#ue4-general

1 messages Β· Page 525 of 1

kind dew
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butsom ethings like the equipment component are from the asset

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okay

light coyote
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It seems to me that if its allways valid but does not work and nowhere that bool is changing state,, maybe is the issue

static viper
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and i wanna know what equipment is

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these issues happen when the called data is unavailable

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to the editor the entire branch doesnt exist.

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it just stops there before creating errors

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silently dying

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meaning that the function is bogus as hell

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equipment is valid tho.

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so the issue is inside equipment

light coyote
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Wasnt isincombat the valid one?

light coyote
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If so, it may be that

static viper
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no i had him check for equipment

kind dew
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thats where in combat is set

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and is the asset

brazen cairn
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omg tysm @light coyote i managed to make the thing i wanted to work

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its working just fine and as intended now

static viper
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what asset is that green?

kind dew
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the combat system one

static viper
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and does it have a documentation

kind dew
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yea

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here

light coyote
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@brazen cairn niceee, congrats

kind dew
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so the functionality i want

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is if in combat -> left click does attack

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else -> left click does something else

static viper
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mh odd

light coyote
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@kind dew it seems the state change of that bool is managed there

novel lodge
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One more question tho

light coyote
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It calls an event dispatcher

novel lodge
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Is it possible to do multiplayer without interfaces

kind dew
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should i untick private and just get the variable and see if anything changes?

static viper
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there might be a good reason its ticked

kind dew
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ye

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thats why im scared to do so

static viper
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in this case i would contact the author.

light coyote
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Find where the binding of that event dispatcher is

kind dew
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hm

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im still a beginner so bare with me

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appreciate the help so far

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so i tried double clickign on the event dispathcer

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and it just is like thie empty

light coyote
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Its probably on a begin play, ,, bindings are in general done as soon as posible,, so to say you cant call them withot them beeing binded to something before

kind dew
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here

light coyote
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Event dispatchers are a gorm of transfering call events when a level BP is needed to be in the transaction

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Its lets say,,, a way of casting to a level BP

kind dew
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does that look normal?

light coyote
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Its wierd to explain without my pc

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Yes, its normal

kind dew
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interesting

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why are we certain that its something to do with the equipment component again?

light coyote
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Where does the red comented nodes image you sent is ?

kind dew
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its a function in the equipment component

light coyote
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Ok, try this

crisp gust
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hey guys me and my friend work together in 2 separate project and now we want merge 2 project to 1 project

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i work in third person charecter blueprint

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and my friend work in thirdper... too

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how can we merge ??

kind dew
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im so jealous i wish my friends played with game dev with me lol

static viper
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you can merge with version control

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tho only the stuff that is truely different...

plush yew
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After enabling this plugins ChaosEditor
Planar Cut
Editable Mesh
Geometry
Fields

static viper
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everything you both touched will be borken and lost

light coyote
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Nahh, i think the event dispatcher has another use, im not sure

plush yew
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cann not see the chaos editor

kind dew
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hm okay

crisp gust
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@static viper there is no way to merge without lost anything?

static viper
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no way.

light coyote
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Ok i think i got it

static viper
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you can work on the project together tho

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with multiedit

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became an unsupported trend

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and i cant tell you more.

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bc i dont want too

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❀

light coyote
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@kind dew you should have that event dispatcher in your equipment BP

kind dew
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just for sake of testing, im going to replace everything after that GetIsInCombat with a print and see if its reliable

light coyote
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Assigned

plush yew
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Have someone of you problems with 4.23 preview 8? Cannot see the chaos editor

light coyote
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@kind dew send pic of your equipment BP

mossy pike
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Why is my unreal engine scene black

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Well

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editor area

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like

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everything is so dark

static viper
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show screen

mossy pike
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I deleted everything in the world tho

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What do I add to make it light again

kind dew
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when i do this

plush yew
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@mossy pike new level default map

kind dew
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every click works

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so can we assume that its not the equipment?

light coyote
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I know

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What is your equpment variable ?

mossy pike
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thanjs

kind dew
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i dragged it from the component list

mossy pike
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thanks

light coyote
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Its a variable type of a BP you created right ?

kind dew
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no

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its part of the asset

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pack

light coyote
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Ok

plush yew
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no problem

kind dew
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im just using the get is in combat

light coyote
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Well in the begin play of this Bp

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Tipe in assign in combat

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Uncheck content sensitivity if you dont see it

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If this does not work i surrender xD

mossy pike
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Any like RPG packs

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Customizable or prebuilt that I can change to my liking

kind dew
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like so?

plush yew
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@mossy pike yeah action rpg there is a example

light coyote
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You want to assign that event dispatcher to an event

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Yes

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Now

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After that event

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Call vombat function

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No

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Fuck, im confusing

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1 min

plush yew
mossy pike
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and I can customize it?

plush yew
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yeah

mossy pike
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thanks

plush yew
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someone a idea why i cannot see the chaos editor in 4.23

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preview 8

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enable every important plugin

static viper
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it says here

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NOTE: To enable and use the Chaos Solver, you'll have to download and compile 4.23 Preview from Github. Instructions can be found here.

plush yew
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oh nice thanks^^

light coyote
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@kind dew print the bool when its suposed to change and see if it changes

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Im getting confused now, and i actualy want to know what the hell is the issue

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Do whatever,, to be able to change it,, and see if it does

kind dew
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wait so we think the asset is wrong?

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idk i think its me lol

static viper
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the documentation only states that you need the component

mossy pike
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Action RPG doesnt work

static viper
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and the node

kind dew
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doing the print

mossy pike
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anymore

kind dew
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yea its changing

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i really dont think its the equpuipment component

mossy pike
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oof

light coyote
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Omg

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So forget about what i said

kind dew
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haha youre a trooper richard thank for all this time youre spending

light coyote
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If its changing is something else xD

kind dew
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well no

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what i mean is

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i put a print

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after its set

light coyote
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Im having a morning coffe in a bar, is fine :)

kind dew
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to see if the value was changing correctly

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and it is

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haha good

light coyote
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I mean in your BP where you get it

kind dew
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okay

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1 sec

light coyote
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You want to check if the changes get there

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However you can, tick, key or whatever you can use to check it

kind dew
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yea

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its working

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properly

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just tested

light coyote
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Well that is anoying now xD

kind dew
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yea

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i realllllly dont think its the asset code

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i think its me

static viper
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the documentation says otherwise

old elbow
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good morning guys, how can i do a ball that when this touch for example a cube, the ball "kill" the cube?

kind dew
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it does?

static viper
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as i said

kind dew
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well it is working

static viper
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you did as described

light coyote
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I think we should start again,, i atleast wondered arround, got confused on what to fix xDD

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If press the click that is suposedly not working,, and in the branch it says it does,,,

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Im lost nowis it working and not working at the same time

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?

mossy pike
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Any working rpg games to download

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or any games that are survivalish type gamemode to download

kind dew
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its working cause i disconnected my code and replaced it with the pint

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cause mmmyyy code is whats borken

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lol

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false when im not in combat true when i am

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you can see there its working

light coyote
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So is not part of the issue that bool not changing,,, i remember it was mentioned before that a print worked, but that it did not seem to work because no flow was seen right ?

kind dew
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mmmm

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no i dont think so

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when the flow hasnt been seen nothing has worked

light coyote
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You said my press is not working.
But when you plugged a print it did for some reason didnt it ?

kind dew
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yes

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but so did the flow

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cause the print replaced my code

light coyote
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Yes, but what i mean is,, did the press work alwais when you replaced your code with a print ?

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After the press output

kind dew
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yes

light coyote
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That is what i understod

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Omg

kind dew
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it works 100% of the time now that my code isnt in the picture

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thats what ive been tryin to say

light coyote
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Yes i know

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That is why we moved up to see if it was anything to do with that function

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So ok, i understod the issue

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And i dont understand why xDD

kind dew
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so

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lets reset

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xD

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im going to work on it

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some more

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reconnect all thjese nodes ive discconnected

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ill come back later if it doesnt work

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and we will ignore the GetIsInCombat since its passed all tests with flying colors

light coyote
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I mean, we checked if it works with something else and is not hardware like owl said,,, and it does, it works,, so its not hardware or input, it just seems to not show the flow while simulating,,,, then checked the function after to see if that was doing something wierd, but it seems to weork properly,, so... WTF

kind dew
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we have onlllllyy checked the equpement component and get is in combat

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not my code

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the nodes go like this
key pressed -> GetIsInCombat -> my code

light coyote
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True, but it should for sure show flow if it can go past that branch,,, maybe it did not show because of next step,, but is passing that step in theory

kind dew
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yea

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its so wierd

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lol

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imma just slowly add my nodes back

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1 at a time

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and see where the input stops firing

minor spoke
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Hi everyone, I'm just new here :)
I would like to ask for help or guidance coz im currently planning to make a story driven game in unreal, gameplays like until dawn and heavy rain.
Thing is, my knowledge about Unreal is still in the beginner stage, any tips on how and where should i start? Thanks

kind dew
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@light coyote okay so update

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wait 1 sec

light coyote
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@minor spoke youtube tut, and ask cuestions in this server

kind dew
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okay so i have GetIsInCombat -> if(false) ->printstring

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works like a charm right

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buuuut

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if i have

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GetIsInCombat -> if(false) -> Set Show mouse cursor

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then it only fires every other click

light coyote
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Ahhhhj

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That is because you need to click once to get in the game

kind dew
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does show mouse cursor NOT fire events?

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wtf

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that makes me so sad

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so how do i get around this

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how do you let the player aim

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lol

light coyote
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Yes, you can set input modes and play with that, and having a target if needed or whatever

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You know that you have to click once before getting in the game,,, the issue must be there i gess

kind dew
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its gotta be one of those

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right?

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idk what capture means there

light coyote
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They are 3 input modes, ui only, game only,, game and ui

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Try to play with that

kind dew
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oh

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i had no idea

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so

light coyote
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See what resoults you can get

kind dew
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when you show the mouse cursor

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unreal switches to a different mode

light coyote
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No

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After showing mouse,, use the node SetInputMode

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Reason for this is that you may have paused the game, and you dont want the character to shot when he presses an option

kind dew
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hm

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i set it to game only and its same thing

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every other click

light coyote
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You maybe have to play with targets and nodes to get what you want

kind dew
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yea so show mouse sets it to a different mode

light coyote
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For what are you wanting to show the cursor ?

kind dew
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want to spawn something

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the player aims where to spawn it

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while holding down left click

light coyote
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Use raycast

kind dew
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but if i dont show mouse then the camera will go everywhere

broken parrot
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Is there a reason that a lot of variable names use hungarian notation in ue4?

kind dew
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so i just need to disable the camera moving part somehow

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i have no idea how to go about that

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lol

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make some sort of lock camera funcition

light coyote
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You can lock camera when pressed, and render the invisible ray to be visible,, the ray gives you information of what it hits,, and you can do things with the information you get

kind dew
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yea

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i use a ray later

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right after

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well a line trace

light coyote
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Look for something on youtube with those keywords

kind dew
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ok

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richard

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youre a legend among boys

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thanks for all the tiem youve spent

light coyote
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Look camera
Spawn with raytracing

kind dew
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will do

light coyote
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πŸ™ƒ

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No worries

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And @static viper,,, he is alwais active and helping when possible

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I am just masokist, and i cant go to bed relaxed because it made no sense your issue and that just makes me want to freaking know why xDD

old elbow
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hello can someone help me?

kind dew
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yea both of you were awesome :)_

old elbow
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and not this

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i dont know what im doing bad

plush yew
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@old elbow try with 3d scale

old elbow
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ok but it is a blueprint not the level blueprint, maybe i have this problem because that?

plush yew
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I don’t know the node exactly because im now on mobileβ€œ

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Di you want to make a elevator?

old elbow
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no

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i want to make something like agar.io that when i eat a ball i grow up, i need to change the name of the blueprint

plush yew
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Yeah this is easy try with 3d scale before a few weeks i try the same it will work

balmy swallow
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Hi People o/ I joined you because i got a small Question regarding the Binding of Console Commands: Is there a way to bin the "pause" command via Console or in the Input file of a Game ? i need it for Universal UE4 Console Unlocker to take screenshots, and i cant find a proper answer Online. Hope you can help me πŸ™‚ Thanks

plush yew
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There is highreshot

old elbow
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@plush yew do i need to do that on the level blueprint ?

plush yew
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Nope

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Cle consol command then Highreshot anf the resolution you want 1, 2 or whatever

old elbow
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im a noob on UE4, easy way with blueprint?

plush yew
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No problem wait i will send you a example

static viper
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you really only need todo 1 thing ever on level blueprint

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and i am sure you are not at that level yet.

old elbow
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@plush yew thank you very much

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i will try other ways while i wait πŸ™‚

plush yew
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play with volumes

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this is a example^^

old elbow
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but @plush yew this affect to my thirdpersoncharacter?

plush yew
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haha^^ cast to your own character player, vehicle or whatever^^

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in your case is it a ball

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cast to ball

old elbow
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ok i will try it, thank you very much πŸ™‚

plush yew
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no problem if you have questions ask me directly

old elbow
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πŸ˜„

radiant haven
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WTF is this

cloud cobalt
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"One minus" material node

radiant haven
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how can i make my sun(mesh) as my Directional light

light coyote
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@radiant haven one minus is to invert certain stuff

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Plug a mask or a texture in it,, and expand it by clicking in the arrow

fast finch
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Alright Folks. In my game there are 10 levels. There are 3 difficulties. And there are 3 different character. Each character has these 10 levels in 3 different difficulties. Making it 90 levels in total

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Im trying to figure out the best way to store that information, but not coming up with much

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After you complete the easy section with the first character, e.g level 1-10, you unlock the medium section with the first character, but also the easy of the second. While the hard on the first remains locked

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Any help would be appreciated

static viper
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its only 10 levels

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and you only replay them in different variances.

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dont mix that up.

fast finch
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You're saying an array of 10 would be enough

static viper
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ofc it is

fast finch
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and then alter the info depending on character and difficulty selected?

static viper
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i dont know what your issue is

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quantity is not a good variable for games

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quality is

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and you have the quality that you can play every level in different variances

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it would be better to scrap your idea

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and do mine.

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have all difficulties unlocked

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and all the characters

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you want people to have fun

fast finch
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I see your point, there is no right and wrong approach. Its a matter of everything unlocked vs a form of progression system (see dota 2 vs league of legends)

static viper
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and for the matter of storing information

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just have a savegame for every character

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and then every character has to go through these levels

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and difficulty is a free thing

fast finch
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In my game, almost everytime you complete a level, you unlock something. Piece of cosmetic to customize your character, or attack animation etc

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I guess I could have the characters be unlockable with progression

static viper
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thats good

fast finch
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while the difficulties are all unlocked?

static viper
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how many do you have

fast finch
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3 characters, 3 difficulties

static viper
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make a fourth

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hardcore

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give a heavy challenge for the super players

fast finch
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Im already making the base game hardcore, its a hardcore timing runner. Easiest difficulty is hard πŸ˜„

static viper
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dont do that then πŸ˜„

fast finch
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haha

static viper
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or maybe do it reversed

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make hard difficulties

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and reward with extra super gear

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to make it easier

fast finch
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Yes

static viper
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and more fun

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like special weird items

fast finch
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my gear has 3 stages, comomon, rare and epic

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completeting on the hardest difficulty unlocks epic items

static viper
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the idea is that the player after playing through the obvious gets some completly new stuff

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something that makes him play everything all over again

fast finch
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exactly

static viper
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i dont know what your game is

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but it sounds fun

fast finch
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Why thank you

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I dont know what my game is either

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but it sounds fun too

static viper
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it also sounds like mobile game

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and you sound like a candidate for microtransactions...

fast finch
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Eh, it can be put on the mobile store, but it'll be on PC. It'll be a bit more demanding than mobile games

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and no microtransactions πŸ˜„

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Just a cash up front

static viper
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well good luck

fast finch
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thank you

kind dew
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lets say i have a linetrace by objects. and I want to do 1 thing if it hits one object, and another thing if it hits a different object. Whats the best way to go about that?

vale bison
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Do Dictionary Variable in blueprint has the limit?

kind dew
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Im sorry i cant understand your question

harsh summit
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Are there any known clean solutions or plugins for audio triggers/tracks on Paper2D animations? Manually checking the frame IDs in Blueprint isn't really scalable for a big project

light coyote
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@kind dew i like to add tags

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You can chech if actor has tag

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Maybe tag is Floor,,, so if actor has tag Floor, do this, if not, this

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As an example

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@vale bison No idea,, ask in c++ chat,, they may be able to check

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@harsh summit what do you mean ?

harsh summit
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I mean you can't add SFX to a Paper2D flipbook, like you can a 3D animation

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It's a known limitation of the engine, but no solution to it on the roadmap as far as I can see

light coyote
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I never used them, i was just having a quick look

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But

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Are you sure you cant assign an event or something to the timeline animayion of the flipbook ?

harsh summit
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Nope, the 2d timeline lacks that functionality

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Most solutions I've seen so far involve manually checking for current frame IDs in Blueprint and triggering SFX from there, which is fine for one or two footsteps on a character, but won't be flexible or productive enough for a big 2D project

thorn vector
#

free of the motnh is here

ashen eagle
#

Woud like to make a 2d space side scroller game. I'm looking for information regarding how the AI enemy space ships would be spawned and moved. In other words, how would you move 10 enemy space crafts in say an S shape patter? How do these types of games spawn enemies according to patterns? Any pointers would be appreciated.

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Would it perhaps be possible to assign a timeline animation and somehow use that curve as a means of a path?

plush yew
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i think you can cast that

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through different bprints.

spark sonnet
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If I wanted an animated background on my main menu. Should it be an mp4 video playing or a material maybe? What would be the best way to do it?

light coyote
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It depends on the animation

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If its only a bar moving across as an example, its maybe easyer to just do it via bluprint

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But more complex stuf, yes, a video

spark sonnet
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Ok. Thanks!

light coyote
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I know the answer you are looking for.
Like,, when is better what, cause a video weighs something and it has to be loaded, rendered...
But animations, even if are plane colors, and you only use one chanel for the colo

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What is best when and why

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I think is a complicated cuestion

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To play a video in background i brlive you need to create a ui material.
Regular material, to wich you make ui type in its param.

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That material is applied to image backgtound.

harsh tiger
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how would i round something to the nearest 5

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so 13 to 15 or 27 to 30 etc

harsh summit
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I can't disable the auto-exposure post process effect, whatever I do. It's disabled in project settings, on the camera, and on all postprocess volumes, but it still darkens my scene if I put the camera in front of a large object. Is there a way to determine which settings are currently being used for the effect, and where they're coming from?

harsh tiger
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@harsh summit make sure in your post process in the world, you scroll to the bottomish of the details panel an set infinite extent to true

harsh summit
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I have that enabled for just one of the volumes, the other two are for a dark cave in a specific area of the level

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but the effect is disabled in all three volumes anyway

harsh tiger
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ah not sure then, ive only ever had 1 ppv in the scene at once

harsh summit
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I've disabled all postprocess volumes as a test, so the settings can only come from the project or the camera, but it's still doing it

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floor(value / 5) * 5 btw

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(if there's a floor() func in blueprint?)

rotund scroll
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there is in the material editor

harsh summit
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Ok, confirmed it's not that temp camera that PIE creates, either

What the hell is enabling this effect 😦

radiant haven
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Is there a website where Small Devs can show the concepts of their ideas and eventually get money of the users...

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like Kickstarte when yes which website

scarlet birch
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@maiden swift Did you solve the problem you were having with collision properties not updating? If not I might look at it today and see if I can find a solution, to satisfy my own curiosity if nothing else.

maiden swift
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Not yet, but thanks for the the suggestions last night. Appreciate you trying to help. πŸ™‚

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At this point I'm almost more interested in understanding why it doesn't work than fixing it. lol

scarlet birch
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I'm not sure if it will force it to update collision or not. I was looking through the code and not finding a better solution yet.

maiden swift
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Can't seem to find any guidance on ISM or HISM components having issues with this.

scarlet birch
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I know I had the same issue a while ago and I thought for a time that you just couldn't change collision at runtime.

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What engine version is that project?

maiden swift
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4.22

scarlet birch
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Thanks.

vague plume
#

@harsh tiger first thing id suggest is use a modulo (%) this will give you a remainder value. then take [(floor(ValueIn/5)) * 5] and add 1 if modulo of ValueIn is <= 3. (if you want 2 to round to 5 use a 2 here, you said 27 to 30 but 27 is closer to 25 so i dont know where you want to split it)

harsh tiger
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@vague plume thank you for your answer! but someone else told me another method which works perfectly. ill ss your comment though an save it for times this method doesnt work. thanks again!

radiant haven
scarlet birch
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I think I might have found the issue. I'm going to create a test project and see if this it or not.

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Curiosity won't let me leave it alone.

radiant haven
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text is implemented

vague plume
#

@harsh tiger fancy little node there i didnt know about. does it only have a float option? i see your going int to float to int at the end (and it looks like you are needlessly going to string?

#

@radiant haven dont have much of an idea on this but my best guess would be lods

radiant haven
#

well its a entire new project

#

i did nothing

vague plume
#

@maiden swift what exactly is the issue your having with collisions? i know for something i have im updating collisions the moment after i spawn a projectile i have to prevent clipping with its owner at all.

harsh tiger
#

Im using a combo box and in the ss above im setting the default option based on the string thats imputed. if i go from the snap to grid node to the option input. it will give me a float which isnt equal to the string. hence why it goes back into a int before the string. hope that made sense haha wasnt the best explanation ever

maiden swift
#

@vague plume I am trying to update collision responses and materials on ISM or HISM components at runtime.

vague plume
#

ill try and pull up what i have to see if i can help from what ive done

#

@harsh tiger what im saying is couldnt you go float > int > string rather than float > string > int > string

harsh tiger
#

from what i can see there isnt a node to go from float to int. unless im missing something?

#

@vague plume

autumn elbow
#

@maiden swift did u see the vid I sent you? It does what you want.

vague plume
#

@harsh tiger Round

#

theres no float to int because it doesnt make sense. rounding 1.0000000016482 (because float weirdness) is 1

maiden swift
#

@autumn elbow Yes, but you're turning off collision, not changing the channel response. Unfortunately that doesn't work for me because I need the component to still fire overlap events when toggled.

autumn elbow
#

i see

maiden swift
#

Hence why I'm switching between Block and Overlap instead of just disabling it.

autumn elbow
#

what about putting a block around it?

harsh tiger
#

ahh yeah, using the round seems to work too an looks more clean in the bp haha. thank you!

autumn elbow
#

so you have a bounding mesh that is static mesh that will do what you want

maiden swift
#

You mean making the steps visual-only and handling collision separately?

autumn elbow
#

yea

maiden swift
#

Hm, I guess that might work. But it would mean reworking the code a bit more than I anticipated.

autumn elbow
#

yea..its a work around.. but you should report that bug.

maiden swift
#

Yeah I'm definitely going to report it.

autumn elbow
#

coolz

maiden swift
#

Probably going to punt this to a future build and finish my other tasks. Trying to publish a new alpha build this week.

vague plume
#

Question pfost. are you trying to have overlap trigger against specific character types?

maiden swift
#

I'm trying to set Overlap as the collision response for the Pawn channel.

vague plume
#

but its overlapping and triggering against alot of other stuff that doesnt help you (such as your own player and the gui)

#

in collisions set it to custom then and set it to overlap pawn and disabled for the rest in that case

#

what type of actor is it? a projectile? trigger area? ect?

mossy nymph
#

@maiden swift you using c++?

maiden swift
#

I'm trying to do this at runtime in a blueprint.

mossy nymph
#

one of the trace functions does take a FCollisionResponseContainer as a parameter

autumn elbow
#

HierarchicalInstancedStaticMesh seems to have a bug wen it comes to setting collisions at runtime

mossy nymph
#

where you can dictate how individual channels react to that trace

maiden swift
#

I'm not doing a trace.

#

I should reiterate for folks who weren't here last night: this is code that works perfectly for static meshes, just not ISM sor HISMs.

#

I think it's a bug as NIIKY suggested.

autumn elbow
#

It works for HISM

#

just not at runtime

wary wave
#

Yeah, I encountered this

#

Setting collision does nothing at run time

#

It's deliberate unfortunately

vague plume
#

@maiden swift [Set Collision Response to Channel]

maiden swift
#

?

scarlet birch
#

@maiden swift There's already a bug open for it.

wary wave
#

Basically if you could set collision at run time, the game will crash later in the tick due to timing

maiden swift
#

If this is by design, why isn't it noted as a limitation anywhere? I've been searching for days.

scarlet birch
#

I think I found the issue, but I got sidetracked before I could test it out

light coyote
#

@maiden swift I heard from Mathew in one of his videos, that sometimes, a begin play may fire before certain things are even loaded,,, and if so, you may run in to troubble.
He sowed a way to call a remote event from level to level, ensuring that that will not happen.
Could your issue bi something along those lines buut not in terms of levels maybe ?

wary wave
#

Lots of things aren't documented

scarlet birch
maiden swift
#

You'd think a very common task done with regular static meshes that isn't possible with these would be documented. lol

#

@scarlet birch Oh nice, thanks.

scarlet birch
#

It's not exactly the same but related. I think it's the same cause.

maiden swift
#

Yeah it sounds related.

#

@light coyote I'm not sure I understand how that's related. πŸ™‚

scarlet birch
#

Not the same thing.

#

Are you changing collision on an instance or the component?

maiden swift
#

You can't change collision on a single instance. All instances share the same properties.

light coyote
#

me neither xD
i have not touched ISM or HISM,, but i read the isue, the idea came to mind,, and maybe sparkled an idea or something.
It was analogous in the sense of having something instanced,, and it not doing things that do work all by themselves.

scarlet birch
#

Ok, I thought that was how it was, but I'm just looking at it again.

maiden swift
#

@wary wave Regarding your earlier comment: if modifying the collision of an ISM or HISM at runtime could cause a crash, why is it OK to enable/disable the collision entirely?

#

It's only setting collision responses to channels that doesn't work.

scarlet birch
#

I think there's a bool check when collision is updated and that ISM/HISM don't pass it.

maiden swift
#

Set Collision Response to Channel and Set Collision Response to All Channels are the nodes that aren't working, to be more specific.

#

By "aren't working" I mean the result isn't reflected in game, but the properties do successfully update without warning or error.

vague plume
#

oh. well thats interesting.

#

have you set up a debug to ensure it hits the finishes the exec of the set collision node?

maiden swift
#

It's like the component is caching the properties on begin play and using those instead of the actual properties on the component.

#

Yes, I have.

#

I can even watch the properties change in real time if I eject and select that actor in the editor.

vague plume
#

at work so im just randomly throwing thoughs and ideas in... but... have you tried turning it off and back on... random idea but may be worth a test.

maiden swift
#

lol

#

Turning what off and back on?

scarlet birch
#

If I'm right failing that check means the collision isn't updated. I'm setting up a test now.

vague plume
#

collisions or the mesh itself. idk. trying to think of what you could do to work around the problem. its better than my other idea being delete the mesh and have it replace with one that has it set to the right mode whenever you want to switch, or having 2 with opposite settings enable and disable

maiden swift
#

Yeah I might use NIIKY's work around when I get back to this, i.e. make the ISM have no collision and do a separate invisible collision mesh, but it could be tricky since it's a dynamic staircase that you can customize in the editor.

#

That would mean adding collision components per step, and I really don't want to add potentially dozens of components to the actor.

autumn elbow
#

you can do it as a whole

#

1 cube surrounding your entire staircase

maiden swift
#

How? It's procedurally generated.

autumn elbow
#

the cube would also be generated

maiden swift
#

Like... with the procedural mesh component?

autumn elbow
#

yup yup

#

using getBounds

maiden swift
#

Certainly possible, but wow that seems heavy handed. I guess it'd be an excuse to learn procedural mesh creation. lol

autumn elbow
#

πŸ˜„ fun

mossy nymph
#

you could in theory reinstantiate them

#

does sound like a pain in the arse tho

#

best i can tell enable/disable collision doesn't call FBodyInstace::UpdatePhysicsFilterData()

#

and altering the collision profile in any way, does

wary wave
#

If you're going that route you can probably drop the ISMs entirely

vague plume
#

so from what im getting you want to make a set of stairs with an unknown height and want their collision to be set to ignore or collide with pawns depending on some kind of trigger. everything is working, just the pawns and stairs arent colliding even though when initially forced into either state they work as they should.

raven nest
#

If you choose Save As, why does the editor insist on Saving first before creating a new file? That is ... not how Save As works πŸ˜‰

plush yew
#

Is there any way of making volumetrics less expensive?

#

Working on a scene for a VR installation

#

the lighting of the scene is heavily reliant upon using volumetric lighting, with big crepuscular rays shining into the room

#

Having real problems getting it running at a decent FPS though

#

getting really nasty frame blending at the moment

#

so far the only things I've found that improve the performance are turning the volumetric lighting off (which is.. not really an option)

#

or lowering the screen percentage

#

which is less than ideal given how fuzzy stuff tends to appear on gen1 VR headsets as it already is

scarlet birch
#

@maiden swift Hey, I think the fix I sent you last night works for this.

plush yew
scarlet birch
#

You can either call it manually from the BP when you change the collision or bind it to an event and it works.

#

You just need to call AActor::ReregisterAllComponents(); on the actor with the ISM/HISM after changing collision.

maiden swift
#

Thanks, I'll take a look when I have a chance. πŸ™‚

#

On a tight deadline so I've punted that task to the next build.

scarlet birch
#

I'm double checking it works in a packaged build

autumn elbow
#

Lemme know what you come up with... I'm very interested

scarlet birch
#

It might not.

mossy pike
#

any games that are open source? I mainly want to find an open source game so I can just peak around at how it was made and learn a bit from that.

autumn elbow
#

Epic released a few games

#

and it's content

scarlet birch
#

Ok, Yeah I got it working in a packaged build.

autumn elbow
#

What you get working Mike?

mossy pike
#

links?

autumn elbow
#

Checkout the epic launcher.

#

It's all in there

scarlet birch
#

Updating collision on ISM/HISM runtime. It's the same issue that caused them not to affect navigation.

valid turtle
#

does anyone know how to fix this bug during lighting build ? LightingResults: New page: Lighting Build - 2 sept. 2019 00:31:44
LogSwarmInterface: [OpenConnection] Registering TCP channel ...
LogSwarmInterface: [OpenConnection] Connecting to agent ...
LogSwarmInterface: [TryOpenConnection] Testing the Agent
LogSwarmInterface: [TryOpenConnection] Opening Connection to Agent
LogSwarmInterface: [TryOpenConnection] Local Process ID is 1956
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.
LogEditorBuildUtils: Build time 0:00

autumn elbow
#

@scarlet birch sweet! How did you get it working?

scarlet birch
autumn elbow
#

That's it??

scarlet birch
#

Pretty much.

#

Call that after changing collision

autumn elbow
#

So in the HISM class, I add that function?

#

And call it from BP?

scarlet birch
#

It shouldn't need to be called though. I can't figure out where it fails to update when you change it. I haven't looked too hard yet though. I thought I found where it was failing but it wasn't failing there.

autumn elbow
#

it seems to update the UI..just not the object itself.

#

When I query the state , it says it's been switched. lol

scarlet birch
#

Under the hood it gets updated in the actor but other actors still use the old settings. There's a broadcast event that should happen and doesn't

autumn elbow
#

Gotcha

hidden aurora
#

how else didn't like the new free for the month assets?

scarlet birch
#

If you're going to complain about getting something for free, I'm just going to put my fingers in my ears.

autumn elbow
#

LoL

hidden aurora
#

It my personal preference im not complaining about the price

dim plover
#

I like the Ice, Icon, VFX pack, and grid pack.

hidden tendon
#

Does anyone have an Oculus Rift S working well with 4.22.3? Auto-entry wont work for VR mode and Im getting the yellow selection outline on objects in one eye only for some reason.

mossy pike
#

Game ideas? that are unique

scarlet birch
#

Ah, I see where it fails

#

I feel stupid.

autumn elbow
#

πŸ˜„

#

Solved?

scarlet birch
#

No.

merry pilot
#

Can someone answer this question. If I take a car from lspdfr.com the model will I be able to put it in Unreal somehow

#

@ me if someone knows

craggy kraken
#

@merry pilot Lot more@info is needed. If it’s in a supported format (FBX) then yes

#

But realize the skeletons more than likely won’t match up

tawdry wren
#

I deleted some unused content and when i load UE4 it constantly pops up Failed to load /Game/..... files

#

i done fix up redirects and still not working?

cloud cobalt
#

No

#

You can't take stuff from a game and put it in yours

#

It's illegal, like if Epic decideds to take your character and put in in Fortnite

craggy kraken
#

Just use the default mannequin

#

The above is right. You can’t take characters from other games and use them unless the person specially says it’s ok, such as when they did that for the paragon characters

cloud cobalt
#

Yes, use the default character, or the characters available for free in the marketplace

#

They will work out of the box in UE4

#

Using characters from another game is more work, and illegal

craggy kraken
#

Because you have to export them somehow

#

Then somehow get it into your game

#

Then somehow make it work for you

#

Not to mention... it’s illegal πŸ˜‚πŸ˜‚

cloud cobalt
#

Setting up an animated character is a ton of work, and the dozens available on the marketplace did it for you

mossy pike
#

Any good FREE poly packs or games open source? or just poly objects for free and characters

mellow elk
#

Hey guys, got a bit of a question. I need to Rebuild my project in order for it to recognise a third party engine plugin. Was wondering if anyone can help out

mossy pike
#

low poly*

mellow elk
#

or has any experience in that realm

harsh summit
#
BigEvilCorporationToday at 6:20 PM
I can't disable the auto-exposure post process effect, whatever I do. It's disabled in project settings, on the camera, and on all postprocess volumes, but it still darkens my scene if I put the camera in front of a large object. Is there a way to determine which settings are currently being used for the effect, and where they're coming from?

If anyone's interested, this turned out to be the exponential height fog creating a very similar effect to the auto-exposure, leading me on a red herring chase. I don't know if it's intentional or a bug, but if you set the Extinction Scale above 25 you get the same effect as auto-exposure (put the camera in front of a dark object, and the rest of the scene dims). I can't get rid of the effect completely, but I've settled on some fog values that are a good compromise.

rain dome
#

Hey folks.

#

Is this where I’m allowed to ask dumb questions about UE4?

manic pawn
#

no

#

only smart questions

serene sorrel
#

@harsh summit i find that auto exposure effect to be quite bad looking. You shouldn't be able to stand in same spot and have the scene look so different just based on turning imo. Or if you do make it more clear why that is happening rather than just some simple "adjust the brightness dial"

#

ie i can understand if you go from looking at a bright light to darkness, but ive been in mostly dark scenes, lit by the skylight that just look horrible

harsh summit
#

Wouldn't mind so much if it was easier to turn off

serene sorrel
#

well its just in project settings

harsh summit
#

The high level of the post effects system is such a mess. You can add and control them from too many places, usually conflicting - global, volumes, camera

serene sorrel
#

can you run time disable it too?

#

yeah thats true

harsh summit
#

Some better debug info would go a long way, the ability to see which FX volume has bias, which effects are active and their current settings

serene sorrel
#

blueprints are so bad for dealing with "medium+" size problems, looks literally like spaghetti

#

this is just a simple inventory move stack function, im porting it to C++ now, will take probably 10% of the time this did

harsh summit
#

Doesn't seem to be a way to disable an effect without knowing the settings to do that, either (in my case of the auto exposure, set min and max to 1). IMO an FX volume should be empty, allowing you to add effects by clicking a + button

scarlet birch
#

@serene sorrel That has nothing to do with the nature of Blueprints. That's just sloppy work.

serene sorrel
#

@scarlet birch ok

harsh summit
#

Yeah I've spent the last week porting everything to C++. Blueprint is nice for quick mockups but it's really unwieldy when it gets big

scarlet birch
#

We've all probably done it, but that's messy by choice not because it has to be.

harsh summit
#

I'm also a little biased because it's the language I know, and know well, so I'm just far more productive in it that blueprint

serene sorrel
#

oh i know i could make that BP look nicer than it does, it doesnt change the fact that the longer stuff gets in BP the worse it is compared to C++

#

at least for me

harsh summit
#

But, use the right tool for the job, according to the task, available staff and their skillset, etc

#

In my case on this project it's C++

scarlet birch
#

I simply don't agree. C++ , if you don't follow good practices will have just as many problems.

serene sorrel
#

how long have you been coding C++ Mike

harsh summit
#

Oh of course it will, "enough rope" and all that

scarlet birch
#

BP is no different. If you take care it is just as easy to maintain and extended.

#

since before it was standardized, but not continuously.

serene sorrel
#

thats a long time then, but to me at least reading c++ code is like, reading text from a human i guess

scarlet birch
#

Good code should read that way. My point is BP can be done the same way.

serene sorrel
#

Nah, the visual aspect is too verbose compared to c++ even if you use BP with best practices

#

more information is transferred with text i think

#

at least with how BP is done now, it could perhaps one day be different

#

i posted an image the other day and it doesnt seem like BPs allow it, they should allow the targets to be nested in the node

harsh summit
#

I wish the execution nodes were top and bottom, and inputs and outputs were left and right, so you could "code" from the top down and keep all params for a function on one "line"

#

And then a goddamn snap to grid feature to keep it all tidy

serene sorrel
#

yeah simulating lines from code type thing

#

ive no idea why you cant fold targets into the node though? Why not do that? It wastes space having that connection floating out there and makes it harder to read

#

at least for when you can do such things, like with variables

plush yew
#

I'll try another upload site one sec

abstract relic
#

Show it without the material. So far, it just looks like you have extreme roughness value applied

plush yew
#

Here is no roughness, you can actually see the glare lines better I think as opposed to the uniform shading of the lower pads

abstract relic
#

Remove everything from your material. Just plug in your texture to your diffuse

plush yew
serene sorrel
#

whats the specular set to

normal burrow
#

yo @plush yew could you show vertex normals in model viewer inside engine editor?

plush yew
#

In blender it was set to a default of .5 and this wasn't noticable until smooth shading, now that I turn it down I think it may look better, let me check real fast

serene sorrel
#

the smooth faces option is likely averaging out the normals of the vertex?

normal burrow
#

make sure you view vertex normals inside the engine

serene sorrel
#

which will then affect the lighting angles, specular would control that intensity i think

abstract relic
#

Some of your normals are flipped and you multiplied roughness/spec without clamping. That’s all I see so far

plush yew
#

@serene sorrel Turning down specular helped a bit and its not as intense of a glare, yet the effect is still present

serene sorrel
#

@plush yew yeah make sure the normals are valid in the first place though, show them in the engine and take a screenshot

normal burrow
#

please turn on show vertex normals in the model window so we can nix that out right away

plush yew
normal burrow
#

looks like above the knee

#

normals are up

#

turn on wire frame for a sec?

plush yew
normal burrow
#

wireframe

#

can't see any normals for the knee where the problem starts

plush yew
abstract relic
#

Classic blender 😜

normal burrow
#

lol yea

abstract relic
#

Your vertex normals are messy

plush yew
#

oof, how fix

normal burrow
#

could we have an image with just vertex normals and wireframe? the face normals are confusing

serene sorrel
#

the face normals look alright to me

normal burrow
#

the knee ferrisbueler

plush yew
normal burrow
#

maybe you could upload the fbx

abstract relic
#

Give it to me. I’d love to fix it

normal burrow
#

if anyone can do it, its hightilde

abstract relic
#

Haven’t seen such interesting vertex normals in a long time πŸ˜„

plush yew
#

Idea is simple metal armor, still working on texturing, the texture that is there is to get a feel for model

normal burrow
#

just for illustration, its like a 120 degree angle between normals being interpolated thats causing the wild and crazy stuff. Idk how to address it in blender though

serene sorrel
#

and without that mesh smooth feature it looks fine @plush yew ?

plush yew
#

@serene sorrel yea just normal polygon shading

serene sorrel
#

well its probably why the vertex normals are the way they are, to make it more "smooth" lighting wise

#

accept more angles of light

#

specular intensity is calculated from the angle of the lightsource to angle of the polygon, which is determined by the vertices

abstract relic
#

Oh geez you got some problems here πŸ˜›

serene sorrel
#

or with a normal map

plush yew
#

This is the result I'm looking for, gotta model more and texture better, but with the shading of the lower pad. The upper pad looks better with lower specular and problem persists with closeups

#

and moving around unreal engine light it still seems to only really effect the upper pads

serene sorrel
#

i find those sculpting modellers much better for making humanoids, it also gives you the advantage of giving you a high res normal map you can use on your low res model

abstract relic
#

You have floating elements like the star (which it's normals are flipped btw) and bolt

#

you have a LOT of double vertex in here

plush yew
#

xD I'm sorry I'm noob xD

uneven fractal
#

so how does one detect an instanced static mesh component that has no collision whatsoever

normal burrow
#

@uneven fractal not with collision 🀷

abstract relic
#

a couple of polys with 5 edges

serene sorrel
#

@abstract relic couldnt that be from the "Mesh smooth" option he used? did you look at his exported fbx or the original blender

uneven fractal
#

okay let me revise my question what other ways of detecting things exsist besides collision

abstract relic
#

and you forgot to account for backface culling

plush yew
#

What's backface culling?

uneven fractal
#

when the engine doesn't render parts of an object you can't actually see like vertices facing inwards on a fully enclosed object

serene sorrel
#

@uneven fractal well you could enable overlap tests for line tracing and such, so no collision but you can detect them in the world with traces

#

@uneven fractal otherwise you would have to probably find a way to iterate through the instanced static mesh and find the particular thing you are interested in i guess

uneven fractal
#

yeah that's what I'm doing but that can only give me the class of the thing I'm looking for which I then use default object to get some more information out of it

serene sorrel
#

use the "hit component" to find it in the instanced mesh container or whatever, foliage for example

uneven fractal
#

the problem is another system overrides ignores that default class and gives the static mesh another one but that isn't exposed to bp

serene sorrel
#

theres a youtube tutorial on it somewhere

#

well it should give you the class of the static mesh you are using, yeah, from there you can determine what the object is surely

#

if you want to store per instanced mesh details youll probably have to do that internally yourself and link it based on coordinates or something like that

#

if you have thousands you wouldnt want them to be Actors or anything like that

autumn elbow
#

Elloo.. quick question... does a Actor Component Class (making my own component) just copy and past the nodes (under the hood ) into the BP it's implemented in?

normal burrow
#

backface culling is when you don't draw the face on the back of the triangle

serene sorrel
#

@autumn elbow essentially, if you want to be non technical about it

autumn elbow
#

LoL.. what's the technical ?

serene sorrel
#

well your actor component derives from component class, each actor can have multiple components, even of the same type

#

the code isnt copied, its just stored in one place once

autumn elbow
#

I see..just sourced

#

I was thinking in terms of header files in cpp.

#

Thanks FerrisBueler

serene sorrel
#

If you are interested you can read about this "component" game object type model that unreal and unity use

#

Though unity is moving away to an ECS sometime in the next decade

autumn elbow
#

I am interested ... thanks!

halcyon flame
#

is there an event that is the counter to OnPostLogin which informs you when a user leaves a server?

#

nevermind... OnLogout

#

oops

serene sorrel
#

@autumn elbow unreal will eventually move to a system whereby the "Structures" that are iterated over frequently will be stored in arrays rather than in the classes themselves, so rather than forloop on classes looking at different memory locations for transforms and such, all transforms will be stored in an array, so linear memory, in a nested hierarchy based on the container. Will then allow in many cases multiple cores of a CPU to iterate on these arrays, increasing total game object count

halcyon flame
#

is there an event that is called the first time bHasMatchEnded returns true?

serene sorrel
#

right now UE will shit the bed even with a relatively low actor count

#

and unity is even worse

autumn elbow
#

LoL

serene sorrel
#

this is why you have hacks for these engines, "windowing" actors in and out of existence, bundling many different things into single actors. To work around these engine limitations

#

they improve performance by limiting what the engine has to do, so in some ways they will be needed regardless depending upon your target

#

but i think for indies in particular, we dont want to be storing a separate game state from the engine to work around these problems. Part of why you use an engine in the first place is "ease of use"

plush yew
#

Big shout out to @abstract relic for helping me figure out inside culling, and norms. Here is before and after.

cloud palm
#

Anyone know why the blocking volume is not working at the side

#

I want to use it to block the side of my track but it did not work

steep ferry
#

Hmm?

carmine spruce
#

how do I make him spin in the same spot?

#

how do I straightn out that twisted bone??

light vigil
#

Hello everyone, I have an issue with the engine I cannot figure out for the life of me that I'm really hoping someone here is kind enough to share the answer to 😭

#

I have different Levels with different Game Modes, each Game Mode specifies a different PlayerController, PlayerState, etc.

When I transition between levels, there is a delay where the PlayerController is the same class as the previous level, before it gets the new class created and stamped over it.

If LevelA has GameModeA which specifies PlayerControllerA, and so forth, then the timeline looks like this

  1. Transition from LevelA to LevelB
  2. Objects (actors, etc) in LevelB begin to get constructed and call BeginPlay
  3. As part of their BeginPlay, they get the local player controller and begin to bind to events on it, but this player controller is still PlayerControllerA (for a few frames, depends on the hardware of the device running the game).
  4. The PlayerController is correctly, at some point, replaced with PlayerControllerB, which stomps ControllerA and all of my bindings and stuff I did in the previous step are lost

My question:
How do I know that all of the Big Unreal Classesβ„’ (PlayerState, GameState, PlayerController, etc) have been created with the appropriate class for the game mode specified in the level, and I am ready to begin doing my work there? I can't just do it in the BeginPlay of those classes since I need to reference them from other classes, such as actors calling GetLocalPlayerController->DoWhatever

coral shoal
#

anyone know anything about the following default binds appearing every time i start the project? I did a grep on the hole project and engine folder and cant find anything that might be creating them:

#

Whats strange is they dont even appear inside my input.ini's, right after starting the project the only place they appear in the files is inside the projects Intermediate\Config\CoalescedSourceConfigs folder

#

been annoying for ages and cant find anything with the google-fu

normal burrow
#

it gives you those binds every time it boots the project?

coral shoal
#

every single time. I can delete them all, clear from every .ini, start project, those appear

#

if i start it more than once it doubles up the binds

normal burrow
#

hm.

coral shoal
#

those binds have nothing to do with my project, either

normal burrow
#

is your ini read only or something? source control?

coral shoal
#

I cant find any that are read only on inspection

#

using git, not sure how source control might be involved

normal burrow
#

on some you have to check things out before modifying

coral shoal
#

Ah, not using in-engine source control at all

#

no check outs before modifying, no read locks

normal burrow
#

but yea idk whats going on here. maybe try windows search for "RightPrimaryAttack"

#

the ini thats being loaded may pop up in the results

coral shoal
#

yeah i grep/text searched'd the whole folder, and the engine folder too, to be safe. Nada except for the coalesced source folder that gets generated on project start

#

it can be completely clear with that one deleted, start project, it re-appears

#

i'd guess it's some binary file somewhere with some defaults that are somehow getting applied. Maybe a plugin, but i've tried disabling those

#

basically only hope is someone recognizes those and has dealt with the issue before, somehow

normal burrow
#

Have you ever installed a plugin to program files or something?

#

Don't know enough about plugins to really say but afaik, they don't go there

coral shoal
#

i have not, not sure how it would be possible to do so

normal burrow
#

me neither

coral shoal
#

those binds are actually appearing in more than one project

#

i did search the engine folder, but maybe if i just grep the hold hard drive and check how that panned out tomorrow something will turn up

marsh swallow
#

I have a SceneCapture2D that i am changing its Z location based on currently height of character. i.e: I have a dungeon with 6 levels and as the character goes from level to level i want it update the minimap with the current level view. However its showing pretty much everything stacked on top of each other.

scarlet birch
#

@marsh swallow I haven't really used render targets much, but if it's not capturing it that way then you might try calling a clear between disabling the current and enabling the next.

marsh swallow
#

its set for overwite.

scarlet birch
#

Unless you share what you're doing all anyone can do is guess.

marsh swallow
#

i have no issue sharing but there is nothing to really share. Its a basic SceneCapture2D actor that has a RenderTarget set. Orthographic view with all the standard show flags checked and Capture Every Frame/Movement disabled. Its set for Overwrite as well which defualt.

#

this isnt even BP code ir anything else because it renders outside of Play.

timber mountain
#

is there any free foliage package for ue4 ?

abstract relic
#

Check the marketplace. There’s several free one

timber mountain
#

i checked but didn't find

scarlet birch
#

You can get quite a bit from the learning projects.

abstract relic
#

Kite, open world, procedural plant pack, paragon...

#

Put a little effort into it

scarlet birch
#

Also google "Yughues " and free models. He's put out a ton of free foilage stuff on opengameart and unity store. Unless they are restricted you can use assets from the unity store in other engines.

kind dew
#

my bois this is driving me crazy

#

why the heck is that grass dark

scarlet birch
#

Fertilizer burn?

kind dew
#

its like theres a shadow being cast on them

#

lol

dim merlin
#

Hi. OnActorClicked only works on actors that have mesh collisions on block?

wary wave
#

presumably, yes

#

no collision geo, nothing to click on

old elbow
#

how can i fix this? WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
ERROR: Visual Studio 2017 must be installed in order to build this target.

cloud cobalt
#

Did you install Visual Studio 2017 with C++

molten bobcat
#

hello everyone? is this server always so empty or is just the timezone not being kind to me?

old elbow
#

@cloud cobalt how do i install visual studio c++ with visual studioΒΏ?

cloud cobalt
#

Read the documentation on setting up ue4 for c++

molten bobcat
#

you can download it from microsoft

cloud cobalt
nimble mango
#

Is worth to buy an RX590 if i want to create a game in UE4 ?

old elbow
#

maybe a rx5700

#

i think

#

It depends on the games you are going to develop

serene sorrel
#

if a RX590 is an upgrade for you, the answer is yes πŸ˜›

old elbow
#

hey can someone help me?

#

How can i do a function that when i get 1 my scale grows up?

molten bobcat
#

assuming 1 is a variable that changes and assuming you are talking about a 3d skeletalmesh you can set actors scale

old elbow
molten bobcat
#

replace the last node to set actorsscale

astral marsh
molten bobcat
#

you mean that green trace behind?

old elbow
#

i have the same problem doing what you said me @molten bobcat

molten bobcat
#

show me the code again

old elbow
molten bobcat
#

does it work without the timeline?

old elbow
#

do i quit the time line?

molten bobcat
#

try it without, might be the problem

old elbow
#

now my ball doesnt grow up

molten bobcat
#

did the timeline make it bigger before? connect to playfromstart tho

old elbow
#

i "fix" it

molten bobcat
#

oh lol yeah you should have remoevd the lerp too with the timeline!

#

does it work tho?

old elbow
#

do i need to remove the lerp?

molten bobcat
#

i mean, setting it to an alpha of 1 means you are bipassing it anyways

#

the lerp is useful when used on the timeline

old elbow
#

ok

molten bobcat
#

this wont make it bigger everytime tho

old elbow
#

when i want to touch the 2 ball my ball doesnt grow up

molten bobcat
#

yeah, you need the timeline but maybe something was wrong with it

old elbow
#

without timeline

molten bobcat
#

before the timeline get the actor's scale and save it, then inside the timeline get that variable and multiply it by 1.5 (vector*float) and use the lerp

#

from that variable to the multiplied one

old elbow
#

can i do it without the time line?

molten bobcat
#

yes but it will pop without being smooth

old elbow
#

and how can i get the actor scale?

molten bobcat
#

type, get actorscale3d lol

old elbow
#

lmao sorry my bad

#

im new in UE4

molten bobcat
#

usually for every "SET" there is a "GET"

#

no problems, im fairly newe too

#

i wasn't making fun of you i just found it funny that you basically type the command here before typing it in ue

old elbow
#

this?

#

it works

#

πŸ™‚ thx you

molten bobcat
#

yes! you can remove the lerp by using the makevector command

#

it might work with the timeline too tho, maybe you were setting it wrong or something

old elbow
#

ok

molten bobcat
#

for the alpha of it what were you using?

old elbow
#

can you explain me what is the alpha?

#

@molten bobcat now i have other problem... when my ball grows up my camera moves

#

moves in

#

and i want to moves out

#

ahhh dont worry

#

i dont know what i do but i fix it

molten bobcat
#

the alpha of a timeline is set by doubleclicking on it, you then add a trac (you need a float track) the right clik to add key frames you need 2 one a 0,0 and one at 1,1 for basic linear interpolation

#

lol nice3

old elbow
#

i still dont know what is the alpha

molten bobcat
#

the alpha is the value that the timeline drives for you during its duration, if you doubleclicl on the timeline you can set its duration (top bar of it) its set to 5 by default

#

you then add a float track by clicking the "F" like icon on the left

#

it will appear a new track where you can add keyframes to it

#

those keyframes rapresent the value that the alpha will became so you want at 0seconds t obe at value 0 and at 1 seconds (or the time you want it to take) at 1 to use in a lerp

old elbow
molten bobcat
#

the lerp takes an alpha value to interpolate between two things if 0 will be the A if its 1 it will be B

#

yes

#

put the lenght to 1

#

no 0.1

old elbow
#

ok

molten bobcat
#

or if you want it quicker put it on 0.5, i don't know, set it to a time that you like if it works

#

and if you right click on the keyframes you can set their interpolation to "user" instead of linear and get a curve instead of a line

#

you can create simple animations by doing that

hidden aurora
#

What does archviz stands for ?

molten bobcat
#

Architectual Virtualization

ripe saffron
#

visualization πŸ˜›

static viper
#

Vizraleassiation

hidden aurora
#

Sweet thanks

lament oxide
#

is there anyway to stop "set all bodies simulate physics" from immediately hurling the mesh about

#

I've watched how it's supposed to/used to work where the character just crumples on the ground

#

but I'm not getting that for some reason

ripe saffron
#

maybe try setting your velocity to zero with a tiny delay

#

before set all bodies to simulate

lament oxide
#

thanks, that's improved but he still gets pushed backwards a bit for some reason

#

I don't want to fiddle too much because eventually I want to add a physics impulse based on bullet strength so any sort of fiddling might screw it up.

ripe saffron
#

not sure .. but your delay needs to be slightly bigger than one frame ... I'm pretty sure that's how i solved a similar problem

wary charm
#

Hi!

#

A small (rookie) query ... did a bit of googling but couldn't figure out ... when I make changes to the First Person BP, I don't want the changes to remain for other projects created later with First Person template, how do I do that please?

dim plover
#

The changes made in the project shouldn't affect the template, I'm pretty sure.

wary charm
#

Ok thanks!

ruby folio
#

Anyone here used the Custom Movement marketplace plugin for climbing?
I am currently trying to implement it in a test project. I have imported my character and retargeted. All the animations are setup in the exact same way.
But when my character reaches the top of a climb, it falls back down.

copper elk
#

Hello people, is there any way to make a player unable to see something while others can? So for example let's say there is a killer and and 2 survivors and the killer uses an ability but (for balancing purposes) it makes the killer unable to see the survivor for x seconds, so the killer cannot see the survivors but the other survivor can see the killer and each other in that time

azure shore
#

oh theres an owner only see or something like that, not sure how to make it work for things outside of their bp though

#

like if you have a first person viewmodel you can set owner only see so nothing else, even debug camera will show it

#

so Im guessing that would help somehow

#

also I have a question, you know if theres like a square shaped gap in the ceiling or something, I want light coming from the sky into it, rect light seems great for that but I have to make the attenuation HUGE, is there any way to increase the range without the whole attenuation radius?

copper elk
#

Not sure how to help you sorry

#

Thx for trying to help me but I'm not sure if that would work, especially through blueprint

azure shore
#

thats the only way I found it in bps

#

but it does seem to be per blueprint

ashen eagle
#

If I set velocity parameter in blueprint on projectile movement component, my bullet travels just fine. Setting velocity through blueprint however on event BeginPlay it does not work, the bullet is stationary, it spawn, but does not move. Any ideas? here are two screen captures.

#

ugh i might have just figured it out of course

azure shore
#

did you use initial velocity? not sure if that affects it

marsh swallow
#

I have a SceneCapture2D that i am changing its Z location based on currently height of character. i.e: I have a dungeon with 6 levels and as the character goes from level to level i want it update the minimap with the current level view. However its showing pretty much everything stacked on top of each other.

ashen eagle
#

I think set velocity on event beign play does not take into account initial speed/max speed ... if i set velocity from event begin play and put x as 1000 intead of 1, it seems to behave the same

static viper
#

control rotation means camera

#

not mouse

#

also this code is not plugged into anything...

craggy perch
#

any lightning artists here?
If anyone is making scenes with dynamic lights (like active day night cycle) how do you handle indoor scenes? seperate interior light setups / post process that is triggered on entry or is there a smarter more generic way?

light coyote
#

@plush yew the target on the location you are getting the projectile to spawn, is self,, maybe you want to do something else there

#

If not

fair torrent
#

can someone tell me where i can get that Dummy Character from UE4, with its basic walk animation?

light coyote
#

You can get forward vector, of self, and play with that

#

You have to play with all those node types,, getactor location, or get relatvie location..

#

It all depends on where you are doing it, and how is it going happen

dim plover
#

@fair torrent, third person template.

fair torrent
#

oof, but what if i had created a blank project?

open eagle
#

do you guys know how to disable foliage shadows for better performance

#

I get massive framerate drops with foliage shadows

dim plover
#

@fair torrent , The green add button in the bottom left area allows you to add templated content.

rain dome
#

Folks, I'm very new to unreal engine, etc.

#

Started learning about two weeks ago or whatever.

#

Should I focus, to start out, on learning UE4 or Blender?

open eagle
#

ue4

#

I started a year ago and Im 14

#

you dont need to start making assets right from the start

#

I would learn blueprint for a lil while then c++ because knowing both is extremely usefull

cloud palm
#

Why dose the blocking volume not working at the side

open eagle
#

What do you mena

#

mean

#

make sure its hollow

cloud palm
#

I try to use it to block the side of my track

#

But it did not work

open eagle
#

it should work fine that way

#

are you sure its a blocking volume

cloud palm
#

Yes

#

But for somehow my character can still go over the side

#

@open eagle I just want to set up invisible wall at the side that will block the characters

fair torrent
#

ok ive just dragged the "walk" animation, is there a way to autplay it in the editor view window?

#

the animation only starts when pressing "run"

radiant haven
#

can i get a begin overlap through cast to?

rain dome
#

So, is sequencer the way to make enemies move in-game or is that only for cinematics?

cloud palm
#

Only for cinematic, I believe@rain dome

rain dome
#

ah, thanks. πŸ™‚

valid steeple
#

Anyone use the "Brushify - Environment Shaders Pack"?

tardy lily
#

Hey does anyone know how I can troubleshoot the issue I'm having. My pc just turns off during lighting builds, it's not always but it's pretty frequent

brazen cairn
#

yup i did

#

its pretty good

scarlet birch
#

@tardy lily First thing would be to see if it is overheating

brazen cairn
#

there's one problem though, the foliage which is in the material kinda floats around the level

#

which can cause performance issues

#

@valid steeple

tardy lily
#

Definitely not overheating, it may be a power issue, my PSUs wattage was pretty close to the amount used and then I got given an SSD so it may be taking it over the edge

scarlet birch
#

Personally, I'd eliminate hardware issues as causes first, since they are often the easiest to diagnose and fix.

tardy lily
#

The windows event log says the source was kernel-power