#ue4-general
1 messages Β· Page 525 of 1
It seems to me that if its allways valid but does not work and nowhere that bool is changing state,, maybe is the issue
and i wanna know what equipment is
these issues happen when the called data is unavailable
to the editor the entire branch doesnt exist.
it just stops there before creating errors
silently dying
meaning that the function is bogus as hell
equipment is valid tho.
so the issue is inside equipment
Wasnt isincombat the valid one?
If so, it may be that
no i had him check for equipment
omg tysm @light coyote i managed to make the thing i wanted to work
its working just fine and as intended now
what asset is that green?
the combat system one
and does it have a documentation
@brazen cairn niceee, congrats
so the functionality i want
is if in combat -> left click does attack
else -> left click does something else
mh odd
@kind dew it seems the state change of that bool is managed there
One more question tho
It calls an event dispatcher
Is it possible to do multiplayer without interfaces
should i untick private and just get the variable and see if anything changes?
there might be a good reason its ticked
in this case i would contact the author.
Find where the binding of that event dispatcher is
hm
im still a beginner so bare with me
appreciate the help so far
so i tried double clickign on the event dispathcer
and it just is like thie empty
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
here
Event dispatchers are a gorm of transfering call events when a level BP is needed to be in the transaction
Its lets say,,, a way of casting to a level BP
interesting
why are we certain that its something to do with the equipment component again?
Where does the red comented nodes image you sent is ?
its a function in the equipment component
Ok, try this
hey guys me and my friend work together in 2 separate project and now we want merge 2 project to 1 project
i work in third person charecter blueprint
and my friend work in thirdper... too
how can we merge ??
im so jealous i wish my friends played with game dev with me lol
After enabling this plugins ChaosEditor
Planar Cut
Editable Mesh
Geometry
Fields
everything you both touched will be borken and lost
Nahh, i think the event dispatcher has another use, im not sure
cann not see the chaos editor
hm okay
@static viper there is no way to merge without lost anything?
no way.
Ok i think i got it
you can work on the project together tho
with multiedit
became an unsupported trend
and i cant tell you more.
bc i dont want too
β€
@kind dew you should have that event dispatcher in your equipment BP
just for sake of testing, im going to replace everything after that GetIsInCombat with a print and see if its reliable
Assigned
Have someone of you problems with 4.23 preview 8? Cannot see the chaos editor
@kind dew send pic of your equipment BP
Why is my unreal engine scene black
Well
editor area
like
everything is so dark
show screen
@mossy pike new level default map
thanjs
i dragged it from the component list
thanks
Its a variable type of a BP you created right ?
Ok
no problem
im just using the get is in combat
Well in the begin play of this Bp
Tipe in assign in combat
Uncheck content sensitivity if you dont see it
If this does not work i surrender xD
@mossy pike yeah action rpg there is a example
You want to assign that event dispatcher to an event
Yes
Now
After that event
Call vombat function
No
Fuck, im confusing
1 min
@mossy pike
and I can customize it?
yeah
thanks
someone a idea why i cannot see the chaos editor in 4.23
preview 8
enable every important plugin
PREVIEW!
Preview 1 of the upcoming 4.23 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community
it says here
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.
oh nice thanks^^
@kind dew print the bool when its suposed to change and see if it changes
Im getting confused now, and i actualy want to know what the hell is the issue
Do whatever,, to be able to change it,, and see if it does
the documentation only states that you need the component
Action RPG doesnt work
and the node
doing the print
anymore
oof
haha youre a trooper richard thank for all this time youre spending
If its changing is something else xD
Im having a morning coffe in a bar, is fine :)
I mean in your BP where you get it
You want to check if the changes get there
However you can, tick, key or whatever you can use to check it
Well that is anoying now xD
the documentation says otherwise
good morning guys, how can i do a ball that when this touch for example a cube, the ball "kill" the cube?
it does?
as i said
well it is working
you did as described
I think we should start again,, i atleast wondered arround, got confused on what to fix xDD
If press the click that is suposedly not working,, and in the branch it says it does,,,
Im lost nowis it working and not working at the same time
?
Any working rpg games to download
or any games that are survivalish type gamemode to download
its working cause i disconnected my code and replaced it with the pint
cause mmmyyy code is whats borken
lol
false when im not in combat true when i am
you can see there its working
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 ?
You said my press is not working.
But when you plugged a print it did for some reason didnt it ?
Yes, but what i mean is,, did the press work alwais when you replaced your code with a print ?
After the press output
yes
it works 100% of the time now that my code isnt in the picture
thats what ive been tryin to say
Yes i know
That is why we moved up to see if it was anything to do with that function
So ok, i understod the issue
And i dont understand why xDD
so
lets reset
xD
im going to work on it
some more
reconnect all thjese nodes ive discconnected
ill come back later if it doesnt work
and we will ignore the GetIsInCombat since its passed all tests with flying colors
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
we have onlllllyy checked the equpement component and get is in combat
not my code
the nodes go like this
key pressed -> GetIsInCombat -> my code
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
yea
its so wierd
lol
imma just slowly add my nodes back
1 at a time
and see where the input stops firing
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
@minor spoke youtube tut, and ask cuestions in this server
okay so i have GetIsInCombat -> if(false) ->printstring
works like a charm right
buuuut
if i have
GetIsInCombat -> if(false) -> Set Show mouse cursor
then it only fires every other click
does show mouse cursor NOT fire events?
wtf
that makes me so sad
so how do i get around this
how do you let the player aim
lol
Yes, you can set input modes and play with that, and having a target if needed or whatever
You know that you have to click once before getting in the game,,, the issue must be there i gess
See what resoults you can get
No
After showing mouse,, use the node SetInputMode
Reason for this is that you may have paused the game, and you dont want the character to shot when he presses an option
You maybe have to play with targets and nodes to get what you want
yea so show mouse sets it to a different mode
For what are you wanting to show the cursor ?
want to spawn something
the player aims where to spawn it
while holding down left click
Use raycast
but if i dont show mouse then the camera will go everywhere
Is there a reason that a lot of variable names use hungarian notation in ue4?
so i just need to disable the camera moving part somehow
i have no idea how to go about that
lol
make some sort of lock camera funcition
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
Look for something on youtube with those keywords
Look camera
Spawn with raytracing
will do
π
No worries
And @static viper,,, he is alwais active and helping when possible
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
hello can someone help me?
yea both of you were awesome :)_
i have a problem, i only want that the ball grow up
and not this
i dont know what im doing bad
@old elbow try with 3d scale
ok but it is a blueprint not the level blueprint, maybe i have this problem because that?
I donβt know the node exactly because im now on mobileβ
Di you want to make a elevator?
no
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
Yeah this is easy try with 3d scale before a few weeks i try the same it will work
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 π Thanks
There is highreshot
@plush yew do i need to do that on the level blueprint ?
im a noob on UE4, easy way with blueprint?
No problem wait i will send you a example
you really only need todo 1 thing ever on level blueprint
and i am sure you are not at that level yet.
but @plush yew this affect to my thirdpersoncharacter?
haha^^ cast to your own character player, vehicle or whatever^^
in your case is it a ball
cast to ball
ok i will try it, thank you very much π
no problem if you have questions ask me directly
π
"One minus" material node
how can i make my sun(mesh) as my Directional light
@radiant haven one minus is to invert certain stuff
Plug a mask or a texture in it,, and expand it by clicking in the arrow
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
Im trying to figure out the best way to store that information, but not coming up with much
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
Any help would be appreciated
its only 10 levels
and you only replay them in different variances.
dont mix that up.
You're saying an array of 10 would be enough
ofc it is
and then alter the info depending on character and difficulty selected?
i dont know what your issue is
quantity is not a good variable for games
quality is
and you have the quality that you can play every level in different variances
it would be better to scrap your idea
and do mine.
have all difficulties unlocked
and all the characters
you want people to have fun
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)
and for the matter of storing information
just have a savegame for every character
and then every character has to go through these levels
and difficulty is a free thing
In my game, almost everytime you complete a level, you unlock something. Piece of cosmetic to customize your character, or attack animation etc
I guess I could have the characters be unlockable with progression
thats good
while the difficulties are all unlocked?
how many do you have
3 characters, 3 difficulties
Im already making the base game hardcore, its a hardcore timing runner. Easiest difficulty is hard π
dont do that then π
haha
or maybe do it reversed
make hard difficulties
and reward with extra super gear
to make it easier
Yes
my gear has 3 stages, comomon, rare and epic
completeting on the hardest difficulty unlocks epic items
the idea is that the player after playing through the obvious gets some completly new stuff
something that makes him play everything all over again
exactly
it also sounds like mobile game
and you sound like a candidate for microtransactions...
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
and no microtransactions π
Just a cash up front
well good luck
thank you
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?
Do Dictionary Variable in blueprint has the limit?
Im sorry i cant understand your question
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
@kind dew i like to add tags
You can chech if actor has tag
Maybe tag is Floor,,, so if actor has tag Floor, do this, if not, this
As an example
@vale bison No idea,, ask in c++ chat,, they may be able to check
@harsh summit what do you mean ?
I mean you can't add SFX to a Paper2D flipbook, like you can a 3D animation
It's a known limitation of the engine, but no solution to it on the roadmap as far as I can see
I never used them, i was just having a quick look
But
Are you sure you cant assign an event or something to the timeline animayion of the flipbook ?
Nope, the 2d timeline lacks that functionality
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
free of the motnh is here
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.
Would it perhaps be possible to assign a timeline animation and somehow use that curve as a means of a path?
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?
It depends on the animation
If its only a bar moving across as an example, its maybe easyer to just do it via bluprint
But more complex stuf, yes, a video
Ok. Thanks!
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
What is best when and why
I think is a complicated cuestion
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.
That material is applied to image backgtound.
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 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
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
but the effect is disabled in all three volumes anyway
ah not sure then, ive only ever had 1 ppv in the scene at once
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
floor(value / 5) * 5 btw
(if there's a floor() func in blueprint?)
there is in the material editor
Ok, confirmed it's not that temp camera that PIE creates, either
What the hell is enabling this effect π¦
Is there a website where Small Devs can show the concepts of their ideas and eventually get money of the users...
like Kickstarte when yes which website
@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.
Not yet, but thanks for the the suggestions last night. Appreciate you trying to help. π
At this point I'm almost more interested in understanding why it doesn't work than fixing it. lol
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.
Can't seem to find any guidance on ISM or HISM components having issues with this.
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.
What engine version is that project?
4.22
Thanks.
@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)
@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!
does anyone know this addon?https://github.com/feixuwu/UnrealEngine4-EZ-Mobile-Ads
I think I might have found the issue. I'm going to create a test project and see if this it or not.
Curiosity won't let me leave it alone.
@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
@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.
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
@vague plume I am trying to update collision responses and materials on ISM or HISM components at runtime.
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
from what i can see there isnt a node to go from float to int. unless im missing something?
@vague plume
@maiden swift did u see the vid I sent you? It does what you want.
@harsh tiger Round
theres no float to int because it doesnt make sense. rounding 1.0000000016482 (because float weirdness) is 1
@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.
i see
Hence why I'm switching between Block and Overlap instead of just disabling it.
what about putting a block around it?
ahh yeah, using the round seems to work too an looks more clean in the bp haha. thank you!
so you have a bounding mesh that is static mesh that will do what you want
You mean making the steps visual-only and handling collision separately?
yea
Hm, I guess that might work. But it would mean reworking the code a bit more than I anticipated.
yea..its a work around.. but you should report that bug.
Yeah I'm definitely going to report it.
coolz
Probably going to punt this to a future build and finish my other tasks. Trying to publish a new alpha build this week.
Question pfost. are you trying to have overlap trigger against specific character types?
I'm trying to set Overlap as the collision response for the Pawn channel.
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?
@maiden swift you using c++?
I'm trying to do this at runtime in a blueprint.
one of the trace functions does take a FCollisionResponseContainer as a parameter
HierarchicalInstancedStaticMesh seems to have a bug wen it comes to setting collisions at runtime
where you can dictate how individual channels react to that trace
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.
Yeah, I encountered this
Setting collision does nothing at run time
It's deliberate unfortunately
@maiden swift [Set Collision Response to Channel]
?
@maiden swift There's already a bug open for it.
Basically if you could set collision at run time, the game will crash later in the tick due to timing
If this is by design, why isn't it noted as a limitation anywhere? I've been searching for days.
I think I found the issue, but I got sidetracked before I could test it out
@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 ?
Lots of things aren't documented
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.
It's not exactly the same but related. I think it's the same cause.
Yeah it sounds related.
@light coyote I'm not sure I understand how that's related. π
You can't change collision on a single instance. All instances share the same properties.
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.
Ok, I thought that was how it was, but I'm just looking at it again.
@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.
I think there's a bool check when collision is updated and that ISM/HISM don't pass it.
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.
oh. well thats interesting.
have you set up a debug to ensure it hits the finishes the exec of the set collision node?
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.
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.
If I'm right failing that check means the collision isn't updated. I'm setting up a test now.
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
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.
How? It's procedurally generated.
the cube would also be generated
Like... with the procedural mesh component?
Certainly possible, but wow that seems heavy handed. I guess it'd be an excuse to learn procedural mesh creation. lol
π fun
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
If you're going that route you can probably drop the ISMs entirely
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.
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 π
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
@maiden swift Hey, I think the fix I sent you last night works for this.
Hopefully not looking too bad for the first time I've really made anything in unreal though πΆ
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.
Thanks, I'll take a look when I have a chance. π
On a tight deadline so I've punted that task to the next build.
I'm double checking it works in a packaged build
Lemme know what you come up with... I'm very interested
It might not.
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.
Ok, Yeah I got it working in a packaged build.
What you get working Mike?
links?
Updating collision on ISM/HISM runtime. It's the same issue that caused them not to affect navigation.
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
@scarlet birch sweet! How did you get it working?
That's it??
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.
it seems to update the UI..just not the object itself.
When I query the state , it says it's been switched. lol
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
Gotcha
how else didn't like the new free for the month assets?
If you're going to complain about getting something for free, I'm just going to put my fingers in my ears.
LoL
It my personal preference im not complaining about the price
I like the Ice, Icon, VFX pack, and grid pack.
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.
Game ideas? that are unique
No.
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
@merry pilot Lot more@info is needed. If itβs in a supported format (FBX) then yes
But realize the skeletons more than likely wonβt match up
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?
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
Just use the default mannequin
The above is right. You canβt take characters from other games and use them unless the person specially says itβs ok, such as when they did that for the paragon characters
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
Because you have to export them somehow
Then somehow get it into your game
Then somehow make it work for you
Not to mention... itβs illegal ππ
Setting up an animated character is a ton of work, and the dozens available on the marketplace did it for you
Any good FREE poly packs or games open source? or just poly objects for free and characters
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
low poly*
or has any experience in that realm
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.
@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
Wouldn't mind so much if it was easier to turn off
well its just in project settings
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
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
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
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
@serene sorrel That has nothing to do with the nature of Blueprints. That's just sloppy work.
@scarlet birch ok
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
We've all probably done it, but that's messy by choice not because it has to be.
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
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
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++
I simply don't agree. C++ , if you don't follow good practices will have just as many problems.
how long have you been coding C++ Mike
Oh of course it will, "enough rope" and all that
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.
thats a long time then, but to me at least reading c++ code is like, reading text from a human i guess
Good code should read that way. My point is BP can be done the same way.
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
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
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
I'll try another upload site one sec
Show it without the material. So far, it just looks like you have extreme roughness value applied
Here is no roughness, you can actually see the glare lines better I think as opposed to the uniform shading of the lower pads
Remove everything from your material. Just plug in your texture to your diffuse
Base texture
whats the specular set to
yo @plush yew could you show vertex normals in model viewer inside engine editor?
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
the smooth faces option is likely averaging out the normals of the vertex?
make sure you view vertex normals inside the engine
which will then affect the lighting angles, specular would control that intensity i think
Some of your normals are flipped and you multiplied roughness/spec without clamping. Thatβs all I see so far
@serene sorrel Turning down specular helped a bit and its not as intense of a glare, yet the effect is still present
@plush yew yeah make sure the normals are valid in the first place though, show them in the engine and take a screenshot
please turn on show vertex normals in the model window so we can nix that out right away
Normals
More normals
wireframe normals
Classic blender π
lol yea
Your vertex normals are messy
oof, how fix
could we have an image with just vertex normals and wireframe? the face normals are confusing
the face normals look alright to me
the knee ferrisbueler
Oh, I think I see what your getting at
maybe you could upload the fbx
Give it to me. Iβd love to fix it
if anyone can do it, its hightilde
Havenβt seen such interesting vertex normals in a long time π
Idea is simple metal armor, still working on texturing, the texture that is there is to get a feel for model
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
and without that mesh smooth feature it looks fine @plush yew ?
@serene sorrel yea just normal polygon shading
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
Oh geez you got some problems here π
or with a normal map
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
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
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
xD I'm sorry I'm noob xD
so how does one detect an instanced static mesh component that has no collision whatsoever
@uneven fractal not with collision π€·
a couple of polys with 5 edges
@abstract relic couldnt that be from the "Mesh smooth" option he used? did you look at his exported fbx or the original blender
okay let me revise my question what other ways of detecting things exsist besides collision
and you forgot to account for backface culling
What's backface culling?
when the engine doesn't render parts of an object you can't actually see like vertices facing inwards on a fully enclosed object
@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
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
use the "hit component" to find it in the instanced mesh container or whatever, foliage for example
the problem is another system overrides ignores that default class and gives the static mesh another one but that isn't exposed to bp
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
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?
backface culling is when you don't draw the face on the back of the triangle
@autumn elbow essentially, if you want to be non technical about it
LoL.. what's the technical ?
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
I see..just sourced
I was thinking in terms of header files in cpp.
Thanks FerrisBueler
If you are interested you can read about this "component" game object type model that unreal and unity use
This is a blog post by site administrator Ray Wenderlich, an independent software developer and gamer. When youβre making a game, you need to create objects to represent the entities in your games β like monsters, the player, bullets, and so on. When you first get started...
Though unity is moving away to an ECS sometime in the next decade
I am interested ... thanks!
is there an event that is the counter to OnPostLogin which informs you when a user leaves a server?
nevermind... OnLogout
oops
@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
is there an event that is called the first time bHasMatchEnded returns true?
right now UE will shit the bed even with a relatively low actor count
and unity is even worse
LoL
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"
Big shout out to @abstract relic for helping me figure out inside culling, and norms. Here is before and after.
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
Hmm?
how do I make him spin in the same spot?
how do I straightn out that twisted bone??
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 π
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
- Transition from LevelA to LevelB
- Objects (actors, etc) in LevelB begin to get constructed and call BeginPlay
- 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).
- 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
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
it gives you those binds every time it boots the project?
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
hm.
those binds have nothing to do with my project, either
is your ini read only or something? source control?
I cant find any that are read only on inspection
using git, not sure how source control might be involved
on some you have to check things out before modifying
Ah, not using in-engine source control at all
no check outs before modifying, no read locks
but yea idk whats going on here. maybe try windows search for "RightPrimaryAttack"
the ini thats being loaded may pop up in the results
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
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
i have not, not sure how it would be possible to do so
me neither
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
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.
@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.
its set for overwite.
Unless you share what you're doing all anyone can do is guess.
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.
is there any free foliage package for ue4 ?
Check the marketplace. Thereβs several free one
i checked but didn't find
You can get quite a bit from the learning projects.
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.
Fertilizer burn?
Hi. OnActorClicked only works on actors that have mesh collisions on block?
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.
Did you install Visual Studio 2017 with C++
hello everyone? is this server always so empty or is just the timezone not being kind to me?
@cloud cobalt how do i install visual studio c++ with visual studioΒΏ?
Read the documentation on setting up ue4 for c++
you can download it from microsoft
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4.
Is worth to buy an RX590 if i want to create a game in UE4 ?
if a RX590 is an upgrade for you, the answer is yes π
hey can someone help me?
How can i do a function that when i get 1 my scale grows up?
something like agar.io
assuming 1 is a variable that changes and assuming you are talking about a 3d skeletalmesh you can set actors scale
yeah but how? i only know this
replace the last node to set actorsscale
does anyone know why it hits the wrong place
you mean that green trace behind?
i have the same problem doing what you said me @molten bobcat
show me the code again
does it work without the timeline?
do i quit the time line?
try it without, might be the problem
did the timeline make it bigger before? connect to playfromstart tho
oh lol yeah you should have remoevd the lerp too with the timeline!
does it work tho?
do i need to remove the lerp?
i mean, setting it to an alpha of 1 means you are bipassing it anyways
the lerp is useful when used on the timeline
ok
this wont make it bigger everytime tho
yeah, you need the timeline but maybe something was wrong with it
without timeline
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
can i do it without the time line?
yes but it will pop without being smooth
and how can i get the actor scale?
type, get actorscale3d lol
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
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
ok
for the alpha of it what were you using?
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
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
i still dont know what is the alpha
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
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
ok
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
What does archviz stands for ?
Architectual Virtualization
visualization π
Vizraleassiation
Sweet thanks
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
maybe try setting your velocity to zero with a tiny delay
before set all bodies to simulate
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.
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
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?
The changes made in the project shouldn't affect the template, I'm pretty sure.
Ok thanks!
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.
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
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?
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
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.
This works
This does not
ugh i might have just figured it out of course
did you use initial velocity? not sure if that affects it
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.
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
control rotation means camera
not mouse
also this code is not plugged into anything...
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?
@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
can someone tell me where i can get that Dummy Character from UE4, with its basic walk animation?
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
@fair torrent, third person template.
oof, but what if i had created a blank project?
do you guys know how to disable foliage shadows for better performance
I get massive framerate drops with foliage shadows
@fair torrent , The green add button in the bottom left area allows you to add templated content.
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?
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
Why dose the blocking volume not working at the side
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
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"
can i get a begin overlap through cast to?
So, is sequencer the way to make enemies move in-game or is that only for cinematics?
Only for cinematic, I believe@rain dome
ah, thanks. π
Anyone use the "Brushify - Environment Shaders Pack"?
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
@tardy lily First thing would be to see if it is overheating
there's one problem though, the foliage which is in the material kinda floats around the level
which can cause performance issues
@valid steeple
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
Personally, I'd eliminate hardware issues as causes first, since they are often the easiest to diagnose and fix.
The windows event log says the source was kernel-power