if you use stationary for the sun and exclude the trees you could have baked light for everything static and nice light for the trees

plush yew
#

it works fine with the first one though, that's what I don't get

olive hamlet
#

is there a way to add a static gif to a monitor moniter screen in unreal engine

#

i cant find it anywhere

plush yew
#

And wait, you can exclude the trees from baked lighting??

#

The same trees also work FINE if I export them separately too

#

I'm assuming that if they're only using the same two materials, and no real need for an atlas (out of the two textures combined into an atlas, one isn't really even visible on the model)

#

exporting seperately isn't gonna adversely affect performance?

#

(although I don't quite know how the vertex colour works- my background is VFX, so a lot of how stuff works for game engines is kinda different to what I'm used to)

serene sorrel
olive hamlet
#

someone already helped me

serene sorrel
#

is it working

#

Is there some way to get blueprints to fold a "target" into the node itself, rather than requiring another node with a pointer to it

#

ie you have certain nodes which allow you to select a class, which is a drop down menu and you put in a class. But some things require a target and it looks a lot messier having to create a node and have a connection that way

mint sequoia
runic iron
#

I don't think it's possible but can you place an additional mesh in the animation preview window ? I'd like to place a sphere while my model is in the middle of an animation to make my hitbox previewing easier (just place it in the viewport, shouldn't appear ingame)

serene sorrel
#

@mint sequoia weird, i guess they use some generic string searching in places

mint sequoia
#

@serene sorrel Its very easy to reproduce, just open a destructible mesh and import custom chunks, it'll dirty this engine/none file which saving causes this error

serene sorrel
#

so you didnt specifically name it "none"

mint sequoia
#

Nah

#

And its in Engine not Content ๐Ÿ™‚

serene sorrel
#

ah

#

4.22 or ?

mint sequoia
#

Indeed

runic iron
#

Just solved my issue, doing it in the blueprint viewport while playing with the different values to get to the desired point of the anim, hitbox placement is straightforward then

fast finch
#

I have a customization option in the menu.The player can pick between 3 classes. Each class has a completely different animation blueprint. Now i've figured out how to change animation dynamically in c++. But the issue is that, since the pawn is destroyed when traveling to the level, everything reverts to default values

#

I havent quite figured out a way to either keep the pawn alive during travel, or I guess change all the animations after the travel?

#

Not sure how to go about this

runic iron
#

Basically store your class info in a gameinstance

#

And then use it in the next level

#

The tutorial above is old though but GameInstance is probably the thing you need

fast finch
#

I'm already using the game instance for lots of things, and I did consider it for this very thing. But I'm not sure what function in game instance would trigger after travel? @runic iron

mint sequoia
#

Is there really no way to get overlap events with foliage?

fast finch
#

Or rather, I could also call the game instance from the player begin play and get the info?

#

Since begin play runs after travel since player is recreated

runic iron
#

Yes that's exactly it

fast finch
#

Thank you, will try it out

runic iron
#

Basically just see your gameinstance as a storage which won't be reset by level change

fast finch
#

@runic iron thanks for the idea, it works now

#

Yup its all working now, a thousand thank yous

olive hamlet
#

ive been on unreal engine for 12 hours straight...

#

everything hurts

prime tulip
#

Not sure where I should ask this.. so I figured I'd ask here. But I'm trying to set the icons for my game. I have uploaded an .ICO file with all resolutions as the windows icon. And it works for the actual shortcut, but not for the window and taskbar icon which remains as the default Unreal icon. What must I do to make the icon work for everything?

#

Is it a bug? Or do I have to set some more things up in order for it to work?

#

I guess #packaging is the more appropriate channel?

fast finch
#

@olive hamlet welcome to the club, would you like to buy a VIP membership?

olive hamlet
#

shit how much?

#

i sold my soul to this game

fast finch
#

Not too much

#

Only the person you love the most

radiant haven
#

what should I use there?

static viper
#

what do you want from ui?

radiant haven
fast finch
#

uh

#

are you trying to open a level when the player clicks on a UI item?

#

like a button?

#

Because this is not it chief

static viper
#

@radiant haven what do you want from ui?

radiant haven
#

no

whole turtle
#

Hey guys! comming with the results of the issue I had yesterday (I had to downgrade a UE4 project to an ulder ue4 version)

#

so , luckily I had phew blueprint actors programmed and not too many materials, those I just 'copied watching the original (newerv version) of the project and did the same, copied the values etc

#

the worse would be the scene/static meshes and bplacing of objects in the map

#

but I've found that UE4 lets you copy-paste directly between 2 editor windows

#

so for the static meshes those get copy-pasted as empty actors, just have to plug in the static meshes to the correct empty objects

#

the lights just copy-pasted directly, those came in exact same values, settings and transforms

#

so yeah, now I know, whenever I work with a client I can't forget asking which UE4 version are they using, and if for any reason the downgrade is a must, just copy and paste the objects placed in the scene and fill in the SM slots

lilac wedge
#

recently got a new mouse, when moving around in my blueprints (with right click) the speed is super fast for some reason?

forest swallow
#

Anyone know how to see how the current breakpoint was hit? Debugging is really hard when the execution trace in the debug window looks like this:

#

Seems like an obvious thing for any IDE to have.

#

Maybe it's somewhere else?

plush yew
#

I'm sorry if this is a stupid question or if it's been asked already. I think this would be the right chat for it but. I'm trying to find a way to make the third person camera feel more like a third person camera. The default one makes it feel as if I am moving the world around the character and makes the whole thing feel a little off. I'd appreciate any help on this.

half brook
#

My pc is i3, 8gb ram unreal build, cooked process is very slow,,,, want to upgrade my pc

#

What things I need to buy for better

maiden sundial
#

How would i make a shipped c++ game legit for other windows user ?
When my friends try to start my game they always get a "virus" warning

#

(not sure if i should move this question better to #packaging )

real hound
#

How can I use Get Controlled Pawn with interface functions? I have an issue where the interface requires a target that it knows uses the interface, I cant just use a wildcard object. Is there a work around?

#

I have multiple different characters, that all use the same movement interface to take function calls from the Controller.

harsh summit
#

Has the two sided lighting option been deprecated in 4.22? A quick search of the codebase shows the flag isn't actually used for anything:

  C:\dev\UE_4.22\Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp(1741):                    NewElementData.bUseTwoSidedLighting = Primitive->LightmassSettings.bUseTwoSidedLighting;
  C:\dev\UE_4.22\Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp(1828):            NewElementData.bUseTwoSidedLighting = LMSetting.bUseTwoSidedLighting;
  C:\dev\UE_4.22\Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp(1933):            TempData.bUseTwoSidedLighting = PrimitiveSettings.bUseTwoSidedLighting;
  C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\EngineTypes.h(1566):    uint32 bUseTwoSidedLighting:1;
  C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\EngineTypes.h(1609):        bUseTwoSidedLighting = false;
  C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\EngineTypes.h(1623):        if ((A.bUseTwoSidedLighting != B.bUseTwoSidedLighting) ||
  C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Private\Polygon.cpp(28):    bool Temp = Settings.bUseTwoSidedLighting;
  C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Private\Polygon.cpp(30):    Settings.bUseTwoSidedLighting = Temp;
azure shore
#

does anyone have advice to make the default skybox centres not so obvious?

storm burrow
#

@harsh summit It does work for me in 4.20 definitely

#

have not tested in 4.22

autumn elbow
#

@azure shore what do u mean?

azure shore
#

you know how if you look directly up you can clearly see the centre

autumn elbow
#

Ahh the pinch point

#

You can paint it out in Photoshop if it's not animating

#

Also try a skybox, instead of a sphere

#

You can try rotating the sphere so the poles are on its side

tawdry sierra
#

Hello, I got a question. Why would i need a normal map for my landscape? The shadows are dynamically generated with the heightmap, so whats the deal?

grim ore
#

you don't need a normal map for anything, the normal map is just there to give it more detail and depth

midnight bolt
#

hello, i have a general question, how can I print a list of two values - degrees / radians "27.9000" "0.4869" etc for every combination? what app can I use? some scripting? excel?

#

looking for a text form, .txt

midnight sparrow
lost ember
#

Roll should be Yaw

#

Add Controller Roll Input -> Add Controller Yaw Input

midnight sparrow
#

oh i see.. fuck me ๐Ÿ˜„

#

thanks

lost ember
#

np

light coyote
#

Usefull image ๐Ÿ˜„

plush yew
#

How to change the cull distance so my player don't fall off the map in the dedicated server?

abstract relic
glad anchor
#

hey I have a question

#

how would i make level blueprint for when pawn enters actor in my case box trigger to execute command exit

abstract relic
glad anchor
#

ok one more question little game i made i wanted to show it to a friend but it said it needed visual studio.... yes i packaged project

#

how do i do that they don't need visual studio

grim ore
#

when did it say it needed visual studio?

glad anchor
#

when i ran app

#

well i meant exe

#

it required me to install it

grim ore
#

weird. I could see it asking for the requirements file but that would be included in the cooked/packaged game

glad anchor
#

well i normaly packaged moved it on usb and moved it to his pc and it required it

grim ore
#

might need to bug that then, maybe show a screenshot. visual studio should not be required once it is packaged.

sinful umbra
#

most likely the c++ redistributable

glad anchor
#

i don't have a screenshot

#

i can screenshot settings

#

just let me know which ones

grim ore
#

won't really help, we don't know what the message said about installing VS on this machine

#

but by default you should not need visual studio installed to run a packaged UE4 Game for Windows 64

glad anchor
#

you think it might be this ?

#

something here

grim ore
#

it could be, did you change any of those?

glad anchor
#

nope

grim ore
#

then nope it shouldnt be any of that

glad anchor
#

i will send screenshot tomorrow then

#

mathew can i ping you when i have questions?

grim ore
#

you can, doesn't mean anything I have them disabled lol

glad anchor
grim ore
#

I would say the file name is waaaaay too long

glad anchor
#

here that's whole message


Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.```
#

Wtf this is kinda getting on my nerves

grim ore
#

did you try renaming it?

glad anchor
#

yep

radiant haven
#

Guys whats does these Graphics levels do?

vague plume
#

@glad anchor what type of asset is it referencing? blueprint,texture, ect?

grim ore
#

@radiant haven it changes a few settings in terms of quality, set it to one or the other and you can adjust that in the project settings and it will give you more details. It's not a permanent thing it's a set of defaults/changes

radiant haven
#

ok and for mobile developmenet what is better?

#

quickstart tells me S3d/2d

grim ore
#

neither, you will change the settings based on your project. If just starting then scalable will be "better" for performance

#

better is always relative, you could have an iphone 5 or a galaxy s10 and better in terms of quality or performance?

radiant haven
#

well I amke a shooter game

#

so Scalable 2d/3d is better then i think

grim ore
#

sure

#

again it doesnt matter in the end you will change it

radiant haven
#

thx โค

#

and why does everyone choose the ThirdPersonTemplate?

#

and not FirstPerson...

grim ore
#

because "everyone" is working on a third person game?

radiant haven
#

uhm ok

#

:d

#

lol

#

@grim ore my game is low poly but I want have shadows and good resolution

old elbow
#

hello

#

can someone help me?

grim ore
#

what is the problem?

radiant haven
#

:d

grim ore
#

and anything in the level blueprint is part of that level, it cannot go to another level

old elbow
#

i want to duplicate the matineeactor the object and the trigger box, but when i do that when i go to a trigger box the first matineeactor and the object only move down

grim ore
#

matinee will not work like that and it has been replaced and you don't want to use matinee like that in the first place

#

you want to use a blueprint that you can duplicate that does all of that inside

#

I guess if you really want to do it you have 5 matinee actors in the level you can select one at a time, then right click in your level blueprint and add a reference to them

#

then do the same for your overlap events for each trigger and hook them all up separately and it might work

#

you need all 5 matinee actors and all 10 overlap events in the level blueprint

old elbow
#

and the easy way? im noob in UE4

grim ore
#

how did you do the first one? do the same for the rest

old elbow
#

now i make 2

#

but i only want to do 1

grim ore
#

do 1 what? you have 5 triggers you need this 5 times

#

5 triggers (10 events) and 5 matinee all different

old elbow
#

i need to change the name, i only have 2 matinee

grim ore
#

I saw 5 matinee in the outliner

#

and I see 5 of them in your screenshot

#

I am guessing you duplicated them but they are still hooked up to the wrong buttons to go up and down

#

you have to do it 5 different times or learn blueprints and make 1 button to use

#

Matinee is old, it is replaced with Sequencer. Matinee is not supposed to be used like this. Level Blueprints are a bad place to do this.

old elbow
#

ok thanks, where can i find some documentation?

#

to do it right

vague plume
#

@old elbow are you trying to get multiple mantinees to perform similar actions within one triggerbox area? (and are having trouble getting multiple working at once)

#

i think i know exactly what the issue is

#

[] Multibody Overlap โ€”-> [X] Multibody Overlap (on the trigger box)

#

let me know if that works.

#

also that blueprint isnt checking to see what actor is overlapping the trigger box.

#

drag the matinee actor then do == then the bool output to an if/branch. then take only one overlap start and onerlap end. connect the overlap start to the branch. connect the true exec out to whatever you need to do for that matinee actor. connect the false to another branch and test == like the first branch with another matinee actor. for the end iverlap you can copy the logic part (== and branches) and connect the end overlap to the first branch and have each true output do what you want for that matinee. the final false should be left empty unless you want something to happen when anything that isnt listed by any == checks enters or exits the trigger box

glad anchor
#

A friend needs to instal this wtf

vague plume
#

directx is needed to run alot of things. steam typically will do alot of the install for you when a game needs something you donโ€™t have yet. this is pretty normal if im not mistaken

brave lynx
#

its a rendering standard

#

unless you dont need it ๐Ÿ™‚

echo zealot
#

Please someone join general voice!

fast finch
#

does that someone need to have specific knowledge?

echo zealot
#

Nah just chill ๐Ÿ˜Š

#

6100 onlie but no one wants to talk ๐Ÿ˜‚๐Ÿ˜‚

fast finch
#

Its not you, its us

vague plume
#

im at work still. my shift should change out either right now or in half an hour. depends on when the next person comes in for their shift

#

so ill hop in then if your still in

azure shore
#

does anyone have any advice for making my own skyboxes from scratch or would it be something thats just way beyond my ability

echo zealot
#

Ist 13:33 pm at my place ๐Ÿ˜ฌ just came home from boozing ๐Ÿ˜‚

#

23:33 sry

spark sonnet
azure shore
#

sorry, I kinda meant the actual texture but thanks anyway

#

I didnt specify

spark sonnet
#

That shows you how to texure it

light coyote
#

You can, is a good practice.
You need a 360 image.
You can make one with a panoramic image, with an option in photoshop that i cant remember the name of, but it spherifizes it. You can then blend the cut with photoshop tools to make it seamless.

You need half a sphere and the 360 sky image.
Its better to take a little bit more than half of the sphere,, but the idea is to mapp it as one single piece, no cuts,, and use relax to make it the best evenness possible.

Use that image, with that 3d model with that mapping and you have a sky dome, wich i personaly preffer to a skybox. @azure shore

vague plume
#

Wrong @ ;p

light coyote
#

My bad xD

#

@azure shore
If you only want the image, search for 360 sky images in mrGoogle

azure shore
#

but thats what Im saying, I need to make it myself

#

so I guess actually this is literally down to being an amazing artist

#

so randomly generated noise it is

spark sonnet
#

It should be possible to do that too @azure shore

light coyote
#

If you have to paint it yourself, paint with the idea of a pannoramic image.
Look at the proportions of a panoramic sky image.
Because 360 images are distorted when viewed in flat surfaces.

spark sonnet
#

Maybe this is what you are looking for @azure shore ?

azure shore
#

yeah Im just shit at art

spark sonnet
#

You can make the material inside UE4

azure shore
#

well, I think Im even worse with materials tbh

spark sonnet
#

There are many great tutorials out there. He shows how he made his in the tutorial I sent

light coyote
#

@azure shore
Do you have to paint it as a homework or something ?
What is it you have to do ?

mighty field
#

@azure shore instead of directly painting a 360 image, build your sky in the engine using meshes then use a cube scene capture to save it into a texture.

#

So you can mix a cylinder with a panoramic texture, planes with clouds, maybe some planes with painted stuff like mountains and trees with alpha on top. Basically, make it 3d then snap a 360 picture of it.

azure shore
#

oh wow

#

still, Id have to draw the textures for each cloud and everything which would be easier to overlap them in my drawing program anyway

mighty field
#

You could reuse a few clouds

#

You could also simply block some rough shape of your sky box using meshes, export the 360 image and paint on top of it, so things will be in the correct places with the correct distortion

old elbow
azure shore
#

oo thats cool

mighty field
azure shore
#

yeah, itd be diffcult getting that to work

#

I think a skybox is a better approach

light coyote
#

Just paint a rectangle and sperify image in phoyoshop and use half a sphere as a mesh

#

That image has two circle distortions cause is a 360 top and botom image

#

Floor and sky

azure shore
#

does anyone know of Spacescape

#

you can make skyboxes on that, but it doesnt put them together, so I have no idea how to do that myself

#

it just gives you each face as a seperate image

light coyote
#

What do you mean ?

#

Faces of object ?

#

Sorry, got it xD

azure shore
#

for example I made this noise thing as a skybox but it exported each face seperately

#

and it seems impossible to fit them together

#

oh

light coyote
#

Man

azure shore
#

logically its just a puzzle but I cant get my head round it

light coyote
#

Skydome

#

Easyer, and nicer

azure shore
#

I cant do that

#

think I could somehow distort one of those images into one?

#

and Im sure if that program exported it properly as a uv thingey it would be very easy

light coyote
#

I thought, and if you have to actualy paint it,, there is a flaw on what i said,, you can completly freely paint in a rectangle,, still you would have to paint with some distorsion in mind on the top

#

Nevermind

#

Skybox xD

#

Or import, half a sphere with sides flipped to be the inside, to substance painter,,, and... experiment there :)

#

There you are painting straight in to the sky model

#

No distortion of any kind

#

And i wont bother anymore with my persistence on using a dome,, srry

#

๐Ÿ˜… ๐Ÿ˜…

azure shore
#

thats fine, just complicated stuff so

light coyote
#

Is too much information at the begining,, the more you know the easyer everything becomes

azure shore
#

yeah, I guess that goes for everything

spark sonnet
#

I'll just try here. Anyone who has experience with ArmorPaint? ๐Ÿ™‚

plush yew
#

This is gonna take a lot of explaining but... I did this to UE4's developer console, and I love it.

#

(the game I'm working on is played within a virtual unix-like OS)

vocal flume
#

I've been following a tutorial to move a vehicle along a spline. The tutorial works but the guy doesn't speak or explain anything. Its a silent follow along video. I've finished it and would like to know what is actually happening. Can anyone explain me what is happening in this part?

#

I understand the get actor location part but pretty much clueless after that

spark sonnet
#

Does it work?

vocal flume
#

yes it does

spark sonnet
#

I used this for setting steering

vocal flume
#

I did too but the one you're showing is the macro created within the vehicle blueprint.. the one im showing is the even graph from the spline blueprint

spark sonnet
#

Oh, right

azure shore
#

@light coyote sorry for the ping but Im gonna have to try your method, what did you mean?

#

its a bit of a nightmare whatever I try I think I just dont have the ability

#

ok you know what, is it really bad and obvious to use default skyboxes in ue4 games

midnight sparrow
#

Any idea how to make interactive 360 video? I mean just something like, the sequence plays and stops on the last frame - then some menu apears and you could choose what video it will play next (like if you are turning left or right or so)

#

but it has to be rendered, not realtime

azure shore
#

right Im really stressing over skyboxes now the default ue4 ones look really ugly if you try to do much with them

plush yew
#

Having these issues in vs trying to launch the project

tawdry raptor
#

I have been gone for a month working double shifts can someone tell me what the newest version of unreal is

ivory quest
#

hey my UWP project (for Xbox One) is getting an error when launching (For some reason [GAME NAME] has taken too long to load (0x8027025a)). I have set it as a game from app and restarted many times, repackaged the game and uploaded it to my xbox and im still getting the same error, any help please?

midnight bolt
blazing pagoda
#

Hey Everyone, I'm having a huge issue with my Player State. So I just threw together a simple OnPostLogin on the GameMode so the players will assign to a team as they come in. I call a function "AssignPlayersTeam" on the Game Mode. From the Player controller i get the player state, Cast to my Custom playerstate, Get my player Properties, and Set Team. But whenever i run a print string on Team it just prints 0 as the team and never actually changes. I will post the coding following this message for anyone who can help. Thank You.

autumn elbow
#

Anyone find/have resources/tutorials on game project management ?

#

From Script to Screen kinda thing would be nice.

hollow narwhal
#

does anyone have an example of player/ai controllers controlling a generic pawn? the documentation talks a lot about how you might want to put player input into the PC, so not on the pawn, but all of the rest of the documentation just puts input on the pawn

blazing pagoda
#

@hollow narwhal I put my Player Inputs on the Player Character and if i have a button for respawning (Or any button that will be used while you don't have a player character) i would place that Input Action on the Player Controller.

hollow narwhal
#

yea i know how to set it up on the pawn, what i want to do is put inputs on the player controller as suggested

#

not really sure how to communicate between them though

blazing pagoda
#

You make an Action event and call it on the controller

autumn elbow
#

communicate between who? Controller and Character ?

hollow narwhal
#

a pawn, but yea

blazing pagoda
#

get controlled pawn if on the controller

#

get controller if on the pawn

hollow narwhal
#

right, i worked that out already, the question is how do i pass information between those two in a way that is controller-agnostic? so a player or ai controller tells the pawn , for example, 'yaw input is 0.5'

#

the more i read the documentation the more it seems the answer is 'just put input on the pawn' ๐Ÿ˜„

blazing pagoda
#

That was on the player controller not sure what you meant otherwise

hollow narwhal
#

yea that would mean i'd need to cast to all possible controllers which seems sort of awkward

blazing pagoda
#

I'm a bit confused. Do you mean multiple Characters? if you have multiple characters, cast to the base character

autumn elbow
#

Give us an example of what you are trying to achieve ?

blazing pagoda
#

Hey @autumn elbow You wouldn't happen to have any suggestions on my Playerstate problem i mentioned above do you?

autumn elbow
#

Hmm..did you try visual debug ?

#

Right click the array and select Watch Value

blazing pagoda
#

Ok 1 sec let me try

autumn elbow
#

put a break just before where the Array is added to

#

Looks like in your Get All Players function

blazing pagoda
#

Thats my function library for getting all the player characters

autumn elbow
#

What's it pumping out?

#

0?

blazing pagoda
#

The Team is pumping out 0 lol

autumn elbow
#

What's get all players returning?

blazing pagoda
#

So what the print string is attached to

#

All the player characters in the game

autumn elbow
#

Is there a value? Length

#

What value ?

blazing pagoda
#

Damn you are right, Its coming out to 0

#

Thank you i know where to look ๐Ÿ™‚

autumn elbow
#

Ok..now follow that back up the tree

blazing pagoda
#

Thank you so much!

autumn elbow
#

ALWAYS put a condition node before using values . I make that mistake ALWAYS. LOL

#

I always assume values are correct.

blazing pagoda
#

Lol right.. i need to make a habit of it but like you said i assume stuff is correct too haha

autumn elbow
#

For every function I make , I have a bool called debug. This prints out all the evaluated values

#

It's normal, live and learn ๐Ÿ˜„

#

Also... good habit is to hookup a print or something to the False of casts and conditions. Will save you hours, if not days of searching for problems

blazing pagoda
#

That 1 i have learned, Been burned to many times on casts failing. I thought the function library was working properly cause it worked elsewhere though so that was something i was completely overlooking. Thanks Again lol

mint sequoia
#

Hmm is there a way to have a clump of meshes that follow 1 single skeletal mesh? I'd like 1 grass to be simulated and all the rest just copy it to fake additional at low/no cost

#

I guess it's just going to come down to having several clumps in one skeletal mesh

#

Wouldn't mind a nicer way though

static viper
#

copy it to fake additional at low/no cost

#

thats what hism is for

maiden swift
#

HISMs and ISMs are a pain. -_-

#

Still struggling to figure out why I can't set their collision responses at runtime. Haven't found any guidance online.

static viper
#

i was talking about foliage

#

tho

maiden swift
#

I know. I'm just venting about HISM/ISM stuff. Don't mind me.

#

๐Ÿ˜…

static viper
#

oh its ok

#

i vent all day

manic pawn
#

how are you trying to set it?

mint sequoia
#

Umm that doesn't really have anything to do with what I asked @static viper

#

I'm well aware of what HISMs are for ๐Ÿ˜„

manic pawn
#

they generate many body instances so the normal way probably doesn't work

mint sequoia
#

I want to have a single simulated strand + several others that simply follow along, almost like vertex animation based off it

static viper
#

its not really sure what you want really

autumn elbow
#

That's what they do by default

mint sequoia
#

Well w/e

autumn elbow
#

They don't have to be dynamic

mint sequoia
#

Says who

autumn elbow
#

Do a OnCollision, bend away from player

mint sequoia
#

lol

#

I mean, sure

autumn elbow
#

It's cheaper than simulation

mint sequoia
#

I think I can get the cost down enough

autumn elbow
#

Kk

mint sequoia
#

I'll just do several blades per mesh for now, the only thing I lose is that the rotation pivot of the outer blades will be wrong (unless I add more joints which.. nope)

autumn elbow
#

Ehh??

#

ohh I see...you mean rig

#

I think my way is much cheaper. It's 1 blade, 1 skeleton ... just a bit of Vector math

mint sequoia
#

I still use 1 joint

#

But yes, without physics simulation it would be cheaper

autumn elbow
#

also try skeletal controls in the animation blueprint

#

might be even cheaper

#

1 sec... there's a vid for it ...

#

Look through this playlist... but the one I'm talking about is 'Spring Controller'

mint sequoia
#

I'm familiar with it

autumn elbow
#

Coolz

maiden swift
#

Are any of you folks familiar with the limitations of HISMs?

#

Like, say, setting collision responses and materials at runtime?

autumn elbow
#

What are you trying to do?

maiden swift
#

I'm trying to set collision responses and materials on a HISM component in a blueprint actor, at runtime.

#

And even though the properties are being set, the different responses aren't reflected in game.

autumn elbow
#

Per object?

maiden swift
#

No, all the instances of the HISM can be the same.

#

And I'm aware of that limitation.

#

For example, if I set it from Block to Overlap or Ignore, it still blocks my pawn.

static viper
#

i am sure you have tried everything already

maiden swift
#

Here's a simplified example from a test actor I made. When I play, the collision doesn't change.

#

But if I log the HISM's collision response to the screen, it reports that the value is indeed being set correctly.

#

So I'm really left scratching my head.

static viper
#

have you tried to just set collision off?

autumn elbow
#

Because you are not changing the mesh

#

You are not using the cast

maiden swift
#

I'm not trying to change a mesh.

#

And I'm not using the cast because that's my player character. I don't need any data from it.

#

I just need to check if that's what's overlapping the trigger volume, which works fine.

static viper
#

i feel like the answer is in that hism node

maiden swift
#

@static viper Anyways, yes I can disable collision entirely and that works, but I need it to work with overlapping.

static viper
#

oh thats great news already

#

then forget what i said XD

maiden swift
#

I have other code that checks for overlaps when the player can walk through it.

#

So unfortunately turning collision off isn't an option.

static viper
#

yee that was never the idea

#

the idea was to find out if your code is bogus

#

and since it works

#

its not

maiden swift
#

Yeah, that's why I tried that already. Checking to make sure I'm not missing something obvious. ๐Ÿ™‚

autumn elbow
#

Interesting problem.. lol.. gooosh...you're making me want to boot up my laptop lol

maiden swift
#

I've tried a lot of stuff and I'm just not sure where to go since Unreal is telling me all the properties are exactly what I want them to be.

#

As far as Unreal's concerned, everything's peachy keen. lol

static viper
#

so

#

are you sure it is set to overlap for everything?

autumn elbow
#

What's the collision type on your character and on the hism

static viper
#

and that hism

#

what if we remake the hism objects on overlap

maiden swift
#

Before I go further, worth noting: this code works perfectly if it's a regular static mesh component.

static viper
#

but this time with the new settings

#

you will have to improvise XD

maiden swift
#

@autumn elbow My character's preset is Pawn, the HISM's preset is BlockAllDynamic.

#

I have a similar blueprint that works perfectly but uses a static mesh component instead. The only difference with this blueprint is exchanging the static mesh component for a HISM.

static viper
#

what are these hism exaclty

autumn elbow
#

Hold on.. booting up

maiden swift
#

In this case a procedurally-generated staircase.

static viper
#

oh staircase

#

oh like following a spline

maiden swift
#

No, it's just a simple staircase. 15 step instances arranged with some math in the construction script.

static viper
#

thats odd

autumn elbow
#

Curious ... why change the response on the stairs?

static viper
#

why would you use hism for that

#

at all

#

mh

maiden swift
#

Honestly, it was a regular ISM before. That didn't work either, so I changed it to HISM as part of troubleshooting what's wrong once I found out that HISM's are better if you want to destroy/transform/change the instances at runtime.

static viper
#

if thats so then my idea would work

#

you could regenerate the stairs

#

with new settings

#

dont know where your overlap happens

maiden swift
#

@gilded snow Please don't share random Discord invites here.

#

@autumn elbow I have a mechanic that makes some actors only exist in a parallel dimension. When the player switches to the opposite dimension of the stairs, they can't interact with them.

#

So they can walk through them.

autumn elbow
#

Gotcha... sounds cool

maiden swift
#

I'll show you if need be. It's easier to illustrate in motion.

autumn elbow
#

Sure.. Visual would be lovely

static viper
#

every letter is capital

#

you what

#

Bsod?

#

good for you

maiden swift
#

@gilded snow This is not a place for advertising.

static viper
#

i am not useful anymore :c

maiden swift
#

Well that was a weird troll moment.

#

The functionality is a component, which allows me to add it to any blueprint actor. So I just copied the component and exchanged the Static Mesh Component references for ISM references, then HISM when that didn't work.

autumn elbow
#

my unreal crashed lol

maiden swift
#

Well, I'm calling it a night. If anyone has ideas for a solution, feel free to mention or DM me. G'night! o/

autumn elbow
#

night

#

im doing it now

#

making stairs

#

(block)

mossy pike
#

I am new to Unreal engine, any tips before I dive in? I am mainly just gonna be messing around and watching tutorials right now.

#

Also, anyone have any idea about unreal engine installing?

#

Its at 8.89Gigs out of 8.89Gigs installed. But its still on 82 percent and wont move foward.

silver shadow
#

@mossy pike There might be a separte "Install Dependencies" window that's waiting for your permission. Tell it OK to continue. (I might be thinking of building/running from source ??)

mossy pike
#

theres no other window

silver shadow
#

Does the task manager show heavy activity, either CPU or disk? That's how I tell if a program is still working or is just being dumb.

autumn elbow
#

@maiden swift hope this works. All Channels didn't work for me either, so I tried just disabling it. Report it as a bug. An alternative is to wrap the bounds of your stairs with a invisible box which can set collision all to overlap if you really want to use that node for a callback.

mossy pike
#

@silver shadow

#

Task manager just shows what it is normally

#

About 40% CPU

#

and 30% disk

#

well like 45% and 30%

silver shadow
#

๐Ÿคท๐Ÿปโ€โ™‚๏ธ

mossy pike
#

no idea?

#

wait

#

The installer just went up 1 percent

#

idk tbh

#

its done but its not at the same time

#

its at 92 now

#

was 82 originally

#

just being slow even though its done

#

its glitched or something

#

I guess

static viper
#

leave it be

#

its not glitched

#

just leave it

#

if your pc is slow then thats that

scarlet birch
#

@maiden swift I've had similar issues in the past with ISMs. I also had issues with created meshes not affecting the Navmesh. What solved that for me was manually calling RegisterComponent(). There's another call that's something like reregister all components, I had to call that one to get it to work right. I created a C++ class actor that just exposed the reregister components to BP and then parented the BP with the ISMs to that and reregistered everything whenever I made changes to the ISMs. That fixed it for me, but after updating to 4.22 it didn't seem that was necessary anymore.

mossy pike
#

Any tips for a new Unreal Engine user?

scarlet birch
#

Pick a set of tutorials and work through them from start to finish. Repeat.

#

@maiden swift I'm DMing a link to the code I used for that. I'm not sure if it will help or not, but it worked for me when I had a similar issue.

mossy pike
#

Launching for the first time!

brazen cairn
#

guys can anyone help me, i want my AI to start chasing me as soon as the game starts within the level BP

#

i cant figure it out

light coyote
#

Best way is to use a behaviour tree

#

Look it up on google

#

There is a node that does just that

brazen cairn
#

but thats someting i have to do it in the AI's bp right?

light coyote
#

No

#

I mean

#

Its a separate thing

#

Is a diffrent kind of BP editor

brazen cairn
#

i already have a behavoir tree set up

#

but i dont know how to call the tree in the level BP

#

like how you can call a function

light coyote
#

Well look in there,, there should be a move at node i belive is called

brazen cairn
#

1 sec ill send screenshot

light coyote
#

I havent used it a lot, and i know what you mean,, but im blank right now and im having a coffe elswere xD,, i i had the pc i could look it up

brazen cairn
#

nvm its empty oof

light coyote
#

Ok xD

brazen cairn
light coyote
#

I belive it autamitacally does its thing

brazen cairn
#

i tried looking it up on google but i dont think im searching for the correct keywords

light coyote
#

You only have to create the desired behavior by manly distributing the conditions of the AI with the 3 main tipes of nodes that distribute the flow

#

Right click inside,, you will see that they are not many things

brazen cairn
#

yea

#

which makes it more and less confusing on what should i do

light coyote
#

He has loads of usefull stuff

brazen cairn
#

ah yes i know this channel

#

thanks, i pretty much forgot about this one

light coyote
#

3 main are selector, sequence, and another one i dont remember the name of

brazen cairn
#

parallel ?

light coyote
#

In terms of distribution of behaviours

#

I think so yes

#

They should all 3 be together

#

Look for a tutorial thst explains each zo you know what they are for

brazen cairn
#

yeah ok thanks

kind dew
#

do you guys know of a reason why my key press event isnt being activated but my release is?

#

its for left mouse click

static viper
#

so are you holding the left mouse?

#

and whats at pressed?

#

what is at

#

there

kind dew
#

no im not holding, sometimes it will work for a couple clicks but most of the time it wont

#

it basically spawns an actor then sets a bool which an event tick uses

static viper
#

yee but

#

what is on pressed

#

i cant see

#

show meeee

kind dew
#

thats the on pressed

light coyote
#

Check that input action in project settings, under inputs,, or in editor preferences, one of the 2,,, maybe there is samething funny going on there

static viper
#

mh that node

#

get is in combat

#

i wanna see that

#

no

#

scrap that

#

scrap everything.

kind dew
#

just a getter

static viper
#

yee unplug the branch

#

and instead put a print node there

#

and plug into pressed

#

see if that works

#

i wanna see if the event is generally broken

#

and then we look into the inputs

#

maybe your mouse is broken

#

hardware issue

kind dew
#

hm

#

yea it printed every time

static viper
#

yee your code is fucked

#

XD

#

that bad

#

show me the get in combat node

#

and show me what equipment is

light coyote
#

That is wierd xD

static viper
#

nono

kind dew
#

its literally just return bool

static viper
#

this can happen when a node is unplayable

#

just show.

static viper
#

and is equip even valid?

#

put the white ?isvalid node where the print was

#

and attach equipment

#

go

kind dew
#

okay so i did the is valid statement with a print if its not valid and its always valid

#

for equipment

static viper
#

can you drag the is in combat bool manually from it

#

and attach that too the branch

light coyote
#

Wait

#

That bool is your own variable right ?

#

You are not setting it

#

Dont you have to set it or it will keep its state ?

static viper
#

its a bool

#

it cannot fail

kind dew
#

its in the character bp

#

the player bp is inherited from that

static viper
#

did you try it yet

kind dew
#

i have to use the Get is in Combat function

static viper
#

why

#

all it does is deliver a variable

#

which the variable could do itself

light coyote
#

Yes

novel lodge
#

Hi

light coyote
#

I never used that node

#

But what im saying is,, where does that bool change state ?

static viper
#

its not a default variable

novel lodge
#

Please does anyone know how i can do the ik and and for a first person shooter. With a third person mesh

static viper
#

this is very likely an MP asset or his code

kind dew
#

yea im modiying an asset bp

#

they have it marked as private

static viper
#

i wanna see more of that

#

it looks funky as hell

kind dew
#

see more of what

#

the screen shots are my own bp

novel lodge
#

@static viper thanks

static viper
#

show from where the variable comes from