#ue4-general
1 messages ยท Page 527 of 1
Callin me Mr. Obvious yet youre the one with the crap advice
you hate this yes. But it doesnt change a bit.
are you not making backups
and we already figured out your engine is fine.
so rolling a backup would be great
It gets back to normal when I disable the plugins
And re-enabled them, buggy again
Interesting indeed
ฤฑ DฤฐD
and send it through vs
I did*
I deleted and re-copied them to the plugins folder
Will see now
Still buggy
-_-
think it works if you can find the offending plug
then you need to make it compatible with the engine
possible the plugin broke, try deleting everything except \content \plugins \source and the .uproject file in the project
(make a backup)
@polar hawk Hey, i still dont know what a pooling system is : ) google made no sense to me
like aggregating ticks to reduce frame times?
To my question earlier. I was able to hide the plane in game. But I can't seem to make the collision detection only ignore the player. The only option it gives me is to ignore all pawns. Any thoughts?
Anyone know how to add an extra column to the World Outliner? Can't seem to find an option to add one, only to change the second column.
n o
I just added a !
By the way
is there a channel to like collaborations and stuff?
maybe #looking-for-talent
Yeah I looked there but, I want a collab and not something that is really benefical in money
Yeah, kinda figured. But i think that's the closest one, or you could just ask here i guess. Not sure tho, depends on what you want i guess
Does anyone know what a pooling system is? The suspense is killing me!
@wraith acorn What exactly are you looking to collab, if i may ask?
I auto generated lods for all static meshes in my project, now how do I nuke them? ๐
What?
I believe the documentation is correct and you need to be launching standalone game
you won't be able to
you will need to launch standalone game for that
if i use unreal engine to combine multiple actors into one static mesh, it doesnt optimise identical uses of a texture. to summarise, if i merge actor A, B, and C, and each uses material 1, 2 and 3, then it will make 9 draw calls, and won't optimise it to 3 draw calls. is there any way to get unreal engine to be smarter about this when merging actors to an SM?
whats worse there is if i have one actor that uses one material and i merge 10 of them together into one SM, i get an SM t hat takes 10 draw calls to draw. surely theres a way to do better?
@west bane - yeah, you'll probably have to. IIRC the command switches are only processed on application startup - so if the editor/engine is already running that's that (but starting a new process/instance from the editor will work)
Hello, I have a mesh and a point light in an actor blueprint. Is there a setting I can change so the mesh is invisible to the light in the blueprint? I'm putting the light inside the mesh and I want to make the light act as if the mesh isn't there at all. Never mind I found it, unchecked the cast shadow box in the mesh details window.
ok why when I just duplicated a wall the lighting literally unbuilt in front of my face?
because you invalidated the lightmaps
but surely other areas that have already been built would be unaffected?
the new object might affect the lightmaps on other objects, so the engine cannot assume they should be left as is
ugh ok then
lighting has gotta be one of the most annoying things about mapmaking
why wont pressing p show the navigation area in my map?
ok it turns out you need an actual pawn with pawn sensing in the map, I only had enemy spawners
but is there a way to manually create areas to walk in, a lot of the paths seem to thin
too
you shouldn't need a pawn to generate navigation data
yeah I didnt think so, but I dragged one in and that showed all the green for some reason
the navigation was already there I just couldnt visualise it with p
Topic?
obviously, an AIController is not a pawn
also there's a player controller reference in there too
this makes no sense
Does anyone know if having nodes in the "preview" section of a Function Material Node Input affects the performances for the material or is it cut off when the shader is compiled if it's unused?
it's cut off
Nice! Thanks
you're targeting a player controller
also 'GetController(self)->GetAIController->' makes no sense
either you're already inside an AI Controller or a Pawn
presumably a pawn
I don't think unreal likes my low poly models (just for testing before i officially start)
I'm currently working on a VR project, and I need to create some "sliders" for the player to interact with. I believe I can make them grabbable with the pick up actor that's built into the VR Unreal Template, but from there, I could use some assistance on getting the slider to "lock" to the axis that it's supposed to slide on, as well as getting the engine to detect when it's moved all the way over. Any ideas?
you can literally lock components to axes in their settings
In blueprint settings?
@wary wave I found options to lock to X, Y, and Z position, but I believe those are world position
The sliders don't move along the world axes, they move at about a 45 degree angle, so they need freedom on the X and Y still
And even with the constraints on, I can still freely move it with my motion controllers...they just "snap" back to their start position once I let go
you'll have to do it manually with math, then
I'm not quite sure I understand how you mean by that
I mean you're going to have to define an arbitrary axis yourself and clamp the objects coordinates to said axis
there's no magic bullet or node
it's math time
I didn't figure there was, I'm still just a bit new to BPs and coding in general. I've seen clamp before...but in order to clamp the values, I need to somehow tell UE4 the object's local axes, right?
Or is it a bit more complex than that?
Maybe getactorlocalvector?
I guess the specific ones say "get actor (up, right, and forward) vector"
I suspect you may be out of your depth, but;
https://answers.unity.com/questions/1229112/clamp-a-vector3-position-to-an-arbitrary-line-segm.html
Oh, I very much am out of my depth. I just don't have a choice at the moment. ๐
I appreciate the help very much so though
im trying to put a widget into an actor, basically a umg slider within a 3d object. functionally it works, but its all washed out like its opaque. nothing i can see anywhere is defining it as opaque
can anyone please tell me what makes the diamond dark like that?
last time i had this problem, i had to project it to screen space rather than world space to fix it, in this case i cant do that
(is it normal behavior that blackbody node outputs a different color than the color of the light when you input the same temperature? I thought those were based on the same calculation EDIT: Nevermind, it was an user problem)
i suspect 4.23.0 will be out any minute now ๐
been out since last night..
gah! thank you ๐
UE4 4.23 preview 9?
no clue
Damn update was 9 GB for me.
Compiling source ๐
at that point I'd be sad if we don't get to preview 10 for the record!
it looks like there is 1 unresolved bug in the issue tracker for 4.23.. So we might just get 4.23p9 before the release ๐
For a completely procedurally generated game is unreal engine something practical to work with or would i be better off working with direct3d directly?
depends on what you mean by "completely"
but there are plenty of games using procedural generation that use UE4
Rimworld style situation where the world is pre-generated and you can have multiple saves on a world
/ Dwarf Fortress
actually yeah dwarf fortress is a better example
sure you can use UE4, why wouldn't you be able to, and why would working with D3D directly give any advantages?
you can have a completely dynamic works in UE4
the dwarf fortress scale is more what will cause you difficulties than the dynamicity
i more ask since ive got a bit of c++ / direct 2d experience and other low level stuff but not worked with an engine before, ive had a poke around in and noticed the majority of the interface seems to be around building 3d enviorments directly which is why i ask about procedural stuff
I wouldn't expect much of an interface if you're generating stuff procedurally, no? Anything there would be bespoke for your project
games like Deep Rock Galactic are heavily proceduralised
well yeah thats what I mean, it's hard to get a hold of whether what I can do "under the hood" is limited by using the engine without asking someone
uhm... 4.23 did come out why has no one said anything lol
the way I see it, the engine is perfectly capable of having fully runtime generated levels, provided you can live without :
- precomputed long distance terrain lods
- precomputed shadowmaps
and stuff like that
it's like not even on the official website lol
As you'd expect for rando on discord this is still in the pipe dream phase but I've been very interested in making a voxelized mix of a rogue like and minecraft
that's so weird, did epic forget they released .23 https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_23/index.html lol
Having an Access None error when trying to get player controller and set show cursor in my game instance. Any ideas?
its weird mathewW its like something got messed up here
i just did the update from preview 8 to preview 8. I'm not sure if this was supposed to say preview 9 or if this was supposed to be the released version.
the launcher wants to update to the release version here
doing the update right now, let's see what I have in the end
hmm. well i just ran the update and mine still says preview 8. relaunched and still says p8
@grim ore I hope they didn't release it, because you can't build WMR projects with preview 8
@real hound perhaps your player controller hasn't been spawn yet, when you are trying to access it ?
I acutally figured it out. Doing a Is Valid with a print string showed me the server was trying to access it aswell and that was throwing the error.
Its funny that gameinstance doesnt seem to have switch has authority
@glacial pecan I dunno it looks released to me lol
Damn. They must've released it O.o
well the version i have here is: 4.23.0-8386587
I do have a peculiar problem however. I am using Find Path to Location Synchronously, however it will not work unless I already have an instance of the player character spawned on the map. I spawn the characters on begin play through the player controller, and they will work fine so long as there was already a chracter placed on the map.
welp I guess release notes gives me something to do for the next 3 hours at work ๐
oof... this... was not expected tho "Chaos functionality in Unreal Engine 4.23 must be enabled and compiled using a source build. See this guide for instructions on enabling Chaos."
I know it was like that during the previews but to have it be source only for a big feature like that is gonna be alot of people asking how to compile source lol
anybody know why the update is so huge ? 11+GB updating from Preview 8, my guess is it downloads android & ios crap even though i specified before in options that i don't need it
it looks like you might be right on that one, I even had linux support auto added lol
might be best to just delete the preview and reinstall the final without options
yeah thought so, thanks for confirming
I was wondering the same thing on my update but I have bandwith to spare so didn't care to confirm heh
yeah don't want to download 6+gb for something i will remove afterwards because of SSD space
someone messed up @ Epic on this one
yep yep, thankfully removing works
i'm kinda surprised it'd get posted right after the holiday weekend
just wanted to confirm if you do a new install without any of the target platforms in options it's only 5.47 GB
good to know thanks
also got a substance plugin warning, i guess the launcher tries to install that plugin by default when you have it installed for an older version
I've heard problems with people installing a new versions without deleting the previous previous versions.
So, in your case, it may be better to delete the preview anyway.
yeah i'm removing my preview 8 build cause updating seemed to be buggy
the problem is the latest update not respecting your install configuration from before and tries to download extra target platforms you did not have before
not a big deal for most but instead of a 1.5GB update you get 11+GB lol
yep it's officially official https://www.unrealengine.com/en-US/blog/unreal-engine-4-23-released
that's a long read
it's only like 1/5th of the actual release notes heh
yeah i just saw the scroll bar get tiny, it's mostly pictures
Release Notes for Unreal Engine 4.23
for full release notes
there's a lot going on in 4.23. i understand their urge to get it out, many of the updated systems aren't complete or perfect but they are good steps in the right direction. it has to be good enough or else they'll sit on 4.23 forever trying to get in every feature they wanted
Any idea why this does that ?
Basically, looks like you can't build arrays of event delegates.
hey guys quick question. Im trying to learn the multiplayer phase, I test my project with server side and client side windows and when I set the client to 30 fps, the server window also reduces to 30 fps. Doesnt the server have his own fps or tickrate ? What am I missing here ? The thing is I want to test how it will experience if a client has low fps. Who can put me in the right direction ? thanks
@cloud cobalt your custom event 0 needs to be plugged into the print string
it sounds like you are testing with a listen server?
@vast fossil Nah it' sjust Blueprint doesn't support this
ah oke
Using a structure around the delegate type fixed it
@grim ore basically with PIE
so you see 2 players then, that would be a listen server and with PIE that makes sense you are limiting the frame rate for the editor
you need to decide if you are using a listen server or dedicated server setup at this point and go from there
hmm, any good tutorials about this subject ?
have you read the unnoficial ue4 networking compendium?
thank you
the basic difference between a listen and dedicated is the listen is a server AND client
I probably need them seperate which seems more logical for my project
with the servers fixed tickrate
4.23 released
when you think of a traditional networked game a dedicated server is more than likely what you are thinking of so yes you might want to look into that and start coding/testing with that (you can still do this thru the editor for testing). It's not the same result as a listen server
I think the majority of non-AAA games have strayed away from dedicated servers.
So, 4.23 was released. Who is doing Balls of Steel challenge? (Upgrading your only copy of the project to new version without backup)
Not me, that's for sure.
when I check "run dedicated server" that will be enough for testing right ?
for testing yep, it should spawn a new dedicated server in the background in addition to your clients
alright thanks
damn, u good
does 4.23 have a fixed timestep for the physics ?
If you need deterministic results, there are immediate mode for Physx afaik.
I thought you were talking about physx
Chaos is possible, yes.
oke
Just opened Epic games launcher after 3 months and within 2 seconds, I get notification UE 4.23 released.3
What are you working on john? Oh I've started working with chaos
@calm widget aye then don't worry about it
does Chaos, when enabled, replace PhysX (for e.g. character movement, extent traces, etc.)?
it should not, it should just be for destruction
how do I add a "playerstart" in my world outliner ? I cant find a blueprint called that name
it's in your modes panel on the left
found it, thanks. I had modes removed to have more view so I couldnt see it.
Ugh must remember to mute at everyone
Hello ! How to control the area of movement of many actors ? I've thought to use multiple nav mesh but I don'tknow if it possible... I didn't find much to help on internet...
Ohhh yes. ๐
A single navmesh can support many actors, if you didn't know. Jorickan.
aww, Chaos is still hidden behind a compile gate ๐ข
soo sould i download it now or wait for hotfix 1 ?
when i delete an asset collection i got from the marketplace from a project, it takes a very long time or crashes the editor, is this common?
Yo! I have installed 4.23 right now, but it says 4.23 preview 8 in launcher, is it okay?
well you probably missed the release snapshot by a couple minutes
@dim plover Oh excuse-me sir ! I would say many actors WITH DIFFERENT TYPES OF MOVE ! In clear : Somes can jump and some other can NOT. So it needs to paramater "Agent Max Step Heigh" diffrently for each actors.
or you were on a CDN server that was still a little in the past
I'm in the update process
I had preview 8 before updating though, so I hope it'll be at least preview 9 or the full release after!
or can i update on top of preview 1 ?
hey
@azure shore go watch the livestream on it, there's tons of features
It's insanely powerful
where ?
google it? It's on youtube
niiiice
Has anyone had trouble subdividing from ue to blender ?
my normals seem to be really messed up
I've had normals flip in blender when editing, make sure you invert any flipped normals before exporting from blender
does 4.23 still have to be launched with a dx12 flag to get rtx enabled?
4.22 had and I haven't seen any mention that it would change
at best I think you can hope to have raytracing work with Vulkan ๐ RTX is a DX12 feature
it does not
you can go into project settings -> Platforms -> Windows -> default RHI -> direct X 12 and restart
no need for flags for a few versions now
oh nice, thanks, looking into now
yep once it's restarted you can hover over the project name in the top right and see which RHI it is using
useful, now i can go back to launching my projects from the epic launcher
i believe you need a fresh download. you can cut a lot of the bloat by choosing in the options to cut some platforms
does anyone know of a fix for this?
what are the "Geometry Collections" things really?
some kind of prefab?
usable outside of Chaos?
Hey everyone! I have been looking around and can't seem to find an easy way to do this so I'll try to ask here. Is there an easy and simple way to make an outline on an actor? It will be triggered by the cursor hovering over the actor
uhmm guys why it says preview 8? is it safe download it now or wait for the launcher to update?
is it possible to disable ue4 auto focusing on whatever you select? I just want to focus manually with F
or not focusing but it changes rotation center
hey,
how does one download the new update from the installer?
does it do it automatically?
I'm sorry, IT'S 56+ GIGS?
Since Mobile barely has traffic: does anyone know how to get an accurate or rough estimation of a phone height from ground, or at least figure out the floor plane without need of scanning for AR?
@rain dome Just click the plus sign
Depends on what you have selected mine's under 50 at the moment
@exotic lion Ah, thanks. ๐ Should I uninstall the old version as well?
@cyan cargo I don't know of a way to do it without using the camera at the least. You can get height relative to sea level on most phones with other sensors.
that's you only that knows if you need them or not
Only if you need the space, uninstall the oldest version.
@scarlet birch thanks, I'll see if I can tap into that... I might just do a rough estimation based on user height
Ah, ok.
How practical is it to ignore the editor and just use unreal engine as an API in visual studio?
I think you'll be missing the editor a lot to manage assets
the 4.23 tool to convert textures to Virtual Textures is pretty amazing and straightforward to use btw!
Hey guys, quick question. i have a C++ pointer of a class i made.. but when i assign it in BP and press compile it resets(aka doesnt take the value). what coulld be the reason
it goes to none
Don't Hot Reload.
i deleted all files, and regenerated the code
i was on ue4.22 , and upgraded to 4.23
removed the generated code and regenerated
still
assign it in BP on instance or defaults?
HOLY F*...i've started to install ue 4.23 4 hours ago...and it was still installing...just stuck on 55% and was writing whopping 400mb/s whole time
there is a little bit of a difference between the two
The 2?
i created a custom c++ player controller > created a blue print from it > assign the value (fails)
You mean the launcher and the SC?
i mean assigning a pointer on an instance of the actor on the level
or assigning a pointer on a class CDO
Sometimes it hangs up when it has to compile shaders or something. It can take a while depending on your system.
first works, second doesn't without the Instanced specifier
@mossy nymph , im not sure im following here
you can't instance objects in class defaults
unless
object's class has EditInlineNew specifier
and the UPROPERTY holding the object has Instanced specifier
@serene birch more asking if it Imposes any limitations
@next badger That does seem excessive though. It only took a few minutes to download and install for me.
hope it was not writing those GBs for real tho...
@mossy nymph so i should instance it on BeginPlay ?
that would work, but it would not be editable from BP editor
that's 6Tb of data
you can alternatively add those 2 specifiers and instance it on the CDO
so, do projects created on older version of ue4 work on the latest version?
endless loop of SSD life expectancy destruction
@mossy nymph , how do i go with getting it to have the BP as the value
i told you
ZloToday at 10:07 PM
you can't instance objects in class defaults
unless
object's class has EditInlineNew specifier
and the UPROPERTY holding the object has Instanced specifier
@mossy nymph IT WORKED !
i could not find an answer on google
thanks @mossy nymph , u r the man
@rose glen see, Discord is better than google!
indeed it is, but i did not want to bother u guys
aaaaaaaaaaaaaaaaaaaaand engine crashed
/shameless
Forcas, it looks like you just want the class of the UI widget, you sure you don't want to use TSubclassOf?
You probably want the UClass of the BP.
๐
And you should avoid using Hot Reload. Unfortunately, it is mega shit.
but is it not faster ?
he wanted to instantiate the UObject on class defaults
it's not faster if it doesn't work
live++ is a sweetheart tho
Ambershee, you see this?
Bugfix: Fixed an issue occurring with the FindTeleportSpot function when finding locations for spawning an Actor (before BeginPlay). It now applies the proposed Z adjustment to all XY position permutations, instead of only applying it to the last of the XY-only permutations after all of the XY-only options failed. When an adjustment axis is nearly zero, more permutations are tried rather than duplicating the four axial permutations. The behavior of the FindTeleportSpot function for Actors that have begun play has not been changed
HI COMUNITY- busco programador en blueprints for a fiu minits to talk
@mossy nymph @dim plover , thanks for the input, i will go dig into the crash now โค
@dim plover - I've not looked at any of the release notes actually, but that's a curious one
sounds like an actor is more likely to not be instantly deleted any more but at the same time, it's a minor fix, not an improvement
spawning is now just that little bit slower again, lol
๐ฎ
for actors with lots of components it's not so much an improvement as exacerbating the problem
like you leave actor spawning to chance the default algorithm will find a position @wary wave
it can still fail to find a position - if what's above is to be believed, it will now however correctly try eight locations instead of five
the problem with actor spawning is it actually ALWAYS spawns the object - if it fails to find a location it then deletes it
it's kinda stupid
Spawning at a relatively unknown position is always chance based, isn't it?
It's more or less just trying to find a good spot.
its also not good enough for production
depends on your game, your object, and your implementation, but generally speaking you should only be trying to spawn stuff where you know it can be spawned
i'll know i can spawn an actor at location before i call the function
pooling actors isn't a bad idea when you know that spawning them is expensive
I guess the spawning code needs the object to exist to test collision with the world
so that's why it then deletes it when it can't find a location ๐ฎ
@serene birch - yes; there's no inbuilt behaviour to precache the actor's bounds
CDO always exists tho
but implementing such a thing is frustratingly trivial
note that the patch note mentions the new algorithm is only used in level start or so
CDO is worthless because bounds are not yet valid
I think it means for the TeleportTo specific to spawning.
no, it's talking about Actor lifecycle, it's for any spawning behaviour
an actor is spawned, teleported to a location, then the collision is tested
if collision tests fails, it tries several other locations (depending on spawn function params), and if all those fail, it deletes the actor
yeah I caught that error
if you precached bounds at editor-time for actors that you know will have defined bounds though, you can avoid ALL of that nonsense and just skip straight to collision testing without having to spawn or delete, or any of that madness
by "precached bounds", you mean like having a "spawning actor room" with enough room for anything to use for the initial spawn before you yourself manually place the actor at the right location?
nah, calculate and save the bounds whilst you're still in the editor
literally save it into a vector
do nothing at run time except use said bounds for collision tests when spawning
if you know the actor bounds aren't going to change, you can avoid a hefty amount of spawning cost
because you're not teleporting umpteen different components around for no damned reason
I see
when your actors have 20+ or even 30+ components, you save a lot on performance, hehe
another option is to determine their bounds in advance when spawning stuff as part of your pooling system, if you are using one
how do you pass that info btw?
edit the base actor class and rewrite the spawning functions
if you have an actor pool, you can cache the bounds once the actor has been spawned during initialisation - then use that bounds value to do your collision testing prior to teleporting the actor
that approach would not require modifying engine code
That's pretty close to the approach I use now most of the time.
At least with anything that has to spawn frequently
aye, makes perfect sense
Installed 4.23 to test that all my Marketplace products still work - and they randomly don't
All kinds of weird things going on, like a map variable which has 1 item in it, even though the map has not been used and should be empty
Guys, my UE4 23 install is stuck pn โVerifyingโ. Is that normal?
Itโs been on it for quite a while I think.
hey guys i have a cable component. when the game starts 1 end of the cable goes to 0,0,0. Any ideas?
the EGS launcher does spend a lot of time Verifying sometimes
your HDD speed is a limiting factor
For weeks I wondered why there was no Unreal Engine discords? I can not believe I just found this place
Ah thanks Stof
hi comunity, i loock for a programer in blueprints ho helps with my DEMO, thancs
thanks
guys how do i make my guy land quicker? i wanna increase the speed at which my character falls after jumping
the default falling speed is very slow
gravity scale
or something like that. Just type gravity into the search box on character movement
alright thanks
What bp node do I use to know when a certain level/session is loaded/joined? I am working on a multiplayer and right now I have the character getting spawned by the player controller, it works, however doesn't distinguish between my menu map and a joined session.
@real hound use a different GameMode class
Mm, I dont know if that will sort it. I already have default pawn set to none.
ITs more of a question of how can I more appropriatly spawn the character from the player controller.
is there no plugin for bulk rotation of models on scene, like add +90 on Z? someone linked to bluetility recenetly, but i was hoping for a simpler tool
main menu one doesn't spawn the characters, the game level one does
I am trying to do a drop in drop out thing like Rust, so having a default spawn isnt ideal
and the best place is override of HandleStartingNewPlayer in GameMode
Hmm ok. I'll look into that override.
its BP exposed, if that matters
if you don't call Parent, it will not use the default logic to spawn a Pawn
Yeah I have done overriding in the camera manager before.
If I dont call the parent? I dont follow that though
Ah
calling a parent node (by right click - add call to parent) calls the default implementation, to which you can then add in BP
Is there a way to use multiple NavMesh to control NPC with different setup (some with an "Agent Max Height" set to, let it be said : 1 meter, to allow NPC to jump over barriers... and some others with an "Agent Max Height" set to 0 to have a NavMesh which delimit the barriers and therefore, in order that the "non-jumper NPC" know that they have to get around the barrier...) ???
Because if the "Agent Max Height" is set to 1 meter or a certain high, the non-jumpers NPC believe that they can jump (just like the jumpers NPC) but they can NOT ! So they get stucked behind the barrier... ๐
NavModifierVolumes combined with NavAreaClasses and NavFilters
NavModifierVolumes have a NavAreaClass
NavFilterClasses determine which NavAreaClasses are passable, which aren't
and then you set NavFilterClass to your PathfollowingComponnet/AiController/MoveTo
hi. i try to post in LOKING-FOR-A TALENT channel but i cant.
check pinned posts, it will tell you how to do it
go on #looking-for-talent and click the pin icon top right
thanks
you can also use NavigationLinks for the jump over the barrier, and cut out the NavMesh in the middle
they also work with NavAreas/Filters
@mossy nymph It seems to fit perfectly with what I'm trying to do ! Thank you ! ๐ I'm gonna work on all this !
guys is there a way to make the texture randomized instead of being repetitive like on this wall?
@summer turret I'm a noob who don't know much on texture but I saw this tutorial once and I think is what you want to do : https://www.youtube.com/watch?v=De8DUod26Mg
A tutorial showing a couple of different techniques to help break up repetition in your tiling textures in the Unreal Engine. If you have any questions about...
thanks man ill take a look at it
hello everyone , im new in game developing so i followed a tutorial on youtube ( climbing tutorial VR ) and i follow in every step carefully + i did it twice and when i finish and i start playing i can grab cubes but when i try to climb everything turns black then UE crash ... any solution or can someone tell me what happened
when it crashes you should see a crash reported with an error?
yes after a while
if you have the debugging symbols installed it can help point out the error, besides that I don't think we could even guess
i dont think its installed i will install it , thanks by the way
if you get an error we can check it out. If it takes a while before it crashes it sounds like maybe a loop that gets out of control and sucks up memory
Is 4.23 a big upgrade?
the changelogs read amazing
๐
so much good stuff
best update in a long time from my POV
If I have a project in 4.22, what is the best way to test it in 4.23 in such a way that I can take it back to 4.22 if necessary?
Back up the 4.22 project. Upgrade to 4.23.
the best way is to create a source control submission for latest 4.22,up to 4.23, see if it works
Thanks. I've never rolled back to a different engine version before. So I'm clear: I use Source Tree for source control. The current version of my project is committed on SourceTree. If I open the project locally in 4.23 and upgrade it to 4.23, if I run into a problem, is it the case that all I have to do is checkout the last commit that I made on 4.22? It won't try to open that commit in 4.23? Or do I then need to delete the whole project locally, pull it, and open that?
I'm a little nervous, because I have a lot of time in this project.
if it's in source tree right now and it works then as long as you don't commit anything to your branch you can 100% go back to that version
Awesome. Thanks!
Is there a way for me to get the height of the ground at a certain point. For example if I want to spawn a character at ground level
when you open the project in the newer version it will suggest you open a copy as well so just do that and let it copy to a new folder and test in that. If all seems good you can open the original again and convert in place
@grim ore , I'll do that as an extra precaution. Thank you!
at the worst if you convert, and commit you can always go back to the previous commits on a new pull and be fine then just recommit again past the "broken" upgrade lol
or yeah roll back to a previous commit in the stream
@thin tendon the easiest way is to do a line trace from above the terrain down and then you have a hit point for the ground level
So like a ray cast?
yes
Thanks mate
How can i make it so if a constant = 1 then something happens, but, if a constant = 0 then something else happens in a material?
basically i want to make it so you can select 1 or 0
and if its 1 then it uses a texture
if its 0 it uses another texture
does it have to be 0 or 1? what about true or false. if 0 or 1 you can use a lerp. if true or false you can use a switch
I am basically doing a script
with python
and i dont know how to change blend mode
so i will do kind of like a weird solution to that
i guess
well if you are trying to do this in a material you can use a lerp, put a scalar constant in as the alpha and you put textures in the 0 and 1 inputs and then done
but if you are trying to do something else then you can set up the texture as a parameter and change it in script possible? I don't know what python has access to
i want to do it with a constant
I will do this
if texture_has_alpha_channel() == True:
So if this value is equal to true then blend mode will be translucent, that was my initial idea
but i dont know how to change blend in the script so my solution is that if a constant is 1 then the opacity will be 100
if it is 0 then opacity will use a opacity map
makes sense?
it does, don't see why my suggestion doesnt work
unless I am missing something, are you creating materials?
instances
and then setting parameter values on them?
Whatever, i guess i will use 2 master materials
1 for translucent another one for normal
yeah blend modes are one of those properties that define a lot of stuff behind the scenes
harder to just flip in a graph
also i need help with his
For some reason if i make my material translucent and two sided
the material gets like a whole or something
wich follows the camera
only happens if it is two sided
why?
thats a good question
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
makes no sense but ok
i fixed it nice
anyone else having issues with Insight? my output is just blank.
you gotta pass the command line arguments they showed in the stream or it does nothing
thanks that worked.
I don't understand the principle of the NavModifierVolume. There is very few documentation about it and the very few videos that I've watched didn't help me to understand...
I've just put a NavModifierVolume on my level, I had a BP with NavigationSystem.NavArea in Parent Class and set this BP in the "Area Class" parameter of the NavModifierVolume's settings...
My NavMesh is still green. I feel like it does nothing...
What's is supposed to do ??? ๐ค
hello, my UE 4.21 crashes when I want to go into one folder in my content where ihave sound cues only
it used to work fine
@plush yew You have to select what it does in the details panel
@scarlet birch Ideally, I would like to change the Agent Max Height of my NavMesh, here :
to set up to 0 for some NPC. Tt is currently to 144 so that some of my NPC can jump over barriers. But some others NPC don't need to jump. The problem is they sharing the NavMesh and so the "Agent Max Height". As a result, they "believe" that they can jump but they stay stucked behind barriers...
Change your approach. Use AI to address different behaviors.
I don't have the good approach ? Arf... So I'm totally lost...
Instead of trying to have different Nav data, check if it should jump and then tell it not to jump
@scarlet birch You're sure ? Cause if I say to my NPC to not jump with the Agent Max Height set like it is currently (and I think I don't have the choice : The NavMesh must indicate that the NPC can jump and where he can jump !), he's still going to be stuck...
I'm not sure. I have no idea what you're doing. But if you have two AI and they should have different heights at which they can jump it seems to me that should be addressed with the AI or with an EQS and not with the navmesh.
( Sorry, I just realized I didn't sent the good picture, above :
I simply would that some of my NPCs can follow my main character and avoid obstacles by jumping on it and some others by getting around it. I've already the following function. NPC can follow my main character. I have in the RecastNavMesh setting this "Agent Max Height" (on the picture) set on 144. So the "jumper NPC" can jump over small obstacles but "non-jumper NPC" (I have 2 types of NPC) cannot and must not. Problem is they share the same NavMesh (and so the same "Agent Max Height". And then like I said, they "believe" that they can jump but like they don't, this "non-jumper NPCs" just stay stucked behind obstacles... EDIT : Maybe I'm confusing "Max Height" and "Max STEP Height" but anyway...
( Sorry it was hard to explain... I hope I'm clear ! ๐ )
I understand. It may be that you can place a nav obstacle of some type to tell them to move around it. That is not the approach I would use though. I'm sorry, I'm trying to help but I only use the built in Nav and AI a little bit and write my own for most things. My approach would be with the NPC its self to tell it to behave differently when it encounters the situation.
Youre approach is better maybe... I don't know at all...
I think I'm gonna post a topic on a UE forum to see how others dev how to go about it...
or I'm gonna come back here later
Thank you anyways ๐
Updating to 4.23, much excite
@frozen slate @manic pawn Do you have the commands from the stream? It's the feature I wanted the most ๐ I watched the stream but don't have a link on hand
uhh
nice
Cheers ๐
thanks again Zeblote ๐
I spent like
a while
trying to get it to do something
until I just gave up
then I saw that stream
I got the same issue with the network profiler, so probably the same mistake ๐
yehh I seen the stream too but forgot ๐
I assume in a future release it'll be a button not a command ๐
is it able to collect data from 4.22?
Wouldn't have a clue, you might be on your own there
yehh
New: Wacom Tablet Support
New: HDRI Backdrop Actor
Remote Control over HTTP (Beta)
@mint sequoia I'm excited for these
Trying figure out what I can do with the remote control
Is it just for while in editor or can I have a stand alone launch ?
Why'd you @ me
Upgraded from preview 8 to 4.23 final and I deleted Binaries and Intermediate, regenerated, rebuild C++ and when I launch it does another rebuild and yet it fails with Try rebuilding from source.
Thought your post was from today I was excited to update too
Haha wtf, they still haven't disabled VR plugins by default
๐คฆ
Are they just ignoring everyone now
its like tick on by default its staying on so ease of access stays
But this isn't ease of access, its the opposite
Just because I have a VR headset connected doesn't mean I'm making a VR game every time I make a new project
its so vr mode is easy
Its catering to the minority, the minority who aren't inconvenienced when not catered to, when the majority is inconvenienced, so no
yeah you also dont need tick on by deault it still is so its plug and play im not saying its what should be done
No, they are completely different
because the same mentality went behind the decision
I don't think so
If they did this on purpose its just plain wrong
When you're making a game lots of stuff does tick, that's not related at all and just derails the problem
you are missing the point.. i understand that but that isnt why its on by default they default it so people new to the engine dont try to use it and go why isnt this working. VR enabled by default is the same reason someone new can just start up the engine and have VR work
Haha if you have a problem with tick being on by default then bring that up on your own
Yes I just think its completely irrelevant
im telling you the reasoning behind the default
agreeded
New devs have no business using VR before they've even learned how the engine works
And it doesn't warrant inconveniencing literally everyone else
Epic have been told all this, and many other reasons, and they just ignore it
So basically they have no good reason + are just gonna do it anyway
I made a spring controller that has limits for specific axis and directions, made to solve the issue of helmet's clipping through the head because you can't clamp -Z to 0. It's here as a plugin if anyone wants it: https://github.com/Vaei/SpringBone/
(left default ue4, right mine) https://i.drowningdragons.io/X1l3PAYAq.mp4
ue4 4.23 was released does anyone know how to get chaos destruction working ?
Oh what, they broke TMap UPROPERTY in 4.23 (in some cases)
Hit + and it crashes https://i.drowningdragons.io/JBVljm6oN.png
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1641765-how-to-enable-chaos-in-4-23 @blissful trail
Follow these steps to enable Chaos in 4.23 (https://docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/ChaosDestructionOverview/index.html) (new
Be warned, in UE4.23 you can no longer have an array of a struct containing a TMap, it crashes the editor
In UE4.23 particles are also completely broken (due to Initial Size node breaking)
Feels like I'm on Release Preview 1 ๐
oh wow
and that went through what, 8 previews?
Epic really needs some kind of proper QA process on builds
I feel like they literally do the minimum testing on only the changes that go in, when they go in
Does web remote control is working in shipping build ?
it was only a few versions ago they shipped a new version of the engine where you couldn't rotate a character FFS
@wary wave There are still game breaking (for some) bugs with character mesh rotation, I reported it but the guy who responded couldn't understand the issue no matter how I explained it
So its still there
delightful
well they DID test the particles then since they had some changes in Niagara in the first place ๐
not sure how they could test those and fail to see a bug that just breaks all
writing tests in general feels pretty cumbersome
doesn't need to be a written unit test
literally just having some levels with specific content in it, and having someone open them and look at them is enough to catch these cases
"all particles are broken because scaling is fucked" isn't hard to catch
was it broken in the previews too?
I'd assume not, but I never touch the previews, so couldn't comment
I stay permanently one engine revision behind at best
is the mesh rotation bug you guys are talking about the one where things in BP editor randomly won't rotate until you restart the editor?
when I spotted it, it was similar to that yes - the character mesh in the default projects could not be rotated in any way without first saving it and then restarting the editor
I have that happen all the damn time
random meshes, at seemingly random times. It's generally when I'm rotating a child component, it will just...not rotate no matter what I do. Editor restart is the only solution I've found
What engine version are you on
Is there any in-game analytic for a heatmap to track finger movement for mobile devices?
Hey guys, should i use different struct for different type of attacks such as attack, attack that requires height, projectile-type attack?
Is it possible to search for files outside of your game during run time using blueprint? I basically had an idea. I want to search the players music folder for WAV audio files at runtime and add them to a playlist for the game to use
that sounds fishy.
Just give the enduser a single folder which you search at runtime
/Game/Music
for example
So you reckon just add a music folder to game directory. If I did that I reckon I would need to create an import window. So players don't have to search to find game directory. Thats why I was thinking of having it search music folder. Less set up for the player.
I want it to be so simple a child could do it
wtf are you talking about. your game already knows where it lies. no need to search for it
Iirc there is still a bug with TMaps not loading properly from config/text.
Means you copy a tmap with multiple entries (String, Struct for example).
And if you past it it overrides all entries with the first one
had to remove our config TMap cause of that
No not searching my game. An import window for them to find thier own music from the game and have the game move it over for them
My Plugin was loading Sound Files from Hard Drive
But it's not available anymore. So yes you can, but C++
Or Plugins
Ok thanks mate. that makes sense. I have noticed structures are a bit buggy in general
You will also have to get the wav file or ogg file into the USoundWave or whatever it is format
Cause UE4 can't work with the raw files like that
ohh ok so I need to find a way to convert it
Generally speaking this isn't easy to do
Its starting to sound difficult. Just seemed like a cool idea
Not to mention few people today will have music locally, so it's going to be random sound clips from the programs
Thats a really good point
You can filter by folders and length, and then read that etc
But yeah, unless it's really important for like, a creepy factor of playing their own music to them, it's a lot of work for not much
Yeah I think reading from file will be the easy part I already do that for the save system. The conversion stuff sounds like the tricky part
Nah I just wanted to give players the option to replace ambient sounds with music if they wanted
Give them a music volume setting, and let them play their own music ๐
in the end, yeah
Yeah I already seperated the music volume
there is little reason to code a "music player" in your game unless it serves some gameplay reason
just let the users use their favorite music player
(Which is going to be Spotify anyway)
I think steam has in built thing to do this anyway if I remember correct. Through the overlay
I just use youtube tabs open in Chrome or Firefox ๐
Steam has a builting music player
ohh there you go not worth doing then. Seeing as game is steam exclusive
I think most consoles also have that too? and a requirement for your game to mute the music when the user is playing is own from the system
Thanks for the chat guys. You guys just saved me from wasting a ton of time
ah you do have the API to control the Steam music player ๐ https://partner.steamgames.com/doc/api/ISteamMusic
i need help pls
you have to ask a question to get help
assuming you don't have source control set up?
im new so probably not
kinda sol then
sol?
shit outa luck
there goes 4 months
you can't launch your project anymore or what?
are you able to get in to the editor?
what was the last thing you did before you had this problem
added a few assets that I playtested before hand
can you create a new level? does that look ok?
the coding is jumbled and broken
screenshots? less vague info?
where can i post screenshots
just paste them here
errors when i load in
have you tracked all those broken references down?
yes and I have found that all the assets are stripped for code
my game was switched to fps from third person?
why must ue4 do this
first person and third person are just templates, you can add those content packs to any project. UE4 didn't "switch" anything on your project
here's one solution to a similar problem
quick google search brought up a bunch of posts, I'd suggest looking around at those
which are the binaries
it's literally explained in the answer
keep reading
might be a good idea to back up your project too
even though it's broke
And?
do macs not have the binaries folder?
idk
They do
hey guy i wanna know if anyone got issue with ue4 because i alway got 100cpu% been use
You deserve a hug kharvey
lolol
if it had binaries where?
@mossy thorn have you tried a computer restart?
I looked in the saves and the content
@foggy cipher in your project folder
@warped tangle i did
have you changed your engine scalability settings?
me?
no, seikei
ok
@mossy thorn I'm assuming you weren't having this issue and it suddenly started happening.
Yes for no reason any idea?
are you on a laptop by chance
Yup :-)
Plug in you cannot leave that unplug with ue4
check any performance throttling settings your laptop may have
like, make sure it's not in "power saver" mode or something, even though it's plugged in
All in high performance
Seem it using 3 shader compiler all using 35% each
ohhhh you're compiling shaders. Well yeah man
anyone know if shadows can be saved for a fog of war? maybe with a 2nd rendertarget?
I did remove some tread in file bot never work
huh?
I have to give up ๐ฆ
4 months of work and you're going to give up in 20 minutes?
I have no idea what im doing
i restored old version now theres 6 versions of everything and all assets codes reset
Talking about that
Well if you're compiling shaders I'm not surprised your CPU is at 100%. Mine hits 100% every time I compile a large amount of shaders
all the code is dead
No way to reduce the tread using event if take 1h to compile shader?
@foggy cipher dude all you have to do is redo the code that's there
Just drag off the not-red version of the references, call the function that needs to be called, and relink stuff
It's honestly not that bad
the equipped weapon wont go into the right spots anymore
@mossy thorn Not that I know of, and that's not to say that you can't....I just don't know of a way
@foggy cipher your code is broke, you have to rebuild it....
Just start going down the chain and check all your code, looks like you're going to have broken references everywhere
We've all gone through it
Great time to delete those binaries
@abstract relic LOL
my whole screen except discord is frozen
IIRC Binaries, Intermediate, Saved....and something else can be safely deleted
@foggy cipher are you trying to play it right now?
Ok thank bro! Seem i have to give up for good
@mossy thorn yeah, I believe that's intended functionality, so not sure what all can be done
But when it crashed, were you trying to play it?
i clicked on my project and gone
I dunno man, I'm not pickin up what you're putting down. I don't know what "I clicked on my project and gone" means
when the option comes up to choose the project I click and then it crashes
no crash report window?
would you like to share with the class?
where do i fid them lol
sorry bro, maybe somebody else can help you. I don't know how to help you find the crash report screen that comes up when the engine crashes....
Yo, anyone know how to access this new Unreal Insights tool?
it's in the binaries/win64 folder of the engine installation @ashen brook
np
guys, UE imploded randomly and now i can't get into my project anymore, getting this at 95% of loading
Assertion failed: Existing.Linker->ExportMap[Existing.LinkerIndex].Object==this [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 107]
anybody having this issue/knowing how to solve it?
Anyone had an issue with 423 where you play in PiE and, after some unknown time or event, it starts doing this weird rendering effect that looks like some massive headache-inducing blur thingy is being applied to everything when you rotate the camera?
@waxen lintel .....like motion blur?
Yeah, it kinda looks a bit like that
I haven't upgraded to 4.23 yet, so I'm not sure if there's been a change, but have you checked the motion blur settings? You may have had it switched off in Project Settings in whatever engine version you were using before
and it may be on by default now, no clue
or check your PP volume(s)
Yeah, of course, it's all off, and what's more this effect doesn't present itself until after several seconds(or minutes) of play
and then, once it has appeared, it's there from the start when i do PiE again
odd
I've tried it in a new map with no custom assets as well
framerate stable?
Ugh yeah, regretting it already... and an editor restart only fixes it for a few minutes
you check the motion blue settings on the camera itself?
Yeah, checked it everywhere... but I mean, even if I missed it somehow, it wouldn't explain why it randomly activates...
anyone else getting an install error for 4.23.0 ?- it complains about the path being too long.
Yeah, think I'll be doing a lot of shots in teh dark with this one
i usually don't upgrade till the 4.xx.2 or .3 update either, but I have a RT project and want to get on the latest code as soon as its out
so i think i'll suffer with any upgrade headaches that might happen
@fleet rain That's pretty risky in this release, so far I've found any BP with a TArray containing a struct containing a TMap will crash, and particle initial size is broken ๐
@mint sequoia thanks for the heads up. that's good to know, i'm generating a build today and taking a look at things. i did notice that with preview 8 some things were broken, but i didn't have time to track it down. so anything blatant like that could be a showstopper
@fleet rain I have my impact sounds from hitting with a sword in such a TArray/Struct/TMap and they work, but if I open the character's blueprint where they're set its an immediate crash, if I refactor to empty the array it opens, if I then add something to the empty array its a crash
Just so odd how that didn't get caught
Hi, 'NegateFloat' node removed in 4.23, why?
that's really helpful thank you. i'm sure i'd be banging my head against that for hours ๐
I've had a consistent DX12/RT related crash that happens after so much time playing, I'm hoping that 4.23.0 fixes it. I've had it since I launched my game. But it was looking like with the preview builds that issue was becoming diminished, although I wasn't sure.
I'd deal with a lot if i could get that problem solved. Including doing BP scripts in a completely different way if I have to
i have a stupid question, i'm trying to make a chrome type of material, i kinda get the color part but dont understand the reflective part
i did look at some tutorials but i never get it close to chrome
https://answers.unrealengine.com/questions/892095/view.html#answer-895157
i actually now got this problem in 4.23 ๐ฎ
is anyone else having trouble downloading things from the "learn" tab on the unreal engine part of the epic games launcher?
hi, wich is the best method to connect cloud database service to android
@dim merlin There is a workaround listed
Workaround (partial)
Just create an empty level and set it as a startup map! It starts to load very fast as it should! Though then loading the original map will still be a problem, but I think it's better anyway.
Hey guys, for some weird reason my object isn't simulating through set simulate idk why is this happening it was working before good and this has happend suddenly
is there any way to download the shooter game example other than the epic launcher?
no
Great, new version up, hope they improved datasmith, i still have stuff to import from SolidWorks
Hi there. Quick Q: If I have a static mesh, with simple box collision, but then add that to a Pawn, does that collision apply or do I need to add collision as a component (and set as the root)?
How does a UE4 Server store player controllers, or joined player information? I am trying to do something like rust where you can rejoin and repossess your same pawn.
@silent frost Have you tried ?
I've currently got it set to collision on the static mesh, but I'm getting strange collision issues (one where my pawn is rising up and over other actors, and a box trigger collision is blocking the player). Trying to figure out where my collision needs to be set, as I'm a bit lost as to why it doesn't work. My previous player character (not a pawn) worked, but the new player pawn doesn't.
Seems there's some differences between pawn and characters when it comes to using Static Meshes and Skeletal Meshes. Gonna have a further look into it but wondered generally what's the best way to add collision.
Hey, Im looking to decide between unreal and unity for a project. I was wondering how possible it is to create something with world bending effects in unreal. something like inception or this following image. is it possible? feasable? hard or easy?
what if i wanted to have the ocean meet the land at a strange angle for example
Does it need to be dynamic ?
dynamic as in be able to move and bend and change, water should have waves etc. but there is no characters running around purely landscape
going to be equally hard
and it is going to be hard
if it's static it will be slightly easier, but still hard
its a good idea, very doable in unreal. and yeah created as staticmeshes would probably be easier than trying to dynamically move around landscape/foliage and other unreal systems
and yeah you'd have to be a really good cg artist
guys, i updated after my game randomly crashed 4.22.3 and stopped opening my project. Now i'm on 4.23 and trying to launch on my android but is giving me stupid errors, one for an apple related plugin (that i'm not using and i'm launching on ANDROID) and one now on oculus related stuff... how do i disable all this things, in project settings only android is selected
the apple plugin one i resolved by coping a folder from 4.22.3 into 4.23
@low valve basically, heavily dynamic scenes are a problem in any engine
You don't see many games doing it for that reason
If you do it statically, without movement - with some sort of weird local gravity then UE4 would do it fine
If it needs to move, well, it's probably equally hard in both engines
Hi, is there a way to tell a Nav Modifier Volume to assign its effect (in my case : simply block the area for a non-jumper NPC, so I selectionned "NavArea_Null" - the default parameter - in the Area Class setting just like there :
Hi
Quick cuestion
Is there a way, so, to tell a Nav Modifier Volume to assign its effect JUST TO ONE TYPE OF NPC ?
@mint raptor thats not the problem
I have a text box,, and i have an event on text changed wich has text as output,,,,
What node do i need to get the text box itself refference from its text property ??
Is not a get parent
just moved my project over to 4.23. Im experiencing a huge loading time (like 10 seconds) when i press play in the editor. Anyone has a idea?
In other terms : to tell a Nav Modifier Volume to to this effect on the Nav Mesh (see the crates on the screenshot below : they are not in green thanks to the Nav Modifier Volume) JUST TO ONE SPECIFIC CLASS OF CHARACTER ? :
LogHttp: Warning: 0000014AC3E42FC0: invalid HTTP response code received. URL: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID={B927E9F7-4B8F-5DFD-4229-4187DC2878E6}&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=c59704da48ed15b32c28e49c85da321f|d1119ca23702419abc502ceada05c86e|49a
fbd41-a594-4cac-8e1e-7f36c56f603c&AppEnvironment=datacollector-binary&UploadType=eteventstream, HTTP code: 0, conte etc
anybody knows what this is?
im getting it at regular intervals it seems
I am looking to replace the old free OceanPlugin anyone have suggestions for a new one?
hi guys i have a big problem
i want unistall codework from registry but i can not find it, some one can help me?
@low valve regarding your issue, have you thought about turning the landscape and the camera view so that water plane is straight in scene
How do you add a full screen widget as a child to an onscreen box and not have it scre up its relative locations?
Overlay?
Make them both children of an overlay rather than parenting one to the other?
@plush yew I really think you're causing yourself a lot of headaches by taking that approach and that the reason you are not getting an answer despite asking over and over again is that, as far as I am aware, Navmesh is not designed with the idea of having multiple navmeshes covering the same area. It would be much simpler to use EQS or another method to determine the state of the world around the NPC and then some sort of AI logic to determine what action to take.
@inner cloak yes, i wonder if unreal has the equivilent of this amazing plugin? https://assetstore.unity.com/packages/vfx/shaders/curved-world-26165
@low valve You can do that with materials and a parameter collection.
@cedar snow why wait for a .1
hey people
how can I identify whats the poorest in my PC for my Unreal Editor? What should I replace first? Is there some sort of performance checker?
replace it all then you have no problem ๐
but the real answer depends on what you are doing and what you have
I guess a real basic easy way is to load up your project, type stat unit in the console, and see which one is taking up more time the cpu or gpu lol
@grim ore im using it as alternative renderer, so its always in a state of sequencer, cant like, run a game and hit stat unit to see performance wise coz i have no actual game
you can run stat unit in the editor
recently UE started to crash my GPU drivers left and right, despite my GPU not showing any signs of death or misbehaviour. Runs perfectly in all other games and doesnt give me a single reason for a worry.
I just typed it in console and it returned me nothing. Doing something wrong?
thats the wrong console, hit your ~ key in the viewport
uh, same?
weird then
brings up this little window in the middle but they are same windows
so it just typed over here
yep both should have worked, I just tested. It should give you a stat display in the top right of the viewport
oh
yes
it does
it just disappears when im out of the viewport
frame, game, draw, gpu and rhit
what do they mean, if u dont mind?
how long it takes for each part, so the higher the number the longer it takes.
so game is primarily CPU, GPU is primarily GPU, etc
Yea I see, but what part "Draw" is?
google gives me registered health information techinichian
oh thanks
Thanks, amazing link, sorry for me stupido
Just wanna say thanks to at @MathewW for all your tuts. Would have been in trouble many times without them.
๐
Aight it says whats the meaning of digits in here, and I read it as Im getting bottlenecked by rendering thread coz my draw is 3.5 and game is 7.5. But, uh, sorry again my stupidity, what is the difference between game and draw? I just genuinely dont get the specific words I suggest?
I guess im lacking rendering power like GPU CPU? but what is game thread then?
game = game thread
uh
game thread would be stuff other than drawing basically. If you have any stuff going on like moving objects, cpu particles, etc.
so event tick being used alot might increase the game thread as an example
Hiii does anyone happen to know how I can import a tiltbrush model into unreal?
Skel would be anim thread
dont have that thread in stat unit duh
if you want to see the exact issue there are a ton more stat XXX commands to drill down to the actual issue
okay, i suggest same link can give me more info
@scarlet birch Ok but some other guys say that is possible so I don't even know what the hell anymore... ๐
(Moreover, I did never use EQS... ๐)
Did they share how ?
I mean anything is possible if you want to tear into the engine source
No, they didn't know... ๐
๐ฉ
@scarlet birch For example, a guy on a french discord (sorry but I'm french ^^) has just tell me :
I translate ๐ :
( in resume )
It seems to me you can create many Navmesh bound volume with different properties
You could create 2 types of agent and attribute to each of this types one navmesh and exclude the other
the agents cant be auto assigned is the biggest issue, they are automatic based on your settings for the capsule and nav mesh settings
Then you could have a mesh for the creature which jump, another for those which don't jump
Why would you want to create two separate navmeshes though for something a few traces or an eqs could solve?
@grim ore Oh sir ! I saw the video of you about the Nav Modifier, one of the few about this on the net. Thank you so much for all this videos ! This one was very clear like always but it didn't say if it's possible to assign Nav Modifier to one specific class character (and exclure anothers)
But now you say, if I understand well, that my way to do could do some issues... ๐ฆ
@scarlet birch Simply because I'm a newbie and I don't at all how EQS works ๐
Using two separate navmeshes or NavModifiers to block some areas for just one kind of character would be so easy and convenient... But as I don't know if it's possible... ๐
how are you moving the ai?
with a pawnsensing and a AI move to
( in resume )
and a jumping function for some of my NPC
( so that's why I set the Max Step Height (a RecastNavMesh parameter) to.. mh... around 200 I think... If not, this NPCs could not jump )
( but then, the "non-jumper" NPCs share this "Max Step Height" value and then, believing that they can jump... don't ! And then get stuck behind barrier... ๐ฆ )
Why are you using pawn sensing instead of AI perception?
( that's my problem... Either I reduce Max Step Height and so my jumper NPCs cannot jump but it suits well for my non-jumper NPCs (they can get around the barriers) ... Either I raise Max Step Height and so it's the opposite : my jumper NPCs can jump but my non-jumper NPCs get stuck... )
@scarlet birch Because I know only this method, simply, again... ๐
( the pawn sensing )
I'd suggest working through some tutorials on AI, EQS, AI perception, AI controllers, Behavior Trees, Tasks etc... for a day or two and then coming back to this.
the weird part is using filters should work for this but I can't seem to get them to work right lol
how can I solve this? i'm deleting unused levels to make space
oohh.... its because the default cost for an obstacle is 1 million lol
I'm trying to run the editor with that command but it's not working
