#ue4-general
1 messages Β· Page 535 of 1
@next badger hmm interesting, thanks for the info! π€
thanks for the explanation @next badger π
does anyone know how to track folder colors in the editor with version control? i've tried adding my EditorPerProjectUserSettings.ini in the project config folder and when others pull the repo they get the file but no colors show up in the editor
folder colours are defined on a per-user basis
yeah i know but i looked it up and it should be possible to do over version control but im not sure how
they're in the EditorPerProjectUserSettings.ini, but this is not a file that should be in version control
i think ue4 caching the settings somewhere, since editing EditorPerProjectUserSettings.ini even on local machine does not change them
also agree with ambershee, this settings are changed every time ue4 is run
If I have a question about shaders, where should I ask it?
Thank you!
Ah, aright!
Hi Everyone !
Guys, if any of you know a way to align that pivot to be straight with the model, it would save my life.
you might wanna do so in the 3d authoring program you have
like Blender ?
yup
im not very efficient with blender yet π¦
No time to learn like the present!
Yup, i am trying π
π
How do I set a class reference from csv? Simply having the name of the BP as you can do with for example static meshes doesn't work
I feel like it should be exactly like you do with static meshes and textures
Turns out you have to append _C
you could say it append
silently leaves
Thanks Alexey i'm sure i'll be using that later π
You mean for me?
I meant how i set a class reference from CSV but I figured it out, I do it from excel not in BP ^^
Is there an existing migration commandlet for migrating assets between projects via command line?
Do skeletal meshes work for distance field shadowing yet?
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
Why is UE loading my project when i just want to make new project ?
can someone link me to material that can blink, think of airport lane lights? light on, light off. emissive on/off. perhaps you know a template that is using such so i can look at it?
<@&213101288538374145>
Ha-ha.
boom
lol
thanks, that will do the job
I've missed some genius?
Yup you did
Does SOmeoneKnow Ads with Adnroid?
hey guys, do you need a branch point in an Animation Montage to create a Layered Blend Per Bone?
No.
to much for me sry
@scarlet birch I still have to pick a bone name for the branch point even if I didn't create a branch point in my montage?
A blend is not a branch
A branch implies a split in execution. A blend is two or more animations being played together on the same mesh.
should I fill out "Bone Name"?
Blending by bone you need to tell it which bone(s) to blend from.
Click on the node
Thanks guys
I got a new question
the yellow number represents the difference between Spine Z and the guns Static Mesh World Location Z
is my Math right?
if equal to or less than 61, than play floor pickup anim montage
yo sorry to ask here too but im having a error with packaging can anyone help lol
@vernal relic Prety dam cool man
Whenever I try to open a vr project it pretty much just softlocks my computer
Any help?
Only happened after I updated
Is it compiling shaders?
It was but I had to restart @scarlet birch
ive researched a little but has anyone ever seen this crash? it only happens in this town, and not sure for what reason. lol. Some articles say it could be widget related but thats only on older engines like 4.16
Hey people one question, what do you use for Version Control?
@marsh swallow that quest system looks pretty cool
We use Perforce.
and thanks. Its a well modified version of the TGames Quest system
Look through #source-control . It's full of good stuff
^ but no we have our own servers that replicate to another datacenter on the side of the world because our team is everywhere. π
not really sure where to ask this but: I have a character with shooting functionality. When I fire shots in one area of a level with a bunch of meshes and textures everything is fine and runs smoothly. I just recently built a new area on the same level and when I shoot with that same character the game literally freezes in between every shot. You can see the characters movement and some moving objects around the area literally pause for a frame. Any idea what could cause this?? Im at a complete loss and have never seen anything like this.
Any exceptions in your output log?
LogNavigation: Warning: ConstructTiledNavMesh: Could not init navmesh is being spammed every frame it looks like
Hello, how much alpha texture affects performance in unreal?
I have made this hedge from simple geometry and it causes significant drops in my Oculus Quest VR.
Would it be better if there was little bit more complex geometry than alpha?
if i modeled a simple shapes of leaves
the execution runs through the play anim montage "Floor_PickUp", why does my player character play the "Wall_Grab" Montage?
@reef jackal all those errors can't be good for performance. If you fix whatever is causing those I'd wager your frame time will be back to what it was
@wary wingte yeah youre right. Ill look into it
@native jacinth So you're saying that it has no alpha at the moment, only geometry?
Or it's a mix?
@midnight sparrow you should make it LOD to a mesh that doesn't use transparency
Over draw is a big hit on performance, when multiple transparent objects overlap each other
the geo on the leaves should surround the leaves somewhat and then you can use transparency for the edges, but if that whole piece is transparent that's no good
like this, these red edges should be the meshes
Can someone give me a reason why is C++ better than C#?
better performance, harder to reverse-engineer :)
Can I find with C++ better jobs?
@serene birch I looked in the description, it's Cascade
@plush yew no question is dumb, you can just grab your navmesh and move it ever so slightly and back
and it will rebuild
also press P to see it
~~ there is probably a console command as well ~~ didnt find 1
π
@scarlet birch @rotund scroll i give. π You were right. I just decided to do a little transparency layover to give a dream effect.
Photoshop was 20 seconds vs trying to create material and 4 hours lost. :/
wow ill make that make sense at some point.
Anyone know why my teleport things keep disappearing with the VR template pawn?
Was this the alpha mask umg border post?
yeah
i decided that you guys were right, it was just easier to just do that and it looks great
i was just skeptical that it would be that easy to get the effect i wanted
make a new photoshop file, select all, modify selection , selct border, set it to something like 20 to 50 and then use a gradient fill
play with noise or feathering to blend it and done.
oh! what i posted is actually perfect
ok
its meant to be like a dream state
ah, you had said border I thought
your sleeping during this/
yeah sorry, i was just thinking general terms
maybe i should have just said dream state appearance. π
thank you regardless for the assistnace
np. glad you got something you're happy with
Anyone experienced with spline tool in landscape editor? I need to figure out why its not deforming my landscape.
If someone was to recreate a game exactly like another, but made no reference to the game's trademarks, can they still get in trouble?
Game mechanics can be trademarks
just not genres then?
I mean some games use the Killcam that CoD first implemented and just call it something different. Isn't that a mechanic?
It is, and trademarks are a tricky area to navigate. But if you recreated a game in entirely as practically a "re-skin" you'd run into infringement
fair enough
The best way to do it is adopt features. Don't copy entirely. Take features from a few sources. Don't copy them exactly. Make each one just a little different. So you end up with a unique experience
For example lets say you want a wave spawn mechanic similar to 7 days to die. Instead of making it every 7 nights. You could make it every second night. Instead of a bloodmoon. You could use some kind of music to alert players to the event. Or have an on screen widget.
so, in my game i still have a map called ThirdPersonExampleMap. why do I have this? because I still cant rename it in 4.23!
this happens. it breaks because of the terrain in the map, which is too big to copy to another map.
if i click yes, it eventually says 'unable to save, retry, cancel etc'
how do I fix this? i want to rename that map!
this has been a problem since at least 4.8 for me
ugh, wtf. it deleted the map!
its a really good job i committed and pushed everything to git before attempting this.
maybe i should report this one on answerhub?
An annoying bug that happens in 4.23.0 when attempting to rename a large map with detailed painted terrain. WARNING: THIS BUG LOSES THE MAP ENTIRELY. SEE SIM...
I have a weird bug - not sure how to deal with it
I have a float variable in a BP, but no matter what value you give it, when it is saved it sets itself back to zero
it only affects on specific subclass, all the others are fine
it's not a construction script thing or anything like that
no C++ base
hmmmm, that wouldn't do it either
it's defined in one BP class, used in another, but it is never set in BP
but trying to set the default value to anything doesn't work, just keeps setting itself to zero π
tried forcing the BP to reserialize?
how would one do that?
duplicate, delete original replace references
oof, that would be a last resort
in my experience BPs rarely break like that, but they occasionally do after version migration
you can try renaming the variable on the base class
that might be an option
as you mentioned specific subclass i assume it does have one
aye, it does
How do you start playing a level sequence from WITHIN another level sequence?
it'll mean updating umpteen other BPs, but it shouldn't be an issue
@glacial pecan - blueprint event
@wary wave Oh, really? π I have to make a blueprint actor, that has an event that starts playing a level sequence, and then trigger that event from the other level sequence?
aye, that would do it
otherwise you can have a master sequence with multiple sequences contained within it
Oh, right... that's a thing too... I forgot about that. Ok, thanks!
hello is there a way to save uobjects to a slot? if i load it on the same game instance it works, but if i close and open, it wont load
What about try get owning actor? getting a message for every spawned actor now from anim bp
@placid arrow File > Refresh All Nodes
@patent apex uobjects are instances of a class, they have memory references
so i would need to save in a struct or wtv the data i want to store
like ints, floats, texts, etc
yes, store a data that will be used on new instantiation
k thnks
could someone using 4.22 or 4.23 open up the material editor and screenshot the icons available?
I seem to be missing the option to preview mobile stats
hmm odd, I dont like the new platform stats window
especially since its not telling me if there are any mobile platform hickups in the shader
this?
yea, its not giving me any error warnings
not getting that :/
<_< nm, the compiling shaders thing was on my huion (turned off) for some reason
still though, compiling takes muuuch longer now than in 4.16
yeah, happens all the time for me
not a fan of this slower thing
you can turn off the shaders compilation for other platforms?
@fierce tulip try r.ShaderDevelopmentMode 1
just type in console
tell if speed has changed
it goes even further in the negatives now :p
oh, this bug only solves after ue4 restart...some kind of queue issue...it will be only worse each time
seems to be a little bit faster at least
i've hit -1000 once
-1400, then done
ahaha
oh, and suddenly 4k more, (not negative)
lol
no scrollbar in material editor when checking parameters
try to fold-unfold...indeed scrollbars are twerky, same thing happens when you editing custom node
stretching window also may help
sadly no
@next badger did you mean to highlight me, or typoed? π
you have a scrollbar? because I dont
4k or hd screen? 4.22 or 4.23?
hd, 4.23
im getting so ffin pissed atm hehe
how much should i charge for a custom landscape with custom (somewhat sophisticated) materials i have made and placement of foliage and houses (a small village) that other people make on it? i might do some custom foliage too. also set up lighting etc. what do you think?
@sleek spear depends...since amount of "replaced" makes a difference
i think i misread...you mean "i have made and placed a foliage and houses" not "made a replacement of foliage and houses"
cries in material instructions
since foliage is not your own it's hard to judge
i think best approximation is time spent times your hour rate
https://i.gyazo.com/e503d10a09c00af98b0027184ac1b9d0.png
that, I can live with.
are there any Italian indie developers?
im sure ther are
@next badger but i have to give a quote in order to get the job before doing it
but you can judge the amount of time it takes
and if i work very slowly, my work is worth more?
no, less
ahahaha
but i need more hours
it's "per hour rate"...means if you work fast - you charge more per hour
to quote buddy Glad
Time it will take you to finish x Your hourly rate = Price
Your hourly rate is easiest found this way:
(Money you need to cover living expenses per month) + (Money needed to build backup funds for sickdays,legal ,bookkeeping, vacation, retirement, buffer and so on) = X
(Money to cover your costs for licenses, stock footage, hardware and so on) + (Money for fun stuff) = Y
(X+Y)*(Taxes in your country) = Z
Z/(Number of hours you expect to work per month) = Your hourly rate!
So Y is the only place where you have some wiggleroom, but make sure you charge your worth. Undercharging hurts both you and the industry
same task
made in 10 hrs - $100 / 10 - $10/hr
made in 2 hrs - $100 / 2 = $50/hr
Wow, Luos
i just copied it from another discussion, Glad wrote it, not me
it is hard for me to calculate the time needed
estimates take practice, and even very experienced people tend to miscalculate it.
ok so, how much would you guys charge for a custom landscape
depends on how fast I need it, what quality/features it has, how much content it has, etc.
we are not trying to be vague for no reason, its quite hard to make an estimate
i know dont worry, i dont get you wrong. not extremely urgent, high quality to be used for the setting of an animation feature film
the animation studio wants a quote
i can make landscape for $20...and for $2000
make a list of all assets
make a list of everything each asset needs
estimate how long each asset and its belonging needs.
add wiggle room.
@next badger can you show me examples of your works and their price?
then you'll get a decent-ish amount of hours
@fierce tulip i always always get the time estimations wrong
but i understand its probably the safest way. i have just never nailed it
https://i.imgur.com/xpmG4IQ.png - $0 ~3hrs
https://i.imgur.com/LyvuEZi.jpg - $0 - 4hrs (for mesh, and ~4hrs for ue4 import)
https://i.imgur.com/Eo5QZxF.jpg - $0 - (for mesh, and ~4hrs for ue4 import)
I think all other levels can't be called "landscapes"
@next badger and what do you mean 0$? you would do that for free for anyone that asked for it?
that was their actual price
Any recommandations about how to deal with automatic actor purging on big levels?
it is automatic
ue4 has garbage collector, once actor is not referenced anywhere (destroyed) it will be purged
if it's not referenced anywhere, how do you even know you lost it? π
Hello everyone
Because it's purging my player actor when it is too far from the world origin :' )
while I'm playing it.
so I kinda do notice
I've a noobie question to ask, which I'm sure you guys get on a daily basis.
No kill volume, It's a brand new empty level.
well I mean in the general sense of the term
most likely, this kill is for a good reason
I'm a 16 y/o kid and new to this, but I'm wanting to become a game developer. Is it a good step for me to start in UE4 engine?
like the physics can't work well when too far
consider resetting the world origin instead?
Oh, I think I should ask this in lounge.. my bad!
Oh, I'm sure the reasons are very good! I was just wondering what's considered good workflows regarding huge levels. Does using the world composition automatically deal with the origin?
@compact mural well if you like the engine, it's a good start ^^
world composition does have a "reorigin subworld" setting or something
π I'll look into it, thanks Stoff
endless runners work by moving the whole world around the player instead of the player moving inside the world usually too I think
Yeah, it sounds like it would be a good idea for a runner, but I'm wondering if I do this if it doesn't render replication really complicated for a multiplayer game.
@compact mural Depends what type of game you want to make and what experience/knowledge you have tbh! Luckily it's free so you can just try it : p
I have 0 game dev. experience
I just want to know where I should start learning all of this
Is there a scripting language I'd need to master?
And if so, which one
@compact mural master ue4 blueprints, it's visual (node) scripting
some games are made solely on BPs
blueprint
π
I know haha
But what does it mean in UE4
Alexey said some games are made solely on BPs
This video gives us an overview of the Introduction to Blueprints video series as well as jumps into a high-level overview of the concepts behind Unreal Engi...
ty
Interesting
One more question
Do you guys create your own char. models?
Using 3Dsmax or something?
some do
That's quite a vague question considering it's a huge server including professionals, amateurs, and people from Epic staff I believe : p
blender is ok, it's much more friendly now
@compact mural i also recommend you take a look at godot engine
What's godot
godot is weird -_-
not related
yes non related
i love godot engine, love the way it is organised and the way i work with it
but ue4 is years ahead, visually speaking
I see
Can I see some of the stuff you guys have made using UE4?
Has any of you made a complete game?
like, a real good looking one
depends on your vision of "good looking"
I guess that's true
ty ty
is there such thing as a website of common ue4 AI recipies using behaviour trees?
e.g. "get close to player and attack", "flee if low on health", etc?
i know a lot of AI isnt generic, but for that which is, im surprised there isnt a generic 'recipe book' beyond the tutorials ive found
and, if there isnt such a thing that anyone knows of, would it be a good idea for me to make my own recipies public after i'm happy with my own AI?
there is an #gameplay-ai channel but no clue how much its used. could ask there
ive been rambling there for about an hour, nobody is speaking, i guess it isnt as popular as #blueprint etc
(havent been in that channel for ages:p)
anyone in 4.22 who can verify if the "Replace Reference" menu appears?
I can make it appear in 4.16, but 4.22 is noping me to new annoyance levels
select 1 or 2 assets in content browser > asset actions > replace references.
nm <_< it appeared in non-existing monitor space.
lol
the tri screen hell i'm in it too
am i missing something obvious, how do i declare the default value of a uproperty?
say i had one thats float and i wanted the default to be 0.2, i know i dont just use the ctor
hmm, unless i do? im going to read further.
https://wiki.unrealengine.com/UPROPERTY
looks like the start of a rabbit hole for me
Hi, can I open one level in one viewport and open the second level in another viewport?
Ok
You can load more than one level at a time , if you do it as I described. You'd want to look up level streaming and/or world composition.
In UE4 i can use Blueprints but if i am a Java dev is it better to choose C#?
Just use BP for now. BP is basically exposed C++. By learning BP you're gaining familiarity with the UE API. Then when you do dive in to the code you have a little bit more of an understanding of UE.
It's not an either or thing
^
Is it a good idea later to switch from Java to C++?
Maybe.
well you kind of have to if you want to dive in to code based projects
There's a lot of factors and no one true answer
i personally find the BP limitations annoying
@mossy nymph True, but would you really understand the limitations unless you've pushed BP as far as it will go?
you have to understand BP if you're ever going to be a serious UE programmer
yeah
I found that starting with BP then re-doing my project later with C++ made the learning curve more manageable
i was programming for a long time before unreal, so it was almost directly into c++ for me
fair enough
but yeah, i can't deliver a system a design team can use unless i understand BP perfectly
Yeah
anyone worked with VoxelPlugin an know how I would disable all the color blending to get this effect? This is actually an old project of mine I just can't remember how I did it lmao
is anyone getting freezing when using dx12 and vr preview.
I had a metric shitton of issues with DX12 and vr, switched back to 11
Why are none of my BeginPlay events firing?
Because UE4 doesn't like your game
@spark sonnet can you elaborate/give more details?
Nvm figured out out :/ I messed up some game state stuff
lol
Is a normal C++ course enough?
than UE4 course
Maybe. UE has its own macros and things you have to learn too.
It really depends a lot on your background and aptitude.
If you want to dive in to UE4 C++, and haven't done any c++ or comparable before, it would be good to take a regular C++ course first to understand the basic coding concepts, then maybe a UE4 C++ course
π
lol folks, what you doing
Guys does this mean, you have to pay 5% to Epic every quarter if you make more than 3k?
Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter
Don't give us fun toys if you don't want us to play with them
@ornate ice once you make $3000, you pay 5% of gross, due quarterly. You don't repay on already-earned revenue from my understanding
right
so each quarter
if you make more than 3k
you pay
for that quarter
correct?
I believe so, you can always reach out to Epic for clarification. I'm not 100% sure if the initial $3000 applies to every quarter, or just the first $3000 made per product. The snippet would suggest it's after $3000 per quarter
its also on the gross
which means that if you have a game that costs 30 dollars in Steam
and you sell 100 units
you need to start paying epic
so on the next 100 units (next 3000 dollas)
you pay 900 to Steam
and 150 to Epic
and likely another chunk to taxes
damn steam takes 30%?
yes
If you want to see how fast it adds up take a look at this. (ignore the royalties. part that was for someone's agent to see) https://docs.google.com/spreadsheets/d/1OH26WRCVCN8KlCiJi2fTfjThWGyJ46XwWb4PUZMpwLk/edit?usp=sharing
thats forgetting the 20% or more from tax
so its even worse
for my games, ive got about 55% of the "store" price as profit
if it works well enough, Imma use it lol
Yeah, I didn't bother putting tax in there's way too many things that can affect that.
Hello. I have huge problem with next step. I want to create mouse movement based on grids like here:
https://www.youtube.com/watch?v=nKNhyPGNmfY
So how can I start in CPP? Im thinking about dynamic generate grid from raycast and mouse position converted to world position. Then what...? Divide position by grid size? :<
New Updates: 1) Replaced my previous click event based localized grid system with a real time grid generation system. [Similar to XCOM: EU for PC] 2) Minor H...
That was for a deal that was based off net after distribution anyway.
guys
ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
i have this problem
how to resolve
Install one? or maybe build for 64Bit? I'm just throwing stuff out there with no idea of the validity, but it might be there's a 32 bit compiler in the VS installer you need to add.
Doubtful, if it does run it's going to be painful without at least 8GB ram .
Futzing about again in my spare time.
Having "fun" re-learning some of the tedium of replication and world/level transitions in UE4 land, having not touched those particular subjects since UE3 circa 2013. X|
Managed to get a really bare bones "character select" screen of sorts in a menu level and persist that info across a level transition into gameplay.
Definitely going to need more work. A) Can't PIE directly into a gameplay level, since the character selection is empty.
I really like how networking is done in UE4 TBH. I think it's much easier to get the hang of than a lot of other engines.
B) 99% sure it'll fall apart if there's latency between client and server, as the game mode on the server may spawn the pawn for the player controller before the client player controller can replicate up the character selection.
I've had little experience with any other (major) engines in many years, so I don't have a lot of room for comparison.
I've only been using UE since about Feb 2018.
but it's won me over.
I used LibGDX and Unity mostly the last ten years. A little with LWJGL, Jmonkey and maybe some others.
I can say I was using UDK a little bit, way back in the UT 2K3/UT 2K4 days? Then UE3 proper around 2010 or 2011.
Reminder: If you've got a member of your UObject that's a struct that has properties, you really need to make sure that member is also marked as a property. π¦
Actually, that should be in #cpp...
I have this weird behaviour with the editor regarding copying translation
i copy the location on model 1, then when i paste it to model 2 the pivots are not at the same place
scaling is the same for both
Hi guys!
I'm having an issue in regards to importing a skeletal mesh from Blender to UE4.
The issue is that the bones are all snapping to the parent bone.
I've tried using various exporting tools, and checking/unchecking various options but am at a loss as to how to correct this issue.
I have changed the skeletal relations from "Animation" to Skeleton in the UE4 skeleton tree,
I have searched high and low for an answer, I need these bones to be in their original position rather than snapped back to the parent bone.
Are they different assets @inner cloak ?
They are 2 assets in the same scene, and i picked the model (you can see the orange outlines)
the expected behaviour should be to have the green model base be placed on the of the black model
Totally weird
Going home !! work day is done here
@frank escarp epic games takes only 12% royalties for hosting your game on their store
and if you made your game with UE4, you dont pay the 5% royalties anymore, it will be included in those 12%
pretty sure they know that
Hey ya'll, I have a question
@plush yew I think that's accounted for in everything that's been talked about
That's also why the differences are as big as they are in the spreadsheet I posted.
I try to launch my projects, but nothing opens on my Mac
what is everything that has been talked?
i dont have the time to read the whole chat just to know whether my remark is superflous or not, guys
The scroll.
ah ok
Any ideas?
I'm sure someone will read it and have not known it.
@limpid oracle delete your binaries and intermediate folders and try again
Also if there's any UE4 skeleton experts, scroll up a bit, I really need a hand with this π¦
how to resolve?
Hey there, I got a question for you. May I use my epic games account with my friend like a team?
better ask that on twitter/trough email.
this is a dev community, not an epic games games one π
if: gamedev related
prolly not
unfortunately I do not know why the files are not loaded on the server is the same thing I wanted I do not know if you can
@fierce tulip Are you a developer?
@honest igloo no, there are rules on how to share assets among a team
church pews?
pewpewpews

@plush yew @fierce tulip @rustic panther @scarlet birch thank you guys π
are you asking if you can share marketplace stuff
joeri (with a J) is a witcher
why else would someone want to share his account xD
I dunno to play fortnite 24/7 on one account?
and in the same area located lore, Joeri/Yoeri means something like worker of earth
is there an exact class equal node?
the default = does exact class matches?
like if I have a vegetable class with children potato and patato will using that say that a potato isn't equal to patato
oh like if you had a potato class and you have a red potato class from potato and only wanted to get potato, but not red potato?
exactly
ya dunno about that other than checking if it's the child classes
you could make an enum for all the potato types
and check the enum
whats that
What's what?
reflection system? are you talking about the class thing
ooh Shion's shiny yellow name
Social media policies. π€·
ok so you could use that to get potato then check if it's parent to vegatable
Somewhat annoying that there's no way to check, more succinctly, Is A relationships, so it gets a bit unwiedly if you want to know if A is either B or a child of B.
and that will only get the first parent?
UKismetMathLibrary::ClassIsChildOf π€ Well that's an odd place for us to have put that method...
This is for a stacking system though. I want to know if object A and object B are both generic potatos and not red potatos
It will return true for indirect relationships, yes.
you could do inventory alchemy and turn red potatos into regular potatos otherwise
Ah, actually...
bool bOldResult = false;
for ( const UStruct* TempStruct=this; TempStruct; TempStruct=TempStruct->GetSuperStruct() )
{
if ( TempStruct == SomeBase )
{
bOldResult = true;
break;
}
}```
though it does look like the generic class = seems to not care about parent relationships so I think I'm good
It looks like it'll return true if both classes passed in are the same class, too.
right so potato and red potato would result in true
Which uh... is strictly not true, but okay. I guess that's how it behaves.
potato = potato = true
potato = red potato = false
potato = rock = false
is what I'm going for here
Yes, == is going to do a simple comparison.
π₯
There's prolly a better way though
but enums would work for sure
it would jsut be annoying to have to fill out when there's prolly a better way
like redundant information
For sure. DRY - Don't Repeat Yourself
that would get horrible really really quick if there are say 200 item types
its just easier to understand logically for me though
and I would know it would work
The == and ClassIsChildOf stuff is extremely simple.
== is just comparing if the two values are identical or not.
Im not a CPP person... yet
it's the same in bp, qwigs
ClassIsChildOf is just a loop, starting with the class you passed in, checking if it's identical to the other one, and returns true if so, otherwise it looks at the parent and loops, until it's exhausted and returns false.
right, is there one without the loop
Not sure what you mean. You can't answer that question (is A a child of B) without checking each parent.
Like, you could create an implementation where you don't need to loop and instead have some kind of pre-calculated table? But I'm pretty sure that's not what you're asking.
I think Xanjis wants like the direct parent, the first one the BP is parent to not all parents, if that makes sense
No. They want to check whether A is, specifically, B.
potato = potato = true
potato = red potato = false
potato = rock = false
oh ok
So just ==. Not ClassIsChildOf.
I think I was over complicating it
Is this really a bad thing to use asserts in shipping builds?
I don't remember the rules on check vs ensure in shipping, but they are different.
https://docs.unrealengine.com/en-US/Programming/Assertions/index.html
This goes into the specifics, not sure if it's fully comprehensive.
I'm not sure I've ever seen verify, myself.
I generally would warn that you shouldn't check unless it's truly unrecoverable, or you and your artists/designers will hate you for crashing the editor and making them lose time.
ya but they won't even know it's your fault
The assertion will appear in the log.
ok thanks π
Im trying to make it so in my main menu I have a side bar and when its hovered it extendeds
so the problem is
that in the sidebar I was to have a friendslist like this
hey all, in this Tutorial we are setting up the friend list from your steam Account + we fetch all the avatars ( Bug fix at the end ) _______________________...
but there is a button in each friend element
I want to make it so
when its unhovered the button is collapsed and when hovered I want it to be visible, but the main menu and friend element are in different widgets
@livid haven finally, got an Epic role!
Epic social media policy. No choice, if I want to be on here. π€·
well, are aaron and dan even active here anymore?
both don't have the epic role
also: weird policy imho. but thats not up to me.
Hi guys!
I'm having an issue in regards to importing a skeletal mesh from Blender to UE4.
The issue is that the bones are all snapping to the parent bone.
I've tried using various exporting tools, and checking/unchecking various options but am at a loss as to how to correct this issue.
I have changed the skeletal relations from "Animation" to Skeleton in the UE4 skeleton tree,
I have searched high and low for an answer, I need these bones to be in their original position rather than snapped back to the parent bone.
https://cdn.discordapp.com/attachments/225448446956404738/623606687613321237/image_173167.jpg
https://cdn.discordapp.com/attachments/225448446956404738/623606690461515808/image_173128.jpg
https://cdn.discordapp.com/attachments/225448446956404738/623606693045075969/image_173129.jpg
@next badger I neither made up the policy nor enforce it.
I understand the basis of it. If you're going to talk games and game dev and work for Epic, you must disclose that, you can't hide it.
I understand it, ethically. I don't understand it as a requirement, but that's neither here nor there.
How would I put the position of motion controllers in VR into my anim graph? I want to use it as an IK system
You get a location vector during the animation update and set it to a variable in the animBP
How do I get the location vector?
your motioncontroller component is what you want to reference
you need to either pass that data to the anim instance via your character BP, or you can do the get valid tracked device position and orientation
It's better to use the motioncontroller as your reference for location
also epic did a livestream about doing pretty much exactly that...it was for indie mocap using motion controllers
Watching the livestream now, thanks @warped tangle
yep
Please use reroute nodes. Spaghetti is hard to read. π¦
I....gave up after a few seconds
Instant nope:
Is there a shortcut key for reroute nodes?
Just as a random guess, are you expecting the door to open when you attempt to open the door with the chair in the way, then remove the chair and expect it to open by itself?
double click on the line
Yeah I knew that one, wasn't sure if there was one where you could drop a few on the bp before a string
nah not that I know of
blueprint assist >_>
normally I just connect the furthest one, reroute the whole thing underneath the functions, and double click and drag up
Have you got a check when you interact with the door to see if it's locked?
oh ok so you are trying to open the door again after you remove the chair
it's gotta be something with your states
how are you setting it unlocked when you remove the chair?
Make an interface events that unlocks the door when the remove chair function is called. Reference the door
Lol
There's nothing telling the door to unlock
I'm assuming that BP is the level BP? Or the chair one?
It's still not setting the locked bool to false tho dude
You have to run a function or put some code in to reset the doors condition to open as well as removing the chair from the array
How do I get this kind of purple variable reference? It's in relation to an actor blueprint
@me if you know please
I believe that a class variable. Let me open the editor to get a picture.
https://i.imgur.com/QE2j30Z.png
Yes it is a Class, not an Object ref @sonic tinsel
SpawnActor will create an Object from that Class type.
So how do I get to that menu to select a class reference?
Same way you create a variable and select the type.
Ok cool got it π
hi guys need help may i know why my model has a hole in it?
imported it from blender
normal inverted
ohhh ok. thank you. dunno it can be inverted lol
You could say your character is , abnormal
he is introvert
hey i resemble that comment
Hey guys. I'm having some weird thing happening. I think UE4 made a partition, called Z, based on my C drive. It only has 125GB free out of 930 just like my C drive, and it's just full of gradle stuff.
Within Z:\app\src\main\java\com I found the following folders:
android, epicgames, google, YourCompany.
What gives?
how can i use material layers with layer blend and also use a slope lerp or something in order to have some material layering when i sculpt the landscape?
Errm Ive changed something in my viewport and now I cant drag and drop anything to where the mouse cursor is... It ends up miles away and nowhere near where I place the cursor. And yes I've tried changing the drop distance in the editor settings to see if that would help and it didn't. I put it on 50 and no change
The option box just doesn't seem to be anywhere, I remember it to look like the show or view button
No-one?
@fallen marten
If that happens with an object exported from a 3d modeling program, that you imported to unreal.
Is because the point 0,0,0 of the world in the 3d program becomes the pivot of your object.
I dont know if you know that, but it may help.
That's not it bud, the issue is where the editor is allowing the placement. I have a game that's been in development for the last few years and this is the first time I've had this trouble. I'm very aware of origins and pivot points, but thankyou anyway @light coyote π
how would i load uasset files and umap files? that i got given by my friend
cause they dont show in ue4
i click migrate but no files are found
@plush yew close unreal to be safe then copy the asset an umap files inside the content folder of your project in the same path your friend has. It usually works if there are no weird dependencies.
Guys can anyone point me in the right direction i want to animate emmission map on a shader ,its like some lines on a stone , i want to make the lines grow and glow but from the direction i want them is there a way to mask and animate the growing from the shader
hmm okay dann
well i just saw he used 4.14 so lemme try that
cause i opened the uproject
Yeah uasset files aren't backward version compatible. They wont show in the content browser
So, yesterday when I ran my level it ran well, at around 30 fps. I open it today, and its running at 5 fps and downwards
Anyone know the reason?
Like, the whole engine is running so slow when I boot the level up
stop crashing it π
is that your game or some other?
logs are under Saved folder iirc
oh lol
and if you're trying to open the editor I suggest you install debugging symbols too
ah ok
so like
You do not have any debugging symbols required to display the callstack for this crash.
that means i need it?
wow 14 just for that
@unique tinsel use the panner node on a mask connected to a lerp with your main texture.
that is for the color, you also need to do that for emission.
yeah
click on this white thiggie
use 4.14.2
this means you have already installed 4.14
you can only get the latest minor version of each
oh
i found out why it crash tho
it was my contents folder
this time it opened but na still no stuff
imma just give up
Hey guys
So Iβm useing maya to make characters but like I donβt know how to make the skeleton or the mesh or anything can someone help
what you're saying is... you don't know how to use Maya at all?
I mean I know how to shape a cylinder into like a body shape but I donβt know what to do after that
Like the yt vids donβt rly explain anything
Commanding Fight is have meaning it?
Is there someone can tell me it is right or not?
https://cdn.discordapp.com/attachments/495586725997969419/623469794271952906/unknown.png
that looks like a adult game o
ive split my AI in my game up into "Generic Aggressive" and "Generic Passive" tree and blackboard
their AI controllers share a common interface
is it possible to switch behaviour trees on the fly in an AI controller?
so, for example a player attacks a Generic Passive NPC, it switches over to Generic Aggressive, as Generic Passive has no attack behaviours
@placid arrow your behavior tree is controlled with "state" variables, so you need to match a behavior with some conditions like "enemy is now 100 units away -> stop chasing"
i already have that in my aggressive tree/
i didnt want passive and aggressive in the same tree at all
if i did, i'd have a bool on the blackboard, but the trees are getting big and complicated
so i thought it best to make it separate, modularise it
but then, you need to match states in different BT
this looks to be what i want
the important states are not shared between passive and aggressive trees, the passive tree just detects being hit, and walks around randomly or follows a set of waypoints
the aggressive tree does loads of other stuff, like chasing players, retreating if wounded, etc
Looks like you'll have a pretty nice game there !
I'm not in gaming, just getting a UE version of a SolidWorks model and then make an animation with that
Unfortunately, the model has so much details that i'm getting a like 1 frame per 2 second
hmm, solidworks you say
have you tried using something like simplygon to simplify the fbx mesh of the solidworks model?
im betting you got tens of millions of verticies
Solidworks imports are handled using Datasmith... are you using that @inner cloak ?
You should be able to produce somewhat manageable objects using that...
is spatial os good?
wtf all the sudden stuff is just randomly deleting all my projects and all i was doing is watching youtube lmfao and wtf
Hello Slackers,
Any input on my question here about setting up cameras for a 2D view would be very much appreciated: https://forums.unrealengine.com/development-discussion/rendering/1665813-how-to-set-up-a-faux-orthographic-camera
I'm looking for advice from anyone who's struggled with Unreal's limited orthographic camera.
Hello,
I've run into a few issues such as lack of motion blur and reflections with the orthographic camera in Unreal and so I've begun experimenting with
@placid arrow no, i have not tried Simpligon, i may try at some point.
@glacial pecan Yes, models were imported using Datasmith, but the importing process is not perfect, in some cases i get more parts than the expected model due to some historical data (deleted parts, etc) not being filtered out !
i'm not sure you even need simpligon at this point, since 4.22 ue4 has own tools
Hey People good morning
Why I can't modify this static mesh I just created
according to UE4 videos
there should be an edit mode in the toolbar
@next badger personally i found simplygon a ton more stable. the mesh simplification tools in ue4 for me have always been prone to random crashes
you also can't go in and paint areas to specify where you want to preserve more detail
can ue4's simplification tools simplify a skeletal mesh now too?
@vapid hound stop spam, I gave you the link to the proper channel
ok thank a lot
@placid arrow afaik yes, on 4.23 at least
@next badger sorry but Link for download i not found
@placid arrow seems 4.22 too
https://docs.unrealengine.com/en-US/Engine/Content/Types/SkeletalMeshes/SkeletalMeshReductionTool/UsingSkeletalMeshReductionTool/index.html
Going over how to use the Skeletal Mesh Reduction tool.
well thats really good news π
Lol
@vapid hound it's the same download link as for ue4 for win and mac...i.e. github source
Learn how to download, build, and run UE4 on Linux.
Has anyone used HammUEr plugin for UE4 ? (to import Quake 1 or Doom 3 maps with textures and lights into UE4)
so.... this:
99deb-d55b-4325-a1da-414fb12a84af&AppEnvironment=datacollector-binary&UploadType=eteventstream, HTTP code: 0, content length: -1, actual payload size: 0```
can i easily reconfigure that url to something in my control, in the games i release without having to recompile the engine source? i want to gather those analytics for my own use.
@vale silo no but I may have to try it now. I love that stuff. I do it with old CS maps
this is editor analytics, the shipping game does not have any of this
@kindred viper I am having an issue where the plugin doesn't generate materials when importing stuff.. Textures import fine, but no materials are generated :/
I couldn't really say about that. My method was directly through 3dsmax or Maya so it generated a standard default material. But I never seperated them. I just kept a giant megatexture at a lower res than it should be due to only needing it for prototyping.
so im trying to find someone to something fairly advance on my game ( creating a certain art style). I cant find anyone on ue4 forms is there anywhere else to find professional help??
does anyone know why the Mouse Cursor shows in menu widgets, even if you set Show Mouse Cursor to NOT show?
With Input Mode: Game and UI you can't hide the mouse cursor by setting Show Mouse Cursor anymore
still... I need it to be hidden in my menus
O o
Hey guys, UE 4.23 editor keeps trying to connect to datarouter.ol.epicgames.com and fails. Is a way to stop this ? My output log gets flooded every time with 10-20 lines in yellow π¦
Hey how can i play background music in main menu and play it trough the levels like when im transfering to new level it stops how can i fix that ?
@shrewd lion Anything persistent you can add to a persistent level
anyway, back to my cursor.. anyone still alive here?
π
My latest datasmith import show no materials and no mesh, yet i can see the outline. Anything i can do ?
I can't hide the cursor, I can't customize the default cursor..
I was thinking of hiding it by customizing it as an empty texture
only to find that the people making custom cursors use some hack..
that creates a texture at X Y Location
I just need to hide the cursor when a Gamepad is in use..
Sorry, can't help you with your issue @copper flicker
could someone tell me where the console area pops up?
i press the damn shortcut and cant find the area to type on haha
Bottom of the screen the viewport has to be in focus
nuffin
i ever remapped it, because i thought key might broken or wrong keyboard format
but still doesnt work
wait does it only appear when pressing play?
isnt there a way to have a console permanently open?
not that I know of
oof this takes way too much time away from me
what are you needing a persistent console for?
trying to increasing quality a bit of a video
r.ScreenPercentage 500
but still, console is the topic
this is pretty dumb :/
How do I use the find function to determine when an object is being created? I have duplicate items but I can't search for a command like "Create ABC_Named Widget"
you looking for a specific object or any widget in general?
why are my windows not working?
no light is coming through
Have you built the lighting?
@bronze dome is that even a fully cut hole?....hard to tell
Guys anybody know why when editing an static mesh I created on the same engine from a Cube, I can't find the Edit options that should be in the toolbar
according to UE4 docs it should be there
@warped tangle I used a box brush with subtractive type
oh there are 2 holes in 2 separate walls...well look in to lightmass portals (though I don't think that will solve the issue here), otherwise make sure lighting is built, maybe convert that BSP to a SM
@warped tangle well if I convert to SM it is nowhere and the window just goes to x0 y0 z0
select both first
I've done it before, pretty sure you select both, convert actors to SM, it'll merge and keep the subtraction
if I go in brush settings and click on create Static Mesh they are still brushes and just go down to 0
@warped tangle
select both, click that, choose a folder and name to save it as, and it should also convert the existing bsp's to a SM
What's that screen ? is it to convert brushes to mesh ?
do I have to choose a new name? I just choose the default name
I generally type a custom name
OK I will try that out
yeah @inner cloak converting multiple BSP's to a single SM
cool did not even know that existed
what color is the sphere on the horizon?
also....no idea if this has any effect at all, I never scale BSP's, I always use the brush size boxes....dunno if that matters
I never scale them too
yeah, then you should be good, just try to save it as a custom name and change the directory to save to just to see if that's an issue
I wonder when 4.23.1 is scheduled to come out.. Issue tracker hasn't been active for some time :/
I have steam advanced sessions and steam connects on my pc but not on another
tested this a while back but now it doesnt work, but I havent changed anything
is steam running?
umm
does anyone use PlayFab for Unreal
I couldnt find any discussion online so if there are people using it
yes
I would like to have a bit of insight of your thoughts
@scarlet birch yes its running and everything
like steam friends and stuff like that works too
but not ingame
isnt there supposed to be a firewall message when starting the game?
it didnt have that
First time you connect to something, yeah
PlayFab uses HTTP Requests though, so that's probably not causing it
@copper elk
Which is the best section to go to if you want to find like minded people to help make a game?
CHeck the pinned messages
Okay. Thanks again.
anyone know why my animation keeps refreshing itself? https://imgur.com/a/9QqamSW
Because this Animation is meant to use as rootMotion I would assume
looks like root motion indeed
Do you guys think will mixamo will eventually die
Why would it?
cause Adobe is dropping support more and more
and has almost no roadmap
they even remove the feature to make anim packs
I am interested in the auto rigging tool
I saw somebody made a semi-auto rigging tool for blender at some point
If I have some time in the next years I'd be really interested to use machine/deep learning to try to build an auto rigger
Hmu when its out : )
Haha I work in the field but I'm not that good yet with 3D though, just a hobbyist
machine learning is interesting tho, but complicated π
This gave me the idea actually, didn't have time to look at it yet though https://twitter.com/Michael_J_Black/status/1172389183706394624
Want to train deep networks to model 3D human pose and motion? AMASS is a new dataset with 45 hours of mocap - and growing β all in SMPL format. Tutorial code shows how to use AMASS for deep learning. To appear: #ICCV2019 data: https://t.co/FnHeQhM3C9
152
Yeah they're a lot of interesting applications but you need a good math background
although some frameworks simplify the process but to get most it math + programming skills are mandatory
why when i move animations to different folder my blendspace loses reference to animations and everything gets screwed up?
Hey peeps ! Anybody know if there are any benefits using virtual texturing in combination with the vertex animation tool ??
User guide for the 3D Max Vertex Animation tool set.
Basically I have a simulation in Houdini and instead of using alembic I want to use the shader vertex displacement .... but I k now this have some limits in terms of the texture resolution of the simulation.... due to direct x
But maybe that where the power of virtual texturing comes in handy ? Having pretty much unlimited resolution I can use would that mean that I can export the texture of the simulation at very big scale ?
ints are lighter than floats right?
I know its probably negligible but in a scenario where I can swap a float for an int I technically should, shouldn't I?
generally yeah
ints are generally 8 bit whereas floats start out at 16
doubles are 32
half is 4, long is 16
Dumb question incoming. When I "Get all actors of class" and I get the base class, does this also return the children of that class? In other words, I typically have a base blueprint, from which i derive off of, is it safe to get the base and assume the derived classes will be returned as well?
yes
keep in mind that get all actors of class can be a very expensive operation, so it might be worth it to look for cheaper alternatives
int and float are both 32 bit 
ints are generally 8 bit whereas floats start out at 16
doubles are 32
half is 4, long is 16
This doesn't sound right
you can't represent 65535 with 8 bits either
it's 2 bytes, so 16 bit
so it seems like it's not possible to replicate foliage respawning purely through bp that's unfortunate
Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update CurveLinearColor_0 Trying to figure what is causing this warning
Happening in 4.23 since I converted the project over from 4.20 my only warning remaining.
Hi guys, about the Epic MegaGrants, in case Epic chooses you, does Epic sends you a contract or something as proof of funds to prevent banks from holding funds? for example, in my country a wire transfer for as little as 5K has lots of requerimets, for example: contracts, a custom letter to the bank explaining why Epic or company sending money is sending this money, some banks require this letter and contract to be in an specific language, for example, in my country most require everything in Spanish, if this info is not send to the bank in no longer than 3 days from receiving the funds, the bank sends the money back, so, is there any procedure to follow if you are granted with any funds from UE and a place to have fast communication with Epic? because months ago, i was billed twice for 1 product i bought, i wrote to Epic to solv this problem, and they responded me back 3 weeks after....LOL
Is anyone here familiar with the League of Legends health bars? they're segmented so that they can maintain a universal health bar length while displaying different values based on the density of the segments. I'm taking a break from my AI to work on that type of health bar but I'm unsure how to proceed.
I feel like I'm moving in the right direction. The basic health bar still displays percent health, now I need to overlay another bar that is segmented in a way that reflects the total max health value that can adapt based on max health. I could definitely brute-force it and make several different overlays depending on predetermined max health values but I'm planning on having hundreds of potential max health values at any given time. So I'd need my overlay to be able to dynamically adapt based on the max health variable
Hey people one question if I have my character working fine with all my animations that are "in place" but now I'm about to use one that needs root motion to be turned on like "rolling" do I have to add the root bone to the TPose character right? Not to the animation.
The animation was downloaded from mixamo and what I did was upload my character to mixamo, auto rig it and then download it in TPose, next all the animations I download them without skin cause I already had the mes from the TPose one. So for this rolling animation i have to add the root bone to the TPose and not to the animation file right?
If the rolling animation is mixamo then you shouldn't have to add anything to the character mesh, As the skel and animation should match. Go to your anim BP and down on the right there is an option to get root motion and has a few values. Root motion from montages should get it working
I could just divide my max health by the length I want segments to be and then create an individual segment on the bar for whatever that number is, but that doesn't seem efficient
Can you scale the bar on the widget
does Ue4 have support for PS4 controllers?
@plush yew so a couple of things with that is, windows does not have support for ps4 controller [because Microsoft vs Sony], with the workarounds being either install InputMapper[free], or you can actually add unreal engine as a steam program, and launch ue4 from there (i know the irony of it) and the ps4 controller will actually work like that.. if you use a MAC however, the ps4 controller will just work magically in unreal engine
@fallen marten look thats what I was saying
the mesh moves
but the capsule stays behind
check your root motion settings
if I check root motion
the animation breaks
that's because UE4 is looking for a root bone
that mixamo don't include
yeah I add root bones to those
Is there a node that does the opposite of append array?
remove item?
yeah but for an entire array at a time
I can just set a for loop up but I realized that append exists so there might be an opposite node
you mean remove specific instances stored in an array from another array?
I think you can really only remove by index
Yeah, so append array takes two arrays and adds their contents into one array. I'm trying to take one array, and subtract any overlapping contents from another array
foreach with remove item
Oh okay, yeah today I remember seeing someone mention the append node and I feel like they mentioned the opposite of that but I could just be remembering wrong. I'll do the for loop for now
Yeah I don't think its there I just have this vague memory of someone mentioning its existence earlier today. Oh well, looping isn't that big of a deal
what doesnt help is that this site: https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Arrays/ArrayNodes/index.html
Doesn't even mention append, which suggests this mythical node could also be missing
Nodes designed to aid in working with Blueprint arrays.
Hey people anyone knows how to replace the animations skeleton?
OMG
so all my animations and character are fucked?
I need to reimport my character after
the root bone adition
but they all reference
Hey, for a character, what is the capsule component used for, and does it matter if the mesh is not enclosed by the capsule ?
the old character
@barren coyote The capsule will dictate the "floor" for the mesh. The feet don't affect that unless you have an IK system. So with that setup, your characters feet would be through the floor all the time
ok, what about top, sides etc?
think of the capsule as what constrains your mesh. So if the capsule is really short, your mesh would be able to walk through something that is meant to be crouched under
if it's too narrow, they'll be able to pass through very thin passageways that the mesh itself couldn't pass through
so like basic collision for the mesh
yep, the mesh doesn't really affect collisions with the world. There are ways to do that, but by default the capsule collision handles all that
so you want it to basically encapsulate your mesh
thanks π
mmhmm
Can child BP's of an animation BP have their skeleton changed without breaking things? Predictably I am finding YES and NO answers on the internet
Yes @barren coyote
Ok, the problem I have is my character using a child ANimBP does not animate, what might I have done wrong?
why would you use a child bp tho? If your changing skeletons, have a new bp for it?
just copy the bp, but replace the skele
functions on event graph shared between them
without it being a child
then when I make a change to my functions I need to edit 4 or 5 BP's
tru
I dont ue open so i couldnt check the issue right now
or what your doing
but I know it can work
but I dont often do it
ok, I'll keep looking, thanks
alrighty, gl
Ok, seems to be a bug, once I restated the editor the children of the AnimBP have no Anim graph.
So maybe they have to use the same anim graph, but that seems to defeat the purpose of children of the AnimBP
huh, thats really weird
@carmine scroll nice nickname
π
@barren coyote child anim bps never have an anim graph
you can only set properties on them that you have set as public from the parent
Animation discussion, including Animation Blueprint, Persona, Skeletal Meshes, and more.
i had this same problem yesterday.
yeah, it only lets us modify the event graph, but what I want to do is share the event graph,
yeah it doesnt work like that π¦
what i did was create an interface, and add the interface to all copies of the anim bp
that way i can check if an anim bp has that interface, and share the code there
i consider it a bit hacky
cool idea π
i have a root anim bp called "GenericMixamoAnimBP", that has a bunch of bools i can set in it to perform an animation, theres an animation event on each anim's end that clears the bool associated with it
i just attach that anim bp to any mixamo based skeletal mesh
you could do the same with the unreal skeleton, or anything really
the interface in my implementation is just getters and setters for those generic bools
so that regardless of what base class it is, you always have "GetIsAttacking" and "SetAttacking" on the anim bp and "it just works"
im adding magic to mine atm, its a bit of a pain because its a 3 step process... sheathe sword, cast spell, unsheathe sword, and can only be done when stationary... magic in my lore needs concentration, you can't cast a spell on the run
but meh, a bit off topic π
thanks Brain lol. Have it for various reasons haha... Unfortunately people never google before asking weird questions here π©
does Unreal Engine support DQ (Dual Quaternion) Skinning? the skinning when loops of vertices doesnt change size in between 2 bones when these bones bending. Regular skinning does squeezing of loops that in between bones, DQ skinning saves size of loops and just rotating loops...
might have better responses in a more specialized channel #animation
when i build the lighting of my level
you need better cooling ^
Rip
