#ue4-general

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crude vessel
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I'm so old school I think 2k is fancy

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4k feels scandalous

grim ore
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I believe targa is the recommended import format? beyond that pack those textures lol

crude vessel
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Yeha I normally use TGA for my masters

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I suspect I'm gonna be doing a lot of prototyping with greyscale masks

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So I want to avoid packing early on

uneven fractal
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PackagingResults: Error: Failed to properly read XML file : C:\Users\Xanji\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml

crude vessel
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How performance heavy is it going to be for me to modify a greyscale mask in shader as far as the curve/level/threshold

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I see there is a 3 point curve function

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I made a greyscale mask which is like a infintstly variable color mask for customizing a character

snow thorn
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@grim ore i watched your tutorial about the Cheat Manager and PlayersOnly built-in command. do you have any idea why it's not working for me in the sense that i become unable to control my possesed character?

uneven fractal
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huh fair enough just deleting the buildconfig file fixed it since it made a fresh one

honest rune
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Is there a way to force the order in which material slots are listed for a mesh? It seems like they are forced to be ordered alphabetically

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I want to be able to programmatically assign materials to specific slots on character meshes.

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ooh haha nevermind. My display port was hiding the Slot Name properties

uneven fractal
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huh apple is a restricted word apprently

honest rune
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lol

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damn well should be :p

uneven fractal
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but what if I have a blueprint for edible apples

leaden mauve
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EdibleNonOranges

honest rune
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oh haha

uneven fractal
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they are now called red fruit

honest rune
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๐Ÿ™‚

leaden mauve
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xD

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"What brand is your tech at home?"

  • "Red fruit"
    "wut?"
warped tangle
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I prefer the GreenVariantOfRedFruit

leaden mauve
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I actually like YellowLongFruit

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To stay on topic though, are there anyone in here good at RTS?
I don't find a lot of RTS tutorials and information compared to say .. FPS or 3rd pers.

uneven fractal
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probably because ue 4 is primarily a 3d engine

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seems a bit like hitting a nail with a sledgehammer

crude vessel
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Wait what are we talking about? Apple? Where is that banned?

uneven fractal
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cooks will fail if you have a folder named apple

crude vessel
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What??

uneven fractal
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๐Ÿคท

crude vessel
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Well UE4 is source available, go fix that ASAP

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Cooks or Tim Cook?

uneven fractal
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I mean I could but it's easier to just rename the folder

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would be tempting if it like a parent folder with 1000 things in it though

crude vessel
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That's so weird they'd do that

plush yew
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@crude vessel you mean Tim Apple?

crude vessel
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I mean, talk about a branding coup!

plush yew
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lol

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accidental advertizement

crude vessel
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I mean Steve balmer could have changed his name to Steve Microsoft...

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Nevermind, so what other words can you not have as a folder name?

plush yew
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developers developers developers...

crude vessel
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Unity?

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Who said sit down!?!!

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sweating intensifies

plush yew
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they are too busy ripping their own product to shreds lol

crude vessel
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Can we make a Randy pitchfork joke?

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EPIC should release a list of banned folder names.. unless it's literally just apple....

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How about apples?

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Or grannysmithapple?

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Bigapple?

plush yew
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Hey, just wondering how hard it would be to make a "berries" system for plants.
I currently have a simple bush actor that can be harvested and send items to inventory, but I would love to make this a "multi-step" process, basically allowing the user to "pick berries from bush" instead of harvesting the entire bush system. Making this in code is quite simple, but I'm more about the visual representation of the berries (make each bush display the berries it has left on the bush, and remove 1 and 1 berry from the object as they get harvested)
https://gyazo.com/4547d5f042a93451a19cd633cd7d106f

crude vessel
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Apple?

plush yew
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If it's a long process I'll skip it for now, but maybe you guys know any "simple" ways to do this

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@plush yew you could just make the berries harvestable instead of the bushes?

crude vessel
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Doesn't UE4 have a socket system for attaching meshes?

plush yew
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@plush yew with the current code you got basically

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Hmm that's fully possible, lemme check

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seems like a quick win

crude vessel
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Have the berries be a discrete mesh that plugs into the bush socket?

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And they would be instanced right?

leaden mauve
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I guess use multiple meshes for the bush @plush yew ?
a "Bush" and 50 "Berries1-50" ?

plush yew
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@leaden mauve Sounds like a really ineffective solution

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sure, the easiest, but for sure ineffective

crude vessel
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Or have each berry be a bone and just shrink the bone?

leaden mauve
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A solution nonetheless ๐Ÿ˜„

crude vessel
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Then the bush could be rigged sekeletal mesh

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Why not!

plush yew
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just use LODs on the berry mesh and you should be fine i'm guessing

crude vessel
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It would be like dismemberment

plush yew
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@crude vessel Haven't worked much with meshes/skeletons, quite new to the whole graphical concept

crude vessel
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Except a bush

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I saw someone ported an old Ue function to blueprint on the forums

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In regards to dismembering people

plush yew
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I'm a trading algorithm developer that wants to play with UE4 as a hobby

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i think it might be overkill to makes sockets and bones and whatnot for this

crude vessel
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It would shrink a body part down to nothing

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Hehe

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Well it depends on how interactive it has to be

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Or how detailed you want it to be

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How about a particle system?

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The berries are just particles and a int variable controls how many berries are in each bush?

plush yew
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then you need something else anyway if you want to harvest by aiming at them

crude vessel
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Well is that required?

plush yew
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cant do raycasts on particles i assume

crude vessel
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Or is it more abstracted?

plush yew
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thats kindof what he showed in his example

crude vessel
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Can you cull particles inside a collision volume?

plush yew
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instanced mesh is proably the way to go tbh lol

crude vessel
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Like I saw that for blocking rain from going through a ceiling

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Well I mean, it all depends on what your vision is I guess

plush yew
crude vessel
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If you wanted to be able to trash a bush and have berries rain down

plush yew
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I mean, even something as simple as this

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would do the job

crude vessel
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I haven't messed with too much in depth stuff beyond some tutortials, been wasting all my time on a character asset I've been porting into ue4

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But you can combine meshes in one blueprint object?

plush yew
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I guess?... lemme try

crude vessel
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So it seems simplest to just have a bush with berries, or have a bush that spawns berry objects in space

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Unless you have we to have it sway in the wind together

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Or react to player touching it

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Is this something like the forest?

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Or berry picking simulator 2000?

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Because in the Forest it just seemed like they had a bush mesh with berries, and one without, and it swapped between the two?

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Or maybe the berries were a sub mesh

plush yew
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OmniToday at 11:01 PM
Hey, just wondering how hard it would be to make a "berries" system for plants.
I currently have a simple bush actor that can be harvested and send items to inventory, but I would love to make this a "multi-step" process, basically allowing the user to "pick berries from bush" instead of harvesting the entire bush system. Making this in code is quite simple, but I'm more about the visual representation of the berries (make each bush display the berries it has left on the bush, and remove 1 and 1 berry from the object as they get harvested)
https://gyazo.com/4547d5f042a93451a19cd633cd7d106f

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mind the multi-step part

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NICEEE

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jsut copying his question....

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the one you are answering you know

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No I mean

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I got it to work

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The multi step part is easy

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haha sorry confused you with Buster

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No idea whether this is a good solution, but I added the berry mesh to the bush object as a separate "component"

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nice does it pick them one by one if you have multiple on the same bush?

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@plush yew Can just make a quick array loop function for that

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if the bush was slightly more dense you could even place them random so every bush looks more unique

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Yeah this is just a placeholder

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but placing them randomly might be a bad idea, unless I make it only place it on the outside

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otherwise you won't be able to see how many there are

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yeah on a few spheres or something

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so some are slightly more inside then others

slate vessel
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Does anyone here have experience with truesky? I can't seem to find a setting to reduce this horrendous "lattice" appearance in the clouds...

plush yew
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Ehm

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is there no "reverse for each loop with break?"

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@plush yew now it does do one by one ๐Ÿ˜„

autumn elbow
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Helllooojellloooo!

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Anyone know how I can have my player interact with widgets?

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I have a VR character, and I'd like his hands to interact with widgets- rather than mouse. So...when the player swipes across the screen (widget) his her hands move things.

leaden mauve
snow thorn
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it works fine for me but never tried it in VR

autumn elbow
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Will do! Thx!

ember notch
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Can someone answer my question in #lounge? Thx

crude vessel
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@plush yew nice!

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What am I doing wrong here..

plush yew
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@plush yew cool i like that you just aim at the bush

crude vessel
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This is driving me nuts.

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As far as I can tell the two physics assets have the same constraints but in the UE4, it's not showing up the same in the tree.

plush yew
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Hi can someone help me

warped tangle
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you gotta ask a question first

plush yew
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Iโ€™m trying to download unreal on epic games but itโ€™s stuck at 83% and all the data required was downloaded

leaden mauve
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So the download is done and you can use the engine, but in Epic Games Launcher it shows 83% still?

plush yew
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is there a way to convert a project from unreal studio back to normal?

warped tangle
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mmmm not that I know of? Make a new non-studio project, and migrate everything from the studio one?

plush yew
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Why this glitch ? ๐Ÿ˜ข

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( It does this only with a pack of material that I downloaded on the marketplace. With others material, it doesn't do this... )

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@warped tangle i hoped it was avoidable, probably wont have to do it though

left citrus
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I'm getting an engine crash when adding more than 10 input variables to a custom node, when opening the expanding arrow to rename or clicking the rename box, it hard crashes to desktop

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anybody able to replicate?

uneven fractal
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@left citrus have you considered using a structure for that...

storm venture
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so how can two users connect with the MultiUser Editing settings when they're working remotely?

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there appears to be tunneling options in the UDP settings, i tested a bit but with no luck

plush yew
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@storm venture are both computers on the same LAN?

storm venture
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@plush yew no, we're working remotely. we're aware of the documentation that assumes the users are using a VPN to connect but we would like to avoid that

plush yew
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doesnt matter its likely just a matter of networking

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can you ping the server from remote?

storm venture
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we can with other applications

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not with unreal though

plush yew
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try setting the ip you can reach the server with in the settings as unicast endpoint (port 0)

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if that doesnt work just look at the network interfaces of the server and find out which one is used for remote access

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then try the ip set to that

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if that doesnt work talk to IT lol

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in fact talking to IT is probably recommendable anyway

storm venture
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lmao well i am IT i guess, we're just two guys

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im attempting to host the multi-user server + session on my own desktop

plush yew
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can i ask what you use for remote access?

storm venture
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remote access?

plush yew
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oh right you are at home and the other gut is at home too?

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i had an office situation in mind

storm venture
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yeah, when i said remotely i meant to say that he's trying to connect to my multi-user session but he's located elsewhere

plush yew
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you'll need some sort of VPN like solution

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wont work because your computer does not (likely) have an internet IP, your router does NAT

storm venture
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we're trying to avoid VPNs, i imagine there should be a way to port forward and host a listening server for the multi-user tool

plush yew
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you could find out what ports to forward but if you get something liek a VPN you can work from anywhere where the VPN works

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i'm not sure whats a good tool for home use without a server

storm venture
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i mean, i might sound dumb by saying this, but i can host servers for videogames (like mordhau, minecraft, etc) and the process should be the same

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port forward the required ports, host the server, send required IP:PORT to friend?

plush yew
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it uses multicast so seems unlikely its even gonna work with portforwarding

warped tangle
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I'm pretty sure you need to VPN/be on the same network for multi-user sessions. Epic just did a livestream about this I think last week. I haven't had a chance to fully watch it yet but I'm pretty sure that was a part of it

plush yew
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hamachi used to be nice for stuff like this

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seems reasonably priced

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you could use a tool like that to setup a temporary "vpn"

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no need to mess with portforwarding for this

storm venture
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ill give it a shot, thanks

plush yew
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oh wait its still free for up till 5 computers

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i thought it was only paid now but apperantly not

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yeah definitely try, it used to be pretty good waaaay back

plush yew
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Finished modelling my first mushroom, never been this happy over modelling something

warped tangle
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Pointy ass mushroom, nicely done!

plush yew
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No idea how to add textures and export it to UE4 tho xD

stiff spoke
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How to do that if, for example, I kill you with points I have a score of +1

open eagle
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I'm getting really bad lag with listen servers over steam

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The host side is fine

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The client side is very laggy

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I only have a few replicated functions

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I have physics simulated cubes and they are extremely laggy

wraith socket
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Hey guys, do you know how can I remove the bleeding of lighting on the top of the windows?

green rampart
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guys

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where is a good place to begin and start learning UE4?

weary basalt
gray hazel
kind egret
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@green rampart I recommend the Udemy courses by GameDev.tv (Ben Tristem). They give you a very cool step-by-step hands-on introduction to the engine.

deep raft
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sorry if this is FAQ, but is there a way to get the node graph editors to open the "add new node" dialog with tab or any other key?

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(tried searching and going through the key binding editor)

fierce tulip
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afaik not really

deep raft
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that autohotkey solution sounds a bit risky, if it would remap right mouseclick in all of UE.. but thanks ๐Ÿ™‚

fierce tulip
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yea, though generally you should see what nodes you use a lot and set up keyboard shortcuts for individual nodes

inland kettle
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Hello everybody, my goal is to move stars in the background. Like a spaceship starting and braking. So i start a simple timeline (Float / 0 to 1) and control a scalar-parameter that controls the speed of a pannernode (Starmaterial on a plane). Forward this works fine. When I play the timline "Reverse", the speed is getting less again, which is ok, but my stars are moving in the opposite direction. My goal is a clean acceleration and braking. Can anyone help out?

vernal relic
gilded igloo
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hey guys, is there a simple way to subtract a sphere from a cube inside a bp? is there a situation where I dont need to scratch my head around a procedural mesh?

please?

plush yew
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that can become an incredibly complex question depending on what you mean

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if you are talking about brushed, I'm not sure if they are allowed to be used on blueprints, adding/subtracting operations are editor only afaik

gilded igloo
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oh... ok...

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is there another way?

plush yew
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anything that involves modifying geometry requires you to use procedural mesh, static meshes by design can't be modified, brushes by design are built at authoring stage because they are slow and are usually only used for whiteboxing

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another way and the simplest way is to fake it

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you have to fake a lot in game dev

gilded igloo
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ye, how do I do that?

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something with normals and textures?

plush yew
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prepare the subtracted mesh on a 3d modelling program and switch the meshes via blueprints?

gilded igloo
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genius!

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ue4 is ok with fbx right?

plush yew
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fbx is preferred format for ue4

gilded igloo
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great, thx!!

serene birch
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is there a replacement format for fbx that would be more standard and open that UE4 would support in the near future?

sudden agate
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glb

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or gltf in general

serene birch
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hmm, I heard about another format that people were looking at too

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I can't remember XD

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would be neat to have ONE standard people stick to that isn't fbx ๐Ÿ˜›

fierce tulip
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.ase is also still supported, though no clue how open it is :p

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or was it .obj

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i forget

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I think .ase is what I used back in the ued 2.5 days

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might be .obj

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/thoughts

sudden agate
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what about dae

serene birch
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maybe

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gltf glb doesn't seem "optimal" for a non web usage

sudden agate
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you didnt say something about web

serene birch
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well yeah but let's be honest, UE4 on the web isn't exactly the most common use case at all ๐Ÿ˜›

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but I'd love it if gltf was better adopted

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and more useful on non web ๐Ÿ˜ฎ

fierce tulip
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i think as of very recent html5 is no longer being supported, or at least they quit any additional progress on it

shy rune
magic ermine
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Hi, is it possible to import a spline to unreal engine 4.21?

fierce tulip
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though looking at the legacy comments, hmmz

magic ermine
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@fierce tulip thank you so much, I saw this, this is not working for me, I don't use 3dsmax. I use blender or c4d for this. anyway thats plugin in not for sale

fierce tulip
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hmm, cant find any info on blender support.
what is your purpose of wanting to import a spline? they should be somewhat easy to make in ue4 itself.

plush yew
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dae or collada is just a bad format in general

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if anything can replace fbx it would be gltf, but it needs industry support

magic ermine
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@fierce tulip I want to import splines and use it as a road or railway, I have osm files and all this data is sitting there, I want to export from a blender as fbx or obj

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@plush yew I can export gltf

plush yew
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I'm not sure if the new enterprise stuff has something to import splines, but afaik you need to reconstruct splines inside unreal, or convert the spline thing to a mesh and export normally

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it depends on which 3d program you are using though

tall pendant
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on the new format race gltf vs usd ... usd might win

serene birch
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usd?

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ah, I see

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what is UE4 support for USD so far?

plush yew
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usd support will probably come to ue4, but probably won't be gamedev oriented

magic ermine
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@plush yew does it mean that I can convert the spline to a regular mesh, and later in a engine convert it again to a spline?

plush yew
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no just use it as a mesh, and if you need to modify it you modify it from source and reimport, obviously not ideal

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better way would be to recreate it inside the engine

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that depends on the content etc, a lot of things to consider

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just mentioning it as a general thing

serene birch
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USDZ has Apple, Pixar, and Adobe behind it, but glTF has Microsoft, Google, and Facebook
damn ๐Ÿ˜„

plush yew
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meanwhile fbx still has autodesk behind it ๐Ÿ˜„

magic ermine
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yes, but I need to create a road in the engine, I have a lot of kilometers of roads or railway, I want to adapt to the terrain later

plush yew
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that isn't a good workflow in general, if you want it as a level you are almost always better off working in the engine

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first you can always enter the game and look around

magic ermine
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@plush yew I have GIS data in osm file

plush yew
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anyway that is how I would do it, your project might be different, but I believe this is the preferred workflow

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if you have such a data ready best way to do it would be handling it via blueprints or c++

magic ermine
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yes, but for small projects, if you have a road 1000 km you will do it for a long time, I want to save some time

plush yew
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doing it from another app and importing doesnt make sense

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there was a openstreet plugin made by someone that did a similar thing

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this is all c++ though

magic ermine
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ooo @plush yew thank you, I check this

crude vessel
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I'd like some advice from someone more informed on this. Right now my character has 4 materials, everything for the body, the mouth/tongue, the teeth,and I want to use that procedural eyeball material. Mouth/tongue and teeth texture are going to be used across multiple characters. While the body texture might be modified for each character. I could combine the teeth and mouth but I wanted to use a simple solid fill material instead of fully textured.

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So TLDR: is it performant to share a common material across many characters even if it's a separate material, as opposed to wasting texture space by packing the same data into a single texture?

serene birch
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it's more the extra draw calls that will impact performance

crude vessel
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Yeah but if the materials are the same, won't that be the same across all models?

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Like if 5 characters have identical materials for their mouth mesh, like instanced?

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Maybe I misunderstand draw calls then, I thought the same material got drawn at one pass

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Also would a more complex material be preferable to two simple materials?

serene birch
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the combo of "model/material params (aka textures) makes a draw call more or less (well shadows had extra copies of the draw)

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UE4 might auto batch together in a single draw call all the tongues of your NPCs if they are all the exact same model and material, only changing on position (starting from 4.22)

crude vessel
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Maybe I just need to do a demo map

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With a ton of NPC and see the performance difference between packed textures or discrete materials

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For LOD I pretty much drop the extra materials

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Since you won't really see inside their mouth after a certain distance

serene birch
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measuring is always a good way to go at performance!

plush yew
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skeletal meshes never get batched, more materials are more draw calls

crude vessel
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Yeah, but I'm still learning and I figure thia might be a straight forward question

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Damnit oka

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Good to know

plush yew
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even if every character will have them, it is better to include them inside the normal character texture

crude vessel
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Okay so then I might just need to go back to my idea of a super complex masking system :)

plush yew
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you can compromise and reduce their size on the texture though

crude vessel
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The issue isn't just that it's the workflow

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But I might bake them out and just manually composite them into UV quadrants

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My main character texture is probably going to be very busy with a series of variable masks

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I want to make a customizable material to generate characters that look unqiue

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But if each skeletal mesh has a large shared texture set, the draw calls will be larger but texture memory will be lower

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I guess the other option is to render out each texture to a cached yexture

fierce tulip
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in that case you should (if you havent already) do extensive research on good approaches, see how others did it trough documentation, tutorials, and potentially look at how people did it in their char customizer projects they released on the mp.

crude vessel
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Thant would simplify the material but baloon the texture memory

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Right now what I'm doing is very specific

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So it's probably more complex than what I've seen in other games

plush yew
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skeletal mesh performance is problematic in unreal

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they have a combine mesh system, but it can bloat the memory since it creates a new texture for every mesh

crude vessel
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Is skeletal mesh including a non deformed mesh attached to a character bone via blueprint?

plush yew
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best bet is to limit yourself to few parts and limit the number of characters on screen

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that is what fortnite does

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also aggressive lods

crude vessel
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Aggressive LOD I can get on board with

plush yew
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my unreal-fu isn't that up to date, but that should still go through the dynamic path, not sure if the new renderer improvements can batch dynamic path or not

crude vessel
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But the issue is I'm probably going to have some kind of modular clothing/body part setup, but I know that's gonna be a mess

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But one of my project goals is literally spinning unique NPCs

plush yew
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you are not going to be able to get good performance with a modular skeletal mesh setup without getting your hands dirty on the engine side

fierce tulip
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you might want to consider having things like tongues, eyes, certain accessories to be separate entities which you can LOD out depending on distance and such.

plush yew
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(unless skeletal mesh numbers are few that is)

crude vessel
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I'm trying to avoid army of clones look

plush yew
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how many skeletal meshes would be on screen at one time?

crude vessel
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I guess face concealing helmets and uniforms eh?

plush yew
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you might end up running into cpu bottleneck as well with character movement component etc

crude vessel
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I'm determine, I'm not going for fighting an army

plush yew
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this is a multifaceted issue

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animation can get expensive etc

crude vessel
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Well agreasive LOD but I'm hoping to simplify the movement issue of background Npc

plush yew
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anything about skeletal mesh is expensive ๐Ÿ˜„

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or rather 'character' as a package is expensive

crude vessel
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What's the best way to test certain optimizations, I noticed with LOD I can limit bone influences per vertex, or even remove.bones

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I'm wondering the best way to test performance gains of this

plush yew
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last year there was a fortnite gdc talk about this, how they cut up characters into different chunks, their cost, animations etc, you could watch that to get an idea

crude vessel
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Good idea, thanks

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Yeah I was modding Overgrowth and the character script/physics really killed the performance

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You could have maybe 6 characters active before it got unplayable

#

Disabled (no script) you could have 70 on screen easy

#

So I kind of get that all the nice little things can add up real fast

#

So maybe I'll prototype with my multiple materials and bake down the materials when finished

plush yew
#

flexibility is more important than performance when you are prototyping

crude vessel
#

I'm still curious about simple materials (say a solid color and roughness value) vs a material with textures or masks

plush yew
#

multiple materials make much more sense for that

#

in a real scene they shouldn't matter

#

unless you are going ham with textures and masks, they shouldn't matter that much

crude vessel
#

Well in past modding

#

I realized once you start iterating vartions it can explode

plush yew
#

it would matter if you do material layering though

#

but that isn't just simple texture masking

meager copper
#

hey. I would like to animate the background (an animated texture maybe) to create an effect like shown here (http://alkemann.com/webroot/retro/starfield/ click mouse at different areas or click and drag). Is this possible in UE4?

#

i dont meant to ask for the details of implementation, just if possible and where to look to get started

plush yew
#

possible, in variety of ways, but depends on your knowledge

#

you could do it in a shader, or via blueprints etc

meager copper
#

can u draw pixels to a texture using blueprints code maybe?

plush yew
#

depends on how you want it, what you are good at etc

meager copper
#

this is made with a loop and drawing lines in x,y space

crude vessel
#

Well here is the deal, with material layer a simple RGBA is not enough. Unless I'm doing like stacked masks in UV space, and I could split the value range to get more masks

plush yew
#

if you want it as a texture only you are probably better off doing it on a shader

#

you can do dynamic textures in blueprints, but they would be very expensive for a background

meager copper
#

what are the alternatives to as textures? i mean i dont see this done with 3d objects in the background

plush yew
#

you could do this in a shader if you know how to program shaders, then replicate it via material editor or just use custom node for it

meager copper
#

i can have it on a plan, far underneath the player pawn and it moves with the player, so the placement is taken care of there. and to get the speed, maybe have a couple of animated gifs that it switches between?

plush yew
#

typically, doing dynamic things with textures in unreal is a bit problematic and not intended for general use

meager copper
#

i dont know how to program shaders. but the whole point of this project is to learn new things, so if you have a link to a good resource, maybe a youtube series, for that, I would be much obliged ๐Ÿ™‚

#

(ofc I could just search for it, but I have found a lot of bad results going blind search for unreal tuts)

plush yew
#

probably won't be able to find unreal tutorial for this since it is very specific ๐Ÿ˜„

#

you could use flipbooks (gifs) or simply a video file if you don't want it to be dynamic

meager copper
#

so basically how do you write a shader to do procedural 2d animations?

plush yew
#

hackiest way would be to do this in 3d somewhere else in the level and use render to texture to get a dynamic texture off of that, it would be needlessly expensive, but would be the simplest approach that is still dynamic

meager copper
#

and this code is pluggable into an UE4 material?

plush yew
#

nope, its not even a language that is supported by unreal, but you could convert it to hlsl

#

why do you want it as a texture?

meager copper
#

not that i want it as a texture, it just seemed like the likely approach

#

since it is 2d background

plush yew
#

oh, you could just do it in 3d though?

#

you could probably do it in cascade or niagara as a particle effect

#

i was gonna say maybe try particles

meager copper
#

hmm.. yea i probably havent been considering particle system good enough

inland kettle
#

Hello everybody, my goal is to move stars in the background. Like a spaceship starting and braking. So i start a simple timeline (Float / 0 to 1) and control a scalar-parameter that controls the speed of a pannernode (Starmaterial on a plane). Forward this works fine. When I play the timline "Reverse", the speed is getting less again, which is ok, but my stars are moving in the opposite direction. My goal is a clean acceleration and braking. Can anyone help out?

fierce tulip
#

^ hehe related to alkemans

plush yew
#

cascade is pretty good, with niagara you can use visual programming to add your own stuff, it is crazy flexible

meager copper
#

haha convergent ideas ๐Ÿ™‚

plush yew
#

should be pretty cheap and straight forward with particles

fierce tulip
#

Tower, odds are that the value that is moving the panner turns negative, you might need to find a way to remap values.

inland kettle
#

i have checkt this. it is positive all the time

plush yew
#

ok, make it turn negative :-p

fierce tulip
#

I dont know in what situation you want the stars moving towards screen @meager copper but a simple gpu particle setup should work, perhaps have some shader math influencing verts so particles always move away from center of screen.

meager copper
#

@plush yew so I should look at particles and Cascade and Niagara are key words for tools?

fierce tulip
#

niagara is not superduper ready for production, cascade can do this

plush yew
#

cascade is the proven one, it is production ready, lots of resources, I would recommend that

fierce tulip
#

@inland kettle care to show the material for the pan stuff?

plush yew
#

if you think cascade is a bit too limited for something, then you might want to look at niagara, but I would still recommend sticking with cascade

meager copper
#

basically the particles (remote suns) should always move from a point on the screen, FAR away, towards the screen, but always to the sides, spread randomly around, never hit the play area

plush yew
#

yeah but its jsut an effect right?

inland kettle
#

Not at all. One moment

fierce tulip
#

@meager copper there are ways to make sure stars do not move into the screen by some math into the vert offset in the shader

#

what is the panner set to, and from what value does the speed go trough the timeline?

plush yew
#

maybe jsut keep it flat, nice and simple, spawn in the middle, move them faster and faster to the side

vapid narwhal
#

Did anyone here ever have the problem of the engine crashing when deleting objects in the world? Even when I delete a TextRender-Actor it crashes. On 4.23.

plush yew
#

you can zoom on them a little as well to make em bigger

meager copper
#

so funny that Tower is asking about a similar thing at the same time

plush yew
#

i mean scale them

fierce tulip
#

well, his is texture based

meager copper
#

which I also assumed mine had to, but i think particles may be better option for me

severe ibex
#

This is quite general, not sure where to put it but the company I work for is looking for some Unreal support from able professionals. I keep seeing Fabrice Bourelly pop up but the one time I met him he was not so impressive and he cancelled his talk because it was "getting late". Is there some Epic Games email or person I could contact?

fierce tulip
#

either (and some others) all have their pros and cons

plush yew
#

you could always use a video loop, but personally i would go for particles

inland kettle
fierce tulip
#

direct epic help is only possible trough some contracts, else your best bet is answerhub, ask people here, and if its job related you could try #looking-for-talent

#

@inland kettle can you click on the panner node, and screenshot the settings of it?

severe ibex
#

@fierce tulipthanks. I'll look it up. I've heard of the partnership program so I'll look again.

plush yew
#

you could probably do the star effect with texture by panning a starfield texture on a cone mesh and layering them

#

you could also use some simple vertex coloring or uv mapping to change the cone top vertex location so that the thing would look dynamic

#

it would take a lot longer than simple particle system though ๐Ÿ˜„

inland kettle
#

So?

severe ibex
#

@plush yewthanks.

fierce tulip
#

one sec tower

inland kettle
#

Oh Sry. Missunderstanding. This was German. ๐Ÿ˜„ So? = Do you mean this? ๐Ÿ™‚ @fierce tulip

fierce tulip
#

few more secs :p

#

instead of altering speed or time, you might want to actually pan in another way. one sec

regal mulch
#

So basically offsetting the texturecoord by hand

fierce tulip
#

you dont need to use a timeline that goes back that way

#

just add to it until a certain value.

regal mulch
#

That's basically what Raildex already suggested them in #blueprint

fierce tulip
#

didnt see blueprint :p

inland kettle
#

no hehe i was asking him in blueprint for a picture or further infos

#

so thank you very much.

gilded igloo
#

can I set the pivot of a static mesh in the construction script?

fierce tulip
#

just smoothly go from 0 to another value.
but not sure what a good approach would be to reset the value in case it becomes really big.
can tell my brain farting because hunger

crude vessel
#

Anyone here use ALS?

plush yew
#

just a compare and a set i would say

#

can i put anything on that first black screen when you open the game?

#

like loading screen

inland kettle
#

Unfortunately that was not the solution. But thank you very much for the effort.

#

I wonder how others do that. - A star background controlled by a timeline to simulate speed acceleration & braking process

fierce tulip
#

dont run the values trough a timeline moving backward.
it should only ADD to it unless you go backwards.

inland kettle
#

The Problem is, i need a curve.

#

And i want to switch the curve at runtime

fierce tulip
#

you can ramp the value

inland kettle
#

On top of that the Background should run at all time. exept 0

fierce tulip
#

could always add a time node with a low value that constantly adds to it.

inland kettle
#

yea but withot a curve it is not smooth enough

#

hm...

#

It would be a great pity if I could not use the curve system.

fierce tulip
#

there should be some bp nodes that are related to curves and what not

plush yew
#

why do you need the curve?

inland kettle
#

@fierce tulip yeah. let's see what I can get out it

#

Its a effective fast system. I want to sitch fast betwen these curves

plush yew
#

i think you just need an exponential decrease / increase when stopping or starting movement

inland kettle
#

it should be like a acceleration curve from a car for example

plush yew
#

so basically you double the speed or divide by 2 until you are at your desired speed or 0

#

curve seems way overkill for this imho

inland kettle
#

Every ShipEngine has its own AccelerationCurve. I thougt this was a good idea. Until now ๐Ÿ˜„

plush yew
#

lol you can still change acceleration speed ๐Ÿ™‚

fierce tulip
#

you might want to loo

#

yea what random said

plush yew
#

multiply by 3 to make it faster ๐Ÿ™‚

inland kettle
#

yeah but this is linear

plush yew
#

linear is no problem, just add the speed instead of multiplying

kind egret
#

Hey everyone. Currently I am looking into options on how to realize a runtime procedural landscape generation and which option might be the best to go with...

Actually it would be great if I could use UE4's landscape class for it, but as far as I see (in code) most of the implementation is editor only. Is there a way to manipulate landscapes at runtime? It would be great if I could give a landscape a heightmap at runtime and it does the work for me.

The other options that I see are to use Procedural Mesh Component or Runtime Mesh Component. How do they compare in terms for functionality, performance, LOD etc. to landscapes?

Are there any other plugins that have proven to do the job?

plush yew
#

you can do everything without curves unless you want some fancy curve shape basically

#

(and even then you could argue about it lol)

inland kettle
#

Ok ๐Ÿ˜„

#

No Curves for Tower

#

๐Ÿ™‚

plush yew
#

the only difference is your ship acceleration curve is now defined in the code and not in your curve, but you can turn it into a parameter or whatever

#

this could be benifitial i you plan on upgrading shipsd to make em faster and whatnot

#

jesus i cant spell

#

(i'd have to say though linear seems unrealistic if its in space)

inland kettle
#

Oh. Missunderstanding. This was the answer for the "change acceleration speed " thing.

#

I was looking towards the curves because its no linear thing.

crude vessel
#

Hummmmm

plush yew
#

@inland kettle well you can do both linear and exponential without curves

#

@inland kettle if you multiply the speed by 2, the speed would look like this for example: 1 2 4 8 16 32 64 128 .....

#

so the speed increases more and more

#

you can do the opposite when you get close to your target speed

shrewd gust
#

so i got my gamepad (logitech f310 on windows 10) working in a project then came back to said project the next day the gamepad is not being recognized in it. literally changed nothing so i'm confused what's up ๐Ÿ˜•

plush yew
#

@inland kettle if you try this though make it timebased and not framebased

opaque salmon
#

how would I debug a blueprint game that crashes with this assert Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 151] A FRenderResource was deleted without being released first!

#

happens 50/50 when a second player joins

ornate ice
#

Good morning people ๐Ÿ™‚

plush yew
#

yo guys, any tutorial on how to replicate the flying template of epic?

abstract relic
#

Aside from reverse engineering?

polar barn
#

anyone else having issues trying to download content from marketplace through the launcher?

mortal cedar
#

that feel when you finally get your game to perform well

#

those 3000 bois down there think theyre causing a ruckus. but theyre not anymore!

dim plover
#

Has there been any information on a new navigation system?

gilded igloo
#

hey guys, is there a way to turn off soft edges on a procedural mesh?

frank escarp
#

@mortal cedar what you doig there?

mortal cedar
#

@frank escarp ripping off "they are billions" haha. but with multiplayer

#

not going to have their 20k zombies but 3k zombies in multiplayer should be fine imo

#

noticed like every other review for that game was asking for multiplayer so I thought I'd give it a go

frank escarp
#

how does it work?

#

you have it runing with isntancing?

mortal cedar
#

yeah literally everything is instanced

#

using vector fields for the path finding, and currently copying planetary annihilations keyframe networking

trim trail
#

I'm getting tired of having empty folders remaining after moving assets. Fixing redirectors rarely works if at all and only working solution I know is deleting old folders from windows explorer. Is there something I can do to reduce this problem? ๐Ÿ˜ฆ

meager copper
#

@plush yew @fierce tulip I have gone through a long Cascade tutorial and I am able to create particles that look close to what I need for my star field. 1 major issue. I need them to be pregenerated. Now they take a while to get going.. how can they start already in the loop?

fierce tulip
#

startup time

meager copper
#

also the particles have an intial vector, i need that to offset when I move the origin. is that possible?

radiant haven
#

Hey ppl Well Ive got an error by my brothers phone when trying to start game
"Plugin 'X' failed to load because module 'X' could not be found."
well i looked up in ue forums and found a post where smone said that i need the plugin folder in the game project
well the plugin is from the marketplace and there is no plugin folder in my game project and i think thats the reason why i have this error
I ask where does ue saves the plugin or how do i get it into the Project Folder

fierce tulip
#

or you know, dont use bold font for nothing

meager copper
#

where is the "startup time" setting?

fierce tulip
#

click in the empty space next to where you add new modules, it should then show a general info/options thing where you normally change values for the modules

#

sorry, warmup time

meager copper
#

warm .. right

#

doesnt seem to do.. what i expect/need though

fierce tulip
#

can you dm me a screenshot of cascade?

stiff spoke
#

Do you know how to add points to the score of the one who shot and not the one who was shooting

grim ore
#

add points to your points variable when you want it added. When should it be added? Is it when something is shot? How is the person being shot? Do they know who shot them? If they know who shot them then tell that person who shot them to add points

stiff spoke
#

When I do that it adds to the one who was fired

grim ore
#

then you didnt do that

#

you did not tell the one that shot them to add points, you are adding it to the one who was shot. what does your code look like for being shot and adding points?

stiff spoke
#

Hold on

#

My code is simple on do when a key is clicker I call a custom that I connect to a functions and the code to add points is when you shoot your enemy and that after that it to his life to zero then I to do variable score plus 1

plush yew
#

Ehm so, I finished modelling my mushroom, how do I change the "default" scale of it after import?

#

man i keep having this stupid issue where visual studio cant find my generated.h files

tawdry sierra
#

Hello, I need some help. Ive been trying to parent spring arm to this Mesh(Inherited). (mesh will be he child). But because its inherited i have to mess with the c++ files. Ive been trying that but i cant find what im looking for.

plush yew
#

There is no Mushroom here ๐Ÿ˜ฆ

stiff spoke
#

Do you know how to add points to the score of the one who shot and not the one who was shooting please help me

misty creek
#

Open the folder location and you should see Mushroom @plush yew

plush yew
#

that mushroom look just fine, why do you need to fiddle with the scales? ๐Ÿ™‚

#

@plush yew Would prefer to use trees for that rather than mushrooms ๐Ÿ˜„

#

trees? so last year..

#

don't have an editor in front of me, but it should be in build settings, as a setting called scale, however I would recommend fixing it at export rather than after import

#

not sure which program you use, but they could probably save export settings so you don't have to adjust for every individual mesh that way

stiff spoke
#

You do not know me

plush yew
#

arent you nathan?

stiff spoke
#

If

plush yew
#

build settings after you open up the mesh editor. if you export the mesh again with the same name, you can just right click the mesh and select reimport

#

Any idea how I can move an asset without having to re-implement everything?

#

it will reimport completely

#

Yeah but how do I drag this to the above folders

grim ore
#

click the source panels on the left, the top left icon above the bush. To the left of Filters

uneven fractal
plush yew
#

@grim ore Thank you good sir

#

Any ideas why the mushroom has collision?

uneven fractal
#

because collision is enabled on it?

plush yew
#

It is on the rock as well

#

exactly the same settings

#

default import settings might be auto generating collision

#

you can remove it from static mesh editor

meager copper
#

Can anyone tell me why the selected camera cant see the particles even though they are everywhere in the world viewpoirt?

plush yew
#

could be a bounding box issue, especially with gpu particles you need to set it right

#

haven't used cascade in a while so might be misremembering, but iirc you would let the particles run and capture a good bounding box when you get good amount of spread

#

KK solved my problem

meager copper
#

yes i have reset the bounds

#

i was able to get close to what i wanted visually with particles @plush yew , but to get it to work in the game world has proven very difficult.

#

starting to think maybe particles isnt the way to go

uneven fractal
#

so my project has no c++ but I get an error saying I need to rebuild from source manually when I try to start up my project but when I right click on the uproject file to make the project files so I can manually compile them it says I have no c++ files so I can't make project files

meager copper
#

i am operating with really big sizes. maybe that works badly with the particles.. i guess I could just scale down everything?

plush yew
#

it really depends on what you want, how much control you want etc

#

if cascade doesn't have enough control, you could go for a niagara script, but that might be a bit rough around the edges

#

or you could make your own simple particle system with blueprints/c++ actors to have total control over it

#

I'd say tweaking particles would be the most optimal though, cascade is pretty powerful, plus with some material logic it could be pretty expressive

#

at least, for unreal that is

meager copper
#

not sure if cascade isnt giving me enought control. i think what I want is pretty simple. i was able to do it with just canvas in a browser after all ๐Ÿ˜‰

#

there is performance issue with the cpu particles and Lous says there is a bug that affects me with the GPU ones

plush yew
#

well canvas is pretty generic, unreal has a pretty tight pipeline for the gpu

#

depending on what you want, niagara probably might be able to give you pretty good amount of control

meager copper
#

what do you mean depending? you know what I want by now ๐Ÿ˜‰

plush yew
#

there are also other techniques that are more material and mesh based, but again hard to recommend since they can vary heavily on execution

#

well text chat isn't that good at conveying what you want, sometimes even when you are standing side by side it is difficult to articulate ๐Ÿ˜„

meager copper
#

did you look at the link I shared?

plush yew
#

but this was more of a niagara thing

#

it is pretty unreal focused thing

#

so getting that amount of control might not be easy if you aren't used to doing things unreal way

#

if you want total control, you could take a look at instanced static mesh component, and animate things via code

#

with instance static mesh component, you just set a mesh, and provide a transform to the component, it renders it efficiently with a single draw call

#

you can than update it every frame etc

vital cosmos
#

How do I fix that issue with the face looking all weird when importing mixamo characters into unreal

unreal comet
#

So there is no way to manually downgrade a ue4 project from 4.23 to say 4.18 is there? I can't just migrate assets or copy and paste the content folder correct? There has to be some kind of 'hacky' way to do it right?

manic pawn
#

there is no way

autumn trout
#

in array

#

Does anyone know?

unreal comet
#

@manic pawn Awwwwwwwwe ๐Ÿ˜ฆ Is there a way to copy variables from a blueprint and paste them in another? I know I can paste nodes but creating all the variables from scratch takes forever.

manic pawn
#

when you paste stuff to the event graph you can right click the nodes referencing nonexistent variables and click "create variable xxx"

timid pilot
#

Hi, can I use Unreal version selector with command line?

grim ore
#

@autumn trout what are you trying to do there?

modern sinew
autumn trout
#

@grim ore I'm trying to make a collection

grim ore
#

It's hard to understand what you want to do with that screenshot, it seems like it works fine but after that ?

uneven fractal
#

stick it in a function and add local variables so you don't have wires everywhere

#

a sequence node seems like it would be good here too

modern sinew
#

It works fine, but it's messy, it's just a long if-else chain

uneven fractal
#

rule 6. Strictly no advertising?

limber sphinx
#

is that really advertising

#

im not selling anything

uneven fractal
#

your advertising your project no?

limber sphinx
#

no i didnt mention it at all

uneven fractal
#

even though it's developer aimed and not customer it's still advertising

limber sphinx
#

just mentioned we had an open development people could join more like a resource

#

its not really job based

sonic cedar
limber sphinx
#

wasnt really advertising for positions its more of a resource ill just delete the post

sonic cedar
#

I mean you directly asked for developers to join your team

limber sphinx
#

thanks though!

sonic cedar
#

It's not a huge deal, it's just there's better channels for it

limber sphinx
#

right would career chat be better?

plush yew
#

I need some help regarding substractive geometry brushes. Up untill now they were working just fine but now everytime I use them, instead of just substracting where the actual substractive brush is, it substracts all the way vertically. Do I maybe have too many geometry brushes in my level?

limber sphinx
#

like i said its not really a job posting im not filling specific roles

sonic cedar
#

@limber sphinx you're looking for talent, so the #looking-for-talent channel sounds like what you're looking for

limber sphinx
#

okay i can just feel by doing it that way that it limits to people who feel they are talented enough for work this is more of a learning thing, like come get your feet wet regardless of skill levels

sonic cedar
#

I mean you can put that in the post

#

It isn't limited to expert pros only

#

Anyone know the timeframe on getting accepted to the steamworks dev group?

#

I applied like quite a long time ago and didn't get a response

plush yew
#

is it possible to get all child bones of a specific bones?

plush yew
#

@sonic cedar this is automatic, you need be partner steamworks

sonic cedar
#

Weird, I was before I thought

#

We got through steam greenlight for a project quite a while ago

plush yew
#

you need partnership, 100$ license

sonic cedar
#

Is it per person?

#

I swear my team did this before and it was working

plush yew
#

i'm trying to make a new class for a data asset, and i need an array of materials, which does not work whatever i try

#

i changed it to strings to test and that works fine

#

is it not possible to make an array of materials there?

frank pike
#

Hey guys, I am new. I have two imported materials and would like to paint both materials to separate parts of my terrain. Can you point me to a tutorial on how to do this?

plush yew
grim ore
#

did you try selecting it all and using the convert to static mesh option in the details panel?

plush yew
#

well I was able to select convert to static mesh from rightclick but it only turned the static meshes in the building into a new one. the rest was completly ignored despite selection

warped tangle
#

@plush yew

limber sphinx
#

can you delete or edit in the looking for talent

#

i migrated a backup to a discord server and the invites wrong

grim ore
#

What ^^ said. I think the issue is you have geometry brushes & static meshes mixed. You would have to convert just the brushes to a mesh then you could combine all the meshes into one or put them all into a BP.

warped tangle
#

Yeah looks like he used the right click -> convert to static meshes which isn't for brushes I don't think

grim ore
#

yep it would explain why the brush settings don't show up as well if he has more than brushes selected

plush yew
#

How is the line of sight to node different than doing a line trace, is it more complex? Because right now I check LOS by doing a line trace but that isn't a perfect solution since waist-high fences block LOS. But then I saw the Line of Sight to node

#

whats a good way to save some data without having to make a new C++ class ?

#

(as there are layers of problems with defining a class that has a struct)

mossy nymph
#

in c++? not really

#

just toss the struct, if not exclusively used by that class into a header containing... shared structs/enums

#

and include it

plush yew
#

been trying to use a data asset

mossy nymph
#

there is no special consideration for classes containing structs

plush yew
#

and to make the data asset you need to define a class, which works fine as long as i dont want an array of materials

mossy nymph
#

except you can't forward declare them unless its a pointer or a reference

plush yew
#

been asking in #cpp about it

mossy nymph
#

array of materials doesn't sound like something that should cause troubles

plush yew
#

so how do i declare them? :-s

#

i know, as soon as i replace it with an array of strings it works fine

#

i dotn get whats so special about materials lol

mossy nymph
#

maybe looking into something you know has materials declared?

#

like UMeshComponent ๐Ÿ™‚

plush yew
#

thats chinese to me

mossy nymph
#

UStaticMeshComponent has editor exposed materials

#

they are actually declared in MeshComponent.h

#

there is usually an engine example of what you're trying to do

#

just need to figure out where to look ^

plush yew
#

i dont know what editor exposed materials are

ruby estuary
#

Does anyone know what >> LogUObjectArray: Warning: Empty slot << means?

loud knoll
#

Packaging for 32 or 64 bit which is better for getting the most players to be able to play a game? Any other benefits?

manic pawn
#

64 bit is all you need

#

any 32 bit toasters still in use in 2019 are too weak to play an unreal game anyway

polar hawk
#

this is a gross oversimplification but

#

if you ship 32bit your game will run faster

#

note: do not ship 32bit just to run faster without understanding why

thick herald
#

This is a longshot. Anyone know if it's possible to change a BPs parent en mass? Such as via the editor widget functionality. I'm fairly certain it isn't but doesn't hurt to ask.

plush yew
#

@mossy nymph i was using FMaterial instead of UMaterialInterface... lol @manic pawn helped me out

opal totem
#

I've tried googling this but I'm not sure how to word it. But I'm importing a staff to my project but the world root is at the tip of the staff and I want it somewhere else in order to place on a character. How do i change the world root/pivot point of a mesh?

#

or do I need to do this in blender

#

nvm i just fixed it in blender

plush yew
plush yew
#

or is there any way to get the current "input mode"

#

I am basically trying to make an event where "if you click outside the inventory window, the window closes"

#

And yes, I know you can do "onFocusLost" close inventory, but that means that it will also close if I alt-tab, and I don't want that

grim ore
#

put another panel/widget in the background and detect a click on it as a handler

#

you can even do that if you are using a canvas panel as the main widget on the viewport and adding other stuff to it, just have it handle clicking on "itself"

plush yew
#

nice i see you figured out how to unwrap your mushroom and import it ๐Ÿ™‚

#

a blender tip, if you select the top faces and press space then type shade smooth, then those sharp edges where the light reflects will be gone

#

@plush yew

#

@grim ore Found another solution with a bit different approach, but thanks!

#

@plush yew Will try that straight away!

grim ore
#

What did you go with @plush yew ?

plush yew
#

Decided to instead pause the entire game and make clicks outside the box just bring back focus to it, this way only way of toggling the inventory is with the hotkey (tab)

#

@plush yew Cant's seem to make it work, is that in the shading tab?

#

it only starts the video player for me

#

@plush yew in blender ?

#

got it to work, rightclicked then shade smooth

#

yeah space should just give a search box

#

at least with 2.79, i assume this is the same in 2.8 but not sure

#

anyway glad you found it

#

a lot changed in the newest blender

#

i'm used to 2.79 im sticking with it for now

#

also, any idea how to change the size of this thing? I mean, if I import the mushroom directly from blender it's the size of a 100 year old tree

#

lol

#

I mean

#

I know how to change it

#

if you export as fbx there is a scalar iirc, but you can also setup blender so blender units are unreal units

#

but how to have a reference

#

ohhh that's cool

#

okay, last question:

#

After scaling it down, how do I bring it back to the bottom centered position? ๐Ÿ˜‚

#

N should open a panel, if its the same as 2.79 lol

#

you should see transform in that panel and a X Y Z median, jsut set that to 0

#

median in edit mode, location in object mode

#

set object mode to 0 if it is not yet

#

after that you can set the medians in edit mode if needed, just select all

#

Think the problem is that my midpoint isn't on bottom

sly coyote
#

@opal totem you can only temp change the pivot however there is one of the greatest tool I purchased on the marketplace called pivot tool that allows you to change the pivot and bake it permanently into the object without having to go to an external program like blender to do it...I'm not one to advertise anything but felt that it deserved to be mentioned as nothing is more annoying than having to stop your work flow to do something (which unreal engine should ALREADY have built in support for) externally

plush yew
#

@plush yew in edit mode, select the middle bottom vertex, snap 3d cursor to that, then go to object mode, then set origin to 3d cursor

#

@plush yew after that just set location to 0 0 0 in object mode

#

then it should be placed perfectly on the ground in the middle

blissful trail
#

random float in range doesn't go lower then 0.001

#

pls help

plush yew
#

@blissful trail What range do you have it set to

#

how do i get my data asset in my blueprint? dragging it doesnt do it and no error either

opal totem
#

@sly coyote I'll take a look into the plugin. For now I'm going to make sure to remember to set the pivot in blender the first time around but yea theres no reason Unreal shouldn't have that option

plush yew
#

why would my game instance slow down the game startup so much?

rotund harness
#

does anyone know how to access variables/functions of one actor in another actors blueprint? Ive looked into interfaces, blueprint comms. nothing is working and this seems like it should be fairly simple

plush yew
#

@rotund harness GameInstance

sudden agate
#

@rotund harness you simply need a reference of your actor and make sure your variable type is the same as your actual actor class. this way you can access public methods and fields

rotund harness
#

@sudden agate I tried that, but when I created the reference to the actor, I cant set the target to anything, it says ,"editing this value in a class default object is not allowed"

sudden agate
#

wtf are you doing. you need to set the reference at runtime

#

you cant set it in the editor

rotund harness
#

yeah dont understand how i am supposed to do that

#

basically trying to get the world location of one actor, then teleporting player character to that location

regal mulch
#

Then watch the Blueprints communication video pinned to #blueprint

rotund harness
#

will check that out thanks

gentle moth
#

How can I calculate which size my model in blender should be to be same size as as pawn in ue4 for example

carmine scroll
#

ue4 chara is 1.6m?

#

I think

gentle moth
#

I can check that after exporting but I would want to have proper size before doing it

#

and blender scale is same as unreal?

carmine scroll
#

192cm tall

#

set the scale in blender to work in cm or m

gentle moth
#

thanks

trim trail
#

is it possible to disable compiling shaders when you move/right click levels in Content browser? I dont see much sense there, I think compiling shaders should happen uppon loading level

plush yew
#

This setup doesn't work if on the baseUnitBP I set the vector to something else. the character will only move to the default value

fierce tulip
#

@trim trail sadly I dont think so

plush yew
#

hmm, its because everything looks like it starts at beginplay.

ashen cape
#

Hey guys, I have an issue that when I import png with transparent background or parts into the engine it doesn't detect alpha channel and it comepletely distorts the imagine, any tips? Thanks in advance

fierce tulip
#

try .tga

#

photoshop png + alpha channel doesnt like ue4 and vice versa

ashen cape
#

export it as tga?

fierce tulip
#

so on import it replaces the alpha to padding

trim trail
#

hm.. i think i had some recent issues with png, i think photoshop with default 'save as' doesnt save/add alpha channel, but if you go for 'export file as' (or something like that), you get option to add alpha channel, maybe that could help you?

fierce tulip
#

nope, sadly it doesnt

trim trail
#

oh well, i guess i was remembering wrongly if it doesnt add alpha channel

ashen cape
#

tga didn't help

#

it just distorts imagine even more

trim trail
#

and bummer with compiling shaders, im thinking how to optimize smoothness when managing assets in ue4, best to do is to have fast cpu and both ue4 project and ddc folders on ssd, anything else?

#

can you show screenshot @ashen cape ?

ashen cape
#

what screenshots

#

any idea how to change format of the asset to DXT5, that could help

fierce tulip
#

that only works if there is an alpha channel

#

but photoshops png puts the alpha info in rgb

ashen cape
#

not true, I used photoshop with my previous assets which are also png but for some reason they have different format

#

DXT5 which shows alpha channel and DXT1

fierce tulip
#

ยฏ_(ใƒ„)_/ยฏ

fierce tulip
#

its been a known issue since even udk, apparently it is in the way many tools store their png info, there have been odd examples where it works, in some cases by using the photoshop plugin superpng, but take it from someone who has been around for quite a while, save as tga. png and alpha mess up in ue4

#

occasionally you can have success by saving as "save for web and devices"

ashen cape
#

@fierce tulip Yes you are right, I have tried to do it as "save for web" and it worked, still there is little distortion but atleast with alpha channel ๐Ÿ˜„

fierce tulip
#

when I moved to ue4 I tried a long time to keep sticking to png, but the random it working, generally doesnt work gets so much in the way of workflow and being in the zone that I just made two small scripts, save as 32bit tga when it has alpha, save as png in other cases.

gaunt raptor
#

how would you guys go do hair in a cel shaded / Toon game ? Can you do outlines with hair cards using alphas ? Or does anyone have any inputs ?

mint sequoia
#

How do you stop UE4 from vomitting all of the components into the details panel?

#

Makes it really annoying trying to find anything at all

sudden agate
#

there is a flag in the component's details panel to disallow showing it in these panels

rocky wing
#

Is there something in AnswerHub that lets you see your questions?

fierce tulip
#

you can go to your profile

#

it shows a list of your questions, and a list of all the answers you gave

plush yew
#

whats a good starting point ro learn about UI in UE4?

regal mulch
#

Yeah. Just click on your profile at the top.

plush yew
#

meaning how to make my own UI

regal mulch
#

Wow, discord didn't scroll the last 3 lines. gg

#

@plush yew Checking out everything that has to do with UMG.

#

And discarding tutorials that still use AHUD class

plush yew
#

is UMG from epic itself?

regal mulch
#

Yes

plush yew
#

thanks ill check it out

#

AHUD is old deprecated i assume?

#

just curious

regal mulch
#

Not entirely deprecated. It has its usage. But you don't want to actively draw your UI with it.

#

You can store your Widget (UMG classes) in it if you want.

#

In C++ there are some useful debugging functions and stuff

#

But that's about it

plush yew
#

nice thanks gonna check it out, got most of my logic but no UI yet ๐Ÿ˜„

rocky wing
#

XenialJesseToday at 7:12 PM
Is there something in AnswerHub that lets you see your questions?

Thanks Luos and eXi... and I'm certain that checking my profile worked for me yesterday but right now ... it isn't. Not sure what I'm doing wrong.

fierce tulip
#

works for me :/

#

also lol for yet another error

rocky wing
#

Uff, that's the one, thanks.

#

I was clicking the other username button (top-right)

dim merlin
#

Hi, anyone knows its possible to change the mesh of a instanced static mesh component at runtime?

#

Warning: Calling SetStaticMesh on '/Game/Maps/UEDPIE_0_IslandMap.IslandMap:PersistentLevel.InstancedFoliageActor_0.TreeFoliageInstancedStaticMeshComponent_C_0' but Mobility is Static.

#

got this warning when use SetStaticMesh on the component

plush yew
#

@regal mulch do you know if its possible to get asset thumbnails from UMG? like meshes or materials for example

#

cant seem to find much on that

regal mulch
#

Afaik, no

#

You have to make your own thumbnails

manic pawn
#

@dim merlin the message even tells you what is wrong, change the mobility to movable

plush yew
#

@regal mulch damn thats kindof useless :-s

manic pawn
#

I wonder why umg assets don't have thumbnails

regal mulch
#

@plush yew Maybe I don't understand you correctly. Do you want the Thumbnails that some of your assets have as icons in your UMG UI?

plush yew
#

@regal mulch yeah that seems the most straightforward way of having a thumbnail right?

regal mulch
#

Yeah right that's not a thing :P

#

The thumbnails of the assets that you see are a lot more complex than that

plush yew
#

well that is very very limiting then

manic pawn
#

those thumbnails are editor only

regal mulch
#

Why is that limiting?

manic pawn
#

they do not exist in packaged builds

#

nor does the code to generate them

regal mulch
#

2D art has to be created :p

plush yew
#

because it would require to manually make a texture for every material and mesh if you need them in your UI

regal mulch
#

Correct, that's how people do it

plush yew
#

which is not very empowering to say the least lol

manic pawn
#

or you make your own thumbnail renderer

regal mulch
#

Well I can give you a thumbnail plugin

#

Made by the person who sits behind me

#

Not gonna give support on that though

plush yew
#

give him a beer from me

regal mulch
#

her*

haughty hound
#

Hello, does anybody know how to move an AI character using forces while they play the walk animation? Similar to using MoveTo in a behavipr tree

plush yew
#

give her a beer for me

manic pawn
#

oh that's nice

#

that's a creative use of details panel widgets br_thinking

leaden mauve
#

She needs all the beers tbh

haughty hound
#

Please, anybody knows that?

leaden mauve
#

I'm a newb, so i don't know, which is why i'm not answering ๐Ÿ˜…

haughty hound
#

No worries bro๐Ÿ˜Š๐Ÿ‘

fierce tulip
haughty hound
#

Oh thx i will check that, just arrived to this group

leaden mauve
#

Welcome ๐Ÿ‘‹

atomic onyx
#

Would the use of UE4 for 3D Product Demonstration on android apps be a good idea for a business?

#

I mean, do people pay for such apps often? Has anyone worked on similar projects before?

wary wave
#

depends on what you mean by "3D Product Demonstration"

#

but the answer is probably 'no'

plush yew
#

put yourself into the shoes of someone wanted to buy a product, are you going to pull out your smartphone, then download an app, to look at it in 3D?

#

probably depends if there is any added value to seeing it this way

#

i've seen apps that let you place small furniture virtually into your house with your tablet for example, that could be useful to a degree

tawdry sierra
#

Hello, I need some help. Ive been trying to parent spring arm to this Mesh(Inherited). (mesh will be he child). But because its inherited i have to mess with the c++ files. Ive been trying that but i cant find what im looking for.

plush yew
#

this thumbnail generator is looking more and more awesome, it compiled fine

next badger
leaden mauve
#

Ikea as well

icy mulch
#

Quick question do I need online To make a online multiplayer level

next badger
#

@regal mulch just found out you're working with Cel ๐Ÿ˜ฎ

regal mulch
#

Well, yeah

fierce tulip
#

hehe

grim ore
#

@tawdry sierra you will not be able to change the character's inherited components without rewriting your character code in C++ with a custom character. The class they are pointing to in that post is custom code and even then it's not what you wanted since you want to change the inherited class (character)

#

are you using a custom C++ character? if so you could try the same basic code by creating your camera boom (spring arm) then calling AttachToComponent from the MESH onto the spring arm after you have created it and added it to your capsule

crude vessel
#

So what's the real perspective on draw calls?

#

Like wouldn't many objects in a level have many draw calls?

wary wave
#

potentially, yes

#

most objects will have multiple draw calls

#

the more complex an object (components, materials, etc), the more draw calls..

crude vessel
#

Well I mean. My character models may have multiple due to the nature of me wanting to make them modular

next badger
#

recent ue4 versions have automatic instancing

crude vessel
#

But I'm wondering could I just compensate by simplifying other aspects of the game?

next badger
#

modular characters...you actually can optimize those as well

crude vessel
#

Well I saw the mesh combine

#

But okay so hear me out

tawdry sierra
#

@grim ore i am trying to edit the c++ code but i cant find the structure that the component order its in.

crude vessel
#

Like one of the ideas I'm going to prototype is a character color mask based on a continual hand painted gradient

#

So I want to be able to generate a character with a color vartation based on manipulating that gradient cutoff and levels

#

Which I realize might be a bit heavy , but I'm thinking it's preferable to caching a lot of custom textures, but I guess I'll need to test that out

#

But my goal is to make many unique characters by combining a series of masks in the shader,

#

Other games I saw do something similar but they would bake down the texture

#

I'm just wondering if I had characters who had more complex materials, is that inherently going to kill the performance if I don't go crazy with other details in the level on general

#

Like from a memory standpoint I think a character with a set of shared texture maps that can change in appearance would be better than having to bake out many many megabytes of redundant texture maps

next badger
#

Just test it. Look at overall cost, shader complexity etc. Then decide if it's worth it or not.

crude vessel
#

Yeah, that's what I'm going to have to do ๐Ÿค”

#

I'm just. Bit new to ue4 in specific, I'm coming more from the art end of stuff

#

So if course I want to make a very robust character customization process to save labor :)

uncut osprey
#

UE 4.22 in-editor tutorial: "This button switches the Blueprint Editor to Defaults Mode."

#

Can't find the button

#

Online docs: The Blueprint Editor Modes were removed in 4.7.

grim ore
#

@tawdry sierra you do know if you want to do this you will have to use a source build of the engine and edit the character.cpp file or the character.h to allow access to it from outside?

wary wave
#

๐Ÿ˜„

#

typical tutorial tbh

next badger
#

someone should report it then

tawdry sierra
#

@grim ore i dont inderstand. Its not an engine content, its from an asset

wary wave
#

he doesn't need to edit Character - he can create a new Character and reorder the components in his own constructor

grim ore
#

its not re ordering, he wants to take the mesh that comes with character and attach it to a camera boom

#

well spring arm technically

wary wave
#

yes? that would be reordering, changing the hierarchy, parenting, whatever you want to call it?

#

you can do that in your own subclass

grim ore
#

yep your right, the issues I was having was stupid hot compile and the private class lol I really don't C++ enough to answer these

#

i mean it's super weird lol

#

GetMesh()->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); will get the mesh on the character and attach it to the CameraBoom that was created earlier in the custom character

#

you end up with this https://i.imgur.com/hcsWvdt.png @tawdry sierra which is still odd since I didn't move the camera itself but lol the mesh is now under the spring arm

#

I am curious why the mesh would be on the spring arm tho

next badger
tawdry sierra
#

so where do i put in the code?

#

which .h file do i open?

wary wave
#

you create a new character subclass

grim ore
#

oof. I think you have less C++ experience than me and that's not a good thing in UE4 heh

wary wave
#

but if you're totally green to this, it may not be the best idea to start tinkering with this kind of thing

grim ore
#

what is the reason you want it like this? having the mesh on the spring arm on the capsule is just going to pull the mesh outside of the capsule and collision will be wonky

tawdry sierra
#

i know C, we started learning c++ this year(2nd year of CSE)

#

i need to make it sway

#

the mesh is a weapon

next badger
#

ue4 c++ != c++

grim ore
#

for the example above I just make a new C++ Character then added that line of code at the end of the constructor

#

well a cool side effect of doing it this way is you can enable camera lag on the spring arm and it looks weird heh

#

feels like moving on ice

tawdry sierra
#

can you think of a better way to implement weapon sway?

#

i looked it up on youtube but it didnt work right

grim ore
#

I would assume it would be an animation but I am not an artist so nope I can't think of a better way lol

#

ahd weapon sway != what I think it is lol, so yeah weapon sway is lag when turning?

tawdry sierra
#

yeah

grim ore
#

yeah the one video I found just interps the current and desired values of it as you move

#

so another option btw would have been to just not use the mesh that came with the character, just keep it empty and hidden, then add in your spring arm and weapon mesh as children so you don't have to worry about all this weird c++ stuff

tawdry sierra
#

i tried adding the spring arm as a parent of the camera

#

but...

#

ive set the length of the spring arm to 0 aswell

#

how to i fix this?

grim ore
#

it's not going to be perfect and I cant see a problem there

tawdry sierra
#

it behaves differently

grim ore
#

i would assume the arms and gun are not moving together in this case? since you have 2 meshes and only one is on a spring arm?

#

if you noticed in the other example videos they didnt show anything more than 1 mesh being swayed

visual pawn
#

Anyone has a good tutorial Youtube channel for Unreal? ๐Ÿค”

uncut osprey
#

I'm just going through the in-editor guides first

#

I find a lot of tute videos are "How to make this exact thing" but don't describe the fundamentals much

carmine scroll
#

Ryan Layley @visual pawn

visual pawn
#

thank you!

grim ore
tawdry sierra
#

but i cant parent the spring arm? How do i do that

grim ore
#

you can see exactly what I did using a clean FPS BP template. you are using the FPS C++ template?

#

if so just ignore the mesh that comes with it and make the same hierarchy from the camera down

#

you can actually see that is exactly what it does in that screenshot lol

visual pawn
#

i have a question. The Monthly Free stuff, is only for that month and you can use it throughout that month or is it permanent? ๐Ÿค”

snow thorn
#

@visual pawn it's permanent for you if you get it this month

grim ore
#

anything you add to your account, free or paid, is yours for life or until it gets removed for some other reason.

visual pawn
#

oh alright ๐Ÿ˜„ cool

#

gonna keep a close eye on them then

#

alright, downloading Unreal....here we go ๐Ÿ˜‚
A lot of sweat and tears incoming !

serene birch
#

some of the monthly free stuff is permanently free, you can get it later

visual pawn
#

yup i saw that, was mostly curious about the Monthly Free ๐Ÿ˜…

vale silo
#

Last time I posted questions in the forum and they were totally ignored :/

gleaming narwhal
#

@vale silo Ignored and not asked are two different things! I always let the guests know about the questions on the forum announcement, and if they can/want to answer them they get asked

#

I don't think Chris can talk about the future, but procedural landscapes based on a height map is what he'll be demonstrating

grim ore
#

holy crap whats coming in .26? isnt that like a year away at this point?

wary wave
#

define "procedural"?

grim ore
#

I think you give them too much credit about that far in the future heh

slow hearth
#

why does downloading kite demo for 4.23 take 24GB when I already have the 4.21 version in vault cache? Why not only send the delta (the engine already has a block delta encoding like rsync as part of the patching system)?

wary wave
#

it's not really a delta because the assets aren't strictly the same

slow hearth
#

large binary chunks of them are, which would compress fine

#

I'll look at what size rsync takes to sync between a 4.21 and 4.23 download of it, I would guess a few hundred megabytes or something

dull egret
#

So I have an Actor with a skeletal Mesh and a character with the same skeletal Mesh. But somehow, both objects have a different hitbox. Also, when I'm behind the character and shoot between its legs, it says I hit it. When I'm in front of the character and shoot between his legs into the exact same position, it says no hit. I know its hard to solve something without screenshots, but has anybody experienced something similar. Thanks :).

wary wave
#

but you can get around it anyway by putting the assets into a 4.21 project and migrating what you want across

#

also the 4.23 version needs to be able to just shift the assets into the directory you want

slow hearth
#

yeah, but can just never be sure they havne't made fixes with the 4.23 release because they don't seem to do changelogs

wary wave
#

true enough - but I wouldn't expect they've been touched much after they were released

#

just had whatever additional version data diddled automatically

slow hearth
#

I've seen shootergame occasionally modify the uassets for various purposes