#ue4-general
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Y no one wish me good night : (
the overall look yes...it's just not as precise
Good night schnookums, have sweet dreams, mommy loves you!
Good night! @peak acorn
there
Lol
well thanks, I guess Ill use low builds to save time but still thats not the main problem
@peak acorn don't let bed-bugs bite you
unless you're in to that kind of thing....
ok I only have production, high, medium and preview, guess Ill just try medium
@azure shore lighting is a whole job in and of itself man, it's no walk in the park
It's about 45ยฐ here
Build in preview until you're ready to try it for real
yeah I get that but idk how Im really gonna learn it
but preview shows all the lights going through walls, doesnt that defeat the purpose of building?
Epic games afaik always use preview until ship build
If the lights are going through walls, make sure your walls aren't single plane objects
theyre not, theyre pretty thick geometry cubes
That will stop it
I never use single planes
two sided material?
That was my next suggestion
ahaha, why two sided?
because it sounds cool
are you saying to use it or to not use it?
Use it
yeah I do
Have you tried to switch off then on your Unreal? Lol
no, why...use two sided only when you can see other side of the plane
oh lord
Does light shine through with a static mesh of double thickness? Try replace your geometry cube with an imported mesh
Simple wall takes 10sec in any program to make
I used to use cube meshes for maps, and that still did it
Well it sounds as bizzarre a problem as mine with it not showing shadows after a build even with perfect lightmaps
its literally either a room is practically too dark to see, or I have to light it so much it goes through the walls
most of my maps will be mostly underground, so theres actually no world lighting
if there are parts with open ceilings then I use large rect lights to make the light from the sky shine in
why not portals?
Just drop in a post process volume and set a cube map there
portals, lightmass importance, these things will help if you don't have them (but that's just one way)
Im gonna admit I havent even heard of portals relating to light
yeah look in to lightmass portals, may or may not work for what you're doing
ok so the normal is useless for figuring out what way up an object is?
that's literally what the normal does
@pseudo lantern um...yes, cause even plane has 2 opposite normals
ok well i tried doing what is suggested in this tutorial i found
guess il just have to try and try and try ....
hm...what normal are you guys talking about?
il explain if you come to the chat voice room, ive done too much typoing today#
sorry that our helping you is an inconvenience....
i have no words for you Kharvey
hold up i'll show you how wrong you are. Your attitude sucks man
you're bitching that you're tired of typing, while we are trying to help you how we can. Give me a break man
no you are bitching that im tired, im just saying it
oh, you need a normal in the point of trace...i see
if you have nothing nice to say dont bother
yes
im going though a few tutorials about normal and tracing now.
Good
could i not just get the Floor to get and set its Up vector as a variable?
then fetch that in the player control
the floor will always be defined is what im thinking
I dunno off the top of my head
What if there is no floor?
What will happen is if you ever have a different floor piece, you're going to have to account for that
also yes, no floor
its a space ship game so if there is no floor your dead lol
@spark sonnet what if floor is lava?
a trace is going to let you be dynamic
Hmm
what about a different floor level, different angle on a different floor piece
LOL
Cookie for @next badger
๐ช
So if there is no floor below you, you die instantly?
*omnonmon
interesting gameplay choice. I like it
well if its a standard ship all floors will be aligned
Omg, just got anther idea for a game!
Haha
keep it coming dude, I love this
im full of ideas i cant implement lol
lolol
i always wanted to make Mario Galaxy game, with arbitrary gravity
@pseudo lantern use rotationfromxvector off the normal, thats a way to get the rotation
ah ok i was using rotation from axis and angle
the X vector of the normal is the "up" vector you are looking for
also consider using printstrings and such to see what values look like, might help you get a better handle on it
This is what happens when you dont know how to set up vectors
i was wondering how to print stuff
LOOOOOOOOOOOOOOOOOOOOOOOL
i do that all the time in lua
@spark sonnet that made me so happy
Haha you're welcome :))
You should make a "Chinese Drone Simulator". Where nothing works.
@pseudo lantern use...print node...
dude so many
You writing this down?
yea found the print node
make sure you're using printstring
i typed in print erlier but didnt come up
@spark sonnet yes, I have 2 main ones right now that I'm so stoked to try
I can't wait to play them!
They're going to be absolutely hilarious
@warped tangle you have itch?
lolol
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 ?
How is it working then?
its behaving like it should and I get string message for server and client 1 and 2
rpc is not required for debug strings
Oh
^
i think i need to create a fresh actor and camera
Why?
The one he's using is tired
lol
@vast fossil you need to test if you can trigger an event from server to a client and vice versa, like light switch
@next badger well ive also added a bit impulse on the sphere and it does fire the impulse
Can you bestow your RPC-less magic upon the rest of us
i'm only aware of 2 ways of replication...property, and rpc
but i'm not a network programmer
property replication should be used only server -> client
#multiplayer may have better info
overlaps run independently on each machine
all collisions do
and are in no way replicated
so you getting a print from both server and client is just server and client detecting the overlap independent of each other and printing
I assumed he has authority switches to filter this stuff
he didn't say he did, so i assumed nothing ๐
quick question, which is faster to make, move 3rd person character to a 1st one bp, or vice versa?
i consider 3rd to 1st cause 1st one have vr controls as well
depends... if you need a complex 3rd person camera, sure
but for the very basics, its just set the camera and handle 1p/3p meshes either way
i need it for testing other features, it's a dev project, not for game
3rd you have to animate a full model. 1st eliminates alot of needs
i do tend to think multiplayer here, btw
yeah, i need animation, exacly the reason why i moving tps to 1st one
and people have been known to spend months tweaking the tps camera just right
i think i'll just switch cameras
also camera replication su*k out of the box -_-
wow, i just copied the tps char to fps one and it works...no changes in the logic
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...
yay
nice, well at least you explored it
...
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?
@pseudo lantern Keep going with the trace, I've shown you it will work
thats why its less of a head ake for sombody to talk though it
well, that's UE4 dev process
lol
that's dev dude
why dont people like to talk to each other? for me its just so much simpler
i mean with their Voice
Well I'm at work, and other people have other things going on
I think of this Discord as the last option. If you have a problem that you can't solve with other methods, etc.
@ashen eagle is that bad if it will be killing enemies behind the screen?
well i spent alot of times helping people learn lua, and i did it sharing screen mostly.
was just simpler
sharing scream i saw it
shh
LOLOL
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
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
which is usually sufficient
usually
Bottle feeding usually hurts all involved
yeah
well i talked people through the concepts then showed them the functions list.
give a man a fish, he has a fish. Teach a man to fish, he makes a fishing game
yea, but if you don't teach him how to fish or give him one what has he got them
lol
Yeah we didn't teach you how to do a line trace....you're right
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.
It's setting a variable on another BP
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
usually anything related to reducing polycount = LOD (Levels of Detail). Dunno about having detachable parts for the purpose of LOD's
I know what its doing but ive no idea where it is
@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
It's on whatever that "Target BP" variable is
yes but the Set i have doesnt have a Target part
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
@marsh swallow console has priority over scalability
awesome, thanks that is exactly what I was looking for HighTilde, somehow couldn't think of the word modular ๐
@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.
@ashen eagle i think you may use collision box that fits screen ...i assume it will be fastest way
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
Did you give 4 minutes for a specific answer? lol
@marsh swallow open any BP then ctrl+shift+F (or Edit->find in blueprints) and search for "console command"
Lol the channel was pretty active so I figured I would have got at least a no ๐
@fallen marten #plugin-dev
The YouTube example is useless - was hoping someone used it in a game already
@marsh swallow there's a fancy search as well, but i keep forgetting how it's work and epic has no docs on it
Ok im stuck in what looks like orthographic view , but im not it says perspective
in editor?
view modes are all alt shortcuts
restart editor maybe, haven't had that happen before
screenshot?
and if you hold right mouse button to look around nothing?
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
hold right mouse button, c and v I think
c and z sorry
that's zoom in and out
does that fix it (until the camera snaps back)
i set the FOV and it just goes back
where are you setting the fov?
90
where are you setting it, not to what
the lil down arrow in the top left of the viewport
well guess i gota create a new project...
yay
nope still the SAME
i open a new Viewport and it looks fines then it zooms in.
do you have a joystick hooked up to the pc?
well i have a xbox controler that has not moved a mm
fixed it after fiddling with it though
@marsh swallow found...
yeah....
im thinking its my options issues
here is the issue we have on lower end machines
meant to look like
thats what happens
and if we go in game and manually override during play (so long as its decent spec like a 760) it fixes itself
its the weirdest issue
Is it possible to rotate a player's camera without using Add Controller Pitch/Yaw Input?
Joy send me a PM when i figure it out il let you know
Not sure where to post, but -- anyone here have experience with water volumes etc.?
Sure
@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
@marsh swallow so, when you run standalone, you may open the console and type r.Streaming.PoolSize ther, right?
...engine does not expect anything
i think i actually may have finally fixed it!!!!
uploading the build for testing on the alpha machines. ^_^ Heres hoping
@fervent shale you can just rotate it...
add controller pitch and yaw are meant to be used with controllers, they have scaling, that can be set in game's settings etc
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.
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.
@winged crypt swimming is treated as a groundless thing
when theres ground, your not swimming
when theres water your not falling etc, your swimming
(assumption being, your relying on character movement component to swim)
@fervent shale sorry for late answer, i just got used to tagging
once you uncheck 2, you could control the rotation of the camera by rotating the arm
you may ofc uncheck only single parameter, like yaw
ok, I'll try this out, thanks
Is there a way to specify a directory to exclude from content monitoring/auto-reimport? I can only see where to specify includes
I want to call a function every second, but not every frame. How do I do that?
@honest ermine Timer by event
Timers
Or a custom loop with a delay but I recommend a proper timer
oooh I see. I didn't realize I could just wildcard an entire content subdirectory ๐ nice
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
is it reasonable to make an event dispatcher from one blueprint to another, then again from that one to another one
I have some crazy ED chains
don't know why they would be an issue but they're pretty annoying to set up
could you not just bind an event on each BP you want listening? rather than chaining dispatchers?
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
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
it's complex but it works well
@carmine spruce thanks haha
Blueprint interface is for when you want to get information back from the receiver???
not that I know of
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
I'm pretty sure stuff like that is still used. If it falls in line with your desired effect, then do it
yea okay thanks! i know that question was kinda silly lol
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
Is there a way to globally toggle normals/bump mapping for materials?
Yeah, I could do it per material, but it would be a pain.
I want to toggle a flag, kinda like for a post process volume
dunno man, I'm gonna defer to somebody that may know. No way I know of
Hey everyone, about few days into UE4 from blender, anyone know why this is happening?
like when he's going up the hill the dog stays level.
@lapis grotto Go in to your character BP (the dog), click on the capsule component, and uncheck hidden in game
this will show you why. You're going to need to rotate the actor to match the slope of whatever you're standing on
Okay ill try, thanks a ton!
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
so i can see the capsule now, when you say match where the slope is that done?
where*
in bluprints or physcally rotate the capsule
look up how to rotate the capsule to match slope/rotation
Im rotating it now
but ill look into it further
at least I know what the issue is at least now somewhat, Thanks
Didnt we do this yesterday?
lol sup Sebb
it a chair
We did indeed do this yesterday
although....so far.....this is far less painful
You need to be an animal like the cool kids Sebb
put an animal on the chair
like a honeybadger or something
honeybadger don't care
Ait. Ill do it when I get home :)
LOL
So did I make the right choice on choosing this over unity?
yes
It really came down to the interface for me
the nodes looked so bad in unity
You definately did
coolcool, im pumped to drop a crappy game lol
jk
But the animations from blender have been importing perfectly so im happy RN
texture etc>
P.S. if you guys ever need some music for your games LMK, i make mainly synthwave and cyberpunk stuff
Nice
https://youtu.be/e-VerFHggK8 heres a lil preview
I made this Animation first then made the song, should be dropping this week on all platforms. Social: IG @tsuj_music Twitter:https://twitter.com/3dtsujDesig...
Hey, I want to make an array of objects that another object can access.
How do I fill the array with those objects?
Get all actors of class?
would be better to avoid that function
(and be more specific with the question, context is key)
Why @wary wave ?
Oh
it goes through every single thing in your level
so the bigger that gets...
the slower it gets
Oh
its like this
all actors with tag would be even more expensive D:
all those string comparisons
Damn
Then I've got some code to change later
anyone here wanna optimize one of our artist's blueprints for me lmao, this blueprint alone costs 4-5ms on the game thread
How do you convert a Float to an Int? there doesnโt seem to be a toInt function
Just drag the float to the integer input @modern sinew
ok
because iโm trying to raise something in steps based on mouse position, which is given as a float
Oh itโs called Truncate
Eh, that particular bit of code already has problems, but with wifi out to my computer rn Iโm not gonna try getting help here until it comes back in the morning
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.
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
this is from one blueprint
it gets worse over time too because gc reacts to the insane amount of objects being made
Can anyone help me, I need help...
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?
For this assignment, I'm not allowed to use C++.
I need to do it by Blueprint.
@honest rune
@honest ermine Are you Spawning that object via SpawnActorOfClass?
yeah or that and its getting GC'd
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.
The objects that are spawned through here take in an array in the constructor.
Then you can pass values to it directly upon construction.
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.
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
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.
Is there a way to increase the texture limit you can use in a material? I need more than 16
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)?
Text files containing property settings for configuring gameplay or engine behavior.
looks to me like you have to take a good look at your material again
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 Show your material
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
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
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
how can i know the texture streaming poolsize?
@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
yeah your is fine the orientation part is what Brain mentioned ๐
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
he flat out said "behind the camera" ๐
I didn't make myself clear who I replied too though so, my bad!
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?
@woeful zinc Is a plugin preventing the editor from starting for you?
@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.
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
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 ?
anyone know the maximum number of gameplaytags you can have?
like, are thousands ok?
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
cool... GAS doesn't really fit my RPG event/quest system, so I'm thinking of basing it around gameplaytags instead...
sounds like a nightmare
I'm open to suggestions!
what are you using the tags for?
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
hmm.. definitely an option. I dont know then because Its your system. I know I would find another way but I dont know what ๐ฆ 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
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)
yeah if you really have a need for thousands of unique identifiers then tags might work
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
that's what tags are, no?
maybe is not worth it, i just trew the hot potato xD
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
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)
rip
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.
Quaternions themselves will never experience gimbal lock. That's the whole point of using them ๐
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.
Quaternions themselves wont experience gimbal lock. If you store data from them in euler space, those can experience it
Yes, it's about that. Do you mind if I PM you about this?
Probably not the best person. My math-fu is under 9000
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 ^
what are you trying to achieve?
how to enable chaos system in UE 4.23 ?
it told me to download from github, it doesn't exist
@grim ore thanks for the info on tags, btw!
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.
basically how to enable UE chaos system. is there a video tutorial yet ?
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.
oh snap. I thought I was in #lounge haha was like "why everyone so serious today?" ๐
anyone hero know how to enable Chaos engine ?
@grave osprey https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1641765-how-to-enable-chaos-in-4-23
Follow these steps to enable Chaos in 4.23 (https://docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/ChaosDestructionOverview/index.html) (new
the github page doesn't exist
sign in
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.
@fervent shale I think I get what you're asking for. Check out this wiki to see if it applies:
https://wiki.unrealengine.com/6DOF_from_Flying_Template
in that article, they are applying 6dof to the springarm
if I'm reading this right, the first step in this is about deleting the spring arm to make it first-person
oh ahah, my bad. I thought they apply to the springarm in that.
lol, no prob, I guess if I figure this out, I should make some kinda wiki page
my account linked to Epic Github the file stillnot exist ?
with account linked and signed in to github, navigate to that link again
what happens when you go to https://github.com/epicgames
and chaos is a large engine change so having it on by default might cause problems for the majority of developers
I wonder how large Chaos would make the launcher version.
is the rtx gi better then vxgi now ?
Around 150 gb ๐
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 ๐
it still beta ๐ฆ
@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.
there are 47 thousand files to uncompress and write to your disk?
Sassy today ๐
..... 1 hour T_T
theres still another 10gb of data to download as well once it's done, then a few hours to compile
good lord. i hope chaos out of beta
it wont be out of a beta for a while, it might get integrated in the main version and enabled next year
?
my animation wont work
You're using the UE mannequin. Set the mesh to the mixamo model you're using or retarget the animations
Is it better to buy assets or make 100% alone?
perhaps be a little specific about what is not working
it is getting added in the program but it dosent change when i move
its in the same position all the time
@ember notch it recomended to buy to save time
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?
its the blendspace
How have you setup the animBP?
Let's move it to animation and I'll try and give you some help
where?
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
@azure shore absoluteworldposition should not scale with any surface...
how do I get one of them? it doesnt show up by right clicking and typing
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
@azure shore you need to override the sun position to make sun light from below to make night
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
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.
๐คฆ
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
@drifting kayak #source-control
i don;t get streams either
i think i've used them only on Assembla
cause it's mandatory
What course is better? Unreal Engine 4 C++ course or a normal C++ course?
I'd learn regular C++ first
If you don't know C++, learn it first.
I wasnt actually using a directional light...
Oh
plus idek how to change direction, theres just that number slider for direction which doesnt seem to do much
That's how I got the skybox to show stars
Select it and rotate it
You'll have to fiddle with the intensity too
Cant remember if you have an option to show stars in the skybox. I may be thinking of another skysphere I have
sounds like goodsky
If you learn the basics of C++ then blueprints is easy to pickup
it uses directional light rotation for that
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
what are we trying to accomplish? The default Sky Sphere blueprint does do night and does have stars if you set the direction properly
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
thats weird, even to a default scene?
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
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"
So what's the problem
Step 1. Don't micro-optimize, get your stuff working
Step 2. Tell us your actual problem
never get to doing the actual game, just the code around it
So your problem is that you can't focus on developing your game? lol. I can't help you with that...
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
That stuff is outside my area of knowledge - sorry man
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
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
yeah i think it might be something along those lines
as you can see the tiling is just a mess
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
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?
anyone ever got this kind of crash and how to unfuck it?
You need to install the debugging files from the launcher then crash it again to get a usable crash report
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.
in the launcher, next to each engine version, is a drop down arrow. you can choose that, then options, then install the debug files
Just upgrading my project to 4.23 taking forever at 45% again. Must be the shaders I guess
Nice seamless transition from 4.22
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"
So this BP has a lot of problems, none of which I know how to fix- anyone want to help?
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
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.
@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
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...
/150*150 should make it move in 150 gaps, right?
Yep. Make sure you understand what truncate does
Z - (Z fmod 150.0) will do it too.
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.
That's what a tutorial said to do so ยฏ_(ใ)_/ยฏ
Don't always trust the tutorials, tutorials are made by humans too (for now...).
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 ?
by default
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
Start just logging stuff to screen if your not sure whatโs executing
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. :(
@modern sinew what is the actor you are doing this within, it has a model attached to it?
yes
if you drag the blueprint into the scene can you see an object?
I assume movetype is set to 0 by default
yea
if you drag it into the scene, and set its Z to 0.0, can you still see it
That puts it below the floor
so not visible then?
no
because the blueprint is setting its Z to 0.0
which is probably why you cant see it
oh
see the first setactorlocation
Z = 0.0
if you adjust that to above the floor level, it should then be visible
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?
depends on the scale i guess try tweaking that 500 value
But how do I account for it not affecting the Z, so that it stays where the mouse is even far out?
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
Where is it setting that?
the X 500
I'll try making that much larger then
World Direction multiplied by 500
thats 500 cm or 5m
if your world scale is different that will need to be adjusted yeah
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
whats your scene look like, a RTS type controller or first;third person
try 1000
Same problem as 500
camera is always looking down at the ground?
no, you can point it around wherever, and when I can get it to work, move closer and further
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 ๐
Planet Coaster and City Skylines manage just fine
I just want it to be always centered on the mouse, just, on the ground
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
Do you have a tutorial for that?
if the ground plane is just a flat plane, its a bit easier
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
do you know trigonometry?
heh, well its probably easier in unreal to just do a linetrace to the ground
since its a single blueprint node
From what tho
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
How do you get the angle tho
thats the "direction" vector
But how do you isolate the angle down to the ground
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
you already have the length of one part of the triangle, and two angles, its enough
one angle
not sure how to get the angle to or from the player rn tho
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
Still not sure how to do that. I found a simpler problem to solve tho
just drag in a linetrace node, connect the dots, when it hits the ground object you have the location
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
lots of line trace toots out there
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?
wut
*between them as in top-down
Guys, im having a problem that i dont know how to fix
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
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?
am i the only one who has a problem with epic games launcher's ue4 menu ? (its really laggy)
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.
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
Hi guys. Is it possible to reduce the margin in the editor interface?
Unreal Animation Update rate optimization looks like slow motion for me. is this right? or am i doing something wrong?
Hi, is it possible to get the height of landscape on a location other than using traces?
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 ?
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
true, i was following the endless runner tutorial from epic ๐
Epic have an endless runner tutorial?
In this video, we discuss the type of game that we're going to make and begin by setting up the player controls.
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:
yup, i'll try to do that, thanks
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
Since UE4 apparently doesnโt like large things, is there any downside to just making everything else really small instead?
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
Because I tried building a space station and UE just wasnโt having it
I'm having the same issue. With my question just above. My levels are too big for Unreal to like them
So iโm thinking just make the player tiny
Its definitely worth a shot. You could make a 4k x 4k map feel like its 5 times that size
explain "UE just wasnโt having it"
some symptoms might disappear if you make the player tiny, others will remain ๐
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
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
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
a space station is perfect for the "door loading screen" anyway ๐
Metroid Prime style
Hi I have a friend running into this issues: Unreal engine file does not have an associated app
I was looking through this on the answerhub but I can't seem to find UnrealVersionSelector.exe
https://answers.unrealengine.com/questions/579855/this-file-does-not-have-a-program-associated.html
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.
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.
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?
@viral sluice - no, the player would never move
the world does the moving, not the player
is there anywhere in here to specifically talk about chaos destruction?
@wary wave like a treadmill?
yeah, kinda
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.
@keen pawn #legacy-physics
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?
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)
what are the best places to get 3d Art and vector graphics i don't have the time to make my own
The store
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...
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
why not just use a looping timer?
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
@glacial pecan Is that the one ? https://github.com/mamoniem/UnrealEditorPythonScripts/tree/master/Assets
(Didn't test it myself though)
no, I think it was this one:
When a project has been going on for a while, through several prototyping phases, a lot of assets get created but then end up not being used anymore and just take
(thanks to @red idol )
Ah ok cool, will bookmark this
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. ๐ค
just a sanity check.. ๐
possible, but it's not common
What is better 4.22 or 4.23?
4.23 is too young to judge now
though 4.23.0 seems to have quite some issues (as kinda expected)
well, the problem was a bad cast node that showed no errors/colors. omg ๐ฉ
what would cause a basic plane to show with "holes" in at certain angles, in certain lighting conditions, e.g: https://puu.sh/EfX4E/f0250123a8.jpg
it only happens to extremely huge planes, viewing them at huge distance
there's nothing there
I want to create a ball with blueprints
u mean like a mesh spawner or some such
yes
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
@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
I have it now
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
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?
try disabling automanage camera in your PC
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?
Anuone know any stay home animation job
@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
@mossy nymph disabling automanage camera isnt helping :/ . here is a screen capture of the problem on a simple test setup
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
Well, if each section you showed, is an intro to a level
Add some fading
alwais nice
even if its very short
fading?
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?
anyone else using source built builds in a multi user environment
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
if fading is the only way ill try this, thanks!
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)
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
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.
but it's a possiblity?
possibility
I'm trying to link together an in game asset with information in a database
hi everyone !
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
you're a gentleman and a scholar brother
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?
@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
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
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
is there a more legit than others way of storing the data?
and anywhere I could read more about this magic?
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?
@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
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?
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
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
hmm, ok ill look into it, thanks.
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
sure, please do
How do I implement a basic loading screen system with menus using Level Streaming in Unreal Engine 4? Source Files: https://github.com/MWadstein/wtf-htf-Leve...
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?
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?
*your hourly rate?
Hourly rate will come out of all previous questions
I need help/hints understanding how to make a piston based system working
Generally you want to have a base rate then estimate using the factours youโve mentioned
@inner cloak Hydraulics and pneumatics ?
@light coyote Yes, that kind i think
@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
I tried but there are some concepts i do not grasp yet
Do you need to understand how it works,,, or just replicate ?
lemme show you a pic
3 pistons on this .. i wanna make something to have them useable
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 ?
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
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
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
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
like a steering wheel shaft turning makes the car wheels change direction .. etc
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
Here is another part of my project ...
Then you can move things, and if everything is properly done, you can do animations by just selecting something and moving it
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
is there a gpu-lightmass thing for UE 4.23?
For building?
yes
I believe, that is still the realm of plugins and external software.
https://www.youtube.com/watch?v=t82pNz7hLqw
@inner cloak
What are you using now?
