#ue4-general

1 messages Β· Page 534 of 1

carmine spruce
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retargeted from two different skeletons?

mighty field
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Yes, it will create copies of the animations mapped to the target skeleton

carmine spruce
#

leme try this all out

modern sinew
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@rotund scroll How do I make the vector point up? or make a new vector pointing up?

carmine spruce
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I retargted once I got rusty quick

mighty field
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Look up the docs

carmine spruce
#

you mean, the sacred texts...

mighty field
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@modern sinew vector(0,0,1)

modern sinew
#

I tried 0,0,10, and it didn't work

fierce hedge
#

Anyone know why the editor would be darker than plade mode? I opened a new level and took everything out and put directionallight and a plane ...its still darker in the editor than in play mode

mighty field
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Define "didn't work"

fierce hedge
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play mode*

modern sinew
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well, when I plug it into my Line Trace, it's not showing up, while my get actor vector did

mighty field
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"actor vector"?

modern sinew
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yep

modern sinew
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*forward vector

mighty field
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Ah

scarlet birch
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Forward is the X vector

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Up is the Z

modern sinew
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I know

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I'm saying when I plugged in the forward vector it worked, but not when I plugged in the new vector

mighty field
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Do you want the up vector relative to the actor?

modern sinew
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just in general

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because my turret is currently pointed up

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and I want a trace coming straight out of the turret

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Once I have a vertical trace, then I can mess with it

scarlet birch
#

You're being very unclear in what it is you're doing.

mighty field
#

Sounds like you need to read some basics on how vectors and Cartesian space works

modern sinew
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I have a turret, which is currently pointed up. I want a trace to come out of that

scarlet birch
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Put a socket at the end of the muzzle and orient it so it's X vector points the direction you want it to trace

modern sinew
#

Although I guess relative to the actor would also work

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probably better

scarlet birch
#

Then use that sockets forward vector as the direction of the trace

carmine spruce
#

sup Mike

scarlet birch
#

relative

mighty field
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It's no use if you don't grasp what vectors actually are, tho

#

@carmine spruce yes

rotund scroll
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@modern sinew what are you trying to do?

carmine spruce
#

@mighty field I forgot what how do I get the skeleton to show here?

scarlet birch
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Setup its pose, save it and apply it

modern sinew
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@rotund scroll Make a line trace come out of the turret in line with the turret

carmine spruce
#

which pose?

rotund scroll
#

align your turret's barrel with one of the axes

scarlet birch
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Its retargeting pose, in the skeleton panel

rotund scroll
#

then use get f/r/u vector plus offset for where the projectile should spawn

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or line trace

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whatever

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it's all the same

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sorry

scarlet birch
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The easiest thing to do is put a socket at the end of the muzzle and use its location and forward

rotund scroll
#

location of turret + f/r/u vector * offset

scarlet birch
#

You need to pick a rig (humanoid) setup the retargeting and then the pose

rotund scroll
#

sockets or whatever else, any scene component will also do

scarlet birch
#

Yeah, anything that gives you a transform

rotund scroll
#

but these are extra resources that aren't needed and you might as well not have them to free up performance

modern sinew
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Well I go back to check the original blueprint I had, just to find out that I cut it, not copied it 🀦

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So now something else is broken too

modern sinew
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Oh, it was climbing, which was broken anyway

rotund scroll
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a forward vector is a unit vector

scarlet birch
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Because forward is not a location

rotund scroll
#

so it's based around (0,0,0) of the map

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you need to get the actor's location

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and add the forward vector to it

modern sinew
#

Ok

rotund scroll
#

you're adding a forward vector

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location

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is not a forward vector

modern sinew
rotund scroll
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replace your forward vector with GetActorForwardVector and it'll be correct

modern sinew
rotund scroll
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if you want up, use the up vector not forward

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same procedure

scarlet birch
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That's not going to work like that

rotund scroll
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you need to multiply the unit vector by itself yeah

scarlet birch
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Forward is your direction, multiply it by the distance you want to trace and add it to the start location. That will give you the end location for the trace

modern sinew
rotund scroll
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so in your case if you want up

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it's

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(up * distance) + location

modern sinew
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(in the picture it looks horizontal but it's not

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@rotund scroll I plugged in the up vector instead and it gave me the same odd trace

rotund scroll
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then read what we told you to do

carmine spruce
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How do I make the animation play backwards???

modern sinew
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@rotund scroll I did, and now it's just not showing up again

rotund scroll
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the starting position should be location + up vector, end position should be location + (up vector * distance)

modern sinew
rotund scroll
#

you're multiplying by 0

modern sinew
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oh, right, one sec

rotund scroll
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check your stuff before posting here

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a little common sense goes a long way

scarlet birch
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Unless that turret never rotates that is not going to work

rotund scroll
#

step by step

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you can't unload all functionality at once on someone who isn't proficient enough to implement it at once

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unless your goal is for them to not understnad

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and just copy the work

modern sinew
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so rotating the turret won't change the vector, is what I'm assuming you mean?

carmine spruce
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How come Im not seeing any action in the BP, no wires are activating?

modern sinew
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@rotund scroll Will rotating a character not change the forward vector then? Because if they call it the forward vector and not the X vector, it would make sense that it would change

rustic panther
carmine spruce
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what should I does wit dat ?

rustic panther
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think about it, is unreal going to show you every instance of a blueprint executing?

rustic panther
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you have to select the instance you want to watch

rustic panther
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check it after play

carmine spruce
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thanks I appreciate it!

scarlet birch
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@modern sinew As long as you're using the root of the actor it should continue to work. That is often not the case.

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I would prefer to place a transform, either a scene component or a socket at the location the trace should come from. That gives you a transform that can be used for tracing start and direction, and also for spawning projectiles and/or visual effects such as muzzle flashes.

modern sinew
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Anyone know any good tutorials for wingsuits?

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There's one that just links to a text tutorial, but it seems like you just glide down, it doesn't show keeping momentum for going up

light coyote
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@modern sinew
That is a tricky one i gess.
Because the more surface area the wingsuit has, the more it would be affected by drag.

modern sinew
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Like an Elytra in Minecraft basically)

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But it doesn't change size, so

light coyote
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Try playing with drag see if you get any decent resoults.

modern sinew
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but I don't know where to even start on it

light coyote
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Are you using any default pawn ?

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I mean.
Does whatever you have, have a movement component or something ?

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Like, if you se in the movement component of a default ue character,,, it has lots of variables and things inside wich you can access and change.

modern sinew
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yea, modified thirdperson character

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@light coyote

carmine spruce
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I got a question

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why is this happening

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shouldnt it go through the branch?

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i think I get it

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it has to be almost instantaneous for it to go through, making it improbable, right?

light coyote
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@carmine spruce
Use print string node

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on output of false in the branch

modern sinew
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@carmine spruce Move the Set Off to the end of the Interacting branch instead

light coyote
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say something like, branch is false,,, or whatever

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to check 100percent sure

carmine spruce
light coyote
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if one of the bool is not set to true,, you suld see the print on screen

light coyote
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why are you setting it to true when pressed, and false when released ?

carmine spruce
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just a regular button

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like in halo 1, press x to pick up weapon

light coyote
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its just better in general, to set it back to false,, whenever what has to happen that that condition is suposed to regulate, happens,,,,, then set it back

carmine spruce
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everytime I try to do that, its too instantaneous

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and doesnt even render or do any effect

fierce forge
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Hello i want to make a game with a friend but him are at over 100km , i tried hamachi for lan but it doesn't work can anybody knows what i can do ? (multi user editing)

carmine spruce
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this is what I feel like when I code in blueprint

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@fierce forge becareful with multi user editing, he's gona steal your passwords nd shit

fierce forge
#

multi user editing is from ue4

carmine spruce
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what seriously

fierce forge
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yep

carmine spruce
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like multiplayer Ue4???

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woaaahhh

fierce forge
#

it's like scene fusion

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but from epic games

carmine spruce
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lets make a project together then

fierce forge
#

πŸ˜„

carmine spruce
#

how do I joiin your UE4 server

fierce forge
#

you can with lan or vpn

carmine spruce
#

lets make our own minecraft

fierce forge
#

but i don't know how to do this at distance

carmine spruce
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minecraft with guns

fierce forge
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what ue4 version do you have ?

carmine spruce
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4.22

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and 4.23

fierce forge
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multi user editing is much better on 4.23

carmine spruce
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dont you think 4.23 is still too buggy?

fierce forge
#

for me is not

carmine spruce
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i havent tried it since launch

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to be fair I barely had 1 problem too

fierce forge
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i don't find any bug

carmine spruce
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im down to make a game together bro

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when you figure it out DM me

fierce forge
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it will be hard

carmine spruce
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no doubt, but im looking forward to it

fierce forge
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i tried on two ue4 opened and it's worked

dim arch
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idk but every time I need to test my project on mobile I need to wipe the cache files in the project and rebuild

fierce forge
#

Hello i want to make a game with a friend but him are at over 100km , i tried hamachi for lan but it doesn't work can anybody knows what i can do ? (multi user editing)

surreal laurel
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I can't get it to work

idle garden
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@fierce forge that is a good question

ember notch
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Guys how do you learned blueprinting?

idle garden
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documentation, youtube and testing by myself by logic

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we can test it if you want

plush yew
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Hey guys i should ask something

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Should i buy Deathadder Elite or G403. I am middle handed and i am using palm my current mouse.

ripe saffron
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middle handed ?? you have 3 hands?

plush yew
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Sorry for my bad English

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Let me look translation

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I mean medium tall hands

ripe saffron
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ah ok ... I thought I was just old and out of the loop πŸ™‚

plush yew
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:)

foggy cipher
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anyone have the new patch for macos

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I don't have admin password and cant update

balmy night
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is there anyone that knows how to put azerty keyboard settings in UE4 (tag me)

ember notch
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Do i need to install Visual Studio 2019 with the Android IDE because i want to do Android games?

surreal laurel
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@plush yew I have a G403 and love it, but after 2 years \the middle click starts to have problems. Haven't tried the Deathadder Elite.

plush yew
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i have a g533 and i hate it

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@surreal laurel u mean scrool wheel?

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the mic sucks

surreal laurel
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Scroll wheel click, yes

plush yew
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sounds good tho

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Umm

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Is it still scrools fine?

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I dont even use scroll wheel for clicking

surreal laurel
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It scrolls fine, but when I click IN the scroll wheel sometimes it doesn't register

plush yew
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So scrolls fine but not clicking

surreal laurel
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The clicking worked for about 2 years, but then got worse

plush yew
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Not a problem thanks for the advice

surreal laurel
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no problem

plush yew
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Can i ask one more thing too

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How long is your hand?

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@surreal laurel

robust tree
plush yew
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So after clicking install button, nothing happens. Anyone else had same issue? How did you fix it?

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"Have you tried turning it off and on again" - Yes, i have.

dim arch
#

ye sometimes the server just takes forever to respond

plush yew
#

I have snow particle with material which has pixel depth in order to hide snow around the camera. I need to figure how to make system which help with hiding snow in buildings and when I will look through the window, outside and inside I will see or not see the snow ( weather effect) depends on side. Any ideas how can I make, but not by orthographic camera because I have heights.

dim arch
#

anyone know the latest android sdk/nkd supported with 422/423?

ember notch
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Should I start with Blueprints and then C++ or first with C++ and then Blueprints?

dim arch
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blueprints

timid pilot
runic iron
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@robust tree Love this quick tutorial format, subscribed and good luck !

plush yew
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I Think my engine install is busted? Or is there some user setting files needed to remove after fresh install?

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@plush yew
create a new windows user..
start Unreal engine and see if you still have the issue with the new user and new clean project file...
if it works its something with your user profile
if it doesent work then you can uninstall flush the install folders and app setting folders reinstall from the epic launcher

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^^^^^^^^^condensed version^^^^^^^^^^^^

wary wave
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or don't do any of that and check your EXP values (under the same menu as Lit/Unlit, IIRC)

plush yew
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yea, im not gonna do new user

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seems like it only does that with the 'dynamic grass system lite' that i grabbed on marketplace

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does same thing with 4.22 which i have used several months without issues

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but yet still, theres something wonky with my 4.23 install since i cant install that plugin that i mentioned earlier

rotund scroll
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@modern sinew the forward vector relates to the orientation, so yes the forward vector just picks up whatever values are on a unit circle to add a specific direction

ornate hamlet
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Does the UWorks discord server still exist?

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anyone got an invite if it does still exist?

leaden dust
spark sonnet
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Oh no

rotund scroll
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that is painful

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to look at

spark sonnet
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But what does it do?

rotund scroll
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inflict pain upon its viewer

balmy night
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how can i change the UE4 Settings so that i can use a azerty keyboard? (tag me)

snow jungle
rotund scroll
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guys

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pls

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stop

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I only have one pair of eyes I don't wanna lose it

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also have you heard of loops?

snow jungle
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Its a level name checker

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Loops would not work

rotund scroll
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put the level names into an array?

snow jungle
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Well

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Kinda thought of that late

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70levels

rotund scroll
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the only problem you can't solve by using indirection in programming is the amount of indirection

snow jungle
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I've already solved it

ripe saffron
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Jesus christ

snow jungle
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Turned all of those into 5 modules

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I can see why you thought it was a loop πŸ˜…

tardy mirage
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hello i'am new here

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is it posible to make a casino game with unreal engine?

balmy night
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how can i change the UE4 Settings so that i can use a azerty keyboard? (tag me)

mint sequoia
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Guy, seriously

ripe saffron
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We heard the first time

rotund scroll
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I dunno man, I feel like I need to hear it again

tall pendant
#

You may not engage in any activity with respect to the Licensed Technology, including as incorporated into a Product, (1) for any gambling-related activities or Products (as defined by law in the jurisdiction of use); (2) for operation of nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat; (3) in violation of any applicable law or regulation; (4) in which the Licensed Technology is rented or leased; (5) that misappropriates any of Epic’s other products or services; (6) in support of a claim by you or any third party that the Licensed Technology infringes a patent.  You also may not sell or grant a security interest in the Licensed Technology.```
snow jungle
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@tardy mirage you can make anything with unreal
First break down the mechanic you want
Then make them seperatly and then make them work together

rotund scroll
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it is definitely spam

snow jungle
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Well

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He wants his question answered

tall pendant
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so?

ripe saffron
#

If someone knows they ll answer

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No need for a new post every 10 mins

snow jungle
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He's repeating it so someone sees it

rotund scroll
#

repeating the same question over isn't going to get it answered though

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especially not 4 times in a row

tall pendant
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exactly

rotund scroll
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I mean seriously?

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are we 12 years old?

tardy mirage
#

@snow jungle oh ok great, thank you sir πŸ™‚

tall pendant
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@tardy mirage @snow jungle No you can't.

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see the EULA i just linked

tardy mirage
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i can't?

tall pendant
#

You may not engage in any activity with respect to the Licensed Technology, including as incorporated into a Product, (1) for any gambling-related activities or Products (as defined by law in the jurisdiction of use); (2) for operation of nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat; (3) in violation of any applicable law or regulation; (4) in which the Licensed Technology is rented or leased; (5) that misappropriates any of Epic’s other products or services; (6) in support of a claim by you or any third party that the Licensed Technology infringes a patent.  You also may not sell or grant a security interest in the Licensed Technology.```
#

pretty sure casino games are gambling

snow jungle
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Its gonna be a simulation

tardy mirage
#

so i can't make it is because on the legality and rule from unity right? not because the engine not capable of making it?

tall pendant
#

I dunno about Unity. This is for Unreal Engine

tardy mirage
#

meaning a game, any game with an ingame purchase (with real money) and a possible gaining Real money is forbidden ?

safe forge
#

What does the ScreenShotTools Plugin Do?

tardy mirage
#

@tall pendant err.... yes i meant unreal..... so sorry >.<

ripe saffron
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Item 1 in the eula

tall pendant
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Nope. If you do gambling however...

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having mtx is not a issue

tardy mirage
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what is mtx sir?

ripe saffron
#

Microtransactions

tall pendant
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^^

tardy mirage
#

errrr... and what is microtransactions meaning sir?

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sorry i new to game dev

ripe saffron
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Selling things in game after you release the game ... character skins for example

tardy mirage
#

oohhh

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gambling game in any kind of form is allowed by unreal right?

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i mean is not allowed

tall pendant
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Gambling is not allowed. Sir, thats a correct observation you just made.

tardy mirage
#

ohh ok

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thank's

glacial pecan
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Unity sells a special gambling license... not sure if Epic does (but probably because they like money)

austere whale
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help

spark sonnet
#

You ok?

upper heart
#

@tall pendant Thank you, spam taken care of

light coyote
#

What if you are stuttere er er er er er er erer

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Sorry, that was really bad, i know πŸ˜…

cosmic matrix
#

Hello,

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Anyone know what s the greatest way to go between DataBP or DataTable?

rotund scroll
#

structs

cosmic matrix
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@rotund scroll ?

rotund scroll
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@cosmic matrix ?

cosmic matrix
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Sry i think you speak to me ^^

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but that s not the case @rotund scroll

rotund scroll
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it was

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I just don't know what you want from me

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just replying with a "?" doesn't tell me much

mint sequoia
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How do I paint foliage on a skeletal mesh? It's skeletal so it can use morph targets, it doesn't move -__-

scarlet birch
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I'd look at how they implemented the foliage and start figuring out how you want to code the tool to do it.

mint sequoia
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Nah lol

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That doesn't make sense

rotund scroll
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I think foliage by default is set to not to move to conserve resources

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you may have to make your own foliage actor

scarlet birch
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I'm saying the functionality does not exist as is.

mint sequoia
#

That's absurd

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Also @rotund scroll you're misunderstanding the issue

rotund scroll
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so what is the issue

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ah

mint sequoia
rotund scroll
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you'd have to add it yourself yeah

mint sequoia
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Umm

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That sounds like a huge waste of time for something you'd expect out of the box

rotund scroll
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I mean

scarlet birch
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Seems like you know more than I.

rotund scroll
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the use cases are so few

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so I can understand why it's left out

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programming resources in a company are finite

mint sequoia
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Idk about them being few

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How else do you do this if not a skeletal mesh

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Its randomizing the morphs

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Can't do that with static mesh

scarlet birch
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on what? the landscape?

mint sequoia
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It makes no sense that the limiter to this system should be a checkbox that paints foliage on the damn thing

rotund scroll
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I think the case is that there are too many edge cases for it working with skeletal meshes

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like what if the mesh moves?

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what if it's cloth?

mint sequoia
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It doesn't make a difference if the mesh moves or not

rotund scroll
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the complexity of the issue is understated

mint sequoia
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You'd just paint it where it is on the frame you're painting it

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No I think you're reading too much into it

rotund scroll
#

I'm really not

scarlet birch
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Now you're describing runtime behavior

mint sequoia
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Umm

rotund scroll
#

but since you know so much

mint sequoia
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No lol

rotund scroll
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why don't you make it yourself?

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seems like it'd be a cake walk for you

mint sequoia
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Lol ok mr edgelord

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Don't respond if you can't help

rotund scroll
#

we're trying

mint sequoia
#

You're really not 😐

rotund scroll
#

you're being brash and arrogant

mint sequoia
#

Oook

scarlet birch
#

You're asking for help, and ranting about limitations of tool that are resulting from your approach , while being rude to the people most likely to help you.

mint sequoia
#

I don't care about your feelings, I'm trying to get help, if you don't know how to then just stop

scarlet birch
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You're not getting it from me. Good luck.

rotund scroll
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lol

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and you call me an edgelord

mint sequoia
#

I know I'm not getting it from you

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You aren't able to as you keep saying

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πŸ™„

rotund scroll
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I mean what do you expect when you insult the people trying to help you

mint sequoia
#

I'm not insulting anyone, you're choosing to be insulted, go away.

rotund scroll
#

how low is your emotional IQ

mint sequoia
#

You want to be insulted -__-

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Don't make this about personal issues

rotund scroll
#

then start bettering yourself

mint sequoia
#

Dude

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Grow up

scarlet birch
#

I could probably write a tool to do it in a few minutes. At its core it's a relatively simple problem about creating static mesh or actor instances.

rotund scroll
#

I am grown up, thanks

mint sequoia
#

No, mike, it isn't lol

rotund scroll
#

lmao

mint sequoia
#

I mean't in terms of maturity, obviously

rotund scroll
#

good luck

scarlet birch
#

I'm sorry, go ahead and teach me.

mint sequoia
#

If someone comes here with a question or concern and you don't know the answer then why respond

rotund scroll
#

dunning kruger in effect

mint sequoia
#

<@&213101288538374145>

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This shit doesn't belong here

rotund scroll
#

neither does your behavior

mint sequoia
#

No you're right, I'm the one with dunning kruger and you're the one with imposter syndrome

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Coz clearly you have all the answers

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Because no one would ever think to make a tool themselves and try to find a solution so they don't have to

rotund scroll
#

cool man

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good luck

mint sequoia
#

Nope

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You're an actual shit person

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Who goes around quoting a study

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To insult someone lol

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I didn't insult you, you just cried and claimed I was from the start and then insulted me

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  1. Cries about being insulted while not being insulted
  2. Insults someones intelligence
  3. Claims behaviour is unacceptable
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@rotund scroll πŸ˜†

scarlet birch
#

disengage, nothing good is going to come from this.

regal mulch
#

And apparently I can't count.

cosmic matrix
#

@rotund scroll Yeah u respond to me sructs

rotund scroll
#

it was an answer to your question

cosmic matrix
#

so with nothing more i don t understand ur response

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I m asking if it s gretter to use dataBP or dataTable cause lot of games using both so i don t get the + and - of those solution

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@rotund scroll

rotund scroll
#

oh I thought you wanted to link them from your question

scarlet birch
#

I have a lot of love for dataTables

rotund scroll
#

it depends on what you need for your specific project

#

if you have many similar things (e.g. like items in an rpg) then data tables are definitely worth it

cosmic matrix
#

ok why?

rotund scroll
#

because you can create new items very easily

#

and tweak them in a data sheet

cosmic matrix
#

But with dataBP too it s really easy

rotund scroll
#

rather than having to go into code every time

cosmic matrix
#

oh i see using excel or other tool

rotund scroll
#

exactly

tiny wharf
#

@rotund scroll are they good for managing a large variety of npcs based off a single baseclass?

regal mulch
#

I guess DataBPs (DataAssets or what you want to call them) come with some extra functionality, like allowing functions and inheritance (which Structs in c++ do too).
But overall, DataTables are more for just static, read only data that you fill in row wise, like spreadsheets.

rotund scroll
#

like a game balancer wouldn't want to enter into code to balance stuff

#

or a game designer for that matter

#

@tiny wharf potentially, yes

cosmic matrix
#

but with dataBP there is no need to go in code

rotund scroll
#

hm?

#

well BP is still code

#

in a technical term

cosmic matrix
#

Hmmm not really

regal mulch
#

What does this have to do with Code though?

#

And BP is code. It's C++ in visual form.

cosmic matrix
#

I got some basic weapons class etc...

rotund scroll
#

data tables are an indirection for managing massive amounts of data, just like databases

cosmic matrix
#

each master class got an implementation for the use case

rotund scroll
#

with structs you can import data table values easily into a class

cosmic matrix
#

but i got different type of each master class

rotund scroll
#

well yeah you'd still have class hierarchies

#

but you wouldn't need a new subclass for every type of weapon ever made

regal mulch
#

DataTables are really just meant to hold static data that you get based on a row.
The DataTable holds infos about x amount of equal items.

cosmic matrix
#

so if i herit from a master and just change value without coding more the engine open it like a data bp only

regal mulch
#

More complex stuff can go into DataAssets

cosmic matrix
#

which is really readable in my opinion

regal mulch
#

Just design your system the way you think it works best for you

rotund scroll
#

yeah

#

pretty much

#

functionally there is no difference, it's just how data is stored

cosmic matrix
#

I don t know what s the best for me 😦

rotund scroll
#

there might be some performance levying somewhere, but I'm not tech savvy enough to know that

cosmic matrix
#

yeah it s just how to store data

#

i see in dev kits that same type games using to different ways

#

it s why i m a bit confused

rotund scroll
#

in bigger projects data tables are always preferred

#

since the data can be modified independently

cosmic matrix
#

by using what method i can get perf issues?

rotund scroll
#

so data and logic are decoupled

cosmic matrix
#

Yeah i got that

rotund scroll
#

but if you're making a small project

#

it might not be worth it

cosmic matrix
#

In your opinion is ARK or Conan exiles are small projects?

rotund scroll
#

nope

#

but project size is also dependent on different factors

cosmic matrix
#

cause ark seams using data bp and conan data table

rotund scroll
#

like if you're making it alone or have other people

#

I think ark started as a mod, and the people might not have the expertise of the people working on conan

cosmic matrix
#

Hmm no ark seams to be made by high skilled people

rotund scroll
#

that's not an argument

cosmic matrix
#

An argument for what?

rotund scroll
#

seems

cosmic matrix
#

They worked on uncharted etc...

#

AAA games

rotund scroll
#

you're arguing against the point I'm making in that the people that worked on conan had better expertise

#

if ark started as a mod

#

it probably started using not the best methods since modders on average have less experience than professionals

#

so when ark became big, it might still have ran on legacy code

#

whereas conan was a project made to spec

#

so they probably started out with a more "correct" approach

cosmic matrix
#

Hmm ark is a stand alone game not a mod

rotund scroll
#

it started out as a mod

#

as far as I know anyway

cosmic matrix
#

for what game?

rotund scroll
#

ut

#

started out on ue3 as far as I remember

cosmic matrix
#

What is ut?

rotund scroll
#

unreal tournament

cosmic matrix
#

Ark survival is a mod for unreal tournament in the begining?

rotund scroll
#

I'm pretty sure that's where it started

#

as a total conversion

#

which was common before independent game engines were a thing

#

or at least more common

#

anyway

#

the point is that they might have started with a different approach because of the time, legacy code and expertise

#

whereas conan started out as a spec, meaning they knew the kind of game they were going to make, and the most important elements of them

scarlet birch
#

Ark is kind of a mess. It's fun and has been successful but it's not something I'd say to use as an example of how to approach things. I haven't looked at it in a while so that could have changed. Conan better made, but again it seems half finished.

rotund scroll
#

every game project turns into a mess at some point

#

but if you have a good starting point it might last longer

cosmic matrix
#

ok thanks

mint sequoia
#

Every inadequately managed game project does πŸ€”

safe forge
#

Hey guys, Can you put Material functions inside Landscape material?

scarlet birch
#

Did you try it?

safe forge
#

not yet

#

figured id ask around first

#

save some time

scarlet birch
#

I can't think of a reason why you couldn't

safe forge
#

yea but sometimes these things dont work the way you expect

vague plume
#

worst case id say just make a object manager blueprint that you just slap in the level or whatever that does it for you.

safe forge
#

Yea but then i couldnt use the landscape material right?

vague plume
#

you could use a manager blueprint to select the landscape mesh under a public static mesh var and then use the set material or set whatever you want from there. havent messed around too much with modifying values in a material to make it dynamic but im sure you could do it with some kind of a blueprint.

scarlet birch
#

That doesn't sound like a good idea.

vague plume
#

then you could feed the manager whatever triggers you want. its a bit messy as it would probably be better to have it act from the mesh itself.

#

but i dont know what you have so thats the only sure way i know you could do stuff to the mesh

safe forge
#

@vague plume I done some dynamic material stuff yea its fine with a blueprint, but landscapes are different its kind of like a built in instancing system πŸ˜‰

#

so i dont want to add stuff that might not work 😭

vague plume
#

for my characters guns its a child actor that has a switch weapon and skin command that changes the mesh or materials applied to the mesh on command

safe forge
#

nice 1

vague plume
#

cat is a supporter of skynet

#

bring forth our ai overlords

regal mulch
#

Yeah, 14 weeks old and already planning to take over the world

scarlet birch
#

You had me at AI overlords.

rotund scroll
#

I mean they can't possibly be worse than human overlords

modern sinew
#

There's actually an Asimov story where an AI is elected president (of the world?) and solves a bunch of problems

#

Double checked, yes, of the world)

#

Altho on double-checking, evennnntualy the AIs take over to keep humans safe "from themselves", but it works well for a while before ^-^" )

scarlet birch
#

Is there a better way to do this? I have events on different graphs and I set bindings on begin play by calling those set Events.

light coyote
#

If its to fire an event in the level bluprint, from something happening in a bluprint,, its ok

scarlet birch
#

These are responses to changes in character state in the character. I'm wondering if there's a better method for setting them. It seems convoluted.

mossy nymph
#

there is a shorthand

#

but only if the event dispatchers are inside an ActorComponent

#

on a CDO

#

then they subscribing would be equal to selecting a PrimitiveComponent inside the BP, scrolling down below its DetailsPanel and clicking the + button for say OverlapEvents

scarlet birch
#

CDO?

mossy nymph
#

class default object

scarlet birch
#

ah

mossy nymph
#

with BP only means you added the component with add component button

#

and didn't spawn it in runtime

scarlet birch
#

I'm not following

#

I'm not sure what you're suggesting

mossy nymph
#

what part is unclear?

scarlet birch
#

What is it you are suggesting

mossy nymph
#

well, in your particular case

#

you're calling an event dispatcher in the same class you're adding a handler in

#

which is kinda reedundant

#

instead of calling the dispatcher for OnEndNegativeGravity and subsribing an event to handle it

#

you could just be calling RespondEndNegativeGravity directly

#

and calling a dispatcher from the event

scarlet birch
#

For this, I have things that need to happen when the character is falling. But there are many things that can happen that negate gravity, if that happens then the gravity timers need to reset and restart when gravity is no longer negated. The reason I chose a dispatcher was it is easy to manage in one place and have it called by anything that causes gravity to be negated.

#

Ah, I see.

#

I see, what you are saying

mossy nymph
#

yeah, and it can call the event that calls the dispatcher

#

and does the handling of it inside the character as well

#

instead of calling an event that calls the dispatcher that character subscribes to with an event handler

scarlet birch
#

I get your point.

mossy nymph
#

there are not many reasons for an instance of the object to subscribe to its own event dispatcher

scarlet birch
#

I get your point. With this though, it is possible other actors may have to respond when the player changes from negating gravity to not or vice versa.

mossy nymph
#

other actors wouldn't know the difference

#

at all

rotund scroll
mossy nymph
#

that is alternative to the + button below details panel of ActorComponent btw

rotund scroll
#

that gives you an event dispatcher without tangle

#

yeah

mossy nymph
#

yeah, his dispatcher is inside the same actor thats handling the event

rotund scroll
#

but

#

why?

#

is it because it needs to be dynamically unbound and rebound?

scarlet birch
#

That was his point. It is redundant.

mossy nymph
#

even that could be handled with a boolean and a branch instead of (re)binding

rotund scroll
#

very true

scarlet birch
#

Part of my concern is keeping it easy to manage and work with even as an unknown number of player classes and skills are going to be added down the road. I'm going to think on what you've suggested.

rotund scroll
#

don't get lost in the forest of indirection πŸ˜‰

#

is it legal to branch inside a pure function?

scarlet birch
#

To be honest, I recognize the points being made, but I'm not likely to change it. It's easy and clear to follow and lets me have other actors bind to the event when they need to respond to it too.

rotund scroll
#

do whatever you feel comfortable with

ashen ermine
#

Just a quick question, does anybody know if gameplay abilities are going to get an ui/blueprint version any time soon?

scarlet birch
#

I might get rid of the bind though, and then call the dispatcher from the response event and rename the event something more appropriate

rotund scroll
#

if you're using multiple actors with a reference, you can always try the stuff I posted in the screenshot

#

it' absolves you of the tangle

next badger
#

assuming it's a plugin answer is no

ashen ermine
#

oh, missed that channel, sry πŸ˜› thx Alex

halcyon flame
#

does anyone know how to handle LODs/complex materials with huge props?

I want to make a huge asteroid that you can fly through which ideally wouldn't have all of the separate pieces at LOD0 just because some part of it is taking up a ton of screen space

radiant haven
#

Is tehre an option to turn up the master volume of the game?

scarlet birch
#

You use audio classes and sound mix. You can look over the docs or there's tutorials walking you through it.

ancient lotus
halcyon flame
#

maybe it can be a feature

ancient lotus
#

is it a bug or a feature?
yes

midnight bolt
#

hello, i have huge problem with baked in static lighting. i have map geometry splitted into many many parts, i have set lightmap res to different values, but i could never get rid of the black cover on all my meshes. i tried different normals/tangetns import settings, nothing really works. can someone please a look at sample mesh for me and see what is wrong? i tried all kind of troubleshooting within UE, please start with looking at the model first

light coyote
#

@ancient lotus He literaly has a weapon between his legs πŸ˜…

ancient lotus
#

where they never expect it

light coyote
#

@midnight bolt
Is the material in opace mode?
Have you tried putting something else to make sure it has nothing to do with the scene ?
Read well the description of the 3 types of lights.

midnight bolt
#

i have noticed that setting uvindex to one lower kinda fixes it? need to try it out with full map, but that means lots of UV index change to my meshes,. i'm not a total newbie, and never had to change my indexes, and my workflow stays the same. normally i hvae them covered with standard textures, like bricks, concrete etc, nothing exotic, as base as it gets. all my meshes from that project are full black after building.

#

however the uv looks correct on last one, and one lower looks like it's missing some ...

marsh swallow
#

So researching this doesnt seem to turn up any answers, so maybe someone here can help me out on this one. it seems pretty common. AI is pushing my characters around and bouncing them into the air.

#

Its when their animation plays it pushes me back

lyric blade
#

Hey guys, I'm working on my first game, and I'm currently trying to make a very simple top down shooter. The player is a simple UFO I made, and all movement including levetation is physics based. I'm trying to setup the camera right now and I'm having issues figuring it out. I want to make my player move based on the direction the camera is facing. The camera is currently on a SpringArm which is attached to the player. So all rotation applied to the player moves the camera. I do not want this. I want the camera to follow the player which rotates individually. If anyone could simply point me in the right direction that would be awesome.

mossy nymph
#

swap the springarm to use world instead of relative rotation

lyric blade
#

Thanks, glad it was that simple lol

#

@mossy nymph

golden locust
#

Hey, quick question.
For UE4, what does it need more of
CPU
GPU
VRAM
Running a 2200g, and 970
(Swapping to 3600 at christmas)

#

More specifically borderlands 3

carmine spruce
#

@golden locust does this answer your question?

golden locust
#

Not really

rotund scroll
#

lmao

ornate ice
#

Hey anybody knows how to replicate

#

the Diablo 3 movement controller

#

with game pad

chilly crag
#

you mean rolling backwards/left/right/forward and having a slight delay between those moves ?

#

@ornate ice

#

or the entire move set ?

kindred crag
#

I have used UE4 for so long but I keep forgetting what the actual cursor is called lol

ornate ice
#

like alwas facing the side the joystick is heading

lyric blade
#

You mean moving in the direction the camera is facing?

ornate ice
#

no

#

like if I do the joystick right the player rotates

#

and move to the right

lyric blade
#

oooo

ornate ice
#

if I do left it rotates facing left and move to the left

lyric blade
#

face the direction the stick is facing and move that direction

ornate ice
#

if I make a half moon it does so with the rotation too

#

there I have the movement

kindred crag
#

ooh yes its called the scene gizmo

ornate ice
#

the rotation part is what I don't get how to

chilly crag
#

oh god i can't remember the camera moves in diablo 3 with a game pad =x

ornate ice
#

the camera does move

#

but I'm not interested in that

#

mine is fixed

#

for now

#

xD

plush yew
#

Hey guys someone know how make a good night mode like the game Hunt Showdown ?

lyric blade
#

@ornate ice "SetActorRotation"????

#

maybe??

ornate ice
#

mmmm

#

not working

ashen eagle
#

I'm having a strange issue with regards to setting "SetActorLocation". Doing a float lerp, but it's between an actors "GetActorLocation" and another actors "GetWorldLocation" ... what is the difference between the two? I dont seem to have an option to "GetActorLocation" on the other actor, only "GetWorldLocation".

simple summit
#

Is there a way to export a material's structure in UE4 to a text or image file? i need help reconstructing a "Blend" Material without breaking references to the Bled Node, so i can use Parallax

#

Bump Offset Parallax

summer turret
#

guys how do i spawn the starter content stuff? like there is a chair in starter content but i cant spawn it

weary basalt
#

@summer turret The chair is not a class in and of itself. It is whats called a Static Mesh Actor. The Static Mesh is the set to be the Chair.

#

If you want to make the chair its own class, create a Blueprint. Add a Static Mesh Component to that Blueprint and then set its Mesh to be the Chair.

summer turret
#

so i cant spawn static meshes i can only spawn classes?

weary basalt
#

You can spawn Actors. Actors can be subclassed, which allow you to create different types of Actors. One of those being a Static Mesh Actor. A Static Mesh Actor can be used to visualize a Static Mesh within the Level.

#

Review the Blueprint documentation Epic has laid out.

summer turret
#

okay thanks for the help

silk sleet
#

What are my options for voxel engines that can do procedural generation (hopefully for free / try for free)? I know of VoxelPlugin and VoxelFarm but wanted more suggestions

#

Basic procedural noise voxel maps, essentially

abstract relic
#

Aside from those two? Make your own basically.

slate orbit
#

Is anyone here a developer who is familiar with the steam platform? I was looking at the metrics of my game and noticed that I had almost 300,000 copies of my game given out for free between may 11th and 12th. (my game is a dollar). does anyone have any knowledge regarding this?

silk sleet
#

@abstract relic *shoots self

abstract relic
#

you do realize you can try out Voxel Plugin for free?

silk sleet
#

I accidentally my entire project in 4.23

#

And he hasn't rolled out (free) support for 4.23 yet and I don't got 300 dollars

#

Soooo also if anyone has some tips for downgrading to 4.22....

slate orbit
#

If you decide to make it yourself, I've found when I've done voxel stuff that Hierarchical ISM's worked really well

abstract relic
#

Wait or roll back 🀷

silk sleet
slate orbit
#

Is that something you did?

silk sleet
#

yeah

#

I just got worried about scalibility

slate orbit
#

Whoa thats really cool looking

silk sleet
#

hey thanks!

next badger
#

@silver crown any plans to roll out 4.23 support for a GH version?

silk sleet
#

well does anyone know how to roll a whole project from 4.23 to 4.22? Or how to get my migrated 4.23 assets to show up in my new 4.22 project?

next badger
#

@silk sleet assets from 4.23 can't be backported to 4.22

#

except exported and imported back

silk sleet
#

I haven't tried an import/export so I'll look into that

next badger
#

it's a huge pain in the butt i'd say

silk sleet
#

but when I did the 'switch UE version', all the 4.23 assets (aka all of my assets) just didn't show up, even though the file structure was still there and the .uassets were there in Explorer

#

am I better off just manually remaking every single asset in the new project? Looking at like 20 assets 15 classes

next badger
#

you can only switch UP...or between sibling builds

silk sleet
#

I figured

#

Darn πŸ…±

modern sinew
#

For some reason, when I was working on unrelated code (for my turret), now my player vibrates rapidly when strafing- any clue what happened?

silver crown
#

@silk sleet @next badger I guess I really need to take the time to do it now that 4.23 is out :)

scarlet birch
#

Yeah Voxel Plugin is nice. I haven't looked at it in a long while but I remember the code was easy to follow and it worked well. And he's added a ton of stuff to it. If you're making a game like that I can't see going wrong paying for it.

rotund scroll
#

has anyone figured out a way to make gravity still work while movement mode is none in character movement?

scarlet birch
#

apply the force manually with a timer?

rotund scroll
#

so there's no other way than that?

modern sinew
#

My LineTraceByChannel isn't recognizing my player, why?

rotund scroll
#

try debugging it @modern sinew

modern sinew
#

I have a debug line

rotund scroll
#

I mean actually debugging it

#

with breakpoints

modern sinew
#

It's recognizing the TemplateFloor

#

just not the ThirdPersonCharacter

rotund scroll
#

but

#

it could be collision channels

modern sinew
#

??

rotund scroll
#

not being set up properly

#

like what channel are you tracing by

modern sinew
#

Visibility, should I set it to Camera? That's the only other option

rotund scroll
#

try linetrace for objects

#

but to be fair it should work with visibility

#

ah

#

I see character mesh is set to ignore visibility by default

#

you could try camera

#

but in general check your collision settings

scarlet birch
#

I don't know. It's not that bad to apply it manually though. You could trigger it on/off with the movement mode change. It's the simplest way to implement it I can think of.

#

You can get the current gravity force from the character or character movement I think. then just apply it.

modern sinew
#

How do I change the "is set to ignore visibility by default"? @rotund scroll

rotund scroll
#

@scarlet birch I was hoping there'd just be a checkbox to re enable it

#

change the collision channel

scarlet birch
#

ah, I don't know about that

rotund scroll
#

go into collision settings for your mesh

#

and set it to whatever you want

scarlet birch
#

I'm overly OCD about managing forces and movement. I tweak every little thing about it.

rotund scroll
#

I prefer very simple, lazy init solutions

#

efficiency is everything

cloud wasp
#

Anyone know how to delete the prefix added to my fbx ive imported I exported around 20 objects from blender to PropItem.fbx and now when i import them they all have the prefix PropItem any way i can fix this?

modern sinew
#

Ok, now it's recognizing the ThirdPersonCharacter, but this is still not setting the state to one @rotund scroll

rotund scroll
#

@modern sinew I don't know your code, but you should learn to debug it yourself instead

#

then you don't need to ask for help for every step you're taking

modern sinew
#

I debug the stuff first, and post what I can't figure out here

#

This should work

rotund scroll
#

well I don't have better answers than you

#

you can watch the variables

#

to see what happens to them

modern sinew
#

I have a print string constantly outputting State

#

that's how I know it's not working

rotund scroll
#

I wouldn't trust print strings over properly debugging

modern sinew
#

That's how people told me to debug and it's worked so far

rotund scroll
#

debugging for values won't lie to you

#

print strings might

#

your choice

scarlet birch
#

That ==, does it return true for type or instance?

#

I don't think it should work as is

#

Plug a reference to the instance you're testing against into that unlinked pin on the == node and see if it works

rotund scroll
#

it does return true for instance

#

usually

scarlet birch
#

But he doesn't have an instance plugged into it

rotund scroll
#

no but it's written into it

scarlet birch
#

So it's true if type is the same?

rotund scroll
#

yeah as far as I know

#

but

#

again that's something that you can get to know by debugging

#

🀷

scarlet birch
#

I'm going to look at the code. I didn't think it worked that way

#

Yeah no.

#
{
    return A == B;
}```
marsh swallow
#

I have no idea why i cant find a tutorial/KB on how to create a Gradient faded border for UMG.

#

anyone have one?

scarlet birch
#

Yeah a break point on each part of the branch would have narrowed it down pretty quick

#

@marsh swallow There might be better ways , but I'd just great a grayscale image in Photoshop and tint it in the engine

marsh swallow
#

oh i have the images already

#

i cant make them work

scarlet birch
#

Umm

marsh swallow
#

i should say i am awful with materials. πŸ˜‚

#

oh you mean just using a transparency

#

i need to ultimatly animate this, so it has to be a material

scarlet birch
#

I think it's backwards

rotund scroll
#

are you reimagining the big bang?

marsh swallow
#

ha. something like that

rotund scroll
#

use the alpha

#

or desaturate the rgb

#

and use that as an opacity mask

scarlet birch
#

That's a pretty defined edge for a fade too. It's going to have a sharp edge

#

Is that the background for a UMG panel or are you trying to make a border for the screen?

marsh swallow
#

a border for the screen

rotund scroll
#

you can try and use the power function to fade the edges

#

but honestly you're better off doing it in photoshop or whatever

scarlet birch
#

You need to reverse the black/white and then just multiply it by a color

marsh swallow
#

is that what it is!

#

my black and white is reversed

runic narwhal
#

Getting consistent crashes upon building lighting. Literally just grass and a heightmap in the project. Any tips?

#

Seems to be tied to "using landscape lightmap" in the Landscape grass type. With it on, it crashes reliably. Off, it builds fine.

rotund scroll
#

then turn it off?

runic narwhal
#

😏

#

Is there benefit to using the landscape lightmap?

ornate ice
#

Hey People I got a problem here with my character controller

#

does anybody have an idea what's going on

warped tangle
#

@ornate ice your issue is definitely that 180/-180 flip. Not sure the best way to solve that other than using an absolute and adding in something to solve for left vs right so you never have negative rotation that could flip to positive

scarlet birch
#

Put a check in the little box that says use shortest path

#

on the lerp node

ornate ice
#

Looooooooooooooooooooool

warped tangle
#

Or be smart like Mike

ornate ice
#

That worked perfectly

#

Thank you Mike and @warped tangle

scarlet birch
#

I actually learned that the hard way. I wrote a function to do it before someone else pointed that out to me

warped tangle
#

lol at least Mike came along, or else you'd been all BP soup trying to figure out wtf to do

#

based on my suggestion

scarlet birch
ornate ice
#

Jajajaja

#

Holy fuck

warped tangle
#

lolol

scarlet birch
#

Spent at least a day figuring that out and someone on the facebook group was like "why didn't you just click use shortest rotation?"

warped tangle
#

And you answered "because I DONT DO THINGS THE EASY WAY DAMNIT"

warped tangle
#

lol

scarlet birch
#

The lerp node uses quaternions under the hood though.

#

This is where I got the math for it

warped tangle
#

Not sure I understand why some stuff uses Euler and others Quats....and some do Euler to Quat and back to Euler under the hood?

scarlet birch
#

Ξ΄=(Tβˆ’C+540Β°)mod360Β°βˆ’180Β°

warped tangle
#

No personal knowledge, just watching some stuff on here and some of the answers saying that. I could be wrong

#

why +540

scarlet birch
#

magic

warped tangle
#

lolol

ornate ice
#

holy fucj

#

thast pure dark magic

scarlet birch
#

It's a rotation and a half. I forget the why

warped tangle
#

yeah that's what I'm trying to understand

#

but great gif on there

#

I'm bookmarking this for later

scarlet birch
#

YEah, The math section on stack has some great stuff all over the place.

warped tangle
#

I've dove in a few times and come out like like went through a blender. Definitely take it in small doses, but it is super interesting to understand the backend/under the hood

scarlet birch
#

I think I used it for a physics pawn movement

warped tangle
#

used what, a blender?

#

please do tell

scarlet birch
#

No that function

#

I wrote a physics based character movement

warped tangle
#

when you say physics based character movement....

scarlet birch
#

pawn movement

warped tangle
#

You talking about doing it with no collision capsule, using a simulated mesh and it's collisions?

scarlet birch
#

No, a pawn with a capsule, mesh and movement equivalent to character movement using phsyics

warped tangle
#

ohhhh gotcha

#

so using floating pawn movement instead of character movement

#

just out of curiosity what was the reasoning to not use character movement?

scarlet birch
#

I'm not sure the video posting etiquette but I can DM you a link to a vid of it.

warped tangle
#

yeah for sure, I'm curious

scarlet birch
#

It was when I first started using UE though so a little rough

warped tangle
#

I'm not going to judge you lol

broken parrot
#

Is there a good pattern to loop over values in a struct for assignment at runtime?

#

Something sort of reflection-y

kind dew
#

anyone tell me why its hopping into that animatino

#

i am attaching it to a socket after that mounting animation finishes

#

someone plssss ive been at this since 2pm lol

untold epoch
#

@kind dew I think its a root motion issue, try to disable root motion on the riding animation

kind dew
#

@untold epoch thanks for replying , sadly that didn't fix it :/

#

idk if that helps

untold epoch
#

Can you send me setting for riding animation?

kind dew
#

of course 1 sec

ornate ice
#

@kind dew thats a smooth animation on that horse

kind dew
#

yea if only i can get it to work lol

#

its from a pack

noble barn
#

Git is driving me insane

sand spear
#

Any idea what's wrong between windows & nvidia updates? each time after new windows update my Auros 1080ti ran into problem this time its worst, after unsuccessful windows boot i had to remove the vga then by using onboard vga, i removed all the nvidia drivers & also updating the bios, now i can boot into windows with my 1080ti & new drivers are installed but pc is slow sometimes & after opening UE4, GPU usage goes up to 100% & I can't work with the PC! Any ideas how to fix this problem?

fallen marten
#

@kind dew I put a reply in GDL to consider

#

@sand spear welcome to the never ending saga of windows 10 bullshit haha - latest update made it so my laptop wifi adaptor has to be disabled and re- enabled each time i boot up from hibernate - it's a total mystery

sand spear
#

@fallen marten That's not a real problem, I see somany these kinds of problem with win 10, the real problem appears when you can't work with your PC 😩 I think I must download & reinstall windows again πŸ’©

fallen marten
#

Any problem is a problem - windows shouldn't mess with your shit

lyric blade
#

Mac doesn't have those issues 😊

#

Although they dropped OpenCL because they've replaced it with Metal

modern sinew
#

for some reason that I cannot figure out, my object is rotating when it's not supposed to

glacial pecan
#

@lyric blade soon though, it seems like Apple won't allow you to launch your builds without them pre-approving them first, so god knows what developers will do then...

#

turning MacOS into iOS 😦

pulsar badge
#

Hey, got a question is there any thing that you know that I could get leaked assets from the online store? For Unreal engine 4? For my personal use 😁

#

Just don’t have the money for anything.

chilly crag
#

looking at 3 bubbles on the blueprint
mind is hazy
no sleep last night
breathing heavy
palms are sweaty

light coyote
#

I feel like apple is closing the doors.
Is like buying a glass with a special filter that only allows you to filter in the manufacturers products.
Best i heard is that the good thing is that is compatible with the rest of apple products.

Of course xD, it should be with the rest of products.
The rest of products are not with it because of them closing doors.
Imagine every tv manufacturer making theyr own cable so that you have to buy their dvd.
And then say i like it because its compatible.

modern sinew
#

Is setting up a global leaderboard hard?

chilly crag
#

well apple is sitting on billions so... they do what they want and won't change until people force them to

modern sinew
chilly crag
#

sorry >_<

modern sinew
#

not mainly you

chilly crag
modern sinew
#

None of the channels outside here really get any activity lol

chilly crag
#

oof lemme check then =3

#

but beware i'm a noob πŸ˜‚

light coyote
#

@modern sinew
Make it work localy first.
When you know how to do it.
You will have to implement getting the information from a server.

Or look for a plugin.

chilly crag
barren coyote
chilly crag
#

it's for the rigs on your character πŸ™‚

barren coyote
#

Yea, where are the buttons or options in 4.23 version?

chilly crag
#

i'm looking into it πŸ™‚

barren coyote
plush yew
#

rip

dim plover
#

I think it's been replaced by the options button dropdown right above rootbone.

barren coyote
#

yes, therer is an option thjere to make it visible, thanks

chilly crag
#

during this time was already looking how to use control rig ok i was lost thanks πŸ˜‚

modern sinew
#

I'm watching a Particle System tutorial and they have Source and Target blocks, where do you find them? I can't :/

serene birch
#

are you looking at a Cascade or a Niagara tutorial?

cloud minnow
#

We've made a mobile game, but it is requesting permissions such as access to photos etc which we do not need or want. Is this controlled in UE4? not sure how to stop these permissions needing to be accepeted

dusty marlin
#

Hi guys, I have a problem. I would like to develop a product on Nintendo Switch but I can't find any documentation. I had the authorization from Epic and Nintendo, and I have a dev kit, but I don't know how to use joycoins on UE4 and I need some information on Switch's hand gestures.
Do you know something about that? Thank you very much guys πŸ™‚ !!

wary wave
#

@dusty marlin - nobody can help you in here because the information you're asking for is covered by the NDA you should have signed

dusty marlin
#

@wary wave Got it... So how to learn to develop something on Switch if nobody can tell anything? XD Should I ask Epic itself some help? Thank you πŸ™‚

wary wave
#

well, Epic's UDN is generally reserved for paying customers

#

but the forum does have a Switch section for approved developers, so you can try there

#

the forum console sections don't get a lot of traffic though

dusty marlin
#

Ik 😦

#

Thank you guys

modern sinew
#

@serene birch just the basic particle system that you can make where you make classes and widgets and stuff

real mantle
#

Hi guys, is startmoviecapture still suported? I only need to capture video in PIE. If yes, do I need to add something to the command? It doesn't look to be saving anything

chilly crag
#

@dusty marlin did you already get the version for console devs ?
here is the link if you don't and sadly i can't check it out since it's not free =x (i don't have a devkit)

serene birch
#

@modern sinew if you don't understand the difference between Cascade and Niagara, I don't think you can get it working right

#

UE4 is rewriting it's particle system from Cascade to Niagara

#

it's no wonder that some tutorials on Cascade won't apply to Niagara, or reverse

modern sinew
#

@serene birch It’s not that I don’t understand the difference, that’s a separate matter. It doesn’t list either such name

chilly crag
#

And cascade is the old system for particles ^^

serene birch
#

the idea remains indeed, that since there are two particles system in UE4, if you don't tell us which one you are using, it's harder to give help about them πŸ™‚

chilly crag
dry shuttle
#

I need a little help with procedural foliage. I went through the steps to make the spawner, got all that working and can harvest trees and rocks. my trees work fine but the rocks on the other hand I'm having trouble with. One rock harvests fine but the send one I made when hit the first time it's okay but every hit afterwards is messed up, as in the second time you hit the rock it will count as 2 hits and the third hit will count as 3 hits and so on. Not only does it do this but the sound gets louder and louder, I have checked and rechecked the settings and they match the first rock beside the mesh and name. Does anyone know why it would do this?

chilly crag
#

did you try to debug it in the blueprint and do a step by step after to see how the blueprint "behave" when you are ingame ?

#

can you show the content of the bp you use for the weapon your character is using ?

dry shuttle
#

forgot about doing the debug to see what happens

chilly crag
#

it's ok ^^

dry shuttle
#

The blueprints I'm using are form the Survival game kit in the marketplace Im using that as a starting template if that helps out

chilly crag
#

i'll look into it in 15 minutes ^^ brb

vale bison
#

anyone know when the next time the marketplace gonna discount some asset?

dry shuttle
#

They are always discounted them and every month they change what ones are free

hearty cosmos
#

Does anyone that specializes in 3D rigging know how I can delete "extra" geometry from a rigged mesh and import into UE4 without any issues

#

extra geometry as in extra hair, or a head accessory that I want to remove

chilly crag
#

@dry shuttle i'm back sorry i can't check the bp for the survival game kit it's not free =x

#

@hearty cosmos did you try to import and use the rig system embedded to unreal ? πŸ™‚

hearty cosmos
#

I'm not sure whats going on but when I delete the hair polygon off the head, the head doesn't import into UE4 or 3DSmax, only the body does

#

I get the missing bones from bind pose message

#

I have a work around I can use (just make the hair invisible in UE4) but it would be nice to know how to do it properly

chilly crag
#

are you using blender to create the character ?

#

or just 3dsmax to create it and import it after in unreal ?

fierce tulip
#

sounds more like they have a model, not made by themselves, and having issues with it.

chilly crag
#

sounds like it yes

fierce tulip
#

always a hassle hehe

chilly crag
#

@hearty cosmos i found something but it's for a character created and edited in blender and then imported to unreal

dry shuttle
#

@chilly crag it’s okay I’ll figure it out somehow it just boggles the mind how every setting is the same except for the mesh

hearty cosmos
#

yep someone elses model, but I dont understand why its a big deal to just select some faces, delete and import into UE4

#

I don't use blender but thanks for the help!

fierce tulip
#

if its rigged and then edited it can sometimes mess up, but thats about as far as my own experience with rigged models goes

hearty cosmos
#

πŸ€” INTERESTING

chilly crag
#

i'm going to look for an answer tho i'm interested too πŸ™‚

hearty cosmos
#

TY!

#

the work around I'll have to use is to just assign a texture to the geometry and then make it invisible in ue4 alex

chilly crag
hearty cosmos
#

ok thanks ill try it!

chilly crag
#

@dry shuttle do you have the same bug when you shoot the ground or a tree ?

dry shuttle
#

The trees work fine

chilly crag
#

when you shoot a rock the rock is fragmented by the shot ?

hearty cosmos
#

@chilly crag @fierce tulip I was able to get the mesh to import omg! thanks! I also had to select all meshes in maya and "delete all by type - non deformer history" Thanks for help! 😘 πŸ‘¨β€β€οΈβ€πŸ’‹β€πŸ‘¨

dry shuttle
#

No i don't have any fragments coming off at all neither tree nor rock

chilly crag
#

o7 np πŸ™‚

#

but only the rocks gives this bug >_>

dry shuttle
#

yea

#

one rock works the way it's supposed to to and the other gives this bug

chilly crag
#

because the projectile pierce through ?

dry shuttle
#

its using a pick axe to harvest

chilly crag
#

Ho !

dry shuttle
#

it;s just weird, I even deleted the second one and tried it again and still get the same effect

chilly crag
#

when you use the pickaxe do you have to keep pressing ?

dry shuttle
#

you can either hold or click

#

if i click it and release and go back the bug is still there

chilly crag
#

check the bp of the pickaxe

#

is there a function to count the number of strikes ?

dry shuttle
#

no

chilly crag
dry shuttle
#

i'm stumped to

chilly crag
#

well there is multiple bp to check so let's go x)

#

do you have a function implemented in the map ?

dry shuttle
#

no

chilly crag
#

\o/ i'm going to look into it via pm sorry for the long thread

light coyote
#

@dry shuttle
I have not read all, only the start

#

Do you have 3 rocks spawned on top ?

#

Are you seting any var to itself plus 1 ?

dry shuttle
#

@light coyote Im using a foliage spawner to set the rocks and trees, I made 2 trees and they harvest fine giving the resource they are supposed to

#

I did the same steps with 2 rocks and 1 of them works right and the other one every hit adds a another at the same time

#

so if on the 5th hit it's like your hitting it 5 times at once, and both rocks have the same settings and everything except the name and mesh

light coyote
#

Then in this situation there is nothing no one can help on unless you start sending screnshots of bluprints

#

obviously, or there is something diffrent,, or something beeing the same corrupts some feature

chilly crag
#

yeah but it's a paid pack = s *

dry shuttle
#

there would be a ton of screen shots as im using the survival game kit for a starting base

next badger
#

@hearty cosmos rig stores indices of vertices, when you delete a vertex it will destroy the rig data