#ue4-general
1 messages Β· Page 528 of 1
@grim ore I didn't know anything about nav area filters until you said something. I looked it up now though and see you can use that for this.
yeah im at work so its a bit hit and miss being able to do this depending on call traffic lol
but I have this so far https://i.gyazo.com/40ee56082db280062297b7595c8f35d6.gif , one of them is set to not care about the avoid part in the middle the other is set to follow the normal rules and avoid the obstacle
one nav mesh, just using a filter on the one AI in the Move To node to set the cost of the node to nothing instead of 1000000 basically
This is a little outdated, and it looks like you don't need the plugin anymore to do it, but I think it's the basic approach you're talking about. https://www.youtube.com/watch?v=xwdVQQtQa8s
You can download the project I created for this video here: https://forums.unrealengine.com/showthread.php?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-...
it might be? I saw that video but was using the built in nodes yep
Nice, glad I caught your response I had not seen that before
Oh I've seen this video too ! But I don't understand so much... π
Much easier than what I was thinking
the issue I mainly ran into was setting up the avoidance cost on the nav area had to be super duper high to get them to avoid it lol
you would think 10 would be enough but noooooo
@plush yew basically every step in AI navigation has a cost and AI tends to take the path of lowest cost, you use a filter to tell some AI a certain area has a higher cost so it will never use it
yep yep which is nothing special but getting one of them to ignore that was the issue and filters save the day for that lol
I normally don't use those move to XXX nodes so that's a new one on me π
Ah gotchya
I should be using more EQS but I started to learn it, half the nodes are deprecated, I noped out lol
I hadn't used them at all until a few weeks ago, I've been moving away from Behavior Trees
hopefully this works for him, I know he has been trying for a bit but I haven't had time to try and figure it out
( I'm also using AI Move To in my BP... Didn't even know there was "AI move to" and "simple move to" ... )
yeah using auto complete you don't see some of the other ones since they require inputs like the AI controller
the actual Move to Location/Actor nodes which take in the AI Controller as the Target have the Filter Class on them. None of the other ones do which is annoying
this BTW was where I got some inspiration for figuring this out https://www.vikram.codes/blog/ai/03-navigation-filtering-and-avoidance
I'm missing something, it's not changing the nav mesh color when I add the modifier volume.
@scarlet birch Ah ! I had the same problem when I added the modifier volume, last time !
I saw a tutorial which said there was a bug or something and it had to rebuild or close and re-open the editor, something like that... But it didn't work
I'm going to mess with it some more this afternoon.
can i get some help with deleting maps please?
just make sure for the modifier you have the area selected you want to use and it has a higher cost than another modifier if it's with another one
@vast fjord restart the editor and make a new blank level then try and delete?
that's weird if the map itself is not loaded. Is it your default map?
had this be4, for sure corrupted... i had to restore it from an autosave... but are you sure you dont have 2 copies of the editor open
with the same project
I'd move the level outside of the content folder and see if the project loads.
if it does delete it, if not move it back
it says the level is stil lbeing referenced in memory
It's blocking well the NavMesh where the Nav Modifier is put :
( around the crates, for example : https://gyazo.com/0425037442989a199b63454607ab8c2c
Close the project, and move the levels files to a folder outside of your content folder, see if the project still works
wait
i have level blueprints
oh i got it
I just removed every object from the level
( but I would want to this NavModifier assign ONLY some NPCs and not another, that is the problem... ^^ )
On those NPCs you move with the filter
@plush yew you would create your own nav area, not use one of the default ones
lemme toss some screenshots out see if they help
oh,
so the first picture shows the nav modifier in the world, the pink area, and it's area class is set to my nav area avoid I created
the 2nd picture is the nav area I created with the default cost set to 100 so the AI will try and go around it
the 3rd is the navigation filter I created which is set to the nav area avoid I created and when using it it changes the cost to 1 (instead of the 10 it normally is)
the 4th and 5th are the 2 AI's I am moving, one has the filter I created above as the filter class and that basically says "yo that nav area that you would normally avoid since it costs 10 is now a cost 1 so go ahead and go over it"
not saying this is the most efficient setup and you could flip this if you want, set the default for the area to 1 and then the filter is setting i to like 100000 and give the filter to the people you WANT to avoid the obstacles
that was actually my plan based on the naming of the files but I kinda did it backwards lol
I just tested that btw and it worked fine π
Another option that works (just tested) is instead of increasing the cost on the override in the filter (the 2nd method I mentioned) you can just tell it "is excluded" with the checkbox and it will avoid those areas as valid
@grim ore Oh, man... You're my savior !!! I love you !!! π π π
Finally, Mike, I was right to get stuck on my original plan, haha !! π
I hope that means something is working lol
I'm trying to do just now ^^
Hey Guys, can you please recommend for me good tutorials for realistic lighting in arch viz
I am working on a project and I tried so much to reach a better lighting but still I am not there yet
@plush yew I'm happy to be wrong, especially when I get to learn something new in the process.
@grim ore When you created the NavF_Avoid, do you rebuild the light, restart the editor or something to get the pink area ? Because my area is not pink when i put the Nav Modifier :
the filter isnt something that goes in the level, it's just an object you can use in the AI move node
the nav modifier is what is pink in my screenshot
you might have just named it weird lol
uhm yeah it should be pink if thats the color you are using for your nav modifier
if you change it to obstacle does it go brown?
@scarlet birch Haha, cool ! You couldn't have known ^^ (and me neither, haha !)
So i tried turning on 'generate mesh distance fields' and when i reloaded to enable the settings the lighting in my scene became weird and light blue. even when showing 'Lit' with no lights enabled i can still see everything. anyone know whats going on here?
hey not important but Im just wondering, why exactly do things like position and rotation values refuse to be exact numbers sometimes? like you type in 90 and it insists on 89.99999
even after turning off the setting it persists
my objects are visible light blue, in the lit viewport, when no lights are turned on
maybe more white than blue
must be something simple but im puzzled
i fixed it, by deleting my skylight
must have been buggin out
@azure shore Floating point precision
whats that?
Excuse me, I'm not a dev, just a fan who likes to casually riffle through the files of games when possible to look through cut content/hard to find lore.
I was wondering if there was a way to just get the variables in a human-readable format for a particle effect from cooked .ueasset files so that I can compare two effect files for two character's powers to see if they were probably meant to look alike or whether I am just imagining things when looking at the kinda blurry VR gameplay footage?
I can open them up in Notepad and stuff of course, but it's binary files I think and so it's mostly unreadable.
You're asking how to rip assets from someone else's work. You're not going to find much help here
Why are you saying that in an accusatory tone?
I didn't know this was kind of a trade-secret type server, sorry.
@tight light itβs not but you are asking to decompile a compiles game
That isnβt cool
Thatβs stealing someone elseβs work even if you do have good intentions
I think he's just trying to view it
I had great fun looking through the models in the files for my favourite game but it was just umodel viewer, so I couldn't do anything with them but look at them
it was interesting seeing the names and stuff
Seems like heβs trying to make a binary file readable
That sounds a lot like deconstructing
hm I see...
I mean it's not that important, being able to look through the filenames of the files themselves is still plenty fun on its own, when I was looking through Psychonauts a few months back some of the filenames for the textures made me giggle every few minutes
It might be the fact that I was coming straight from looking through a 2005 game that I was expecting more files to be technically mostly human-readable since it was mostly in .lua, which I could just open with any plain text/code writing program and just look through 90% alphabetical actual words.
when I try and create a shootergame or content examples 4.23 project nothing happens, anyone else having that issue? works for 4.22
Unreal Search is a Google Custom Search Engine that tries to only show you search results that are related to Unreal Engine 4.
ok so Im trying to add a cooldown progress bar but it keeps resizing when I play
Widget
in-game
the text not showing isnt a problem I did that on purpose
this is the widget
thats the cooldown bar
the selected one
in the widget its perfect size btw
its only ingame
wrap the progress bar with a size box, or the overlay with a size box and set the fixed size if that is what you want
@grim ore and @scarlet birch Pfiuuuu ! Finally I've just understand why I didn't get the pink area with my Nav Modifier... It was such stupid bug from UE... It needs to restart UE. But also move the Nav Modifier, just like this :
ah
oh wait
@grim ore and @scarlet birch Didn't you have had to do this ?? What UE version of UE you have ? (I'm on 4.22)
ingame as in editor its small but in standalone its fine so it doesnt matter thx anyway
i am on 4.22, maybe you changed some of your navigation system settings so it doesnt automatically refresh?
yeah it looks like your nav mesh was not rebuilding when you put in the modifier for some reason
look at the Render Transform section
Hi, I am trying to install a plugin into my Unreal Engine project called "Victory Plugin" and it was compiled for UE4.22.3 and my game is Flex UE4.22.3 and it always fails when I try to recompile so I can't really open my project. Any help? Also I don't know where a log would be so please tell me so I can help with that. Thanks! π
@grim ore got it thx
also my progress bar isn't updating progress. when the value goes to 0 then it instantly changes colour
progress bar values are in the 0..1 range
so how can I make it so it displays 500/500 health for example
but the first 500 corresponds to the health float
As MathewW said, progress bars take a 0-1 value. You just have to convert
thank you very much
ok the new web remote control is pretty cool, you can mess with the editor over a website lol
its not and the docs walk you thru getting values from the editor π
pretty neato { "objectPath" : "/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.LightSource_0.LightComponent0", "access":"READ_ACCESS", "propertyName":"RelativeRotation" }
and you get back the value you ask for... kinda... sexy
if I dont have any work today I think I know what I will be playing with
man all this like professional work stuff makes me feel a little sad that I just like to tinker with the small stuff . Then I remember real work is hard and I go back to playing with the small stuff π
@grim ore How did you add the Filter Class variable into the "Move to Location" ? What kind of variable is it ?
man they did a good job on the docs for the new stuff
that is a navigation query filter class
the same way you made the Nav Area, make a NavigationQueryFilter
hey, does anyone know if Chaos will work for mobile?
Also, I see they say you should download a build from github, but when checking the launcher version chaos editor is there. So is that old info or do I need to download from github?
@grim ore Yeah I've created the NavArea BP and the Filter BP but I mean, I just don't remembre how add the variable into the node
( in this case in the "Move to Location" node )
guys exist olther way for installing code work?im getting bigs buggs, can not install it
the frist time worked well, then i change discovery becouse of less mamory on C and its beggin to give me errors to unreal packing
so i try to delete it complety, but now i can not enymore istall it i get a error 1
@plush yew if you don't see that in your node then you need to use a different node, the one you want is the one that targets the AI controller
I am trying to make a healing potion that will only activate if the player isn't on max health
but I cannot figure it out
everything is fine except the adding health
Does anyone else get this error when trying to install 4.23? https://i.gyazo.com/7686d435720a5fa0bce8b9b070639c66.png
I'm putting it in C:/Programfiles(86)/EpicGames. How is that too long?
Oh Well I'll Just intall it on my E: drive so it's not too long. I've always installed in program files though. Weird. They must have went crazy with new stuff lol
Microsoft really should fix that silly 256-character limit
UE4 added support for over 260 character paths.
there was an old way around it too. https://webcache.googleusercontent.com/search?q=cache:25dCSsE7yoQJ:https://coconutlizard.co.uk/new/programming/solongmaxpath/+&cd=1&hl=en&ct=clnk&gl=uk
the chaos is fun. The demo runs smooth as butter
need source build, so sad at work, π’
btw does chaos work for mobile?
@plush yew worth it, virtual texturing is a huge deal
@kindred viper can u share it ? too bad it must be compiled !
share it?
how did u download it ?
github
the Chaos demo is on the learn tab on the launcher
oh the demo
was just filling in the other part, i dont know what he wanted shared heh
one of the better demos ive seen tbh
it's on the top of my list along with web remoting today when I get home π
and the new DXR features whooo.
I noticed some lbuggy things in the physics but its physics and beta. There has to be π Just things you can fix with a timed sleep tho
its nice its laid out like a real tutorial though. Working it out from no documentation was a nightmare. I was close tho apparently.
and now the migraine has kicked in. Time to kick back and break some stuff.
@grim ore chaos demo is as project right ?
yes it is
i can have it with out the compiling ?
you can have it sure you just cant run it
the engine needs chaos compiled into it, the 4.23 on the launcher does not have chaos compiled into it
oh that shame.
it is a bummer
no
Anyone have any insights as to why spawning a particle emitter with a multicast event is causing the clients only to crash in a packaged game with an error about LevelTick.cpp ?
@grim ore Ok, I was able to repeat your code and all but I don't understand why my bot refuse to move...
( The BP of my bot is the same as your... )
well can it actually get to that point?
and if you have no filter class does it move as well?
Nope... It don't move with the filter class or not
print out the return value and see what is going wrong?
drag the return value from the move to into the in string on the print string
so we can see the return value of the move
make sure your location is valid then, the 1600,0,0 you are trying to move it to
idk if anyone will be able to help from my explanation, but Im really struggling with this: I have a first person camera, and a gun that fires with line traces from the camera view to where the player is looking. the problem is, in third person mode, theres a shoulder view, but I cant get it to work for that
Ill see if I can get a screenshot
so as you can see it still sorta hits from the first person view
the other way I tried meant that you could aim round corners whilst the player was the other side of a wall
I tried having the start location of the linetrace at the first person camera and the end as player camera manager but then it just does whats in the screenshot
Hey guys, I am setting my camera on BeginPlay of level, but there is a couple fames where the level is loaded but the camera hasn't been set yet on slower devices, anyone know how to resolve that issue?
The camera is set to auto activate
I've copy/paste my jumping function to my game project to another project and I have this error on the "Self Actor". How to fix this ?
ugh
this is really frustrating me
@azure shore You have to do at least two traces with a third person setup like that
One from the camera first, then one from the fire point to make sure nothing is in the way
damn, I was hoping that wasnt the case
It's not that bad
wdym by fire point? where the shots hit?
Where they fire from , muzzle
oh you mean a seperate one for first person and third person
you check if somehthing is in the way of the camera cross hair and the hit
no two traces for the third person shot
you do the normal trace like you would with a first person shot, but you add one to make sure there isn't anything in the way of the view and the muzzle
if something is in the way then that's your hit
I dont understand
the trace already isnt going in the right place anyway
its just going straight forward using the first person camera and not to the third person one
https://www.gamasutra.com/view/news/124925/Opinion_Adventures_With_Guns_In_A_ThirdPerson_Shooter.php
You do a second trace to avoid the shooting around corners you were talking about
You do one trace from camera like you would for FP, then a second one from the muzzle towards the FP hit to see if there is anything in the way of the hit
no offence, but it seems you're telling me what to do, but not how, which has been the problem like I think I know what I need to do but I cant get it working
Is this 2 target nodes are the same ? π€ (I'm still cherching how to add this "Self Actor" node like I have on the code that I've copy/paste from my other project but I don't find it...)
( I mean "Self" and "Self Actor" )
so uuum
@kind dew That's just how they render when you're viewing the bounds. Don't worry about that
I think you have a different issue then
uh oh
@kind dew Maybe the issue is that just your character is too high in your CapsuleComponent. Nav Mesh are always a bit wobbly.I noticed that and it's screw me up too but nevermind...
@grim ore It seems that I've manage it ^^ Youpi ! : https://gyazo.com/9011eff92af00c23777305a3332efcf4
@scarlet birch was adamant with getting it solved as well so kudos all around π
honestly why am I so thick
Im literally stressing over one tiny problem for hours that most people can probably fix within minutes
thank you @plush yew thats all it was lmao
why do I evven bother
@azure shore If it's not gameplay breaking, put a TODO for yourself and go back to it when you're more fresh. If it's breaking gameplay just ask
yeah I already did and here and the other place I asked I was just told to do what Ive been trying to do for hours
but not actually how
what are you using for your trace start/end
@azure shore Did you read the article I linked? It goes into a fairly detailed explanation of a solution.
right this is how its set up
sorry its hard to see its a shotgun so it has spread stuff there too
I tried setting start to shotgun location too, just makes it shoot straight
@grim ore Mh, I have still a problem to resolve. I worked on a test project and a simple I don't know"Move to Location" function. Now, in my game project, I have an "AI Move To" function :
And I don't know how to implement the "Filter Class" parameter in the "AI Move To" node ... π€
You have to use one of the other move nodes that has it
theres multiple move to nodes, check them all out
@azure shore have you gotten it to work with just 1 trace with no random vector added to it?
to see if that functions as expected?
I would strip that other stuff out and focus on getting that to work
look in to....screen to world location or something like that
@scarlet birch Oh, right... That's why you and Mathew told about differents Move To earlier ! Ok, I know...
can't remember the node exactly
yeah I tried just having the start as the shotgun location and the end as the player camera manager thing and yet it still shoots straight forward
I would think you would want to trace from barrel to your crosshair projected in to world space
Sort of, but you only want to do that for a shorter distance
fair
at some arbitrary point you let the trace from the camera win.
so trace to x distance from muzzle to camera, if no hit then fall back to camera. Is that what you're getting at
Trace from camera to crosshair, then trace from muzzle to that hit for some distance to ensure that the path isn't blocked by an obstacle the camera can see around, if the second trace hits something then that's the hit for the shot, if not then the first trace is the hit for the shot
Fair. I work mostly VR so the aiming is far simpler lol. but that makes sense
And I read the article you posted, good stuff
is this more effort than its worth, I mean - well no I have to do this
I cant have no shoulderview in third person, but the shoulderview allows you to shoot around walls
DJ, the purpose of the 2 (or 3 if you take heed of what the article is telling you about clipping the muzzle through the wall) is to stop shooting around corners
You trace from camera, and trace from muzzle to camera, if muzzle to camera hits something, then something was in front of the muzzle and thus that's your hit, otherwise your camera trace is your hit
yeah, I just still cant really visualise that
sorry if its a lot to ask, but do you think you could do a rough image of it like top down or something?
let me mock something up
In the left half of the image the trace is from the camera only.
A second trace is done from the muzzle towards the hit of the first trace, that trace would hit the wall in front of the blue player and that is where the shot should stop
not the greatest but should serve to illustrate what we're talking about
the line from the camera is the camera trace, the line from the muzzle is the muzzle->camera trace. Notice the muzzle->camera trace hits the block, thus that's your valid hit, otherwise your camera hit is valid
but how does this muzzle trace even relate to the camera
all I can see is it just hitting the block, I dont know how it communicates anything to the camera
You use the camera hit as the end point,
your trace start is the muzzle location (use a socket or arrow component or something), the end is the camera hit
yep
or not
Really you just trace from the muzzle forward for some distance to make sure there is nothing in the way,
I would imagine tracing from the muzzle to the camera hit would be better at the extremes of looking up/down (depending on the aim offset setup) right?
probably, it really just depends on what feels right in the game,
OH I might understand something from this
yep
so basically if the trace from the gun hits a wall, it disables the one from the camera, if it hits nothing, its good to fire that
for quick testing, take out all the additive random vector stuff you have, and focus on getting the muzzle forward trace working, and the camera hit trace working
so actually youre not even tracing from the gun location to the camera centre aiming point
you can do it either way, either just use the muzzle forward and trace out to whatever distance you decide to check for corners/obstacles
or you can trace from muzzle to camera hit
so am I right in thinking it would actually impossible to link the gun trace to wherever the camera trace would hit
must be, because it doesnt really exist like that
what do you mean, like have the trace from the muzzle hit exactly where the camera trace hits?
yeah, from how it looks thats not possible, so you kinda have to fake it
literally game dev motto
You take the hit location from the camera, if there is one, and plug it into the end point for the muzzle trace
thanks, I think Im FINALLY understanding a bit of this
remember when you were in school and your teacher said you were going to use math....and you thought naaaaaaah forget math.... lol
hah I must admit, I failed maths by 7 marks
Vector math still took me a bit to get used to, but once you pick it up it's fairly straightforward
I THINK IT WORKS
I think
yeah probably not
at least I think I might know what to do from here
anyway thanks a lot, I couldnt have done this without help
good luck
Ok, I'm trying to replace the "AI Move To" node of my BP by a "Move To Location" node because the latter have a Filter Class that the other haven't
The AI Move To is downstairs and the Move To Location upstairs :
instead of tracing, you should spawn an actual bullet that has actual physics collisions just like the "RL"
My biggest problem is that the "Move To Location" node has not "On Success" and "On Fail" outputs...
@serene sorrel That's a different discussion, that's a gameplay style decision. Projectile != Trace
yeah and its a shotgun too
I know its still doable with projectiles, but switching that now would mess everything up
rust spawns a real projectile for every shotgun pellet
I mean thats a super realistic game
and actually my enemies use projectiles for damage
We've had a similar conversation before.....just because "x" game does it 1 way, and you happen to like that, doesn't mean that's how it should be done
He's trying to trace, if nothing else he'll learn the mechanics of it, and maybe decide to do projectiles later
of course, just its more realistic, depends on the type of game you are making. Wouldnt really fit into a quake style game
tbh I would probably prefer to use projectiles, but I think its harder to make them feel natural and work well
has anyone done real projectiles in unreal engine? Dont know what ark uses but it can obviously bring up physics problems
Honestly, you can get the same feel of a projectile with traces, without physics
go on
great, Ive bloody gone and broken the shotgun spread now, of COURSE I would
tick or timer based, move forward, calculate gravity/drag/windage, trace forward, and do it again
I have a system like that, fairly accurate. Honestly I got the most accuracy using set physics linear velocity on beginplay, but the trace system isn't physics based which is nice
and is relatively framerate independent
basically every tick oyu trace forward your intended muzzle velocity * deltatime (if using tick) + environmental variables (gravity, drag, etc)
i think something like that would be fine if you could set a reliable tick rate yeah
Yes and no, by multiplying your environmentals by deltatime, you're moving forward the proper amount per tick based on your framerate
right, but different frame rates, different results
for accurate shooting that could be annoying
^^^
so you dont think the arc of a bullet changes with 10 updates vs 60 updates ? even if the general shape is similar?
delta time is the time between ticks
If I want to move 1000m/s, and my delta time is .01, I'm going to move 1000 * .01
so it is consistent at any framerate
if my delta time is .02 (half framerate) I'm going to move 1000* .02
it changes the path of the bullet depending upon the updates, even if you use delta time
who designed the way the camera moves around. it is impressively unintuitive. were all the better navigation methods copyrighted or did the UE crew just want to be different. (noob complaint)
yes it will slightly change the fidelity of the arc, but at anything above 30 fps its unnoticeable
remember about the frame times we're talking about
60 being the standard
yeah i donno, you can get frame drops to single digits "Sometimes" due to background processes, in cases like that it would be significantly different
If you framerate is single digits, you have WAY bigger issues than "hey my bullet arc isn't right"
This is video game 101
different pcs, sometimes just turning around can take you from 60fps to 30fps depending upon scene complexity, that changes bullet path vs having a pretty fixed "bullet update" rate
your argument that using physics based projectiles is less framerate dependent than using a trace and deltatime?
if you can have a fixed update rate in physics (can you in UE?)
its at least reliable
this is painful
He likes to argue, we had a good one about edge scrolling in RTS's not too long ago
But he usually states stuff that is less than half accurate as fact,
Agreed
@azure shore back to your thing, keep going with the traces, doesn't hurt to experiment with projectiles as well, as that will end up being a gameplay feel decision on your part. Either way, it's good to get a handle on doing these traces, as you won't solely use them for projectiles in the future
using variable rate delta time physics for important gameplay items like bullet physics just is a bad idea. More so for a multiplayer game but it would be annoying having the bullets act different based on your frame rate and using human subjective terms like "you cant notice it" isnt a good answer. The fact is its different
It really comes down to the type of weapon, and it's rate of fire
instant hit weapons like machine guns use a trace
@serene sorrel FFS, DeltaTime bro. Look it up
weapons like gernades and rockets probably use projectile movement
Yep
the key world there kharvey is "delta" do you know what that means
yeah cause they are slow
Yes, the delta is what makes it framerate independent. It's the change in time between the 2 frames
@serene sorrel Your way off base
it means a bullet would literally be on a different path if the delta is different, even if its approximately similar. Different. And if your gameplay revolves around realistic gun play having different results for your bullets depending upon client frame rate is silly
You're in the minority here bro, sorry. You can do things howeeeeeeeeeever you want. That's the joy of development, but stop stating things as fact that you are being told by multiple people is wrong
Holy shit somebody take over here
I can't anymore. He doesn't understand basic math
Physics uses something very much like delta time for the same purpose, you substep
you would usually have a fixed amount of steps per second when doing anything like that, so the result is always very very similar
brick wall ..head ...and start banging
projectile does feel more limited tbh, my enemies use projectiles and its difficult playing with their collisions but that could just be me
@ripe saffron LOL
@azure shore Projectiles have their place, and they do get used for primary weapon mechanics, but mostly get used for, as Mike stated, grenades, rockets, etc
yeah
@scarlet birch do the math yourself, 10 steps vs 20 steps for a ball being thrown. plot them and youll see the interpolated points on the 10 step version is different. This is basic math bro
Is there a way to replace the "On Success" and "On Fail" outputs of a "AI Move To" node by real nodes ? Because i'm using a "Move to Location" node and it don't have the "On Success" and "On Fail" outputs...
@serene sorrel I understand. You need to stop
@plush yew any reason you're not using a BT?
@serene sorrel are you making a simulation for the army ? or a game ?
one benefit I can think of for projectiles is slow motion, but I guess theres a workaround for tracers
@ripe saffron reliable gunplay in a gun game is just basic stuff. This isnt hard which is why you have fixed steps per second so the bullets act the same regardless of framerate
its cool to do bullet dodges and stuff which I think works best with projectiles
even in a singleplayer game that would be annoying to me
Then don't play any major games out there nowadays other than your BFF Rust, becuase you're reaaaaaaaaaally going to get annoyed
@plush yew Not in Blueprint, C++ allows you to do that, its a custom node setup
@plush yew use the enum output and a switch
look its fine if you do it your way, i just brought up that theres issues with that. Instead of pretending there are none you could have just said "yeah i know" if you did know. Then there doesnt have to be a debate
There's issues with every method. He was doing traces, and asking how to do them, and you come along telling him that he's effectively wrong and needs to use projectiles
@plush yew The results are output as an enum putting that on a switch will give you the same three execution setup
nah i just offered an opinion that he could do it that way. then we went into your way of doing things which i found interesting. Again if you know what i said in the future just say i know because you acted like you didnt and that you were getting educated with what i was saying
I can guarantee you I have not been educated by anything you have said here today
You may want to work on your communication then
Lol
Softball question most likely: I'm looking to make a complex volume that triggers state changes for my pawn. Everything I've tried so far triggers begin AND end overlap simply by crossing fully into or out of the volume.
Is it possible to create a custom volume that functions like the simpler collision volumes, or is this only possible with dot math and other logic to detect location?
@scarlet birch I'm gonna try it...
just drag off the green dot, right click and type switch
@warm swift is there some reason you want it like the simpler version? Think it will be performance problem or?
Performance and flexibility. I worry that some Shapes may throw the math out of whack.
My knowledge is limited with regard to c++ going on behind the scenes. But I assume the currently available out of the box triggers use similar math to what I'm thinking
From what ive seen the volume stuff is pretty performant, usually its best to worry about that if it becomes a problem rather than prematurely optimize something
you could do your own volumes with simple box collisions and such if you want to go that route
Bit of a shame chaos physics in 4.23 still has to be compiled
yes
Ok cool
Mh, I have an error message...
Apparently, this Move To needs imperatively a location
But in my case, I don't want a location, I want that it follow the main character... π¦
get the character, get its location, plug it in
@plush yew there's a move to actor function as well as the move to location
They both basically do the same, you can use the move to location, and do what Mike said, just get the actors location and feed that in to the Dest
Ok
I changed though
I've just do a simulation and I have an error : https://gyazo.com/2e74c0a8fe1cca8e8ef4e1d31c98c368
( My NPC don't follow the main character )
Uh ! I forget to connect 2 nodes !
I'm not sure where to ask this,
but when traveling (seamless), do the GameState's properties get transferred from the old GameState to the new one?
Because I'm pretty sure this is happening and I don't know where to look to confirm this.
( Fuck ! Same error... It doesn't change nothing... π )
did you give it a reference to your playerchar
also, you're not executing the switch statement
Make sure you're checking that the reference is valid
and that you're setting the reference
yeah according to that screenshot there's no goal actor
and you are using it only after the AI controller possess the pawn. Ideally the AI stuff would be in the controller
^^
Ah !
It's because it was a "Pawn" pin in my first "Move To" (the "AI Move To") :
But there is not on the "Move To Actor" ............
oh you're right ! It's same ! What an idiot ! π
And as mike suggested, you may want to do an isvalid on the player pawn reference (and make sure you're actually setting that reference somewhere)
you can also right click on the reference and convert to validated get
I presume that I must to do a Cast To also ? (because the main char is in another BP ?
no
You're not trying to access anything that is specific to the child class so no need to cast
I see
.. but I see only "Cast To" to go towards my main character (his BP is named "ThirdPersonCharacter") :
If you make the variable of type "Actor", you don't need to cast
I'm assuming you're variable type is "ThirdPersonCharacter"
also, you can't right click in the event graph and search for "ThirdPersonCharacter"
you need to do getplayerpawn or something along those lines to get a reference to the player pawn
Ok
So..
I've just created this variable (with a type of "Character object reference")
It needs to be actor reference. If you want to make it of type thirdpersoncharacter you can, you just have to cast to thirdpersoncharacter in that case
Ok
Let's go for an actor reference
So I just put it in the goal's pin of the Move To :
I also must do add the "getplayerpawn" ?
I'd move that acceptance radius up to at least the same as the player capsule or even 2-4x that.
I'm going to repeat this to save you some headache, you need to be getting an actual reference to the playerpawn and setting that variable or it's not going to work
Just plug in a "get player pawn and be done
lol yeah
@scarlet birch Like that ? https://gyazo.com/1c707a0ec7dbc30c19f7666753f1b95f
sure
But I can't connect the "Third Person Character" to the Get Player Pawn
You don't need to
So the Player Index pin stays like this, ok !
that will work for the first local player pawn
Player index is the index for the player controller for this it will be 0
Ok, I understand
Let's test it !
Ok, still the same error message : https://gyazo.com/bc2f0e4b4ad93b8547b98e5685230a51
I presume it's because I don't set the variable
you're not using the variable though right? You plugged get playerpawn right in
are you simulating or playing?
how can you read that lol
playing
ignore my question, Mike knows whats up
ok ^^
I'm not sure I do
If that's what the error is saying then there's probably not an ai controller, or the AI actor isn't set to use the ai controller
I have the Move To which says "Target is AIController" (this was not written with my old AI Move To)
and I added "Get AI Controller" to the target
Ah, look at the old screen shot, you have followed actor -> get ai controller
probably needs to be a ref to self or something
is followed actor a reference to self? you can just use self -> getaicontroller
this "followed actor" variable is a way to make the BP more, mh... "versatile" (not sure of the word in english ^^)
smart...
but yeah
guess it's more simple to just to getaicontroller > self
you have it backwards, it would be self -> getaicontroller
I want to have a surface, an in-game screen, play a live stream from twitch, and I'm not sure how to go about it.
You're right... It was because I was dragging the pin
but ...
I can"t connect the pin... π«
...what class does your AI actor inherit from?
in the top right corner, what does it say
Mh
In fact
The BP of the bot itself is an actor component but I have a "complementary" BP (with the following function) in "actor component"
Hello, Is it possitble to control the pawn in a transition map?
It should inherit from Pawn at minimum
π€
I don't believe Actors can be possessed by AI controllers, just as they can't be possessed by a player controller
there you go then
cool !
obviously I don't know the layout of your BPs
(I don't still tested the NavFilter though ^^ )
( it worked with the Move To Location but I still must see with this Move To Actor ... )
@warped tangle Yeah, it's the my "CompagnonComponent" BP which manage my bot, in fact
but I could have some difficulties to explain this myself
well as long as it works
Yeah, cool !
Thanks to you and @scarlet birch π
It's left for me to add the NavModifier and the filters but I will do tomorow ^^
@mellow gale You're probably looking for the Web Browser plugin. You have to enable it, then you get access in UMG
π
I'm really new at UE4. I was using the source engine, but this seems to be a better, more capable choice.
look in to the web browser plugin and 3d widget component. That should give you what you're looking for
chaos is pretty cool
Thanks!
Kia ora
Can somebody explain this please, it tends to happen if I rename a level
Can't save U:/Unreal Projects/Data/Annwyn_Island 4.13/Content/_Data/Scenes/Annwyn_Map.umap: Graph is linked to private object(s) in an external package.
External Object(s):
Texture2D_130_BaseColor
Texture2D_141_BaseColor
Texture2D_154_BaseColor
Texture2D_166_BaseColor
Texture2D_179_BaseColor
...
Try to find the chain of references to that object (may take some time)?
I am trying to make a healing potion that will only activate if the player isn't on max health, but I cannot figure it out. I will send some screenshots in a few hours as I have skl
where is your health variable stored, just get a reference to that, check if it's != to maxHealth or whatever
Anyone know what might cause some trees placed with procedural foliage to not render in PIE? Their collision is still there but nothing is rendered.
I'm crashing soon. If anyone has any ideas please mention me so I see it.
New: Storing Custom Per-Primitive Data
We now support storing data on a per-primitive level instead of per-Material Instance, enabling primitives to be automatically considered for dynamic instance drawing.
Storing data with Use Custom Primitive Data per-primitive has the advantage of lowering the number of draw calls required for similar geometry, even if each primitive were to have to have its own custom data.
this is new feature in ue 4.23
how do I use this ??
how do i save per primitve data ??
@scarlet birch draw distance? about the only thing I can think of off hand
last night i learned: blueprint interface definitions rock. that is all.
i managed to build a unified AI system that works with any skeleton, with a complex animation blueprint, and by putting an interface onto the animation blueprints, any differing type of skeletal mesh and set of animations can present the same set of functions and be identified easily as supporting it.
@scarlet birch there are many causes. you could have a set of nodes in the material that fade it out over distance
or, you could have a cull distance volume
or there could just be a delay
on my machine, foliage thats rendered immediately when in editor editing, takes upwards of 30 seconds to actually appear in game when i run PIE
its been that way for me since 4.8
Any advice on getting the best static collisions? I'm playing around with a old enviroment model from 2003 and the models collisions aren't the best when i did max hulls etc
Any ideas please on why the collision fails when hitting from the side, but not straight on, and causing the player to ride up and over? Stumped π¦
Where can i find the quixel megascans plugin for UE4?
that took 2 seconds in google?
i found that, but i wasnt sure if it was the official one to use or not
since i also found this https://support.quixel.se/hc/en-us/articles/206750179-Is-there-a-UE4-plugin-
yeah, seems like it's not included in their software by default, but you should still be able to use the Github thingo
cool, thanks
Hey guys, anyone that can help me with a few questions about force/rotation using physics on a static mesh? π
Depends on what it's doing, but no, it doesn't have to be opt in if it's not personal data
so I tried bringing my old menu system into my new project..
and a bunch of children don't open up cuz they lost their parent.
so I guess I'm making a new menu system..
and I was wondering if there's a way to use the cursor hover and click with Gamepads
I'd like to simplify the madness from my prev project, and have hover-based menus
it might be nice if I could move the cursor with the gamepad..
but then.. I guess the trickier thing would be to click
without a mouse..
O o
does anyone know if this is possible?
Hi, im placing meshes at runtime, and when creating a new one, it takes a little time to load, is there any way to preload these assets?
well it depends on the use case
you could spawn one, set it hidden in game, and then unhide it when it's used, it's always going to take time to spawn a new actor and draw it
not sure what the tradeoff is between just unhiding an already existing actor and creating a new one but its probably a bit quicker
I have a silly question. Is it harder to create/implement games like fornite, at that size, for mobile or is it easier to create it for PC?
Guys I'm having so much troubles with a project I'm working on, I don't want to spam the chat so I made a google doc with my question, if any of you want to have a look, I would really apreciate any kind of help, here is the link: https://docs.google.com/document/d/10fix9IbHtMke1PhMAhBxmoGYnZHB83HbSXuiYXbtmAA/edit?usp=sharing
feel free to dm me, I'm so lost! hahaha
google it, there's info out there
oh
ty i found it
Overview of the Chaos Destruction tools that are available and how they work together to create destruction in UE4.
or not
haven't done it myself yet, so not sure
rip
cant wait to test it
looks better than bfv
lmao i cant even edit my cs
got it workin
So I reported the bug where if you have a BP exposed TArray<FMyStruct> where FMyStruct has a TMap<anything,anything> it crashes the editor in 4.23 but as expected they can't reproduce it. They asked me for sample code/project and I'm just like... how much time do I need to invest so you can fix your engine when you really should be escalating such a critical bug to someone who can fix it
How does anyone without UDN access expect to report bugs and stay sane
bug triage is pretty standard
you can't have engineers spend THAT much time hunting for a bug they cannot even reproduce
What engineers, lol, if they were 'engineers' they would be able to make a C++ actor, struct, and TMap
Without asking me to do it
that assumes that the bug doesn't involve a blueprint and upgrading a UE version
I've already gone through the hoops, this makes a total of 3 severe bugs I've reported where they just leave them in the engine because the people are gatekeeping you from actual support
yeah, if they cannot reproduce it, it means they don't have enough info/are missing something crucial
Or don't know what they're doing and exist solely to prevent you getting to people who do
all of the bugs i eventually had to work around involved blueprint serialization in some way
and most of them happened after version upgrades
@mossy nymph I don't have the original reproduction steps I gave them since you don't get a copy of the report, but it went something like this
- Make a blank C++ project in UE4.23 (release, not preview)
- Subclass AActor and add a BP exposed struct to that same file
- Add a UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Actor) TMap<int32, float> to the struct
- Add a UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Actor) TArray of the new struct
- Compile, open the editor
- Make a blueprint from your new actor
- Open it up and click the + for TArray and then the TMap, editor crashes
The guy didn't even say what his trouble was
He didn't tell me "I did the steps and there was no crash" or anything like that
i got the destruction thing on but wont show
Anyone else having issues creating projects based on the Epic game examples, like shooter game and vehicle game?
yes, everyone - you're like the fourth or fifth person to mention it today :p
something is broken
ok, I'm glad I'm not alone.
easy question: I want to bring my color palette over to 4.23 from previous version of the engine where is that file located so I dont have create all the colors again?
I would assume it's in the config files somewhere
Config of Content, is it part of the engine or the project?
project
@wary wave Not sure I have looked all over to see a way to export it or find something with an updated time stamp based on adding another color to the list
Any idea whats wrong
After build
Anybody gotten this DX12 crash before? I'm opening a material in a marketplace asset. Crashes every time
Only thing I could find on the google was DX12 with forward shading can cause it
DX12 is and RT is all WIP code all bets are off.
@willow void lightmap resolution on the ground is too low
@warped tangle You'd need to install the engine debug symbols to know more
But really, you should take it up to the author.
I'm going to, for the time being I'm using a material instance with no issues while I build my own material for it
valid, I suppose I could force DX11
What do you mean force ?
It's the default
DX11 is more stable, faster, and DX12 brings nothing in forward rendering
@warped tangle You have made a wise choice. DX12 was added to force people to switch over to windows 10 most people cant even fully take advantage of DX11 advanced features.
I'll be completely honest, I didn't even pay attention to that nor realize that it defaulted to DX12. This is the first crash I have gotten with DX12 referenced anywhere
Learn something new every....~5-10 minutes lol
@warped tangle That is the magic of game development π
I just learned that I should turn on the output log when I am running my game to see BP errors
In UE4 I have 256 UProceduralMeshComponents, which render slowly. But 1 big mesh which is all 256 stuck together, renders pretty fast. Is that to be expected? 256 doesn't seem like a lot to me.
Yep I have that up all the time
@quartz lion Not sure does each mesh component create a new draw call? If so 256 extra might be putting you over the limit not sure
1 Object of made up of 256 seperate objects might be treated as one draw call.
hmm, I dunno. Not sure I can get that low level
it's 1 actor with 256 components.
quite a lot of vertices overall
you might want to ask in rendering I am not sure how those objects are treated
okie dokes
You might want to see if you see improvement if you group the 256 into 128 then 64 see if you see progress that is my designer way of figuring out things like that.
I have. It gets faster the fewer components I use. But that gets slower to update.
Need help, i cannot click on buttons on my main menu widget?
I already tried set game mode to game and ui only
Its still not working
need way more info, was it working before and stopped working? Is this the first time you've gotten the main menu up?
It doesnt work at all, and no this is not my first time doing main menu stuff
@loud knoll here's one for you....since switching the default RHI to DX11, I'm getting 10 or less FPS, but I have no bottleneck and my scene time is 7.72ms
It worked fine the first few times, now I'm getting odd behavior
hey guys i thinking of buying this system for my project and what you guys opinion of it https://www.unrealengine.com/marketplace/en-US/slug/arpg-inventory-system# and is there a better version or better kit
im trying to get the best bang for the bucks
yee pirate made a good system
what u mean by pirate?
thats the name of the author
ouh i thought u said the kit is piraating from another project
@thorn vector to be honest, you can take the inventory system of DYNAMIC COMBAT SYSTEM which is the last free for the month asset, or you can just build complete inventory system yourself, theres tons of tutorial on youtubes
the best thing todo is to write it all by yourself.
i saw lots of comment in the store page telling its really hard and really confusing to merge in their own project and the doc isnt well documented
these people are stupid then
100% stupid
its an highly advanced inventory system
ofc it isnt easy to merge...
does the creator have a discord group would like to get his guidance on my journey merging in my project
just take what ever system yo9u have khai
and delete it.
then put this system in your project
and start working on it
thia is not "click your game together"
and don't just toss it in and expect it to work, learn how it works
and i know the author. Hes a nice dude.
yeah that what i expect to do of course π
does he have a discord group for his product or do u know his discord tag?
do u guys have experience using the kit?
you can always refund it man
just bought it now i wanna dive in @static viper i sent u a friend request
dont sent me friend requests again ^^ i hate people
you're saltier than a cup-of-noodles
crying tears
yo
its not personal.
if it says anything under .2 at the end, probably no
sorry for the noob q
I found where the colors are stored for your project so you ever lose them or switch engine just check Saved/Config/Windows/EditorPerProjectUserSettings.ini
What is the difference between "clicked" and "pressed"? I just fix my problem, and the problem is i use click instead of pressed? Im so confused now, i think i use "click" every single time and its all working fine
Looks like a UMG question
pressed means you click on it and then hold
click mean you click
one happens on release
one on touch
Any advice on getting the best static collisions? I'm playing around with a old enviroment model from 2003 and the models collisions aren't the best when i did max hulls etc
@polar viper you can use prims and manually edit them or you can use complex collision
Testing 4.23 I clicked quality low in the editor preview settings and triggered rebuilding all shaders I dont remember this happening before in previous versions.
Only happens the first time
it does, its normal as the difference between low and high normally require a recompile
@grim ore Roger that! How is the hero of the people doing today? When are we getting some Chaos tutorials?
@loud knoll would high or low poly models make any difference or quad or tris?
Everything should be converted to tris when it is exported
so you dont have to worry about that
if it is in the engine it is tris
Okay. I'm doing my honors degree and my lecturer talked me into using ue4 as another skill to learn
So i have to model my environment then put it into ue4
You have made a wise choice
My renders last year took 20 computers and 2 weeks π
The collision that you are getting automaticly generated should be good enough for environment how tight and clean it is depends on how it is being used, Spheres are the fast to calcuate over any others so if you can use Spheres for everything you are saving processing power
Yeah you want that to be rendering 60 x per second now so it is a great thing to learn
I would rather do complex just so it's much better to walk around in without any glitches
I'm made to render at 25fps and i like 25 fps
you might want to post on the official unreal forums, or make a bug report or something haha
maybe make a post to the answerhub under "everything else"
@polar viper if you are producing a movie that is great but 60FPS has much better feel for the user.
It's going to be a animation and a game so the animation will be 25fps and game is 60
@polar viper you have a link for your previous movie you rendered out?
pm me with it if you dont want it public
@polar viper yeah that makes sense
I need to find it first π
I am amazed by the progress of Unreal being used for previz and movies when I was at dreamworks I was using Unreal 3 and the tools are so much better now, I wouldnt have to break the models to get them to render.
What is the process for reporting a bug that was fixed but has reappeared? https://issues.unrealengine.com/issue/UE-16688
Or 90 for 1 frame
I spent days trying to get each part of the model under the poly limit to then rebuild the entire scene in the engine to figure out how to get movie content into a game engine but eventually we had command line linux commands that would just break it up by scene and then make a nice package to do previz but it took about a year to get that all working
@ember cliff Post it on the Epic site bug reporting you might has well create a new bug and reference the old one.
Nobody here can help you
I figured, I was hoping there was an easy way to get attention to the bug without creating a new report.
Thanks
Wow. I kinda want the hull count, max hull vert and hull precision to go higher
@ember cliff I am not sure I just reported a bug in the Epic Unreal content in 4.23 so something got missed it is in the Toturial
?
@ember cliff It dosen't surprise me that bugs that were fixed are repearing
I am trying to make a healing potion that will only activate if the player isn't on max health, but I cannot figure it out.
I also want to make it so the longer you hold down E the more you get healed
but there is a cap on how long you can hold it down for
I will send screenshots in a few minutes
I have Z to make it so I get -10 HP and it works
displays in HUD and its updated and all that
but I cannot get it to heal
"May not be prioritized or fixed soon" - is this something they say by default when filing a bug report? Because.. its pretty damn serious https://issues.unrealengine.com/issue/UE-79917
So we've just lost the ability to have a TArray of structs containing TMaps, that's hilarious
@copper elk Select the first branch in your ability1 and press F9 to add a break, then try it out. If the break triggers then you know it made it to that branch. Push F9 on the node again to remove the break and go to the next branch and do the same process. Once you find a point it is not making it to then figure out why
yup
Stone walled <=4.22
I'm glad you caught it before we did in one of the projects here :p
now that code can be rewritten prior to updating
I basically just emailed him back and told him he should prioritize it lol
Its pretty π€¦
@scarlet birch I have fixed it and everything is working
but yesterday I made a progress bar in my HUD and I would like to Cap the healing but Idk how
this is my HUD binding to my progress bar
and im not sure what to do from there
I want it capped at 500
progress bars are normally scaled from 0 to 1
I know that
I tried dividing by 500 yesterday and it was working fine but now that the heal is fixed I need it capped
wait
Current health/ max health = bar fill? I'm not sure I get what you're missing
It happens
basically I have an ability right
so its a progress bar
and I have another ability that works just fine so I sorta know what Im doing
but Im stuff on the first ability
after realising the cooldown starts
and the progress bar is not filling up until it hits the 1 - 0 mark
this is what I mean
the right ability is the one that works fine
can you show where you set the fill value
its at 10 seconds and its going down at the right rate
but the lft one doesnt
here u go
its a binding
What's it bound to?
I've not used that binding before, is it bound to a function result? if so can you share that function
I mean I have always bound to a variable and the symbol looked like a function
A rather interesting approach setting a character var in a binding
Hey guys, can someone help me that AI moves to player after I trigger a trigger
but my HP is above 100 so I need to divide it by 500 to display it properly and that works but now that the heal is implemented the timer has broken and the bar only fills up when the value is at the 1 to 0 mark
Can you share the function?
I'm not seeing anything that will let me say, ah there's the issue. Like where the fill percent value is set, how the timer works, Nothing you've shared shows that.
the timer is the current health value
the "return Node" in the binding
is the timer
I understand that you haven't shown the actual function
well that's a neato new node, instead of having to do Get All Actors of Class then -> Get 0 from the array we have an easier Get Actor of Class node which just returns the first one found. yay 4.23
Hey, im having an issue trying to get world displacement to work on a terrain material. i dont get any displacement. and sometimes if i use an extra lerp node with constants of 0 and 1 in it all my textures vanish.
I've never found a case to use get all actors of class
can someone tell me why all my shadows are pitch black everything looks ugly
@summer turret problem with skylight?
@summer turret REbuild Lightning
i rebuild everything
it's actually night time and the world is on fire?
idk what the problem could be
it's really hard to tell just based on a screenshot. Does it look the same in editor or just when playing?
are you using anything weird like DXR
do you have the default lighting or what did you change
are you using custom post processing
etc.. etc..
is this static or dynamic lighting
looks the same in editor, i am only using chameleon for the sharpening
lemme show u my sky light
Hey guys, can someone help me that AI moves to player after I trigger a trigger
i get this when i finish lighting build
???
yep those errors would do it
@summer turret rebuild everything, look for MObileHDR if its disabled and create your light source new
lmaoo
you have bad lightmapping UV's so it's just going to be black in those spots
bruh what is even that lol
@grim ore u mena lightmap LODs?
If you're using baked lighting then it uses UV maps to make the light maps. It's telling you your lightmap UVs are fubar
is there a way to make them not fubar? coz im using free assets from epic monthly drops
Good day everyone ! I'm outputting my viewport render from Unreal to Spout using Spout plugin.
Unfortunately, when I'm changing my window focus from Unreal to something else, it drops a ton of performance and start to stutter.
I try the only solution that I've found around the web "going to Edit->Editor Preferences->Miscellaneous and disabling the Use Less CPU When in Background option" but it doesn't help.
Any idea to solve this issue ?
hi guys, is it possible to export a model as FBX from UE4? My project is 4.22.3 but 4.23 has a better datasmith importer so i would import in 4.23, save as FBX (or any better option) and load in 4.22.
You have to either generate them in engine, which is iffy , or make them in a modeling program
which assets are you using?
@scarlet birch here
You could switch to dynamic lighting for now
I don't think you ussually bake the lighting for trees anyway
@scarlet birch Im actually braindead it happened again
I was looking at the wrong thing
is that easy to switch to? or do i have to go into another program and edit things for that too?
Those are all trees that are giving you issues
Change your directional light to movable
Video card crashed while compiling UE4... that... uh.... seems odd lol
...
im trying to follow this tutorial https://www.youtube.com/watch?v=W1MRDXUWID4&list=PL7wN36Cx4-DPT4zS0vCc3QJQ0yvNgYPyE&index=4&t=0s .... however when i plug into world displacement i go from this...
In this tutorial Series we are going to create a Landscape Material that features advanced heightmap blends, tessellation and procedural puddles. This third ...
@grim ore Par for the course here. Every time I switch to a new version I get weird video card driver crashes
It's been happening since I got a new card. I assumed it was the card but now I am thinking the power supply might be randy lol @scarlet birch
Sorry wrong mention
np
is it ok to repost a question in here?
it does not happen if i skip the final lerp node, but i never get any actual displacement on my landscape
okay i think i fixed it, all i had to do was remove skylight and add a new one
thanks for the help
displacement is very subtle most of the time, did you look at it close?
@summer turret You likely switched it to dynamic lighting when you changed the light.
yeah i looked close but didnt see anything, maybe its so much so you cant see it
plus it's possible you are hitting the texture sampler limit which is why the material is not showing up anymore?
It uses dynamic lighting to preview
What causes focus issues in game but not in the editor?
hmm, ok maybe, is there a workarround for that kind of thing? im using 3 layers on a landscape. thats the only thing in the scene
I turned off depth of field.
@low valve Is it just me or can I see color way out on the far LOD of your landscape?
@wary wing yes there are some squares that keep the texture
@grim ore I've noticed I have a lot fewer random issues since upgrading my UPS
the rest is plain, i also tried multiplying displacement, it appears on the material preview but not on the landscape still
@low valve go to each of your textures in the materials and change the sampler source to shared
π¦
If you go over to those squares do they still have it?
As in is it the far LOD, or just the layer combination on those bits of your landscape?
Those parts have fewer layers I presume?
man I just checked and those trees by default have overlapping UV's. That's kinda not a good thing to have in a MP asset π¦
Like fewer with weights that aren't 0?
Ah I was just loading up that pack to check those @grim ore, thanks
they do have overlapping in 0 which is fine, and they do have a 1 but the models are set to use 0 for the lightmap instead of 1 for some bad reason
I can't get the Set Collision Response to Channel to work... Am I doing something weird?
I've got a custom trace channel called "Mouse", and its default response is "Ignore". In a construction script, I call "Set Collision Response to Channel", plug in a Static Mesh Component, and set the "Mouse" channel to "Block". However, when I do a LineTraceByChannel on the Trace Channel "Mouse", it doesn't generate a hit when I click on the mesh.
I know the mouse tracing is accurate, because if I set the Default Response to "Block", everything provides hit data. What do I do?
Seems similar to: https://answers.unrealengine.com/questions/362622/set-collision-response-to-channel-not-working.html but there don't seem to be any solutions posted there?
Hmm that ain't great
@obsidian wasp is the mesh instanced?
No, they have the same issue that's why I asked that
Have you tried changing the channel after the constructor?
it doesn't work with Instanced Static Mesh instead (just to add on)
What would be the best way to do that, Mike? Haven't really gotten past working with construction scripts and some super basic Event Graph stuff...
I don't know. You can likely brute force it to work by calling ReregisterAllComponents in C++, but I'm not sure why it won't work for you. I've had similar problems off and on.