#ue4-general

1 messages Β· Page 538 of 1

ornate ice
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there you'll see everything about blueprints

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and Game Design should be a must

grim ore
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If you plan on working with UE4 you will need to at least learn how blueprints work and the blueprint system within UE4. Even if you want to use just C++ for code a large part of the engine is Blueprint based such as Niagara and the Animation state system.

ornate ice
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by the way @grim ore is the one who made those 600+ videos so listen to him

astral marsh
grim ore
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you create it using UMG and the game user settings system

astral marsh
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I mean during clicking the exe

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a launcher type

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i heard theres some plugin

runic iron
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@ornate ice I'm not really sure to understand your problem. You don't want the character to teleport down ?

astral marsh
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if yes, can you name it

ornate ice
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@runic iron exactly I would like the animation to continue from the last frame it ended. Thats what happens in game but it seems to have a small jump in the game

runic iron
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Ok this looks like a root motion problem. Do you use root motion for your anims ?

ornate ice
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@runic iron

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yeah both have it

runic iron
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Ok I see it now. Did you make the anims ?

ornate ice
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no those are mixamo animations

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but I converted them to have a root bone

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with the Blender to Mixamo animation Converter

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and for now it has worked great with other animations

runic iron
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Can you show the root bone on the two anims ?

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Just want to check its position

ornate ice
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how can I show the root bone in the animations?

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sorry for my ignorance

runic iron
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Oh before that try disabling root motion on the second anim

ornate ice
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ok

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it stills makes a jump

runic iron
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Np lol
Selecting it in the skeleton pannel should display it

ornate ice
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I removed the animation and looks much better hahaha

runic iron
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Well that works too I guess lol

ornate ice
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but still has a little snap

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like from the animation change

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that was what I wanted to soften

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I added it back and looks smooth but has the animation jump now

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so its really weird

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if I let him go back to iddle from climbing

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it will make a little snap

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and if I add the animation

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the movement perse looks find

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but the animation has a little snap

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not the movement

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I hate dealing with animations

runic iron
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I think that the problem comes from the first anim. As you can see the character is floating above the ground at the end, which means that the root is on the ground and the capsule is there too. Then the second one has the root bone on the ground too but starts with the character crouching near it

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Maybe some blending could make the transition a bit smoother, otherwise I don't really know how to fix it other than changing the anims :/

ornate ice
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:/

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gonna try with the blending

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thank you very much Dimy

light lark
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Can Anyone please tell me how Im able to create an .uasset file?

plush yew
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No

scarlet birch
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@gilded plinth If it's similar to AIperception you can do it by overriding GetActorEyesViewPoint() in C++

grim ore
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the engine creates the .uasset file when you import or create it in the editor

light lark
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Ah. So say I import an fbx and created a material and connected every node and made it look right. How do i "extract" that as an asset file? Like. I want someone to simply drag and drop the file into it

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and everything should already be connected and working ^^

grim ore
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when you import those into the editor it creates the .uasset in your project. You could share that exact .uasset file as long as they had the exact same engine version as you

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they would just put those into their content folder in the project. Alternately you could just put those in a new blank project and give them the entire project to open

scarlet birch
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Copying from a file manager will break references, if there are any. Some things you can move like that without issue, or if you have it all together. Other stuff you'll need to either use migrate, which will copy everything it needs (and more) , or export it first.

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@ornate ice When you're troubleshooting something like that making the player capsule visible in game can help you see the issue. It will let you see when the mesh moves out of the capsule and snaps back into it.

ornate ice
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I'll do that Mike

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let me see whats going on with that capsuel

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capsule looks fine

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it's definitly when switching the animation

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if you saw the first video in the montage you can see that the animation goes down

scarlet birch
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I wasn't sure if you were using root motion there or not. If the mesh moving isn't an issue then a little blending should fix it.

dry moon
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Anyone know what the size is in C++?

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Size option I mean, to auto or fill

plush yew
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How do I delete a project?

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Nvm

light coyote
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Did you figure it out ?

plush yew
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What should I learn before using ue4? I read online just learn how to use u4 then start learning modeling and programming but I want other peoplr thoughts. Yeah I got it

light coyote
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Nicee

plush yew
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I went to explorer files, delete from there, and refresh the ue4 home page

light coyote
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If i where you i would start with 3d modeling a bit

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It is a thing that can get very extense, but basics will allow you to do stuff.

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I would say to you:

Do a door, with door handle.
And do the whole process.
Modeling high and low poly models, uv mapping, project Normal map and AmbientOclusion(optional) textures, and texturing in substance painter preferebly

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And you would have completed your first project, still you will struggle a lot,,, and learn a lot

plush yew
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So just learn that first? What about modeling and there any youtube channel that have tutorials

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What free program you prefer? Ive got blender installed

light coyote
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I edited last msg,,,
I dont know, but look up with keywords like,,, start to finish / low and high poly / from model to game,,, i went to shool and went trough a process,, you are by yourself, and that is harder

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I use 3ds Max,,, In theory you could use any,,, but in the industry, they normaly ask you to know how to use 3d max or maya, they are comon requirements in the industry

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But not obligatory

gilded plinth
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@scarlet birch thnx, I'll look into that, I might switch over to AIperception also. Haven't tried it yet

scarlet birch
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If you search for it the code is on answer hub to do it.

plush yew
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Ok

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Aby youtube channel you recommended

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For tutorials

scarlet birch
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flippednormals

plush yew
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Okay

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3d max and maya cost money

light coyote
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¨yes¨

cloud cobalt
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Blender is a thing

frank escarp
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and its best for noobs

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easy to install and lots of tutorials everywhere

burnt hatch
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it's also just good in general

ashen eagle
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I have a json file that describes a mesh. Is it at all possible to import this json file and create an unreal mesh uasset? Not even sure as to where to start with this, any pointers would be appreciated.

graceful coyote
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good after noon all πŸ™‚

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anyone has an idea how to make swipe (8direction) for android project?

fierce tulip
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seriously, is today "we dont know what channels are, so lets ask everything in the main channel, regardless of it saying "General discussion about Unreal Engine that doesn't fit in other channels." ?

radiant haven
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How can I make a roundend sphere

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mine looks strange

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u see that it has edges

fierce tulip
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add more polies, or live with it

light coyote
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@fierce tulip XD

radiant haven
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wow

light coyote
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@radiant haven

radiant haven
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?

scarlet birch
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He's not wrong.

light coyote
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In the view prees and look for wireframe

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top left viewport

radiant haven
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ye ye

light coyote
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ok
So those are the polys your sphere has.
Check if the sphere itself has any subdivision parameters

radiant haven
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I mean how can they do them so round

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ok tell me how?

light coyote
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i never use spheres from unreal

radiant haven
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πŸ˜„

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well if i import one it does not work either

fierce tulip
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if you zoom in close enough you can see it not being round. use the amount of polygons for the size they need to be without looking edgy

light coyote
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yep

radiant haven
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how I update these?

fierce tulip
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in your 3d program of choice

radiant haven
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dude it doesnt work

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wait

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a subdivision surface

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or i can jsut make it smooth

light coyote
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Note:
In terms of 3d max.

Turbo smoothing a cube gives you a nicer topology. Less streching, more even.

radiant haven
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can jsut do this

plush yew
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yeah but topo shouldn't matter in this case

light coyote
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or in other words, spherifyzing a cube with more divisions

fierce tulip
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lol

plush yew
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just the tops and bottoms might pinch

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i'd just change the division parameters when you make the object

unreal ice
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General Question: I have a handful of TaskGraph stalls (indicated by "stat threading") which I believe are linked to some timers I have set up, some running, some paused. They interact with a FRunnable thread, as well.
What tools are available for investigating that further?
Apologies if this is not the correct place to ask (also asking on #cpp).

radiant haven
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ow

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it works

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great thx

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well if u look close it streches

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yeah herea re the lines too

clever niche
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anyone have an idea why my game refuses to load vr properly in standalone

hoary mason
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he can also write a shader which smooths the edges

clever niche
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The first picture is what happens if an hmd is not found and the second is if it is. If the hmd isn't found i can look around with the mouse but with the hmd enabled then i can't look around and the window size gets pretty big

unreal ice
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@radiant haven If you are looking for pixel-accurate curves, the only ways I know of are to use GPU tesselation or a spline-based rendering, which I don't know if unreal has outside of basic curves. Basically, there has to be a calculation based on a math representation of your sphere (or object) versus the screen, to figure out what pixels are part of it or not. Otherwise, you will just be throwing a crazy number of triangles at the screen. (Also related: levels of detail)

radiant haven
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yeah i already fixed it

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other thing is UVMapping

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doesnt really work well

scarlet birch
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There's no way you need that sphere to have so many divisions. Did you look at it with the material before you started worrying about the mesh?

hearty bluff
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i got a question im working on a tank do the tracks have collision or is it just the wheels that have collision?

radiant haven
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well strangely after rotating Light it doesnt work

warped tangle
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Lol you need to rebuild lighting

radiant haven
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I made it

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black

clever niche
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should there be any reason i can't activate vr using the default pie

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does it have to be the vr preview

cyan cargo
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Is there a way to have a switch that chooses what to execute based on where a float falls within a range (example: if float is between 100 and 200 execute option one, if between 25 and 50 execute option 2, etc.)?

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I dont want it to be a mess of branches if there is a better option

carmine scroll
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I have a text in UMG
I have a function to bind it to
when its not bind, it shows on play
when its bind, its gone
its simply showing a number on screen
nothing weird
anyone know, I've found nothing on this.

grim ore
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what are you binding it to?

carmine scroll
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its a stupidly simple bind, and I've done it millions of time

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with no issues

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but for some reason, this one is being a pain in my arse

grim ore
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and are you sure the cast is not failing?

carmine scroll
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yes

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its perfectly fine

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done it millions of times

grim ore
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at the worst delete the binding then from the text there and rebind it

carmine scroll
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already tried

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done all the above

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I got no ideas

grim ore
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when you breakpoint then on the return node what is it trying to return?

frank tapir
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Return value is text maybe

carmine scroll
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yes its text

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int to text

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I've done this a million times guys, this isnt new to me, its just being a complete prick for whatever reason

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idk why it doesnt show the text at all

plush yew
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add strings to everything

frank tapir
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I have also done these methods before but not with game instance, i usually use player controller as i fetch my value from him

plush yew
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debug

scarlet birch
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Are you setting the text anywhere else at all? That can break bindings.

carmine scroll
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no, not setting text anywhere else

grim ore
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so when you breakpoint the return node what is it showing?

carmine scroll
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it worked fine, before I closed down ue4

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reload it today, and it dont do shit lol

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even completely deleting the widget BP and remaking it

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does nothing

scarlet birch
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It's easy to get frustrated, but you have to be systematic and just go down the list until you find the thing that's broken.

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Did you use a break point as Mathew suggested?

carmine scroll
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never used a breakpoint in my life

scarlet birch
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Click the node and press F9

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the execution will pause when it hits that node

carmine scroll
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its got a red circle on it

scarlet birch
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That's the break point indicator

carmine scroll
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nothing regarding this comes up online either

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its really confusing me

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cos I do this all the time,

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with no issue

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literally the exact same setup

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Can no-one help? Im completely stuck on this now.

grim ore
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we tried lol

scarlet birch
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I didn't want to get in the way if Matthew was still helping. To be honest, I wouldn't do it the way you're doing it at all. I'd use an event dispatcher when the coins value changes and bind an update function to that.

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I didn't want to jump in and confuse the issue

grim ore
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you can step in, I didn't get any feedback on what I was trying to do so shrug

carmine scroll
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I know theres more ways to do it. But whats weird is how this setup, which always works

scarlet birch
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I feel you

carmine scroll
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it worked before

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then I closed ue4 for the night

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and today

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nothing

scarlet birch
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Did it stop at the breakpoint?

carmine scroll
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idk, did I have to run it with the breakpoint on ?

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regardless, thats not doing anything for it, it seems

scarlet birch
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If it's not stopping then the function isn't being called

grim ore
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if you have a breakpoint on a node, and that breakpoint is not being hit (the entire program will pause, then ^^^

carmine scroll
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how would I know

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if its being stopped

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so, put that break on, and then try to play?

scarlet birch
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or the cast is failing

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move the break to the cast node

carmine scroll
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ok

hoary mason
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@carmine scroll Maybe you would get better answers if you would write your question in the Blueprint channel, because I could assume that if anyone knows about anything very good he would rather look in the right channel than in this general channel here πŸ˜‰

carmine scroll
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its UMG mainly @hoary mason and I did post there

grim ore
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it can't fail on the cast, he said it was fine

carmine scroll
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its worked all the other times I've done this

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I turned ue4 off

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yesterday

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and today

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it dont work

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yesterday, all was fine

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no issues

scarlet birch
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He said it wasn't making it to the breakpoint when it was on the next node

carmine scroll
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idk if it was or wasnt

scarlet birch
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😒

carmine scroll
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I put breakpoint on the return node

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theres no arrow above it

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like on the cast node

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when the cast was the breakpoint

grim ore
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[11:48 AM]Please Google it First:yes
[11:49 AM]Please Google it First:its perfectly fine
[11:49 AM]Please Google it First:done it millions of times```
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but.....

carmine scroll
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well yeah, I do this millions of times lol

scarlet birch
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so much pain...

carmine scroll
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it worked yesterday

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and I changed nothing

grim ore
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if you put a print string on the cast failed does it print out?

carmine scroll
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yee

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it fail alot

grim ore
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so then your project is not using that as the game instance for some reason, or you are calling it way way before it's valid.

carmine scroll
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so, how did it work yesterday, and on every other project?

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but today

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it dont

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wtf ue4

grim ore
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what does your project settings -> Maps and Modes show for it

carmine scroll
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checking it now

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cos I set it yesterday

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cos it worked

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it was set to None

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WTF

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I hate this software

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with a passion

hoary mason
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Wouldn't say that this is a UE thing

carmine scroll
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it worked fine yesterday

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saved an everything

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no issues

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so today, its set it to None, and doesnt work

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thats not my fault lol

hoary mason
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but not checking cast failed is everytime wrong πŸ˜‰

scarlet birch
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Just go branch by branch, node by node with breakpoints until you find where it's not doing what it's supposed to.

grim ore
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Adding a print string or something else to every execute, even when not used, is a way to prevent this in the future and be aware of errors when they occur

carmine scroll
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I didnt expect ue to reset my game inst, hence why its perfectly normal for me to believe the cast is fine

hoary mason
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if you have anything that can fail, check if it fails

carmine scroll
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cos technicly, it should have been

scarlet birch
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I do that too. A simple "This thing, failed"

grim ore
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This is just a good lesson in software engineering, error checking and validation is important

carmine scroll
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True, it is

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but regarding ue resetting my int, and it also reset my gamemode, should I ticket this?

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cos thats annoying

scarlet birch
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Troubleshooting is hard when you're frustrated since you need to just be systematic.

hoary mason
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If this would be c++ and you would forget a valid check and I would review it I would mark every valid check you forgot and you have to run over your whole commit until there is no forgotten valid check anymore πŸ˜‰

grim ore
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If you can reproduce the issue, then yes ticket it.

hoary mason
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And since BP is like visual coding, I would mark this in BP's too

carmine scroll
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well the whole issue wasnt the BP, but ue resetting maps and modes

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which I've never seen before

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ever

scarlet birch
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There's so many things you could have done to cause that. I wouldn't unless it happens again, and you know it's legitimate.

grim ore
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If you can reproduce it, it might be an engine issue and they can fix it. If you can't reproduce it, it might be something else.

scarlet birch
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Make sure your ini file is writeable

carmine scroll
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Im not doing anything new from other projects so its weird it reset it

scarlet birch
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if it happens again

hoary mason
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I would assume that if that happens to you, if you would have just one developer more in your team this would frequently happen.

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valid checks are really essential I had so much the case that I never had a problem with the value but on another PC it just throws nullptr exception cause there wen't anything wrong

carmine scroll
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well reloading ue and the project hasnt changed anything

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its all set as I set it

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not reset

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anyways, thanks you guys. Sorry it was so obvious but I turned it into madness lol. Was just confused and annoyed.

brave salmon
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gotta multiply to callcount or?

grim ore
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the biggest items on that list, on the top, are ticks

brave salmon
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can't argue with that... so I have to check aaaaall ticks in my project? or there is a better way?

scarlet birch
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What engine version?

brave salmon
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22

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did they add BP profiler in 23 ? πŸ˜„

scarlet birch
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There's still one there for 4.22

grim ore
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you can use the profiler yep, that would be the "easiest" way besides going thru your stuff by hand and guessing

brave salmon
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@scarlet birch elaborate please

scarlet birch
brave salmon
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yeah I did that

kind dew
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anyone got a clue why this is happening?

scarlet birch
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There's a really good video for it too

brave salmon
grim ore
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are you testing this in PIE or in standalone?

brave salmon
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this tree eventually leads to the ticks

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PIE

grim ore
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oh well stop that lol

scarlet birch
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You can't profile in pie

brave salmon
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nah man why do I have problems in a clean project, this in particular

grim ore
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never test performance in PIE, it has all the overhead of the editor

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plus we don't know what your system parts are, this could be normal

brave salmon
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yeah but 30 FPS in quite an empty level?

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only this project

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there is an UI that might cause issues

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I'm trying to narrow down the class

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should I just go from the top?

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and check every tick ?

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I thought profiler should be helpful at this point πŸ˜„

grim ore
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@kind dew I assume you mean why is the screen black? Where is your player at in the level

kind dew
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yes thats exactly what i mean, hes at the origin

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tho i figured it out just now, at least whats causing it

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if i change my hud class to the default, it works fine

grim ore
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ah

scarlet birch
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@brave salmon Profile it in standalone.

brave salmon
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if editor affects game so much it would show big numbers in editor stat right?

grim ore
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Slate is primarily the editor and that shows slate as a top number

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It could be your UI in the game as well if you are using any heavy UI but you won't know for sure unless you profile in standalone without the editor.

kindred crag
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How do I change the setting of a particle effect to not to trigger immediately after I hit play? So I have the vfx grenade pack from the market place and the default one, which I need, immediately goes off when I hit play. Keep in mind that I want to use this for a small cinematic that I'm going to be doing.

grim ore
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so this is a particle system dragged into the level? if so uncheck Auto Activate

kindred crag
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Oh also, I love your videos Mat!

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ayy bossman, it worked

grim ore
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πŸ™‚

kindred crag
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its such a simple trick but I completely missed it, thanks!

half brook
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Hey I want to ask, when we click start button in PUBG, it directly connect to lobby with other player no hosting at all,,,, however I found only host and join tutorials on YouTube, anyone knw what rocket science behind this πŸ˜’

kindred crag
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I believe that question is best suited for the PUBG server/communities, no?

half brook
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I am trying to make

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That's systen

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System for my game

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But not able to figure it out how?

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Otherwise host and join thing working fine..

kindred crag
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ohh I see

half brook
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I just want to remove that host button, only join or start connect people on internet

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Anyone knw how to do please help

grim ore
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it's going to be a custom system using a dedicated server, think of it as having someone else pressing host and it knowing where to connect to

vast fossil
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I havent been able to find this node here but only the one beneath it. How to get it ??

grim ore
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that would be an animation in your system

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do you have those animations?

vast fossil
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yea its the default 3p character

half brook
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@MathewW can you explain more, or any tutorials you suggest or documentation

scarlet birch
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@plush yew Layers

grim ore
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you should be able to then right click and find that option assuming you have that animation and that skeleton for the anim BP you are in.

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@half brook I cannot but searching for dedicated servers on google does return some results.

vast fossil
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its not in the list for some reason, but the other one is. :S

half brook
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@grim ore OK thanks

grim ore
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one might be from an older version of the engine then perhaps, what version are you using

vast fossil
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4.21

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its weird because the node is there actually, but when I try to find it in the list I cant see it

grim ore
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it's an old old template and yes it looks like it was changed because there is the actual time and ratio nodes now

vast fossil
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hmm I see

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thanks

hollow anchor
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Hello everyone, just fresh here o/ and question on multiplayer performance, hope right channel. If i have a ClientOne controlling BP_pawn, which has an active SceneCapture2D component, which renders to a target texture, which is used in an UI Material, which is source for a UMG widget image displayed on the screen of ClientTwo (i.e. like a spectator cam). Who would be impacted most in terms of performance cost ?

grim ore
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@vast fossil yep just to confirm I checked the older versions and videos and the node you have is the same one internally it just looks different now. It's just been changed to be more inline with the "return value" being the output pin name like they are trying to do for all nodes like this.

vast fossil
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@grim ore ah cool, thanks !

scarlet birch
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Oh, I didn't read closely enough.

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You can use layers to selectively hide/show specific actors.

blissful willow
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I've got an interesting question... So in the VR blueprint, if I have the default cubes you can pick up in my scene, I can pick them up and drop them easily. However, when I set up another object the same way, I can't drop the object. It stays stuck to my hand

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Is there a reason for this?

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All are set to keep world, just like the default cube

nova shoal
#

Hey friends, got a question about releasing a game with UE4. How does Epic games keep track of revenue generating games built with UE4?

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I see the release form on their website, but it seems its by the honor code.

next badger
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@nova shoal it is...but keep in mind, they have own sources

nova shoal
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What do you mean by that?

next badger
#

the metrics of your sales, you may say it's just 10 copies, but they will find out if it was 10k

nova shoal
#

I can see how they can do that if its sold on the Epic Store, but what about if its on Steam? or on the developer's personal website? I suppose if the game gets big enough, the marketing of this new game build with UE4 will prompt an investigation into the sales

next badger
#

@nova shoal heard of steamspy? Know who's the author?

nova shoal
#

no, looking at it now

twilit quest
#

Hey how do I rebuild the source manually for my UE4 project?

next badger
#

@twilit quest open solution and hit rebuild?

twilit quest
#

Wym?

next badger
twilit quest
#

Bro

#

Ur a life saver

#

it failed

#

damn

next badger
#

well, you could trace a log back to error, if you're not aware what it is, copy log to the pastebin or other source and share the link along the question...better at #cpp

#

why are you making c++ project if you not aware how to rebuild it?

#

BPs are not bad

static forge
#

newbie question: The documentation for the curve editor is OLD and they've overhauled the interface. Does anyone know how to scale individual axes now that "Zoom mode" isn't a thing?

next badger
#

which curve editor exactly ?...ue4 has many

#

i was thinking about the cascade one, but it still has the zoom mode

limber sphinx
#

can you package the source version of UE4 trying not to have to build on every workstation

plush yew
#

Yep

#

It's just about as simple as deleting the "Saved", "Intermediate", and "Source" folders after building it once. Then just distribute the (roughly 6GB) folder through the system of your choice.

knotty harness
#

Does anyone know how to go about restricting player movement to inside the camera view / frustum?

limber sphinx
#

@plush yew thats it? any other steps... what about the new machine i put it on?

#

do i still need visual studio on both?

#

isnt it like 89 gbs

gilded plinth
#

Quick Q. I'm switching over from PawnSensingComp to AIPerception. Do I need two AIPerception Components to have sight and hearing or can one do both?

plush yew
#
  1. Build it on either PC

  2. Delete the "Saved", "Intermediate", and "Source" folders - this will save you roughly 80GB. You can keep the "Source" folder on the builder if you intend to build it again later.

  3. Copy the files to the other PC and run "Editor.exe"

You only need Visual Studio on the PC you initially build it on.

knotty harness
#

@gilded plinth You can do it with a single one. There is a struct in the details panel where you specify which senses are to be used, their parameters, which is the dominant one, etc.

gilded plinth
#

Ah ok shiz ya i noticed that but i'm trying to do sight and hearing in c++

proper crane
#

How exactly do You prevent the "Visual studio is already installed, please uninstall" error when trying to install VS17?

#

because I've already used all the uninstall files

#

And I can't exactly reinstall and uninstall again because that's the problem

plush yew
#

Does anyone have any guides on setting up a VR player controller that:

Supports room scale - every guide I can find has the issue of leaving the player behind when you move in real life

Supports multiplayer - and therefore has a full body with IK

Supports smooth locomotion?

warped tangle
#

I dunno that "supports multiplayer" == "has full body with IK", but have you checked out the VR Expansion Plugin by Morendral (sp)? It has pretty much all that built in

marsh swallow
#

Ahhhh i can never remember this when i want to. Arrays: Index = 0 is the first time, Length 1 = first item?

#

or length is Index+1 and if you try to get the length of a blank array it throws a warning correct?

#

and i am assuming it would round up

#

say i wanted to get length / 2 and length was 1. it would be 0.5 rounded to 1 correct?

scarlet birch
#

Depends on whether it's converted to a float

limber sphinx
#

@plush yew that gave me a bunch of run time errors

#

@plush yew I installed vc runtimes and direct x 12 and it launched not perfect but better than rebuilding on every machine thanks for the help. Really appreciate it.

strong fossil
#

hey guys for some reason while im doing stuff in my project randomly my ran hits about 94% or higher then it went down to 40% then all of a sudden a few min after my UE4 crashes saying i ran out of ram even thought task manager says otherwise when i clicked ok on the message my graphics card spiked up to 100% at a tiny point

marsh swallow
#

i ended up getting it sorted. idk why i can never get that right in my head at first.

next badger
#

maybe it ran out of GRAM?

#

since that's how your chart looks like

strong fossil
#

yes but why nothing caused it to do that

next badger
#

something does

strong fossil
#

it's 8gb of ram and not a very big project it has no reason too

next badger
#

no clue. maybe som memory leak...but never heard of such on GPUs

strong fossil
#

i think it randomly started happening when i added in truesky plugin but that is apparently well optimized

next badger
#

well, try to disable it and see if it still happens

strong fossil
#

will do

plush yew
#

when i push a button to create the widget how can i push it again ti remove that one widget

mossy nymph
#

save a widget reference

#

when you push the button check if its valid

#

if it is remove the widget and clear the reference

#

if its not create widget and set it

#

either that, or put a boolean to track the state, then just hide/unhide it

plush yew
#

okay

mossy nymph
#

you'll need to save the widget reference either way

light coyote
#

@plush yew
After creating, right click output, and promote to variable.
That variable id your refference.
With that variable you can SetVisibility to colapsed/visible when needed.

If you want multiple removing, adding, widgets,, you want to save references to all those widgets you will be creating, and dragging from them, you will find two nodes like, addchild or removefromparentcanvas,, or something like that.

Another option you may like and is really really usefull, is the widgetswitcher in your widget editor, its really good, does the switching for you, you only have to set the index of the active widget.

plush yew
#

AH

#

oops caps

frank tapir
#

Ugh guys, I have a query. Lets say I created a collectable object (coin) and created a bp actor that collects the coin when it collides with it. And now I have created one more bp actor and I want it to do the same thing, but I dont want to change the casting in coin bp everytime I change actor bp. Is there a way to avoid this? I am thinking of casting all actor on coin bp and chain them using their cast failed or sequence? But is there a way to do it without casting? Like some method in 'get player controller'?

maiden swift
#

@frank tapir What are the actors that can collect the coin? Characters, I presume?

frank tapir
#

Yes, they both are characters

maiden swift
#

Then they likely share the same parent class, i.e. Character.

#

So you can just do one cast to the parent class and it will work on both of them. πŸ™‚

frank tapir
#

Oh yea!!! That's a nice idea, lol literally forgot about this xD

#

thanks mate!

maiden swift
#

No problem! πŸ‘

lavish eagle
#

hello Guys is there someone who dealing witn some BlackMagic Atem/recorders/cameras/DecLinks? and new version of unreal?

#

we trying to make some VirtualProduction tools for recording nad playing recorded stuff in sequencer in Unreal, to make changes after recording in studio.

#

BTW. maybe Admins can create new room Virtual Production ?

plush yew
#

what was that windows 10 update called again

plush yew
#

ah

#

dont u just hate it when u have a plugi nand it always fails ffs

#

do we need vs 2019 or 2017

#

Running C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Maste/Documents/Unreal Projects/DynamiMagic/DynamiMagic.uproject" -game -rocket -progress -log="C:\Users\Maste\Documents\Unreal Projects\DynamiMagic/Saved/Logs/UnrealVersionSelector-2019.09.24-18.56.18.log"
Discovering modules, targets and source code for project...
While compiling C:\Program Files\Epic Games\UE_4.23\Engine\Intermediate\Build\BuildRules\UE4ProgramRules.dll:
c:\Program Files\Epic Games\UE_4.23\Engine\Source\UE4Editor.Target.cs(3,32) : error CS0246: The type or namespace name 'TargetRules' could not be found (are you missing a using directive or an assembly reference?)
c:\Program Files\Epic Games\UE_4.23\Engine\Source\UE4Editor.Target.cs(5,29) : error CS0246: The type or namespace name 'TargetInfo' could not be found (are you missing a using directive or an assembly reference?)
ERROR: Unable to compile source files.

#

sad asf

serene birch
#

that looks like an error in the cs build script itself

plush yew
#

ye

#

but i have not touched that

sly coyote
#

Are you maybe using a 4.22 plugin in 4.23 that has not been updated?

#

As in you started your project in 4.22, upgraded the engine to 4.23.

#

Otherwise ive seen that when trying to use a pre-iwyu plugin in a engine version after they moved to iwyu...

#

In which case you can try manually updating the plug in to the new build style, theres a few youtube vids on how to fix a old plug in for newer engines

#

Its not exactly going to be easy tho.

plush yew
#

im using 4.23

#

i can send hte github link

#

it might be older

#

im using that

#

and the master one

#

{
"FileVersion": 3,
"EngineAssociation": "4.23",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "unrealstatus",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"TargetPlatforms": [
"LinuxNoEditor",
"MacNoEditor",
"WindowsNoEditor",
"AllDesktop"
]
}

#

says 4.23

#

soo

#

oh nvm

#

it was 4,18 ........

#

that was a updated uplugin

tame delta
#

I'm trying real hard to import some big CAD assemblies in UE4, but struggling. Seems like using Datasmith with STEP is the best course of action (tried about a dozen formats and different paths/conversion step), but I think I ruined my project with 58k different assets created

#

Any idea on how to recover it?

#

I've tried removing it all from Content, removing Intermediate and Saved to no avail

cloud cobalt
#

Revert the changes in source control

tame delta
#

😦

#

It's a fresh project...

#

Still just testing out imports and stuff, it's only about a day's work but I'd like to recover it

#

and I haven't set up versioning yet...

inner cloak
#

I have a plugin that wont update to next version .. tells me that plugin is already installed

cloud cobalt
#

Well, source control is the first thing to set up really

#

Anyway, if you've removed all of these, what happens ?

tame delta
#

Loading... 95%

#

Then I get in project after about half an hour, try to delete the assets from the scene and it freezes

#

for over a hour (at which point I killed it)

inner cloak
#

@tame delta Importing is not prefect with UE, you will see bunch of content that should have not made it !! at least it did for me

tame delta
#

prefect?

#

Oh sorry

#

I'm importing with datasmith

inner cloak
#

yes, i did the same

tame delta
#

a plugin to open CAD files

#

Ah

#

Well to be honest I reckon most of those should have made it

#

Those are just huge assemblies with each screw...etc

inner cloak
#

what is your cad app ?

tame delta
#

Importing takes a while but saving all those as assets (which UE seems to want to do) takes even way longer

#

Solidworks

inner cloak
#

same for me ... expect to have to cleanup

tame delta
#

I've tried 3Dxml, IGS, Step (213 and 217?), STL, VRML (through blender), asm, prt, sldasm, sldprt

#

None of those were satisfactory/functional

#

(at least half crashed or imported nothing)

inner cloak
#

i even tried with a cleaned model and there were import oddities

#

and yes, i do import step files now

#

making a disconnected copy of the model i want to import, then clean the assemblies and i still get odd thing in there

tame delta
#

Disconnected copy?

#

I assume in Step, Datasmith doesn't instanciate any mesh does it?

#

(as in make buffered instanced of the duplicate meshes)

inner cloak
#

yes, an expert here found a way to make a copy that is not connected to SW so i don't mess the original stuff

tame delta
#

Ah, well I've got engineers feeding me exports, I'm not too worried about messing that up

inner cloak
#

I dont have a SW background .. know so little of it lol

tame delta
#

Same, last time I touched it was in highschool

inner cloak
#

i had a datasmith channel added btw

tame delta
#

Ah! Didn't see that, thanks!

#

@inner cloak How big are the models/assemblies you're working with?

#

Did you find anyway to work with it without losing hours of loading/saving?

inner cloak
#

I load some models separately, and when i can i merge actors in a logic way dependent on how it will be use, like 2 parts for a piston

#

i could suggest to you 2-3 marketplace tools that could be helpful to you

tame delta
#

Yeah I'd be down

#

Anything to make it work to be honest

inner cloak
#

Well, just look at what i'll suggest .. you decide if you need them:

tame delta
#

Issue is I don't know if I can go through the manual labor of grouping those object manually (Or perhaps I could, but then the question is where to do it since UE4 won't even import it properly)

inner cloak
#

i do pretty much all my work in UE, which is where those tools are nice, lemme get the names ...

#
  1. Mesh Tool from Mary Nate, 2) Pivot Tool from Mary Nate, last one is AssetBuilder Tool but not compatible with 4.23 yet
#

im still on 4.22 here

leaden dust
#

how heavy is assigning values to about 100 variables per tick in c++

#

in a single function

tame delta
#

@inner cloak Thank you, I'll take a look

#

Now I need to find how to delete references...
https://i.imgur.com/VHBFPTe.png
You can see I've got 58k assets (managed to delete a few hundreds), but deleting a hundred or two takes minutes

hoary mason
#

@leaden dust should be On. Or rather O100

tame delta
#

All the assets those references point to are deleted, but I don't know where the actual references are stored

#

I want to clean my world up

inner cloak
#

gimme a short .. restarted UE

#

and started a cloning to play safe

#

actually, cloning first

tame delta
#

I think i'm gonna have to give up on this previous project and start from scratch

#

Most of the work I did was in setting up some VR components, I could do it again in a few hours

alpine hornet
#

Does anyone have any ideas why Desired Bound Radius has no effect in Hierarchical LOD when working on a sublevels, if i open the sublevel on its own it all works ok.

tame delta
#

Anyone knows why copying a project from a sane neutral base (Template VR project) still has it contain all the references that it had before, even after deleting AND renaming the new project (before first starting it?)

#

Well, the world/map is the same is what I mean

calm widget
#

Reflection is all off when exporting from substance. Had the OpenGL normal exported to cycles in blender and it looks as should, but exporting the DirectX UE4 preset from substance into ue4 reflections are way too intense.
Any ideas?

hoary mason
#

@tame delta the .umap contains the references of objects inside the map. Even UPROPERTY's are saved there

tame delta
#

I just realized I was editing the map from the Template, and that this map is stored in the engine plugins folder...

#

@hoary mason But thanks, that's exactly what I was looking for

azure shore
#

is there no way to have input to more than two actors?

#

if I enable input on two other actors than the player it only works for one of them

inner cloak
#

looks like i'm not even close to your count @tame delta i currently have 2342 actors in my main scene, just not sure how it counts blueprints

tame delta
#

Hmm yeah, I might not have had that many actors, but did have a bunch of staticmeshes though

#

Most of those are meshes

#

I decided to give up, start again, and am now facing a new problem where all the template content is located inside the plugin, and I've no idea how to clone and rereference it inside my project...

plush yew
#

Fucking bullshit

#

why is the physics asset undo queue connected with some level status?!

#

why after reloading a level it killed the undo queue of my phat editor?!

#

fucking bullshit joke

next badger
#

@alpine hornet may be a bug, not sure, you could report it and if its "by design" devs will tell you

#

undo queue is ... could be better in ue4...some things does not undo at all

plush yew
#

its a UE4 topic so it belongs in here

manic pawn
#

using undo in unreal

#

I see you like to live dangerously

plush yew
#

I like to live on the edge yeah, thats why I use UE4 and not Unity

manic pawn
#

undo has pretty much always been sketchy outside the bp editor

plush yew
#

which makes me wonder why, because in BP editor its actually really nice and stable

manic pawn
#

the best part is when you open the editor, press ctrl z and it undoes something in some random asset you opened yesterday

plush yew
#

cant be that hard to make context sensitive undo Qs for each individual editor window

#

given it already kinda works in some areas

next badger
#

@plush yew i was talking about "bull*hit" posts that were removed already...except yours

plush yew
#

got it, yeah I figured that was it, cheers

next badger
#

you have to implement UNDO by yourself, in each case and tool, there are no some global actions tacking system, that's why it's nor super useful

warped tangle
#

oooh what did I miss

#

Alexey is self-censoring, it must have been good

next badger
#

I always do. Trying. Was no anything special here.

warped tangle
#

lol

dense gate
#

I'm at wit's end at this point

#

For some reason without changing any source files I get an error from Chaos

#

I downloaded the 4.23 source and it compiled smoothly, it was working fine

#

I started implementing the discord GameSDK to add rich presence to my game and started getting a fatal error

#

Upon trying to start a new debug instance from VS it rebuilt the engine only to end up with a "PBDCollisionConstraint.ispc.generated.h not found" error

#

And I can't seem to find any information on why this appears

next badger
#

can you find any information on Chaos at all?

dense gate
#

Such a file doesn't exist in the source and doesn't get generated during building

#

Thing is, it worked absolutely fine, it seems like something doesn't generate this header file

#

CompileChaos=true in the editor build, so everything is as should be

#

There's not much on Chaos but I've been working on implementing some destructibles in my project

#

So suddenly getting this random Chaos error after trying to add discord rich presence is beyond me

#

After the "not found" error there's a big bunch of "ispc not a class or namespace" errors which seems to be from that same header

next badger
#

i could not make Chaos work with cpp project, it always trying to compile editor

dense gate
#

Side note: I'm implementing rich presence as a plugin for the actual project, not as part of an engine or an engine plugin

#

It was working fine as it didn't try to recompile the editor, but trying to start a debug instance goofed the entire thing for me

#

And I need that debug instance as I have no idea what exactly causes this fatal error

#

Nearly everything in my project is BPs, there's only a C++ GameInstance class and a couple plugins I've ported from older versions

grim ore
#

Editor Utility Widgets were added in 4.22, has anyone used them and made something super useful or have any ideas on super useful ideas? Wanting to find a "that's really nice" widget I can use to show people how the system works and use it as an example. My brain is stuck on something simple like multi asset manipulation (translate/rotate/scale/etc) which is... simple lol πŸ™‚

inner cloak
#

I'm having an issue with a marketplace plugin, the plugin refuses to upgrade to next version. In the marketplace displays compatible to 4.23 but when i click to upgrade it, it states that i have the latest version in the engine ...

frosty copper
next badger
#

@grim ore is it possible to mass rename assets in the content browser using it?

#

even like simple example, get name, get type, add prefix based on type

grim ore
#

That's a very good question, you should be able to but I could never get rename working right. To the editor!

#

so maybe a tool that renames stuff appropriately based on naming conventions

next badger
#

well, if it can be customized anyway, yeah...like Allar's style guide, or Epic style guide

#

@grim ore i wonder if data tables could be used to pair types to prefixes

grim ore
#

let's see if I can get renaming to work and then go from there, I like that idea πŸ™‚

vast fossil
#

Hello guys I need some help. There is this concept that Ive been searching for days now and I cant find an idea or solution for it. Basically I have a tennis swing animation but I need to be able to sync it with the incoming ball like in the video. How do I time the animation so it waits for the ball ? Also the sweetspot is the somewhere in the middle of the frames, so it needs to collide with the incoming ball. Does someone know or push me in the right direction ? Like, what keywords should I search for?

grim ore
#

@next badger oh yeah... It's fixed... fantastic idea for a sample πŸ™‚

next badger
#

@grim ore it's actually be fantastic to have this example, as many people need it

grim ore
#

yep yep I love it πŸ™‚

#

I havent figured out how to do the naming styles yet but the basics work, selecting and renaming, so the rest should be easy.... yeah... should

#

and there is even a "Path" node that breaks apart the File Path and returns the parts... hug Epic

next badger
#

@vast fossil you need to make IK chain in the ue4, then target this chain to the target that will be tracking the ball
read about aim offset and ik in ue4

granite heron
#

not sure if right channel but does anyone know why it rotates crooked like this?

next badger
#

@granite heron it's world aligned, hit the globe icon on the top

plush yew
#

is this correct or should i lower down the width and the brackets

granite heron
#

oh my rofl

#

thanks

next badger
vast fossil
#

@next badger thank you

granite heron
#

Also, anyone know how I can control velocity for a static mesh?

vast fossil
#

cant this be done without IK ? I know a game which doesnt have IK at all

dry moon
#

Anyone know why putting #include "UserWidget.h" causes all scripts to break?

#

during LoadingPhase PreLoadingScreen

vast fossil
#

this game for example, has no Ik

next badger
#

there are no velocity for a static mesh, as there are no motion controller for it
you may add speed by multiple ways, but it depends on how you want it to move

regal mulch
#

Anyone know why putting #include "UserWidget.h" causes all scripts to break?
Could you explain what "all scripts to break" means?

#

@dry moon

dry moon
#

Adding that include for one of my plugins during the PreLoadScreen phase, will cause all my other plugins and main game compiled stuff to output the error

#

failed to load '/Script/....': Can't find file.

granite heron
regal mulch
#

@dry moon And you are adding it where exactly?

dry moon
#

Once I remove #include "UserWidget.h", its fine

granite heron
#

oops

#

wrong photo

dry moon
#

Generated.h is under

#

it all

regal mulch
#

So inside a cpp file hm

dry moon
#

inside the header file yea

regal mulch
#

Did you add UMG etc to your build.cs?

dry moon
#

yup

regal mulch
#

Inside the header?

dry moon
regal mulch
#

Why does it have to be inside that header

#

Can't you forward declare?

#

You should technically never need to include a header file despite some types (enum/struct) file or the class your class inherits from

dry moon
#

Ahh I see what you mean

#

I'll try it out

regal mulch
#

All other header files go into the cpp file and their types are forward declared in the .h file

dry moon
#

I added class UUserWidget; under the includes

next badger
#

@granite heron so its a physics based movement, and what you want from this point?

regal mulch
#

@dry moon And?

#

Try to compile first

#

The red line is intellisense being stupid

dry moon
#

yea I am, gonna try it otu now

regal mulch
#

Also is this for a loading screen between maps?

granite heron
#

I was trying to up the max velocity

#

Which seems to be capped off at like 1067.000

dry moon
#

Yeah but the issue is that I also have streaming levels, so it'll load before the streaming levels are loaded

#

so I'm just trying some tests on it

#

and yeah same issue

#

failed to load '/Script/FreedomPuzzle': Can't find file.

granite heron
#

also to reset the velocity once the ball is moved back to it's original position.

#

tried stop movement and reset level but they wont accept a static mesh component

next badger
#

also angular velocity

#

max speed should be 4000

#

it's set in the project settings, called Terminal Velocity

granite heron
#

It worked! thank you man

#

Pretty new to unreal : S

next badger
#

4000 is quite fast btw

#

40m/s

granite heron
#

Yea, probably just need to mess with my ball settings

next badger
#

impulse applied to pivot (or center of mass)

granite heron
#

Ill try that, thanks!

next badger
#

at location will apply it to some point, like if you poke object

#

you can hover the value to get some info on it

#

oh, also, impulse affected by mass

meager copper
#

arg.. so frustrating. every tutorial I try to follow I end up spending a lot of time looking for why things are different for me than the presenter. I guess it is good that the engine keeps improveing, but so frustrating. anyone have any tips for a good video series with a current build of the engine ?

cloud cobalt
#

Making a good video, let alone a series, takes longer than some engine versions do

#

Adapt to changes

simple heart
#

hey anyone interested in web browser + virtual keyboard

cloud cobalt
#

Please don't spam

#

You linked it already

next badger
#

@meager copper i'm not aware of any...i guess it's all depends on topic

toxic prairie
#

@abstract relic thought it had like live link or something

#

Or is that only for substance

simple heart
#

i didn't put a link

#

@cloud cobalt

cloud cobalt
#

You linked it yesterday

simple heart
#

no i didn't i swear

#

i just put pictures

cloud cobalt
#

Yeah, only 5 times

next badger
#

if you have something to release - #released ...wip - #work-in-progress

simple heart
#

Yeah thank so mush

cloud cobalt
#

Literally your entire history here since you joined yesterday is your plugin thing

#

Please do not do that

#

Link it once in #released, don't bring it up another

meager copper
#

@next badger I am an experienced programmer. Made games in Unity and p5.js. I would be most interested in any that focuses on what is special to UE4 and Blueprints

next badger
#

"special to ue4" is quite vague...

meager copper
#

ofc 999/1000 tutorials aim to be introductionary. I kinda don't need to the kindergarten hand holding on general concepts πŸ™‚

grim ore
cloud cobalt
meager copper
#

oh nice. thanks Stranger

grim ore
#

I had undo transactions working but... they don't seem to work all the time lol

#

I just cheated and used an Object Class|String map variable inside the widget but this is super simple

next badger
#

i wonder how it works with p4 enabled

#

cause renaming with p4 always a pain

grim ore
#

well the node says it will try and checkout the asset before renaming

next badger
#

ggggreat!

grim ore
#

it tries to check it out, loads it, marks it dirty, does a basic "move" operation on it

#

There are actually 2 nodes to rename stuff... someone went all out on adding functions to the editor scripting lol

true finch
#

Hey guys! I'm trying to build a system where I can paint different materials on a plane. I want to paint stuff like grass, water, dirt, etc. but I want to limit which material can be painted on which. For example the user shouldn't be able to paint grass on water... (like in viva pinata for example :P)
The painting isn't the problem here, but the layers are. I can't think of a good way to limit what can be on top of what.
Currently I am using a Render Target setup for the painting.

Does anyone have an idea on how I could achieve this? If I didn't explain it properly I can try again πŸ™‚

jade hawk
#

Does anyone have experience with Oculus store Entitlement checks?
Need to find out how you do your entitlement check.
I am going insane here with their circular logic.

Oculus requires entitlement check within 10 seconds of starting. OK np
Add check to first line of code. If failed close game.

Oculus Review - Game not playable crash on load...

Not unless you failed entitlement check.

Ok fine move check to play game button. On fail turn button red and prevent level from loading but don't force close.
Oculus review - Game is not playable after pressing play.

Ok wtf oculus fine then move entitlement check back to start but no only print if passed or failed don't stop them playing the game.
Oculus review - You did not stop them playing the game on security check fail....

WTF seriously. Circular logic makes me so mad. It hurts me head lol

hearty prawn
#

Question! How much effort is it to port ue4 game to console, when i already have PC stuff. Is it 1/4 of total dev time or more like 1/10? Assuming controlls dont have to be ported.

tall pendant
#

hard to tell. it really depends on quite a few aspects.

hearty prawn
#

Lets assume gameplay logic does not need to be modified and performance should not be an issue. In theory should it be pressing compile button and outputting a console executable?

grim ore
#

in theory if you have the SDK and the correct entitlements and you have the controls set up properly then yes

#

but performance is always an issue as well as specific console handling (showing the correct buttons) and storage requirements

tall pendant
#

only in theory πŸ˜„

cloud cobalt
#

Yeah it really depends on the console

#

You might also have requirements on fixed IP addresses, incorporated business

#

And you may have to pay a few hundred dollars for the devkit

tall pendant
#

or thousands hehe

grim ore
#

well now I'm bored, I got that renaming Editor Utility Widget working and now what lol

scarlet birch
#

plus each console has its own list of things they expect to be done

tall pendant
#

yep. plus technical things to consider to make your build run on platform x and or y etc

#

it's not as easy as press build to xbox or whatever

grim ore
#

so... lets say you had a utility that would help you rename files to fit a naming convention, say all static meshes should start with SM_ , Would it be "better" to have it be a simple append such as "Append SM_ to the FILENAME so it becomes SM_FILENAME" or would it be nicer to have it be a fuzzy replace such as "SM_{FN}" where it just replaces the {FN} part with the FILENAME and the rest is kept as is to give more options? (easier prefix and suffix if waned for example)

scarlet birch
#

😁

#

I love that app,

manic pawn
#

how to not create a ui

grim ore
#

lol yeah I was wondering if I did the 2nd way I could add in more options, like say {PX} would output the X pixel value of the static mesh to the name so you could do like SM_{FN}_{PX}x{PY} and get something like SM_Rock_100x100

scarlet birch
#

@manic pawn not going to disagree, but it works

#

I'd much rather be able to have more control. Personally, I almost always use prefixes but not always.

#

Oh nice idea

#

That would rock

grim ore
#

time to see how hard this would be, I don't want to make this example super complicated but making it "oh wow" would be nice

scarlet birch
#

I build tools for making levels and some of them use meshes of different sizes for different things. That kind of functionality would be amazing

hearty prawn
#

Thanks guys

scarlet birch
#

Like that thing I did for stretching meshes like a 9 slice, needs to know the exact dimensions of the pieces. If it could get them from the filename then it would be easier to make it work with different meshses on the fly.

#

I guess it could just get them the same way though...

#

I'm looking at using procedural meshes and slicing though so it can make the pieces in the editor rather than having to edit them externally.

grim ore
#

yep yep. Doesnt look like I can get the size anyways so 😦

scarlet birch
#

That sucks. I was excited. I mean the editor gets them somehow

grim ore
#

I like the idea but there aren't exactly a ton of options I can use for getting data

#

yep at some point it might get exposed

#

damn I can get the bounding box but that isnt helping heh

scarlet birch
#

I think bounding box might be sufficient for what I was talking about, idk. It seems like it can be affected by things other than the mesh geometry. I'm not sure, and still a bit out of it from being sick.

grim ore
#

actually I think adding the bounding box min and max might work lol

#

well that worked πŸ™‚

scarlet birch
#

Nice

grim ore
#

I don't think it's supposed to but the numbers matched lol

sinful bone
#

aight so Im an idiot who somehow managed to tilt their editor camera, how do I get back to a default view? just flying around in a Perspective viewport

grim ore
#

shut down the editor and restart it?

#

if not target another item in the engine that is the correct angle, right click it and pilot it then eject back out and see if it helped?

next badger
jade hawk
#

thanks

sinful bone
#

@grim ore hah yeah I just tried reseting my layout and that seems to have cleared it out

#

was confusing because it persisted thru restarts /shrug

grim ore
scarlet birch
#

Nice.

grim ore
#

this is alot easier since you can just make any format you want πŸ™‚ I think this will be the final version I use as an example

scarlet birch
#

That looks useful. I haven't dived into any of the editor stuff you're using for that. I keep meaning to, but there's always something else that needs done. I'm surprised how few things have been done so far.

grim ore
#

heh

next badger
#

i like how flexible renamer works

#

it has grouping regex

#

ue4 uses same thing for strings

scarlet birch
#

I'd not seen it before.

radiant haven
#

Someone Android??

next badger
#

i.e
My_Amazing_{1}_with_size_{2}_by_{3}_and_{4}_channels

scarlet birch
#

@grim ore So the way that works, it preserves references? I assumed so, but you never know.

grim ore
#

I would assume so, lets find out lol. It uses the normal move function in the engine

#

seems to work, added a SM to a blueprint in the world, renamed it manually and it was fine. Used the tool and it was fine. the reference changed both times in the BP to the new name/object

#

right now I would like to figure out how to detect selected items without using tick heh

vale silo
#

did UE4 forums just go down ?

next badger
#

indeed..not just down...removed

#

@grim ore #forums?

grim ore
#

I never use the forums but yep it redirects for me, I was having issues with answehub earlier tho

next badger
#

AH works for me ATM

grim ore
#

It's the end of the world, the forums are gone!

next badger
#

for some it may be alex

#

if they are actually gone

scarlet birch
#

Probably just an issue with redirection or something

vale silo
#

@wary wave any idea what's going on with forums ?

#

@copper haven @tough berry @kindred fable ^^

next badger
#

jss...what a desperate man to tag all the mods

lethal linden
#

im also wondering about the forums

wary wave
#

I've not been told anything

next badger
#

should we tag Victor?

wary wave
#

you can try I guess, but it's outside of Epic's working hours now

#

oh wait, not quite, it's getting on for 4pm

next badger
#

wait...what?

manic pawn
#

heh did someone accidentally delete the forum

next badger
#

Victor is offline...we know the culprit! Alex is back?

vale silo
#

none of the Epic's staff is online o.O

manic pawn
#

@gleaming narwhal what happened to the forum br_thinking

next badger
#

i think Sion is online

tough berry
#

@vale silo Eh? Forums... no clue... still waking up.

vale silo
#

🀷

azure shore
#

is there a way to give pawn sensing essentially 360 vision?

grim ore
#

the video is supposed to be like 10 minutes long so this is gonna be fun lol

scarlet birch
#

@azure shore I think you can set half view angle or something, but you'd likely be better off just using AIPerception

next badger
#

@grim ore OOOOH, preview is smart

azure shore
#

oh I havent heard of perception

scarlet birch
#

I know I've set the view angle to a full circle with AI perception.

#

@grim ore Nice. Looking forward to seeing it.

azure shore
#

ok, it looks very confusion and I have no idea what to do with ai perception but Ill see

#

I am confusion

#

(yeah I meant it looks very confusing)

scarlet birch
#

It's not once you get the basics. Anytime perception of an actor changes an event is fired that can you can use. Anything you want to respond to needs a sense source component or whatever it's called.

#

For sounds you use a create noise event. You can use it for anything you want the AI perception to register though.

hasty osprey
#

my mesh (not static) becomes blocky when I import to unreal, it looks ok in 3ds max

#

is there any fix for this?

brave lark
#

Are the Forums down?

grim ore
#

nope

brave lark
#

the link on the website isn't working

grim ore
#

weird

brave lark
#

takes me to feed

#

whats the link

violet cove
#

Yeah forums are broken, very annoying right now

prisma palm
#

Hey folks, sorry to hijack while the forums issue is overtaking. I tried asking in the animation channel but didn't seem to get any bites: I can't figure out how to get "post-roll" to work correctly in a LevelSequencer, not even in an empty project. Anyone know what I have to do to get it working to evaluate a track even after the sequence "ends"?

azure shore
#

@hasty osprey your skeleton mesh? does it use any modifiers or anything in 3ds

#

and what exactly do you mean by blocky

#

like low poly?

hasty osprey
#

it has a skin modifier

#

and yeah it looks kind of low poly

#

the issue might be with the smoothing groups when i export but how would i fix that....

dense gate
#

Aight, after downloading the source all over and following the guide for enabling Chaos, everything seems to run fine now

#

I still have the fatal error but I'm diagnosing it rn so that's done I say

#

I still have no idea why it suddenly didn't detect the generated header and I hoped there was a fix without reinstalling and rebuilding but alas

light coyote
#

@hasty osprey
If it looks good on 3d max, and what you mean by blocky is that the diffrent poligons are clearly visible where they where not in 3d max,, then yes,, you probably have unticked the option for exporting smoothing groups with your FBX,,,,, its set by default that way, and you will find it first setting of all they are when exporting

hasty osprey
#

it looks better in some areas now

#

the problem was the smoothing groups alright, only that i unticked for smoothing groups in the export settings and that made it look better in unreal

#

maybe this means my smoothing groups were bad to begin with

gleaming narwhal
#

@manic pawn See tweet that @grim ore linked. @next badger I'm flying with spotty internet ;)

next badger
#

@gleaming narwhal with a forums server? πŸ˜›

grim ore
#

He stoled the internet!

gleaming narwhal
#

I meant in regards to being offline lol

next badger
#

well, safe trip

gleaming narwhal
#

But yeah right I got a task to migrate the server, so I grabbed it and am now migrating it the traditional way

#

Thanks! Anyone else at Oculus Connect or in San Jose should hit me up :)

next badger
#

i bet it's moving now like 100Gbit per second

grim ore
#

just plug the server into your phone so we can use it while it's in transit, gosh 🀣

gleaming narwhal
#

Ah crap I forgot my USB-C to Ethernet adapter (I actually did)

grim ore
#

oof 😦

next badger
gleaming narwhal
#

I brought the portable version

#

Less CRT monitors involved

gilded plinth
#

Hey peeps, could anyone please pass me a quick tip. Why is it that if you create an AI Controller BP and add a static mesh component with a mesh it's not visible in the BP viewport or game?
I'm stumped 🀷

weary basalt
#

Controllers are Invisible, they do not represent the Player or AI.

#

Pawns are the visual representation.

#

Controllers "possess" Pawns.

urban gyro
#

hey guys, how do you version your builds?

#

just a separate folder with each version?

abstract relic
#

Source control

#

git, preforce, etc

fresh oak
#

Hey, how's everyone doing? I'm trying to become more familiar with the unreal engine for a job and need to learn how to make set paths for VR playthrough and random player 1 spawn points. Does anyone have any helpful links/ chat groups I could get ahold of?

urban gyro
#

no no

#

not version control

#

i mean

#

deploying

#

builds

#

like if u have dedi and client

#

and need 2-3 clients to connect

#

gotta deploy, but is there a way to just update version

#

of 1 build, rather then building the same thing over and over

#

or is patching the only way?>

gilded plinth
#

@weary basalt thanks I figured, but is there no way to make a controller visible?

weary basalt
#

No, they arent meant to be visible.

#

Pawns are the visuals

gilded plinth
#

gotcha ok, back to the drawing board : ) I was hoping to add some visuals that I could easily control from my Ai controller bp without casting, but I will move it out : )

weary basalt
#

Use an Interface?

#

Use a common shared base class for Pawns?

grim ore
#

have the AI Controller spawn what it wants to use for visuals!

#

move it all out of the controller and put it in a car and drive it around town

gilded plinth
#

all great ideas. I'm still learning so : P Basically I have a widget with some text on top of a character (an npc) and it changes based on what it's perceiving with the AI Percept Component.

#

I'm going to put the widget back into the character BP and figure out the best way to cast between the controller and character bp

kindred jetty
#

Anyone have a link to the water material tutorial mention at last Unreal live stream?

grim ore
#

if you just cast once, say at creation of the character, and save the reference after it's cast you don't need to cast again

gilded plinth
#

yup yup! that's the plan. Just trying to figure out what functions I need in which BPs : P Like my enum with the different states for the widget (to determine what text to show) etc etc.I'm already binding a function in the controller to OnPerceptionUpdated of course so then I guess I gotta cast to get that function in my char bp

#

doin all this in c++... still learning as I mentioned : P

rotund root
#

Is it feasible for a solo dev to make games with UE as a side gig or hobby?

grim ore
#

of course

#

you will get out what you put into it

rotund root
#

Cool.

#

I’ve started picking up UE kind of as a hobby and just trying to learn the ropes right now.

#

I picked up Ben Tristom and Tom Looman’s courses from Udemy. Kind of using that as a starting point.

gilded plinth
#

@grim ore Sorry to bother, but if you have a sec. If I remember correctly you do c++? Here's where I'm heading with my cast from my char to the ai controller. If I want to make the scope of this new variable global, I should first declare it in the header ya? ( i know this would work, i just wanna make sure im not abusing a bad implementation)

#

Right now in (let's say) begin play: AFPSAIController* AIController = Cast<AFPSAIController>(GetController());

next badger
#

@gilded plinth why don't you ask on #cpp ?

gilded plinth
#

Will do thnx!

wraith socket
#

hello guys, I have a question corcerning to Lighting. So I am doing an outdoor environment with a lot of foliage. Which presets for lighting should be the one with better results? Directional Light Movable and Skylight Static?

next badger
#

if foliage is animated - stationary

#

also, enable the early zpass translucency in project settings

wraith socket
#

It will be moving

#

its from Speedtree and has depedencies with the Wind

manic pawn
next badger
#

@wraith socket set lights to stationary

wraith socket
#

the directional and skylight?

next badger
#

@wraith socket depends on how much you need dynamic shadows from moving objects, i think you can set skylight to static
also set trees to stationary as well

wraith socket
#

Ok! I am gonna try and rebake, now I have and awful result

#

thanks!

next badger
#

quality of bake only depends on ligtmaps and lighmass settings

#

baked lighting does not support animation

digital anchor
#

@manic pawn

#

my guess :P

next badger
#

@manic pawn maybe 3 letter words ignored?

wraith socket
#

@next badger so the thing its with painted foliage I cannot set it to stationary, only movable or static.

#

so has to be movable then

manic pawn
#

I have this off

next badger
#

painted foliage is different, since it's instanced...use static

manic pawn
#

3 letters words aren't ignored, since "pro" works

#

ok maybe

#

turning that off is actually broken

#

that would be typical br_unreal

next badger
#

does work for me in 4.23

manic pawn
#

I'm on 4.22 πŸ€”

next badger
#

sorry for tagging every time...habit

manic pawn
#

yeah that's it though

#

you don't get this on 4.23 right with it off

manic pawn
#

can you try in the ctrl-p search instead of content browser?

next badger
#

hahah

#

it is broken

manic pawn
#

time to abort whatever useful thing I was doing to fix random editor bug #150

wraith socket
#

would you use Ray Tracing? Or its sketchy at this very moment?

#

I feel it like a beta state

#

and translucencies are not working

next badger
#

*you can't extend columns

manic pawn
#

that view is just entirely useless

next badger
#

oh...you can...it's just hard

manic pawn
#

yeah but it's useless

next badger
#

it's quite useful in content browser

manic pawn
#

that's basically a lame version of the property matrix

next badger
manic pawn
#

finally a use case for fullscreen content browser

next badger
#

ahaha, yeah, on one of my projects i'm working with sequencer, and i have to extend content browser on my 2nd monitor

#

but not as table

manic pawn
#

... I think you meant != 0?

#

... and a && for the condition below...

#

err wait && doesn't make sense, that will make the option never work in the ctrl p menu

#

the bClassNamesProvided just doesn't belong in this condition at all

normal burrow
#

looks to me like, if the filter doesn't have exactly one response, class names must be provided? or maybe the variables thing is plural important

next badger
#

@manic pawn can't you just copy logic from content browser?

manic pawn
#

content browser doesn't have the bClassNamesProvided thing

next badger
#

oh...sry

manic pawn
#

I just commented out that part and now it works perfectly fine

#

can turn the option on/off and it works

next badger
#

test multiple class names as well

#

i wonder what's the purpose of that bool was

manic pawn
#

I don't know

#

the asset pickers all work just fine still

next badger
#

@manic pawn can you check one thing as well, until you're there, why there're two sets of shortcuts?

manic pawn