#ue4-general
1 messages Β· Page 534 of 1
Yes, it will create copies of the animations mapped to the target skeleton
leme try this all out
@rotund scroll How do I make the vector point up? or make a new vector pointing up?
I retargted once I got rusty quick
Look up the docs
you mean, the sacred texts...
@modern sinew vector(0,0,1)
I tried 0,0,10, and it didn't work
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
Define "didn't work"
play mode*
well, when I plug it into my Line Trace, it's not showing up, while my get actor vector did
"actor vector"?
yep
*forward vector
Ah
I know
I'm saying when I plugged in the forward vector it worked, but not when I plugged in the new vector
Do you want the up vector relative to the actor?
just in general
because my turret is currently pointed up
and I want a trace coming straight out of the turret
Once I have a vertical trace, then I can mess with it
You're being very unclear in what it is you're doing.
Sounds like you need to read some basics on how vectors and Cartesian space works
I have a turret, which is currently pointed up. I want a trace to come out of that
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
Then use that sockets forward vector as the direction of the trace
sup Mike
@mighty field like this https://gyazo.com/57ab1a2ab96e8e1e8c8c7f1e8e20b99d
relative
@modern sinew what are you trying to do?
Setup its pose, save it and apply it
@rotund scroll Make a line trace come out of the turret in line with the turret
which pose?
align your turret's barrel with one of the axes
Its retargeting pose, in the skeleton panel
then use get f/r/u vector plus offset for where the projectile should spawn
or line trace
whatever
it's all the same
sorry
The easiest thing to do is put a socket at the end of the muzzle and use its location and forward
location of turret + f/r/u vector * offset
You need to pick a rig (humanoid) setup the retargeting and then the pose
sockets or whatever else, any scene component will also do
Yeah, anything that gives you a transform
but these are extra resources that aren't needed and you might as well not have them to free up performance
Well I go back to check the original blueprint I had, just to find out that I cut it, not copied it π€¦
So now something else is broken too
Oh, it was climbing, which was broken anyway
Can anyone tell why this isn't creating a line
a forward vector is a unit vector
Because forward is not a location
so it's based around (0,0,0) of the map
you need to get the actor's location
and add the forward vector to it
Well it showed up, but still pointing off at the wierd angle of the original
replace your forward vector with GetActorForwardVector and it'll be correct
Still wierd angle, not up
That's not going to work like that
you need to multiply the unit vector by itself yeah
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
I want it to point vertical tho, not off in a random direction
(in the picture it looks horizontal but it's not
@rotund scroll I plugged in the up vector instead and it gave me the same odd trace
then read what we told you to do
@rotund scroll I did, and now it's just not showing up again
the starting position should be location + up vector, end position should be location + (up vector * distance)
you're multiplying by 0
oh, right, one sec
Unless that turret never rotates that is not going to work
step by step
you can't unload all functionality at once on someone who isn't proficient enough to implement it at once
unless your goal is for them to not understnad
and just copy the work
so rotating the turret won't change the vector, is what I'm assuming you mean?
@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
@carmine spruce
what should I does wit dat ?
think about it, is unreal going to show you every instance of a blueprint executing?
you have to select the instance you want to watch
check it after play
thanks I appreciate it!
@modern sinew As long as you're using the root of the actor it should continue to work. That is often not the case.
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.
Anyone know any good tutorials for wingsuits?
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
@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.
Try playing with drag see if you get any decent resoults.
but I don't know where to even start on it
Are you using any default pawn ?
I mean.
Does whatever you have, have a movement component or something ?
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.
I got a question
why is this happening
shouldnt it go through the branch?
i think I get it
it has to be almost instantaneous for it to go through, making it improbable, right?

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

if one of the bool is not set to true,, you suld see the print on screen
why are you setting it to true when pressed, and false when released ?
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
everytime I try to do that, its too instantaneous
and doesnt even render or do any effect
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)
this is what I feel like when I code in blueprint
@fierce forge becareful with multi user editing, he's gona steal your passwords nd shit
multi user editing is from ue4
what seriously
yep
lets make a project together then
π
how do I joiin your UE4 server
you can with lan or vpn
lets make our own minecraft
but i don't know how to do this at distance
what ue4 version do you have ?
multi user editing is much better on 4.23
dont you think 4.23 is still too buggy?
for me is not
i don't find any bug
it will be hard
i tried on two ue4 opened and it's worked
idk but every time I need to test my project on mobile I need to wipe the cache files in the project and rebuild
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)
Can anyone explain "Texture Based Masking for the Grass Tool" to me? From this page: https://docs.unrealengine.com/en-US/Engine/OpenWorldTools/TipsAndTricks/index.html
A collection of tips and tricks about how to get the most out of the Open World Tools.
I can't get it to work
@fierce forge that is a good question
Guys how do you learned blueprinting?
documentation, youtube and testing by myself by logic
Provides step-by-step instructions that will get you up and running using Multi-User Editing for your Project.
we can test it if you want
Hey guys i should ask something
Should i buy Deathadder Elite or G403. I am middle handed and i am using palm my current mouse.
middle handed ?? you have 3 hands?
ah ok ... I thought I was just old and out of the loop π
:)
is there anyone that knows how to put azerty keyboard settings in UE4 (tag me)
Do i need to install Visual Studio 2019 with the Android IDE because i want to do Android games?
@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.
Scroll wheel click, yes
sounds good tho
Umm
Is it still scrools fine?
I dont even use scroll wheel for clicking
It scrolls fine, but when I click IN the scroll wheel sometimes it doesn't register
So scrolls fine but not clicking
The clicking worked for about 2 years, but then got worse
Not a problem thanks for the advice
no problem
Hey guyes I started making this tutorials for impatient people. They are for very beginning but you can create simple cool stuff wasting only 3 minutes of your precious life π https://www.youtube.com/playlist?list=PLCHUCw4YxYPkhy4ibNr1rTvAUsOBH4jwY
So after clicking install button, nothing happens. Anyone else had same issue? How did you fix it?
"Have you tried turning it off and on again" - Yes, i have.
ye sometimes the server just takes forever to respond
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.
anyone know the latest android sdk/nkd supported with 422/423?
Should I start with Blueprints and then C++ or first with C++ and then Blueprints?
blueprints
Someone already get this issues? https://forums.unrealengine.com/development-discussion/engine-source-github/1351101-build-installed-version-of-ue4-always-fail
I'm using UE4 4.16 source to build an installed version of the engine, here's my command:
.\RunUAT.bat BuildGraph -target="Make Installed Build
@robust tree Love this quick tutorial format, subscribed and good luck !
I Think my engine install is busted? Or is there some user setting files needed to remove after fresh install?
@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
^^^^^^^^^condensed version^^^^^^^^^^^^
or don't do any of that and check your EXP values (under the same menu as Lit/Unlit, IIRC)
yea, im not gonna do new user
seems like it only does that with the 'dynamic grass system lite' that i grabbed on marketplace
does same thing with 4.22 which i have used several months without issues
but yet still, theres something wonky with my 4.23 install since i cant install that plugin that i mentioned earlier
@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
Does the UWorks discord server still exist?
anyone got an invite if it does still exist?
this..... this is art
Oh no
But what does it do?
inflict pain upon its viewer
how can i change the UE4 Settings so that i can use a azerty keyboard? (tag me)
No this is art
guys
pls
stop
I only have one pair of eyes I don't wanna lose it
also have you heard of loops?
put the level names into an array?
the only problem you can't solve by using indirection in programming is the amount of indirection
I've already solved it
Jesus christ
how can i change the UE4 Settings so that i can use a azerty keyboard? (tag me)
Guy, seriously
We heard the first time
I dunno man, I feel like I need to hear it again
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 Epicβs 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.```
@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
it is definitely spam
so?
He's repeating it so someone sees it
repeating the same question over isn't going to get it answered though
especially not 4 times in a row
exactly
@snow jungle oh ok great, thank you sir π
i can't?
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 Epicβs 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
Its gonna be a simulation
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?
I dunno about Unity. This is for Unreal Engine
meaning a game, any game with an ingame purchase (with real money) and a possible gaining Real money is forbidden ?
What does the ScreenShotTools Plugin Do?
@tall pendant err.... yes i meant unreal..... so sorry >.<
Item 1 in the eula
what is mtx sir?
Microtransactions
^^
Selling things in game after you release the game ... character skins for example
oohhh
gambling game in any kind of form is allowed by unreal right?
i mean is not allowed
Gambling is not allowed. Sir, thats a correct observation you just made.
Unity sells a special gambling license... not sure if Epic does (but probably because they like money)
help
You ok?
@tall pendant Thank you, spam taken care of
What if you are stuttere er er er er er er erer
Sorry, that was really bad, i know π
structs
@rotund scroll ?
@cosmic matrix ?
it was
I just don't know what you want from me
just replying with a "?" doesn't tell me much
How do I paint foliage on a skeletal mesh? It's skeletal so it can use morph targets, it doesn't move -__-
I'd look at how they implemented the foliage and start figuring out how you want to code the tool to do it.
I think foliage by default is set to not to move to conserve resources
you may have to make your own foliage actor
I'm saying the functionality does not exist as is.
There is no option for skeletal mesh https://i.drowningdragons.io/0mhTU86TB.png
you'd have to add it yourself yeah
Umm
That sounds like a huge waste of time for something you'd expect out of the box
I mean
Seems like you know more than I.
the use cases are so few
so I can understand why it's left out
programming resources in a company are finite
Idk about them being few
How else do you do this if not a skeletal mesh
Its randomizing the morphs
Can't do that with static mesh
on what? the landscape?
It makes no sense that the limiter to this system should be a checkbox that paints foliage on the damn thing
I think the case is that there are too many edge cases for it working with skeletal meshes
like what if the mesh moves?
what if it's cloth?
It doesn't make a difference if the mesh moves or not
the complexity of the issue is understated
You'd just paint it where it is on the frame you're painting it
No I think you're reading too much into it
I'm really not
Now you're describing runtime behavior
Umm
but since you know so much
No lol
we're trying
You're really not π
you're being brash and arrogant
Oook
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.
I don't care about your feelings, I'm trying to get help, if you don't know how to then just stop
You're not getting it from me. Good luck.
I mean what do you expect when you insult the people trying to help you
I'm not insulting anyone, you're choosing to be insulted, go away.
how low is your emotional IQ
You want to be insulted -__-
Don't make this about personal issues
This isn't #lounge or reddit
then start bettering yourself
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.
I am grown up, thanks
No, mike, it isn't lol
lmao
I mean't in terms of maturity, obviously
good luck
I'm sorry, go ahead and teach me.
If someone comes here with a question or concern and you don't know the answer then why respond
dunning kruger in effect
neither does your behavior
No you're right, I'm the one with dunning kruger and you're the one with imposter syndrome
Coz clearly you have all the answers
Because no one would ever think to make a tool themselves and try to find a solution so they don't have to
Nope
You're an actual shit person
Who goes around quoting a study
To insult someone lol
I didn't insult you, you just cried and claimed I was from the start and then insulted me
- Cries about being insulted while not being insulted
- Insults someones intelligence
- Claims behaviour is unacceptable
@rotund scroll π
disengage, nothing good is going to come from this.
And apparently I can't count.
@rotund scroll Yeah u respond to me sructs
it was an answer to your question
so with nothing more i don t understand ur response
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
@rotund scroll
oh I thought you wanted to link them from your question
I have a lot of love for dataTables
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
ok why?
But with dataBP too it s really easy
rather than having to go into code every time
oh i see using excel or other tool
exactly
@rotund scroll are they good for managing a large variety of npcs based off a single baseclass?
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.
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
but with dataBP there is no need to go in code
Hmmm not really
What does this have to do with Code though?
And BP is code. It's C++ in visual form.
I got some basic weapons class etc...
data tables are an indirection for managing massive amounts of data, just like databases
each master class got an implementation for the use case
with structs you can import data table values easily into a class
but i got different type of each master class
well yeah you'd still have class hierarchies
but you wouldn't need a new subclass for every type of weapon ever made
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.
so if i herit from a master and just change value without coding more the engine open it like a data bp only
More complex stuff can go into DataAssets
which is really readable in my opinion
Just design your system the way you think it works best for you
yeah
pretty much
functionally there is no difference, it's just how data is stored
I don t know what s the best for me π¦
there might be some performance levying somewhere, but I'm not tech savvy enough to know that
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
in bigger projects data tables are always preferred
since the data can be modified independently
by using what method i can get perf issues?
so data and logic are decoupled
Yeah i got that
In your opinion is ARK or Conan exiles are small projects?
cause ark seams using data bp and conan data table
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
Hmm no ark seams to be made by high skilled people
that's not an argument
An argument for what?
seems
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
Hmm ark is a stand alone game not a mod
for what game?
What is ut?
unreal tournament
Ark survival is a mod for unreal tournament in the begining?
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
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.
every game project turns into a mess at some point
but if you have a good starting point it might last longer
ok thanks
Every inadequately managed game project does π€
Hey guys, Can you put Material functions inside Landscape material?
Did you try it?
I can't think of a reason why you couldn't
yea but sometimes these things dont work the way you expect
worst case id say just make a object manager blueprint that you just slap in the level or whatever that does it for you.
Yea but then i couldnt use the landscape material right?
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.
That doesn't sound like a good idea.
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
@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 π
so i dont want to add stuff that might not work π
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
nice 1
Yeah, 14 weeks old and already planning to take over the world
You had me at AI overlords.
I mean they can't possibly be worse than human overlords
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 ^-^" )
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.
If its to fire an event in the level bluprint, from something happening in a bluprint,, its ok
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.
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
CDO?
class default object
ah
with BP only means you added the component with add component button
and didn't spawn it in runtime
what part is unclear?
What is it you are suggesting
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
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
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
I get your point.
there are not many reasons for an instance of the object to subscribe to its own event dispatcher
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.
@scarlet birch have you tried this?
that is alternative to the + button below details panel of ActorComponent btw
yeah, his dispatcher is inside the same actor thats handling the event
That was his point. It is redundant.
even that could be handled with a boolean and a branch instead of (re)binding
very true
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.
don't get lost in the forest of indirection π
is it legal to branch inside a pure function?
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.
do whatever you feel comfortable with
Just a quick question, does anybody know if gameplay abilities are going to get an ui/blueprint version any time soon?
I might get rid of the bind though, and then call the dispatcher from the response event and rename the event something more appropriate
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
oh, missed that channel, sry π thx Alex
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
Is tehre an option to turn up the master volume of the game?
You use audio classes and sound mix. You can look over the docs or there's tutorials walking you through it.
hmmmm broke something
https://gyazo.com/ee9e9b9752c1dd3b4faea83260621003
maybe it can be a feature
is it a bug or a feature?
yes
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
@ancient lotus He literaly has a weapon between his legs π
where they never expect it
@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.
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 ...
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
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.
swap the springarm to use world instead of relative rotation
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
Not really
lmao
you mean rolling backwards/left/right/forward and having a slight delay between those moves ?
@ornate ice
or the entire move set ?
I have used UE4 for so long but I keep forgetting what the actual cursor is called lol
like alwas facing the side the joystick is heading
You mean moving in the direction the camera is facing?
oooo
if I do left it rotates facing left and move to the left
face the direction the stick is facing and move that direction
ooh yes its called the scene gizmo
the rotation part is what I don't get how to
oh god i can't remember the camera moves in diablo 3 with a game pad =x
Hey guys someone know how make a good night mode like the game Hunt Showdown ?
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".
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
guys how do i spawn the starter content stuff? like there is a chair in starter content but i cant spawn it
@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.
so i cant spawn static meshes i can only spawn classes?
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.
Overview of using the Blueprint visual scripting system for gameplay.
Review the Blueprint documentation Epic has laid out.
okay thanks for the help
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
Aside from those two? Make your own basically.
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?
@abstract relic *shoots self
you do realize you can try out Voxel Plugin for free?
The developer is a lovely bloke too https://voxelplugin.com/
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....
If you decide to make it yourself, I've found when I've done voxel stuff that Hierarchical ISM's worked really well
Wait or roll back π€·
@slate orbit I've done that before, like in this shot I think was HISMs
Is that something you did?
and this was after I converted it to VoxelPlugin (other project back in like 4.21)
yeah
I just got worried about scalibility
Whoa thats really cool looking
hey thanks!
@silver crown any plans to roll out 4.23 support for a GH version?
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?
@silk sleet assets from 4.23 can't be backported to 4.22
except exported and imported back
to migrate a project, exit ue4 and right-click the .ueproject file
then pick Switch Unreal Engine version
I haven't tried an import/export so I'll look into that
it's a huge pain in the butt i'd say
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
you can only switch UP...or between sibling builds
For some reason, when I was working on unrelated code (for my turret), now my player vibrates rapidly when strafing- any clue what happened?
@silk sleet @next badger I guess I really need to take the time to do it now that 4.23 is out :)
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.
has anyone figured out a way to make gravity still work while movement mode is none in character movement?
apply the force manually with a timer?
so there's no other way than that?
My LineTraceByChannel isn't recognizing my player, why?
try debugging it @modern sinew
I have a debug line
??
Visibility, should I set it to Camera? That's the only other option
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
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.
How do I change the "is set to ignore visibility by default"? @rotund scroll
@scarlet birch I was hoping there'd just be a checkbox to re enable it
change the collision channel
ah, I don't know about that
I'm overly OCD about managing forces and movement. I tweak every little thing about it.
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?
Ok, now it's recognizing the ThirdPersonCharacter, but this is still not setting the state to one @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
well I don't have better answers than you
you can watch the variables
to see what happens to them
I have a print string constantly outputting State
that's how I know it's not working
I wouldn't trust print strings over properly debugging
That's how people told me to debug and it's worked so far
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
But he doesn't have an instance plugged into it
no but it's written into it
So it's true if type is the same?
yeah as far as I know
but
again that's something that you can get to know by debugging
π€·
I'm going to look at the code. I didn't think it worked that way
Yeah no.
{
return A == B;
}```
I have no idea why i cant find a tutorial/KB on how to create a Gradient faded border for UMG.
anyone have one?
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
Umm
i should say i am awful with materials. π
oh you mean just using a transparency
i need to ultimatly animate this, so it has to be a material
I think it's backwards
are you reimagining the big bang?
ha. something like that
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?
a border for the screen
you can try and use the power function to fade the edges
but honestly you're better off doing it in photoshop or whatever
You need to reverse the black/white and then just multiply it by a color
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.
then turn it off?
Hey People I got a problem here with my character controller
does anybody have an idea what's going on
@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
Looooooooooooooooooooool
Or be smart like Mike
I actually learned that the hard way. I wrote a function to do it before someone else pointed that out to me
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
lolol
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?"
And you answered "because I DONT DO THINGS THE EASY WAY DAMNIT"
lol
The lerp node uses quaternions under the hood though.
This is where I got the math for it
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?
Ξ΄=(TβC+540Β°)mod360Β°β180Β°
No personal knowledge, just watching some stuff on here and some of the answers saying that. I could be wrong
why +540
magic
lolol
It's a rotation and a half. I forget the why
yeah that's what I'm trying to understand
but great gif on there
I'm bookmarking this for later
YEah, The math section on stack has some great stuff all over the place.
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
I think I used it for a physics pawn movement
when you say physics based character movement....
pawn movement
You talking about doing it with no collision capsule, using a simulated mesh and it's collisions?
No, a pawn with a capsule, mesh and movement equivalent to character movement using phsyics
ohhhh gotcha
so using floating pawn movement instead of character movement
just out of curiosity what was the reasoning to not use character movement?
I'm not sure the video posting etiquette but I can DM you a link to a vid of it.
yeah for sure, I'm curious
It was when I first started using UE though so a little rough
I'm not going to judge you lol
Is there a good pattern to loop over values in a struct for assignment at runtime?
Something sort of reflection-y
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
@kind dew I think its a root motion issue, try to disable root motion on the riding animation
Can you send me setting for riding animation?
@kind dew thats a smooth animation on that horse
Git is driving me insane
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?
@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
@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 π© I think I must download & reinstall windows again π©
Any problem is a problem - windows shouldn't mess with your shit
Mac doesn't have those issues π
Although they dropped OpenCL because they've replaced it with Metal
for some reason that I cannot figure out, my object is rotating when it's not supposed to
@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 π¦
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 π
Just donβt have the money for anything.
looking at 3 bubbles on the blueprint
mind is hazy
no sleep last night
breathing heavy
palms are sweaty
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.
Is setting up a global leaderboard hard?
well apple is sitting on billions so... they do what they want and won't change until people force them to
This feels more like #industry-chat
sorry >_<
not mainly you
check on #multiplayer and ask there too RedPandaz π
None of the channels outside here really get any activity lol
@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.
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/90201-free-epicleaderboard-com-free-online-leaderboards-for-ue4 @modern sinew it's a free plugin π
Hey everyone,
Epic Leaderboard is an online leaderboard plugin and server.
The goal of this project is to create a plug and play
with a sexy interface for you to check the scores
Hi, where are there options in 4.23?
it's for the rigs on your character π
Yea, where are the buttons or options in 4.23 version?
i'm looking into it π
in 4.23 they are not there, I just have this
rip
I think it's been replaced by the options button dropdown right above rootbone.
yes, therer is an option thjere to make it visible, thanks
during this time was already looking how to use control rig ok i was lost thanks π
I'm watching a Particle System tutorial and they have Source and Target blocks, where do you find them? I can't :/
are you looking at a Cascade or a Niagara tutorial?
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
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 π !!
@dusty marlin - nobody can help you in here because the information you're asking for is covered by the NDA you should have signed
@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 π
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
@serene birch just the basic particle system that you can make where you make classes and widgets and stuff
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
@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)
@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
@serene birch Itβs not that I donβt understand the difference, thatβs a separate matter. It doesnβt list either such name
https://docs.unrealengine.com/en-US/Engine/Rendering/ParticleSystems/UserGuide/index.html
i found a little tutorial in the documentation it's basic but i hope it helps π
if you need a more advanced source i can look further @modern sinew
The general usage of Particle Systems and Cascade.
And cascade is the old system for particles ^^
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 π
here is the documentation for the new one (correct me if i'm wrong tho about the old / new system)
https://docs.unrealengine.com/en-US/Engine/Niagara/index.html
Niagara's Unreal Engine 4's visual effect editor used for creating and previewing particle effects in real time.
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?
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 ?
forgot about doing the debug to see what happens
it's ok ^^
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
i'll look into it in 15 minutes ^^ brb
anyone know when the next time the marketplace gonna discount some asset?
They are always discounted them and every month they change what ones are free
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
@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 ? π
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
are you using blender to create the character ?
or just 3dsmax to create it and import it after in unreal ?
sounds more like they have a model, not made by themselves, and having issues with it.
sounds like it yes
always a hassle hehe
@hearty cosmos i found something but it's for a character created and edited in blender and then imported to unreal
@chilly crag itβs okay Iβll figure it out somehow it just boggles the mind how every setting is the same except for the mesh
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!
if its rigged and then edited it can sometimes mess up, but thats about as far as my own experience with rigged models goes
π€ INTERESTING
i'm going to look for an answer tho i'm interested too π
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 
try to check this option when importing it should resolve the error π
ok thanks ill try it!
https://answers.unrealengine.com/questions/333799/my-skeleton-is-mising-bones-from-bind-pose.html original topic where i found the answer^^
@dry shuttle do you have the same bug when you shoot the ground or a tree ?
The trees work fine
when you shoot a rock the rock is fragmented by the shot ?
@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! π π¨ββ€οΈβπβπ¨
No i don't have any fragments coming off at all neither tree nor rock
because the projectile pierce through ?
its using a pick axe to harvest
Ho !
it;s just weird, I even deleted the second one and tried it again and still get the same effect
when you use the pickaxe do you have to keep pressing ?
you can either hold or click
if i click it and release and go back the bug is still there
no
i'm stumped to
well there is multiple bp to check so let's go x)
do you have a function implemented in the map ?
no
\o/ i'm going to look into it via pm sorry for the long thread
@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 ?
@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
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
yeah but it's a paid pack = s *
there would be a ton of screen shots as im using the survival game kit for a starting base
@hearty cosmos rig stores indices of vertices, when you delete a vertex it will destroy the rig data