#ue4-general
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they could do it but they don't, its just the way it's set up on the back end. Every version of an asset is kept separate because reasons heh
marketplace delta updates would be useful
I worry that deltas would rapidly break down across multiple engine versions
they already have something similar with the verify system
@wary wave From what I understand, Chris will show how we can generate the heightmap in editor (Using EUW) and generate the landscape from it
why would the delta ever break
@gleaming narwhal - cheers!
use something like hdiffpatch, not the in-engine delta
I would hate to have to do it because MP assets are not kept in one place, IE Kite Demo is not just 1 folder for all versions but separate plus you can migrate assets to multiple places and then you have the entire fact that people suck ๐
ah ok
I thought it was like steam's
I guess no single file in engine is big enough to necessitate it
though idk what you would use to create deltas for huge things like the engine that are several GB
well it's more that you can't use delta updates for verify
why? rsync would do it
since it's indended to replace invalid files
you can't have a delta from a version that never existed
if you change one byte in a random file in a huge folder and do rsync with an unchanged copy it will find it and only send the block around that byte using a rolling hash algorithm thing (it will also send some other hash traffic to verify everything)
but anyway for marketplace deltas it could precalculate all that like with a patch system and do a verify before patching
but say you delete a byte instead, now the hash would fail for every block
no delete would be fine
it uses rolling hash
so all the stuff shifted would still work
it is similar to alignment algorithms in genetic/bioinformatics stuff
A rolling hash (also known as recursive hashing or rolling checksum) is a hash function where the input is hashed in a window that moves through the input.
A few hash functions allow a rolling hash to be computed very quicklyโthe new hash value is rapidly calculated given o...
that's how steam updates work too, I think the epic store now as well
I'm not sure if they precompute the differences, or actually do something like rsync on every single user's update (maybe a mixture of both with caching based on some overall hash)
are you sure launcher doesn't do all that?
what are those weird tiled charts that are filled with different colors when ue4 being updated?
yeah it doesn't seem to do it (I'm downloading 4.23 kite demo now)
The engine definitely has infrastructure around it though, you can see patch system does stuff with rolling hash:
Runtime/Online/BuildPatchServices/Private/BuildPatchUtil.h
43: * @param ChunkHash The chunk rolling hash value.
53: * @param FileHash The file hash value.
63: * @param ChunkHash OUT The chunk rolling hash value
68: * Gets the file chunk GUID and file hash, from the filename, which is the new format.
71: * @param FileHash OUT The file chunk rolling hash value
148: * Checks a file against SHA1 hashes. The function takes two so that it can return no match, match with Hash1, or match with Hash2, that way we can check the file for being the same as an old manifest or new manifest
162: * Checks a file against SHA1 hashes. The function takes two so that it can return no match, match with Hash1, or match with Hash2, that way we can check the file for being the same as an old manifest or new manifest```
the issue with content it's provided with Compressed.ddp , and that's a huge chunk of data
@fading sandal holy f...remove it until it's not too late
@next badger I think a lot of that ends up the same between versions though; at least for shipping builds a version update doesn't usually have a huge impact and delta compresses pretty well assets wise
@fading sandal it's not #lounge
@fading sandal i'm sorry...you'll get better, i hope
eep
he was dusted.... โณ
Did you do it Luos ๐
im not allowed to discuss moderation in public :p

but spamming nonsense on multiple channels and acting like wutido? yea.. can get you politely removed.
oh god, I almost want that gif with my head on the doordude, and pfists head on the dude at the desk
Would do it in aftereffect
how do I post when im looking for talent instead of lfw?
top right there is a pin icon, if you click on it you can find a detailed text outlining how to do it
(in looking for talent)
the vault cache could be stored in delta format as well, making people clear it less often
finished downloading installing 4.23 kite demo..
about to try out rsync on a copy.. dry-run apparently doesn't do the bandwidth total correctly
@regal mulch there is no option to get rid of the xyz axis on the bottom left right? just making sure i didnt look over it, working great other then that (and i know how i can fix it if there is no option)
where's that gif from lol?
the toss them out one? Archer. Looks like season 9
@plush yew you mean the thumbnail generator?
Afaik it shouldn't add that to the saved texture
@regal mulch it does add that for me
@regal mulch but it only does so when my asset is behind it, when i try to fill the camera view so to speak
it doesnt show it if it just has background behind it
hmm well almost no rsync speedup =/ (edit: I'm wrong.. apparently rsyncing local files implies '-W' ...)
Hi, How using GenerateProjectFiles.bat with custom path engine ?
Generate Project Files should be in the root of the downloaded engine folder isnt it?
yes if it's in the root of the downloaded engine it will find the engine for the folder it is in and create the sln file
is it not working when you run it?
I run GenerateProjectFiles.bat from the Binaries engine, LocalBuilds
I get A game project path was not specified, which is required when generating project files using an installed build or passing -game on the command line
what does your folder look like where it is installed? where your source is
and did you run the setup script as well to download the required files as well?
I clone from source, use Buildgraph to build Rocket Engine (rocket is into LocalBuilds) and run GenerateProjectFiles into rocket folder
ah, I can't help anymore maybe try #engine-source ? I don't use buildgraph when I build source
The reason I asked if it would be worth to develop product demonstration app is because I had 2 requests lately one of which was for a really good payment. So I thought that maybe making it a business that specialises in such thing could get more such products
hey guys, so I wanna add a menu to my game that behaves as follows: when I do something (for example press P), I want to add a sort of animation that just drags the menu from the left of my screen to the center of my screen. I know how to do it but its really not elegant, anyone got any suggestions? even if they are not super elegant I promise you its better than my solution.
How do I even approach such thing?
are you using UMG for your menu?
ya
You have the animation system built into UMG, you can use that to create the animation. Alternately use a timeline in the event graph and move it.
ill look into that, thx!
if I had to do it and wanted to make sure it was resolution independent my first thought would be to do it in code with a timeline. I could anchor the menu to the left side of the screen however I need it and then in code when I wanted to move it I could change the anchor to the middle along with the alignment to center then use a timeline to lerp from the original position to the new position over time. This should allow it to always go from the fixed left position to the middle regardless of screen size or shape. Never tried it tho soo....
does UMG has a lot of issues with different screen sizes?
i didnt use it yet but i'm going to have to shortly
i wish i could just use html and css lol
it's less of issue and more of you need to design it well and take the time just like with html and css
You could try using Coherent UI
googles it
I guess it's been rebranded to gameface but same thing
nice ill keep that bookmarked in case umg is too hard
I see mainstream games using it so it can't be too bad
UMG works alot like XAML which I am used to from C# so it was an easy pickup for me
even does javascript i saw
yep yep if you are from that background it's worth a look for a real game
I want to say there was another free solution similar to it was well but that was years ago
MathewW ur a genius. Helped me a ton, thx!
yay
How do I make it so only the actor details show up in the details panel, and not every single component as well (until selected)? Notice how both the meshes and this state machine show up when only the actor is selected https://i.drowningdragons.io/6mzAI3oMl.png
Is everyone else having this issue too?
Must be some categories set wrong because I made a test BP and it didn't do it
Seems to happen with anything I make in C++
I can't search for it on google because all the results from people who can't get them to show up when created in c++ plague the results
K got it (I guess), had to set them to VisibleDefaultsOnly
Now they work the same as if added in BP
ok.. rsync results between 4.23 and 4.21 kite demo, using --no-whole-file to prevent issue from before where local rsyncs imply --whole-file:
sent 4,319,635,035 bytes received 19,760,281 bytes 3,893,580.36 bytes/sec total size is 30,196,428,192 speedup is 6.96
so it only needed to send around 4GB instead of 24 that marketplace sends
Compressed.ddp was also about 4GB bigger in 4.23, so that may explain that part (maybe they added a new platform or something?)
@plush yew you are actively exporting it as a texture?
I'll let Celeste have a look at it when she has time
@regal mulch yeah just "generate content selection" with some materials selected, (i did change the mesh used for materials to a cube) and i fill the frame of the camera with one side of the cube, but its not a big issue, i can fix it by cropping them all the same way, just thought i'd ask if there is an option or something already available
Hi, creator here :)
What engine version are you using? I made it in 4.20 i believe, maybe its a version thing in 4.22?
sends million of fuzzy llamas to Cel
sends millions of furry alpacas to yoes
@sacred crater 4.21.1-0+++UE4+Release-4.21 (VXGI)
and i did change the mesh used for materials to a cube instead of sphere
is the VXGI branch not liked here?
@plush yew hmm, i never tested the 4.21 engine but i heard others used it, and didn't get the issue. I'm not directly sure what would cause it, technically it uses the same method as normal unreal engine Screenshots, so worth testing if you get it in normal Screenshots with and without green mask
@sacred crater thats really odd, everything works fine indeed, and this is not a big problem, i can just make my screenshots too big with edges, then crop em all automagically, also it does not do this if the mesh is not behind the xyz icon thingy it seemed
@sacred crater could also be nobody else noticed it since most people probably dont fill the camera frame
@polar hawk is the VXGI branch not liked in here?
I have no knowledge or authority to speak on the behalf of everyone else here
best just to ask your questions ๐
Okay
Do I have to make everything myself or is there like a marketplace where some people have stuff you can use for free?
yes, there is a marketplace
it's in the launcher, but also on the web at www.unrealengine.com/marketplace
every month there are some free assets, and some others are permanently free
just check out the free category ๐
Yay! Thanks!
Hmm, then im not sure, I'd have to test it to see what could be
@sacred crater yeah don't bother i can crop them, just wanted to make sure i did not miss an option or something, thanks a bunch of the plugin it saved a loooot of time
Does "Free for the Month" mean that I can't use it after the month or is it like PS-Plus where I now own that thing?
@umbral sentinel it means you can acquire it now for free, but then it's yours forever
if you don't get it during the month that it's free, it'll cost you
in the epic launcher, go to unreal engine -> library and scroll down to the bottom
that's where your owned marketplace content is listed
Thank you
thanks for reminding me there is new free stuff ๐
Im sorry guys, wasnt there a place in the editor where you could specify what world settings to use for the level?
at the top click settings, then check world settings and a new box should appear with the world settings for that level
And if I want to override the world settings class? Do I just cast the world settings to my class?
Anyone here with experience in outline on trace? Checked the videos and tutorials but all of them only support components, while I need this on the whole actor
never heard of that being done @grizzled hornet - sounds like an engine modification. What do you want to override the world settings for, exactly?
Most world-specific data is usually just as easily kept in placed actors or info actors
I need to add a few things which are level specific
Like store pointers to some actors and a few level settings
Well the world settings class is an actor
It is just spawned during play
anyone got any good optimization tricks for open world maps?
does someone know how to upload a build to steam using steam cmd ?
uploading from the website is for less than 250mb or something..
@grizzled hornet that sounds like something a placed actor would be ideal for
If it's level specific then the levelScriptActor is the better choice
Or otherwise known as the infamous LevelBlueprint
If you have your own cpp class of it you can reparent your levels and expose settings to all of them at once
We for example have a boolean in it that says if the level uses dynamic gravity or just -z
UE4 big brains i need a simple question answered.. specifically for the physics object editor but in general .. is there a way to do precise aka numeric input on an objects XYZ coordinate and rotation ? I understand they want you to use the Gnomon, but it's kind of hard to troubleshoot some stuff without being able to see the numeric coordinate info
still wont let me
I'll check that out, thanks!
I chose a game project that apparently no one on the interweb done anything similar, or they have done it but dont have a vid tutorial of it ๐ค
Is it possible to put an emun in a struct?
you mean enum?
matinee rotation or Event Tick rotation?
@plush yew That's the point ๐ Mix of RUST and Ark
@plush yew good luck lol
lol @visual pawn are you trying to pick a project based on there being a tutorial showing you how to do it? What's the point then?
where do I go for help on a project?
youtube, here if you have a specific question, google, unreal forums/answer hub
try to keep the questions in the relevant channel here, unless you're just not sure where to put it then you can ask in this channel
okay, I'm having a physics related problem
there is a #legacy-physics channel down below
thank you
happy hunting
Anyone have any editor crashes in 4.23 when saving certain blueprints?
Anybody know how I can easily bring in this design I created in at marvelous designer into unreal engine on my character?
anything specific i can search for to learn how to dynamically alter an UMG UI? (generating buttons from a list for example)
nothing really special about that, create new widgets and add them to a panel or other parent
just keeping track of it all and altering it as needed is the real work
whoops wrong chat sorry
thats why i start simple
@sand sparrow no, you won't be able to do that easily, you have to skin the mesh to follow the skeleton, and for that you need to work in maya or blender
also i assume your mesh is very dense, so you have to make retopo and bake the textures
*if it's a game project
Hello
Hey
I'm trying to build ue4 from source
It keeps saying I don't have any vs installation but I do
You can't help me?
Sorry no
Does anyone know how to fix visual studio now found
Not found
It can't find my VS installation
how do you open the sln? ๐
i had a lot of issues as well i ended up removing visual studio and starting clean
who can code
in clickteam really good
and make cutscens really good
hey im curious on how to post things for looking for work and looking for hire
i dont have permision to type anything
@twilit forge look at the pinned stuff
on where lol @warped tangle
@warped tangle wait!
i see it
thanks fam
you a legend
damn right
Anyone know of a UE4 equivalent of Unity's ProBuilder?
would love to have some level design tools that isn't a barebones BSP. I don't mind if it's still BSP, just need something that is an asset rather than a bottleneck
Mesh Tool
@storm mason
I've looked at this and it's decent, but lacks a bevel/chamfer and/or a cut function
UE has built-in geometry tools, too. They need to be activated and aren't that advanced
Ah, I'll look into those too
real bummer that Probuilder isn't going to happen for ue4, it looked fantastic
thanks!
eh, from what I'm finding the geometry tools in unreal are just the default feature-limited BSP tools that I was hoping to find an alternative for
reading up on geo tools and it's not looking bright, looks like since 4.23 it's been removed?
Where can I learn how to make stylized models?
or where can I get the models for free?
thanks in advance
anyone know how to convert ue4stats to csv files beside using unrealfrontend ?
Well, I saw that there is stylized material in Substance Painter, I think I can make models in Zbrush
depends on how much exp you have tho
Is there anyone here who is familiar with aim offsets?
no problem, just set the value
, nt exp = 9999 ...
jokes apart
stylized in what way?
@plush yew
I don't work with textures too much, only models, sorry
.
@plush yew Ok
I got models with textures ๐
I want to make a game with satisfactory graphics, I want to make a game with satisfactory graphics, like Fortnite's
2x
Creating a cinematic in UE4 - if i have 5 different levels with shots in each - can i play that as one big sequence ? or do i have to go back and load the next map everytime ! Im guessing its possible im just not sure what its called - so maybe someone can quickly point me in the right direction ?
Hi, is there any other way to preload assets to be spawned at runtime rather then including them in the map?
@storm mason yeah, the new geo tools got canned, no idea why
also probuilder is definitely not happening on ue4 since Unity acquired the company making it ๐
<@&213101288538374145> u can remove my LFT posting. @humble stratus just helped me with my texture (:. Big thanks to Michael!
done!
hi everyone, do any of you have experience crash with the new 4.23? Everytime i open the engine for 30min-1h, it'll crash even tho i'm not doing anything
this does not happen to me when i'm using the 4.21.2
or older
anyone knows of crouching animations with completely free copyrights?
On the marketplace, check out "Mobility Starter - MoCap Pack"
It's 6 EUR (I assume 7~8 USD) and is free to use as long as you own the pack
I want to use them in my stealth template on the ue4 marketplace
Are you looking for it to be entirely free?
It's a one-time purchase and has no royalties required beyond that
he cannot put mp stuff onto the mp
I don't think I can resell them tho, that's why I asked
Ah
I'll probably have to find an animator
Is crouching required and can you instead make it with slow walk and fast walk/run?
At least for a demo, having a difference between slow/fast walk is enough
What? I want to use the crouching animations and they are a must in my template
If it's a must, then aight
But if you had the option to use slow/fast walk instead using the free assets, I'd do that
Yes, I will use those but there's no free crouching anims anyway
Just technically speaking, wouldn't crouching be the same as a slow walk, just making the character hitbox shorter?
Not really, crouching animations are quite different unfortunately.
I meant in terms of the stealth implementation, not the animation
As in, it produces the same (low/none) level of noise compared to the normal walk/run
Though if your example map explicitly has "crouch" spot it might be tricky
Maximo?
I think they don't allow reselling those animations in templates too
aaah yeah... you can use it in your game but you cannot redistribute/sell the figures and animations
Hey guys! so I have a lotta buttons on my UMG, is there a way to create a single event that activates when any of the buttons is pressed?
Have all the buttons in an array and check for whether one of them is pressed?
Don't think so
But create a new variable of array of widgets, add every button to it and per tick check whether at least one of them is pressed
Though I'd assume there would always be 1 or 0 pressed buttons
ye
thats a good Idea, but i think ill just use each of the buttons events...
Thank u so much though man!
Depends on what you need more and how many buttons you have
But if all of them are "standardized" you might as well create a child widget that has a button that does the specific event when you press it
E.g. make a sound
And replace all the default buttons with that widget
thats a nice idea! ye... im not that advanced yet, but ill remember that! thx!
Always strive to make something standard if you use it a lot, makes it a lot easier to change simply the BP that applies to every item rather than edit every item separately
Hello - is there some option/plugin to make 'demonstration' level with all my assets placed for preview?
like select them, and place 5 in a row etc
how to activate code editor window in 4.23?
I'm still using 4.22, I'm still learning, is there any reason to upgrade to 4.23, I hear a lot of bugs and compatibility issues.
I'll tell you that it's not worth unless there's a specific feature that's only present there
And you want that feature
Otherwise, stick to 22
I mean I'd like to try chaos, but I don't NEED it
And I suspect most assets I want to use are set up for maybe 4.22
if you are still learning and aren't really making a project
Yes
I'm making a project to learn
Chaos currently doesn't support collisions with most things to my knowledge
But I've heard people talk about bugs in 4.23 that scares me off
It's really immature and the only collision is with itself and a floor
Because I'm so new I wouldn't know it's a bug and just think I'm doing something wrong
Yeha maybe I'll wait for the next major release
I love new features, but I don't want to be biting off more than I can chew
If I want to reuse assets (meshes, material, actors...etc) in a bunch of different project, do I have to go with a plugin?
I personally had an issue with arrays of structs, but managed to work around it, after I contacted support they told me it's fixed in .24
Specifically I want to reuse them so that if I edit them somewhere, the changes propagate to all my other projects
I'm currently piggy backing on some boilerplate plugin, but I feel like I'd rather clean that up sooner than later
Chaos is not in 4.23 in general sense.
How does one setup a vehicle in UE4? ๐ค
Like i want to make a ship...or a box, on water, that you can enter and control from a top down perspective
yet i cant find anything on the subject on YT or online...i might be just phrasing the thing wrong....
there are tutorials on that topic
@dense gate i had an issue as well on 4.21, got around it too
Ok...Does learning how to setup a car or a multi wheeled vehicle translate to implementing it onto a ship? ๐ค
A ship should be significantly easier no?
Well...yes and no? It doesnt have wheels yeah, but arent the physics different than a car on the road?
i assume you want something like this?
https://www.youtube.com/watch?v=ko6lDSSNhV8
Step by step tutorial on how to create a hover vehicle which uses custom scene components as hover devices. The components simulate a spring and damper syste...
I think it can be done with a floating object and air friction
Ye
To move forward, apply force with direction forward and have the air friction set to a realistic to water
I mean, just unbind the event
Remove the InputAxisRight or whatever it was in the default
Or rebind it to add angular torque
"LogPlayLevel: Error: ERROR: Android toolchain NDK r18c not supported; please use NDK r14b to NDK r18b (NDK r14b recommended)"
I downloaded r18b from nvidia codeworks
how do I move a prop relative to itself instead of relative to world coordinates?
seems to work for scaling but not moving. any way to switch it?
is there any way to copy blueprints between levels? i can copy staticmeshactor ctrl+c ctrl+v between UE windows from the same project, but blueprints dont seem to do anything?
Right click on the BP and select Asset Actions->Migrate
Oh wait
Levels
Not projects
That should work
Just like things in your level?
Are the blueprints compiled in both editor instances?
yes
i opened the same project in two windows, two different levels as i was working on some stuff
staticmeshes copy paste with no problems
but selected blueprints are not moved through
i could probably replace them with temp mesh and then replace with blueprint but thats not very optimal
im on 4.21
opening the same project twice can cause quite some odd bugs
even corruption
(when editing stuff and what not)
i have done that only for work on the level itself. i cant modify anything about meshes, materials when one project is opened twice, but it worked so far
i had complete level, but decided to keep geometry on one level to see how lighting will work and it was faster this way
now i want to merge it all, but blueprints dont copy paste
pfoe, good luck
Anyone know how you would do the outside of the gameworld like this where its just nothing and only shows the inside of the room...
easiest way is prolly a big plane
hmm you really think thats what they did?
iunno
@mental shell if you are still having the NDK error, follow the instructions on the website for android and use the included codeworks installer that comes with the engine to make sure you have a compatible one
@plush yew If you are still having this problem, the coordinate toggle to the right of the move/rotate/scale button at the top right of the viewport is what sets that. In your screenshots I can see its set to world for translate (move) and local for scale. The World icon and the Box icon are World space and Local space
@grim ore omg! thank u so much for that! U have no idea how much that helps
it might be if you have DPI scaling on or another program that adjusts the menus such as MSI afterburner or another overlay
Hey guys, So I made a UMG with an entering animation. when I want to use an exiting animation im just reversing the entering animation.
so when im pressing P I want to instantly get to the start of the animation, any Ideas of how to do it?
how are you playing the animation?
with the PlayAnimation node ๐
im assuming using the Play Mode -> Reverse option? If so plug in the Get End Time into the Start at Time from the same animation and it should work?
I know play animation reverse causes it to start from the current point which seems to not be what you want
you could set it to the end or try what I suggested above
so when you are playing an animation forward or reverse the time flips
ye
so play forward , 0 is the start. play reverse, 0 is the "start" which is the end point
genius!!
so if you leave the start at time at 0.0 it should snap to the end and start playing backwards
thank u so much man, helped a tan
Can anyone think of any assets that come with the engine, or any of the learn tab content, that has some "good" starter assets. I need to find a couple assets that would be nice to have in a "starter" pack to use for content pack/feature pack examples. Stuff beyond the normal "Starter Pack" like sized assets or common stuff that might be nice to have when you make a new project or level. I really want to be lazy and not have to mock up anything myself lol
as an example meshes that are sized out to human proportions with matching materials that show height are something I tend to see as useful "starter" content but I don't think anything epic provides has that right now ๐ฆ
Hey does anybody know how can be steam microtransactions be used in unreal,I mean microtransactions via steam in unreal?
Ok
what do you want to sell as mtx?
Is there a way to put a delay on the editor tooptips?
There's one already : https://www.unrealengine.com/marketplace/en-US/slug/top-down-stealth-toolkit
Competition's always good though
Hm, seems like a different play style though.
I'm going for a hitman like gameplay mechanics
Also, everything has already been created anyways (almost)
It's all about competition in the end
does anyone know what port needs to be open in order to send data to Unreal Insights?
@tall pendant I want to sell skins for the game
does anyone have the latest free UE free monthly nature-flower pack installed? i want to get the cannabis plant 3d model, but the download is huuuge and slow for me
even if we had it we can't give it to you because it's still under license from Epic for use by the person who owns the content and has purchased it. There is no way we can guarantee you are licensed so if we gave it to you it would be piracy. The act of you logging into your account and downloading it from your account is what is needed to make sure this license it good
i see. i do have it on my account. i will just wait it out then
yep it's a bummer it even applies to the "free" stuff epic gives out in the engine such as the mannequin. I can't share projects with the mannequin freely because I cannot guarantee that the person getting the project is not bound to the EULA that Epic wants. It's a pain in the rear for content developers and educators lol
this plant was weird thing to include imo
it's a plant, lets not demonize anything here
you need to ask the actual question
Ok - question for all you folks: does anyone have any freaking idea how steam passes the "language" parameter to the game on launch?
I'm not able to capture it with any of the user environment stuff I've tried so far, like get current culture, get language, get default language, etc
but the colours incorrect
ok
All of these return en_US regardless of steam language setting - which one is steam passing?
Anyone? Anyone? It's weird to me that these all work when I set windows defaults, but regardless of what I set the steam game language to, it gets en_US
I'm sure most of us who distribute in UE4 are using Steam in some way?
Isn't en_US the game's localization?
Yup
As in, the download itself rather than Steam
in my game, we're fully localized, so if I launch it in a different language it runs in that one (for the locales we support)
The steam API seemed to suggest fully localized depots, but that seems a bit excessive?
Apparently there's a way to get the language if you add a function to OnlineSubsystemSteam, but that was 3 years ago
Need to check if it's integrated in the current version
Hmm, I'll see if that's still accessible. I saw that one, but it didn't seem to return anything. Maybe I was doing that wrong
This seems to be what I'm getting, but I don't feel like recompiling to test it as I'm not using Steam for my project anyway https://answers.unrealengine.com/questions/379352/get-language-from-steam.html
You should be easily able to add that to the source and hopefully it only recompiles the plugin rather than the whole engine
Oh man, an engine recompile would suck. I'll see if I can get to that
Usually having only the plugin changed doesn't recompile the engine, but I've misclicked a few times that caused me to recompile the whole thing again
Wasn't fun, so make sure you're clicking everything correctly
lol - I did that with the UMG button method once
sigh random question, anyone know why the "New Level Template" feature is broken in 4.23? I can't get it to notice any new levels in the engine
not a level in the project but when you click New Level in the file menu you can add your own template levels. It seems to not notice them in 4.23
Ah
and I think it has to do with breaking apart the ini files per platform
Haven't tried that one before so can't confirm
sigh I got it figured out. For reference for anyone with this issue in 4.23 and New Level/Add Level template issues. 4.23 reads the Engine.ini file from the Saved folder from the PROJECT once it has been created so any changes to the templates in the ENGINE will not show up in projects after they are created. I don't know if this is a bug or intended changes (seems... odd) due to the new per platform settings
huh
the only thing it should read from the engine folder is BaseEngine.ini and the platform ones
I think it's more intended to have a template only for the certain project
it does read the BaseEngine.ini file, that is where the new level templates are referenced
the issue is .23 ignores that on project load now and uses the Engine.ini file from the Saved folder in the project for certain things and one of those is the new level templates lol
Ha! I did find that if I use "get default" instead of "get current" locale then it will take the OS setting despite Steam.
Hi apa khabar everyone ๐
Heya
I have ue4 4.21.2 and 4.23 but the 4.23 crashes alot, do you know why is this happening?
is it becoz its not stable yet?
Unless there's a feature you really need you should wait for further updates yeah
when i first use the 4.23 its keep crashing, but now its chill for almost 1 hour now
First versions of a new version are always somewhat unstable
but i just worried if its crash again, i'm in mid of level designing, i dont want it to crash when i've put so many stuff in the level and i forget to save it you know ๐
yeah i've used 4.18-4.21.2 but its not usually crash even tho i'm not doing anything ๐
i think i'm gonna wait till hotfix release
I would
we're not even looking at 4.23 yet, despite it having some tools we'd like access to.
help me pls
yeah i'm just change to 4.23 becoz i thought that maybe it have something fixed from the older version you know
my player spawns in difrent place than i put it in
mjy character is here
it spawns on the other side help
why does it spawn where im looking
and not where i set it to
You mean it spawns at wherever you were, not where your char is? Is it spawning at 0,0,0 by any chance?
Is 'auto possess' set?
๐ค usually this happen to me when i didn't set the player start or the player start is at the wrong location
yeah you should check the auto possess
i have no idea what is auto possess
where do i check it
how do i set player start? i have a my own made first person charcacter
is this in the project settings?
ah i found it thank you
you didn't like it before? ๐ฆ
You can also try this btw
yeah! good intel @runic iron ๐ ๐
@plush yew no i just never really tried being active here
ah yes default player start workes perfectly
thank you
@midnight gate if the player start is set up well, but your character is still spawning at where you looking at, go with Dimy sugestion ๐
oh good
๐
eveyrhting works perfectly
nice so in only a week i did a user interface with pause and unpause coin system and you get scores for that and now my player works and moves aswell thank you
now does anyone know how to win the game when i get enough score?
and open a next level
Im getting this error when i was trying to follow a tutorial. Apparently the tutorial is from a older UE4 version, but i dont know how to fix this, could someone tell me what is wrong and how to fix it?
Trying to make a hover car thingy
Set up a widget where you win, spawn it once you have enough score, have one of the buttons call a map change
What components are on the BP? @visual pawn
As in, CharacterrMovement, CapsuleCollision, etc
the component must be a "primitive component"
You should get the main collision component (usually capsule collision) and apply a force to that
This? The ParentComponent is set as a Primitive component. TraceLenght is set to Float, and HoverForce aswell
@dense gate yes i know how to set that stuff up but how do i make a create widget when i get enough score?
@midnight gate All the rules of the game should go into a game mode. Have it check when you have the desired number of coins and make it switch levels
If you want to load another map that you did on ue4 as is without any tricks like streaming or asynchronous loading, just use the open level function with the map name
Ok, There is no error now... BUT all hell went loose ๐ dammit
i have the win and lose screen created
Check for a condition every frame, second, or from an event
i juts need to plug it into "hey you got enough coins let me pop the win screen for ya"
I'd do it with an event sent by the game mode
with mehteh's method
Avoid tick whenever possible
thank you humans
Usually when your character picks up a coin, you'd call an event on the gamemode for "total coins update" and after checking if you meet the coin amount criteria, you'd send an event to the character that then calls an event on your controller to display a widget
thank you
Though if you're doing singleplayer only most of this can be done inside the similar blueprints to get used to it
As in, only have communication between character and gamemode
its a full single player
Ye, I'm making multiplayer so that's how it goes for me
For singleplayer you can simplify things
@visual pawn looks like you have a null component somewhere
If you have a simple child BP from an Actor, it usually tends to only have a main SceneComponent/ParentComponent
@runic iron not really sure where...
Make sure you have at least some collision, like a capsule or box
Or even a mesh that has at least some simple collision
Something here is screwing up. Once i hit play and have this window open for simulation, there is activity from "Even BeginPlay" to "Init Component" but it cuts of there
I don't know how the hover example works so can't help you unless I see the BP for it
Hey all, just wondering why exactly stationary lights can only have 4 overlapping? Seems a simple question but I can't find an answer. Is it just for performance?
I can send you a link to the vid im trying to learn from, would that help?
Perhaps
Also, have you tried having an object that's Z locked?
I think it'd make sense for your physics
Lemme check real quick
https://www.youtube.com/watch?v=cPVaDndT7tY
Here is the link. As for having a object that is Z locked, i dont think i have
Update 17/05/2018: Tutorial from Marco (with proper damping): https://www.youtube.com/watch?v=ko6lDSSNhV8 How to create a Hover Vehicle in Unreal Engine 4.7+...
Oof 4.7
yeah...
I think locking by axis was added in 4.11 or 12, not entirely sure tho
For a component, in the details window, Physics, Constraints, you can choose "Lock Position" for a certain axis
๐คฆ I havent put "simulate physics" on the mesh...so now, i dont have any errors popping up...which is good ๐ค

nope...still something wrong
Right, i found a newer tutorial...im gonna see how its been done there and maybe ill find a way to understand what ive done wrong
For the Cube: Simulate Physics, lock Z axis, plop in level
Make sure it won't be immediately colliding with something
Just stumped by line trace for visibility, if the pawn is moving around the trace fails.. standing still hits. ๐ค
To add "air friction" change the linear and angular damping values under Physics tab for the cube
To something like 1
@hollow anchor what? post screenshots or something
If you want to add some player controls, have a force be applied per tick while control is held
Might as well disable gravity to make physics a tiny bit less performance impacting since you're Z locking anyway
If you want to add some waves, you can add a timeline that simulates "waving" but that's for later
Anyone know any good references for the "finding the ground ahead" problem? The one where you sweep/raycast ahead to find terrain. I'm wondering if there's anything that goes into the edge cases/bugs one can run into
Yeah, waves will be the last step xD first i want to nail this hover thingy
@uncut osprey I had a similar problem to fix while creating a "sliding" projectile for a MOBA, but I dunno how much it'd be of help since it's sphere only
I'd predict the highest position the object would be in, trace to the lowest it could be (with an angle tolerance, simple sin/cos stuff) and take the location and set the projectile's location there
Tends to work well, stopping at curves that are too steep, but can create "surfing" in some cases where the projectile is launched from the side of a ramp/slope
tries to imagine what this surfing looked like
An example, the projectile has an angle tolerance and stops at the 50 degree slope, but if launched from the side it keeps on
Since effectively the slope it's moving at isn't over the tolerance
But you can fix that with checking the normals as I'm only taking the hit location in mind as it actually provides extra gameplay in my case
I'm doing line traces, but you can use practically any trace
Ignore the FPS counter in the top right as I'm on a 6 year old laptop
are you....line tracing down from a capsule/sphere trace?
It's line tracing from the highest predicted location to the lowest predicted location
Basically, a sinD of the angle tolerance times delta tick time times velocity
wasn't the question lol
I'm not sure what you were asking then
The line trace is first, the sphere trace is after to check for collisions
Since at the end of the day it's a projectle that hits stuff
Add a Make Array to Actors to Ignore and have the Self input into it
Is your intended behavior for it to hit or not hit?
ok, you think its the actor that might be in the way of trace sometomes, its possible
Since you say it fails while standing, my guess is the interp on the movement makes it work correctly
its success standing, it seemed to fail a lot while moving. But i need to check the ignore first
Again, what exactly is the intended behavior here?
Something like this perhaps
@dense gate self is ignored....that's redundant
From the BP my guess is whether there's a certain object in front, like an item or interactible
It's had some issues for me where some components aren't properly ignored
Though might be a personal convention I've had when that was a thing
Haven't had that issue before
@hollow anchor some context would be nice here. It's not clear what the intended functionality is
yes i added the self as ignored array, no change
ok context is rather simple, its a "grenade" that traces from self to the player pawn. I used the direction vector to be sure the distance is always sufficient, actor location as endpoint is even worse in terms of hits
Wouldn't it be easier if you checked for VectorLength first?
As in, VecLength(PawnLoc - GrenadeLoc) >= 1000
Unless you want to make sure you have line of sight also
i have a lot of working calculations on the angle and distance, they are seperate. This is pure LOS
Perhaps a trace for objects would be better to check for WorldStatic and WorldDynamic on the way to the player
or just launch the sumbitch and see what happens lol
This is the LineOfSightTo node from the API if that'll perhaps fix the issue for ya https://docs.unrealengine.com/en-US/BlueprintAPI/Controller/LineOfSightTo/index.html
Line Of Sight To
oh.. thanks guys, this has escaped my google efforts ! For some reason this LOS always returns true so far.
making a boat is harder than i thought it would be ๐
Here's a quick demonstration showing AAA quality flipbooks inside of Unreal Engine 4, which were produced with EmberGen. EmberGen lets you simulate and rende...
yoyo check this
hey, I wanted to check vod of today's epic stream, but it's not up yet on youtube, is it just a youtube thing, or? I know I can check vod on twitch already, but I need auto captioning
I recon they just need time to upload it. Since it is not instant when uploading a vid on youtube, it just takes time.
it's on YT as well
Epic Evangelist Chris Murphy returns to share his latest adventures with shaders, procedural landscapes, and fully scaleable buildings. ANNOUNCEMENT POST htt...
no CC yet, cause it's a stream recap
@visual pawn it was a youtube stream though, i thought its kinda automatically uploaded as it goes live
thanks @next badger i just wanted to use youtube auto captioning, but seems this option isnt currently available. I wonder whats the pattern with auto captioning on youtube, some vids have it, some dont
it requires time to generate those
It;s an option to enable it, it takes time, and traditionally Epic has in house captioning that they do afterwards
oh, i see
on one of the streams Victor mentioned that CCs can be opened side by side with video, is it possible?
i was aware of employer who does hand made captions, used to be only Kait I think? Did they expend to team or?
there's option to show transcription on side, yeah
where?
Hey Iโm trying to retarget a skeleton to a model I have. What blueprint is good for that when starting, or does it even matter?
but i didnt like it, too much eye zip zapping between vid and right side, so didnt use it more
er
it was long time ago I did it ๐
found it, it's three-dots icon under video bottom right corner @next badger
"Show Transcript"
sorry, Open, not Show
wish search worked on YT ccs
@ruby ocean you don't need any bp for retargeting
In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and...
@next badger alright sound
@next badger if you're looking for specific info/term in transcript, I'd suggest just downloading youtube vids together with cc/auto transcript as .srt file, for that i use 4k downloader
yeah, that's annoying af
Google suppose to be search engine...yet not able search through CCs
Hi guys, I'm having some troubbles trying to create a bump offset projected texture contrained by world axis, I would like to be able for exemple to have a "bump offseted" texture on a linear world axis even when the shader is applyed on a leaned plane for exemple. If you have any idea of how I can do this just let me know ๐ Thx guys!
you ca use vectors in material... as example [0,0,1] is a vector
component mask could help as well
there are nodes to convert those between world/local/camera space
^ transform vector
I'm not that good with shader editor, vector3 is clearly not what I'm looking for but transform and mask are probably going to help me on this one
its sounds like you are looking for world aligned blend ๐
I'm just looking to project a map from world axis so I can for exemple rotate my plane and the projection axis will not change with the mesh I hope it's clear sorry if it's confusing
yea i think i know what you are going for
I'm going to try then
thx
@safe forge sorry to bother u again, do you have an exemple maybe of how to use this node in this context?
Learn how to create a realistic, animated, windy field in Unreal Engine 4 using Megascans materials. Megascans http://www.megascans.se
good explanation in here ๐
Okay I need a newbie question answerredd
https://cdn.discordapp.com/attachments/443070368458997761/629457191199309844/unknown.png https://cdn.discordapp.com/attachments/443070368458997761/629457081203687424/unknown.png https://cdn.discordapp.com/attachments/443070368458997761/629459034096926731/unknown.png https://cdn.discordapp.com/attachments/443070368458997761/629458905965002762/unknown.png
So my character skeletal mesh shows the root bone being in the same position as the bottom of the foot just like the UE4 character, in Blender they had the same position pretty much, foot at 0
in the blueprint I noticed the little arrow thing is actually below the characters foot on my mesh
but if I manually position my character mesh to overlap the Ue4 character, once loaded into the level their feet are still a bit raised off the ground.
you can't/should not move root bone
or you have to rebind the skin, cause in ue4 mesh will reset to bind pose
you may ignore that if your animations work
since animations override bones positions anyway
I'm not sure how to phrase this question, but how would I go about having a creature attach to a model's arm and walk along it without "falling off" so to speak?
Giving the arm gravity which the creature is affected by, or something along those lines.
anyone got any clue why my constrains arent moving with the mesh? this results in the cape just going through the character model
animations work
im not trying to move the root bone
but what im asking is WHAT is that postion under the foot?
there is nothing in the skeleton or model that corresponds to it
like the model, in the skeletal mesh preview
has the exact same food position as the default mannequin
so I think my root is fine
ohhh
it looks like for some reason the retargeted animation is higher.. interesting. I wonder why the retargeting would fail like that I need to investigae
What can I do to make the animation take the capsule and the camera?
character capsule and camera
so I think the animation retargeted off, is there any way to somehow overlay the original animation/skeleton over the retargeted version?
well the character capsule is going to be the base of the character for movement and such, I dont know what you would want to animate it for. The animation can drive the capsule with motion along with it. The camera I would assume you can add a bone for it and then just attach the camera to it. The animation is tied to a skeletal mesh is going to be your biggest issue you won;t be able to just add items to it without using bones or sockets
did they remove the ability to display retargeted skeleton?
I see it in older tutortials but not where they describe it in 4.22
oh shit. my mesh bounds is too big, how the hell do I edit that
I guess that didn't do it ๐ญ
Hi, it seems UE wont load any of my assets I really need these if anyone could help that would be greatly appreciated.
Its stuck
This is rather demoralizing.
10,376 files 
And i can't even keep track of 100
I'm having a problem with a material not properly tiling on a landscape. It works on any kind of object like cube, sphere, etc. But when I apply it to a landscape, it doesnt work properly, anyone have any idea why this would be? Sorry for the shitty pictures, can't access discord on computer's network to send screenshots
Ive tried changing texture coordinate tiling to many different values, no change
Is there a way to make Fresnel effect local and not follow my camera?
it works well on spheres but when i put it on somethign flat it dosent looks like its on the centor
also when i look at bright light sources the surrounding scene turns dark does anyone know how to disable that feature?
@topaz thunder the bright light thing is eye adaption/auto exposure. You can disable it in the project settings (set it to 1 min and 1 max) or you can use a post process volume set to unbound with the same settings for just that level
oh i got it someone helped me on it already, thank you!
What's the largest map size possible without scaling down the character?
single world?
340282300000000000000000000000000000000.f (cm) in all directions. but stuff will break well before this.
Ok, without stuff breaking
Depends on threshold of accuracy you need. Further you get from zero, the measurable difference gets smaller. 70,000m is a number people say but your precision is fairly whacked out that far
Can someone help me i want to make a game with cars but i want to use just one map and i want to make some objective/mission like you need to get from one point to another but every mission to be somewhere else
What is the actual question there
My editor has been completely frozen for almost 2 hours now after clicking build lighting
CPU Usage is around 97%
๐ญ
I'm probably just going to let it run overnight and pray it's done something by tommorow
anyone here ever used this plugin? what are your thoughts?
https://www.unrealengine.com/marketplace/en-US/slug/magic-node
im looking at it and im thinking "thats a really novel idea" but to me it seems to blur the line that cleanly separates blueprint and C++ which have different use cases
(in a different way to e.g. just making a blueprint function library, or deriving a blueprint from a C++ base class)
@cyan merlin how have you got a nickname with no characters?
@modern sinew in my game, i cheated. the playable area of my game world is only 50,000 units in the X and Y space
however, i scaled everything down 10 times smaller than the usual unreal scale, so i can fit ten times as much stuff into that area
the reason i did that was because ive had issues with accuraccy loss on floating points in ue4 too far away from the origin at 0,0,0
you'll still have accuracy issues with that though
it does cause a few issues, e.g. with particle effects that arent designed to be scaled down or up, apart from that its not really been a problem
not really, no
floating point is more accurate to the right of the decimal point than the left
yeah really, you are still using floating points, so accuracy is the same
no, its not ๐
particle issues you have are floating point issues
you'll probably have issues with fine camera movement too
see the layout of the single precision floating point?
its nearly all alloated to 'fraction', which is why large whole numbers lose accuraccy
very very small whole numbers do, too
in practice it doesn't matter though, if it did all the engines would've used such a thing
in fact unity does use such a thing
but accuracy is still the same
unreal has origin rebasing doesnt it?
ive not tried that in practice
my world isnt 'massive', we're talking GTA 3 sized, not just cause sized
gta 3 map size should be fine without origin rebasing or any sort of scaling
it didnt used to be
bear in mind ive ported my project all the way back from 4.8, and some things are now 'stuck as they are'
accuracy issues start around 4km away from the origin
4km isnt much
my map is about 5 or 6, iirc
but when you scale everything down by ten, it seems to the engine like its 0.5 to 0.6 km with ant-sized characters on it, but as everything is that scale you cant tell
origin rebasing is pretty good, unless you have stupid amount of actors and components it should be fine
I've done 5000sqkm map for testing, all with landscape and foliage etc
it is totally fine
does that level stream the map in a grid?
when you scale down you are just going for an uphill battle
floating point issues are still there, just that they are apparent in smaller scale rather than larger scale
ie particles, animation, physics etc
yeah, I used world composition, but that was mostly because I didn't wanted to import 250 something landscapes by hand
you can do any number of streaming levels, stream them in any way you want
etc
10x shouldnt be enough of a reduction to cause any problems with animation or physics, its just the decimal place shifted one to the left
if i'd said 1000x or 100x, then perhaps ๐
hey is this where I should go to get help?
help with unreal engine? sure.
im having an error when attempting to cook my level UATHelper: Cooking (Windows): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/Mordhau/uSDK/' is not a standard unreal filename or a long path name. Reason: Path may not end with a '/'
Im pretty new to ue4 and got no clue what this means
ive shortened the file path as far as possible
what is uSDK?
a user sdk for a game, im making a map for it and I'm on the cooking stage
it has a bunch of bp's in it
it says Path may not end with a '/' but it doesnt
Hello, when I change projects settings in the editor.
More specific the input settings, which files are affected by this?
I need to copy over some bp's and these settings to a different project.
I tried both "DefaultEngine.ini" and "DefaultInput.ini", but this does not work
If you don't have a kphjillion inputs, you can copy the BPs to the new project and then add inputs according to errors you're getting
But other than that, I'm seeing all changes in <Project location>/Config/DefaultInput.ini
Hi
Why my texture doesn't look the same when applying on a mesh and when applying on a landscape ? ๐ค
It is not a question of parameters because when I go into the Details pannel > tab "Parameters Groups", here :
I changed the color, the contrast, the saturation, etc... In short, a bit all... But nothing could be done : I can't have the same render.
( I can send the code of my landscape material and my vertex material but it is a bit complicated... It come from a pack that I downloaded on the marketplace... )
Hey is this card enough to run Unreal Engine? https://www.gigabyte.com/Graphics-Card/GV-N1030D5-2GL#kf
of course @robust tree
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
I use a GTX650ti
Can someone tell me why my Input is disabled when i switch level but when i play direclty in the viewport it works
I'm running on the equivalent of a GTS 450, so a GT 1030 should be fine apart from perhaps low memory
@dense gate how much Vram?
2 GB
thats much
But I often run into GPU memory issues, mostly because I use the Paragon assets tho
I have only 1
I do dev work at my welding bench on my smoko breaks with an Acer laptop - A9 dual core, 8gigs, Radeon rm430 graphics. It's a little slow but runs everything on high pretty smooth
Can be slow to load but does the job
Hey it's better than sitting in the smoko room talking to the old guys who sit in silence
I'm on a laptop myself but beyond self-induced crashes, they're rare
hahah
Same
But it loads fast for me since I have UE and my project on an SSD
Don't need atll fancy shit to make quality work
bp prblm
Send over
Usually as soon as I get an idea started I press Ctrl-Shift-S
Otherwise if I'm goofing around trying random stuff to fix a dumb issue, I don't save as much
Yep that's a good thing
Don't have heaps of tabs open either, that helps stop crashes
Can someone tell me why my Input is disabled when i switch level but when i play direclty in the viewport it works
Is it the same controller/pawn?
i need help
how do i add a score ui to my game
i dont want to use the string method i want my placement and everything
Create a widget, add a text to the canvas, place it/modify it to your likes, perhaps add some deco, then create a binding
In the player controller, on begin play, create widget with the class, then call an add to viewport from the return
The hierarchy usually is that the actual player is the controller, the controller has all the inputs and those inputs are sent to the pawn to do actions, those actions cause a change in the gamemode script, then the gamemode callbacks to the pawn and the pawn to the controller about any changes, though this is commonly how it goes for multiplayer
But it adds a new widget every time
You'd be stacking a widget every time you collect a new coin
Create 1 widget and assign it to a variable on BeginPlay
cant i made the wigdet do the math instead of making a billion wigdets with difrent scores
hmm
In what class are those nodes? The character, the controller, or the coin?
yes
Aight
its a sinple mario styled thingy
atleast gameplay wise i juts need to learn how to code everything
I would assume your widget looks something like this, if anything more decorated
If you're already storing the score in the pawn, then it should be simple
On the text, content category, click Bind then Create Binding
how do i make the text go from 0 to 1 when i collect monis
Think he just told you
Create the widget after BeginPlay rather than BeginOverlap
After you create the new binding, it's this
Replace MOBAHero and Gold with your respective character class and variable
In the Widget Designer
Click on the Text you have for the score
In the details, in the Content tab, there's a text and then a Bind button next to it
Click the Bind button and then Create Binding
ah got it
Then it should generate a function like the one in the screenshot
okai now the nodes
And you can adapt it to your character
Make sure the cast is to your character class, whether it is MarioPlayer or PlatformCharacter, whatever you named it
Drag from the blue output pin and then get your Coins variable
You can drag it directly to the return node and it'll generate the ToText function
Hi, so anyone could say how much impact traces have on performance, eg linetrace single. ?
Traces are extremely light in my experience
I use multihits for my MOBA, with 3 lanes of minions and AI, it doesn't consume a full thread from my laptop CPU
how do i get that target node you have named gold for me it should be coin
Drag from the blue pin and type "coin"
You should have a "Get Coins" context option or something like that

i shall bother next time i need help
ok now time to learn the lose and win conditions
Question for my PhysicsAsset
That is the mannequin, and the first one is mine. I'm not sure where those extra lines come frome? Think they might be important cause my arm can bend backwards without having much force put on it. All the settings for the constraint is identical afaik
@midnight gate quick tip, the FormatText node can be of use to you
ill note that thank you
The Coins input can be a float, text or int
Any name you put into the curly parenthesis will become an input once you click off the node
If you're looking to use the same text for both the "Score: " and score text
๐ค
Actually I think format text doesn't take texts as input
But yeah that node is a lot cleaner than appending a bunch of strings and then doing a to text at the end
I NEED HELP AGAIN
how do i tell unreal to "hey when this player gets 4 coins open that screen"
god damn it i instantly win the game as i open the level
feature, ship it
compare total score with 4?
Hey guys. Does anybody know a free tutorial on how to setup an In-App purchase system for Play Store? And also im searching for a tutorial on how to setup ads (with admob and appodeal). A documentation will work as well as a video. Thanks for the help.
how do i campare the total score with 4
grab your total score value and type >, then choose float >= float or something like this
integer if you're using integer etc
why my Input is disabled when i switch level but when i play direclty in the level it works
hmmm
aaaaa it still wont work
and if i switch that >= node the other way it instantly wins the game
somebody send help pls
Ok, please tell me that im a idiot and have been learning Hover vehicle blueprints for nothing.
I want to make a game that looks like this...gameplay wise, so top down view, and from what i see...I dont need any hover blueprints and all that wacky stuff, plus this was done in 2004 so i bet there is a easier way to achieve this?
Well use bird perspective lock camera on X and Y and thats it @visual pawn
@runic iron it did not work T-T
Well, i know i can just bird perspective lock the camera. Im asking about if there is a easier way other than making the ship "hover". Like could i just add buoyancy to the mesh and add a controller on it with the ship's movement logic?
add physics to the Driver and add force
if u want it realistic then use prop physics
well, semi-realistic. I dont want like a ship simulator. Only the way the ship can maneuver, and react to wind force depending on where it blows
Right, i need to learn how to make a new blueprint ๐
well thats a bit more complicated
i can imagine
Hey, Is there a thread for raytracing ?
I'm searching infos, actually raytraced refraction isn't working in 4.23, I can't set the Refraction index, there is no effect...
@radiant haven Well, thanks for the help ๐ Ima try out what you recommend, also maybe i'll find a way to add realistic curve turns ^^
hmmm, atm I work on gliding physics of a plane when no throttle
@radiant haven what's the point of you're screenshot ?
What is better to do a mobile paid game or a game with ads?
game with ads
@ember notch please dont ask the same question everywhere, thank you ๐
oh ok sorry
[2019.10.03-10.11.09:024][424]LogWindows: Error: Assertion failed: GlobalDetailMode < 3 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Particles\ParticleComponents.cpp] [Line: 5542]
What parameter did we mess up?
some...
sorry, but 2 lines provide not much info
Seems like you're trying to use a detail mode over 2
Since Detail Mode goes like:
0 - low
1 - medium
2 - high
3 - doesn't exist
And you're trying to set it to 3 and it crashes
Is there a way to show the physics body as solid but not 'xray' ?
I'm trying to match it closer to the mesh but when it appears to show through the mesh, its hard to see how much it's sticking out
@dense gate sorry, but how can you set it to 3 or above?
I don't know either, if it's a BP only project it should never happen, but in C++ anything can happen
I'm using third person's mannequin, and it's animations, but my AI doesn't use a single animation I try to throw at it
@next badger Yeah but that only captures the ingame image, is there any way to actually put an image as thumbnail
@plush yew do you have an animBP set to it?
I had the same issue where my AI doesn't play any animation until I set a property
Lemme check it real quick
a property?
Ye, don't remember if it was in the CharacterMovement component tho
I'm using the animbp for the mannequin
Need to start the editor
so I thought it would be working just like that
But I also didn't get any animations beyond idle unless I turned that on
but it just slides on the floor
Gimme a few mins to start the editor and tell you which one it is
what? now it works
With the walk animation?