#ue4-general
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does anyone else experience random crashes while editing blueprints or anything else?
Trying to show one of theses sprites. Any idea how to do this?
@viscid glen you usually get 3 from clamp node. Random integer node returns some number between 0 and some high max value, which is more often than not equal or larger than 3. When clamp gets n >= 3 it outputs 3. If you want numbers that are more or less evenly spread between 0, 1, and 2 use mod 3 node
Other than that you should place select node on the other side of set Sprite node. It's output should be connected to set Sprite input.
Hi guys i am pretty new to unreal, any idea how i can get this node?
@burnt sparrow Like this?
Delete clamp, comparison and bool to int conversion nodes. Inserted of them use modulo node on output from random node. Should be visible when you search for '%' or 'mod' after pulling from random.
And you only need one set sprite node.
what should i set the bottom of the modulo node to be?
3
It returns reminder of division by the bottom number
Reminder of division by 3 is always 0, 1 or 2
Ahh It works I think but all mob have the same text is there a way of giving each individual one a different text?
You mean the same sprite? Are you sure you've connected the exec pin on set sprite?
Hi i know the node is a material output but i don't know how to open all the attribute
It gives the same sprite for all of the mobs
That's strange, looks fine to me. Add print string node before setting the sprite and see what random node returns.
Ive set it to be changed every 1 second
@burnt sparrow Thanks I didnt set a max for the random ๐ my bad thanks for your help
Oh yeah, I forgot about the input on that node
Somehow I assumed it's some static value and didn't even notice it was on the screen
Now you don't even need modulo node, just set max to 3
There is many layers to use. I suppose we must take the "m_vertex_paint" (the first in the list i my screenshot, to the right) but I'm a bit lost when I'm use it...
I manage to switch between the layers here (see the buttons where I click) :
But I don'k really know what options to choose, what is the "Texture Weight Type", what is the different "indexes" just below "Texture Weight Type", etc...
some clarifications would be welcome...
whats the console command to connect to a server in ue4 lol
@short drift you just need to enable or disable options to get it to look like that. There is no reason to have all of them enabled if you don't need them. Do you need a specific input ?
@grim ore I was trying to get subsurface and opacity working
@grim ore I got it after changing the shading model to ss
yep
that is a material function someone else created
whats the console command to connect to a server
im on a client i want to connect to a server with its ip
what do i type in the console
sin is already part of the engine, tiling is based on the UV's so you can use a texture coord node for that
open blah
7777
tcp/udp ?
@grim ore Any idea how i can put those function together ?
under the node
@grim ore So i played around with the editor and figured it out lmao
I found a good website for unreal tutorials.
i found a tutorial on interactive grass, outlines and cel shading
@polar viper Yep thats how I learned UE
There's still one tutorial I'm still trying to find
Idk why i can't find any good tutorial for it
I also want to make that when you hit an opponent it's life points this decrement how to do?
I need to find a dynamic water tutorial
@stiff spoke there are Damage events built into actors in the engine, you can use those. You can implement a custom event to call. If you are not even at that point and need to test based on collision then you can use overlap or hit events. your question is too vague to give an answer.
Do you know that for example in a game at the end of a timer or time at the player who has the highest score wins and A widget is displayed as you win and in the rest you lose
sure
Please Help me @grim ore
There is nothing you have asked for help with
Please help me @grim ore
is there a simple-ish way to make a small multiplayer game with ue4?
The engine is networked out of the box so it depends on what a "simple-ish" game consists of
wait really?
damn that makes things easier lol
by simple-ish i mean like me and a few friends messing around in ue4 attempting to make a game
sure you can do that
But who can help me?
How come I can't move my weapon forward it just doesnt let me move it
Guys how to break a delay when another event is called?
which timer
Hey, I got a game where the player is a cube and you can move it in the x axis, Now, In my computer, The player is moving perfectly fine, But when i tested it on a different computer, The player was very slow. I don't know if it helps but the different computer that i tested it on is pretty weak
you are probably not using DeltaTime in your movement calculations, which means they are entirely subject to frame rate
Oh ok, Is there a thing called FixedDeltaTime? I've been using unity for like a year and a half now, so i'm just guessing
Cuz Unity has a thing called DeltaTime and FixedDeltaTime
There is Delta Time in Event Tick
and also a Get World Delta Seconds as a static function
This is how i move the player
AddImpulse is a Physics function, you should move the Pawn with a Movement Component
this tutorial sucks
World Direction would be X only
Speed*Axisvalue would be your Scale Value
i.e. World Direction would be a vector 1,0,0
AxisValue goes negative if you push it into the opposite direction when set up correctly in the input settings
so you would go to -1,0,0 when you push it into the opposite direction
whatever tutorial you're following seems pretty poor, because not accounting for delta time is madness
Set Timer
Yeah i know that, Similar to unity
yes, Set Timer
@astral marsh did you even google it man?
i did there are different types set timer by event stuff
A How To Guide for using timers in Blueprints.
then read the documentation and work out which one you want
^
this isn't rocket science and you need to learn to do that if you ever want to get anywhere making games
reading comprehension is like 0 for some people
otherwise when you get to stuff that's actually complicated, you're doomed, hehe
Especially when it comes to reading other peoples code....my goodness sometimes that's straight murder...
So where i should connect the return value to?
@plush yew I would recommend creating a project with the third person template and looking through how that works
plug Speed*AxisValue into Scale Value only
@plush yew
Plug Make Vector with hardcoded 1,0,0 into World Direction
Like this?
yes
@warped tangle Sure will, thx
k one second i will test it out
The player isn't moving
does your pawn have a movement component?
is this a pawn or a character?
Pawn
as @sudden agate asked, does it have a movement component
I believe it's called a floating pawn movement component
It would be on the left, where it says like default scene root, etc
^thats the easiest form of movement, it doesnt have gravity or anything
was the tutorial you were following made by an actual potato?
I'm good lol
yes
Ok i added it
The pawn is still not moving
https://www.youtube.com/watch?v=icR_EgXrS6o this is the tutorial btw
hm then instead of AddMovementInput use one of the Movement Component's Methods
doing my part
LOL
Lmao
jeez, a 4.5 hour tutorial for what looks like Breakout?
i can do it in like 2 hours
every time?
Wait so if not get all actors with tag, How do you do it?
@plush yew Use the function "MoveUpdatedComponent" from the movement component
Ok, One second
you register the actors manually
depends what you're trying to do, but if it's a collision, you test the class of the actor you hit
^
and yes, you would usually have a manager class that keeps track of your blocks
GetAllActorsByTag in gameplay code is a sin
it's one of the most expensive single nodes you can use
does it iterate through all actors?
yeah, it will iterate through every actor and do string comparisons on the tags
Yeah it's worse than getallactorsofclass
you'd imagine the engine kept references to the actors in bins based on tags
and then juts returns the bin contents
epic doesnt think that far
but I guess not ๐
No, you just keep your references or test on hits or some other method lol
I don't believe it does, largely because I don't think the tag system is ever really meant to be used like that
MoveUpdatedComponent is giving me an error, I need to connect something to the target, But when i try to connect the paddle, It gives me an error.....
Yes, the floating pawn movement component
Target is MovementComponent. you need to plugin the Movement Component
it means "execute this function on target object"
then why not code?
^
Because people always say i need to know both
nah
And to use both
In most cases you need blueprints to only adjust values, because thats what they are for
main logic is in c++
I mean you'll need to learn BP at some point because not everything is generally done in code...but you can do this stuff in code. Honestly I find BP to be super easy.
Well this still doesn't work
I was curious, never used that moveupdatedcomponent function lol
seriously? there's tons of them lol
this is a disadvantage when using blueprints, you dont have access to proper functionality
From 2018, 2017
thats not outdated lol
Idk
most tutorials of 2014 are still valid
Maybe new features?
The way basic functionality works doesn't change every year
the ui is just different
some things will have changed between 2014 and now though, that's been a while
past couple of years not so much
UE4 is almost 6 years old monkaS
white privilege!
whut
how?
Fable Legends was built on UE4
would have started using it around late 2011 / early 2012
@plush yew not sure what you're doing wrong, I just added a basic pawn, and am able to move with the add movement input function
something like what you're trying to do
Who has a tutorial for dynamic water?
This guy named youtube
hey @plush yew .....is that static mesh simulating physics?
uncheck simulate physics and it will work
it's probably your world direction
most input methods don't work with simulated bodies
I have no idea what you're talking about lol
Oh I guess you didn't see my problem
So what happened is when I test it on my computer everything works fine but when I go to a slower computer the pawn moves very very very slow
sounds like a framerate issue
Yeah
if you haven't already, go to editor preferences -> search show framerate -> check the box for "show frame rate and memory"
Ambershee said that i need to use deltatime
it will show your framerate in the top right of the editor
Using deltatime will generally speaking make things framerate independent
what's wrong with 120 fps?
No, Again, When i go to a slower computer with the built game, The pawn barely moves
....don't play it on a computer that slow? Performance profile it? I dunno what state your game is in
I'm assuming there's nothing to it as you're working on pawn movement right now
no it should basically work
"fix it" is a super subjective thing, sure you can fix it
but if that's your target hardware or something, you need to get to the root of why you're getting that kind of performance
yeah not sure for pawn
Oh
If you would apply this on Tick by hand, then you'd need to use DeltaSeconds.
I would imagine it handles it for pawn as well
Ok so I will go test it again
Is that pawn using a MovementComponent?
floating pawn movement
Yes, floatingpawnmovement
ah the BP above isn't your code!
This is what i got
the most recent screenshot ๐ฎ
FloatPawnMovement does utilize the DeltaSeconds internally
So yes, it's not needed to use them (or actually not even suggested) when using AddMovementInput
Alright, Thank you all!
Well now that i turned off simulate physics, The player can just get out of the map, because he doesn't have collision with the bounds, How can i fix that?
add blocking volumes, if you need one big box they can move in, you can use Hollow-setting on the volume
I added the block volume, But my pawn still can move through it....
make sure the collision presets match
if your pawn is in the pawn channel, the blocking volume needs to block pawn
etc
Hello folks.
Is there a place here where I can ask something regarding a crash log? ^^'
here is as good a place as any I guess
I guessed so, thank you!
A working 4.22 template of mine now crashes on start at 4.23
From what I gathered it's two edgraph pins that are corrupted. ๐ฆ
But the thing is, I don't know which pins they are.. I got no AI system either and my game does not even need to build lightmaps or something.
I tried it in a new Map too (and my map was almost empty too)
stack overflow screams ffor recursion error
Owh, can you please elobarate on what a recursion is? I am a blueprinter only so ^^'
oh nwm, checking the net for it
so could this mean a pin A is requesting data from pin B that asked about pin A before?
@plush yew 120fps with slow movement sounds like you have fixed frame rate checked
Yeah, I fixed that, All i have to fix is the pawn being able to get out of the map
Now i'm trying blocking volume
It's not blocking my pawn
I'm trying to do what raildex told me
ah ok
@lucid jetty - a more complete call stack may yield more info
@lucid jetty recursion means a function calls itself
but a recursive error is a good bet, code going around in circles
Thank you for the responses everyone, the rest of the callstack is the same.
It's literally spamming what I showed up ^^
But how can this never happened before at other versions? I mean, if I was a C++ I could say "I coded bad".
But I am using blueprints only T-T
well, look to the beginning of the call stack, it may not all be the same
you may be able to see the root function
I see. Can you please elobarate on how to check the call stack? I apologise if I am persistent, I just don't know how these stuff work. ^_^'''
Maybe I am understanding "check call stack" wrong so ^^'
Blocking volume can block an actor without simulation of physics?
it's the list of functions the application went through to get to the current point; the top of the stack is the newest, the bottom the oldest - so the root cause of the problem is likely to be towards the bottom of that list if it is repeated several times
Got it! But um, where do I check it? o:
you said it was "spamming" what you highlighted
it probably isn't
if it's a recursive problem, it has gone through the same functions multiple times
but the bottom of that stack should show the entry point
I see, I will do a deeper check, thanks for your time ^^
I ported my project from .22 to .23 and now the editor becomes unresponsive when I hit the build light button. sometimes it gets stuck at rebuild geometry, sometimes at build texture streaming. Someone has similar issues?
Does anyone know how the Multi User Editing Desktop Presence class works? On what event does it move that laser pointer?
Provides step-by-step instructions that will get you up and running using Multi-User Editing for your Project.
@leaden mauve thank you i read the documentary already
I need help peeps, I was trying to build the Spatial OS fork for UE4 and even though it says that I need to be sure to have 60GB of space, which I did, before installing the dependencies and prerequisites it still ran out of space
and now even after emptying like half of my SSD it's still running out of space and I'm getting this
the source folder has 60GB right now and I assume the leftover built files from the previous failed build are hanging around and killing my space
does anyone know which folders I could delete to restart the build from scratch?
(without deleting the dependencies or the source because my net is really bad and it would take me a day to download it again)
shouldn't really be any leftover files
you just plain need more disk space, 60GB is not a lot when working with a UE4 source build
after downloading the dependencies the folder was at about 15GB
the project I'm working on here I have a 1TB drive, and I've had to clear that out from time to time
granted the assets take up a lot of that
@tawdry python don't use spaces in paths if you are using spatialos
I have a 1.5TB drive aside but I want the build to be on my SSD and I sadly only have a 250GB SSD (and I only gave windows 170GB, the rest being for my linux dual boot)
@tulip knot thanks for the tip I'll fix that
wait will it fail if I change the folder's name now?
I don't see why Spatial OS would say you only need 60GB for the whole process
when Visual Studio alone has eaten 20 GB
with all the SDKs and packages and whatnot
is it cheaper to make a material instance when multiple (same) static meshes are in scene?
or is just a material used as instance in engine?
if they are the same, you can just apply the same material to them
is it safe to delete User/AppData/Local/UnrealEngine?
id delete the files in that folder, not the unrealengine folder itself
keep in mind it will mean that all the shaders need recompiling
And if I am correctly it will also delete some usersettings
yeah it's fine I have some leftover 4.21 and 4.20 shaders even though I don't use them anymore
keyboard shortcuts, window layouts, that kinda thing.
ah
in that case, just remove those ๐
it seems like 4.22/Saved/Swarm is what's using the most
it depends a bit on what you do most in your project, but removing them is fine.
How do I do finer transform on UE4?
Can't find anything related to it, I just need to move an object in smaller "increments"
The buttons/numbers in the top left allow you change snapping distances. You can even turn off snapping.
Actually same question for any numerical input in the entire UI, often time I just want to drag the value a bit higher, but then factor it's increasing at is like 2 or 3 orders of magnitude higher than what I would expect
It's set to the minimum (1) and not snapping
Snapping is off in that video, you can see my cursor is just moving a few pixels
Someone on AH mentions that this number affects the finess, but it doesn't in my experience. https://i.imgur.com/2iSYc3S.png
those numbers only work if grid snapping is enabled, else it should be rather smooth movage
Well as you can see it's way too sensitive
And this is all "to scale", I'm using this in a VR setting, so it's all reasonably sized
the way that moves does make it feel like snap is enabled somehow
@tame delta You can change the snapping distances in the Editor Preferences
I guarantee you it's not, the snapping is literally just my mouse moving from pixel to pixel
And not that it would help, but my mouse is on very low DPI (for those instances exactly)
If you load up Unreal right now, can you place an object at mm precision?
i dont use non-snap for precision :p
This seems to move it a couple cms at a time, which is probably fine most of the time, but when you want to place something precisely I don't see a viable option
if change the numbers in the transform tab
Well yeah, I suppose that's valid for level design, but this is all from CAD, they don't bother about staying on a global grid
but yea, rail's sugg is also good
@sudden agate Snapping distance even with snapping off?
can i store data in a mesh?
@sudden agate The issue is that I need to move something precisely
Without entering numbers by hand about 20 times
@tame delta maybe it has something to do with mouse sensitivity ?
precisely
snapping turned off
wut
if i want to move something precisely, i turn on snapping
Right
I don't know if you don't understand my problem or don't want to understand it
I want to move something more "slowly"
Snapping is useless to me since that object can't be positioned on a nice round grid
Because it's CAD models, not level design stuff
snapping is very useful for CAD tbh lol
Alright, then perhaps I'll take that up to the dozens of engineers feeding me Steps, I'm sure they'll understand that the software I told them was the best for the job "couldn't reliably move things precisely enough"
Sorry if I'm being snarky but I'm looking for a solution is all, not trying to justifying endlessly why I want to do it.
im not saying you cannot not use snapping if you like it ๐
you know about vertex snapping right?
might be useful for you
I tried using surface snapping but it wouldn't work
It snapped it to something way further, again looking like there's a big mismatch between what Unreal feels is a reasonably standard length and what I tend to work with
you can snap actual vertices together as well (hold V)
I don't need extreme precision, but I'd just want to do something like "Shift+Drag" in 3D modelling software to move something 10 times slower
or something like that
Or even just a global setting for "transform speed"
It doesn't
the mesh is clearly moving faster than the mouse in that video
Not when I can't move my cursor to subpixel precision
Thanks Takain
It's moving way faster
you just cant disable snapping or something?
the mesh isnt moving faster. your pivot is just very far away
in fact the mesh is moving slower... lol
either way its normal, i didnt see the video until now
But this one seems particularly weird yeah
move your camera close to the pivot point
The pivot is moving weirdly, but that's because I repositioned it
if the pivot point is inconveniant you can move it around with middle mouse button and ctrl iirc
you can save it too
Yeah, I Shift+Middle mouse it to the mesh
but erm, vertex snapping looks very useful for you as i thought when i read CAD
This is as close as I can get to the mesh without clipping near
another tip could be to shift-click on an additional mesh, as the pivot of that last mesh will be used.
That at least could potentially help with dragging stuff with a pivot on a more helpful location.
Its how I sometimes rotate things more accurately when I have multiple things selected
lol thats a nice quick hack ๐ i like it
if you plan on doing this stuff a lot its probably best to find a good way to position it correctly though
just eyeballing it is not going to make the engineers happy most likely
Well it's just for VR visualisation
ah i see now, yeah moving with the pivot far away will cause that
I only need to import a couple of meshes because I had to rework there normals
Yeah I don't know why redefining a temporary pivot screws up transform
it doesnt
I guess it's still using the distance/screenspace depth of the original pivot
another weirded idea is to put it all into a blueprint and set its location correctly
or use vertex snapping to snap the parts together, but i guess thats too simple :-p
not sure if there are any ramifications of doing that
@plush yew I couldn't make it work, holding V
I don't know if Blender does the same thing, but this looks screwy to me https://puu.sh/En9K8/c14182a37a.mp4
No ok
why is your pivot so far way?
The problem is that the pivot is raycasted on the background
btw
instead of the mesh
ue has orthogonal views, too
I didn't realize it was far away because it disappears whenever I move
you can move them precisely there
Ah
in the upper left corner should be an icon where you can change the viewports
(or one of the other corners lol)
Yeah, thanks, orthogonal I guess is a decent solution for now
Except they limit the zooming
Can't tell for the life of me why
hi, I'm having trouble getting an RTSP stream to play in UE, I hope this is the right channel to ask?
I followed the tutorial here: https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource/index.html and it works just fine with the sample video, but I'm trying to stream from a locally running RTSP server. I verified in VLC that the server is working fine, but in UE it only displays a black texture
The stream is h.264 encoded
anyone have an idea?
@tame delta whats looks screwy about that?
i assume that shadow is baked lighting and thats the only thing i see thats looking off
@plush yew The fact that the mesh moves much faster than the cursor
but I suppose it's just that UE refuses to place the gizmo on the mesh right in front
and instead put it behind it on another mesh
well, your mesh is shit
Oh it's meant to be, it's placed relative to a recursive scene hierarchy
@tame delta like we tried to explain you can put "the gizmo" anywhere you want
that's how mechanical engineers do things
mechanical engineers are precise
I mean it could be different
they dont eyeball stuff
But then it's Datasmith's fault
no this is how 3d software works
zoom into the pivot, and move it the way you want
its nothing weird
The only reason I have to place this by hand is because this specific mesh I had to reexport and edit
the rest is positioned nicely
and i told you you can use vertex snapping to position is correctly
assuming there are vertices you can use but it looks like there are
you want to re-assign the key combination?
It casts it through the mesh
i mean it almost sounds like you want your own dev team to make your own engine that does everything for you
well yes your pivot point doesnt care about your mesh
I don't know what you're heating up about, I said I'm happy with the orthogonal view
its just hte point you use to move it and rotate it
Please remain courteous.
k, no need for being harsh. being frustrated is enough frustration as it is :p
what exactly was harsh?
maybe not the right word, but you know what I mean.
having said that, it was what? 20 meshes?
with vertex snapping it takes a matter of minutes
(if you can actually move around the viewport)
most of them are fine
hm, why do you have to reposition them?
But I said my problem is fixed, you brought it up again and decided to rail on me, I'm good now thanks, take your anger out on someone else.
i think i know whats going on ๐
Because the mesh came out bad and I had to modify it in Blender
oh ok, i was just responding to you
you highlighted me
i came back and responded
"
CafeToday at 2:54 PM
@plush yew I couldn't make it work, holding V
I don't know if Blender does the same thing, but this looks screwy to me https://puu.sh/En9K8/c14182a37a.mp4"
(that wont ever happen again btw you are now blocked)
my apologies
can i store data in an asset (mesh) ?
depends on the data
@plush yew I suppose a decent way to do it would be to extend the class with what you need (perhaps a data dictionary), but that would only inherit from a Mesh
(don't mind me just having a laugh)
That's what Datasmith does
its several datatypes, so basically a struct or multiple variables
its data that kindof belongs to the mesh which makes it feel correct to store it there, but i'm biased as i did this before in unity
maybe there is another way in UE4 that is conveniant
Separate global dictionary for sure
I dont have much experience with it, besides using uv channels to store vertex location data thats read by a material function to change their locations
not sure if that would be more #graphics or code related.
well as of now im just trying to store the data
i figured this part was for this channel and the next for blueprint or cpp
Tell him to store a dictionary on a separate actor acting like a service
Oh unless he means "default" data that's editable in UE, then definitely would need to extend the class ๐ค
Cafe had a suggestion in his last two comments, not sure if that helps.
probably not
https://docs.unrealengine.com/en-US/Gameplay/DataDriven/index.html would that help?
Driving gameplay elements using externally stored data.
else, no clue and wait for someone who knows ๐
yeah im googling as well ๐
ideally i wanna store it without an external file or anything, but if thats not possible i can do it this way, it would just be less logical
its not a whole lot of data anyway, mostly categories and then some data for each category
Welp, i'm just suggesting the way Unreal devs do it to keep metadata for meshes inside of UE while also keeping the ability to us it as a static mesh. But I suppose he didn't specify if he wants to store data in Editor or at runtime, the latter is easier and doesn't require an external file at all
what was the original question?
He wants to store data in Meshes
what type of data?
you can use attributes in houdini to do it ๐
and bridge with houdini to unreal engine plugin thingy ๐
Does Houdini make custom Mesh classes?
I mean you would need a custom class anyway unless you wanna change the mesh actor in the engine
i dont know sorry, but they use attributes, which are like custom variables, that can be attached to meshes
they can then be used to drive effects in niagra for example
@rotund scroll Yeah i reckon too, unless he just wants to store mesh-specific info at runtime, I'd just use a global dictionary stored somewhere for that
Yeah, could never tell the difference between a map and dictionnary myself
I'm still not certain what type of data he's looking to store
@rotund scroll several datatypes, strings, ints, maybe even material list
but... why?
material lists are already available in the current mesh actor
like i explained i did this before in unity, where you can jsut make a struct any way you want
for UE4 there might be different ways
not sure why you'd need custom strings or ints in it
material lists that i define manually
@tame delta I believe its the same thing just different names, its even called a dictionary in brackets
ordinarily if you wanted to create something like that, just create a blueprint actor and add a staticmesh component
then you can go as crazy as you want
that would be extremely inconvenient
I think hes looking at it like programming, and it makes sense from that angle ๐
but from a system architecture point of view it doesn't really make sense
yea i suppose doing it by type would be easier
why is it inconvenient to do it in a blueprint actor?
you can create a cpp class that does the same as well if you prefer
Can someone ask him if he wants to be able to edit that data like "defaults"? As in just change some int/string/enum in the editor?
i'd be a ton of manual labour
in what way
og you mean making an entirely new actor?
yeah a new actor
thats WAY overkill lol
@plush yew unless its due to the way your info is stored in some kind of database, it would probs be better to just create a clean data architecture
if there is no way to store data on a mesh (or mesh actor) then i can just use a database, file, whatever
if you were to change the standard mesh actor that would be overkill
i dont NEED this, im just asking if UE4 has something like this
UE4's mesh actor has those attributes inside of it that I can see
if you want to create a custom struct, you can
if you want to create a custom class, you can
you misunderstand
you focus on "material list"
the type of material list i'm talking about is jsut that, not the list of assigned materials to a mesh
an actual dumb list of materials
and meaningless strings and ints
(that i pick myself and make no sense for the engine)
then a custom blueprint with a static mesh component is what you're looking at
you can import the data from a data base too
then it's mostly automated anyway
Someone ask him what the end purpose is, I feel like this might be a bit XY problematic
Like what kind of data, and why does it have to be mesh specific
yeah storing them all in one file or database might be the most conveniant way after all
with unity you can literally make any struct you want right in the editor and even enter values
i meant you can do this on any mesh
you can then create a data table based on that
well that sounds like somethin that i could use
you can literally create a child class off the mesh actor class and add a struct to that and it does exactly what you want
got any links or anything to read up on it?
@rotund scroll Sorry to single you out, can you ask him what type of Data and why it has to be mesh specific?
but i'd need to use that actor for all my meshes
not sure if thats gonna come back and bite me yet lol
An example of how we can easily use Arrays and Structs inside of a CSV or JSON file and get them in and out of a Data Table. We cover how Arrays are formatte...
google is your friend
yeah when you know what search terms to use
data table struct ue4
yeah thats perfect, it wont change during runtime
I suggest not going lazier than that or you get stutter
umm.. i dont know what ive done but ive hit some kind of shortcut thats made my veiwports perspective go all screwey? https://gyazo.com/f7b836382613d8c5415f27efa06a15a1
It's weird tho, FOV changes by shortcut only while mouse button is pressed, it should reset when mouse button released (Z, C while any mouse button pressed)
default value is 90, try to reset it
I suspect the answer to this question might be "are you insane for trying to do that?", but does anyone know if you can make the UE4 editor not freeze up for ages if you have an actor with an array variable with tons of entries?
This makes the editor freeze for ages each time I select this actor or recompile its blueprint. I assume it's the editor making and/or deleting all the little entry box UIs for the values
It doesn't freeze if I don't make the variable instance editable
But if the variable isn't instance editable, then its values don't get saved with the level
I'm not sure a 2000 element array is "user friendly" to be editable in the editor
so maybe you should just make it that way
hmm, that would be an issue I suppose
I don't actually want it to be editable, but a run-in-editor blueprint doesn't seem to be able to change anything other than editable variables
At least, not permanently - anything else gets reset when the construction script is next run
I'd settle for any other place I can store information from a call-in-editor function
target = 1 - what?
(also why are you destroying the player, if it is a chicken, after 3 seconds into the game??)
I'm really quite confused by what the above is trying to achieve?
his variable is called =1 heh
aye, kinda peculiar
the chicken spawns an egg and adds it to his list then sets it to =1
then the egg is trying to find the player and destroy the egg that is =1
no, it spawns 5 eggs at the same position, assigns the second egg to a variable, then in every egg it waits for three seconds before trying to destroy the variable egg, if the player is a chicken
so the question is does the cast fail @autumn trout ?
it's so bizarre ๐
oh I never said his code was right just what he is trying to do heh
But why is the variable named =1? ๐
it's at index 1
So ... that answers a question that's been debated for centuries!
casting not work with araay
if casting doesn't work, then the player is not a chicken
When in doubt, put print / debug statements in all the branches to see which are being executed (or just use the debugger)
yep put a print string on the Cast Failed and see if it calls it, if not that is your first issue lol
eeeeeeevery execute wire should have something connected or you're gonna have a bad time heh
might make more sense to work out what this code is actually supposed to do, rather than try to fix it?
Put print on him yes he fails
@next badger resetingit from that drop down is not working is not working.. its imidiatly reseting the FOV to 170 ....
do you have a controller (gamepad lol) hooked up to the PC? have you tried restarting the PC and editor.
controller = gamepad
@wary wave oh I agree but this is more fun trying to guess what he is trying to do lol
For my issue, I seem to be able to spawn actors freely, maybe I can just spawn 2000 actors instead of using 2000 array elements, will that slow down the editor less? ๐
That surprisingly works better, but now the scene outliner is filled with 2000 actors and there's no option to hide them away in a folder
Just wondering, is it possible to load a level without a gamemode?
As in, no gamemode is running period
You can set none, but it still seems to use a gamemode anyways
to the editor!
I would assume it has to be there, it's pretty important to exists for the flow of default objects
I am making an MP game. So I guess I need to make a new gamemode for the main menu that clients have
actually you can't set it to none, if you mean the override then None mean no override
Ohh, yeah I meant the override
I thought it would just overwrite whatever is there with null
and yes having a separate game mode for main menu/widget levels is good
it's the easiest way to not have a player spawn lol
Yeah because all my Server logic is triggering in the main menu since its using the Server Gamemode. And clients have authority on the main menu since they are the server I guess
there isn't much value in tweaking ALL the code that uses the gamemode to check if there is even a gamemode set
when you can more easily just set a gamemode that doesn't do anything
Yeah, that turned out to be easy, quick and works
has anyone got an RTSP stream working in ue4?
cheers mathew
Hello folks. Is there any way to have a deep Call Stack check for Unreal 4?
I want to see where a function is supposedly repeat calling itself and it's preventing me from opening my project in 4.23, while it was fine in 4.22.
A few friends from here tried to help yet I am unable to pin point why it is failing and which function is repeating itself.
Any help is appreciated. ^^'
@rotund scroll thanks thats definitely very useful, i gotta think things over but i'll most likely use that (was afk in the meantime)
did you get any error at all or does it just freeze?
um, well, let me find
i probably cant help but if you get an error it might be helpful
Here is the crash report I am having.
It is constantly crying about serializing pins, though I am unable to find what is causing this all ๐ฆ
Maybe if there is something deeper to check I could but...
is it pure BP based or c++ based?
95% BP and some c++ here and there
so you could just compile the project via visual studio, there you will get a call stack
oh would I? I am not a C++er, I paid some folks to do stuff for me so I am only using the code ^^'
so, they have to fix it?
well the problem is, I don't know if their code is wrong or not
when I transfered from 4.22 to 4.23, the C++ compiled fine ^^
Performance wise, is there any difference between box or capsule or sphere collisions
And how much of a hit would it be to build a compound collider to match the mesh better? Like a big capsule and a little capsule nested together for one body part?
A) Yes. Sphere is cheapest, then box, then capsule. Whether it's enough to matter is another question.
B) Totally depends on what you're actually doing.
Hi apa khabar everyone, i'm new to this server, hope I can learn something from all of you ๐
Good to know that, thank you Ambershee!
Well my characters leg for example, a box or capsule wouldn't follow the mesh very close, but I can use two capsules and fit the shaper closer, so I'm wondering how much of a hit is that, vs one, vs a mesh based solution.
@lucid jetty no idea if we can help but the issue is when it's getting the light and shadow maps, do you have a lot of levels? you could try deleting the builddata files from each level and the intermediate/build folders and rebuild.
Not sure a good way to 'test' that scientifically
Thanks for trying to help Mathew, but the thing is, my project is an unlit 2D game and there is literally nothing on the map other than a postprocess volume ^^
I got the feeling this is a 4.23 self error..
it might be, its trying to load up the light maps for the level. Are you using static lighting?
its loading up the light map textures into the world settings and recursing on loading it up for some reason
and it "seems" like it's trying to load from disk so it's an existing file that is the issue
I am glad you are with me on this one. I am not a C++ master but I always wondered "why is it doing ANYTHING with light and shadow stuff?"
I dont have a single point light in the scene
have you ever hit build?
I never did, because it never asked as I never used any point light
I will try and see what the heck will change -_O
any light, doesnt have to be point lights, can be built
yeah, I got zero
if you find your maps see if you have builtdata, if so you can delete it
the engine will recreate it. it's my only thought on this one
I will see what I can do, thank you for giving me some ideas Mr Mathew!
yeah beyond that I dunno lol, its basically trying to load up the light map data into the editor and failing for some reason
its possible its an actual bug with no light map data being present and using 2D so don't discount that lol
Exactly. Well this weird issue started up after I transferred to 4.23 . And we all know how many "beta stuff" they added in
I would say, you shouldn't change your engine version if you are building a project with it.
Uh, Mr Josai, I am creating a template for everyone to use so, I am afraid it's not really a solution for me. T-T
@lucid jetty and make a backup just in case you did not yet lol
(jsut making sure :-p)
Cheers for the tip. Unfortunately in a brand new level with lighting included, I am still getting the same crash log. Sometimes it be like that folks.
and you deleted the builddata?
yap
the thing is, my template is around 600MB zipped. Even if I make a crash report, the chance of getting a "did you try this in a brand new project?" question is pretty high
so I am in sad seas, sailing in sorrowful clouds, hoping for a shore
you should have gone for hide the pain harold
tyson would not be able to say that sentence, hence picking him
My pain only got deeper Mr Luos. T-T
im thorry
removing or rebuilding lightmaps did nothing at all?
nope. there are no lightmaps to built. I even tried it on a basic level of unreal's.
my previous level even had less, one post process volume
the only thing i could suggest is rebuilding with visual studio like someone said earlier
that fixed one of my projects that broke somehow moving engines, but i had another problem
I did rebuild but it only builted C++ files, which were successful. And unfortunately I don't know how I can check "deep blueprint errors" with it. ๐ฆ
Here is an interesting thing.
If I open the Template with a "untitled" map, aka no map assigned to spawn when project opens, it's all fine.
I can roam around the blueprints, none of them has any compile error etc.
Then I open the level that contains the "Get all Actors of Class" node which contains the big guy that spawns stuff one after another, and bam, I get crash.
is world serialization possible with just blueprint?
@lucid jetty did you try adding that BP to a new map to see if it crashes there as well?
Ofc. I tried uncountable stuff mate.
i know the feeling lol
I feel like playing Darkest Dungeon with Unreal 4.
"Oh your journey seems to be fine OH MY CRITICAL DAMAGE MAAAATE"
but sounds like you got it fairly pinned down already
if that BP works in en empty map that means its likely not an actor that gets read that causes it, but rather the BP or something in it
do you not get any blueprint error?
Hello ๐
Im new here, just joined. Im in a real dilemna about which game engine to choose and well ive came down to conclusion that i want to try Unreal to make my very first game ๐
How hard is it to learn how to use the engine to the point of making a game? I dont want to make a Triple A title right of the bat, but ive been thinking about a game inspired by "Sid Meier's Pirates".
Nope. Not even on packaging. This is like strange as heck.
Hm.
if you run it in editor you can leave the BP open even
Thats an interesting idea that can make one go "what the heck mate?"
How hard depends how deep you go @visual pawn - I'm new to this myself, and i'm going full monty into a RTS. So far i've been confused, frustrated, had revelations, but in the end it's a learning experience and stuff sticks! Besides that, i'm lurking in here a lot, cause even though something might not be relevant to me, people are great at explaining things to one another, so again - some things stick ๐
from what you tested it seems the BP is causing it so its likely you should get a useful error
you are correct, in the end we press on. The whole reason we fall is, so that we can rise.
have you been only testing with actual builds or something?
@leaden mauve that is actually a nice response. Back on a Dev discord server ive gotten responses like "Dont be too optimistic", or "longer than you think" mostly responses that turned me down tbh.
@visual pawn try to chop it up into manageable small pieces that you can learn and make step by step
I imagine that RTS games are hard-er to make, more coding i think? But yeah coding ๐ gonna have a lot of frustration with that
you'll get used to blueprints pretty quick
It IS hard, @visual pawn - But with your scope already being "Not trying to make a AAA-game" you're already realistic. From that point, you can only do well.
I was told to maybe start with 2D platformers or some Tower Defense-things, but since they dont interest me, i went head over heels into the RTS. It's .... elaborate, but interesting, which keeps me motivated ๐
I made a rock in Blender and a friend of mine said "Well, it could also be a potato" - that's kinda where i'm at ๐
Right now, my goal would be honestly to just get fundamentals, so basically just movement on a plain.
I think that im going into a rather good project to learn from. "Sid Meier's Pirates" is a game that the main game is from a more top down view, but you have on land battles like Civ and Age of Wonders. You have a simple fencing mechanic etc. ๐ค
oh yeah, ill need to learn how to 3D
im but a concept artist atm
@leaden mauve you could use cubes and code the game logic with that, then add meshes and animate them and whatnot, if you're more of a coder
UE4 has a builtin top-down template. I suggest (if you're super new), try finding some tutorials that are making KINDA what you want in functionality - that's what i do, only to understand how and why things are connected
Thanks @plush yew - i'm using pyramidshape and tube as "proxies" ๐
^ that is what i plan to do. Use cubes to get the movement, simple mechanics and then place on that models and animations, i mean...that sound like a more logical way to approach it ๐ค
tube lol
@leaden mauve i will definitely be looking into tutorials ^^
alright, i think i have every thing i would want to know ^^ thanks !
modelling a galleon is gonna be fun lol (sarcasm)
A galleon ๐ฎ
im on a modding project for skyrim, and they will be doing ships. Also we have a awesome guy that is a Modeller and i can learn from him
but yeah, i will have to do all the ships xD
Guys we seriously gotta up our game in terms of third party usability , theres so much good stuff being made from in unity compared to unreal
I wonder why ? C++ ?
Physics simulation stuff and procedural geometry especially
Currently very far away from unreal
lol
Aside from the chaos thing, but even that is nowhere close to be a physics simulator for all sorts
Has anyone used volumetric video using the Kinect?
recently physics had a massive overhaul, (beta?) and you could do proc. geo for years
@visual pawn i was beta testing for a pirate mmo a long time ago, and i recall from then the modders would buy blueprints for the bigger ships, maybe you can still get them (dunno pricing but it was reasonable iirc)
Hey Luo :) yes u can do, but I wonder why is nobody developing tools as such?
I do look at a lot of FX and stuff but I always end up following tutorials and get stuck in complications
I wonder why nobody is developing these sort of tools that helps artists
As a non coder I do love blueprint but it is limiting at times
50/50 quite some functionality is already available and in other cases very niche.
so unless its profitable or someone already made something for their own project odds are small they will be available.
Unity lends itself incredibly well for extentions through plugins and stuff
hey guys, is there a way that i can see a procedural mesh from both sides?
Whereas unreal thus far seems more liked in with it own toold
its very flexible but less performant imho
but the guys at unity are lying about enlighten no longer being a product, saying they will remove it (with vague promises about replacing it)
that kindof made me come back to UE lol
@gilded igloo chances are you want to make the material it is using 2 sided or you will have to duplicate the geometry in the opposite order so it faces the other way (not recommended)
How do I stop this STRETCHING SHIT AHHH
are you moving the bones around or something? pretty sure that's expected behavior
Stretching is normal?
Nah i just simply made the bodies using the Body creation
moving around the constraints and collision still stretches it
I'm not a wizard on this, but I'm pretty sure the stretching has to do with the way it was skinned, how the geometry was weighted to a particular bone right? I don't think changing the constraints/collisions is going to affect how it stretches
Again I dunno, but instead of moving a bone around have you tried rotating?
I wasn't really moving a bone, but rotating works fine. Just the physics asset stretches
I'll repaint the skin
see if that helps, thanks
how come widget's prepass eats 50% of my game thread time? from 60 to 30 FPS...
I admit there are 2k widgets, but they are hidden... Unless i make them collapsed fps is down
hidden still has to do the layout pass for them
the parent still has to determine where they go even if they are not visible
is there a way to fix/walkaround it?
you collapse them
I have to show them
if they are hidden they are not visible right?
hidden means do not draw them but do the layout pass on them, collapsed means do not draw them and do not do the layout pass on them (they take up 0 on screen)
so is there a way?
is there a way to do what?
to fix the FPS loss
when I have to show those widgets
I got the idea with collapsing
You can try using a retainer box if the items will not be updating
or just don't show 2000 widgets, condense them into less widgets perhaps
This might not be an implementation you can "fix"
2000 widgets? I want to see your game.
retainer box seems promising
I remember working with it as for a material wrapper, but I also remember it can change render tick
thanks bro! @grim ore
@warped tangle easy. just make a huge online shop without filtering ๐
I got an idea for a game. It's like speed, if your FPS goes under 60 you blow up. The goal is, how fast can you render 2000 widgets without dropping below 60. Gotta be strategic about how many you call at a time.
even with a shop you can use the list box to only show X widgets at a time it shouldnt need to keep 2000 rendered
scaled by your system hardware of course
shop has a page, page shows 10 items, next page show the next 10 items. limited amount of widgets needed in total. win
Hi guys. Im New here and I m new on discord. Its music firts time. I was practicing on unreal engine for a few weeks. This is the right place to chat about projects and doubts. ? I'm Brazilian. And my English is not very good. But I try. Tks.
@high inlet Yeah, there are channels for all different types of questions, try to keep your questions to the appropriate channels. If you can't figure out where to post, you can post here
And when you have a question, posting it with pictures of your BP and/or video of the issue with specifics as to what the problem is helps out a lot
@grim ore correct as well, but gotta try less effort things first right ๐
@warped tangle tks. I appreciate
@brave salmon famous last words lol
lol
I'm on mobile now. But when I sit on PC I will post some questions.
@high inlet also check the pinned messages on each channel, there are a lot of good resources there
I've never had the physics component affect my mesh in any way shape or form, so I'm not sure what the problem is
๐คท
@warped tangle ok. Tks. I don't know how to use discord yet. But I will try
Its skeletal, so has joint constraints too
idk
I fucking hate dealing with this shit. Just wanna do some simple tests and it breaks
@warped tangle u are developer or designer?
One man army, like many others here. I enjoy the development side, I cry a bit when I do the design side lol
Nice. I'm c# developed. For commercial industry only. Not for games. But I love this world of game developer
Also if you are looking for tutorials, check out Mathew Wadsteins stuff
I have a project to integrate a arduino controller in a bicycle simulator ... but I have a lot of questions
you're going to want something like UE4Duino, it's a third party plugin
The most difficult for me is a level design.
that sounds pretty cool
Yeah level design is a beast in and of itself
Yes. I know ue4duino. My prototype is working. But I don have a level design. I need some help.
I want to make huge highways. Like 100 km length... but I don't know how.
oh man, here's goes the floating point inaccuracy discussion again...lol
Highways and roads. With some forests and farms aside .. u understand me?
Yeah I get you
I don't understand when u say about floating point. Lol
Did u know the game American Truck Simulator? I want to make something like this. But for bicycle and arduino.
@high inlet look up the GDC talk on Kerbal space program
They talk about tricks to do large distance. And what the floating point issues is.
If they are directly related to a question, there is a #work-in-progress channel to showcase stuff
Ah. Tks
The issue with large levels is the further you get away from origin (0,0,0), the more inaccuracies you are going to have, and you are going to start getting inconsistencies/unexpected behavior.
Think of ways to fake it, because making a 100km long level is going to bring in a lot of issues. Put in some turns, travel up and down a smaller level etc
@warped tangle but not exists a technique called world composition in ue4?
yes, which has it's own bucket of fun ๐
But if I make a game like endless runners ... I will ... have the same problem?
any idea why console command PlayersOnly would freeze my player? i cannot move, look around, nothing. pretty much everything this command should not do. my input is bound via input events. as far as i understand the PlayersOnly command affects Event Tick only so ... i'm confused. googling did not show up anything helpful
endless runners don't walk endless. They walk on a position and let the objectives come to them.
not 100% accurate, it depends on the intended gameplay
When using level streaming wouldnt that just start over fresh at the streamed levels new position tho?
yeah depends on the game but usually the endless runner anybody knows works like that
Rather wouldnt level streaming fix that issue with getting to far from 0 0 0
From what I read with level streaming, you have to enable repositioning the origin
There is something called....world re-origin or something I dunno, never used it, but that should handle that. Though I've read some issues with that as well
And it seemed to be a periodic thing based on distance, yehw world te origin
But my ynderstand is using that with multiplayer can be an issue, if that's a concern.
And with a lot of objects it have some performance issues if I remember correctly
Nice. Good to know. Tks
Each track mus to be a maximun of 70km ..not in straight forward. But with curves.
Oh can soneone point me to some definitive answer on the world's most pressing mystery? Do modern video cards /UE4 actually require square textures (10241024) or could you use 20481024 without issue?
70km its equivalent a more or less 3 hours of riding a bicycle. lol
Not everything has to be 1:1 scale in many games they fudge the distance scale
In the same idea, day and night cycles are never really 1:1
the moral of the story is think of ways to fake it
Yeah. I know. But I was pedalling in real life to control the pawn. And must to reflect the real scale.
this might be interesting regarding floating origin systems
https://www.youtube.com/watch?v=mXTxQko-JH0
How hard can rocket science be, anyway? Creating a full-scale space flight simulation poses a number of interesting problems, like dealing with the vast scal...
at 4:20 they talk a bit about it
Yeah that's what I was referring to
I will watch it later
Good summary of some of the tricks
Not the only way to tackle it but a good idea of the challenges, and really depending on your scale and resolution, 100km might be no easier than 100,000,000km
According to the internets if it is not power of 2 you wont get mip maps. as for it needing to be squared I believe it can be rectangle as long as the sides are power of 2. the easiest way to check is to use a rectangle power of 2 texture and see if it can mip map correctly. I also believe this is all Engine requirements due to it being more efficient on the GPU @crude vessel
Humm, that's what I was worried about. I understand the power of 2, I'd never do arbitrary resolution, but some textures could benefit from being rectangular
hey. i am making a space game. and I wanted to have some stars in the background.. the zoom/warp effect. I have coded it before in javascript (pixel drawing). Is it possible to do something like that (i dont know some sort of changing background material)?
UV layout and textel density, but I guess I'll stick with square..
@crude vessel oh yeah it's fine with in being rectangle plus in later versions you have options to "power of two" a texture and it will resize it by padding and make it power of 2.
Yeha I always do power of two
I just kind of hate to use four times the texture memory when two times will do :)
I just tested in .23 with 2 textures, non pot and pot both rectangle (1024x512 or 511) and the editor in UE4 definitely does not like the npo2 but is fine with the rectable po2
4096x4096 seems so decadent, but certainly I could find 2048x4096 alright for some things
I'm just worried there is a performance cost of non square
Like am I shooting myself in the foot
nah non square is fine as long as its Po2 so it's optimized
Certainly the coordinate Math is simpler with squares
its the same if you consider sizes percentages instead of pixels
I was wondering if packing 4 maps into. Larger texture was better than a smallerulti channel map
I know you can do UV offsets in the shader
toss a few textures of odd ratios and sizes into UE4 and check them out in the editor. you can see the memory footprint and sized and such
Like I read alpha channel is kind of expensive
@crude vessel Rectangular textures are only concern on mobiles.
Ah
^^
So that's not a concern for me (heh)
and only for texture uses, UMG does not care for the most part of size or rectangularness
and yes alpha tends to use more memory so avoid it if you can, and texture packing and using UV's tends to be better "in some cases"
its all about platform and use
Well I had done some modding for a custom engine
And they had a hard cap on 4 color tint maps
But I'm never satisfied and learned I could hack the shader to divide the mapping into quadrants
yep yep
So I just loaded 4 textures into a single 4096 texture
packing multiple 1024x1024 into 4096x4096 is doable just got to make sure your target platform this is more efficient for
And omitting the alpha map, I think it might have been more efficient
My question is, is there a proper file format for single channel textures?
the easiest thing to do is just make every texture 8k and tell people you are targetting high end PC only and they can buy a new PC if it's slow ๐
