#ue4-general
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I've even tried rebooting ue4
i had a savegame that was loading itself over and over again...
and i forgot it was doing that on start...
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?
*soul caves
where's crowdcontrol then usable for?
hhm so, we're building a city building game, but we actually want individual humans in it
crowds are intended for cinematics and not much else
right, ok
use skeletal lods the
if you want to make a city builder you are going to need to roll a completely custom solution
and you could also remove much of their behavior in distance
my opinion is i have to got for a basic pawn with skeletal mesh and implement a A * pathfinding logic
things like pathfinding are going to be potentially complex problems
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?
200+ pawns with A* is probably not going to be an option
@wary wave hhm ok..
well it does work with 200
actually the only thing is setting positions, the entire pathfinding can be done in threads
but 200 is not a great number for an entire city
you prolly want something like 2000
any system will struggle under that
yeah, its kinda odd, i dont like to understand its impossible ๐
a multi-threaded solution is most likely what you're going to need, yeah
it's not impossible, but you're going to need to write something - probably build your own navigation data etc
has anyone come across any tutorials or proper documentation for the new destruction stuff in 4.23 ?
Or is there a way that i can "reset" my level while still keeping all of the placed geo/particles/collision/lighting?
Dijkstra's algorithm is probably better in these cases than A*
Like create a new first person level and just drag all my assets into it to reset the cameras?
I suppose it's possible that i did? How would I be able to tell?
I'm sorry I'm so new to this, it's like my 2nd or 3rd day using unreal :x
so is your player in the scene or are you spawning him
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
so I think i'm spawning it, but i'm not entirely sure
is there a player in the scene or only a player start ?
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
only a player start
ok .. open your player blueprint ...and do you have a camera attached ?
or the camera is in the scene
I have a Camera Actor in the scene, and a CineCamerActor
I'm not entirely sure how to open the player blueprint :x
right then... select camera in the scene and look at the components in the details panel
Okay, I'm looking at the details for the Camera Actor
(Also thank you thank you thank you for your help)
not sure im helping yet lol ....the camera component(blue icon) transform should be 0 0 0 or close to 0 anyway
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
And you're likely to help me more than the last 4 hours i've spent google searching with no breakthroughs ๐ fingers crossed
hmmm... let me see if I have the soul cave demo... so I can see how they set up there camera
Thank you... I'll keep trying to explor this BAD size rabbithole ๐ moving the player start up and away from any collision doesn't seem to remove the warning at all
bad size just usually means its inside a collision
Ah!! I figured it out!
I feel really silly
I'd imported in some of the photo realistic background mountain ranges and they imported by default with collision
and i think the collision was occlusing my entire scene, but it was so huge i couldn't tell
omgggggg wow.
๐
Now to try to figure out why my particles have stopped playing while i'm not in "Play" mode XD
Iโm 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!
@woven cliff put the collision component under the hmd in the tree
@@glacial pecan But how will the collision stop hmd when i walk into something
@woven cliff it's better not to affect HMD by the collision, generally people advice to fade in black inside walls
also #virtual-reality
so how would it be possible to have thousands of skeletal meshes in scene (without being rendered) without huge perf losts?
not really getting a better fps with that, even though i need tick enabled i quess
you'll need some kind of skeletal mesh instancing
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
but it's as basic as the UE4 crowd system because it was used with particles
it's a much better starting place if you want to roll your own though, IIRC
i couldnt find much info about crowd system, got any link @wary wave ?
bah, can't find a link to the Intel demo anywhere
@wary wave yeah, but instancing uses gpu cache, and it's only used for rendered skeletons
if skeleton mesh is not tickiing it should not give any load
which is about all you need for rendering people in a city builder, really
oh...that's true
you'll want a thread to handle mesh locations / anims, some kind of manager over the top, and a decent instancing system
I've been told I should post this one over here, too: Animating Crowds in Blender!- Lazy Tutorial #5! For lazy people by lazy people. https://t.co/9sUWTOGeqW
632
3418
which doesn't sound like much, but it is xD
particles!
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
IIRC ours are vertex animated to make it super cheap
hmm @dim merlin - I think this is the solution you're looking for
you want HISMs, vertex animated meshes
you can drive the HISM instance transforms on a separate thread
@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.
is there a way to hide spotlight cone in editor ?
Press G?
oh wow .. magic happened !! thanks !! ๐
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.
how does one work on one project with 2 computers? google drive?
version control - SVN or Perforce
i don't care about version control. the project is huge already. history data will require a data center
how does one work on one project with 2 computers? google drive?
-> version control - SVN or Perforce
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.
version control is basically essential once you involve more than one machine
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
Not a single project we create internally (even if dev'd by one person) is handled outside of version control
plus you don't need to retain 100% of your revision history, just sufficient revisions to allow you to revert if necessary
where should i ask about legacy cascade particles?
I'm not sure Cascade is legacy just yet :p
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
ahahh ๐ ty...i've collapsed the channels again -_-
Was wondering if anything like that already exists on the market
Doubt
I'm not sure I understand the question tbh
You can probably find some templates for genre xy
But I doubt you'll find something that has everything
No i know, im wondering if theres a foundation like that for each aspect
UE4 is the foundation
It's not like Unity, where you have to buy half the marketplace to get something working :D
I also don't quite get what you mean with the tag system
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
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
Do you understand OOP languages like C++?
(not directly using C++, but understanding them)
Like, for the physics enginer there would be a method which runs algorythms to determine the behaviors of objects with certain tags
Not yet but i know java
Usually you keep track of everything you want to alter
Like a wall would be tagged with static Object.noPhysics
There are tags for actors but I honestly never really used them
Yeah I figured, you are trying to apply knowledge from other frameworks and languages to C++ UE4
Where the method would have already initialized that variable and handle it accordingly
If you need an object without physics, you just set the PrimitiveComponent of it to not simulate physics
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
If you use UE4, you have to stick to its framework for at least 50% of the project
Where all i would need to do to implement content is develop the asset and give it tags that are handled by separate methods
UE4 has stuff for that. There is no need to invent a tag system for it
That is really good to know
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.
Not for deving the game, but for understanding how this stuff works here
^
Because you seem to have a completely different idea of how to handle classes and assets than what UE4 does
Well thats why i want to take care of that now by making basically my own custom stuff to make things easier on me
before worrying about complicated concepts of organising a project, it would make so much more sense to understand what UE4 actually does first, hehe
That is the point
You are making things harder
Use what UE4 gives you
Don't reinvent it
aye, a lot harder for no good reason
Otherwise I would suggest -> don't use UE4
Take a look at a more bare-bones engine then
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
UE4 is a powerhouse with lots of given features, so many that you usually don't have to create anything but your game.
it is not like Unity in a lot of repsects
What kind of small game should i make?
guys why does this button show these icons when i switch it to border mode?
okay my b
Like u guys saying to make like a retro arcade game like asteroids or a very simplistic fps?
For example. or breakout, or pong
retro arcade is the best bet, yes
Ah okay
Like it doesn't matter what, but something that includes understanding the framework, the classes, and the workflow
it will require you to build the whole from scratch and think about how it works
Thanks for ur time guys, im goin to work
np
But yeah i will for sure do that
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
Anyone in this discord server developing a card game similar to MTG Arena?
I don't think so, but you never know
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?
@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
if he wants the result to tile correctly though?
Thanks, will try to do it !
๐
I'm assuming he just wants a dumb ass screenshot
i wont need to tile it ! ๐
ok, then it'll be rather easy
actually, i want to replace that complex mesh with a picture to reduce triangles
My scene is pretty heavy already
In that case it's more complicated and you shouldn't do it in UE4
i assume blender would be where i should do it ?
Whichever tool you used to create the asset, yes
Basically bake it to a texture
That way you can still make it transparent
The asset comes from Solidworks, i did not create it i just imported it!
Whatever, use Blender or any other 3D art software to bake the thing now ๐
i found some images online with a white background where transparent should be, could i use that ?
When I import my .psd textures the dimensions are very low despite them being normally much higher
How could this happen?
well you COULD do that in UE4
basically, imposters ๐
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
it should still work you know
it works fine with unity, it should be me doing something wrong
psd is internal for photoshop
yee maybe bc its psd...
no
and its not right
because it works with unity fine
you're not answering my questions at all
i never said i would prefer unity
i have to learn unreal and you're just avoiding my questions
well what if i want to use psd, is there any feature that compressed my psd files?
some of them have layers, that i need to edit anytime
you can edit them anytime
then reimport the texture after save
very simple.
you can keep the psd
I still want to use psd because it saves me time
yee after you finished in photoshop
you export the file you want
as png or tga or dds
and you save the psd seperate
i dont know who your teacher was
but he did the worst job
i get it man
i think you did the worst job
my question was how to still use psd without this compressing thing to happen
thats it
im not asking for an alternative
i dont need your subjective opinion about this
its not a fix if i still want to use psd
ok
the fact that you should not import psd into ue4 is not a subjective opinion
Ok kid
what program do i use to make my own models, with texture and everything so i can just throw in ue4 and its usable?
Blender is good
And free
But you also have 3DSmax and Maya
They cost money im sure but if you think its worth it go for it
which one would you prefer for a beginner?
Blender
okay thanks
i would suggest the same
i want to make stylized things, like low poly stuff, hopefully its not that hard lol
No its not that hard
Compared to high poly stuff
But its still gonna cost you some time
To get the hang of it
Also idk if we are in the right channel on this
@summer turret
I would suggest 3dmax or maya
Reason beeing, is what the market asks for
You can go to artstation,, prety much a standard in art portfolio for game industry
and can see it for yourself while you look for the avaliable jobs
i use maya โค
i think we can be friends.
xD
@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
@radiant haven No ๐ฆ
But if is a generic thing in an android project,, post here
@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
I'm seriously struggling with getting access to the UE4 source code from GitHub. Apparently https://github.com/EpicGames/UnrealEngine doesn't exist? I've linked my Git account with EpicGames and everything
@light coyote I have to learn to use Unreal in like 4 weeks and create something small
I dont think i have time on learning subrance painter, is it easy to use?
If you know how to use photoshop,, is prety much the same in the sense of working with layers and or masks
But you have your 3d model there
Does it cost moni
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?
changes are applied directly and you have tons of default things in it,, plus tons more you can do
Do you use it?
Yes i use it,, and yes it does cost money
i dont know how you are going to get it if you are not paing,, but i heard its posible ๐
yes
When developing a new game, what comes first, 3d modeling the character or 3d modeling a game level
The game works well without a finished character model, but not without a game level
So id be better off making a small level to test the character in?
Ah nvm i got it
Didnt read that correctly, thanks
@vital hemlock UE supports PSD. I'm not sure what would cause the issue you're describing
hi, do animations on skeletal meshes still affect performance if the mesh is culled, and can i disable it?
@scarlet birch The .psd is 1024x1024, but when imported its 160x160
I got that. I don't know what would cause that.
Are you using RBG and 8 bits/channel?
I had a idea to make a game like this https://youtu.be/_hOowzA-brs How is the concept?
Trailer of the PC version of CastleMiner Z. Get it here: http://www.castleminerz.com
The game is from 2011
we still get bad games in 19
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?
Why setting render static is slower ?
we definitly dont need another minecraft clone
make one
@ember notch Artstation.com
Maybe not xD
for voxel
but for everything in general, yes,, ideas or anything
Substance Share ยซ The Free Exchange Platform ยป
Have a look here for inspiration
Any AdMob plugin for rewarded videos?
Have somebody a idea what I can do for a concept for voxel game?
think yourself of one
But how
I will look for old games what I played in 2011-2013
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
Flappy shark!
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
@thorn vector google it, there's a lot of resources out there
yeah i searched it but what should i actually put in there what im confused from all the GDD i've seen
It's YOUR design doc, you put in what you think should be in there.
^^^
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
then from there break down the key systems into paragraphs or documents detailing them?
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 ๐
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.
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.
^^^ yep yep. You do You is the key here ๐
Working title suggestion: "Me doing me"
A title is important too, even if you'll change it later. It greatly helps focus the concept.
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.
thanks for you guys insight really help me understand a lot
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.
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
Depends on the game, but true for most.
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?
https://www.youtube.com/watch?v=ke3kmK6bvT0&t=882s
thats the best tut ive found so far
Hey all, today we are gonna work on the integration of the Advanced Steam Session Plugin https://forums.unrealengine.com/community/community-content-tools-an...
@pseudo lantern cheers, I will check that out
Is Unity or Unreal Engine 4 better for a Voxel game like Minecraft?
Unity if you want to cry a lot, Unreal if you want to cry less
Lmao
When you ask in the unreal engine discord server
And are expecting an unbiased
Opinion
sure, we are game devs not monsters
LOL
I would think there are quite a few people in here who use and have used multiple engines or languages to program in
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
UE4 does the same like finally allowing us to do basic utilities in the editor with BP
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
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
Hmm... i think UE4 is better
well ive been trying to lean it now for many hours and many tutorials, and im V confused.
Is there a way to make this?
well, its pretty much C coding so yea,
Hey guys and welcome to this new chapter. In this Video we will start with D.va's Dash. In the Future I will Recreate all the things you always asked yoursel...
he makes a dash control
Is using the C# plugin recommanded?
@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"?
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
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
indeed
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
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
@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.
you may be looking for overly specific information
try to generalize your searches more
im here because that hasn't worked tbh
Whats your question @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
you want the camera to sit stationary at a specified location?
What do you mean your up vector has to change?
well if i want to move forward on a spinning object, i will need to alight the camera and the y vector accordingly
Move the object or the camera?
well the camera is the player, and the object being the ground
so the ground is spinning, and you want the camera to not spin?
so you want to move the camera toward an object?
This is why you aren't getting answers lol....your question is unclear
lol, ok im not being clear enough
picture walking about a spaceship
thats spinning
You want the character to ignore the spinning and stand still?
yea, so i want to translate using the objects vectors
That's literally what I asked lol
You can't solve a problem that you can't describe.
So you want to use Ignore Base Rotation thats built in the character movement?
you want the camera to stay in its world rotation while the object the player is on is rotating?
yea i want the player to follow the "ground" he is stood onb
lol
What
has nobody player SE? lol
Do you have this started in a project?
Open thirdpersontemplate
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
What
d/w didnt even add that
lol!!!!
How is it spinning?
its got physics enabled and i shoot it with the gun from the FPS demo
lol
Haha
Is there a little guy that like drives the projectile spaceship spinning bullet thing??
its just a platform
can you send some screenshots or vid or something.....none of us understand a damn thing about your project
@pseudo lantern
Quick way to do it is to add a little bit of rotation every frame
You went from walking on a spinning spaceship to a projectile
Its not best practice or way
lol
@light coyote nah he's got the spinning down, thats not the issue
yeah, you'd have to go back pretty far to figure this out
and I still haven't figured this out
Could explain simply what you want to do @pseudo lantern ?
Although I have a new idea for a game now
You have but im still confused
@pseudo lantern again, you went from spinning spaceship walking to projectile. We don't know what you're trying to do
I wanna know
gime a min, just rebuilding a test world
Just explain it in one simple paragraph if possible
i never said projectile
yea that how i make it spinn
That would lead a sober person to believe you are talking about projectiles
thats nothing to do with the movement of the player
What is your final goal. What do you want accomplish by standing on the spinning thing?
Ok I'll shut up, give us a 1 paragraph explanation like @spark sonnet asked
to walk about in a spaceship
that is NOT level with the floor
thats it
for now the "space ship" is just a cube
recreate space conditions ?
gime a min
you can give a static mesh "gravity"
that would help i think
@plush yew nicee
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".
so the ship is the player character? The visual representation of the player?
@pseudo lantern do you want to recreate space conditions ?
ok
but he shoots it , so it is not a player
no, lol
You can draw it in paint
yeah, hence why I'm confused
any diffrence with space conditions in terms of motion ?
the "shooting" is only to make the ground spin
So you dont want to shoot to make it spin?
the shooting is Irrelevant
Ok
So let's just say you are applying rotational forces on a ship
Ok what should happen now?
the player need to be aligned with the cube its stood on
so you want custom gravity
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
This now makes more sense
that looks good
trace->rotate
That will only work if the plane never rotates enough to let the character fall
"trace" being get rotation on the floor ? and rotate setting the camera rotation ?
@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
trace ->https://docs.unrealengine.com/en-US/Engine/Physics/Tracing/HowTo/SingleLineTraceByChannel/index.html
This how to covers using a Single Line Trace by Channel Blueprint node to return a the first Actor it hits that responds on the Visibility channel, and prints its name.
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
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
it is better to get normal
yep
bc your object is not always flat
normal? ive never understood that
normal is the perpedicular vector to the surface you trace against
how can i change the BIt of my game shipping Build
im in support if any one fancys talking instead of typing ,
ah ok, i was thinking it was the z rotation of the object
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
This is first person?
I wonder if someone at Epic will ever tear apart the Gravity system and implement custom gravity rather than Z down at some point
There are some custom gravity plugins on the MP right? I've never used them
For the movement just use the cameras vectors to keep that consistent.
i could write this in lua no problem if i knew the functions lol
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
thanks for the help guys guna read through this ray trace page
good luck
Good luck!
If the gravity is only supposed to change for the player. I'd set gravity to 0 and manually apply that.
Also thanks for the game idea! (not your game, just a completely different one from that awesome rabbit hole we went down)
I think you may have overcomplicated it.
Tell me when its out, I'll play it! ๐
yea i was thinking of using some code to stick the player to the correct place
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
There was a lot of scroll, so I likely missed most of what was stated
yeah there was a lot going on here
If it's First person it becomes much simpler
@pseudo lantern Keep looking in to traces and everything that was mentioned here, but look in to applying custom gravity as well
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
thats just what i was thinking
I have something , I think that might be applicable
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
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
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
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
It took us 30 minutes to figure out what you were trying to do...
"If using an HMD"
Ignore/remove If you aren't going to use VR
concepts can often seem simple in theory, difficult in practice
for me its just applying it to this edditor
the visual scripting is new and confusing, far more that lua for some reason lol
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
it will click for me at some point
Watch some tutorials, google is your friend, ask here and you will eventually learn a lot ๐
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
it's not that it's complicated, it's knowing how to do it in a simple way
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
ok so im doing a LineTraceByChannel
yep
that's not going to hit
To get info from the hit, drag off the out hit pin and break hit result struct
yea i need to minus from the upvector i think
you need to get world location + (direction*float)
but more importantly, the way you're tracing isn't going to work
yeah you should be using either actor location or component world location
Set Draw Debug Type to "Persistent" or "For Durartion" So you can see where the line trace is pointing/ending
unless you're drawing on tick....then for one frame lol
ok
then slap yourself in the face and say "NO TICK, BAD!" so you remember to get rid of tick later
:))
is there a function to get the offset from a world location
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
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
you can just use the actor location
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
you aren't understanding vector math....
You can get the up vector directly from the camera
a trace needs a start and end location. You start at actor location, you end at actor up vector * somenegativenumber + actor location
@pseudo lantern split vector by right clicking
You're missing a lot of basic stuff that is making you come up with difficult solutions to problems that don't exist
but the " DOWN" isnt always z
this is where the normal comes in bro
other way around...you use the trace to get the normal
the normal is on the out hit struct on the linetrace function
but the first trace needs to know where down is
I just gave you the exact math to do a downward trace dude
You don't even need a trace if the player is always oriented towards the surface
The surface is going to be angling and such
i think you guys forget how confusing this is to a newbie
why not use its vectors then?
I remember how confusing it was, and I remember working my ass off to learn it
Why are you starting with a project this advanced when its the first time using UE4?
dont think im not
complicated huh
@pseudo lantern Again, I gave you the literal math
well kinda hard to know what is and isnt untill you have a go
but you're not willing to even try it
have you done the trace then?
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
(up vector * somenegativefloat) + actor location goes in to end
this is baaaaaaaaaasic stuff
and THIS is why 5 mins is better than hours opf talking
i cant explain what i dont undersatand fully
We've spent an inordinate amount of time trying to help you, and you're going to get combative?
Just send a screenshot of what you already got
Exactly, you don't understand anything you're doing. You need to LEARN about this not be TOLD how to do this
Lol maybe Sebb or someone else will help you, I've given you the math multiple times and you're unwilling to attempt it
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
Send me a screenshot of what you already have
i didnt it hasnt changed yet
lol
im done typing for now,
im better at talking to explain it
alwasy have been
its obviously just confusing u guys what i want
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
Thanks!
how do i apply the UP vector to the world location to get the DOWN for the end of the trace
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).
Um...isn't up vector a normalized one?
i forgotten how to get the lil yellow box now lol
yes it is
its vector+vector
i mean...the length of the trace will be just 2 units long
yea its relative to the camera
so to get a trace that goes down by x number of units, you would multiple the up vector * -x to get that location
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
well im stuck
how ? you have screenshot and explanation
what are the yellow variable boxes called
And Vector * float
I havent
I started just over a year ago bro. I definitely haven't
i can fail trust me lol
That's why I recommend starting with tutorials and not do a big project. Start with the basics
I fail daily. But you can't fail at something that Sebb has given a screenshot of to you
And Kharvey has told you how it works
a lil box with a + in it doesnt tell me how to bring that up
Thats ok and we answered it
But now you should be able to make it
it looks different if it has no inputs
Yes
yeah because you can explicitly set a value, or put in a variable/reference
so 1.0 is not a meter ?
CM
ok
unreal units = cm
What things do i have to think about, in general when upgrading ue version with a lot of c++ in my project?
You going to 23?
- new VS errors
yes, from .17
It wont even start right now, deleted intermediate
are you able to compile?
migration does not change c++ and header files, so you have to update all generated headers
*generated code in headers
It wont compile
Did you regenerate first?
^
Um, no, not sure
Y, ill move there, thanks : )
- -200
^
not - -200
needs to be +
and i dont know where the angle is coming from
should be (up vector * -200) + world location
Because you get the up vector - float and not * float
well, you sub [200,200,200]
also, you won't see the trace (when it's set up properly) until you eject
Try making the blueprint on a cube and place it in the world so you see it
Or eject
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
hehe, and then he will need to calculate the angle
i did have that but i changed it to show where is was going
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....
glhf
I just want to see him get the trace done at this point
well im now more confused
lolololol
A just confused me for sure
A said nothing that has to do with this trace
so i want to Multiply the vector by -200?
Yes
look at sebbs screenshot bro
thats Exactly what ihad
like we all said, if it's done properly you won't see it unless you eject
yep
the trace
i think your telling me stuff i dont need to know atm
F8
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
i have started simpler
Open the thirdperson template and the firstperson template and look at the blueprints
google can
errr
holy mother of god
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
show a screenshot, you've messed the math up somewhere
you just need to ask proper questions
please don't have - - there
lol
I learned through google and answerhub, and never asked a single question, just trial and error and looking at others questions and answers
A is being helpful
took me many months to get good at it
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?
What did you first make with LUA?
im saying this time im asking questions alot more
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
@pseudo lantern have you changed the BP math?
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.
if i knew how to ask what i need Better i would.....
Back to the trace, did you fix the math
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
Just follow the screenshot and you should be good
Just change -2 with a higher value
you're a nice guy @spark sonnet. Have a cookie
lol!
that should be a hemp cookie...to calm down
LOLOL
i could do with one o those
animation not working : (
need help
show your anim bp
๐
i've seen this anim bp, it's fine...was fine
hey, if Im needing to use dynamic lights for any reason, what do I do about the light going through walls?
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
I know how it is @pseudo lantern
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
And thats why, again, I recommend you start with something easier
imagine having all this Chaos functions with no docs
@next badger :' ( i dont know how to
right! I haven't touched Chaos yet becuase ain't nobody got time for that
i can only do for normal blueprint
@peak acorn gimme a sec
anyone know?
tbh the rest of what i want to do im much simpler, but without this its kinda pointless
Are you using BSPs? @azure shore
Lol you think it's going to be easier....this was literally the easiest part
bsps are geometry shapes right?
@warped tangle it's pretty normal...dynamic light goes indefinitely, you have no shadows?
brushes
its working here tho
Thats a blendspace and not the AnimBP
That's a blendspace
Have you integrated it into the AnimBP?
I am using geometry brush objects but this also happens if I used cube meshes for walls and stuff
i called it here
well ive gota start somwhere may aswell learn the funtions im guna use
Np
yep
help me pls
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
Send a picture of AnimGraph @peak acorn
Are you drowning?
Then the state machine
show your state machine
what is state machine?
the walk_run thing on your anim graph
The black box that say walk_rim
lol your state machine is right there
@peak acorn okay...so
- start a game (hit play)
- hit F8 (unposess)
- open your animbp swat_animation_C
- on the top - select your actor in the scene
- go to State Machine tab
yeah persona shouldn't be showing a t-pose right
Whats the conditon to enter walk_run?
if speed > 10
oh, so it's not even work in demo mode
why not do an idle-walk-run blendspace?
^
i am pretty new so i was just following instructions to a basic one
basic one is idle walk run
ugh I hate bloody lighting so much
then unlit is your choice
lolol

that's all i could find
emissive, emissive for all!
@peak acorn no way dude, the only thing you could find was that setup?
our last jam submission was based on unlit only
for real though there must be something Im missing because it seems like so much more of a nightmare than it should be
its either too realistic or too unrealistic
Open Thirdperson template and copy that BlendSpace @peak acorn
@peak acorn this is the third person template anim bp......there are built-in resources
Notice it's idle/run as the entry anim
Im also sick of having to build like 1k lighting every time I move one light an inch
You can also add third person template as a feature pack to your existing project
i edited thirdpersontemplate to this
then you have the third person animbp in your project
yes
gods sake, I literally cant just light one small room with one light
where is it?,insied the BP\
In your content browser
should be right next to the thirdperrson anim bp
should be under Mannequin/Animations/
Use that as a pattern and rebuild your blendspace with your animations
still not working
i guess its some animation importing problem
cuz the prebuilt third person template is also not working
when you hold shift while hovering over the blendspace do you see it adjusting as it should?
can anyone actually help me with lighting at all
not working
Are you using the right AnimBP ?
yes
you just need to cast to the anim bp to set all the variables there
You have to have modified something at some point
cast to anim bp get anim instance target mesh then set the variables there
@azure shore no, the default third person character with the default anim bp should show something in persona/editor other than A-Pose
oh hes using default? thats odd then
yeah that's what he was just showing
yeah the fact its not even using the entry animation is weird I wouldnt know how to fix that I guess
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
Could you make a new project?
whaaat?
just make a new project off the third person template and see if things work
^
maybe reinstall your engine ver, or try it with a different engine ver to see if the problem persists
screenshare anyone?
i gues its some small thing i mised
or imma head to bed for today
If you copy the exact same as thirdperson template it should work
@warped tangle but its working onnthe new project
oh I thought you said it was flying
if it works on a new project, the issue with the project
yep
honestly at this rate lighting is just gonna make me quit entirely its HELL
can anyone help me spot it on screen share?
actually nvm ill deal with it fresh tomorrow
thanks for your help folks
gn
@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
because all of it looks completely different built and unbuilt
build on low