#ue4-general

1 messages Β· Page 528 of 1

grim ore
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okdoke for the AI stuff I might have a solution

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Nav Modifiers, nav filters, Move To Location/Actor Nodes, and uh... nav area?

scarlet birch
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@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.

grim ore
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yeah im at work so its a bit hit and miss being able to do this depending on call traffic lol

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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

scarlet birch
grim ore
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it might be? I saw that video but was using the built in nodes yep

scarlet birch
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Nice, glad I caught your response I had not seen that before

plush yew
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Oh I've seen this video too ! But I don't understand so much... πŸ˜•

scarlet birch
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Much easier than what I was thinking

grim ore
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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

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you would think 10 would be enough but noooooo

scarlet birch
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@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

grim ore
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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

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I normally don't use those move to XXX nodes so that's a new one on me πŸ™‚

scarlet birch
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What do you use to move ai?

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normally.

grim ore
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AI move to since it has success and fails executes

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or simple if it's a simple move

scarlet birch
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Ah gotchya

grim ore
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I should be using more EQS but I started to learn it, half the nodes are deprecated, I noped out lol

scarlet birch
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I hadn't used them at all until a few weeks ago, I've been moving away from Behavior Trees

grim ore
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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

plush yew
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( I'm also using AI Move To in my BP... Didn't even know there was "AI move to" and "simple move to" ... )

grim ore
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yeah using auto complete you don't see some of the other ones since they require inputs like the AI controller

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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

scarlet birch
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I'm missing something, it's not changing the nav mesh color when I add the modifier volume.

plush yew
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@scarlet birch Ah ! I had the same problem when I added the modifier volume, last time !

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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

scarlet birch
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I'm going to mess with it some more this afternoon.

vast fjord
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can i get some help with deleting maps please?

grim ore
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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

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@vast fjord restart the editor and make a new blank level then try and delete?

vast fjord
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not working

grim ore
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that's weird if the map itself is not loaded. Is it your default map?

vast fjord
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i dont think so no

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every map i try and delete does this

sonic pagoda
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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

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with the same project

plush yew
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However, if I let the Area Class on "NavArea_Null", like this :

scarlet birch
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I'd move the level outside of the content folder and see if the project loads.

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if it does delete it, if not move it back

vast fjord
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it says the level is stil lbeing referenced in memory

plush yew
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It's blocking well the NavMesh where the Nav Modifier is put :

scarlet birch
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Close the project, and move the levels files to a folder outside of your content folder, see if the project still works

vast fjord
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wait

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i have level blueprints

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oh i got it

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I just removed every object from the level

plush yew
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( but I would want to this NavModifier assign ONLY some NPCs and not another, that is the problem... ^^ )

scarlet birch
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On those NPCs you move with the filter

grim ore
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@plush yew you would create your own nav area, not use one of the default ones

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lemme toss some screenshots out see if they help

scarlet birch
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oh,

grim ore
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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

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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

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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)

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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"

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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

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that was actually my plan based on the naming of the files but I kinda did it backwards lol

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I just tested that btw and it worked fine πŸ˜›

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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

plush yew
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@grim ore Oh, man... You're my savior !!! I love you !!! 😘 😘 😘

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Finally, Mike, I was right to get stuck on my original plan, haha !! 😁

grim ore
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I hope that means something is working lol

plush yew
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I'm trying to do just now ^^

uneven acorn
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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

scarlet birch
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@plush yew I'm happy to be wrong, especially when I get to learn something new in the process.

plush yew
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@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 :

grim ore
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the filter isnt something that goes in the level, it's just an object you can use in the AI move node

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the nav modifier is what is pink in my screenshot

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you might have just named it weird lol

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uhm yeah it should be pink if thats the color you are using for your nav modifier

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if you change it to obstacle does it go brown?

plush yew
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@scarlet birch Haha, cool ! You couldn't have known ^^ (and me neither, haha !)

low valve
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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?

azure shore
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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

low valve
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even after turning off the setting it persists

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my objects are visible light blue, in the lit viewport, when no lights are turned on

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maybe more white than blue

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must be something simple but im puzzled

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i fixed it, by deleting my skylight

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must have been buggin out

scarlet birch
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@azure shore Floating point precision

azure shore
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whats that?

tight light
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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?

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I can open them up in Notepad and stuff of course, but it's binary files I think and so it's mostly unreadable.

scarlet birch
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You're asking how to rip assets from someone else's work. You're not going to find much help here

tight light
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Why are you saying that in an accusatory tone?

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I didn't know this was kind of a trade-secret type server, sorry.

craggy kraken
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@tight light it’s not but you are asking to decompile a compiles game

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That isn’t cool

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That’s stealing someone else’s work even if you do have good intentions

azure shore
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I think he's just trying to view it

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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

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it was interesting seeing the names and stuff

craggy kraken
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Seems like he’s trying to make a binary file readable

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That sounds a lot like deconstructing

azure shore
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hm I see...

tight light
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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

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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.

slow hearth
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when I try and create a shootergame or content examples 4.23 project nothing happens, anyone else having that issue? works for 4.22

celest umbra
copper elk
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ok so Im trying to add a cooldown progress bar but it keeps resizing when I play

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Widget

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in-game

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the text not showing isnt a problem I did that on purpose

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this is the widget

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thats the cooldown bar

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the selected one

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in the widget its perfect size btw

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its only ingame

grim ore
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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

plush yew
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@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 :

grim ore
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ah

copper elk
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oh wait

plush yew
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@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)

copper elk
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ingame as in editor its small but in standalone its fine so it doesnt matter thx anyway

grim ore
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i am on 4.22, maybe you changed some of your navigation system settings so it doesnt automatically refresh?

plush yew
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I don't see what... I believe no... πŸ€”

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That's not bad now I've found the error

grim ore
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yeah it looks like your nav mesh was not rebuilding when you put in the modifier for some reason

copper elk
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is there a way I could tilt an overlay

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to something like this

grim ore
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look at the Render Transform section

dawn gull
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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! πŸ™‚

copper elk
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@grim ore got it thx

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also my progress bar isn't updating progress. when the value goes to 0 then it instantly changes colour

grim ore
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progress bar values are in the 0..1 range

copper elk
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so how can I make it so it displays 500/500 health for example

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but the first 500 corresponds to the health float

warped tangle
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Multiply the 0-1 of the health by 500

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Or divide the 500-based health by 500

copper elk
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oh ok

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it works now

warped tangle
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As MathewW said, progress bars take a 0-1 value. You just have to convert

copper elk
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thank you very much

grim ore
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ok the new web remote control is pretty cool, you can mess with the editor over a website lol

warped tangle
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No kidding

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I thought it was runtime only, haven't looked in to it yet

grim ore
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its not and the docs walk you thru getting values from the editor πŸ™‚

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pretty neato { "objectPath" : "/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.LightSource_0.LightComponent0", "access":"READ_ACCESS", "propertyName":"RelativeRotation" }

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and you get back the value you ask for... kinda... sexy

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if I dont have any work today I think I know what I will be playing with

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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 πŸ™‚

plush yew
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@grim ore How did you add the Filter Class variable into the "Move to Location" ? What kind of variable is it ?

grim ore
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man they did a good job on the docs for the new stuff

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that is a navigation query filter class

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the same way you made the Nav Area, make a NavigationQueryFilter

rich stream
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hey, does anyone know if Chaos will work for mobile?

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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?

plush yew
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@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

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( in this case in the "Move to Location" node )

tiny bison
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guys exist olther way for installing code work?im getting bigs buggs, can not install it

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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

grim ore
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@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

copper elk
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I am trying to make a healing potion that will only activate if the player isn't on max health

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but I cannot figure it out

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everything is fine except the adding health

unreal comet
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I'm putting it in C:/Programfiles(86)/EpicGames. How is that too long?

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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

gleaming creek
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Microsoft really should fix that silly 256-character limit

dim plover
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UE4 added support for over 260 character paths.

kindred viper
plush yew
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so is it worth it ?

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te 4.23 i mean

kindred viper
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the chaos is fun. The demo runs smooth as butter

grim ore
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need source build, so sad at work, 😒

rich stream
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btw does chaos work for mobile?

scarlet birch
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You can enable long character paths in Win10

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It's under group policies I think

slow hearth
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@plush yew worth it, virtual texturing is a huge deal

plush yew
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@kindred viper can u share it ? too bad it must be compiled !

kindred viper
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share it?

plush yew
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how did u download it ?

kindred viper
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github

grim ore
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the Chaos demo is on the learn tab on the launcher

kindred viper
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oh the demo

grim ore
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was just filling in the other part, i dont know what he wanted shared heh

kindred viper
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one of the better demos ive seen tbh

grim ore
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it's on the top of my list along with web remoting today when I get home πŸ™‚

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and the new DXR features whooo.

kindred viper
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I noticed some lbuggy things in the physics but its physics and beta. There has to be πŸ˜„ Just things you can fix with a timed sleep tho

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its nice its laid out like a real tutorial though. Working it out from no documentation was a nightmare. I was close tho apparently.

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and now the migraine has kicked in. Time to kick back and break some stuff.

plush yew
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@grim ore chaos demo is as project right ?

grim ore
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yes it is

plush yew
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i can have it with out the compiling ?

grim ore
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you can have it sure you just cant run it

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the engine needs chaos compiled into it, the 4.23 on the launcher does not have chaos compiled into it

plush yew
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oh that shame.

grim ore
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it is a bummer

plush yew
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@cursive dirge

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will you compile chaos later on your github ?

cursive dirge
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no

wide gorge
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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 ?

plush yew
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@grim ore Ok, I was able to repeat your code and all but I don't understand why my bot refuse to move...

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( The BP of my bot is the same as your... )

grim ore
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well can it actually get to that point?

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and if you have no filter class does it move as well?

plush yew
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Nope... It don't move with the filter class or not

grim ore
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print out the return value and see what is going wrong?

plush yew
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If I add a print here, it says Hello

grim ore
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drag the return value from the move to into the in string on the print string

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so we can see the return value of the move

plush yew
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It says "Failed"

grim ore
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make sure your location is valid then, the 1600,0,0 you are trying to move it to

plush yew
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Lol

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Yeah the value was simply too high for my level

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@grim ore You're right, thanks

azure shore
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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

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Ill see if I can get a screenshot

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the other way I tried meant that you could aim round corners whilst the player was the other side of a wall

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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

light vigil
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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?

azure shore
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._.

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just auto activate or whatever its called

light vigil
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The camera is set to auto activate

plush yew
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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 ?

azure shore
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ugh

azure shore
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this is really frustrating me

scarlet birch
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@azure shore You have to do at least two traces with a third person setup like that

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One from the camera first, then one from the fire point to make sure nothing is in the way

azure shore
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damn, I was hoping that wasnt the case

scarlet birch
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It's not that bad

azure shore
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wdym by fire point? where the shots hit?

scarlet birch
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Where they fire from , muzzle

azure shore
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oh you mean a seperate one for first person and third person

scarlet birch
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you check if somehthing is in the way of the camera cross hair and the hit

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no two traces for the third person shot

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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

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if something is in the way then that's your hit

azure shore
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I dont understand

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the trace already isnt going in the right place anyway

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its just going straight forward using the first person camera and not to the third person one

scarlet birch
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You do a second trace to avoid the shooting around corners you were talking about

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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

azure shore
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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

plush yew
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Is this 2 target nodes are the same ? πŸ€” (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...)

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( I mean "Self" and "Self Actor" )

azure shore
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so uuum

kind dew
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my nav mesh bounds is above my mesh? what am i doing wrong lol

warped tangle
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@kind dew That's just how they render when you're viewing the bounds. Don't worry about that

kind dew
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okay

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but my ais are snapping to that

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and walking on air lol

warped tangle
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I think you have a different issue then

kind dew
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uh oh

plush yew
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@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
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yaaaay !

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we all learned today so Good Job Channel!

plush yew
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Yep !

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( special thanks to your however, hehe ! 😘 )

grim ore
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@scarlet birch was adamant with getting it solved as well so kudos all around πŸ™‚

azure shore
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honestly why am I so thick

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Im literally stressing over one tiny problem for hours that most people can probably fix within minutes

kind dew
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thank you @plush yew thats all it was lmao

plush yew
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@kind dew You're welcome

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( finally I can help too, hehe πŸ™ƒ)

azure shore
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why do I evven bother

warped tangle
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@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

azure shore
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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

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but not actually how

warped tangle
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what are you using for your trace start/end

scarlet birch
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@azure shore Did you read the article I linked? It goes into a fairly detailed explanation of a solution.

azure shore
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sorry its hard to see its a shotgun so it has spread stuff there too

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I tried setting start to shotgun location too, just makes it shoot straight

plush yew
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@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 :

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And I don't know how to implement the "Filter Class" parameter in the "AI Move To" node ... πŸ€”

scarlet birch
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You have to use one of the other move nodes that has it

warped tangle
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theres multiple move to nodes, check them all out

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@azure shore have you gotten it to work with just 1 trace with no random vector added to it?

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to see if that functions as expected?

azure shore
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nope

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I skipped out the spread thing and it still does it wrong

warped tangle
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I would strip that other stuff out and focus on getting that to work

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look in to....screen to world location or something like that

plush yew
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@scarlet birch Oh, right... That's why you and Mathew told about differents Move To earlier ! Ok, I know...

warped tangle
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can't remember the node exactly

azure shore
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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

warped tangle
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I would think you would want to trace from barrel to your crosshair projected in to world space

scarlet birch
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Sort of, but you only want to do that for a shorter distance

warped tangle
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fair

scarlet birch
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at some arbitrary point you let the trace from the camera win.

warped tangle
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so trace to x distance from muzzle to camera, if no hit then fall back to camera. Is that what you're getting at

scarlet birch
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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

warped tangle
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Fair. I work mostly VR so the aiming is far simpler lol. but that makes sense

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And I read the article you posted, good stuff

azure shore
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is this more effort than its worth, I mean - well no I have to do this

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I cant have no shoulderview in third person, but the shoulderview allows you to shoot around walls

warped tangle
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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

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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

azure shore
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yeah, I just still cant really visualise that

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sorry if its a lot to ask, but do you think you could do a rough image of it like top down or something?

warped tangle
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let me mock something up

scarlet birch
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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

warped tangle
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not the greatest but should serve to illustrate what we're talking about

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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

azure shore
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but how does this muzzle trace even relate to the camera

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all I can see is it just hitting the block, I dont know how it communicates anything to the camera

scarlet birch
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You use the camera hit as the end point,

warped tangle
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your trace start is the muzzle location (use a socket or arrow component or something), the end is the camera hit

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yep

scarlet birch
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or not

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Really you just trace from the muzzle forward for some distance to make sure there is nothing in the way,

warped tangle
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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?

scarlet birch
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probably, it really just depends on what feels right in the game,

azure shore
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OH I might understand something from this

warped tangle
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yep

azure shore
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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

warped tangle
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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

azure shore
#

so actually youre not even tracing from the gun location to the camera centre aiming point

warped tangle
#

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

azure shore
#

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

warped tangle
#

what do you mean, like have the trace from the muzzle hit exactly where the camera trace hits?

azure shore
#

yeah, from how it looks thats not possible, so you kinda have to fake it

warped tangle
#

literally game dev motto

scarlet birch
#

You take the hit location from the camera, if there is one, and plug it into the end point for the muzzle trace

azure shore
#

thanks, I think Im FINALLY understanding a bit of this

warped tangle
#

remember when you were in school and your teacher said you were going to use math....and you thought naaaaaaah forget math.... lol

azure shore
#

hah I must admit, I failed maths by 7 marks

warped tangle
#

Vector math still took me a bit to get used to, but once you pick it up it's fairly straightforward

azure shore
#

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

warped tangle
#

good luck

plush yew
#

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 :

serene sorrel
#

instead of tracing, you should spawn an actual bullet that has actual physics collisions just like the "RL"

plush yew
#

My biggest problem is that the "Move To Location" node has not "On Success" and "On Fail" outputs...

warped tangle
#

@serene sorrel That's a different discussion, that's a gameplay style decision. Projectile != Trace

azure shore
#

yeah and its a shotgun too

#

I know its still doable with projectiles, but switching that now would mess everything up

serene sorrel
#

rust spawns a real projectile for every shotgun pellet

azure shore
#

I mean thats a super realistic game

#

and actually my enemies use projectiles for damage

warped tangle
#

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

serene sorrel
#

of course, just its more realistic, depends on the type of game you are making. Wouldnt really fit into a quake style game

azure shore
#

tbh I would probably prefer to use projectiles, but I think its harder to make them feel natural and work well

serene sorrel
#

has anyone done real projectiles in unreal engine? Dont know what ark uses but it can obviously bring up physics problems

warped tangle
#

Honestly, you can get the same feel of a projectile with traces, without physics

serene sorrel
#

go on

azure shore
#

great, Ive bloody gone and broken the shotgun spread now, of COURSE I would

warped tangle
#

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

serene sorrel
#

hmm

#

isnt that framerate dependent then

warped tangle
#

basically every tick oyu trace forward your intended muzzle velocity * deltatime (if using tick) + environmental variables (gravity, drag, etc)

serene sorrel
#

i think something like that would be fine if you could set a reliable tick rate yeah

warped tangle
#

Yes and no, by multiplying your environmentals by deltatime, you're moving forward the proper amount per tick based on your framerate

serene sorrel
#

right, but different frame rates, different results

#

for accurate shooting that could be annoying

scarlet birch
#

No

#

That's why you use delta time

warped tangle
#

^^^

serene sorrel
#

so you dont think the arc of a bullet changes with 10 updates vs 60 updates ? even if the general shape is similar?

warped tangle
#

delta time is the time between ticks

scarlet birch
#

That's why you use delta time

#

it gives you the amount of change between frames

warped tangle
#

If I want to move 1000m/s, and my delta time is .01, I'm going to move 1000 * .01

scarlet birch
#

so it is consistent at any framerate

warped tangle
#

if my delta time is .02 (half framerate) I'm going to move 1000* .02

serene sorrel
#

it changes the path of the bullet depending upon the updates, even if you use delta time

floral carbon
#

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)

warped tangle
#

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

serene sorrel
#

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

warped tangle
#

If you framerate is single digits, you have WAY bigger issues than "hey my bullet arc isn't right"

scarlet birch
#

This is video game 101

serene sorrel
#

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

warped tangle
#

your argument that using physics based projectiles is less framerate dependent than using a trace and deltatime?

serene sorrel
#

if you can have a fixed update rate in physics (can you in UE?)

#

its at least reliable

scarlet birch
#

this is painful

warped tangle
#

He likes to argue, we had a good one about edge scrolling in RTS's not too long ago

scarlet birch
#

But he usually states stuff that is less than half accurate as fact,

warped tangle
#

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

serene sorrel
#

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

scarlet birch
#

It really comes down to the type of weapon, and it's rate of fire

#

instant hit weapons like machine guns use a trace

warped tangle
#

@serene sorrel FFS, DeltaTime bro. Look it up

scarlet birch
#

weapons like gernades and rockets probably use projectile movement

warped tangle
#

Yep

serene sorrel
#

the key world there kharvey is "delta" do you know what that means

ripe saffron
#

yeah cause they are slow

warped tangle
#

Yes, the delta is what makes it framerate independent. It's the change in time between the 2 frames

scarlet birch
#

@serene sorrel Your way off base

serene sorrel
#

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

warped tangle
#

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

scarlet birch
#

Physics uses something very much like delta time for the same purpose, you substep

serene sorrel
#

you would usually have a fixed amount of steps per second when doing anything like that, so the result is always very very similar

ripe saffron
#

brick wall ..head ...and start banging

azure shore
#

projectile does feel more limited tbh, my enemies use projectiles and its difficult playing with their collisions but that could just be me

warped tangle
#

@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

azure shore
#

yeah

serene sorrel
#

@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

plush yew
#

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...

scarlet birch
#

@serene sorrel I understand. You need to stop

warped tangle
#

@plush yew any reason you're not using a BT?

ripe saffron
#

@serene sorrel are you making a simulation for the army ? or a game ?

azure shore
#

one benefit I can think of for projectiles is slow motion, but I guess theres a workaround for tracers

serene sorrel
#

@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

azure shore
#

its cool to do bullet dodges and stuff which I think works best with projectiles

serene sorrel
#

even in a singleplayer game that would be annoying to me

warped tangle
#

Then don't play any major games out there nowadays other than your BFF Rust, becuase you're reaaaaaaaaaally going to get annoyed

weary basalt
#

@plush yew Not in Blueprint, C++ allows you to do that, its a custom node setup

scarlet birch
#

@plush yew use the enum output and a switch

serene sorrel
#

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

warped tangle
#

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

scarlet birch
#

@plush yew The results are output as an enum putting that on a switch will give you the same three execution setup

serene sorrel
#

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

warped tangle
#

I can guarantee you I have not been educated by anything you have said here today

serene sorrel
#

You may want to work on your communication then

warped tangle
#

Lol

warm swift
#

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?

plush yew
#

@scarlet birch I'm gonna try it...

scarlet birch
#

just drag off the green dot, right click and type switch

serene sorrel
#

@warm swift is there some reason you want it like the simpler version? Think it will be performance problem or?

warm swift
#

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

serene sorrel
#

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

plush yew
#

@scarlet birch Is it this ? πŸ€”

scarlet birch
#

yes

plush yew
#

Ok cool

plush yew
#

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... 😦

scarlet birch
#

get the character, get its location, plug it in

warped tangle
#

@plush yew there's a move to actor function as well as the move to location

plush yew
#

Oh, fuck ! You're right ! And it has this "Filter Class" too !

#

I change it !

warped tangle
#

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

plush yew
#

Ok

#

I changed though

#

( My NPC don't follow the main character )

#

Uh ! I forget to connect 2 nodes !

dim plover
#

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.

plush yew
#

( Fuck ! Same error... It doesn't change nothing... πŸ˜• )

warped tangle
#

did you give it a reference to your playerchar

#

also, you're not executing the switch statement

scarlet birch
#

Make sure you're checking that the reference is valid

#

and that you're setting the reference

warped tangle
#

yeah according to that screenshot there's no goal actor

scarlet birch
#

and you are using it only after the AI controller possess the pawn. Ideally the AI stuff would be in the controller

warped tangle
#

^^

plush yew
#

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" ............

warped tangle
#

Move to actor has a goal actor...you have to tell it where to go

plush yew
#

oh you're right ! It's same ! What an idiot ! πŸ˜†

warped tangle
#

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

plush yew
#

I presume that I must to do a Cast To also ? (because the main char is in another BP ?

scarlet birch
#

no

#

You're not trying to access anything that is specific to the child class so no need to cast

plush yew
#

I see

#

.. but I see only "Cast To" to go towards my main character (his BP is named "ThirdPersonCharacter") :

warped tangle
#

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

plush yew
#

Ok

#

So..

#

I've just created this variable (with a type of "Character object reference")

warped tangle
#

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

plush yew
#

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" ?

scarlet birch
#

I'd move that acceptance radius up to at least the same as the player capsule or even 2-4x that.

warped tangle
#

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

scarlet birch
#

Just plug in a "get player pawn and be done

warped tangle
#

lol yeah

plush yew
scarlet birch
#

sure

plush yew
#

But I can't connect the "Third Person Character" to the Get Player Pawn

scarlet birch
#

You don't need to

plush yew
#

So the Player Index pin stays like this, ok !

warped tangle
#

that will work for the first local player pawn

scarlet birch
#

Player index is the index for the player controller for this it will be 0

plush yew
#

Ok, I understand

#

Let's test it !

#

I presume it's because I don't set the variable

warped tangle
#

you're not using the variable though right? You plugged get playerpawn right in

#

are you simulating or playing?

scarlet birch
#

It's saying it's not getting an ai controller

#

Do you have one?

warped tangle
#

how can you read that lol

plush yew
#

playing

warped tangle
#

ignore my question, Mike knows whats up

plush yew
#

ok ^^

scarlet birch
#

I'm not sure I do

warped tangle
#

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

plush yew
#

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

warped tangle
#

but is that AI actor told to use an ai controller?

scarlet birch
#

Ah, look at the old screen shot, you have followed actor -> get ai controller

#

probably needs to be a ref to self or something

warped tangle
#

is followed actor a reference to self? you can just use self -> getaicontroller

plush yew
#

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

warped tangle
#

you have it backwards, it would be self -> getaicontroller

plush yew
#

( someone helped me to do this code πŸ˜‰ )

#

Is it correct ? :

warped tangle
#

just right click and type self or this

#

not sure what that self actor variable is

plush yew
#

I have only this...

warped tangle
#

are you dragging off something? you should have something like this

plush yew
#

Oh I see

#

that's because you uncheck Context Sensitive

#

I have too πŸ˜‰

mellow gale
#

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.

warped tangle
#

it will work with context sensitivity on as well

plush yew
#

You're right... It was because I was dragging the pin

#

but ...

#

I can"t connect the pin... 😫

warped tangle
#

...what class does your AI actor inherit from?

plush yew
#

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"

untold epoch
#

Hello, Is it possitble to control the pawn in a transition map?

warped tangle
#

It should inherit from Pawn at minimum

plush yew
#

πŸ€”

warped tangle
#

I don't believe Actors can be possessed by AI controllers, just as they can't be possessed by a player controller

plush yew
#

Mh... Well... I've just try with the "Self ACTOR"

#

... and it seems to work... o_O

warped tangle
#

there you go then

plush yew
#

cool !

warped tangle
#

obviously I don't know the layout of your BPs

plush yew
#

(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

warped tangle
#

well as long as it works

plush yew
#

Yeah, cool !

#

Thanks to you and @scarlet birch πŸ™‚

#

It's left for me to add the NavModifier and the filters but I will do tomorow ^^

warped tangle
#

@mellow gale You're probably looking for the Web Browser plugin. You have to enable it, then you get access in UMG

plush yew
#

πŸ‘‹

mellow gale
#

I'm really new at UE4. I was using the source engine, but this seems to be a better, more capable choice.

warped tangle
#

look in to the web browser plugin and 3d widget component. That should give you what you're looking for

lavish glacier
#

chaos is pretty cool

mellow gale
#

Thanks!

chilly gale
#

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)?

copper elk
#

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

warped tangle
#

where is your health variable stored, just get a reference to that, check if it's != to maxHealth or whatever

scarlet birch
#

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.

lunar depot
#

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 ??

warped tangle
#

@scarlet birch draw distance? about the only thing I can think of off hand

placid arrow
#

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

polar viper
#

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

silent frost
#

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 😦

low valve
#

Where can i find the quixel megascans plugin for UE4?

wary wave
#

that took 2 seconds in google?

low valve
#

i found that, but i wasnt sure if it was the official one to use or not

wary wave
#

yeah, seems like it's not included in their software by default, but you should still be able to use the Github thingo

low valve
#

cool, thanks

static raft
#

Hey guys, anyone that can help me with a few questions about force/rotation using physics on a static mesh? πŸ˜„

cloud cobalt
#

Depends on what it's doing, but no, it doesn't have to be opt in if it's not personal data

copper flicker
#

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?

dim merlin
#

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?

dim arch
#

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

north monolith
#

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?

serene birch
#

everything is harder for mobile

#

unless your game is touch screen oriented I guess

green phoenix
#

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

plush yew
#

wait how do i use that new destruction system i have v23

#

im kinda dumb

warped tangle
#

google it, there's info out there

plush yew
#

oh

#

ty i found it

#

or not

warped tangle
#

that's probably where your hang up is

plush yew
#

wait

#

is this the right page?

#

cause i dont see the same files

warped tangle
#

haven't done it myself yet, so not sure

plush yew
#

rip

#

cant wait to test it

#

looks better than bfv

#

lmao i cant even edit my cs

#

got it workin

mint sequoia
#

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

serene birch
#

bug triage is pretty standard

#

you can't have engineers spend THAT much time hunting for a bug they cannot even reproduce

mint sequoia
#

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

mossy nymph
#

that assumes that the bug doesn't involve a blueprint and upgrading a UE version

mint sequoia
#

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

serene birch
#

yeah, if they cannot reproduce it, it means they don't have enough info/are missing something crucial

mint sequoia
#

Or don't know what they're doing and exist solely to prevent you getting to people who do

mossy nymph
#

all of the bugs i eventually had to work around involved blueprint serialization in some way

#

and most of them happened after version upgrades

mint sequoia
#

@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

  1. Make a blank C++ project in UE4.23 (release, not preview)
  2. Subclass AActor and add a BP exposed struct to that same file
  3. Add a UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Actor) TMap<int32, float> to the struct
  4. Add a UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Actor) TArray of the new struct
  5. Compile, open the editor
  6. Make a blueprint from your new actor
  7. 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

plush yew
#

i got the destruction thing on but wont show

plain gazelle
#

Anyone else having issues creating projects based on the Epic game examples, like shooter game and vehicle game?

wary wave
#

yes, everyone - you're like the fourth or fifth person to mention it today :p

#

something is broken

plain gazelle
#

ok, I'm glad I'm not alone.

loud knoll
#

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?

wary wave
#

I would assume it's in the config files somewhere

plain gazelle
#

Config of Content, is it part of the engine or the project?

wary wave
#

project

loud knoll
#

@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

willow void
warped tangle
#

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

loud knoll
#

DX12 is and RT is all WIP code all bets are off.

mighty field
#

@willow void lightmap resolution on the ground is too low

cloud cobalt
#

@warped tangle You'd need to install the engine debug symbols to know more

#

But really, you should take it up to the author.

warped tangle
#

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

cloud cobalt
#

In any case, I wouldn't use DX12 on forward

#

There's no point, is it ?

warped tangle
#

valid, I suppose I could force DX11

cloud cobalt
#

What do you mean force ?

#

It's the default

#

DX11 is more stable, faster, and DX12 brings nothing in forward rendering

warped tangle
#

changing the default RHI from "Default" to DX11, no more crash

loud knoll
#

@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.

warped tangle
#

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

loud knoll
#

@warped tangle That is the magic of game development πŸ™‚

warped tangle
#

Solo Dev Life

#

And I love it

#

can I expect performance improvements with DX11?

loud knoll
#

I just learned that I should turn on the output log when I am running my game to see BP errors

quartz lion
#

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.

warped tangle
#

Yep I have that up all the time

loud knoll
#

@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.

quartz lion
#

hmm, I dunno. Not sure I can get that low level

#

it's 1 actor with 256 components.

#

quite a lot of vertices overall

loud knoll
#

you might want to ask in rendering I am not sure how those objects are treated

quartz lion
#

okie dokes

loud knoll
#

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.

quartz lion
#

I have. It gets faster the fewer components I use. But that gets slower to update.

potent wing
#

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

warped tangle
#

need way more info, was it working before and stopped working? Is this the first time you've gotten the main menu up?

potent wing
#

It doesnt work at all, and no this is not my first time doing main menu stuff

warped tangle
#

@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

thorn vector
#

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

static viper
#

yee pirate made a good system

thorn vector
#

what u mean by pirate?

static viper
#

thats the name of the author

thorn vector
#

ouh i thought u said the kit is piraating from another project

potent wing
#

@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

static viper
#

the best thing todo is to write it all by yourself.

thorn vector
#

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

static viper
#

these people are stupid then

#

100% stupid

#

its an highly advanced inventory system

#

ofc it isnt easy to merge...

warped tangle
#

well let's go with 99.9% stupid....

#

and .1% insane

static viper
#

ok 99%.

#

yee 1% tryhards.

thorn vector
#

does the creator have a discord group would like to get his guidance on my journey merging in my project

warped tangle
#

LOL

#

I thought it was spelled "blowhard"

static viper
#

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"

warped tangle
#

and don't just toss it in and expect it to work, learn how it works

static viper
#

and i know the author. Hes a nice dude.

thorn vector
#

yeah that what i expect to do of course πŸ™‚

#

does he have a discord group for his product or do u know his discord tag?

static viper
#

^^ it says in the description of the asset.

#

have fun.

thorn vector
#

do u guys have experience using the kit?

static viper
#

there is a whole marketplace thread about it.

#

there you can ask questions

thorn vector
#

ouh thanks man now im really convinced to buy it

#

πŸ˜…

static viper
#

you can always refund it man

thorn vector
#

just bought it now i wanna dive in @static viper i sent u a friend request

static viper
#

dont sent me friend requests again ^^ i hate people

warped tangle
#

you're saltier than a cup-of-noodles

thorn vector
#

crying tears

plush yew
#

yo

static viper
#

its not personal.

plush yew
#

yo is ue 4 . 23 stable

#

is it okay if i down it now

warped tangle
#

if it says anything under .2 at the end, probably no

plush yew
#

sorry for the noob q

loud knoll
#

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

potent wing
#

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

loud knoll
#

Looks like a UMG question

static viper
#

pressed means you click on it and then hold

#

click mean you click

#

one happens on release

#

one on touch

polar viper
#

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

loud knoll
#

@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

grim ore
#

it does, its normal as the difference between low and high normally require a recompile

loud knoll
#

@grim ore Roger that! How is the hero of the people doing today? When are we getting some Chaos tutorials?

polar viper
#

@loud knoll would high or low poly models make any difference or quad or tris?

loud knoll
#

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

polar viper
#

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

loud knoll
#

You have made a wise choice

polar viper
#

My renders last year took 20 computers and 2 weeks πŸ™ƒ

loud knoll
#

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

polar viper
#

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

mortal cedar
#

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"

loud knoll
#

@polar viper if you are producing a movie that is great but 60FPS has much better feel for the user.

polar viper
#

It's going to be a animation and a game so the animation will be 25fps and game is 60

loud knoll
#

@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

polar viper
#

I need to find it first πŸ˜‚

loud knoll
#

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.

polar viper
#

I'm surprised with the rendering

#

It can take me 4 hours to render 1 frame

ember cliff
polar viper
#

Or 90 for 1 frame

loud knoll
#

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

ember cliff
#

I figured, I was hoping there was an easy way to get attention to the bug without creating a new report.

#

Thanks

polar viper
#

Wow. I kinda want the hull count, max hull vert and hull precision to go higher

loud knoll
#

@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
#

?

loud knoll
#

@ember cliff It dosen't surprise me that bugs that were fixed are repearing

copper elk
#

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

mint sequoia
wary wave
#

it means they're not going to fix it any time soon

#

if at all

mint sequoia
#

So we've just lost the ability to have a TArray of structs containing TMaps, that's hilarious

scarlet birch
#

@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

mint sequoia
#

They just broke a significant amount of games

#

😐

wary wave
#

yup

mint sequoia
#

Stone walled <=4.22

wary wave
#

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

mint sequoia
#

I basically just emailed him back and told him he should prioritize it lol

#

Its pretty 🀦

copper elk
#

@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

scarlet birch
#

progress bars are normally scaled from 0 to 1

copper elk
#

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

scarlet birch
#

Current health/ max health = bar fill? I'm not sure I get what you're missing

copper elk
#

nvm

#

thats not the issue

#

sos Im braindead

scarlet birch
#

It happens

copper elk
#

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

scarlet birch
#

can you show where you set the fill value

copper elk
#

its at 10 seconds and its going down at the right rate

#

but the lft one doesnt

#

here u go

#

its a binding

scarlet birch
#

What's it bound to?

copper elk
#

the left one

#

the broken one

scarlet birch
#

I've not used that binding before, is it bound to a function result? if so can you share that function

copper elk
#

its a progress bar

#

and its bound to a function yes

scarlet birch
#

I mean I have always bound to a variable and the symbol looked like a function

abstract relic
#

A rather interesting approach setting a character var in a binding

radiant haven
#

Hey guys, can someone help me that AI moves to player after I trigger a trigger

copper elk
#

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

scarlet birch
#

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.

copper elk
#

the timer is the current health value

#

the "return Node" in the binding

#

is the timer

scarlet birch
#

I understand that you haven't shown the actual function

grim ore
#

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

low valve
#

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.

scarlet birch
#

I've never found a case to use get all actors of class

summer turret
low valve
#

@summer turret problem with skylight?

radiant haven
#

@summer turret REbuild Lightning

summer turret
#

i rebuild everything

grim ore
#

it's actually night time and the world is on fire?

summer turret
#

idk what the problem could be

grim ore
#

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

summer turret
#

looks the same in editor, i am only using chameleon for the sharpening

#

lemme show u my sky light

radiant haven
#

Hey guys, can someone help me that AI moves to player after I trigger a trigger

summer turret
radiant haven
#

???

grim ore
#

yep those errors would do it

radiant haven
#

@summer turret rebuild everything, look for MObileHDR if its disabled and create your light source new

#

lmaoo

grim ore
#

you have bad lightmapping UV's so it's just going to be black in those spots

summer turret
#

bruh what is even that lol

radiant haven
#

@grim ore u mena lightmap LODs?

summer turret
#

i have rtx card should i switch to raytracingÉ

#

*?

scarlet birch
#

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

summer turret
#

is there a way to make them not fubar? coz im using free assets from epic monthly drops

solid rose
#

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 ?

inner cloak
#

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.

scarlet birch
#

You have to either generate them in engine, which is iffy , or make them in a modeling program

grim ore
#

which assets are you using?

summer turret
#

wow nvm then

#

its called environment set

copper elk
#

@scarlet birch here

scarlet birch
#

You could switch to dynamic lighting for now

#

I don't think you ussually bake the lighting for trees anyway

copper elk
#

@scarlet birch Im actually braindead it happened again

#

I was looking at the wrong thing

summer turret
#

is that easy to switch to? or do i have to go into another program and edit things for that too?

scarlet birch
#

Those are all trees that are giving you issues

#

Change your directional light to movable

grim ore
#

Video card crashed while compiling UE4... that... uh.... seems odd lol

scarlet birch
#

...

low valve
scarlet birch
#

@grim ore Par for the course here. Every time I switch to a new version I get weird video card driver crashes

low valve
#

and i get no displacement

grim ore
#

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

scarlet birch
#

Sorry wrong mention

low valve
#

np

inner cloak
#

is it ok to repost a question in here?

low valve
#

it does not happen if i skip the final lerp node, but i never get any actual displacement on my landscape

summer turret
#

okay i think i fixed it, all i had to do was remove skylight and add a new one

#

thanks for the help

grim ore
#

displacement is very subtle most of the time, did you look at it close?

scarlet birch
#

@summer turret You likely switched it to dynamic lighting when you changed the light.

low valve
#

yeah i looked close but didnt see anything, maybe its so much so you cant see it

grim ore
#

plus it's possible you are hitting the texture sampler limit which is why the material is not showing up anymore?

scarlet birch
#

It uses dynamic lighting to preview

plain gazelle
#

What causes focus issues in game but not in the editor?

low valve
#

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

plain gazelle
#

I turned off depth of field.

wary wing
#

@low valve Is it just me or can I see color way out on the far LOD of your landscape?

low valve
#

@wary wing yes there are some squares that keep the texture

scarlet birch
#

@grim ore I've noticed I have a lot fewer random issues since upgrading my UPS

low valve
#

the rest is plain, i also tried multiplying displacement, it appears on the material preview but not on the landscape still

grim ore
#

@low valve go to each of your textures in the materials and change the sampler source to shared

low valve
#

i have done

#

they are all set to shared: wrap

grim ore
#

😦

wary wing
#

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?

low valve
#

they still have it when close up

#

but squares around it turn black

wary wing
#

Those parts have fewer layers I presume?

grim ore
#

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 😦

wary wing
#

Like fewer with weights that aren't 0?

#

Ah I was just loading up that pack to check those @grim ore, thanks

grim ore
#

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

obsidian wasp
#

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?

wary wing
#

Hmm that ain't great

scarlet birch
#

@obsidian wasp is the mesh instanced?

obsidian wasp
#

It's a static mesh component

#

Should I be using an Instanced Static Mesh instead?

scarlet birch
#

No, they have the same issue that's why I asked that

#

Have you tried changing the channel after the constructor?

autumn elbow
#

it doesn't work with Instanced Static Mesh instead (just to add on)

obsidian wasp
#

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...

scarlet birch
#

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.