#ue4-general

1 messages ยท Page 531 of 1

azure shore
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as in accurate?

peak acorn
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Y no one wish me good night : (

next badger
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the overall look yes...it's just not as precise

warped tangle
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Good night schnookums, have sweet dreams, mommy loves you!

spark sonnet
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Good night! @peak acorn

warped tangle
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there

fallen marten
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Lol

azure shore
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well thanks, I guess Ill use low builds to save time but still thats not the main problem

peak acorn
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I lub u too fam @spark sonnet @warped tangle

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@next badger too

next badger
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@peak acorn don't let bed-bugs bite you

warped tangle
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unless you're in to that kind of thing....

azure shore
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ok I only have production, high, medium and preview, guess Ill just try medium

warped tangle
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@azure shore lighting is a whole job in and of itself man, it's no walk in the park

peak acorn
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It's about 45ยฐ here

warped tangle
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Build in preview until you're ready to try it for real

azure shore
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yeah I get that but idk how Im really gonna learn it

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but preview shows all the lights going through walls, doesnt that defeat the purpose of building?

next badger
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Epic games afaik always use preview until ship build

fallen marten
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If the lights are going through walls, make sure your walls aren't single plane objects

azure shore
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theyre not, theyre pretty thick geometry cubes

fallen marten
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That will stop it

azure shore
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I never use single planes

warped tangle
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two sided material?

fallen marten
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That was my next suggestion

next badger
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ahaha, why two sided?

warped tangle
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because it sounds cool

azure shore
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are you saying to use it or to not use it?

fallen marten
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Use it

azure shore
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yeah I do

fallen marten
#

Have you tried to switch off then on your Unreal? Lol

next badger
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no, why...use two sided only when you can see other side of the plane

azure shore
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oh lord

fallen marten
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Does light shine through with a static mesh of double thickness? Try replace your geometry cube with an imported mesh

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Simple wall takes 10sec in any program to make

azure shore
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I used to use cube meshes for maps, and that still did it

fallen marten
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Well it sounds as bizzarre a problem as mine with it not showing shadows after a build even with perfect lightmaps

azure shore
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its literally either a room is practically too dark to see, or I have to light it so much it goes through the walls

fallen marten
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You tried addin a daylight cubemap?

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That helped me

azure shore
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most of my maps will be mostly underground, so theres actually no world lighting

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if there are parts with open ceilings then I use large rect lights to make the light from the sky shine in

next badger
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why not portals?

fallen marten
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Just drop in a post process volume and set a cube map there

warped tangle
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portals, lightmass importance, these things will help if you don't have them (but that's just one way)

azure shore
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Im gonna admit I havent even heard of portals relating to light

warped tangle
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yeah look in to lightmass portals, may or may not work for what you're doing

pseudo lantern
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ok so the normal is useless for figuring out what way up an object is?

warped tangle
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that's literally what the normal does

next badger
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@pseudo lantern um...yes, cause even plane has 2 opposite normals

pseudo lantern
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what?

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lol

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it says its a world location in x,y,z thats not the rotation

warped tangle
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you can derive rotation from the normal

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google it

pseudo lantern
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ok well i tried doing what is suggested in this tutorial i found

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guess il just have to try and try and try ....

next badger
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hm...what normal are you guys talking about?

pseudo lantern
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il explain if you come to the chat voice room, ive done too much typoing today#

warped tangle
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sorry that our helping you is an inconvenience....

pseudo lantern
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i have no words for you Kharvey

warped tangle
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hold up i'll show you how wrong you are. Your attitude sucks man

pseudo lantern
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lol

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dito

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maybe you should stop assuming.

warped tangle
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you're bitching that you're tired of typing, while we are trying to help you how we can. Give me a break man

pseudo lantern
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no you are bitching that im tired, im just saying it

next badger
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oh, you need a normal in the point of trace...i see

pseudo lantern
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if you have nothing nice to say dont bother

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yes

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im going though a few tutorials about normal and tracing now.

spark sonnet
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Good

warped tangle
pseudo lantern
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could i not just get the Floor to get and set its Up vector as a variable?

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then fetch that in the player control

warped tangle
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Try it man

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I'm being serious, try it and see

pseudo lantern
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the floor will always be defined is what im thinking

warped tangle
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I dunno off the top of my head

spark sonnet
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What if there is no floor?

warped tangle
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What will happen is if you ever have a different floor piece, you're going to have to account for that

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also yes, no floor

pseudo lantern
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its a space ship game so if there is no floor your dead lol

next badger
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@spark sonnet what if floor is lava?

warped tangle
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a trace is going to let you be dynamic

spark sonnet
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Hmm

warped tangle
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what about a different floor level, different angle on a different floor piece

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LOL

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Cookie for @next badger

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๐Ÿช

spark sonnet
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So if there is no floor below you, you die instantly?

next badger
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*omnonmon

warped tangle
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interesting gameplay choice. I like it

pseudo lantern
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well if its a standard ship all floors will be aligned

warped tangle
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Omg, just got anther idea for a game!

spark sonnet
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Haha

warped tangle
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keep it coming dude, I love this

pseudo lantern
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im full of ideas i cant implement lol

warped tangle
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lolol

next badger
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i always wanted to make Mario Galaxy game, with arbitrary gravity

warped tangle
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@pseudo lantern use rotationfromxvector off the normal, thats a way to get the rotation

pseudo lantern
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ah ok i was using rotation from axis and angle

warped tangle
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the X vector of the normal is the "up" vector you are looking for

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also consider using printstrings and such to see what values look like, might help you get a better handle on it

spark sonnet
pseudo lantern
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i was wondering how to print stuff

warped tangle
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LOOOOOOOOOOOOOOOOOOOOOOOL

pseudo lantern
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i do that all the time in lua

warped tangle
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@spark sonnet that made me so happy

spark sonnet
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Haha you're welcome :))

warped tangle
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You should make a "Chinese Drone Simulator". Where nothing works.

spark sonnet
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Yeah

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New game idea!

next badger
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@pseudo lantern use...print node...

warped tangle
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dude so many

spark sonnet
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You writing this down?

pseudo lantern
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yea found the print node

warped tangle
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make sure you're using printstring

pseudo lantern
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i typed in print erlier but didnt come up

warped tangle
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@spark sonnet yes, I have 2 main ones right now that I'm so stoked to try

spark sonnet
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I can't wait to play them!

warped tangle
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They're going to be absolutely hilarious

next badger
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@warped tangle you have itch?

warped tangle
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nah I got a cream it's all good now

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No I don't lol

next badger
warped tangle
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lolol

vast fossil
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hey guys, I have a wall with "on component hit" event, checked the replication, tested with debug string and I get hit results for server and clients. I havent used any rpc nodes. Is it working correctly ?

spark sonnet
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How is it working then?

vast fossil
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its behaving like it should and I get string message for server and client 1 and 2

next badger
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rpc is not required for debug strings

spark sonnet
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Oh

warped tangle
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^

pseudo lantern
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i think i need to create a fresh actor and camera

spark sonnet
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Why?

warped tangle
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The one he's using is tired

spark sonnet
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lol

next badger
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@vast fossil you need to test if you can trigger an event from server to a client and vice versa, like light switch

vast fossil
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@next badger well ive also added a bit impulse on the sphere and it does fire the impulse

warped tangle
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Can you bestow your RPC-less magic upon the rest of us

next badger
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i'm only aware of 2 ways of replication...property, and rpc

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but i'm not a network programmer

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property replication should be used only server -> client

vast fossil
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I see

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thanks

next badger
mossy nymph
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overlaps run independently on each machine

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all collisions do

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and are in no way replicated

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so you getting a print from both server and client is just server and client detecting the overlap independent of each other and printing

next badger
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I assumed he has authority switches to filter this stuff

mossy nymph
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he didn't say he did, so i assumed nothing ๐Ÿ™‚

next badger
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quick question, which is faster to make, move 3rd person character to a 1st one bp, or vice versa?

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i consider 3rd to 1st cause 1st one have vr controls as well

mossy nymph
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depends... if you need a complex 3rd person camera, sure

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but for the very basics, its just set the camera and handle 1p/3p meshes either way

next badger
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i need it for testing other features, it's a dev project, not for game

scarlet birch
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3rd you have to animate a full model. 1st eliminates alot of needs

mossy nymph
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i do tend to think multiplayer here, btw

next badger
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yeah, i need animation, exacly the reason why i moving tps to 1st one

mossy nymph
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and people have been known to spend months tweaking the tps camera just right

next badger
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i think i'll just switch cameras

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also camera replication su*k out of the box -_-

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wow, i just copied the tps char to fps one and it works...no changes in the logic

pseudo lantern
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well i just went through a tutorial about accessing variable from other blueprits for the NEW tut to say thats not the way to do it...

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yay

warped tangle
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nice, well at least you explored it

pseudo lantern
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...

ashen eagle
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Working on a side scroller, where i spawn a projectile from player position and advance it lets say 100 units. 100 units could potentially be way ahead of where my camera is and hence could be killing enemies that are not even in view. Would the blueprint node "Was recently rendered" be an efficient way to destroy actor if its not being rendered? Or any other suggestions?

warped tangle
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@pseudo lantern Keep going with the trace, I've shown you it will work

pseudo lantern
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thats why its less of a head ake for sombody to talk though it

next badger
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well, that's UE4 dev process

pseudo lantern
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lol

warped tangle
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that's dev dude

pseudo lantern
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why dont people like to talk to each other? for me its just so much simpler

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i mean with their Voice

warped tangle
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Well I'm at work, and other people have other things going on

pseudo lantern
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its not just here

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same at pretty much any help discord im on

dim plover
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I think of this Discord as the last option. If you have a problem that you can't solve with other methods, etc.

next badger
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@ashen eagle is that bad if it will be killing enemies behind the screen?

pseudo lantern
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well i spent alot of times helping people learn lua, and i did it sharing screen mostly.

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was just simpler

next badger
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sharing scream i saw it

pseudo lantern
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shh

warped tangle
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LOLOL

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well I dunno man, I've helped people via screenshare before, but what ends up happening is they keep coming back every day with a new simple problem that they don't want to research and solve

mossy nymph
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can't speak for the others, but unless someone has a problem that really peaks my interest... i rarely have time or energy to do more then point that someone in the right direction

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which is usually sufficient

warped tangle
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usually

abstract relic
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Bottle feeding usually hurts all involved

warped tangle
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yeah

pseudo lantern
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well i talked people through the concepts then showed them the functions list.

warped tangle
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give a man a fish, he has a fish. Teach a man to fish, he makes a fishing game

pseudo lantern
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yea, but if you don't teach him how to fish or give him one what has he got them

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lol

warped tangle
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Yeah we didn't teach you how to do a line trace....you're right

marsh swallow
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LogConsoleManager: Warning: Setting the console variable 'r.Streaming.PoolSize' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByConsole'. Value remains '1000' <-- I have been fiddling for months. Where might i find how to correct this. Our game has a StreamingPool size issue.

pseudo lantern
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what is that Set at the bottom ?

warped tangle
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It's setting a variable on another BP

gentle vector
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quick question, what is it called when you create your characters with detached heads and hands and stuff, so they can have different poly counts, Im trying to find a tutorial on using these meshes together

warped tangle
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usually anything related to reducing polycount = LOD (Levels of Detail). Dunno about having detachable parts for the purpose of LOD's

pseudo lantern
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I know what its doing but ive no idea where it is

next badger
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@ashen eagle i'm not sure how to make it properly, but i'd properly use screen space bounds to keep bullet alive, and kill it outside
there's also a way to check if the object is on screen by converting world space to screen space, it has a bool that says false if object was not converted

warped tangle
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It's on whatever that "Target BP" variable is

pseudo lantern
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yes but the Set i have doesnt have a Target part

abstract relic
next badger
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@marsh swallow console has priority over scalability

gentle vector
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awesome, thanks that is exactly what I was looking for HighTilde, somehow couldn't think of the word modular ๐Ÿ‘Œ

ashen eagle
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@next badger Its a side scrolling space shooter where i spawn the enemies just before the camera enters the view...if the player keeps fire button down, it keeps shooting...this in essence could destroy all enemies even before they come into view...hence why i'd like the projectile to be destoryed as soon as it leaves the view of camera.

next badger
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@ashen eagle i think you may use collision box that fits screen ...i assume it will be fastest way

marsh swallow
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I understand the error, I guess what i am asking is that warning must be a manual setting somewhere in project settings or something in the project itself. Its not the config files then

fallen marten
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Has anyone used the Input Buffer plugin for a fighting game yet?

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Guess not

marsh swallow
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Did you give 4 minutes for a specific answer? lol

next badger
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@marsh swallow open any BP then ctrl+shift+F (or Edit->find in blueprints) and search for "console command"

fallen marten
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Lol the channel was pretty active so I figured I would have got at least a no ๐Ÿ™ƒ

next badger
marsh swallow
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ahhh good idea Alexey

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i always forget i can search all BPs for function

fallen marten
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The YouTube example is useless - was hoping someone used it in a game already

next badger
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@marsh swallow there's a fancy search as well, but i keep forgetting how it's work and epic has no docs on it

pseudo lantern
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Ok im stuck in what looks like orthographic view , but im not it says perspective

warped tangle
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in editor?

pseudo lantern
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yea

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i think i hit a CTRL shortcut

warped tangle
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view modes are all alt shortcuts

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restart editor maybe, haven't had that happen before

pseudo lantern
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ive gone through all the view modes

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yea restarted but still the same

warped tangle
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screenshot?

pseudo lantern
warped tangle
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and if you hold right mouse button to look around nothing?

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That's not an ortho view, I would say you have something directly in front of your camera, but I assume you've tried flying the camera around

pseudo lantern
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its like V low FOV

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im stuck with 5deg FOV....

warped tangle
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hold right mouse button, c and v I think

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c and z sorry

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that's zoom in and out

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does that fix it (until the camera snaps back)

pseudo lantern
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i set the FOV and it just goes back

warped tangle
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where are you setting the fov?

pseudo lantern
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90

warped tangle
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where are you setting it, not to what

pseudo lantern
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the lil down arrow in the top left of the viewport

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well guess i gota create a new project...

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yay

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nope still the SAME

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i open a new Viewport and it looks fines then it zooms in.

grim ore
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do you have a joystick hooked up to the pc?

pseudo lantern
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well i have a xbox controler that has not moved a mm

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fixed it after fiddling with it though

next badger
marsh swallow
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yeah....

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im thinking its my options issues

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here is the issue we have on lower end machines

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meant to look like

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thats what happens

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and if we go in game and manually override during play (so long as its decent spec like a 760) it fixes itself

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its the weirdest issue

fervent shale
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Is it possible to rotate a player's camera without using Add Controller Pitch/Yaw Input?

pseudo lantern
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Joy send me a PM when i figure it out il let you know

winged crypt
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Not sure where to post, but -- anyone here have experience with water volumes etc.?

abstract relic
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Sure

winged crypt
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@abstract relic How do you deal with walking 'out' of a water volume? I can go up to the edge of the volume where I have shallow water and I should be able to leave but am struggling to understand how the engine expects us to handle this scenario

next badger
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@marsh swallow so, when you run standalone, you may open the console and type r.Streaming.PoolSize ther, right?

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...engine does not expect anything

marsh swallow
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i think i actually may have finally fixed it!!!!

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uploading the build for testing on the alpha machines. ^_^ Heres hoping

next badger
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add controller pitch and yaw are meant to be used with controllers, they have scaling, that can be set in game's settings etc

fervent shale
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Sorry, I think I was being too vague (new to UE4). I have a camera that's attached to a spring arm (ThirdPersonCharacter template). I'm trying to control it in a way that doesn't suffer from gimbal lock. Adding to the camera's local/world rotation makes it spin in place.

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I think I can use quaternions for this and just set any view limits manually, but I don't know how to get whole camera arm to rotate about the Character without using Add Yaw/Pitch input. Feel like I'm missing something obvious.

normal burrow
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@winged crypt swimming is treated as a groundless thing

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when theres ground, your not swimming

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when theres water your not falling etc, your swimming

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(assumption being, your relying on character movement component to swim)

next badger
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once you uncheck 2, you could control the rotation of the camera by rotating the arm

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you may ofc uncheck only single parameter, like yaw

fervent shale
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ok, I'll try this out, thanks

honest rune
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Is there a way to specify a directory to exclude from content monitoring/auto-reimport? I can only see where to specify includes

honest ermine
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I want to call a function every second, but not every frame. How do I do that?

winged crypt
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@honest ermine Timer by event

honest rune
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Timers

winged crypt
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Or a custom loop with a delay but I recommend a proper timer

honest rune
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oooh I see. I didn't realize I could just wildcard an entire content subdirectory ๐Ÿ™‚ nice

halcyon flame
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anyone know why after setting my LOD Group on a mesh to 'SmallProp' I still can't see changes in the level preview when viewing mesh LOD (everything is still white with this mesh for LOD 0

carmine spruce
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is it reasonable to make an event dispatcher from one blueprint to another, then again from that one to another one

halcyon flame
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I have some crazy ED chains

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don't know why they would be an issue but they're pretty annoying to set up

warped tangle
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could you not just bind an event on each BP you want listening? rather than chaining dispatchers?

carmine spruce
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but i want it executed in a specific order

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1,2,3

halcyon flame
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for example, I want individual menu parts to be subscribed by the grids that own them, then the larger menu subscribes to its grids, the PC subscribes to the menus, and the GI subscribes to the PC

restive vine
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so i downloaded a heightmap landscape from world engine which came with the texture. When i imported the heightmap and create a my world, How can i import a texture over it? I cant find any tutorials explaining how to do so. All tutorials show how to create materials

halcyon flame
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it's complex but it works well

carmine spruce
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thanks guys alex

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@restive vine funny prfl pic bro

restive vine
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@carmine spruce thanks haha

carmine spruce
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Blueprint interface is for when you want to get information back from the receiver???

warped tangle
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not that I know of

kind dew
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if i had the legend of zelda style heart health system in a game that has a similiar art style would it be kinda idk low effort knock off ish

warped tangle
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I'm pretty sure stuff like that is still used. If it falls in line with your desired effect, then do it

kind dew
#

yea okay thanks! i know that question was kinda silly lol

warped tangle
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At the end of the day, it comes down to what works for you and your gameplay style. There's no "wrong" answer when it comes to design, it's all subjective

glacial yarrow
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Is there a way to globally toggle normals/bump mapping for materials?

warped tangle
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globally? not that I know of

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per material? there are ways to do that yes

glacial yarrow
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Yeah, I could do it per material, but it would be a pain.

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I want to toggle a flag, kinda like for a post process volume

warped tangle
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dunno man, I'm gonna defer to somebody that may know. No way I know of

lapis grotto
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like when he's going up the hill the dog stays level.

warped tangle
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@lapis grotto Go in to your character BP (the dog), click on the capsule component, and uncheck hidden in game

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this will show you why. You're going to need to rotate the actor to match the slope of whatever you're standing on

lapis grotto
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Okay ill try, thanks a ton!

viscid kiln
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Hi guys, Does any of you used Jenkins to check if the game can be run after the build was done?
I'm trying it on a Unreal Demo with bat file that should turn the game on but the game does not turn on.
"start /d "D:\Projects\UnrealDemo\ContentExamples\Build\WindowsNoEditor" ContentExamples.exe
pause"
That's my .Bat file

lapis grotto
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so i can see the capsule now, when you say match where the slope is that done?

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where*

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in bluprints or physcally rotate the capsule

warped tangle
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look up how to rotate the capsule to match slope/rotation

lapis grotto
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Im rotating it now

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but ill look into it further

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at least I know what the issue is at least now somewhat, Thanks

spark sonnet
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Didnt we do this yesterday?

warped tangle
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lol sup Sebb

static viper
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it a chair

warped tangle
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We did indeed do this yesterday

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although....so far.....this is far less painful

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You need to be an animal like the cool kids Sebb

spark sonnet
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Hi

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True

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But I've always been a chair

warped tangle
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put an animal on the chair

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like a honeybadger or something

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honeybadger don't care

spark sonnet
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Ait. Ill do it when I get home :)

warped tangle
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LOL

lapis grotto
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So did I make the right choice on choosing this over unity?

static viper
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yes

lapis grotto
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It really came down to the interface for me

static viper
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i dont know the context

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but yes.

lapis grotto
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the nodes looked so bad in unity

spark sonnet
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You definately did

lapis grotto
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coolcool, im pumped to drop a crappy game lol

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jk

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But the animations from blender have been importing perfectly so im happy RN

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texture etc>

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P.S. if you guys ever need some music for your games LMK, i make mainly synthwave and cyberpunk stuff

spark sonnet
#

Nice

lapis grotto
honest ermine
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Hey, I want to make an array of objects that another object can access.

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How do I fill the array with those objects?

spark sonnet
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Get all actors of class?

wary wave
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would be better to avoid that function

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(and be more specific with the question, context is key)

static viper
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i recently discovered get actos with tag

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now thats some stuff

spark sonnet
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Why @wary wave ?

wary wave
#

it's a very expensive function

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it should be used as a last resort

spark sonnet
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Oh

static viper
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it goes through every single thing in your level

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so the bigger that gets...

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the slower it gets

spark sonnet
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Oh

static viper
#

its like this

wary wave
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all actors with tag would be even more expensive D:

static viper
#

you are in the room with 100 of your friends

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but you need a lighter

wary wave
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all those string comparisons

static viper
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so you ask every of your friends

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for a lighter.

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and you cant yell.

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good luck!

spark sonnet
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Damn

static viper
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it wouldnt exist if it hadnt had uses...

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but be careful

spark sonnet
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Then I've got some code to change later

soft crescent
#

anyone here wanna optimize one of our artist's blueprints for me lmao, this blueprint alone costs 4-5ms on the game thread

modern sinew
#

How do you convert a Float to an Int? there doesnโ€™t seem to be a toInt function

spark sonnet
#

Just drag the float to the integer input @modern sinew

modern sinew
#

ok

#

because iโ€™m trying to raise something in steps based on mouse position, which is given as a float

#

Oh itโ€™s called Truncate

#

Eh, that particular bit of code already has problems, but with wifi out to my computer rn Iโ€™m not gonna try getting help here until it comes back in the morning

honest ermine
#

Okay, so I created an array of objects that I want, but I'm now having an issue where I want to pass this array to another object upon construction so that the object can see the details of the objects in that array.

#

I don't know how to pass the array into the object.

honest rune
#

I finally figured out an elegant solution for store source content files without having to move them to external directories etc.

#

I didn't realize that the editor settings for Loading & Saving->Auto Reimport respect the subdirectory wildcard operator

soft crescent
#

it gets worse over time too because gc reacts to the insane amount of objects being made

static viper
#

123

#

is alot

honest ermine
#

Can anyone help me, I need help...

honest rune
#

so to keep them in the desired directories you can just add an exclude wildcard of **/Source/* in the settings and just keep the raw content source files in a Source folder nested in the directory of the .uasset (or rename source to whatever and change the setting path)

#

Keeps them in a sane directory for version control this way as well

#

@honest ermine &MyArray You need to pass arrays by reference

#

like:

#

ASomeClass::SomeFunction(&TArray<UObject> SomeArray);
Is that what you're looking for?

honest ermine
#

For this assignment, I'm not allowed to use C++.

#

I need to do it by Blueprint.

#

@honest rune

weary basalt
#

@honest ermine Are you Spawning that object via SpawnActorOfClass?

honest rune
#

yeah or that and its getting GC'd

honest ermine
#

@weary basalt

weary basalt
#

There is a Checkbox on the details panel for Properties that you can use called ExposeOnSpawn

#

It will expose that variable to the SpawnActorOfClass node.

honest ermine
#

The objects that are spawned through here take in an array in the constructor.

weary basalt
#

Then you can pass values to it directly upon construction.

honest ermine
#

Or a reference to one.

#

Basically, I have these enemies that navigate around through the use of waypoints.

#

Each enemy needs a reference to the waypoint array to access the locations.

honest rune
#

where are you storing this array of waypoints?

#

You could have the waypoints stored in the spawner, store a reference to the owning spawner in the spawned enemy and get the waypoints that way within the spawned enemy

honest ermine
#

I'm storing them in the level blueprint.

#

I mean, your idea could work, as there is four spawners and four arrays, and each spawner only accesses one array.

#

But I'm not sure how one spawner would have a reference to a different array than another...

#

I was putting the array in the level blueprint, then seeing if I could pass a reference of the array to the spawner, then passing that reference to the enemy upon construction.

#

Basically all I need is a way of getting a reference to the array.

green phoenix
#

Is there a way to increase the texture limit you can use in a material? I need more than 16

dark hare
#

I was genuinely unsure where to post this, but what is the best approach towards user local data (e.g I have a menu with game options such as resolution, detal mode, shadow quality, playername etc. and I'd like that to be stored locally so when the user modifies that and launches the game next time, those settings load)?

weary basalt
plush yew
#

they are ment to be red

fierce tulip
#

looks to me like you have to take a good look at your material again

hidden aurora
#

Yesterday, before going to sleep, i was thinking how discord trully changed the way people communicate. We used to use skype to talk with my friends in the past, discord is trully a diamond in gaming.

plush yew
#

yes

#

well the models are from xps

#

so maybe thats why

light coyote
#

@plush yew Show your material

fierce tulip
plush yew
#

i already got some fixed but still eh

#

somethings od

placid arrow
#

hmmm

#

right now my world is loading chunks in and out using level streaming volumes. how much work would it be to make it really clever and have it unload sections of map that are outside of the view e.g. behind the camera, if that part of the world remains out of view for say, 30 seconds?

#

would such an idea be a good idea?

#

or even predictive loading of areas based on direction of travel of the pawn

#

eg. pawn walking north, load levels that are in a cone 30 degrees either side of that vector

light coyote
#

The general idea is to have the map separated in levels, and link levels

#

link levels are small portions of a map

#

this is not literal,, but as an analogy, imagine you have 3 levels alwais loaded,,, the one you are in,, and the previous, and next one you can go to

#

Open worlds are not loaded,, like red dead redemption for example,, you may go trough mountains(link level), to go to another area

#

any idea you can come up with that removes stuff you will not see at that particular moment,,, is worth trying out

#

you can use those savings to have higher resolution textures loaded at that time

serene birch
#

the problem with that is that

#

it's very volatile to unload a level based on just the player orientation if he has total freedom to turn around

#

unloading might be ok but remember you'll need to LOAD stuff on the same volatile input

velvet fern
#

how can i know the texture streaming poolsize?

light coyote
#

@serene birch I dont mean it in terms of orientation,, i mean it in terms of location,,, maybe i was a bit to general when i said whatever you can come up with

serene birch
#

yeah your is fine the orientation part is what Brain mentioned ๐Ÿ™‚

light coyote
#

ahh

#

No, but he said out of view, so i gessed he ment like behind a mountain or something like that

#

But yes, i see your point

serene birch
#

he flat out said "behind the camera" ๐Ÿ˜›

#

I didn't make myself clear who I replied too though so, my bad!

tiny coyote
#

If I copy the whole project folder to an other pc there are some shading issues on the other pc and some textures are the default textures instead of my own textures. Why is this? The shading is probably because the project needs to be build but what about the wrong textures?

scarlet birch
#

@woeful zinc Is a plugin preventing the editor from starting for you?

scarlet birch
#

@woeful zinc Then why not just disable it under plugins?

#

The only way I know to do that would be to edit the ini file

#

or the uproject file

#

I don't blame you.

#

You could probably just edit true to false with a script

#

under enabled

#

yeah

#

You could create a seperate ini file for it. There are arguments to use a different ini file when starting up.

ember notch
#

Can someone answer my question #fab

astral laurel
#

so i'm following a tutorial and the guy made a custom event in the player controller BP and called it in another BP but when i try it doesn't show up in the list

#

im newbie to blueprints btw

#

I'm at a standstill at this tutorial, rip

grim ore
#

how are you trying to call it in the player controller?

#

get player controller -> event? or get player controller -> cast to your custom player controller -> event ?

glacial pecan
#

anyone know the maximum number of gameplaytags you can have?

#

like, are thousands ok?

grim ore
#

It's an array with an int for an index so besides resource space I would think the max would be MAX_INT for an int32

#

so yep thousands should technically be ok but that's alot

glacial pecan
#

cool... GAS doesn't really fit my RPG event/quest system, so I'm thinking of basing it around gameplaytags instead...

scarlet birch
#

sounds like a nightmare

glacial pecan
#

I'm open to suggestions!

grim ore
#

what are you using the tags for?

glacial pecan
#

identifying events on map tiles for easy editing primarily, but also in lists of prerequisites and blockers for triggering events and quests

#

like GAS, but more permanent and tied to the player data/save

grim ore
#

hmm.. definitely an option. I dont know then because Its your system. I know I would find another way but I dont know what ๐Ÿ˜ฆ things like data tables and ID numbers for for events seems more managable or even using bitmasked enums if you need to have flags

#

but if you have thousands of tags there is no way that would work

glacial pecan
#

I started with enums, but jesus the lists got huge

#

and gameplay tags can be imported from data tables, so I thought that was neat

#

(and data tables can be constructed from other data tables, so I can sort it nicely in the content browser)

grim ore
#

yeah if you really have a need for thousands of unique identifiers then tags might work

light coyote
#

some heriarchical thing maybe ?

#

in the sense that they are childrens and parents, and you check if all children are done

#

and you can have many many layers

glacial pecan
#

that's what tags are, no?

light coyote
#

maybe is not worth it, i just trew the hot potato xD

glacial pecan
#

like dungeon.sewers.eventXtrigger is a hierarchial tag

#

and unreal supports just searching for dungeon

#

as well as containers with multiple tags in it that just auto compares

light coyote
#

ahh

#

i did not know you meant it on that way

glacial pecan
#

the only cumbersome thing is that while I can have all those tags in a DungeonSewerTagDataTable that I can combine into a master table later, I must manually write out the entire dungeon.sewers.event1, dungeon.sewers.event2, dungeon.sewers.event3 for every row...

#

(or manually paste anyway)

light coyote
#

rip

fervent shale
#

I have a question (it's sorta math-y) about using quaternions to avoid gimbal lock. I'd like to ask somebody who's confident with them.

honest rune
#

Quaternions themselves will never experience gimbal lock. That's the whole point of using them ๐Ÿ™‚

fervent shale
#

ya, I get that. Technically, that's not exactly true, you can use them "wrong" and have gimbal lock persist, which is related to my question.

honest rune
#

Quaternions themselves wont experience gimbal lock. If you store data from them in euler space, those can experience it

fervent shale
#

Yes, it's about that. Do you mind if I PM you about this?

honest rune
#

Probably not the best person. My math-fu is under 9000

fervent shale
#

Got it. But yeah, I understand why quats don't experience gimbal lock and why euler representations do, I'm just a bit confused about how to go into quats in the first place without bringing in the gimbal lock.

#

Feel like I'm very close to understanding how to do what I want with this camera, but I still need wrap my head around this ^

honest rune
#

what are you trying to achieve?

grave osprey
#

how to enable chaos system in UE 4.23 ?

#

it told me to download from github, it doesn't exist

glacial pecan
#

@grim ore thanks for the info on tags, btw!

fervent shale
#

A player camera almost exactly like in ThirdPersonCharacter example, except I want it with respect to any arbitrary coordinate system (the player can walk on walls/ceilings) and I don't want the pitch to lock at +/- 90.

grave osprey
#

basically how to enable UE chaos system. is there a video tutorial yet ?

fervent shale
#

I think that's two ways of describing the same problem, and I'm pretty sure I can solve this with quats and controlling the spring arm directly.

honest rune
#

oh snap. I thought I was in #lounge haha was like "why everyone so serious today?" ๐Ÿ˜›

grave osprey
#

anyone hero know how to enable Chaos engine ?

grave osprey
#

the github page doesn't exist

honest rune
#

sign in

fervent shale
#

You need to link your Github account to your Epic account

#

Also, @honest rune not sure if my description was clear. Maybe a better way of describing my issue and what I want to solve is:
By default, PlayerController just adds mouse input as a delta to the current view with Add Controller Pitch/Yaw input. This has gimbal lock.
I still want to treat mouse input as "added rotations about two specific axes" but without gimbal lock.

#

Also, I'm pretty sure the default behavior has the Z-Axis locked to world space.

honest rune
#

in that article, they are applying 6dof to the springarm

fervent shale
#

if I'm reading this right, the first step in this is about deleting the spring arm to make it first-person

honest rune
#

oh ahah, my bad. I thought they apply to the springarm in that.

fervent shale
#

lol, no prob, I guess if I figure this out, I should make some kinda wiki page

grave osprey
#

my account linked to Epic Github the file stillnot exist ?

honest rune
#

with account linked and signed in to github, navigate to that link again

grave osprey
#

why 4.23.0 didnt even have chaos enabled ๐Ÿ˜ฆ

grim ore
#

and chaos is a large engine change so having it on by default might cause problems for the majority of developers

dim plover
#

I wonder how large Chaos would make the launcher version.

plush yew
#

is the rtx gi better then vxgi now ?

abstract relic
#

Around 150 gb ๐Ÿ˜œ

serene birch
#

Chaos isn't enabled it seems because it basically fully replaces PhysX it seems?

#

so you'd need more like two different versions of UE4 ๐Ÿ˜›

grave osprey
#

it still beta ๐Ÿ˜ฆ

#

@serene birch yes chaos replace Phys X

#

i am planning to make restaurant and destroy it. so i can sell it at marketplace

#

damn why the zip takes so much time to extract.

grim ore
#

there are 47 thousand files to uncompress and write to your disk?

abstract relic
#

Sassy today ๐Ÿ˜œ

grave osprey
#

..... 1 hour T_T

grim ore
#

theres still another 10gb of data to download as well once it's done, then a few hours to compile

grave osprey
#

good lord. i hope chaos out of beta

grim ore
#

it wont be out of a beta for a while, it might get integrated in the main version and enabled next year

grave osprey
#

well. i have to practice for my product

#

wait. i dont have to compile

peak acorn
#

sch0ttky diode is back and has now been crying for 24 hours

#

someone help

scarlet birch
#

?

peak acorn
#

my animation wont work

scarlet birch
#

You're using the UE mannequin. Set the mesh to the mixamo model you're using or retarget the animations

peak acorn
#

wrong SS my bad

ember notch
#

Is it better to buy assets or make 100% alone?

scarlet birch
#

perhaps be a little specific about what is not working

peak acorn
#

it is getting added in the program but it dosent change when i move

#

its in the same position all the time

grave osprey
#

@ember notch it recomended to buy to save time

scarlet birch
#

Are you using the blend in the animation BP? and have you created variables that are updated when the animation updates to drive the blend space?

peak acorn
scarlet birch
#

How have you setup the animBP?

peak acorn
scarlet birch
#

Let's move it to animation and I'll try and give you some help

peak acorn
#

where?

azure shore
#

hey what other ways than worldalignedtexture are there for looping textures?

#

I got some animated water texture but it scales with the surface its on

glacial pecan
#

@azure shore absoluteworldposition should not scale with any surface...

azure shore
#

how do I get one of them? it doesnt show up by right clicking and typing

glacial pecan
azure shore
#

oh thanks

#

I dont know what to actually do with it though

azure shore
#

why the hell does atmospheric fog make a sunset

#

I literally cant even make the simplest ok looking night scene

#

kinda worrying

#

and my cell shader is crappy, it outlines vertices on landscapes, and it doesnt resize so anything at a distance is just black

next badger
#

@azure shore you need to override the sun position to make sun light from below to make night

azure shore
#

the fog literally overrides the skybox or something

#

and I cant get this looking ok even without a skybox

#

I dont know how but atmospheric fog just seems broken

#

even without a skybox it makes that crappy sunset looking thing and makes the world black except for the fog itself

#

oh and it gets better, the viewport wont even show how the light looks when play testing

drifting kayak
#

So I'm having a seemingly basic problem with my source control stuff, for some reason on my project, when I connect to source control (perforce)... its not remembering this connection when i close the editor and relaunch.

azure shore
#

๐Ÿคฆ

drifting kayak
#

Fixed it, I was using streams before on perforce, just set it up to be a regular depot and I seem to not have any issues.

#

Strange, but I'll save this one for a later date. Haha

next badger
#

i don;t get streams either

#

i think i've used them only on Assembla

#

cause it's mandatory

fallen marten
#

Turn the directional light to face upwards

#

@azure shore

ember notch
#

What course is better? Unreal Engine 4 C++ course or a normal C++ course?

fallen marten
#

I'd learn regular C++ first

grim ore
#

If you don't know C++, learn it first.

azure shore
#

I wasnt actually using a directional light...

fallen marten
#

Oh

azure shore
#

plus idek how to change direction, theres just that number slider for direction which doesnt seem to do much

fallen marten
#

That's how I got the skybox to show stars

#

Select it and rotate it

#

You'll have to fiddle with the intensity too

ember notch
#

Is a Unreal Engine 4 Blueprints worth?

#

course

fallen marten
#

Cant remember if you have an option to show stars in the skybox. I may be thinking of another skysphere I have

scarlet birch
#

sounds like goodsky

fallen marten
#

If you learn the basics of C++ then blueprints is easy to pickup

scarlet birch
#

it uses directional light rotation for that

fallen marten
#

Before I knew about goodsky, I agonized over this exact same problem for a while as well

#

Didn't know shit about lighting at the time

grim ore
#

what are we trying to accomplish? The default Sky Sphere blueprint does do night and does have stars if you set the direction properly

azure shore
#

yeah I can get the actual night sky with stars and all that but lighting is a whole problem in itself

#

if I add fog it just makes the skybox white

grim ore
#

thats weird, even to a default scene?

fallen marten
#

Is it default untouched settings? For the fog? And does it do the same thing in both atmospheric fog and exponential fog?

#

Try change the opacity, should help

plush yew
#

so I've been finding myself in quite the weird problem

#

whenever I find myself a problem I need solved for a game I'm making I always end up sidetracking on my way of making my game more modular and more optimized in a dependency level

#

my drive normally is "How do I improve my code base"

fallen marten
#

So what's the problem

warped tangle
#

Step 1. Don't micro-optimize, get your stuff working

#

Step 2. Tell us your actual problem

plush yew
#

never get to doing the actual game, just the code around it

warped tangle
#

So your problem is that you can't focus on developing your game? lol. I can't help you with that...

plush yew
#

i need to get a night scene done :D, working on the moon now

#

you guys had issues with these odd triangles in the uv? I baked the roughness normal and diffuse from blender and I can't figure out how to smooth these out

#

theyre quite offputting

fallen marten
#

That stuff is outside my area of knowledge - sorry man

plush yew
#

i know its got something to do with the tris and the way they're arranged is making the UV spout out these weird seamed tiles

#

sometimes it wont be in an issue the map will just work...i think it has something to do with the fact that this was a really high poly mesh i decimated

warped tangle
#

I was about to ask

#

Did you regenerate UVs? I'm not great with that stuff but I find that when I decimate a mesh I have to re-do UVs

plush yew
#

yeah i think it might be something along those lines

#

thats me changing the size of the smart uv project map

#

is there a function for UV regeneration in blender? or is that something id need to do manually

#

ill have to look into that

ashen eagle
#

pictured ship and box...I control the ship, but using arrow keys for movement in 2D...id like it that when i hit the box and press lets say UP and RIGHT arrow, that the ship would move up, since its colliding with box...however, it wont move upwards unless I release the forward button, which makes sense since i'm also trying to move forward...any ideas or ways to disable moving forward once i hit something and just move up and down?

sage silo
grim ore
#

You need to install the debugging files from the launcher then crash it again to get a usable crash report

sage silo
#

how I can "install debugging files from the launcher"?

#

I've managed to run editor (forced to load no map on startup) and I am trying to identify corrupted asstes

#

of course, primary suspects are player and monster blueprints - those with most work done on them. of course.

#

goddamn moronic unreal programmers that cannot into writing bytes on disk. grumble grumble

#

yeah, after removal of player and mob map loads up without problems

#

I will have to recreate player blueprint... at least it opens in editor so I can make screenshots and whatnot. And it is inherited so I have less to do than otherwise.

grim ore
#

in the launcher, next to each engine version, is a drop down arrow. you can choose that, then options, then install the debug files

next badger
serene sorrel
#

Just upgrading my project to 4.23 taking forever at 45% again. Must be the shaders I guess

#

Nice seamless transition from 4.22

marsh swallow
#

No issues Ferris?

#

we have 6-7 plugins including TrueSKY we have to wait on. lol

serene sorrel
#

literally zero issues so far, smooth as butter

#

im holding off on including truesky in my project, but ill probably bring it in eventually

#

i figure the extra graphical stuff can be done after the gameplay

#

i might end up doing the global dynamic lighting system in the "fake way" that Rust does, and then support raytracing if you want it realistic

#

you can just mess with the skylight using a white cube map, and i can just look at what is surrounding the player in regards to building structures since its all dynamic and calculate a rough "sun blocking"

modern sinew
#

Firstly, it's supposed to follow the mouse while down on the ground, but it doesn't appear

#

Secondly, it's supposed to stop moving when you click, which it doesn't

#

Lastly, the shift-click doesn't trigger at all

open merlin
#

You'll want to unlink the inputAction nodes from the switch on int node for starters. That's going to be calling unnecessarily when everything is running on tick anyhow. Also, following that logic, when the left mouse button is pressed, move type becomes 1 and out of the switch on int node nothing is executed, so that might be why nothing is happening.

modern sinew
#

@open merlin Originally they were disconnected and still nothing happened. As for your second point, that's the point

#

It's supposed to stop moving when you click

open merlin
#

Well just because you don't see the intended result doesn't mean it's not a reason to remove them. They are calling unnecessarily (there's no point to it). Will cause more trouble like that.

#

What's the purpose of the /150 * 150?

#

Also your 'ShiftClick' inputAction, what keys is that bound to? Just Shift?

#

This is probably better shared in the 'Blueprints' category too...

modern sinew
#

/150*150 should make it move in 150 gaps, right?

normal burrow
#

Yep. Make sure you understand what truncate does

#

Z - (Z fmod 150.0) will do it too.

modern sinew
#

but the rest of it doesn't work so ยฏ_(ใƒ„)_/ยฏ

#

idk why it's not even appearing

open merlin
#

What values does convertmouselocationtoscreen report? Can you drop in a print string?

#

Because that vector (world location + (world direction*500)) won't respect the ground plane. I don't know if that's what you want or not.

modern sinew
#

That's what a tutorial said to do so ยฏ_(ใƒ„)_/ยฏ

open merlin
#

Don't always trust the tutorials, tutorials are made by humans too (for now...).

serene sorrel
#

The move type is set to 1 or 2, and the switch is on 0 or 2, is that how it should be? When is movetype set to 0 ?

modern sinew
#

by default

serene sorrel
#

so if the 1 action isnt dragged off in blueprints it goes to default? hmm ok

#

i figured it would just do nothing on the 1 if nothing is attached

normal burrow
#

Start just logging stuff to screen if your not sure whatโ€™s executing

midnight bolt
#

is there any guide for loading .mtl as material instances properly? i can only get it to load map_Kd (diffuse texture), but not normal and specular. :(

serene sorrel
#

@modern sinew what is the actor you are doing this within, it has a model attached to it?

modern sinew
#

yes

serene sorrel
#

if you drag the blueprint into the scene can you see an object?

modern sinew
#

yes

#

but it dissapears when I play

serene sorrel
#

I assume movetype is set to 0 by default

modern sinew
#

yea

serene sorrel
#

if you drag it into the scene, and set its Z to 0.0, can you still see it

modern sinew
#

That puts it below the floor

serene sorrel
#

so not visible then?

modern sinew
#

no

serene sorrel
#

because the blueprint is setting its Z to 0.0

#

which is probably why you cant see it

modern sinew
#

oh

serene sorrel
#

see the first setactorlocation

#

Z = 0.0

#

if you adjust that to above the floor level, it should then be visible

modern sinew
#

Ok, it's moving, but it's not sticking to where the mouse is

#

It's ony moving a little bit

#

I think because it thinks that the mouse is high in the air?

serene sorrel
#

depends on the scale i guess try tweaking that 500 value

modern sinew
#

But how do I account for it not affecting the Z, so that it stays where the mouse is even far out?

serene sorrel
#

the bp looks like its looking 5 meters into the scene and placing the object there, but always at ground level, so max distance from your player controller will be 5M

#

min distance from player controller will be 0

modern sinew
#

Where is it setting that?

serene sorrel
#

the X 500

modern sinew
#

I'll try making that much larger then

serene sorrel
#

World Direction multiplied by 500

#

thats 500 cm or 5m

#

if your world scale is different that will need to be adjusted yeah

modern sinew
#

Ok, I made that larger, and now it's just not appearing again

#

Ok, at 5000 it appears, but it doesn't stay on the mouse either, just being too far away, and acts very frantic

serene sorrel
#

whats your scene look like, a RTS type controller or first;third person

modern sinew
#

Think Planet Coaster

#

Up in the air

serene sorrel
#

try 1000

modern sinew
#

Same problem as 500

serene sorrel
#

camera is always looking down at the ground?

modern sinew
#

no, you can point it around wherever, and when I can get it to work, move closer and further

serene sorrel
#

well if you have some kind of spectator 3d camera that can look anywhere its a bit off to always place an object on the ground, since you may not be able to see it ๐Ÿ˜›

modern sinew
#

Planet Coaster and City Skylines manage just fine

#

I just want it to be always centered on the mouse, just, on the ground

serene sorrel
#

well for that to happen, youll need to linetrace from the center of the screen to the ground plane

#

that will give you a multiplier to use instead of 500

modern sinew
#

Do you have a tutorial for that?

serene sorrel
#

if the ground plane is just a flat plane, its a bit easier

modern sinew
#

it ia

#

*is

#

Because I can't figure out to make terraforming and everyone tells me it's incredbly hard

#

Which is why I'm working on an Airport Tycoon first instead of a Ski Resort Tycoon

serene sorrel
#

do you know trigonometry?

modern sinew
#

yea

#

but I don't know what would be what here

serene sorrel
#

heh, well its probably easier in unreal to just do a linetrace to the ground

#

since its a single blueprint node

modern sinew
#

From what tho

serene sorrel
#

there maybe another easy way to do it without linetrace in UE but I'm not certain, but you can do it with trigonometry manually

#

well you have your "point in the air" camera, its direction, and you know you want the end location to be the ground plane

modern sinew
#

How do you get the angle tho

serene sorrel
#

thats the "direction" vector

modern sinew
#

But how do you isolate the angle down to the ground

serene sorrel
#

right angle triangle math

#

like i said just use line trace, its easier

#

i figured there would be some blueprint node for this in UE but i couldnt find it

#

maybe someone else knows it

modern sinew
#

There's Get DistanceTo

#

and if I have the player's height

serene sorrel
#

you already have the length of one part of the triangle, and two angles, its enough

modern sinew
#

one angle

serene sorrel
#

the length is the Z

#

nah 90 degrees is the other ๐Ÿ˜›

modern sinew
#

not sure how to get the angle to or from the player rn tho

serene sorrel
#

another way you could do it, is the same as youre doing now , but you keep incrementing the "Multiplier amount" in a loop, until Z == 0 or whatever your ground plane is

#

but the linetrace is going to be nicer looking in your blueprint, so just go that route

modern sinew
#

Still not sure how to do that. I found a simpler problem to solve tho

serene sorrel
#

just drag in a linetrace node, connect the dots, when it hits the ground object you have the location

modern sinew
#

I want the player to stop moving around in the editing view when they don't touch anything, but when I did stop all movement on key release, it felt too awkward

serene sorrel
#

lots of line trace toots out there

modern sinew
#

How can I stop only the direction of the key release?

#

@serene sorrel Ok, so on the first problem, wouldn't it be easier to just grab the coordinates of either object and work from there?

#

I think I've got it :D

#

Ok, so I have the direction the player is facing and the length of the line between them, how can I convert that into an x-difference and a y-difference?

warped tangle
#

wut

modern sinew
#

*between them as in top-down

restive vine
#

Guys, im having a problem that i dont know how to fix

modern sinew
#

so am I

#

and I was here first

#

Anyway

#

I have the distance along the ground between an object on the ground and a player, and the direction the player is facing. I want the object to be centered on the player's screen. How do I do this

warped tangle
#

lol Gunk, feel free to ask your question

#

So you have a distance between 2 actors, and the forward vector of the player. You want the player character to look at the actor?

#

or just the camera to look at the actor?

blissful trail
#

am i the only one who has a problem with epic games launcher's ue4 menu ? (its really laggy)

latent flume
#

Hi.

#

I'm getting a "Signal 11 caught. Segmentation fault (core dumped)". When my game. Everything else seem fine. What is the best way to trobuleshoot. I was thinking maybe gdb on linux. If it crash it should tell me where when it closes.

wary wave
#

in a Windows environment I'd be running my game through a debugger and it'll usually catch the exact point at which the issue occurs

olive isle
pulsar sorrel
#

Unreal Animation Update rate optimization looks like slow motion for me. is this right? or am i doing something wrong?

dim merlin
#

Hi, is it possible to get the height of landscape on a location other than using traces?

silent chasm
#

Hey guys, i'm tring to build an endless runner but my pawn dies short after passing 1 000 000 in X value. Is it a simple way to extend the limit or teleport everything back at 0 ?

wary wave
#

oh boy

#

yes, you're hitting the limits of the world space

#

endless runners don't actually move the player

#

everything moves past the player

#

you may have some serious refactoring to consider

silent chasm
#

true, i was following the endless runner tutorial from epic ๐Ÿ˜„

wary wave
#

Epic have an endless runner tutorial?

silent chasm
wary wave
#

but yeah, a fair few of Epic's "example games" don't exactly follow best practices, or even practices that would really ship a game :/

#

fair, I've never seen that tutorial

#

but yeah, move the world past the player, not the other way around D:

silent chasm
#

yup, i'll try to do that, thanks

thin tendon
#

Does anyone know how to make Unreals level streaming work quicker and more fluid? When I use the in built level streaming the game lags to the point it almost crashes. But if I create my own code on a trigger box to spawn each thing a half second apart, I get almost no lag and it spawns a lot smoother.

#

I would prefer to do it using the in built system. Writing code to spawn entire levels is very time consuming

modern sinew
#

Since UE4 apparently doesnโ€™t like large things, is there any downside to just making everything else really small instead?

thin tendon
#

The only issue I can potentially see is maybe having scaling issues. I know Unreal can sometimes get funny on things scaled. But its an excellent idea worth a shot

modern sinew
#

Because I tried building a space station and UE just wasnโ€™t having it

thin tendon
#

I'm having the same issue. With my question just above. My levels are too big for Unreal to like them

modern sinew
#

So iโ€™m thinking just make the player tiny

thin tendon
#

Its definitely worth a shot. You could make a 4k x 4k map feel like its 5 times that size

serene birch
#

explain "UE just wasnโ€™t having it"

#

some symptoms might disappear if you make the player tiny, others will remain ๐Ÿ™‚

wary wave
#

or you'll create entirely new problems

#

even so, space stations aren't exactly huge, usually

#

there should be ample space to build such a thing

serene birch
#

yeah

#

I can't see how a spacestation can become big enough to cause issues in the engine and not having the player tediously walk THAT much

#

well, unless the player "teleports" between sections but then you probably just want multiple levels for that

wary wave
#

as for level streaming, I do all of mine manually

#

you can do a lot to cut down streaming times, e.g. don't use lightmaps etc

#

keeping a lot of things in memory, like large textures etc can also help, so smart asset reuse goes a long way

serene birch
#

a space station is perfect for the "door loading screen" anyway ๐Ÿ™‚

#

Metroid Prime style

neat rune
red idol
#

Can anyone answer a total noob question about UE 4.23.0 or at least point to the right channel to ask? I tried the UEAnswers board, but got a server error every time I tried to post my question.

compact oyster
#

I'm trying Level streaming for the first time, and it seems that the button that I'm supposed to click to add levels to my volume is grayed out. It's not mentionned in the tuts.

viral sluice
#

I've read what you said about endless runners but I still didn't get it. I've made an endless labyrinth having 3 little fields loaded. So when I'm going to a door, the second field moves to that door, then the 3rd field is the next moving, etc. Would an endless runner be like that? A few fields that moves when the player touches a trigger box?

wary wave
#

@viral sluice - no, the player would never move

#

the world does the moving, not the player

keen pawn
#

is there anywhere in here to specifically talk about chaos destruction?

viral sluice
#

@wary wave like a treadmill?

wary wave
#

yeah, kinda

red idol
#

I'm doing a video tutorial on the 2D side scroller template, and was following the instructions up to the point of replacing the idle and run animations with flipbooks. But when I pressed Play on the level editor, I couldn't control the character. I deleted the project and restarted my PC before opening a new project, but even without editing anything, I've lost the ability to move the character in the level editor. I need to get back to the default and have no idea how to do so.

wary wave
viral sluice
#

I thought that was the case for 2D endless runners like the chrome dinosaur, but I don't know how would i do it if it were a 3d 1st person or 3rd person. Do I create a few fields that I constantly move far away where the player cannot see it?

wary wave
#

you constantly move the world geometry past the player, spawn it where they can't see it, destroy it once they can't see it

#

(I'm not sure which part of this is the difficult concept)

buoyant flicker
#

what are the best places to get 3d Art and vector graphics i don't have the time to make my own

cloud cobalt
#

The store

glacial pecan
#

there was a "find and delete unused assets" plugin posted on Twitter a little while back... anyone got the link? can't find it now...

thin tendon
#

What is the correct way to add a delay into a loop? What I am wanting it to do is eachtime it loops spawn an actor and delay before spawning the next one

wary wave
#

why not just use a looping timer?

thin tendon
#

I just figured it out I need to create a macro that copies the for each loop. Thanks though.

#

With the macro I can tweak the delay from inside the loop so its not always the same amount of time

runic iron
#

(Didn't test it myself though)

glacial pecan
#

no, I think it was this one:

#

(thanks to @red idol )

runic iron
#

Ah ok cool, will bookmark this

plush yew
#

Can map files get somehow corrupted? Is that a thing? I got some weird bugs that i tried to figure out and nothing seemed to be working until i made a new map with same settings and boom, everything works like it should. ๐Ÿค”

#

just a sanity check.. ๐Ÿ˜›

wary wave
#

possible, but it's not common

ember notch
#

What is better 4.22 or 4.23?

serene birch
#

4.23 is too young to judge now

#

though 4.23.0 seems to have quite some issues (as kinda expected)

plush yew
#

well, the problem was a bad cast node that showed no errors/colors. omg ๐Ÿ˜ฉ

placid arrow
#

it only happens to extremely huge planes, viewing them at huge distance

ember notch
#

It's a screenshot of a tutorial video

plush yew
#

there's nothing there

ember notch
#

I want to create a ball with blueprints

plush yew
#

u mean like a mesh spawner or some such

ember notch
#

yes

plush yew
#

there's a node for that i'm sure

#

spawn actor at location

#

u can input ur coords to the vector and ur mesh to the mesh slot

#

also spawn actor at transform does much the same iirc but u can input scale

spark sonnet
#

Thats called a Scene @ember notch

#

But its not a physical ball

light coyote
#

@ember notch Top left,, add component,, add a mesh component,,, with it selected, in its properties, search for a sphere

#

The ball you see is a default thing,, because you can have empthy actors,, that do something, but no mesh is in them or non visible things,,, the white ball is to see wile you are editing the level, that there is something there,,, when you press play, it disapears

ember notch
#

I have it now

blissful lance
#

Question. My textures are going white of brightness whenever I look at em for 5 seconds. What do I have to uncheck to stop that from happening again?

#

Does not seem to be auto exposure

low valve
#

Hey all, Im trying to switch levels using levelstreaming, and each time a level loads a cinematic plays. however the scene or camera seems to 'flicker' every time i try this. any tips for getting that to work?

mossy nymph
#

try disabling automanage camera in your PC

limber sphinx
#

ok so i built unreal engine 4.23 from source on my students pcs and placed it in the c drive but it cant be launched from their accounts only from the domain admin account any ideas?

#

do they need permissions?

plush yew
#

Anuone know any stay home animation job

wary wave
light coyote
#

@blissful lance
Seems it may be eye adaptation

#

can be disbled from editor in top right expandable options in the viewer of the editor

#

to disable it completly in run time delete your post process

low valve
light coyote
#

or, go to it and find a min and max and make them both be the same,, beter find a comon number between the min and max defaults
@blissful lance

#

@low valve If that happens because you are using the same camera and are teleporting it elsewhere

#

Try 2 cameras

#

or add fathe in fade out or something like that

#

just options

low valve
#

each camera is seperate but also inside each level

#

perhaps that is the problem

light coyote
#

Well, if each section you showed, is an intro to a level

#

Add some fading

#

alwais nice

#

even if its very short

low valve
#

fading?

light coyote
#

yes

#

my bad xD

low valve
#

no problemo, im super new to unreal just trying to evaluate it for an upcoming project. thanks!

#

just have to figure out how to acheive fading

#

im not sure its going to be entirely possible between streaming levels?

limber sphinx
#

anyone else using source built builds in a multi user environment

grim ore
#

there is a camera fade node and setup for the camera manager, just fade it out to black, do the level streaming, then fade it back in

low valve
#

if fading is the only way ill try this, thanks!

grim ore
#

It's probably not but I didnt really see the problem in that video clip

#

oh maybe at the end? I think I see you loading out the old level while it moves to the new camera?

#

if that is the case there is not much you can do, you will have some perceptible time where the old level is loaded and the new position of the camera sees it unless you move the cameras so they don't see the old level while it unloads (or you do the fade to hide the transition)

vast echo
#

hey all.. where is a good place here to find out about data tables?

#

specifically, I'm trying to figure out if there is a way (blueprint or otherwise) to wire the datatable to a mongo database with the mongodb plugin from the marketplace

grim ore
#

data tables, without modifying the source code, are read only and have to be imported to update. You would have to use some custom code in the engine or scripting with like python to auto import changed files exported out of your mongo database.

vast echo
#

but it's a possiblity?

#

possibility

#

I'm trying to link together an in game asset with information in a database

inner cloak
#

hi everyone !

grim ore
#

sure, UE4 can auto update assets now (I dont know about data tables, never tested) and if you can export out the data from mongo to a csv file you can have it auto update. If it doesnt work out of the box you can script something in python for sure

vast echo
#

you're a gentleman and a scholar brother

grim ore
#

but if you are using a mongo plugin which is intended to read / write from a mong oDB why would you need the data table?

vast echo
#

I dont

#

I just need to represent information

low valve
#

@light coyote to me it looks like the new level loads, and you see it from some random camera angle for 1 frame before it flicks to the right camera

vast echo
#

as an example, I have an asset that is a generator

#

I want to link that asset to some information in the mongodb .. so that when a player interacts with the object it'll display unique information

#

I've been looking high and low at the unreal docs and had only come across the datatables in the blueprint api

grim ore
#

well data tables are meant to be read only, but the plugin itself can just read the data at startup for example and you can store it in a map, array, or some other form of structure and then pull it out when needed for sure

vast echo
#

is there a more legit than others way of storing the data?

#

and anywhere I could read more about this magic?

grim ore
#

well no real magic, this is just basic programming. and storing the data for what purpose? once it's loaded from the database or storing it in your game for later use?

light coyote
#

@low valve
you can do fade in, or fade out
So you can use the same thing when starting a level, or when ending,,,, is not the only way, but is a simple solution
you can make the fade like half a sec long only,, and i gess it will get rid of that first frame you say

#

It seems like it starts with a camera view, you then swap to yours,,,
Maybe have a look at that,,,
What i mean is that, if its that you are going to have to solve it because the fathe will start after that frame,,, so you will see it even with the fade you made,, just before

low valve
#

hmm yes that makes sense

#

i guess it could be that i need to have cameras already loaded in the main level somehow

#

or load the next level way in advance?

light coyote
#

yes xD

#

are they not on your level ?

low valve
#

each camera is in the sub level

#

with all the geometry, because i wanted each sub level to be worked on seperatley, camera work and all

#

ideally i should be able to cut between different sub levels with no obvious loading time, like scenes in a movie

#

each with their own settings and lighting setups

light coyote
#

ok, then do this
I learned this from @grim ore videos,, he has great tutorials,,, you can create a custom event
and... instead of things happening in the begin play of a level,,, your custom event acts as your begin play, and you decide when to begin the code in it,,,, what i mean is that it can be loaded, and invisible,,, and you make it run and visible whenever you want

#

create custom event,,, when level stream is loaded, and camera is setted to be the correct one,,, call your event with RemoteEvent node from another level, and make it visible in the level itself if posible,,,, not sure

low valve
#

hmm, ok ill look into it, thanks.

light coyote
#

Check Mathew Wadstein youtube chanel,,, he has a video doing exactly what you are trying to do i belive

#

But advertiseing is not allowed here,,, so i will send it

low valve
#

sure, please do

light coyote
sleek spear
#

i got asked for a quote. how much should one charge for setting up a level? including a landscape, small village, foliage rocks grass trees lighting everything set up for rendering to video, can anyone help with quoting?

light coyote
#

It very very highly depends:

Is a friend?
Are you officialy a company or self employed of any kind?
Doing it in A or B?
Your expirience?
Your time estimate?

abstract relic
#

*your hourly rate?

light coyote
#

Hourly rate will come out of all previous questions

inner cloak
#

I need help/hints understanding how to make a piston based system working

abstract relic
#

Generally you want to have a base rate then estimate using the factours youโ€™ve mentioned

light coyote
#

@inner cloak Hydraulics and pneumatics ?

inner cloak
#

@light coyote Yes, that kind i think

light coyote
#

@abstract relic You cant have a base rate without the data it is dependent on

#

specialised professionals can charge a lot to big companys,, just because they are higly specialised profesionals, its all done legaly in general, and so they are self employed aswell, and the company is a big one,,

#

@inner cloak
Have a look at hydraulics working tutorials,, pneumatics are, well, just diffrent
But simple hydraulics are easyer to understand cause liquids in general are not compressable

inner cloak
#

I tried but there are some concepts i do not grasp yet

light coyote
#

Do you need to understand how it works,,, or just replicate ?

inner cloak
#

lemme show you a pic

light coyote
#

There is only one general concept you need to know that applies to everything
Gearboxes, pulley systems, hydraulics, chain blocks, and anything that converts a lower force to a higher one or vice versa

#

What am i suposed to notice there ?

inner cloak
#

what i would like to happen is i move 1 piece and others react

#

the 3 pistons, they controls how the long piece is going be angled, or lower/higher etc

#

but what i want is to only have to control the piston rod coming out or in to make things work, will probably bind those to keys

light coyote
#

Imagen two cylinders with the same volume, same capacity,, they both can store exactly 1 liter
They are in vertical position
Make one be exactly half the height than the other(but wider,, because the both can store 1 liter)
Tall is A ,,, wide is B
A is full and B is empthy
If you have them conected so that when you push water down it transfers from one to the other,,
Forget about units
A is pushed down in 1 sec with force 1
That means that B will go up in 1 sec but with twice the force (force 2)

Why?
Because distance is very closely related to all of these force conversions

#

Sorry you may not need this,, but is intresting to know, and i like explaining myself xD

inner cloak
#

its fine, i get what you say, but i dont really need fluids there, but if i push out the piston, i want it to have other pieces react to it

light coyote
#

Same as with chainblocks,,, you can lift a car with only your force,
Your force on a greater distance can be concentrated to a higer force on a shorter one

inner cloak
#

like a steering wheel shaft turning makes the car wheels change direction .. etc

light coyote
#

yep

#

like opening a can of paint with a longer screwdriver

#

it all came from the lever experiments ages ago,,, it applies to freaking everything

#

You want to link bones to that

#

To have a skeleton

inner cloak
light coyote
#

Then you can move things, and if everything is properly done, you can do animations by just selecting something and moving it

inner cloak
#

see how the lower part is done ? this is to control some propelling system, it makes the big black things behind turn. I also need the piston and the casing to orient properly during the piston expansion

#

and i'm very bad at explaining .. sorry

clever flare
#

is there a gpu-lightmass thing for UE 4.23?

scarlet birch
#

For building?

clever flare
#

yes

scarlet birch
#

I believe, that is still the realm of plugins and external software.

scarlet birch
#

I'm not aware of one for 4.23

#

yet

clever flare
#

alright

#

i guess i'll wait

scarlet birch
#

What are you using now?

clever flare
#

the UE standard

#

but it creates seams on modular pieces so i'm gonna start using gpu