#ue4-general

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static viper
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AHHHHH

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yes

rugged lake
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I've even tried rebooting ue4

static viper
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i had a savegame that was loading itself over and over again...

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and i forgot it was doing that on start...

rugged lake
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huh, i haven't set up any sort of save game that i know of.. I've been working on a copy of coul caves - does that have a save game i don't know about?

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*soul caves

dim merlin
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where's crowdcontrol then usable for?

static viper
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for car games

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and every simulation basicly

dim merlin
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hhm so, we're building a city building game, but we actually want individual humans in it

wary wave
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crowds are intended for cinematics and not much else

dim merlin
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right, ok

static viper
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use skeletal lods the

wary wave
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if you want to make a city builder you are going to need to roll a completely custom solution

static viper
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and you could also remove much of their behavior in distance

dim merlin
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my opinion is i have to got for a basic pawn with skeletal mesh and implement a A * pathfinding logic

wary wave
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things like pathfinding are going to be potentially complex problems

rugged lake
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I'm sorry to keep needing help, but where/how would I find if I have saved game data in my scene so I can nuke it if it exists?

wary wave
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200+ pawns with A* is probably not going to be an option

dim merlin
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@wary wave hhm ok..

static viper
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well it does work with 200

dim merlin
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actually the only thing is setting positions, the entire pathfinding can be done in threads

static viper
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but 200 is not a great number for an entire city

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you prolly want something like 2000

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any system will struggle under that

dim merlin
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yeah, its kinda odd, i dont like to understand its impossible ๐Ÿ˜„

wary wave
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a multi-threaded solution is most likely what you're going to need, yeah

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it's not impossible, but you're going to need to write something - probably build your own navigation data etc

gaunt raptor
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has anyone come across any tutorials or proper documentation for the new destruction stuff in 4.23 ?

rugged lake
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Or is there a way that i can "reset" my level while still keeping all of the placed geo/particles/collision/lighting?

wary wave
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Dijkstra's algorithm is probably better in these cases than A*

rugged lake
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Like create a new first person level and just drag all my assets into it to reset the cameras?

ripe saffron
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did you offset your camera by any chance?

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the component ..not the actor

rugged lake
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I suppose it's possible that i did? How would I be able to tell?

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I'm sorry I'm so new to this, it's like my 2nd or 3rd day using unreal :x

ripe saffron
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so is your player in the scene or are you spawning him

rugged lake
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I'm using Player Start trying to create a first person camera view of a scene... I started from the Epic Soul Caves demo and have been modifying it

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so I think i'm spawning it, but i'm not entirely sure

ripe saffron
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is there a player in the scene or only a player start ?

rugged lake
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I just noticed my latest attempt at deleting and recreating the player start has a BAD SIZE icon on it though so I've dragged it way above my scene and am rebuilding now

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only a player start

ripe saffron
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ok .. open your player blueprint ...and do you have a camera attached ?

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or the camera is in the scene

rugged lake
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I have a Camera Actor in the scene, and a CineCamerActor

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I'm not entirely sure how to open the player blueprint :x

ripe saffron
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right then... select camera in the scene and look at the components in the details panel

rugged lake
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Okay, I'm looking at the details for the Camera Actor

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(Also thank you thank you thank you for your help)

ripe saffron
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not sure im helping yet lol ....the camera component(blue icon) transform should be 0 0 0 or close to 0 anyway

rugged lake
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In the component section it says CameraActor13(Instance), and then SceneComponent(Inherited) > CameraComponent(Inherited) and that camera component has it's locations and rotations set to 0, and scale at 1

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And you're likely to help me more than the last 4 hours i've spent google searching with no breakthroughs ๐Ÿ™‚ fingers crossed

ripe saffron
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hmmm... let me see if I have the soul cave demo... so I can see how they set up there camera

rugged lake
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Thank you... I'll keep trying to explor this BAD size rabbithole ๐Ÿ˜• moving the player start up and away from any collision doesn't seem to remove the warning at all

ripe saffron
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bad size just usually means its inside a collision

rugged lake
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Ah!! I figured it out!

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I feel really silly

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I'd imported in some of the photo realistic background mountain ranges and they imported by default with collision

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and i think the collision was occlusing my entire scene, but it was so huge i couldn't tell

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omgggggg wow.

ripe saffron
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don't worry ... unreal makes a fool out of me on a daily basis

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glad its fixed!!

rugged lake
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I'm so glad ๐Ÿ˜„

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And I guess it got me over my fear of asking for help in here ๐Ÿ™‚

ripe saffron
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๐Ÿ™‚

rugged lake
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Now to try to figure out why my particles have stopped playing while i'm not in "Play" mode XD

woven cliff
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Iโ€™m working on the VR template and adding collision to it, but whenever i start play the capsule is set to the default oculus rift setup location " the setup of oculus app" i want the capsul to show up at hmd location and always follow the hmd , is that possible ?
i saw that in the vr expansion plugin and i wanna re create that collision in blueprint without the plugin, Thanks!

glacial pecan
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@woven cliff put the collision component under the hmd in the tree

woven cliff
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@@glacial pecan But how will the collision stop hmd when i walk into something

next badger
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@woven cliff it's better not to affect HMD by the collision, generally people advice to fade in black inside walls
also #virtual-reality

wary wave
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yeah, fading to black is the approach I would use

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collision screws up tracking

dim merlin
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so how would it be possible to have thousands of skeletal meshes in scene (without being rendered) without huge perf losts?

next badger
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@dim merlin stop them tick

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Set Component Tick Enabled on skeletal mesh component

dim merlin
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not really getting a better fps with that, even though i need tick enabled i quess

wary wave
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you'll need some kind of skeletal mesh instancing

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UE4 only really has limited forms of this, but Intel did a demo if you're on PC only that has a basic implementation of skeletal mesh instancing

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but it's as basic as the UE4 crowd system because it was used with particles

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it's a much better starting place if you want to roll your own though, IIRC

dim merlin
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i couldnt find much info about crowd system, got any link @wary wave ?

wary wave
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I do not

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but it's basically only ever been used by the deer in the kite demo

dim merlin
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hhm, ok

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ill have to dig into it

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thanks anyway for the info

wary wave
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bah, can't find a link to the Intel demo anywhere

next badger
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@wary wave yeah, but instancing uses gpu cache, and it's only used for rendered skeletons

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if skeleton mesh is not tickiing it should not give any load

wary wave
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which is about all you need for rendering people in a city builder, really

next badger
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oh...that's true

wary wave
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you'll want a thread to handle mesh locations / anims, some kind of manager over the top, and a decent instancing system

next badger
wary wave
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which doesn't sound like much, but it is xD

next badger
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particles!

wary wave
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we have a derivation of Intel's demo in the project I'm currently working on, and we can have hundreds, possibly thousands of animated characters on screen

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IIRC ours are vertex animated to make it super cheap

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hmm @dim merlin - I think this is the solution you're looking for

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you want HISMs, vertex animated meshes

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you can drive the HISM instance transforms on a separate thread

somber quail
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@trim dew @grim ore Just made a 4.23 copy of that project I was having problems with on my work PC and it compiled fine, no issue with the SlateInfo.h. I'm not sure what's going on here.

inner cloak
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is there a way to hide spotlight cone in editor ?

somber quail
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Press G?

inner cloak
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oh wow .. magic happened !! thanks !! ๐Ÿ™‚

somber quail
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G is the toggle for "Game View"

Any actors marked with "Hidden in Game" will disappear when this mode is toggled. This can be done on a per-component basis too so it can be really handy when using stuff like arrows for debug that you don't want to see all the time.

velvet fern
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how does one work on one project with 2 computers? google drive?

wary wave
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version control - SVN or Perforce

velvet fern
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i don't care about version control. the project is huge already. history data will require a data center

regal mulch
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how does one work on one project with 2 computers? google drive?
-> version control - SVN or Perforce

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history data will require a data center
Revisions will only be created when submit a new version. It's not gonna duplicate your project every time.
You also don't upload binaries or intermediate folders. So only your content would be "huge".
And that is still normal.

wary wave
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version control is basically essential once you involve more than one machine

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I would still recommend most people to use it even if they're on one machine only - it protects against fuckups, data corruption, and all manner of other difficult to recover from issues

regal mulch
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Not a single project we create internally (even if dev'd by one person) is handled outside of version control

wary wave
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plus you don't need to retain 100% of your revision history, just sufficient revisions to allow you to revert if necessary

next badger
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where should i ask about legacy cascade particles?

regal mulch
wary wave
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I'm not sure Cascade is legacy just yet :p

uncut storm
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Is there anything on the unreal engine marketplace that gives u a starting point for various engines? (Physics, character creation, lighting, health management, GUI, AI, and others) my goal is to have methods for each area that make up the foundation of those areas, and to have a "tag" system where i can tag everything and the methods handle what happens to that entity through running those variables through algorythms

next badger
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ahahh ๐Ÿ™‚ ty...i've collapsed the channels again -_-

uncut storm
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Was wondering if anything like that already exists on the market

regal mulch
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Doubt

wary wave
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I'm not sure I understand the question tbh

regal mulch
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You can probably find some templates for genre xy

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But I doubt you'll find something that has everything

uncut storm
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No i know, im wondering if theres a foundation like that for each aspect

regal mulch
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UE4 is the foundation

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It's not like Unity, where you have to buy half the marketplace to get something working :D

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I also don't quite get what you mean with the tag system

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my goal is to have methods for each area that make up the foundation of those areas
You basically have a foundation for each of this. Anything more depends on your project.
This is also a pretty vague question to begin with

uncut storm
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Yeah im still not familiar with the engine as i havnt started using it yet, i just figure that before i do ive been brainstorming the best way to approach this in the best way possible

regal mulch
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Do you understand OOP languages like C++?

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(not directly using C++, but understanding them)

uncut storm
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Like, for the physics enginer there would be a method which runs algorythms to determine the behaviors of objects with certain tags

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Not yet but i know java

regal mulch
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Usually you keep track of everything you want to alter

uncut storm
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Like a wall would be tagged with static Object.noPhysics

regal mulch
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There are tags for actors but I honestly never really used them

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Yeah I figured, you are trying to apply knowledge from other frameworks and languages to C++ UE4

uncut storm
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Where the method would have already initialized that variable and handle it accordingly

regal mulch
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If you need an object without physics, you just set the PrimitiveComponent of it to not simulate physics

uncut storm
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Im trying to make my own system because the game i want to make is very ambitious and im focusing on making future implementation as easy as possible

regal mulch
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If you use UE4, you have to stick to its framework for at least 50% of the project

uncut storm
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Where all i would need to do to implement content is develop the asset and give it tags that are handled by separate methods

regal mulch
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UE4 has stuff for that. There is no need to invent a tag system for it

uncut storm
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That is really good to know

regal mulch
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I would suggest you watch a tutorial series for a small game in Blueprints.
Or get a tutor or buy a course somewhere. Because if you go into this with the wrong idea, you might fight UE4 the whole time.

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Not for deving the game, but for understanding how this stuff works here

wary wave
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^

regal mulch
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Because you seem to have a completely different idea of how to handle classes and assets than what UE4 does

uncut storm
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Well thats why i want to take care of that now by making basically my own custom stuff to make things easier on me

wary wave
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before worrying about complicated concepts of organising a project, it would make so much more sense to understand what UE4 actually does first, hehe

regal mulch
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That is the point

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You are making things harder

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Use what UE4 gives you

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Don't reinvent it

wary wave
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aye, a lot harder for no good reason

regal mulch
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Otherwise I would suggest -> don't use UE4

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Take a look at a more bare-bones engine then

wary wave
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I would usually recommend making a really simple game in UE4 (Breakout is a classic example) to familiarise yourself with it's structure and basic workflow

regal mulch
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UE4 is a powerhouse with lots of given features, so many that you usually don't have to create anything but your game.

wary wave
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it is not like Unity in a lot of repsects

uncut storm
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What kind of small game should i make?

summer turret
regal mulch
summer turret
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okay my b

uncut storm
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Like u guys saying to make like a retro arcade game like asteroids or a very simplistic fps?

regal mulch
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For example. or breakout, or pong

wary wave
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retro arcade is the best bet, yes

uncut storm
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Ah okay

regal mulch
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Like it doesn't matter what, but something that includes understanding the framework, the classes, and the workflow

wary wave
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it will require you to build the whole from scratch and think about how it works

uncut storm
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Thanks for ur time guys, im goin to work

wary wave
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np

uncut storm
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But yeah i will for sure do that

soft crescent
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its very easy to either spend time doing something that ue4 already has/go about doing something in an overcomplicated/going to cause issues later manner when starting out i see

plush yew
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Anyone in this discord server developing a card game similar to MTG Arena?

wary wave
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I don't think so, but you never know

inner cloak
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I have this mesh, and i would like to turn it into a texture, is there an easy way to do this in the UE editor?

cloud cobalt
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@inner cloak If you want to turn a screenshot of this mesh into a texture, the easiest is to set up a Blueprint with a camera and a render target, that saves the content of the render target in the construction script

serene birch
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if he wants the result to tile correctly though?

inner cloak
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Thanks, will try to do it !

serene birch
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๐Ÿ˜„

cloud cobalt
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I'm assuming he just wants a dumb ass screenshot

inner cloak
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i wont need to tile it ! ๐Ÿ™‚

serene birch
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ok, then it'll be rather easy

inner cloak
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actually, i want to replace that complex mesh with a picture to reduce triangles

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My scene is pretty heavy already

cloud cobalt
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In that case it's more complicated and you shouldn't do it in UE4

inner cloak
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i assume blender would be where i should do it ?

cloud cobalt
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Whichever tool you used to create the asset, yes

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Basically bake it to a texture

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That way you can still make it transparent

inner cloak
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The asset comes from Solidworks, i did not create it i just imported it!

cloud cobalt
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Whatever, use Blender or any other 3D art software to bake the thing now ๐Ÿ™‚

inner cloak
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i found some images online with a white background where transparent should be, could i use that ?

vital hemlock
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When I import my .psd textures the dimensions are very low despite them being normally much higher

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How could this happen?

serene birch
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well you COULD do that in UE4

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basically, imposters ๐Ÿ˜›

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pretty sure you could just use the builtin imposter generation to make a texture with a single frame from your mesh, then render that texture

static viper
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why are people importing psd files into ue4?

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why does that even work

vital hemlock
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Because if i wanna change it, i can

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it doesnt support tiff soo

static viper
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ue4 supports tga png jpg dds bmp

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are you sure you are out of options?

vital hemlock
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it should still work you know

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it works fine with unity, it should be me doing something wrong

static viper
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psd is internal for photoshop

vital hemlock
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the psd is 1024x1024, and when imported its 160x160

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yes i know

static viper
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yee maybe bc its psd...

vital hemlock
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no

static viper
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and its not right

vital hemlock
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because it works with unity fine

static viper
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THIS IS UE4

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if you want unity

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goto unity.

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ue4 works very different then unity

vital hemlock
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you're not answering my questions at all

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i never said i would prefer unity

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i have to learn unreal and you're just avoiding my questions

static viper
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save your image as tga or png or dds

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then import to unreal

vital hemlock
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well what if i want to use psd, is there any feature that compressed my psd files?

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some of them have layers, that i need to edit anytime

static viper
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you can edit them anytime

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then reimport the texture after save

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very simple.

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you can keep the psd

vital hemlock
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I still want to use psd because it saves me time

static viper
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i highly advise you against it.

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ue4 has no idea what psd is

vital hemlock
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i noticed but i still have to do it

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there is nothing on it online

static viper
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yee after you finished in photoshop

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you export the file you want

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as png or tga or dds

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and you save the psd seperate

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i dont know who your teacher was

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but he did the worst job

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i get it man

vital hemlock
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i think you did the worst job

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my question was how to still use psd without this compressing thing to happen

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thats it

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im not asking for an alternative

static viper
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my answer is

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are you crazy

vital hemlock
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i dont need your subjective opinion about this

static viper
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i am not giving you an alternative

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i am giving you a fix

vital hemlock
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its not a fix if i still want to use psd

static viper
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ok

calm widget
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the fact that you should not import psd into ue4 is not a subjective opinion

static viper
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clobbering this channel with psd dump

vital hemlock
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Ok kid

summer turret
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what program do i use to make my own models, with texture and everything so i can just throw in ue4 and its usable?

vital hemlock
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Blender is good

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And free

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But you also have 3DSmax and Maya

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They cost money im sure but if you think its worth it go for it

summer turret
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which one would you prefer for a beginner?

vital hemlock
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Blender

summer turret
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okay thanks

inner cloak
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i would suggest the same

vital hemlock
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Get the 2.8 version

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Its easier and recent

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Also you have many tutorials on it

summer turret
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i want to make stylized things, like low poly stuff, hopefully its not that hard lol

vital hemlock
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No its not that hard

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Compared to high poly stuff

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But its still gonna cost you some time

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To get the hang of it

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Also idk if we are in the right channel on this

light coyote
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@summer turret
I would suggest 3dmax or maya

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Reason beeing, is what the market asks for

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You can go to artstation,, prety much a standard in art portfolio for game industry

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and can see it for yourself while you look for the avaliable jobs

static viper
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i use maya โค

light coyote
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3d max in my case

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๐Ÿ™ƒ

static viper
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i think we can be friends.

light coyote
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Our love is incompatible

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xD

static viper
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i will delete you by history

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and freeze all your channels

light coyote
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xD

radiant haven
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Androud Developmement?

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someone??

light coyote
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@vital hemlock About your issue that i read quickly,,, yes, i belive that you can do something to link a psd to ue4 and it will update,, or something along those lines they showed me a while ago,,
However,,, i belive best solution is to just have your psd and your ue4 project,,, you export your texture/s from phottoshop,, and import to unreal,,, you can work on materials with them and everything,,,,, if you are not happy with them, just overwrite the old ones, and right click them in unreal, click reimport,,, done

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@radiant haven No ๐Ÿ˜ฆ

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But if is a generic thing in an android project,, post here

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@vital hemlock If the issue you have is because you want to see the changes on real time in your model,,, there is no custion about this,, or whatever,, even if you never used the program or have to learn it ,,, get your hands on substance painter,, you will not regret it

radiant haven
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How do i disable my debug mode?

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packaging

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...

light coyote
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What do you mean ?

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Breakponts?

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This?

candid imp
vital hemlock
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@light coyote I have to learn to use Unreal in like 4 weeks and create something small

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I dont think i have time on learning subrance painter, is it easy to use?

light coyote
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If you know how to use photoshop,, is prety much the same in the sense of working with layers and or masks

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But you have your 3d model there

vital hemlock
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Does it cost moni

spark sonnet
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I have a menu that sets my character transform when clicked on a button, but sometimes the transform sets wrong direction or even location. Why does this happen?

light coyote
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changes are applied directly and you have tons of default things in it,, plus tons more you can do

vital hemlock
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Do you use it?

light coyote
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Yes i use it,, and yes it does cost money

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i dont know how you are going to get it if you are not paing,, but i heard its posible ๐Ÿ˜…

vital hemlock
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I know

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But can I DM you for help about this in the future?

light coyote
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yes

uncut storm
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When developing a new game, what comes first, 3d modeling the character or 3d modeling a game level

spark sonnet
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The game works well without a finished character model, but not without a game level

uncut storm
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So id be better off making a small level to test the character in?

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Ah nvm i got it

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Didnt read that correctly, thanks

scarlet birch
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@vital hemlock UE supports PSD. I'm not sure what would cause the issue you're describing

dim merlin
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hi, do animations on skeletal meshes still affect performance if the mesh is culled, and can i disable it?

vital hemlock
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@scarlet birch The .psd is 1024x1024, but when imported its 160x160

scarlet birch
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I got that. I don't know what would cause that.

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Are you using RBG and 8 bits/channel?

ember notch
static viper
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that

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is extremly weird ๐Ÿ˜„

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and shockingly low quality

ember notch
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The game is from 2011

static viper
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we still get bad games in 19

ember notch
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Hmm... I don't know what I should choose. A game like Minecraft with more mobs and moon and more or a game like CastleMiner Z and with something special?

dim merlin
static viper
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we definitly dont need another minecraft clone

ember notch
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Where I can find a good concept?

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for a voxel game

static viper
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make one

vital hemlock
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yourself :D

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you dont make a clone of a game, use your creativity

light coyote
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Maybe not xD

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for voxel

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but for everything in general, yes,, ideas or anything

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Have a look here for inspiration

opaque plover
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Any AdMob plugin for rewarded videos?

ember notch
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Have somebody a idea what I can do for a concept for voxel game?

static viper
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think yourself of one

ember notch
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But how

static viper
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use your head?

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what game would you like

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i cant tell you how imagination works

ember notch
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I will look for old games what I played in 2011-2013

somber quail
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If you just try and do "game + game" you're going to get nowhere. Come up with an idea yourself, make a game design document/bible

grim ore
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Flappy shark!

thorn vector
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hey guys i have a question do u guys have any experience designing a GDD or have example of a good GDD
wanna see if my current GDD is reliable and get across what im gonnado for my game get across

warped tangle
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@thorn vector google it, there's a lot of resources out there

thorn vector
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yeah i searched it but what should i actually put in there what im confused from all the GDD i've seen

grim ore
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It's YOUR design doc, you put in what you think should be in there.

warped tangle
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^^^

grim ore
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start with your title or working title. then maybe a paragraph of what would be on the back of the box or the blurb on steam. after that maybe a few bullet points of key systems

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then from there break down the key systems into paragraphs or documents detailing them?

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but that's how I do it so I can keep track of what I want to work on because of the way I work, you? you do you ๐Ÿ™‚

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I work alone so it's designed around that, what is your team size? will there be clear defined roles and sections for people to work on? etc.

scarlet birch
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Mine sometimes start with a logline, but that's because it helps me focus and I'm use to scriptwriting. I've done them in Evernote, scrivener,as a google doc, in a spiral notebook. It really depends on what you need to focus the concept and help you be productive.

#

I try and narrow down what the core thing is, the minimal heart of the game. It's easy to get sidetracked or stray into dark waters when you work alone.

grim ore
#

^^^ yep yep. You do You is the key here ๐Ÿ™‚

warped tangle
#

Working title suggestion: "Me doing me"

scarlet birch
#

A title is important too, even if you'll change it later. It greatly helps focus the concept.

grim ore
#

There is a good chance BTW you won't know what you want yet, which seems to be an issue here, and that is perfectly ok. You won't know what you want until you do it a few times and figure it out.

thorn vector
#

thanks for you guys insight really help me understand a lot

scarlet birch
#

The other thing I do, since I work alone and it's something I have to do to keep progress moving, is I make a list of what needs to be done and the order I'm going to work on it. I then make a much more detailed list the night before of what is going to be worked on the next day. If I don't do that a lot less work gets done.

tall pendant
#

I wouldn't write a xxx page long gdd tbh

#

the development of your game is way too dynamic for hundreds of pages of gdd to make any sense

scarlet birch
#

Depends on the game, but true for most.

ornate hamlet
#

I have a question regarding multiplayer in bp.
I have been following Epics Multiplayer Tutorial series but noticed as I went along that some of the stuff seems iffy. Now I checked the forums and found a topic of people complaining that the tutorial is not teaching the correct way to set up a project with online multiplayer.

So my question is, is there a resource that actually shows how to set all that stuff up correctly?

pseudo lantern
ornate hamlet
#

@pseudo lantern cheers, I will check that out

ember notch
#

Is Unity or Unreal Engine 4 better for a Voxel game like Minecraft?

warped tangle
#

Unity if you want to cry a lot, Unreal if you want to cry less

signal minnow
#

Lmao

#

When you ask in the unreal engine discord server

#

And are expecting an unbiased

#

Opinion

grim ore
#

sure, we are game devs not monsters

warped tangle
#

LOL

grim ore
#

I would think there are quite a few people in here who use and have used multiple engines or languages to program in

warped tangle
#

Yeah I played with Unity prior to UE4

#

absolutely hated every minute of it

#

UE4 has a far better onboarding learning curve than Unity does

#

Unity adding UE4 like features kinda proves this as well

grim ore
#

UE4 does the same like finally allowing us to do basic utilities in the editor with BP

signal minnow
#

I know it was a truthful answer but I'm still saying asking here would definitely be biased

#

If you ask over in Unity they may either say they don't know unreal or "hate it" for a bullshit reason

spark sonnet
#

Is there a way to save functions to variables? Lets say I can choose between three abilities. What would be the best way to tell the game which function to use? The easiest would be to have an input key to a function variable, but I dont know if thats possible

ember notch
#

Hmm... i think UE4 is better

pseudo lantern
#

well ive been trying to lean it now for many hours and many tutorials, and im V confused.

spark sonnet
pseudo lantern
#

well, its pretty much C coding so yea,

#

he makes a dash control

wise barn
#

Is using the C# plugin recommanded?

warped tangle
#

@pseudo lantern "I've been trying to learn it for many hours and many tutorials". Do you really expect to be proficient in ANYTHING within "Many Hours"?

pseudo lantern
#

lol, no but im just as lost now as i was at the start almost

#

i can see the systems but using them to do anything thats not in a tutorial is making my mind go blank.

#

im used to writing LUA

warped tangle
#

That's my problem with tutorials honestly. I used them a lot in the beginning but I didn't learn how to do anything, just how to monkey see monkey copy

pseudo lantern
#

indeed

warped tangle
#

Set yourself a basic goal (and it might not end up being basic even if you think it is when you start), and just work towards that goal

#

when you get stuck, google it, check out answerhub, etc

#

try to solve the problems for yourself

pseudo lantern
#

i am, ive asked a questing or two but no answer so far.

#

ive been googling for ages but i think im looking for the wrong stuff

scarlet birch
#

@ember notch I don't see much difference. Use the one that suits you better. They can both do it and both have plugins that do it well. If you're okay with using C++ then use UE.

warped tangle
#

you may be looking for overly specific information

#

try to generalize your searches more

pseudo lantern
#

im here because that hasn't worked tbh

spark sonnet
#

Whats your question @pseudo lantern ?

pseudo lantern
#

Basicaly i want to make a player control/camera that snaps to a x,y,z of an object

#

so my up vector needs to change

warped tangle
#

you want the camera to sit stationary at a specified location?

scarlet birch
#

What do you mean your up vector has to change?

pseudo lantern
#

well if i want to move forward on a spinning object, i will need to alight the camera and the y vector accordingly

scarlet birch
#

Move the object or the camera?

pseudo lantern
#

well the camera is the player, and the object being the ground

warped tangle
#

so the ground is spinning, and you want the camera to not spin?

scarlet birch
#

so you want to move the camera toward an object?

warped tangle
#

This is why you aren't getting answers lol....your question is unclear

pseudo lantern
#

lol, ok im not being clear enough

#

picture walking about a spaceship

#

thats spinning

spark sonnet
#

You want the character to ignore the spinning and stand still?

pseudo lantern
#

yea, so i want to translate using the objects vectors

warped tangle
#

That's literally what I asked lol

scarlet birch
#

You can't solve a problem that you can't describe.

spark sonnet
#

So you want to use Ignore Base Rotation thats built in the character movement?

scarlet birch
#

you want the camera to stay in its world rotation while the object the player is on is rotating?

pseudo lantern
#

yea i want the player to follow the "ground" he is stood onb

warped tangle
#

lol

spark sonnet
#

What

pseudo lantern
#

has nobody player SE? lol

scarlet birch
#

Do you have this started in a project?

spark sonnet
#

Open thirdpersontemplate

pseudo lantern
#

ok

#

done

spark sonnet
#

Then open your character. In the character movement there is a box you can check called Ignore Base Rotation. If you want the character to rotate with the object its standing on just leave it unchecked

pseudo lantern
#

ok let me try that with my spinning ground setup

#

yay thats crashing now lol

spark sonnet
#

What

pseudo lantern
#

d/w didnt even add that

spark sonnet
#

Can you send a picture of your spinning object?

#

code

pseudo lantern
#

code?

#

its just an actor

warped tangle
#

lol!!!!

spark sonnet
#

How is it spinning?

warped tangle
#

how is it rotating

#

send the code/BP script that's making it do what it's doing

pseudo lantern
#

its got physics enabled and i shoot it with the gun from the FPS demo

warped tangle
#

Wait what

#

I want to play your game

pseudo lantern
#

lol

spark sonnet
#

Haha

warped tangle
#

Is there a little guy that like drives the projectile spaceship spinning bullet thing??

pseudo lantern
#

its just a platform

warped tangle
#

can you send some screenshots or vid or something.....none of us understand a damn thing about your project

light coyote
#

@pseudo lantern
Quick way to do it is to add a little bit of rotation every frame

warped tangle
#

You went from walking on a spinning spaceship to a projectile

light coyote
#

Its not best practice or way

spark sonnet
#

lol

warped tangle
#

@light coyote nah he's got the spinning down, thats not the issue

light coyote
#

ahhh

#

im late๐Ÿ˜…

warped tangle
#

yeah, you'd have to go back pretty far to figure this out

#

and I still haven't figured this out

spark sonnet
#

Could explain simply what you want to do @pseudo lantern ?

warped tangle
#

Although I have a new idea for a game now

pseudo lantern
#

i thaught i already had explained

#

:S

spark sonnet
#

You have but im still confused

warped tangle
#

@pseudo lantern again, you went from spinning spaceship walking to projectile. We don't know what you're trying to do

light coyote
#

I wanna know

pseudo lantern
#

gime a min, just rebuilding a test world

spark sonnet
#

Just explain it in one simple paragraph if possible

pseudo lantern
#

i never said projectile

warped tangle
pseudo lantern
#

yea that how i make it spinn

warped tangle
#

That would lead a sober person to believe you are talking about projectiles

pseudo lantern
#

thats nothing to do with the movement of the player

spark sonnet
#

What is your final goal. What do you want accomplish by standing on the spinning thing?

warped tangle
#

Ok I'll shut up, give us a 1 paragraph explanation like @spark sonnet asked

pseudo lantern
#

to walk about in a spaceship

#

that is NOT level with the floor

#

thats it

#

for now the "space ship" is just a cube

spark sonnet
#

Show me

light coyote
#

recreate space conditions ?

pseudo lantern
#

gime a min

plush yew
#

you can give a static mesh "gravity"

pseudo lantern
#

that would help i think

light coyote
#

@plush yew nicee

warped tangle
#

For those of you joining us late, this whole thing started with keeping the camera constrained to a plane while the actual character rotates with the spinning "ship".

pseudo lantern
#

no

#

there is 1 camera, the player

warped tangle
#

so the ship is the player character? The visual representation of the player?

light coyote
#

@pseudo lantern do you want to recreate space conditions ?

pseudo lantern
#

ok, how can i show this as a vid

#

@light coyote yea i belive so

light coyote
#

ok

plush marsh
#

but he shoots it , so it is not a player

pseudo lantern
#

no, lol

spark sonnet
#

You can draw it in paint

warped tangle
#

yeah, hence why I'm confused

light coyote
#

any diffrence with space conditions in terms of motion ?

pseudo lantern
#

the "shooting" is only to make the ground spin

spark sonnet
#

So you dont want to shoot to make it spin?

pseudo lantern
#

the shooting is Irrelevant

spark sonnet
#

Ok

warped tangle
#

So let's just say you are applying rotational forces on a ship

pseudo lantern
spark sonnet
#

Ok what should happen now?

pseudo lantern
#

the player need to be aligned with the cube its stood on

warped tangle
#

so you want custom gravity

spark sonnet
#

Thanks!

#

You want to rotate with the object its standing on if im correct?

pseudo lantern
#

and im guessing the movement will mess up because its using world x,y,z translations

#

@spark sonnet yea

#

sobody said about giving a static mesh gravity

warped tangle
#

This now makes more sense

pseudo lantern
#

that looks good

plush marsh
#

trace->rotate

warped tangle
#

That will only work if the plane never rotates enough to let the character fall

pseudo lantern
#

"trace" being get rotation on the floor ? and rotate setting the camera rotation ?

light coyote
#

@pseudo lantern
For velocity you can set the location from the forward vector of the object by adding a fixed amount
Making the amount bigger every time its applied, will give you acceleration,,,
But have a look at the nodes,,, because they may be things you prefer to use.

You can look axis of a camera if you want the viewer to see that you are in space, without going crazy,,
If you are doing an fps, you have to do something to make it as confortable as posible the fact that there is no reference plane

plush marsh
pseudo lantern
#

i was thinking of just checking the object below the player, getting the rotation and offset from its x,y,z and then moving and aligning from there

#

yea, i could use a raycast to check whats below

warped tangle
#

the trace is a dynamic way to do that. If you just reference the rotation of that one floor object, it will break if you ever go on to another object

plush marsh
#

it is better to get normal

warped tangle
#

yep

plush marsh
#

bc your object is not always flat

pseudo lantern
#

normal? ive never understood that

warped tangle
#

normal is the perpedicular vector to the surface you trace against

radiant haven
#

how can i change the BIt of my game shipping Build

pseudo lantern
#

im in support if any one fancys talking instead of typing ,

#

ah ok, i was thinking it was the z rotation of the object

warped tangle
#

Z wouldn't really help you

#

you now have something to research, look in to normals

#

and using the normal off the trace response

#

also Sebb generously linked you a fantastic answerhub answer to basically your exact question

scarlet birch
#

This is first person?

grim ore
#

I wonder if someone at Epic will ever tear apart the Gravity system and implement custom gravity rather than Z down at some point

warped tangle
#

There are some custom gravity plugins on the MP right? I've never used them

scarlet birch
#

For the movement just use the cameras vectors to keep that consistent.

pseudo lantern
#

i could write this in lua no problem if i knew the functions lol

warped tangle
#

You have to learn the engine to use it

#

I can say what I want to do in 2 different languages....doesn't have anything to do with making it happen in a game engine

pseudo lantern
#

thanks for the help guys guna read through this ray trace page

warped tangle
#

good luck

spark sonnet
#

Good luck!

scarlet birch
#

If the gravity is only supposed to change for the player. I'd set gravity to 0 and manually apply that.

warped tangle
#

Also thanks for the game idea! (not your game, just a completely different one from that awesome rabbit hole we went down)

scarlet birch
#

I think you may have overcomplicated it.

spark sonnet
#

Tell me when its out, I'll play it! ๐Ÿ™‚

pseudo lantern
#

yea i was thinking of using some code to stick the player to the correct place

warped tangle
#

I mentioned custom gravity, but got no bites @scarlet birch

#

@spark sonnet will do, I'm actually excited to try this, it's going to be hysterical

scarlet birch
#

There was a lot of scroll, so I likely missed most of what was stated

warped tangle
#

yeah there was a lot going on here

scarlet birch
#

If it's First person it becomes much simpler

pseudo lantern
#

what you mean no bites?

#

i am doing it in first person

warped tangle
#

@pseudo lantern Keep looking in to traces and everything that was mentioned here, but look in to applying custom gravity as well

scarlet birch
#

You make sure movement is tied to the camera's current forward and up and right vectors and then apply a force in the right direction for gravity

pseudo lantern
#

thats just what i was thinking

scarlet birch
#

I have something , I think that might be applicable

warped tangle
#

You need to understand basic concepts like normals and vectors though....so keep doing research and learning that stuff. You can't go from 0-100 when you don't understand how the things in between work

pseudo lantern
#

i know vectors no problem

#

but i just dont know alot of the tech terms

#

ive been writing lua for Fivem for about a year now

#

how i was thinking of doing it hsant changed, its just doing it

#

the UE4 is so diffrent to anything ive done before

scarlet birch
#

I had to look. I did something similar and I used the camera's right,and forward vectors in the movement nodes of the controlelr

#

instead of setting one of the coordinates to 1 I plugged in the vectors

pseudo lantern
#

ok, well il have to have a break

#

im missing some basic stuff and its giving me a headake.

#

somtimes 5 min walking sombody through somthing is worth hours of talking about it

#

whats HMD

warped tangle
#

It took us 30 minutes to figure out what you were trying to do...

pseudo lantern
#

"If using an HMD"

warped tangle
#

Head mounted display

#

It's for VR

pseudo lantern
#

well i have no idea why seemed V simple to me.

#

ah

warped tangle
#

Ignore/remove If you aren't going to use VR

spark sonnet
#

You can delete it

#

Also the touch input if its not for mobile

warped tangle
#

concepts can often seem simple in theory, difficult in practice

pseudo lantern
#

for me its just applying it to this edditor

#

the visual scripting is new and confusing, far more that lua for some reason lol

warped tangle
#

Also Joe....I firmly believe that having you understand the how will benefit you far more in the future rather than spending "5 minutes" (nothing takes 5 minutes) to walk you through and just make it happen for you

pseudo lantern
#

it will click for me at some point

spark sonnet
#

Watch some tutorials, google is your friend, ask here and you will eventually learn a lot ๐Ÿ™‚

pseudo lantern
#

you miss my point @warped tangle

#

its how things link that im confused by

#

i think

#

but without sombody Showing me some things im just stuck thinking, so how do apply this

scarlet birch
#

it's not that it's complicated, it's knowing how to do it in a simple way

warped tangle
#

I often will bypass using an actual player pawn and instead make a dummy actor that I can mess with while simulating (using call in editor events) to figure out how to make something do what I want

pseudo lantern
#

ok so im doing a LineTraceByChannel

warped tangle
#

yep

pseudo lantern
#

how do i get the Normal of what its hitting

warped tangle
#

that's not going to hit

#

To get info from the hit, drag off the out hit pin and break hit result struct

pseudo lantern
#

yea i need to minus from the upvector i think

spark sonnet
#

you need to get world location + (direction*float)

warped tangle
#

but more importantly, the way you're tracing isn't going to work

pseudo lantern
#

ah yea

#

world location is important here

warped tangle
#

yeah you should be using either actor location or component world location

spark sonnet
#

Set Draw Debug Type to "Persistent" or "For Durartion" So you can see where the line trace is pointing/ending

warped tangle
#

unless you're drawing on tick....then for one frame lol

pseudo lantern
#

ok

warped tangle
#

then slap yourself in the face and say "NO TICK, BAD!" so you remember to get rid of tick later

spark sonnet
#

:))

pseudo lantern
#

is there a function to get the offset from a world location

warped tangle
#

offset from a world location....you mean like the distance away from a world location?

#

vector - vector, then vector length would give you distance between in cm

pseudo lantern
#

well i need to get the location of the camera, then the up vector, then figure out where below that is according the the camera up

warped tangle
#

you can just use the actor location

pseudo lantern
#

i am, but the "down" will change from the Z

#

so i cant just say -2 from the z to get the end pos of the trace

warped tangle
#

you aren't understanding vector math....

pseudo lantern
#

i am, but i crap explaining what i want

#

Nobody has ever taught me this,

scarlet birch
#

You can get the up vector directly from the camera

warped tangle
#

a trace needs a start and end location. You start at actor location, you end at actor up vector * somenegativenumber + actor location

pseudo lantern
#

i learned it all by going through scripts and messing about

#

yea exactly

light coyote
#

@pseudo lantern split vector by right clicking

scarlet birch
#

You're missing a lot of basic stuff that is making you come up with difficult solutions to problems that don't exist

pseudo lantern
#

but the " DOWN" isnt always z

warped tangle
#

this is where the normal comes in bro

pseudo lantern
#

yea

#

so how do i use the normal to get the end of the trace

warped tangle
#

other way around...you use the trace to get the normal

#

the normal is on the out hit struct on the linetrace function

pseudo lantern
#

but the first trace needs to know where down is

warped tangle
#

I just gave you the exact math to do a downward trace dude

scarlet birch
#

You don't even need a trace if the player is always oriented towards the surface

warped tangle
#

The surface is going to be angling and such

pseudo lantern
#

i think you guys forget how confusing this is to a newbie

scarlet birch
#

why not use its vectors then?

warped tangle
#

I remember how confusing it was, and I remember working my ass off to learn it

spark sonnet
#

Why are you starting with a project this advanced when its the first time using UE4?

pseudo lantern
#

dont think im not

warped tangle
#

^^^^^

#

preach it

pseudo lantern
#

complicated huh

warped tangle
#

@pseudo lantern Again, I gave you the literal math

pseudo lantern
#

well kinda hard to know what is and isnt untill you have a go

warped tangle
#

but you're not willing to even try it

pseudo lantern
#

i am...

#

im here trying

warped tangle
#

have you done the trace then?

pseudo lantern
#

i have a blueprint im trying to makes

#

it has ONE

#

start

#

and i have a UP vector and a world location

#

how can i put both into the start

#

d/w

warped tangle
#

dude

#

Actor location goes in to start

pseudo lantern
#

i think ive confused myself lol

#

and how im explaining my problem

warped tangle
#

(up vector * somenegativefloat) + actor location goes in to end

#

this is baaaaaaaaaasic stuff

pseudo lantern
#

and THIS is why 5 mins is better than hours opf talking

#

i cant explain what i dont undersatand fully

warped tangle
#

We've spent an inordinate amount of time trying to help you, and you're going to get combative?

spark sonnet
#

Just send a screenshot of what you already got

warped tangle
#

Exactly, you don't understand anything you're doing. You need to LEARN about this not be TOLD how to do this

pseudo lantern
#

im just saying, somtimes talking with a vid is so much easier

#

you are rude man

warped tangle
#

Lol maybe Sebb or someone else will help you, I've given you the math multiple times and you're unwilling to attempt it

pseudo lantern
#

the MATH, yes but i dont know how to implements it exactly and you TELLING me is just confusing me more, i think ive figured out what was confusing me though

spark sonnet
#
Send me a screenshot of what you already have
pseudo lantern
#

i didnt it hasnt changed yet

warped tangle
#

lol

pseudo lantern
#

im done typing for now,

#

im better at talking to explain it

#

alwasy have been

#

its obviously just confusing u guys what i want

spark sonnet
#

Thats why im asking for a picture to understand what you have done, but you wont do it and then I wont be able to help you

warped tangle
#

No we understand

#

and are trying to help you

pseudo lantern
spark sonnet
#

Thanks!

pseudo lantern
#

how do i apply the UP vector to the world location to get the DOWN for the end of the trace

spark sonnet
#

This should work

warped tangle
#

So maybe this will help, the up vector is a single unit length vector denoting where the "up" direction is. At default, it's going to be (0,0,1).

next badger
#

Um...isn't up vector a normalized one?

pseudo lantern
#

i forgotten how to get the lil yellow box now lol

warped tangle
#

yes it is

spark sonnet
#

its vector+vector

next badger
#

i mean...the length of the trace will be just 2 units long

pseudo lantern
#

yea its relative to the camera

warped tangle
#

so to get a trace that goes down by x number of units, you would multiple the up vector * -x to get that location

ember notch
#

Can someone answer my question in #fab thanks

warped tangle
#

then to get that end location relative to the actor, you add the actor location to it

#

and you end up with @spark sonnet s screenshot

#

But you will want to multiply by a larger (negative) number to get a trace to hit the floor

pseudo lantern
#

well im stuck

plush marsh
#

how ? you have screenshot and explanation

pseudo lantern
#

what are the yellow variable boxes called

warped tangle
#

he answered that too

#

it's a vector + vector, and vector * float

pseudo lantern
#

oh

#

thats what that ment

spark sonnet
#

And Vector * float

warped tangle
#

sorry vector * float yes

#

You literally can't fail here lol

pseudo lantern
#

....

#

you have defo forgotten what its like to be total newb lol

spark sonnet
#

I havent

warped tangle
#

I started just over a year ago bro. I definitely haven't

pseudo lantern
#

i can fail trust me lol

spark sonnet
#

That's why I recommend starting with tutorials and not do a big project. Start with the basics

warped tangle
#

I fail daily. But you can't fail at something that Sebb has given a screenshot of to you

spark sonnet
#

And Kharvey has told you how it works

pseudo lantern
#

a lil box with a + in it doesnt tell me how to bring that up

spark sonnet
#

Thats ok and we answered it

pseudo lantern
#

yea

#

OH

spark sonnet
#

But now you should be able to make it

pseudo lantern
#

it looks different if it has no inputs

spark sonnet
#

Yes

warped tangle
#

yeah because you can explicitly set a value, or put in a variable/reference

pseudo lantern
#

so 1.0 is not a meter ?

warped tangle
#

CM

pseudo lantern
#

ok

warped tangle
#

unreal units = cm

calm widget
#

What things do i have to think about, in general when upgrading ue version with a lot of c++ in my project?

warped tangle
#

You going to 23?

next badger
#
  1. new VS errors
calm widget
#

yes, from .17

warped tangle
#

oof

#

I don't do a ton of C++ but when did UE4 switch to include what you use?

calm widget
#

It wont even start right now, deleted intermediate

warped tangle
#

are you able to compile?

next badger
#

migration does not change c++ and header files, so you have to update all generated headers

#

*generated code in headers

calm widget
#

It wont compile

dim plover
#

Did you regenerate first?

warped tangle
#

^

calm widget
#

Um, no, not sure

next badger
#

i think this is more for #cpp

calm widget
#

Y, ill move there, thanks : )

pseudo lantern
#

ok so this

next badger
#
  • -200
spark sonnet
#

^

next badger
#

not - -200

pseudo lantern
#

well

warped tangle
#

needs to be +

pseudo lantern
#

that was going up

#

when i did that

warped tangle
#

you also need a vector * float

#

not vector - float

pseudo lantern
#

and i dont know where the angle is coming from

warped tangle
#

should be (up vector * -200) + world location

spark sonnet
#

Because you get the up vector - float and not * float

next badger
#

well, you sub [200,200,200]

warped tangle
#

also, you won't see the trace (when it's set up properly) until you eject

spark sonnet
#

Try making the blueprint on a cube and place it in the world so you see it

#

Or eject

warped tangle
#

also as I mentioned before, if you're putting this on tick, change the Draw Debug Type to one frame

#

As Sebb stated, making a test actor so you can visualize what's happening easily is beneficial too

plush marsh
#

hehe, and then he will need to calculate the angle

pseudo lantern
#

i did have that but i changed it to show where is was going

warped tangle
#

if you want it to trace in front of the camera so you can see it, you'll have to do more math to have that happen in front, you can't just change the math

#

@plush marsh yeah....I know....

plush marsh
#

glhf

warped tangle
#

I just want to see him get the trace done at this point

pseudo lantern
#

well im now more confused

warped tangle
#

lolololol

pseudo lantern
#

A just confused me for sure

warped tangle
#

A said nothing that has to do with this trace

pseudo lantern
#

so i want to Multiply the vector by -200?

spark sonnet
#

Yes

warped tangle
#

look at sebbs screenshot bro

pseudo lantern
#

thats Exactly what ihad

warped tangle
#

like we all said, if it's done properly you won't see it unless you eject

pseudo lantern
#

see what?

#

the lines?

plush marsh
#

yep

warped tangle
#

the trace

pseudo lantern
#

eject>?

#

but i want to see it atm

warped tangle
pseudo lantern
#

i think your telling me stuff i dont need to know atm

next badger
#

F8

warped tangle
#

If you don't know this stuff, you need to seriously start simpler

#

Not being a dick, but you are trying to jump ahead too many steps in learning this stuff

pseudo lantern
#

i have started simpler

spark sonnet
#

Open the thirdperson template and the firstperson template and look at the blueprints

pseudo lantern
#

i did a bunch of tutorials

#

but they cant answer questions

spark sonnet
#

google can

pseudo lantern
#

errr

warped tangle
#

holy mother of god

pseudo lantern
#

that is what Sebb blueprint does with the -

next badger
#

indeed, google can answer 90% of the ue4 related questions we have here
it's just a long road for some users to get there

warped tangle
#

show a screenshot, you've messed the math up somewhere

plush marsh
#

you just need to ask proper questions

next badger
#

please don't have - - there

warped tangle
#

lol

pseudo lantern
#

A, thats not helpfull lol

#

im trying to

warped tangle
#

I learned through google and answerhub, and never asked a single question, just trial and error and looking at others questions and answers

pseudo lantern
#

yea

#

i did that with lua

warped tangle
#

A is being helpful

pseudo lantern
#

took me many months to get good at it

warped tangle
#

I know, you are a LUA god, can we move on to the fact that this isn't LUA and it's something different to learn?

pseudo lantern
#

and ALOT of trail and error

#

that not my point Kharvey

spark sonnet
#

What did you first make with LUA?

pseudo lantern
#

im saying this time im asking questions alot more

plush marsh
#

what do you mean not helpful. Explain to yourself what you want to do. After that point if something is not working , ask google . Most of the time you will get the answer. Like , how to trace camera position

next badger
warped tangle
#

Which is fine, asking questions is fine, but you need to know what to ask. @plush marsh was saying exactly that, you need to ask proper questions

#

@next badger That's some proper paint right there. Well done.

pseudo lantern
#

if i knew how to ask what i need Better i would.....

warped tangle
#

Back to the trace, did you fix the math

pseudo lantern
#

i not being hard to understand because its fun

#

look with all this i dont know if a want a vector + float or Vector + vector

#

leme read back through

spark sonnet
#

Just follow the screenshot and you should be good

#

Just change -2 with a higher value

warped tangle
#

you're a nice guy @spark sonnet. Have a cookie

spark sonnet
#

Thank you. I'd like to share it with everyone here ๐Ÿ™‚

#

๐Ÿช

warped tangle
#

lol!

next badger
#

that should be a hemp cookie...to calm down

warped tangle
#

LOLOL

pseudo lantern
#

i could do with one o those

warped tangle
#

no you need to stay alert

#

Them linetraces is comin fo you

peak acorn
warped tangle
#

show your anim bp

next badger
#

no...don't

#

use anim BP debugging and make sure it's even called

pseudo lantern
#

much better

spark sonnet
#

๐Ÿ‘

next badger
#

i've seen this anim bp, it's fine...was fine

warped tangle
#

there ya go bro

#

@next badger ah

azure shore
#

hey, if Im needing to use dynamic lights for any reason, what do I do about the light going through walls?

pseudo lantern
#

sebb, the problem i have is that i dont know what all these functions look like so finding the rite one in the list is hard

spark sonnet
#

I know how it is @pseudo lantern

warped tangle
#

don't worry about how they look, think about what they need to do. If you drag off a vector node (yellow node), you can type +, -, *, /, and get the different maths that can be applied

spark sonnet
#

And thats why, again, I recommend you start with something easier

next badger
#

imagine having all this Chaos functions with no docs

peak acorn
#

@next badger :' ( i dont know how to

warped tangle
#

right! I haven't touched Chaos yet becuase ain't nobody got time for that

peak acorn
#

i can only do for normal blueprint

next badger
#

@peak acorn gimme a sec

azure shore
#

anyone know?

pseudo lantern
#

tbh the rest of what i want to do im much simpler, but without this its kinda pointless

warped tangle
#

Are you using BSPs? @azure shore

#

Lol you think it's going to be easier....this was literally the easiest part

azure shore
#

bsps are geometry shapes right?

next badger
#

@warped tangle it's pretty normal...dynamic light goes indefinitely, you have no shadows?

warped tangle
#

brushes

peak acorn
spark sonnet
#

Thats a blendspace and not the AnimBP

warped tangle
#

That's a blendspace

spark sonnet
#

Have you integrated it into the AnimBP?

azure shore
#

I am using geometry brush objects but this also happens if I used cube meshes for walls and stuff

peak acorn
pseudo lantern
#

well ive gota start somwhere may aswell learn the funtions im guna use

warped tangle
#

yep

#

good luck, you have the basic tools, you should be able to google search now

pseudo lantern
#

yea thanks i know i can lol

#

thanks for the help

spark sonnet
#

Np

warped tangle
#

yep

peak acorn
#

help me pls

azure shore
#

lighting is so frustrating like it seems I have to put like five lights in every room just so you can see it, and if I use large dynamic ones they go through bloody walls

spark sonnet
#

Send a picture of AnimGraph @peak acorn

warped tangle
#

Are you drowning?

peak acorn
spark sonnet
#

Then the state machine

warped tangle
#

show your state machine

peak acorn
#

what is state machine?

warped tangle
#

the walk_run thing on your anim graph

spark sonnet
#

The black box that say walk_rim

azure shore
#

lol your state machine is right there

peak acorn
next badger
#

@peak acorn okay...so

  1. start a game (hit play)
  2. hit F8 (unposess)
  3. open your animbp swat_animation_C
  4. on the top - select your actor in the scene
  5. go to State Machine tab
spark sonnet
#

There we have it

#

I think

warped tangle
#

yeah persona shouldn't be showing a t-pose right

spark sonnet
#

Whats the conditon to enter walk_run?

peak acorn
#

if speed > 10

next badger
#

oh, so it's not even work in demo mode

warped tangle
#

why not do an idle-walk-run blendspace?

spark sonnet
#

^

peak acorn
#

i am pretty new so i was just following instructions to a basic one

warped tangle
#

basic one is idle walk run

azure shore
#

ugh I hate bloody lighting so much

next badger
#

then unlit is your choice

warped tangle
#

lolol

azure shore
peak acorn
#

that's all i could find

warped tangle
#

emissive, emissive for all!

#

@peak acorn no way dude, the only thing you could find was that setup?

next badger
#

our last jam submission was based on unlit only

azure shore
#

for real though there must be something Im missing because it seems like so much more of a nightmare than it should be

azure shore
#

its either too realistic or too unrealistic

spark sonnet
#

Open Thirdperson template and copy that BlendSpace @peak acorn

warped tangle
#

@peak acorn this is the third person template anim bp......there are built-in resources

#

Notice it's idle/run as the entry anim

peak acorn
#

what?

#

how?

azure shore
#

Im also sick of having to build like 1k lighting every time I move one light an inch

warped tangle
#

You can also add third person template as a feature pack to your existing project

peak acorn
#

i edited thirdpersontemplate to this

warped tangle
#

then you have the third person animbp in your project

peak acorn
#

yes

warped tangle
#

which means you have the thirdperson idlerun blendspace

#

huzzah!

azure shore
#

gods sake, I literally cant just light one small room with one light

peak acorn
#

where is it?,insied the BP\

spark sonnet
#

In your content browser

warped tangle
#

should be right next to the thirdperrson anim bp

#

should be under Mannequin/Animations/

peak acorn
#

found it

#

bot now i need to put the animations

#

the blendspace i made

warped tangle
#

Use that as a pattern and rebuild your blendspace with your animations

peak acorn
#

still not working

#

i guess its some animation importing problem

#

cuz the prebuilt third person template is also not working

warped tangle
#

when you hold shift while hovering over the blendspace do you see it adjusting as it should?

peak acorn
#

yes

#

but when using them in my third person character they dont move ๐Ÿ˜ฆ

azure shore
#

can anyone actually help me with lighting at all

peak acorn
spark sonnet
#

Are you using the right AnimBP ?

peak acorn
#

yes

azure shore
#

you just need to cast to the anim bp to set all the variables there

warped tangle
#

You have to have modified something at some point

peak acorn
azure shore
#

cast to anim bp get anim instance target mesh then set the variables there

warped tangle
#

@azure shore no, the default third person character with the default anim bp should show something in persona/editor other than A-Pose

azure shore
#

oh hes using default? thats odd then

warped tangle
#

yeah that's what he was just showing

azure shore
#

yeah the fact its not even using the entry animation is weird I wouldnt know how to fix that I guess

peak acorn
#

can i screenshare it to someone on DM
its almost 4:00 AM in india and i have college at 9:00

#

and i swore to myself that i aint sleeping till it works

spark sonnet
#

Could you make a new project?

peak acorn
#

whaaat?

warped tangle
#

just make a new project off the third person template and see if things work

spark sonnet
#

^

peak acorn
#

ok

#

its working in a new project

#

but on this one its just flying jesus

warped tangle
#

maybe reinstall your engine ver, or try it with a different engine ver to see if the problem persists

peak acorn
#

screenshare anyone?
i gues its some small thing i mised

#

or imma head to bed for today

spark sonnet
#

If you copy the exact same as thirdperson template it should work

peak acorn
#

@warped tangle but its working onnthe new project

warped tangle
#

oh I thought you said it was flying

next badger
#

if it works on a new project, the issue with the project

warped tangle
#

yep

azure shore
#

honestly at this rate lighting is just gonna make me quit entirely its HELL

peak acorn
#

can anyone help me spot it on screen share?

#

actually nvm ill deal with it fresh tomorrow

#

thanks for your help folks

#

gn

next badger
#

@azure shore sorry, but why would you even rebuild the lighting after minor change of the light?

#

we don't build lighting between test builds

azure shore
#

because all of it looks completely different built and unbuilt

next badger
#

build on low

azure shore
#

I cant even see how it would look until its built

#

oh

#

would that be close to higher builds though?