#ue4-general
1 messages · Page 541 of 1
well, thats a given. Ofc it's going to take some work.
some stuff in materials simply wont work on switch e.g
e.g a -1 sqrt NaN
hehe fo sho
I got the switch copy, and not sure if fixed but some of the explosions had the generic texture on it because problem :p
hehe
as the vfx artist, it made my eye twitch
I would like Mobile Blueprint scripting
like remote desktop that player can work with blueprints on mobile
pretty sure you already can use bp's on mobile...
how?
?
How to use Blueprints on mobile?
I guess you could just remote desktop from your cellphone.
But wanting to use BPs on a touchscreen sounds not too pleasant.
Then use mouse and keyboard lol
Hi guys, I want to use the ThirdPersonCharacter Model with a VR Headmounted Device. I deleted the old camera and sticked a new one to the head bone of the character. But it does not really stick to it, if I move arround in space than the camera moves away from the head. Does anyone know how to fix that?
you'll need to attach it to the bp spawnactor
specifically on the camera root that is on that actor
3rd person character with VR sounds disorienting
https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/AmbientOcclusion/index.html#targetText=Screen Space Ambient Occlusion (SSAO,a%20more%20natural%2C%20realistic%20look. if i understand it currently, AO will not work with forward renderer/?
Approximation of attenuation of light due to occlusion.
Hey guys, it seems IKinema Indie Runtime and Orion got killed off. Anyone have any news? I've been messaging them for a week without response.
how would i go about adding a cape to separate characters as a different skeleton mesh? I have my cape attached to the character. but when i press simulate, the cape just goes right through the character
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
@harsh tiger If you're using cloth you need to put a physic's asset and volumes on the character.
@scarlet birch thanks
np.
bit of a specific question, but would anyone know how to program something like a cannon that shoots the player out?
I know of the launch character node
@scarlet birch like this?
yeah
still goes straight through
I just have to make sure its always accurate somehow
CAn you show it in the editor? Are you attaching it to a socket?
yeah the head
I picked a bad time
@azure shore What's wrong with launch character? What's it not do that you want?
nothing wrong with it particularly, but I need some help with it
I had the same issue when I first put a cape on a character.
ive been trying to fix it for a while. cant find anything to make the cape collide with other things
I'm pretty sure it was fixed when I added physics volumes
Is Ubuntu good to run Unreal Engine 4 or should i use another Linux version?
i think is an issue, but cant make the cube more narrow
What is the purpose of that?
fuck knows haha. i think its the collision that comes in by default
i got a error about the bone size being too small or something when first importing
I'd delete it and see if it works.
oh yeah I hate that thing, where you cant make bodies small enough
like the minimum size is huge
should i use a cube or plane for this? im using a cube but i think a plane with a two sided material makes more sense
not too sure but I think lighting is different for planes and very thin cubes
Idk for sure. I haven't done a whole lot with the physics setup there and just muddle through it. But mine was a bunch of smaller rectangular boxes constrained to each other in the general shape of a hand fan when I did a cape.
I'd just delete the physics asset on the cape and see if it works. But, that could be a stupid suggestion. IDk. It's what I'd do though.
its like the collision isnt connected to the mesh
Are you sure you need a physics asset with cloth?
It seems like it would be redundant.
im not too sure tbh. im just trying to wing it until it works or i give up haha
i deleted it an its the same
https://gyazo.com/097f26e9cee5030aad6538f865d87a4d it works here but not in game
Try adding a short delay to begin play on the character and then drag off from the cape mesh and call "Force Cloth next Update Teleport and Reset". Sometimes things get messed up with forces on the first few ticks.
I can't share that project.
I shared that.
I am trying to do a first person character and I base my self on the starter content one by copying the programs. The thing is, I can't manage to make my character look up and down. It looks like it has to do with the y mouse/trackpad capter because by changing the blueprints I can manage to look up and down my moving mouse left and right. Does anybody know what to do ?
ahh i've got to get ready now to go out. gonna have to leave it for now. thanks for the help though!
pitch
@harsh tiger we do not tolerate animal abuse on this discord :p
https://cdn.discordapp.com/attachments/225448446956404738/627512845138919425/unknown.png
no animals were harmed during the development process 😂
Unlikely. Look at the default Third person character. It has mouse look setup.
the mouse look setup is the same as for the First person character and the one I copied...
I am trying to make a car mounted first person shooter and I was originally following a blueprint multiplayer networking tutorial and I am rather fluent in blueprint but then I found out about the ShooterGame template
It is c++ based and has a replication graph which intimidates me
Which should I follow? Should I do the shooter template and learn c++ which will take a while or should I just keep doing my own blueprint networking? If I could integrate blueprint in to shooterGame then that would be nice
I just don't want to have to go change the repgraph for every gameplay mechanic I add
I have a very small knowledge of c++
"jkjk"? .. So they were harmed? 
does anybody knows what to do for my camera movement problem ?
ok, thx
@keen cave does it triggering the event at all?
add a breakpoint on it
Does anybody know what I should do for my project
on any node you want to check that it is being called...
like input axis events (events are red)
Should I go striaght to the c++ route and learn it slowly or should I stay with blueprint which I understand
I don't know what to do
about the value, where do I check it ? On project settings ?
Because the I have no idea how the replication graph works
replication is necessary for multiplayer
well, you told nothing about it being mp or not
I don't know if I should just use the blueprint based replication and networking which I am fluent in or I should use the ShooterTemplate and learn c++ slowly
I am making a 10 player car mounted shooter
I found a blueprint multiplayer tutorial
And I understand it
Do I have to add functions to the replication graph for ever gameplay mechanic I add)
?
Are you talking about the ReplicationGraph feature they added for Fortnite to allow up to 100 players?
Or just about generic replication?
I am talking about the ShooterGame repgraph
I want to use the ShooterGame template as a framework for my game
ShooterGame uses the Engine.
ReplicationGraph is probably not at all available to BPs
Neither is it completely bugfree.
The only person that I know who used it says it's a shitshow.
What is?
So if you don't plan on having 100 Players, don't touch the repGraph
Then normal relevancy stuff is enough. No need to touch the RepGraph stuff.
does my problem have something to do with this ?
I didn't want to touch the repgraph in the first place
Well you are talking about it :D
I just wanted to use the shooterGame project as a framework for my game
Feel free to do that
And ShooterGame is a multiplayer game that uses a c++ repgraph
um...it does?
Yes
afaik shooter game is 4.9 based, and repgraph is 4.20
dont they update shootergame?
@tall pendant they could, but reimplementing it with BETA feature...
I want to just use the shooterGame pawn code and some of it's gameplay mechanics but it's all in c++
ShootGame is actively updated with their network stuff
It has the Replay stuff in it
And most liekly also the RepGraph stuff
Doesn't mean you have to use it though
I would suggest you create your game from scratch
And use shootergame for reference
hello, im new to unreal engine and recently started messing around with material and was able to make some cool spiky thing, but it seems to only go to the top right by default. Is there a way to change the direction?
And I understand bp fine
I just really like shooterGame and how a lot of the stuff is already set up
I just want to integrate my BP stuff in to it
You can do that too
it's just complicated if SG does stuff you don't understand
It's complex and by the standard of 4.23 probably not the cleanest
So should I just use some of it's assets and recreate their functionality in bp
Well, let me say it like this: If you want to make a Multiplayer game similar to ShooterGame, you won't get around using C++ at some point.
Blueprints have, by far, not everything exposed that is required to make a fully working multiplayer game.
At least not if it's something like shooterGame
If you just want to get going and learn C++ later. Read the guide he's put out there 2 to 20 times and install advanced sessions. It'll at least get you going.
Yeah, just be aware you postpone c++
You most likely won't get around it
A singleplayer game can most likely be done in pure BPs
Or a simple couch coop game
But as soon as we talk internet and sessions and all of that, you are close to c++
(or lan)
It lets you separate some of the learning a bit. Anything you do in BP starts to give you some abstract understanding of the C++ stuff. So if you have no background in coding it can help to separate a little learning C++ from learning UE.
If I search a developer for my team on discord how much money they want?
2 cheeseburgers per code block.
generally 1000 exposures/hour
At least one pat on the back per commit.
but they have to be committed to their work
At least 60 hours per week. Otherwise they won't get their pats.
Anyone know how to fix this using Unreal 4.23
UATHelper: Cooking (Windows): LoadErrors: Warning: Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update CurveLinearColor_0
PackagingResults: Warning: Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update CurveLinearColor_0
You read the warning/error and you do what the warning/error tells you.
Does anyone know why the "Support global clip plane for Planar Reflections" is by default deactivated?
@regal mulch yeah but this isn't my content it is something from the released version of the engine. I even went through every curve Epic send along and do not know where the settings are to change anything regarding the error.
If this comes from Epic's Engine, then it would be reproducable in an empty project.
Then file a bug report if it's blocking you.
its not blocking me it is the only warning I have in the entire project I just will fix it myself then wait for Epic if I can so I can have a clean no warnings project.
I already reported it when 4.23 was released
Well if it's part of the actual engine code, you'd have to adjust the engine source for this
If you have a custom engine already, go for it. But not sure if that's worth it if you are on a binary version
yeah I am not willing create a custom version of the engine and repair it then have to carry that fix for every new version of the engine at this point. I would rather take all the changes until I am closer to shipping. I figured it was just an asset issue that I could fix quickly.
Thanks for anwser
@hard quarry any reason for it to be enabled?
you aware that it requires 1.5 times more processing even while no mirrors exist in world?
we cant
Ok clearly no one can see this
if anyone has an idea on how to fix my problem, please let me know
if i wanna make a real copy of the skysphere, to import in my project and alter, how should i go about it?
i want this because it does not save my changes because its part of the engine
i cant believe there are no results for this when i search 😦
Just duplicate the sky to your content folder
whatever i try BP_Sunposition wont take my skysphere copy
it will only take the original skysphere from the engine
Duplicate sun position and adjust it
i did that and it wont work
sky works fine but the BP_Sunposition will not take it
Discord is back
Hurray
why does one of my textures look super dark in game
actually a lot do it
anything specific that causes darkness?
How do I use @plush yew for looking for work?
read pinned message
Ok thanks
i don’t know if this makes much sense but i feel like i’m walking before running in unreal. i finished the first hour and getting started tutorial which helped me get a really good grasp of where things are in the engine but i’m watching this melee combat tutorial right now and going “hey, i should actually learn how to create attack events and map inputs for them before i just use a character from the store with mapped attacks already”
it’s like i’m trying to find a balance between using assets and making sure i can create the basics of the gameplay logic that those assets are assigned to do
does that make any sense or am i overthinking things?
imho its best to have a goal first, then buy carefully selected assets to reach that goal
no need to buy assets to learn stuff, plenty of free stuff out there from epic and others
ahh word! that's a really good way of seeing things, thanks!
I have a question about how to make a path in a vortex wormhole
i dont even know what a vortex wormhole is tbh lol
@next badger No I did not know that, why does it need 50% more processing time? What exactly does this change?
whats the best way to make a full copy of the skysphere and the assets its using?
preferably with the blueprints all pointing to the copied stuff instead of originals
(because i have to make changes and they do not get saved for stuff that falls under engine and not the project)
@next badger it requires 1.5 times more processing even while no mirrors exist in world? Where is the number from ?
India.
lol
@grave nebula from the docs, or from the stream...
Infinity Blade Dungeons (next example however show no such drastic change)
vortex wormhole sounds like something theyd say in a science fiction film to sound smart like theyre talking about sciencey stuff
"The reason that Planar Reflections only cost 1.67 ms to render in the Elven Ruins map versus the 23.07 ms that it takes to render the Planar Reflections in the Kite Demo is due to how the Static Meshes and Materials that are used in the Elven Ruins were built." < https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/PlanarReflections/index.html
System for capturing and displaying local glossy reflections.
@azure shore i still wanna know what @restive silo meant though
it sounded like it might be a cool problem
i just remembered that i've heard/read that from Epic directly, the thing about Planar reflections consuming instructions even while no mirrors visible
anyone knows why does this thing even happen
like every project i create
my camera comes like this
you mean it keeps looking down?
no
the camera set wrong
when its set correctly on viewport
its not facing towards
it faces on other side
i use planar reflections in conjunction with baked reflections.
For mirrors i configure the planar reflections to only render the character. the rest is just a static cubemap.
your character is not rotated correctly
it needs to point where the arrow is
your mesh points to y forward, not x forward
jesus why didnt i notice that
change that in your app
yep its fixed thanks man
lol its always something simple like that 🙂
i recommend making your mesh point to x forward, it allows you to use local rotations for the mesh component correctly
hello
fnafgamer14...
so i need a modeler who can model in unreal engine 4

thank u @sudden agate
no one is gonna model for free
on a sidenote you generally dont model in UE4
ok so who can model cuz #looking-for-talent is not workin for me
maybe read the channel's topic first
read the error
i dont have premission to send it anything in there
maybe read the channel's topic first
weres that at
@sudden agate Read it, just wondering if it's something important, I mean it's just a warning and based on the discussions I read it's nothing to "worry about" but that was 2+ years ago
it just means it will have incorrect lightmaps on higher LODs unless the UVs are the same
Dude, you read the description
I'll help you out a bit
It says Jobs looking for people. See pinned messages for instructions.
This is where pinned messages are,
https://i.imgur.com/DcA8vw7.png
reading doesnt seem to be a strength of some people
ok
In case you still can't find it, DM me and i'll send you a link to the pinned message, but it would be better for everyone if you learn how to navigate discord 😅
can u do send me the link i cant find it
F
@sudden agate Why am I getting the error if my LOD is on 0 though
if it only applies to LOD 1+
yes, lods have lightmap uvs aswell
how can i make a (conveniantly) copy of the skysphere (and the stuff it uses)?
@sudden agate I know that, but no idea how that's supposed to help me fix this error?
use migrate
@plush yew UE doesnt like having different UV Lightmap layouts for LODs
simple as that
I didn't do anything with lightmaps though, I legit just started a new project and added grass to it :d
it makes a copy...
its tellin me to answer questions and i did but hey are short
@sudden agate engine assets cannot be migrated it tells me
how can i make a copy of the skysphere (and the stuff it uses)? (Migrate does not work because it is part of the engine)
i'm amazed this is so hard to find out o.O
its like nobody ever altered a skysphere
hey i anwered questions
maybe its simpler to ask how do i migrate assets from the engine to the project? (so i can alter them and save my changes)
drag and drop
you can't move engine assets like that
You can copy some things, like the default skysphere, to the project.
but that won't fix the references
so in other words the engine assets are useless to me?
@next badger Either you misinterpreted it or it was misworded. Clipping plane does add overhead, but nowhere near 1.5 times. Hell, you can't even measure it that way, for it affects just one part of a pipeline.
i guess so, you have to remake one in the project
I must have missed something, I didn't see he was having an issue with that.
unless i want to go around and fix the objects all the assets point to since they are copied as well
well i did remake one lol
using the BP class they made for it
but i cannot change that one since its not a copy
You can just copy that to a content folder and use it.
after having it point ot the right materials, and in the blueprints to the right meshes?
if i copy it it will be material instances and whatever it does with the other stuff
but everything will link to the old files part of the engine
i could try and fix this manually but there must be a better way for this
i assume there are no better way, i've replaced all the references manually...but i'm not always correct
how do i show outline of a building i wanna place on the ground? like rts games, you click on icon then you click on ground and you get a building in that area, i can do that but i want it to show outline of where the building will be on the ground
Use custom render depth to draw outlines. Pawel's excellent article: http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/ Sampl...
@next badger thats pretty un-userfriendly and annoying tbh lol
Is Chaos Physics only for destruction ? does it supports any standard rigid body physics like PhysX ?
Chaos is replacement for physx, ue4 will be using Chaos for everything.
no ETA tho...probably not 4.24
How do I return a camera from a function?
select a function in the bp -> look at properties window -> add output pin with a proper type
then just use return node inside function
just keep in mind, there are multiple types/classes of cameras
Got it, thanks 🙂
I'm not too sure if it's the right way.
I'm currently creating a animation BP for my enemies, but since i also use a behavior tree where i'd like to add like a attack task which would play the attack animation.
And since i can't set the animation BP via behavior tree i get the feeling i should not use it
Ideally behavior tree should only dictate high level commands with implementation specifics residing in the controller or pawn
Imo^
Hey all. I was going through the components and collision tutorial on the Unreal website. Everything was going almost perfectly... except when I try to use multiple inputs (pressing w and d simultaneously, or s and moving the mouse, etc.) the camera breaks. Any ideas?
What's the way of making textures look non-repetitive
cause it's obvious that it's just 1 texture repeating over and over
there are variety of techniques, overlays, uv distortion etc
Macro texture, micro textures, putting stuff on it. It depends on what this is going to be used for and where it is and what is around it.
it's just simple wall in almost empty room
scale up the texture so it's not as obvious? use a different texture? find one with less repetitive tiling? use one of the above mentioned techniques, put a plant in front of it or a picture? etc.
it's root of scene
that is the default scene root
it's not visible in editor, only here
replace it with a new scene component in the parent and it will disappear
still wondering if Chaos will offer some next gen stuff tho
I just want to place the sprite on the dang origin and i can't see it
i mean you should consider FEM nowadays
@pliant yoke select root and uncheck "visible"
that doesn't do it
Hello there fellow Devs, I'm in the making of a sliding movement for my game, when I slide the position of the character get reset to the one prior to the slide
I can't get this to work properly, any tips?
are you using root motion for the animations? is the animation driving the movement or are you just playing an animation in place and moving the character?
I can send over a video if that helps any?
No, wasn't using root motion, any help on how to implement it? I can send you some snippets of the code.
That documentation seems to not work for Mixamo meshes
Just seems to support the default.
the documentation is agnostic
Ok?
it shouldn't matter where they came from, the mixamo animations are fine if set up correctly
So the skeleton and the mesh don't appear to have any options for root motion.
I'm on v4.22
when you exported the animations from Mixamo did you choose in place as the option?
there was no option for that.
I've been using all of my animations just fine, and I've never seen any options to enable in place.
then it's going to be a root motion animation and you will have to adjust for that in the engine
thanks friends
How would I go about doing that? I've had practically 0 tutorials as to how I can implement my Running Slide animation from Mixamo.
that page shows you the options and how you adjust for it
for a slide you would probably not use an in place animation
Ok
The root motion tab does not exist in 4.22, so I have to assume this is an earlier build.
root motion is option for animation, not skeleton or mesh
Root Motion can be enabled inside the Asset Details panel in the Animation Editor for your Animation Sequence.```
Let me see if I can figure this out.
Yeah, same result, checked the box and all
Need any screenshots?
I don't know if there is any more help in this channel besides identifying the possible issue and suggesting fixes, #animation might be able to help in more detail
#animation is dead, tried it twice
just looked there, seems active
Well they sure as hell can't answer a simple question about this root motion
It's not easy to do this.
It should be
maybe it's not simple and they can't fix it
Then why would you suggest I go there if I can't be helped?
No one has answered this question, and I've been looking for an answer for nearly 2 weeks now.
most of your "problems" so far have been due to you rushing thru this and not trying to understand what you are doing before doing it.,
cause it's the proper place for those questions? otherwise - forums or answerhub
yet you have to provide detailed explanation of the issue
Well, you've not asked for anything solid yet.
you as well
Mainly because I don't have a clue as to how this engine works
And came here for help.
I'm not an expert, or some kind of master coder.
Mathew has a great channel, you may watch all of his videos for a start.
I've been going off of no dedicated tutorials or anything solid.
I may, but with his stance on my "problems" I may not care about his videos.
Unless he's a miracle worker.
Then I'll consider it.
I do care, I don't take lip from anybody.
I've been desperately trying to get this feature working, but no.
Nothing has worked.
And I've been stuck for two weeks
not quite sure what is feature?
Sliding
I want a Call of Duty slide in my game
It should be something as simple as moving the character with a fancy animation
good, have you implemented animation blueprint?
Yes
good, it does make transition in blendspace?
It's just one animation, it shouldn't need an entire dedicated blendspace
I was able to make a reload animation work without one
go in to your slide animation, enable whole skeleton hierarchy and show a screenshot at the end of the slide
this is how to show it
Ok, one moment
this is how it may look
Looks like this
I had to disable the root motion so it would display properly
Otherwise, there was a spasm, and something that vaguely resembled the original animation
this one is set?
so to my understanding, every object in the world outliner has the same vector direction in world space which cant be changed, right ?
thats why gimbal lock occurs
this has to be enabled
I unticked it, but I've re ticked it
the problem is if he is using the mixamo slide animation is it is designed to be used with root motion and it's going to not drop into UE4.
@vast fossil umm..what?
when root motion is set for it the character can no longer "drop" from the idle/stand position down to slide so the animation is off the ground when it's working in UE4
@grim ore you see the red bone, it's root motion, so it should work
he unticked it just for the screenshot (he explained this)
the transform in world space
I know it should and I just tested it
for objects
well, there should no be movement...you have to move the character
Looks like this with the rootmotion ticked
can't you zoom properly? an select the root as well
https://i.gyazo.com/207398e14c4580b7dfad3ff427a29d70.gif with root motion enabled in UE4 and the AnimBP set to use the root motion from the animation.
so the root in the hip?
otherwise if you just use the anim as is it will move away from the root and capsule as expected
yep the default animation drops the player down into the slide so when you use root motion with it the character will end up off the ground. It's the animation it's no intended to be used for UE4 so shrug
you can see it here without root motion enabled https://i.imgur.com/ZavFTsg.png
and yes hips is the root
oh, ok...well, nothing blender/maya can fix
I mean it works great if you don't use root motion but then the capsule doesnt move with it automatically so neither the camera etc.
nonono...always use root motion in ue4...except for some movies/cinematics
i definitely used mixamo animations before...can't remember any issues with root
it's dependent on the animation, quite a few of them have the "in place" checkbox which resolves this issue
this is just one of those "trying to put a square peg in a round hole" problems
It still resets back to the previous position
it should not move at all
Does anybody have this animation with the in place box?
I'm unable to get it
It just shows up then disappears
I tried pressing it, but it just pressed the mirror instead
I'm also unable to use blender for this, as it has not been a helpful tool
And I don't own Maya, because I'd have to pay for that.
well use blender
How?
you download it, install it, learn it, use it
If it literally refuses to work?
Find the root bone and delete all it’s keyframes
I've attempted to download it numerous times, but it hasn't worked
thats extremely weird
I have this issue where I destroy actors but other code (BP) wants to act on it. so I have warnings about "pending kill". What is a good general solution to stop "other activity"?
Then I gave up and went to the official site, then it worked but was very much prone to crashes
any errors or anything like that? we could use lounge for help with blender if you want
use the "Is Valid" node before you act on the BP that could be potentially destroyed/not valid
lol where did you get it from before the official site.... ?
Steam
@grim ore so just add that everywhere?
You can do it from steam?
yeah its on steam since a while now
anywhere you want to check to see if something you will be doing something with is valid, yes
That’s insane
for like a few years now i think lol
here you are
they recently got a sizeable donation too, dunno if you heard lol
Of course
I have no clue how to use Blender, I've not found any tutorials that are user friendly, or are not paid for.
@grim ore there was no Root at all
so ue generated it
i;ve added root and added root motion to move under the char
Thanks
youtube is full of insanely good blender tutorials
interesting, hips was the first bone tho right?
so now when root motion is enabled it will stay in place
Now to see if it works
yep, hips were first bone
also there is #blender on freenode (or ##blender not sure)
blender is amazing but its steep to learn
dunno about the new interface i sitll use 2.79
Yeah, I've attempted to learn Blender 5 times now.
imagine someone like me who worked in max for 16 years -_-
I couldn't do it.
Not even with their maya indie license?
Every time
its easier if you already have previous experience
I don't
and some people say the new GUI is much better
but i learned the old one so i stick with that for now
I barely had any experience when I was making my GameGuru game
i stuck with 2.49b for a loooong time too before learning the new UI that came after that 🙂
why no python in maya indie? would be such a good deal
I was just going off of Valve's GDD's
just being able to get around object and edit mode, move vertices, know some modifiers like decimate, ... is worth so much
and theres many great plugins too
for me main blender issue now is inability to work with custom normals
define custom normals
Granted, I could do a lot of that, but my first game was mainly recycled assets, which was hella stressful to use due to its issues.
and devs said - it's not a bug that blender destroys custom normal data, dont use it
UI is so-so. Better in most ways, most of the functions are locked behind unnecessary buttons sequences though. Hot keys are a greater must now.
i almost only use hotkeys for 2.79 anyway
@plush yew normals that are modified
blender should do that no problem?
you can rotate normals, split them, merge
Referring to pre 2.8 Sed?
Most likely I’m mistaking your intent for something else. You can adjust normals now. Beyond simple recalcs
Yeah, that slide animation has the same issue, but I can't move forward now.
@abstract relic look at bug report, it was made just this month
Oh joy
or use an older version of blender that may not have this problem
@hollow frost what? you enabled root motion? right? it now should stay in place properly, not float
it not supposed to move
it's not how game characters move
you move it...
It should be like Call of Duty's slide, where you press the button, then it moves you.
Like a dodge
you should do it yourself, with some BP coding
any news ?
@next badger i remember when the FBX exporting was so bad i had to use the edgesplit modifier to force hard edges 😄 (in UDK)
new preview ?
@hollow frost @astral cedar gave you a tutorial
Where?
YouTube is a wonderful place 😜
rekt
Ok, let me see here
this is a pretty good start: https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ/videos
dunno if he has something for this problem though but you can sure look
not just BP stuff from what i saw
Anyone with rudimentary knowledge of AI and a few minutes over to look at my problem in #gameplay-ai ?
The anim instance will not connect to the target
Following this tutorial https://www.youtube.com/watch?v=M_FTm1fsll0&feature=youtu.be
The one @astral cedar gave
Any help?
@next badger the tutorial does not work
Yeah, that tutorial just completely broke the slide
And the character too
completely broke is very vague
hey. So I want to reuse my level for multiple "levels" meaning I want to to inject some variables to basically set difficulty. I try to make the variable "instance editable" and "expose on spawn" but I can't figure how to actually provide those values?
that is probably not going to work how you want it. Are you basically going to reload the level but "change" some stuff when it reloads?
guys ive added a new c++ bp and its compiling for a half hour now , still at 200/1800
is this normal ?
100% depends on your PC but if you just added a new C++ class that seems odd. Did you do this from the editor or from VS?
oh.. as far as I know if you are adding new classes you should always do it thru the editor so it can compile and add it properly
ive been following this tutorial
#ue4 #beginner #blueprint #rotation #flight Quick and easy fix to overcome gimbal lock for any game requiring the full 6 degrees of freedom! Everything in th...
so no it shouldnt unless it is recompiling the entire thing. Adding a class thru the editor only takes a short amount of time last I did it
yeah that is adding it thru the editor, not visual studio
where do you see it showing 200/1800?
oh uh yeah that's compiling the project. if this is your first time then yep it might
it should be. are you compiling the project or the editor?
yeah project should be quite quick if its just the project modules
When writing code that relies on the implementation details of minimalAPI classes from the engine, how does one tell build tool how to link?
I want to extend ULevel
whats is a hot recompile ? And how do I do it ?
Is there any way to make a cone-shaped line trace? (like for an AI Line-of-sight) Or should I just call a bunch of traces?
hot recompile/hot reload is when you compile from the editor after making a change without shutting down VS
ah
oke
ok I found out the rebuild compiles everything from scratch while build only the changed ones
so next time I have to "build" when changing something
in materials, can i blend between 2 values using as alpha whether something is lit or not?
building total mintues took 56 min lol
Sounds like wonderful design
turn it into an easter egg
I love it...every interaction where it's not expected is so cool
i remember seeing a presentation from a crysis dev waaaay back and he was saying how at one point when they added the tree chopping the AI (unexpectedly) got very confused thinking it was looking at a walking tree
when they picked up a chopped palmtree top
So first off I am running Nvidia 470 so the bare minimum, slows my development because material editing takes forever. First off my pc is pretty old and I don't know whether to update my graphics card, whether there might be compatibility issues or whether to just get a new PC. I am sure there are other issues that come with a very old computer eg chance of failure. If so what is a good pc for ue4 dev that is affordable, also would a laptop be possible? My budget is 600 GBP and I'll need lots of memory though of course I can buy extra (though don't know how to do that with a laptop)
what CPU do you have?
Elite Samsung
@plush yew I'm running on an ASUS rog 860m laptop and it works fine. My HD is NOT an SSD but that would probably help it go faster for a small investment
there is no such thing, its either intel or AMD
and its important to give advice on wether to update or not
I'm a noob at hardware. Says Samsung on disc drive that's why I said it
task manager -> performance tab at top, then look top right
AMD X2 555 Processor, 3200 MHz 2cores
yeah not worth pairing a new GPU with that
600 pounds is not much but you can find a good older second hand system for it probably
could go up 700 not much more
Nothing more
if you go that route you need to bring someone who knows their stuff though
About laptops anything affordable that's ue4 compatible
Or stick to desktop
i bought my last 2 computers second hand, and one for a family member too a while back
im still using a 2500K with a GTX1070
you can find something like that for very cheap here
oops sorry i mean 970!
lol
2nd hand ftw. got a 2600 with a 1050ti cheap I use at work 🙂
2600K ?
non k
What does that actually mean
my 2500K runs at 4Ghz in the summer and 4.2 in the winter 🙂
stock here but a little bit nicer than a pentium J series cpu 😉
K means unlocked multiplier so you can overclock it really well (if you know what you are doing and cool it well)
yeah I had a 5820k at home for the last 3 years before I upgraded. That was no 2nd hand and was super not cheap lol
Best option then I guess
well bring someone who knows you will at least get what is advertized and whatnot
and use common sense
And how about laptops you think that's a no go for ue4?
also make sure you can actually go to their house
Yeah I take ages to decide anything
to see it working and whatnot
laptops and anything gaming related is bad
especially on a budget second hand desktop is probably best
laptop will work but if you are on a budget you won't get near what you would in a desktop.
That's what I guessed, ty
lots more stuff to consider for laptops as well, some run like crap because they run them at lower TDP
2nd hand 7th gen i7 with like 1060's are getting cheap now for laptops but for the same price you can get a nice ryzen and a better GPU so it's a tossup
2500Ks with mainboard, case, ram, ... go for like 250EUR here now lol
depends on the goal
an event that runs 3 times would do it but it wouldnt be really any less code
technically a timeline that fires off an event pulse would be 3? nodes less lol
and if you collapsed the arrows 1->getworldtransform->spawnactor node into a function or macro it would clean that up as well
Is there a way to disable the Epic Games launcher auto minimize/maximize when opening/closing projects? I just can't take it anymore.
@autumn trout Example, printing a string 100 times
this is probably more for #blueprint though 🙂
I have a weird issue with the foliage painter. When I add my trees to the density scaling, they appear to vanish like they are supposed to (on lower settings). But they are actually still there and it creates invisible trees. Anyone know how to fix this?
@plush yew Thanks I have fixed it this way
@plush yew xd I will try your style
look at his too its about the same amount of nodes and does the same
jsut use whatever uses less CPU i would say 🙂
you are right
im not saying yours is wrong btw if it works it works :-p
if you find a lot of difference in cpu let us know though
How do I check the CPU?
nvm its not important just curious 🙂
np yw
I just had a thought while looking at my units who are only animated from the waist up. The whole reason I split the skeleton into top/bottom was because if the lower spine gyrated while running the entire upper body would gyrate as well, which looked really goofy. I could just put an aim offset on the spine, right? That way by the time the chain got up to the chest/shoulders the skeleton wouldn't be flopping around?
I've had aim offset stuff for a while to get the player's head to follow the camera but I could probably use it to stabilize the spine as well
Why the hell can't I undo in the physics editor 😦
I accidentally hit generate all bodies and it destroyed my physics object for my character
and uh, Mirror dosen't work properly, this workflow is kicking my ass.
mirror not working is what gets me every time. its been a while and maybe I missed it but if we at least had values that we could manually enter to mirror it'd be so much better
I don't understand how I'm suppose to do this if it's just breaking on me and I can't even undo, I lost like so much work just now due to a mis click
I can't even find a good write up on the constraints
Yeah I thought it'd be something quick and easy I could set up in a session but once I saw I couldn't get a perfect mirror/ set coordinates I dipped out. The constraints seemed pretty decent though. I wish I had the writeup I followed but I was able to get a grasp on the constraints pretty quickly for a basic humanoid model
hi i'm doing a vr building game and i cant find out how you would do a ui that opens up when you press a button and it shows the parts you can use to build. and if you see a part you want you just grab it and it adds the part to your hand.
it can be a simple cube for all i care
thats a lot of different components
how would i do it then?
not just ui, do you have a system for adding the part to your hand
nope
completly fresh
and new to unreal engine
full of ideas and dont know how to make them reality
no one here will be able to walk you through it completely, because what you're describing is an interaction consisting of multiple components, player logic to pick up the object, ui widgets that handle data for pickup/can display visuals, the entire definition of what a pickup is as well
make breakout first before you get too ambitious
thats kind of what i'm
doing
i made it so i can move
i can look and walk around
and now i just need to spawn an object
by grabing it in a ui
well theres a lot of ways to do that, i'd probably do the whole player picking up item thing first tho
idk enough about your project, what you currently have and what you currently know to really answer that
just try your best to get something working, learn how to piece together the information you need bit by bit to solve a problem instead of asking people how to tackle a whole huge thing
jack all on both when it comes to what i have layed out and when it comes to knowing about UE. but when it comes to the game i want should i try and do something else?
just try and make pong first or breakout
the table version or the old school game
probably one of the first commercial video games i think
if you can emulate pong entirely, score system, other paddle doing stuff
welp
not gonna lie
pong sounds kinda doll to what i'm trying to do
but i guess its alot more complicated with what i want to do then i first thoult
isnt it?
it always is, since you're just starting out, your projections of what is a complicated thing to take on/out of your depth are not at all based in reality
as you start making small things and solving problems that are common to many games, you will get better at figuring out how to tackle your own ideas
alright then
just figured since i see a lot vr world building games with the same thing figured it would be at least a tutorial video
Does Ue4 have some kind of caps in place preventing your game from using a certain percentage of what the GPU can handle? Is there a way to over ride this?
I've got a feeling that a question that large is going to be more reliably answered by several youtube tutorials than a discord forum
but you can definitely still try
exporting meshes is not a issue. materials, lights however..probably not possible to export them.
ofc providing more information would help people to better understand your question
Im looking for somebody who could help me to slightly edit this landscape texture. The problem are the stones in the texture. I need them to be a bit brighter / more sandy like the ground below them. If anybody has experience with editing textures, I would greatly appreciate if u could lend a hand.
@plush yew You could try blending it with another texture on the material. Something that is brighter and sandier
@thin tendon How would I go on about doin that?
With a lerp or a multiply pretty sure. Give me a sec I will look for an example
does anyone know how to solve this problem?
i have python installed and its in system path
Looks like your plugin is missing an UE4 module called 'PythonConsole'
Not compiled for that version maybe idk
Ask the plugin developer
@plush yew The multiply coming out of the sand texture here is setting the strength at which I want it to show
How can you use unreal editing real time collaboration from distance like me and my friend want to work but we are from different cities
How can we use unreal multy editing user
i cant open unreal engine 4 at all
i uninstalled bridge
is there anyway to disable the plugin outside?
@grim ore thanks for answer, sorry I had to go to bed. yes I want to load first time and then reload again and again the same level, and give the "constructor" of the level some input. but on "open level" I can't see how to add my input args
ok ill just reinstall ue4
can any one help with the mouse cursor problem? I am trying to make it so it shows in the pause menu but it's not working
I'm making it inside the character bp
guys - does anyone know what causes the editor to crash when a navmesh bounds is dragged into the scene? just upgraded to 4.21 and got hit with this lovely BS
@flat gorge after the add to viewport node, add a set visibility node and connect your widget reference to it. Set to visible
ugh i need help pls
can someone help me with coding ui for first person
eveything works but when i click on start it opens the level but its paused completly for some reason and i cant do shit
i cant even go to the paused menu that i coded for the level
Go through all your begin play nodes in the player, the controller, the game mode and see if anything is pausing it
Oh and check your level BP
Past that more info is needed to help
Hello everyone, So i'm having a problem with the destructible mesh. in the editor, When i hit a destructible mesh, Everything works fine, But after building the game, For some reason the destructible mesh doesn't have collision. Anyone knows why?
Glad that helped 🙂
Is there a way to reduce loading time when a packaged game is opened for the first time?
whoah, am i the only one who can't use drag and drop in windows when UE is doing something, like importing textures?
that's a terrible bug
can I make the play button start on my "main menu map/level" regardless of which level is currently loaded?
I have parented my characters hands to IK bones and now they are disconnected from the arms and I cant figure out a way to get them back together
Im using blender
Is there something like "switch on type"?
void interactWithEntity(Actor Object)
{
switch(Object.type)
{
case Object.Bush
... break;
case Object.Tree
... break;
}
}
in blueprints
I want to have an interaction system aka. if you interact with trees you chop them down, if you interact with doors you open them etc.
not sure what the best approach to this would be
Make individual blueprints for your trees and doors
I guess the best would be to have an "interact()" function in each object?
and just go object.interact()
Idk, i dont really know C++
Oh i see what you mean now
you could break the hit result, and cast to your tree or door
Yeah
your bush has no collision
you want one of those checked, what ever channel your using v
I guess it would be better to use a LineTraceForObjects then?
and just make an array of object that can be interacted with?
It wouldnt really matter
Just do this:
And the event can be harvest or something which when calling it will run the code
oh nice, thanks!
But won't this be a serious pain if I have to cast to every interactable object type?
like, if I have 1000 objects, I'll need 1000 casts?
@hoary silo IK bones are for different purpose, don't use them for meshes
@next badger ?
parented my characters hands to IK bones <-
Oh
is there a LOD Group settings like small prop, when using bulk edit via property matrix? i cant find it
Big curious question... I don't need to know how to do it but is it possible.... If you had a blending material that made all vertical angles like 90 degrees to a 100 degrees one material and all level or flat surfaces another matieral?
Ah, i was expecting a drop menu
@upper iris sorry, your question makes little sense, try to split it to parts and ask again
yeah, some settings that use dropdowns are typed in bulk edit, most common i use is collision preset
no
@manic pawn and why?
Should I use 4.22.3 or 4.22.1?
always the latest patch
find reference (meaning usage of a function/element) is a useful tool. in UE4 it seems very limited. like it cant find usage outside of the current blue print. Is this a true limitation or just my experience? is there a "find global usage of this"?
Just tick the find in all blueprints checkbox
It's top right of the search box in a bp
@meager copper
Any idea how I prevent ue4 windows to always be on top?
The red window is always in front even if I click on the tab behind it
@regal mulch ah nice. thanks
@plush yew move all tabs to the back window
@regal mulch I know that is a "solution", did a bit of googling and found out there is no way to prevent sub windows from being "always in front", we should add this tbh
I'm addicted to alt-tabbing
@plush yew What I do is put all tabs back as Cedric says and then navigate using CTRL+TAB or CTRL+SHIFT+TAB
yup, realized I have to do that too, but with multiple monitors alt-tab would be way better
yeah for sure !
DOes someone know smth about Physics???
#legacy-physics probably does 😛
oh thx
can anyone tell me how to save objects that you spawn during PIE or actual play to a level? I want to make a complex pawn/PC/level editor GM for building levels
what is the word for this? I can't seem to find it
You could try using the Save Game object to save those things to reload later but out of the box there is no real level editing supported.
@grim ore what's the functionality gap with SaveGameObject?
it's got restrictions on what it can save or load, serialize and de serialize basically. If you wanted to do this properly you would look into extending the engine with some custom c++ code to write out to something like JSON files or another method that lets you save out objects completely in a much more efficient manner
thanks dude
is anyone here using the LevelDesignTools via bluetility?
it works for me on one pc, but on the other one i get error
I'm using custom ones with editor widgets
looks like you need to refresh some nodes for starters
can you guide me?
a bit
would be great
do you have that option set where it jumps to the node causing the error when you compile?
that should show you which GetSelectedLevelActors nodes have an issue
i'm newbie with the blueprints, i just find it strange that it worked directly on other pc
and im uising it in a clean project
just make a new GetSelectedLevelActors node for each of those and wire them back up
sometimes it's easier to just fix something than wonder why it's wrong.
just standard advice, uncheck GetSelectedLevelActors
I mean uncheck Context Sensitive
but there's an option in your engine that isn't ticked which allows you to use blutility/level blueprints
I mean blutility/editor widgets
sorry I'm distracted
i tried context on off before, same result. how do i enable that?
there's something you need to tick somewhere to get access to those nodes
gonna try to find it...
I can find it
one sec
it might be
Editor Preferences -> Experimental -> Blutility
Editor Scripting -> Level Utility
that's the category of nodes you want access to
and ?I think you need to install the Editor Scripting Utilities plugin
Introduction to using Blueprints and Python to control the Unreal Editor programmatically.
that would be extremely strange, i literally installed 4.23 on other pc and placed uasset and it just works
you're positive you never enabled this one plugin on the editor that it's working on?
yes, it was on a cloud pc that i use for various tests
but ill see the link you provided
don't know what to tell you. enabling that plugin should allow access to that node category I described (which contains the erroneous nodes that need to be refreshed/replaced)
let me know if that doesn't work. I'm going to step away from the machine for about 30 minutes though.
@halcyon flame it works now! thank you so much! it was about editor scripting utilities, but i'm 100% confident i have done the same steps on two pcs. strange, but it works. have a great evening
yw man. enable the same plugin on the other machine|image to ensure you don't have any other issues
does that asset you linked have a page describing it? I'd like to see what it can do
it's extremely barebones, got it from here https://www.youtube.com/watch?v=s_rt49atj0Y
Editor Utility Widgets arrived with Unreal Engine 4.22, which allow you to modify the layout of the editor user interface, and set up Blueprints just like UM...
that's pretty much all
i wanted something to add random rotation, or add +value to existing rotations
can you do a "Switch on 'the type of castable BP that collided'" ? What I mean is a select/switch alternative to doing a series of Cast to X, if failed Cast to Y, if failed Cast to Z
hello everyone, i have a weird problem , i have packaged my project which only plays videos in sequence given the input from arduino, on my pc it works normally but on the target pc videos don't play , i checked a lot of answerhub posts for this one but none of the solutions are working for me 😦
Also i installed all the codecs i have on my workstation and still nothing
@meager copper I don't think so. you have a few different options. if the possibilities share a parent class, you can give them a Class enum variable and then just cast to the parent class and find out which class it is, then switch off that. you could also implement and interface for all objects that can possibly collide or need to respond to a collision, then call the same event on an agnostic object, passing object B a reference to object A. you can then have each different kind of B call a different function in the interface back to A with its reference
hm.. i already have them on interface. and this is the pointwhere I want them to do different things. but thanks for the ideas
There is no other choice than adding a method to the interface or cast to the specific classes
Hey guys, i'm new and having some issues with "orientation" when following a 2d side scroller tutorial for UE4, if anyone could nudge me in the right direction i would really appreciate it
my 2d sprites that i extracted are apparently facing to the right, so i cant see them with the viewport on "front"unless i change their rotation -90.
does anybody have any idea what is causing this?
I started from the 2D side scroller template and didnt really do anything except changing the character sprite and importing some tile sprite which i now want to use.
I booted up a new project with this 2d side scroller template to make sure and indeed, the template is "built to face right instead of front".
Is this normal behaviour? are all 2d sprites always facing the right? does this affect the eventual product and can i change all my sprites to face front as in the official ue4 tutorial here: https://www.youtube.com/watch?v=cCl1DHhIYeY&t=1382s
Around 39 minutes in the vid you can see him place blocks without having issues with orientation
in materials, can i blend between 2 values using as alpha whether something is lit or not?
does unreal have any kind of functionality for sound synthesis? like synthesizers?
say i wanted to trigger some samples, does it have midi integration of any sort?
if anyone has info, @ me, id be greatly appreciative for any documentation or tips
Any way to get rid of those white spheres? quite annoying
@plush yew maybe something like https://www.youtube.com/watch?v=7E0I93pZ7zs
In this video series we will explore some of the basics of the new Unreal Audio Engine currently in development. In this video I show you how to get up and r...
@plush yew add a scene component, then make the scene component the root component
@warped tangle Thanks ❤
you'll get used to doing that like....all the time lol
guys,Ray tracing in 4.23 is working on GeForce 900 Series ?
no.
Ray tracing enabled only on 10 and RTX series ?
@orchid marsh nice, ill check this out
Was there a change to destructables?
Havent used it for like 1.5-2 years
the DM system is relatively unchanged. The new Chaos system is obviously....well new. So completely new system.
Anyone got any idea how i can bring my material closer to crystal like
also brining up my emissive map
Learn the ice material
https://80.lv/articles/developing-artistic-ice-in-unreal-engine-4/
So I’ve decided to do a breakdown of paragon effects and shaders, There is a wealth of knowledge in there but getting into it can seem like a daunting task to say the least. This is meant as a learning and reference resource mainly.Il be starting in alp...
@next badger sorry ill try again,
Let's say I Have a mesh or a set of meshes and I want one material but I want all angle that are between 80 to 10. Degrees vertically to have a texture and then the flat parts horizontal to be masked and have another texture but be fully percedural so any mesh it will work with, for example how respawn do their rocks for landscapes
but I want all angle that are between 80 to 10
Does this makes sense to you? cause it's not to me
Shorter sentences may help. One statement at a time.
you may be asking about world aligned normals/UVs...not sure
Hi Alexey, can i use a normal albedo map for subsurface?
yes, but, i can't say it's a good choice
for ss you better use BW blurred AO map, or density map
either way, sss looks better when it's blurry, you may try using MIP offset
it's a cheap way to make blurry texture in shader
Sorry bump warp?
bump warp?
is it possibe to attach a socket to a pawn instead of character ? Im asking because in the pawn bp there is an option in details "parent socket"