#ue4-general

1 messages ยท Page 545 of 1

dense gate
plush yew
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ue4 is weird, man

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but, well

dense gate
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Ah, in the CharacterMovement component, the Use Acceleration for Paths property

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I think it was that one

plush yew
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dude

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I know about that one, but idk

dense gate
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Still, it's weird it just randomly started working

plush yew
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yeah, I know

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but, I'm trying to make the ai stop losing sight and stuff so easily

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how do I do that?

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if I keep being in front of it, works

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jump over it's head, gone

dense gate
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Are you using pawn sensing?

plush yew
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nope

next badger
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@plush yew not aware, probably not

dense gate
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Some angle check? Or a dot product compare?

plush yew
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I haven't really done anything else than put on the aiperception module on the controller

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and naturally on the character of the player, aiperception stimuli

dense gate
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So it does use pawn sensing

plush yew
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aiperception is pawn sensing?

dense gate
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Pretty much

plush yew
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I thought it was two different things?

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I know that pawn sensing is a bit more simplified, at least from what I've seen

dense gate
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If you click on the component you have a Senses config

plush yew
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I don't know if it's better though

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yea, I know

dense gate
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So my guess is your sense is set to sight

plush yew
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I had this no lose behaviour set to 200-300 units, but idk

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even if I was behind a wall, it seen

dense gate
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200-300 units is 2-3m, which is basically less than 2 mannequins tall

plush yew
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yea

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didn't actually know that it was in cms

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see anything I should change?

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I'll just zoom in

dense gate
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Add a dominant sense to sight

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But also add a hearing sense of like 1000 units

plush yew
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so, no change to sight and lose sight, or degrees to vision, or auto success?

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my problem with auto success was always that it's too much of a gapstop for me

dense gate
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Lose sight is basically once it has a target at what point it ignores it

plush yew
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I want it so that if I hide behind something, it'll go to where it last seen, stop there, and search, I have that in the behaviour tree, but in practice, it's failing because of that the player is too close for the ai to stop sensing it

dense gate
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Ah, I think you'll have to custom code that one

next badger
plush yew
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the very left "chase player" is called that, because I'm just reusing a script that I use for chasing

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since they both use target location, I can just use it

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if it loses sense, it should still go to the target location where it last seen, and then search 3 times because of the loop

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Is there no way in UE4 to create instances of a class?

next badger
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um...all actors are instances of a class

plush yew
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@next badger But I can't reference to an actor from another class?

dense gate
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Just gotta expose the variables and you can instance them all you want

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@plush yew do you set the target location while it's chasing?

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Because I think that one is missing

plush yew
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huh? is it?

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I'm pretty sure I use "vector" for that

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I forgot completely, been up doing this for days

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probably should sleep more

dense gate
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I mean, you have a "ChasePlayer" with the TargetLocation, but unless you're setting it in that task, it's not set

plush yew
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no, vector is for that

dense gate
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So it just goes to the first location and then stops afterwards

plush yew
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vector is reading target location

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oh, wait

next badger
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@plush yew you can reference whatever you want, just make that reference

plush yew
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ah, I don't know

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I use the vector variable that's set to target location

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and chase player reads that target location

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I mean, if I use c++ or idk, maybe easier with c# as it's more object oriented:

If I have a class item, I can create an object with name "Iron_Ingot", and add it to the item list, and then later when user smelts an ore I can just givePlayer("ironIngot")

How do I "Create" the iron_ingot here if I have the item class?

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Probably a really stupid question but I seriously can't figure it out

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so I thought that if it stops seeing, it should keep the target location in the BB, and then it stops after it gets to it

dense gate
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So wait, your issue is that once you jump over or "juke" the AI it stops chasing, right

plush yew
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yeah

dense gate
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The FindPlayerLocation seems to be doing that behavior as once it loses sight of a cone that would be its vision, it goes into the "not seeing" state

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So it goes to the last location it has seen the player, which is basically right in front of it

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Which means that it's basically deaf and doesn't hear you running right next to it

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But it doesn't take in mind your velocity, meaning that you basically "teleport" for its eyes

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If someone teleported when you were chasing them, you'd also be wondering where they would've gone

plush yew
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take in mind my velocity?

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you mean I should be predicting?

dense gate
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Pretty much

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Or add a small hearing range like 500 units

plush yew
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yeah, I seen "predict" in the sensing

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is that good though?

dense gate
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It would make sure it'd still "hear" the player that's running around them

plush yew
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so, having vision, hearing, prediction is what I should do?

next badger
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@plush yew just drag it to the world, or use some existing actor, level, game mode to spawn it

plush yew
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keep vision as dominant?

dense gate
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I haven't worked much with sensing myself as I'm using a more optimized AI for my minions

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Ye, keep it dominant

plush yew
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more optimized ai?

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@next badger Wrote you on dm

dense gate
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I'm doing a MOBA, so having a more optimized AI for minions is huge for optimization

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And isn't useful for your case

plush yew
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I'm just trying to make a cod zombie kind of game

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I don't really plan much for it, just something to play with friends

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but I do want to make things as best as I can

next badger
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@plush yew well, now you have to write it here

plush yew
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so I basically just want to make a zombie game with this whole idea of defending yourself like cod zombies, keeping the original idea of keeping them out as best you can, the whole planks at windows kind of thing

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I do have the "Item" class, and I want to create the items I will have in game (non-placeable items, just those in inventory used for crafting etc)

The question is: How do I create the item? Let's say "blueberry"

next badger
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@plush yew @dense gate you have issues using channel dedicated to #gameplay-ai ?

plush yew
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oh, sorry, that's really down on the list, didn't see it

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Probably really stupid question, but I seriously can't figure it out

next badger
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@plush yew blueprint is a class representation, you may spawn instances of it in the world as long as they inherited from Actor class

brave salmon
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@next badger @dense gate you can set this parameter to whatever you want using consolecommand even in pure BP project. But I'm sure we didn't explout it

plush yew
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@next badger Yeah but I don't want to "spawn anything" in the world, those are supposed to be just images with some values

next badger
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@plush yew then what instances you're talking about?

brave salmon
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yeah you can obviously break things up

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if you want

dense gate
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That's the general detail mode, but the particle detail mode is only up to 2

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Since you got a crash in ParticleComponent

ember notch
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How the UE4 5% fee works? I mean if i publish the game and what will happen in the next month? Will EpicGames ask me how i much earned or how?

next badger
brave salmon
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I thought there is no other r.DetailMode

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only a part of EffectsQuality@

next badger
ember notch
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thanks

plush yew
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@next badger imagine a class

public class Item
{
   private string name;
   private 2DTexture thumbnail;
   
   public Item(string name, 2DTexture thumbnail)
   {
      this.name = name;
      this.thumbnail = thumbnail;
   }
}

Then in the main I could have a List<Item> and I can simply create items

Item IronIngot = new Item("Iron Ingot", 2DTextureReference);
dense gate
plush yew
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How do I "create" that IronIngot item

crude vessel
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Okay this is a dumb question but im gonna ask it, can I scale an object by pushing and pulling the face/bounds vs scaling from the center?

next badger
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@plush yew look at variables on the left

brave salmon
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@dense gate so I had the same exact setting

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and it seems like if you reset to default bug is gone

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lmao

dense gate
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That's where my guess is coming from, you have something trying to set a detail mode above high

plush yew
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@next badger Looking at them for the last 3 hours ๐Ÿ™‚

brave salmon
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๐Ÿ˜…

dense gate
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It happens me lad

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Don't worry about it

brave salmon
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so my guess

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they did changed enum to a bitmask

next badger
dense gate
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Indeed

brave salmon
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and that's broken our LODS

next badger
brave salmon
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or whatever we were trying to calculate

plush yew
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@next badger So I should just add a variable in the Item class for every single item I will have in the game?

dense gate
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So, it works now?

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If it does, cheers

next badger
brave salmon
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I believe it is

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we had to use bEnableEditorPSysRealtimeLOD

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to walkaround

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and it works without it now

dense gate
brave salmon
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lmao

next badger
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@plush yew variables for class, functions(methods)
stuff that not spawned in world - does not exist

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*with some exceptions

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are you instantiating stuff in main()? probably not

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same here

plush yew
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So I literally have to "drag" an item list into the world?

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Sounds like the skyrim merchant chests lol

next badger
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to spawn them manually? yes...
you can spawn things automatically...spawn functions exist for that

plush yew
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kk so, based on what I understood, the process of "giving the user an item" would be:

  1. create a list of items and spawn it in the world
  2. Add all the item types to the list

Then when user "picks up the item"
3. reference the list and get the correct item from the list
4. Create a new instance of the item from the list and give that to the player

grim ore
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for #1 and #2 you can use data tables and any spreadsheet program

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if it's just data, then a data table to hold the data is what it is designed for

plush yew
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Yeah probably, made a few games in java and C# from bottom, but I have to admit UE4 is "mildly" confusing me

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@grim ore Oh that's amazing, didn't know UE4 had that

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solves the problem instantly

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[3]Yao. I need some navigation kind of help with translucent lighting modes for thingys like that.
Volumetrics limits me by whole scene size n detail, so i wanna use Surface forwardShading, but literally non Directional and per-vertex, except that one exists as directional and per-pixel with tons of instructions like normals or specular which costs way too much and i dnt really needed..
So.. If anyone knows someth about that.. huum.. How i can manange n rebuild that thingy faster then vi couple more reversal months to understand how it works, please poke me n that.

hoary mason
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@plush yew I wouldn't use a list for that because if you have a few thousends or more of items it costs a lot of time searching them in the list. Use a hashmap for it

vivid narwhal
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Anyone know why the anim notifies from the paragon assets aren't showing up in blueprints?

ruby ocean
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Can someone walk through skeleton retargeting with me? Iโ€™m genuinely lost

dense gate
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@vivid narwhal afaik you can get events for them from the OrionFootstep notify event, they're simply renamed inside the animations

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They worked like that when I tried it for 4.17, so things might have bugged out for later versions, I haven't personally tested it

maiden sundial
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Could i also just upgrade the engine version 4.22.3 to 4.23 rather than downloading the whole engine again ?

dense gate
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Unless you really need something from 4.23, I'd recommend you wait a bit

maiden sundial
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The chaos thingy looked cool.
Thought i could use it for some effects in my game ๐Ÿ˜„

vivid narwhal
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@dense gate no luck sadly. OrionFootstep or even Footstep comes up with no results. Seems odd they'd put notfies in every step but no way to access them

dense gate
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The version is very unstable in this current moment so if you're relying on your project, wait a bit

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Ah, so it bugged out at one point

maiden sundial
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Sounds reasonable

dense gate
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I'm telling you that from experience

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I had to workaround a bunch of my own BPs to even run without causing access violation crashes

maiden sundial
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oof

dense gate
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Because I was also hyped for Chaos and got it working to a decent point

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But currently it doesn't support collisions with landscapes/static meshes so you'd get borderline weird results if you have any slopes and columns that aren't destructible

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@vivid narwhal best thing you can do next is create your own notify and replace the included notifies where applicable

calm widget
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Anyone good with PhysicsAssets?
My characters legs and arms can bend backwards just as easy as forward, i dont know if my problem lies in the physicsasset or the rig.

crude vessel
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WTF do constraints NOT work?

vivid narwhal
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@dense gate yeah sadly. Just hoped there was an easier way than replacing them for every animation

calm widget
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Thats my constraints set up, just like mannequin

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Anyone knows what the extra lines are on the mannequin constraints? Settings are identical

normal burrow
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you have to rotate the constraint

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i think its shift + rotate or something to set where the center is on the angle about axis

calm widget
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Will check it out, thank you

normal burrow
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believe they have some mirroring tools now too. so its not an absolute chore to mirror hinges

calm widget
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oh? i'd have to look in to that as well. either way your suggestion seemed to have worked. just a bit of tweaking to be done. thanks

plush yew
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So this looks how I want when I use the roughness node, but its too glossy. How can I keep the same look but turn the glossiness off?

ember notch
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I loaded my project and it's freeze on 45% help?

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I waited 10 minutes

serene birch
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use more roughness?

ember notch
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how?

serene birch
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answering to Trickers Goat

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for your question, my experience is that 45% is when UE4 is compiling shaders

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and it can REALLY take a long time

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should be cached for the next time though

plush yew
serene birch
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roughness is a value from 0 to 1

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so make it closer to 1 ๐Ÿ˜›

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(more white)

ember notch
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Yeah i see it's compiling shaders ._.

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but it's a 2d game lol

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I think i will try it with UE 4.23

plush yew
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Where do I find the roughness 0-1 slider lol?

serene birch
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mostly, UE4 compiles shader live in the editor

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the fact it compiles some during launch tells me those are needed for the editor itself to work at all ๐Ÿ˜›

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you just outputed a value in roughness

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that value is too close to 0/dark so your material has very low roughness

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just put something whiter XD

plush yew
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@serene birch I want the same color, just less glossy

serene birch
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you are already outputting a roughness value

ember notch
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UE 4.23 have nice features

serene birch
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it's a low roughness because you send in there a "dark" color

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so just don't?

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put inside some value closer to 1

ember notch
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Wow UE 4.23 have Remote Control over HTTP

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And many new features

plush yew
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@serene birch ok thanks that works

crude vessel
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@calm widget I have the same issue, I think it might be alt+rotate? I'm still trying to figure it out!

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if you get it figured out let me know

calm widget
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@crude vessel oh, yes i forgot to mention that. it is indeed alt rotate. it's a little tricky i found to get a hang of it but it should work

crude vessel
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I find the lack of documentation shocking.

plush yew
serene birch
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why did you make Base color lighter at the same time?

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wait no, you didn't ๐Ÿ˜›

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well make it darker I guess

plush yew
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I can't get any darker xD

serene birch
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instead of multiply

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use a lerp node

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make the other color black

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and use the "lerp" control between 0-1 to find the right value you want

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the "alpha" input

grim ore
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Considering the preview (which is dark) doesn't seem to match the in game appearance (which is light) I would be curious if it was something else causing the issue

plush yew
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I might have the wrong type of lerp lol

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It is very strang the output is not the same darkness at it is viewed in node editor

grim ore
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my thought is eye adaption or something else causing it to lighten up but it's hard to tell. have you tried that material on another object, like a sphere or cube, by itself somewhere else

serene birch
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the preview is seen on the "dark side" judging from the shadow

patent vortex
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Whats the settng called in the post processing effect that alters your perception of light when youre looking at a light source versus not

sudden agate
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Auto Exposure

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or Exposure in general

patent vortex
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Thanks, I couldnt remember the name but I want to turn it off, its annoying.

sudden agate
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its in the Project Settings, too.

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if you disable it there, it is disabled by default

grim ore
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^^^ project settings is bestest ๐Ÿ™‚

patent vortex
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Yes I just disabled it there, I had no idea it could be accomplished in something other than a volume but thanks! Helps a lot

quick sable
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I am so glad I stopped to look at the free monthly assets

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hit a jackpot this month

sudden agate
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Lol UE crashes when using a Custom Node in Material Editor <3

regal mulch
#

Quick question (I'm not a materials person and this is a screenshot from a Unity YouTube video):
Are there any limitations in UE4's material/shader stuff that would prevent stencil buffer stuff to create an effect like this portal?
https://i.imgur.com/MHIw9sm.png

grave nebula
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Apart from not able to sample custom stencil in opaque base pass, none.

regal mulch
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That mesh can basically hide in below the portal and come out of it.
I know how it's done mesh wise (there is a circle mesh around the portal and a cyclinder).
But I'm not sure if UE4 would miss anything or have a limitation that prevents the different stencil stuff

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@grave nebula Which part of the effect would suffer from that?

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As far as I can see, it basically gives the bird mesh a stencil value and only renders it if the portal or the invisible cylinder around the portal overlaps it

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Basically more or less the setup

grave nebula
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Whatever pops from the portal, needs to be anytranslucent to read custom stencil.

plush yew
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Why does the lightning change in position, As I can't find why and that's not how i want to have it

leaden mauve
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I'm new to fiddling with any type of game engine, what's the word for ex. roads, fences, railroads, farm-boundaries that size-up in realtime when moving the mouse?

next badger
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But it requires r.CustomDepth.Order = "0"

regal mulch
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@next badger RIght now i'm just playing around with having two big planes above each other, where the lower one is the floor and the upper one by default invisible.
In addition, above both of these planes, there is another, a lot smaller plane, that has some slightly translucent material on it.
The invisible plane should only be visible below that smaller plane.

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Right now i have the Floor Plane Opaque and just full green.
The plane above that is also Opaque, full red and only renders custom depth pass (not main pass) to hide it.
Now that's basically all I got. Currently fiddeling with a post process material to only render the red if it's below the smaller plane.

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I wish I would know as much about materials as about gameplay programming >.>

next badger
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@regal mulch have you seen last stream about tech art?

regal mulch
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No, haven't followed the streams since Alex left the team :x

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Or rather the Community Manager team

next badger
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Chris showed how to render pp inside mesh

regal mulch
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I'll quickly check if that goes into the direction I need

next badger
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it's somewhere in the middle/second half

next current
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could anybody help me make ue4 work on my mac? every time i launch it gets the window to pop up for a split sec then it crashes. says in the log its calling sigabrt but i dont know why

next badger
regal mulch
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Thanks, that's more or less that I want to do

next badger
next current
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thancc

plush yew
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Why is the ligning diffrent at diffrent position such as air and ground :/

shell compass
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Okay so matinee animations seem to be deprecated in 4.23 and will be removed in the future, but... what if I need those for a custom camera shake movement? Is there a better way to do that in sequencer?

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Because sequencer confuses the bejezus out of me right now. Seems to need to be tied to specific levels too.

uncut osprey
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With a Blueprint function, if you make the input node have an input parameter, is that always going to work as a copy by value? (In short, can you make a swap blueprint function)

shell compass
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@uncut osprey I think you'll have to mark inputs as being copy by value

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They're not by default

uncut osprey
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ohh

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ok

shell compass
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If the input is circular its not, and if it's a diamond it is

uncut osprey
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The pin, do you mean?

shell compass
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Yeah

next badger
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@plush yew depends on your scene...post process, fog etc

uncut osprey
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Thanks

shell compass
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Or sorry, it's the other way around. If it's circular it's copy by value, if it's diamond, it's copy by ref

uncut osprey
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ah

plush yew
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@next badger Thanks, Is was the post process 2 that seem to be the problem

gray tundra
#

Hi, I'm getting a warning I've never seen on a new computer:

**Memory Allocation Warning

A resolution of 1024 will require 64MiB of video memory. Are you sure?**

Whether I click "yes" or "no", the project/game runs fine with no visible difference. However, the warning pops up five times when opening the project, on play, during play, etc.

Does anyone have an idea how to avoid this warning?

next badger
#

@gray tundra are you running ue4 on dedicated gpu?

gray tundra
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Intel Graphics. It's my secondary machine for testing multiplayer.

next badger
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well, you may increase the memory sharing limit...but ue4 generally not intended to be run on integrated gpus

gray tundra
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I'm not pushing it far. But it would be nice to get rid of the warning.

next badger
gray tundra
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Thanks.

loud knoll
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which section should I ask questions about APEX troubles?

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Anyone know when they are releasing an update to 4.23?

fierce tulip
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they dont make public announcements about that until its released

next badger
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afaik apex is not part of default ue4 build...isn't it?

fierce tulip
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we dont have a dedicated APEX channel atm

loud knoll
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it was for years

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Should created a Chaos Apex channel

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I got a bug that isn't in 4.20 but is happening in 4.23

radiant haven
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can someone help me with switching visibility in the UI

loud knoll
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Like they broke the Apex object editor

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The apex object wont update until you make a change to any option on the settings, so delete a material and it will update, change a value and it will update, if you don't the old preview slider / update wont work

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I got 4.20 running with the same object and they work fine

next badger
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#legacy-physics probably
but if it's a bug, the only way to report it is epic form

loud knoll
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yeah I have been reporting bugs for years now and most get ignored

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I think all

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consider it a heads up if you use APEX and it stops working

next badger
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i always get my bugs logged in issue tracker...or get a response form epic in case it's not a bug

loud knoll
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dont think they will fix bugs related to APEX when it is Nivida code and they are replacing it with Chaos

next badger
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they won't fix any bugs in side libs

loud knoll
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Yeah I do too I think I already reported it and asked it as a question and got nothing back yet but I log them and then wait for a year to hear that it will not be fixed.

next badger
loud knoll
#

I am sure they Epic broke it, but I am glad they replacing the system with Chaos. Nvidia cant seem to even get a driver out with out replacing it 3 days later.

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Yeah those bugs are up to 4 years old

dim dragon
#

Kind of a dumb question, but does anyone know a tutorial for faking a point-cloud effect without using real point-clouds? Something kind of like this?

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Like just using conventional geometries and surfaces?

next badger
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niagara particles

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cause conventional geometry probably will kill performance on this level of overdraw

dim dragon
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Ye.

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How would you get them to render so they're always the same size on screen, not like a 3D object which falls off at a distance?

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Like, do shaders support that sort of stuff?

next badger
dim dragon
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Oh sorry

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thankyou.

next badger
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but it's possible

dim dragon
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Thank-you.

loud knoll
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well everything I said about it being broken isnt true in a test project

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I am using the exact same settings I am using in my project and they work.

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even the preview is working

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I think in my goal of reducing package size I turned off a plugin that is needed

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I reduce it 220 MB but it might have cost me functionality in APEX

uncut osprey
#

Is it possible in a blueprint to take an input field that is a reference, and put a new value in it?

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I don't know how to say something like "Set InputA"

loud knoll
#

Plugins are matched still broken - trying project settings on rendering side.

shell compass
#

Anyone able to understand why gamepad works fine to navigate in the editor viewport, but a simple Gamepad Left Thumbstick X-Axis input event node does nothing?

dense gate
#

I'd recommend adding it as input instead

loud knoll
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@shell compass I just saw a plugin for controllers like flight sticks and input pads

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is that on?

shell compass
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@dense gate I did that first, didn't work either

dense gate
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What gamepad?

shell compass
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Hmm, no, no plugins of that type enabled

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xbox 360

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wired

dense gate
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Weird

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It works natively for me

loud knoll
#

did you install a xbone dev kit?

shell compass
#

Nooo?

dense gate
#

You don't need it

#

I don't have it myself

shell compass
#

I mean UE4 picks it up inside the editor. Can fly around and look around

loud knoll
#

I am talking about the SDK?

dense gate
#

My guess is the lad wants to add gamepad support rather than support the entire console

loud knoll
#

so it works in the editor but not in a packaged version of the game

#

?

dense gate
#

What UE version?

shell compass
#

It works in the editor viewport but not on PIE

#

4.23

dense gate
#

Wait lemme test

loud knoll
#

anyone running a new 3900x ? Any troubles with it or crashing or anything odd?

shell compass
#

It's probably some silly inheritance/override parent binding issue on my end

loud knoll
#

should have a development hardware channel ๐Ÿ™‚

#

so we can all help each other with hardware related questions

#

like memory / cpu / mobo

#

I see a lot of questions over the years on reddit about that subject

#

I just want to know how fast shaders compile on the new chips

dense gate
shell compass
#

So weird!

dense gate
#

All buttons and axis work as intended

loud knoll
#

@shell compass are you supporting all the platforms? do you have xbox and all that stil turned on in the project settings?

dense gate
#

I have only PC enabled for me and it works

shell compass
#

Yeah, it's not a packaging thing I think

#

It should just work ๐Ÿ˜› but ah well ty anyway, I'll keep digging around

dense gate
#

To note tho, I'm using a third party gamepad that emulates being an X360 one

shell compass
#

If the editor picks up the controller, it should work during play as well imo

loud knoll
#

yeah I agree

dense gate
#

Do you consume the input in your events?

loud knoll
#

fuck I fixed the trouble with APEX it was in my project settings.

#

been trying to fix this for 2 days

#

I am going to my bed and bite my pillow

shell compass
#

Yeah, I tried all combinations of those checkboxes ๐Ÿ˜›

dense gate
shell compass
#

Yep ๐Ÿ˜›

#

It's just UE being UE I guess

dense gate
#

Do you create a new window to play in editor?

#

If yes, try playing in current viewport

shell compass
#

That does nothing ๐Ÿ˜›

#

Ah okay good idea

dense gate
#

If you were running in a new window it's not automatically focused for the gamepad

#

So you'd need to click it once

shell compass
#

Nope, no dice. And same with running as Standalone

#

Gonna reboot and see if that solves it

dense gate
#

Only unplug the controller

#

And plug it again

fierce tulip
next badger
#

not bad...again

#

would be great if not those wiggle trees

#

generally in strong the trees just bent along the wind...i'm living in a very windy spot

grave nebula
shell compass
#

Never did manage to solve the problem, but I found a post on the unreal answerhub where a guy had the same problem. Then I realized that guy was me.

#

Back in april

dense gate
#

Oof

ornate ice
#

Good afternoon

dense gate
#

Seems to be something on your end then

shell compass
#

Yeah

#

Just so weird though that UE4 is fine with navigating inside the editor using the gamepad

ornate ice
#

Anyone knows how to use a ue4 mannequin animation into my own rig?

shell compass
open eagle
#

does anyone know a xbox and pc compatible subsystem I can use

#

I want to create a session on xbox that pc players can join and vice versa

plush yew
#

so I opened the 'multiplayer shootout' demo for learning purposes, it was made ages back (version 4.5 or something), is it normal to take forever to initialise? Here is what task manager says, it's been stuck at 45% a long time

dense gate
#

Usually the first time you open an example project with sizable content will have a long load where your CPU is at 100% even if you have an SSD

plush yew
#

definitely time for a pc upgrade

next badger
#

45% is shader compilation time

plush yew
#

yes and I understand it needs to update for every engine version change? I think there are about 16

next badger
#

yes, it's a shared cache

plush yew
#

I think it's only a small project lol ๐Ÿ˜ข

#

just wanted to learn summat

next badger
#

i honestly have no clue what for are those shaders...

manic pawn
#

a significant amount of them are for nothing, never used

light vigil
#

I can't trigger breakpoints in EditorUtilityWidgets, is that expected?

plush yew
#

I made a task for my BT but the BT gets stuck on it. How do I set my custom task to move along? For example, a wait node waits for the designated time then the composite node goes on to the next task. My custom node does not move along, it just keeps going

#

nvm Wadstein video covers it. Needed a finish node

loud knoll
#

@plush yew which cpu proc you have? I am going to upgrade soon.

#

Trying to wait for the TR3 or 3950x

#

or now that intel 50% the cpu maybe stay with intel

#

My cpu is almost 8 years old

stiff spoke
#

@loud knoll you can't help me get instigator

plush yew
#

hey, @dense gate?

#

AMD X2 555 Processor, 3200 MHz 2 cores

dense gate
#

Ye?

plush yew
#

I got a new animation problem ๐Ÿ˜“

#

I'm trying to play the montage of the hitting animation, or just the hitting animation.. if I use the node play animation, it just goes into a T position.. if I use play montage, it doesn't do anything

dense gate
#

Use the PlayMontage node

#

Rather than PlayAnimation

plush yew
#

it was just a way to test if it works with that

#

but it doesn't work with playmontage

#

horribly confused

dense gate
#

That event is called from an interface, right?

plush yew
#

yes

#

called Combat Interface

#

only function for now is barehand attack

dense gate
#

Are you sure your montage has an animation playing?

plush yew
#

I mean, I selected it?

dense gate
#

I meant the montage itself

plush yew
#

yes

#

it works on my character

loud knoll
#

@stiff spoke Not sure what you are talking about

dense gate
#

Hollup

plush yew
#

that's why I don't get it

#

it should work

dense gate
#

That's simply the animation

#

It's not a montage

plush yew
#

the montage is next to it

#

blue one

dense gate
#

Ah

#

I'm blind

plush yew
#

lmao

dense gate
#

Is this in multiplayer?

plush yew
#

nope

#

that's still just my ai

misty creek
#

What does you anim bp look like?

plush yew
#

I know that I'd have to change stuff for the server to see the client stuff

terse drum
#

yo so I'm currently doing my first year at uni and have been told just to do "complicated stuff" in UE4 because I already have some experience with it, and the course's first few months are very basic stuff (3d platformer, stuff like that). What's some cool, complicated stuff I can do with pretty clear tutorials? Ideally I'd like to work on a movement shooter w/ parkour or a 2d fighter w/ street fighter-style inputs. Cheers!

dense gate
#

For playing a montage, the AnimBP is pretty much irrelevant

terse drum
#

preferably code, not blueprints

plush yew
#

yeah, I sent an animbp in chat before too, it's nothing special though

#

very newbie in animations

misty creek
#

I was referring to the slot in the anim bp

plush yew
#

uh, I did it very different

misty creek
#

But do you call the slot that you are using?

plush yew
#

I didn't make it a separate thing in the animbp, I just grabbed default, cached, then.. I'll just screenshot

#

well, yeah, I call the upperbody

dense gate
#

Seems normal

misty creek
#

Looks like it should be good

plush yew
#

yeah

#

I don't get it

#

I'm using dynamic locomotion for my character, and normal third person bp from the third person template for the ai

#

sorry, 2 am

dense gate
#

Does your AI call the animation at one point?

plush yew
#

just calls the montage as I've shown

misty creek
#

Probably a dumb idea but what happens if you call the slot after the Layered blend per bone?

dense gate
#

Wait

plush yew
#

hm

dense gate
#

You're using a different character?

plush yew
#

for my player, yes

dense gate
#

Are you sure the skeleton is the same?

#

Skeleton and/or mesh

plush yew
#

for the third person, it wouldn't work with the locomotion

#

so, the ai does use the third person mesh

#

and skeleton

dense gate
#

I think your problem stems from it being different meshes

#

So your player would be using DynamicLoco/Meshes and your AI uses ThirdPersonBP/Meshes

plush yew
dense gate
#

It won't automatically detect the skeleton/mesh is the same

plush yew
#

huh?

#

I tried using dynamic loco on the zombie too, but it completely refuses to work, nothing else happens other than sliding in a T position

dense gate
#

Then make a montage specifically for the zombie skeleton

plush yew
#

in the animations, I can only select the dynamic loco mesh though

#

so that's why it was?

dense gate
#

The skeleton is only valid for the DynamicLoco mesh

plush yew
dense gate
#

If your zombie uses the ThirdPersonBP mesh, the montage won't work

plush yew
#

so.. I reimport the animation?

dense gate
#

Nah, simply create a new montage

plush yew
#

but it only sees the dynamic loco mesh in the animation

dense gate
#

However, have it reference the skeleton of the mesh the zombie uses

plush yew
#

yeah, that's what I've been telling you

#

I can't

dense gate
#

Wait

#

Lemme try again

#

So, in your content browser

#

Right click, create new Animation>Montage

#

Select the ThirdPersonBP skeleton

#

Now for that one add the animation

#

If you can't, retarget the animation

plush yew
#

retarget?

dense gate
#

Basically casts an animation from a different skeleton

plush yew
#

damn, I've been avoiding casts too

dense gate
#

Nah, it's not in the BP

#

Go to the attack montage and animation in the content browser

#

If you right click the animation you can retarget

plush yew
#

I just reimported the animation with a different name, referenced the zombie skeleton instead this time

#

does that mean that I don't need the animation once the montage is created then though?

dense gate
#

Ah, I thought you were using a marketplace pack

plush yew
#

not for the animations

#

well, kind of

#

but I have the fbx file

dense gate
#

I see

plush yew
#

dynamic loco doesn't have animations for hitting

#

I also really need to figure out IK for it in UE4 too...

dense gate
#

Ye, with the new animation create a montage

#

As long as your player won't be using the same melee animation, should be safe

plush yew
#

I also really want to get rid of the fact that if I go to a wall, I basically bash my head inside of it

terse drum
#

what's the best way of detecting inputs for street fighter esque special moves?

plush yew
dense gate
plush yew
#

do I use IK for the whole detecting of mesh and wall interaction, so that my character doesn't just bash his head into it?

#

I mean, it's fine if he bashes his head into it, just not inside of it

dense gate
#

I don't know how these work as for my project I don't need them for optimization reasons

plush yew
#

yeah, fair enough

dense gate
#

So you'd have to look up the docs yourself there

plush yew
#

the docs?

#

the docs have stuff on IK?

dense gate
#

I remember there being something

plush yew
#

ugh, I'm useless with animations

dense gate
#

Don't worry, I am too

plush yew
#

lmao

#

that makes me feel a bit less alone on it

dense gate
#

I simply know how to make them believable enough so it's less noticable GWjiangoOmegaLUL

plush yew
#

lmao

#

any ideas for the whole falling thing

#

when you fall, the animation basically teleports

#

it's really pissing me off

terse drum
#

anyone got any advice for input detection?

plush yew
#

what do you mean?

#

you normally just make an inputaction in the project settings

#

I don't know about any other ways?

terse drum
#

as in, street fighter style inputs

plush yew
#

street fighter style?

#

are you doing your own animations taken?

#

nope, let me rename myself

#

there we go

#

so, I'm not, I'm using dynamic locomotion

terse drum
#

you know, like down > downforward > forward > punch for a hadouken

plush yew
#

Are you able to edit the animations?

#

it got free this month, so I said why the hell not

terse drum
#

what's the best way to detect that within a reasonable timeframe

plush yew
#

hm.. you can export them from ue4, can't you?

#

Oh okay. Yeah I do my animating myself and I don't work with root motion so I probably can't help you

#

I'd probably give them half a second, sepir

#

you can def export I've seen other people do it and I've exported my own animations back out of UE4

#

if you want it to be a fast paced fighting game that is

dense gate
#

@terse drum I'm almost sure there was a marketplace plugin for it

terse drum
#

@dense gate I can't really use plugins for code, it's for school

#

or at least, practice for school

dense gate
#

Ah

terse drum
#

I don't really mind if it's in blueprint or code for just learning, though

#

I'm using the Paragon models so that's simple enough

dense gate
#

I have something similar but it's rather big

terse drum
#

and have some ripped Marvel 3 anims I can use with them, I've already checked

dense gate
#

It's about ability buffering of a MOBA

terse drum
#

maybe sort of similar

#

I know the right buffer time, I've been playing fighting games all my life

dense gate
#

So it stores inputs of abilities and casts them as soon as possible

terse drum
#

it's just the concept that's a little different to what I'm used to

dense gate
#

Check out maps, might be what you need

#

As in, a key-value structure

terse drum
#

what I'm thinking is detect all inputs entered and scrub after a certain time, and if a recognised input is entered, carry out the move

#

or in this case print to console

plush yew
#

idk

#

what I would've done, but I am fairly new to ue4

#

is to make a variable to store the key sequence real-time of what they did

#

clear it every time they achieved or failed

#

it'd be just a simple check at every key if it matches any known combos

#

meh, I might be thinking of something different

#

I'm too old for this crap, even though I'm the youngest here

terse drum
#

but let's say you're doing something similar to Zero's MvC3 LL, which is a large sequence of non-special inputs. Surely would destroy the buffer relatively quickly as you'll normally do over 100 inputs to take out a single character

plush yew
#

well, that's not all that likely..

#

huh?

#

if you're talking to me, I talked about clearing the variable if they failed, or if they achieved it

#

I wouldn't just keep that long sequence, it'd mess everything up

terse drum
#

but how would you calculate a "failure"?

plush yew
#

a failure to abide by a known sequence

#

if they pressed the wrong button

#

4 keys, 3 keys right, 1 key wrong

dense gate
#

A failure in the case would be "do nothing"

plush yew
#

success is obviously if they in time managed a combo sequence

terse drum
#

fighting games have a buffer mechanic, where something such as forward downfoward down downforward forward punch will still be detected as a DP input (forward down downforward punch)

dense gate
#

I think you're handling the bull by the balls

plush yew
#

I don't see how my thinking process failed on that?

#

no, in games like mortal kombat, he's right

terse drum
#

or you can buffer inputs, so to quickly confirm from a h.K in SF3 into mShoryu you can input Shoryu, hit K and then hit P to cancel the K into the Shoryu

dense gate
#

If you're just learning, you'd want something simpler if possible

plush yew
#

it plays a role on which direction you're looking at

#

I don't know if I understand how that works though

#

4 inputactions grouped into 1 thing, wouldn't you just enum at that point?

#

just false and true whatever was pressed, check if it abides by a known sequence?

#

that's what I've been trying to say as a solution to it

#

but, again, I have never done that, and I am fairly new

#

I'm good with logic, (normally) but my knowledge on ue4 is.. let's just say pretty limited

#

meh seems to have a bit more experience, even though he seems to main moba-like games

#

but I wouldn't believe he'd be having bufferputs in a moba game

polar barn
#

Anyone here knows much about microdem? and bringing heightmaps into unreal4

serene sorrel
#

anyone got a recommendation for a set of first person arm animations

modern sinew
#

Are there any real noticeable floating-point errors at 1/10th scale?

#

because then I could have a 50x50km map

serene sorrel
#

youll have issues regardless with sizes like that, scale doesnt matter

#

look into resetting the origin

#

then your map can be infinitely large and you wont hit precision issues

modern sinew
#

that doesnโ€™t sound like it would work with multiplayer tho

serene sorrel
#

apparently not out of the box no, hopefully they add this properly in a future version

#

engine should have been designed from the start around shifting everything around the origin

scarlet birch
#

No.

#

@modern sinew The problem is if you're using physics it's not really setup for that.

heady frost
#

So I've discovered that using the geometry brushes in unreal engine is a bad idea if you ever want to use lightmaps

scarlet birch
#

You just eventually convert them to actual models.

heady frost
#

Turns out they take a significant amount of time to load compared to just a static mesh with the same verts and textures

subtle crow
#

Is this a place a newbie can get help

heady frost
#

Yeah you're right, I thought I could just try setting up some lighting scenarios to block out a level using them, but even just for prototyping I feel using brushes was a mistake

#

Next time I'll just import some meshes from blender and use those to block out a design

scarlet birch
#

I like using them for quick layouts. It helps keep the focus on the overall design.

heady frost
#

That's fair, it does help to avoid getting caught in the details

terse drum
#

ok so I got inputs working and I have basically recreated SF4's Sakura in Unreal

#

we're getting somewhere

#

only one ultra because it's easier to do shin hadouken than anything else

slow scarab
#

Hey, I'm trying to spawn an actor and attach it to an Actor in Blueprint, but I think that the Get Actor Transform, as it doesn't end up in the same place as the actor I'm attaching it to. Why is that?

#

That also doesn't seem to be working either. I've tried many things instead of Get Attach Parent Actor, such as Get Owner, but nothing worked.

rugged zinc
#

For the first image you sent, you never connected the white line so "SpawnActor Shoot" is never being called

slow scarab
#

Yeah, I fixed that already

#

That was originally connected to a print string node, which I removed

#

But it was attached to the Spawn node, so that's not the problem

rugged zinc
#

Is your bullet spawning, but just in the wrong place? Because I'm not seeing any errors in logic here. Could it be that your bullet is spawning, colliding with the player and deleting itself instantly?

#

Also just as a quick note: The transform of your character actually contains it's rotation so when you set the transform of the bullet to equal the transform of the player you are already aligning it's rotation. So you shouldn't have to set rotation again

boreal sparrow
#

OK. When importing a rigged mesh from 3ds max unreal gives an error saying there is no mesh in the fbx file. anyone know whats going on, because ive been stuck on this for a while now?

crude vessel
#

I've been messing with the joints for.. like 4 days and still can't get them to reliably constrain in a consistent manner.

#

compounded further there is no fucking precise numeric input? So I can't even see what the actual coordinates are so i'm just guessing based on ambiguous 3d widgets

#

I get like 75% done then a joint randomly is like "I'm gonna rotate 180 degrees for no reason, and flipping or rotating it won't help you now!'

vast fossil
#

oh man, I just saw a video on c++ vs bp performance

#

I should start learning c++

#

and redo my project in c++

plush yew
#

I'm supposed to be just getting hearing, since I'm using a whistle sound for reporting a sound event for my ai, but it's just

#

.. it's just sending signals both to 0 and 1, sight and hearing

#

and I cannot figure this out

#

it's 6 am, and I'm getting tired

#

I don't know if I just cannot for the life of me get an array index out of this for that switch on int, or if I just somehow managed to make it so that it sees me when I whistle, which I have no idea how I would've done

#

and, okay, that's it, I am going to sleep, that is my queue to leave, if you guys have suggestions, just ping me, both just light up, no matter what happens

#

even if it's just sight

#

okay, now I'm sleeping

rain coral
spice canopy
#

Hey everyone, I haven't been able to find anything about this error when I run my game I packaged for Android (same project works fine executing a build for windows:

E/ActivityTrigger(1739): activityStartTrigger: not whiteListedcom.MightyEnigma.ScootyShooty/com.epicgames.ue4.GameActivity/1

#

This is the first Error in the log cat of the game when I try to launch it

#

I think it causes all the other errors

#

It's brought the Android version of my project to a standstill

#

Is it not enough that part of the android manifest has this in it?

<activity android:name="com.epicgames.ue4.GameActivity" android:label="@string/app_name" android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="mcc|mnc|uiMode|density|screenSize|orientation|keyboardHidden|keyboard" android:launchMode="singleTask" android:screenOrientation="sensorLandscape" android:debuggable="true">
<meta-data android:name="android.app.lib_name" android:value="UE4" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>

#

I tried removing Web Browser widget plugin but that didn't seem to help at all

midnight gate
#

i have made a simple game now

#

now how do i figure out levels?

#

lvl 1 player wins when he collects 4 coins in lvl 2 there are 8 coins but he also wins when there are 4 do i get to have a difrent character for every level?

#

also the win menu says level up and opens lvl2 but in lvl2 i had to create a new wigdet that when he wins opens lvl3

#

how do i fix these issues

thin tendon
#

I am getting warning messages when packaging for AI characters that I deleted a while ago. Game runs fine and packages fine. But how can I get Unreal to update and stop trying to reference deleted files?

honest vale
#

what's up with the editor trying to send data to some epic host?

#
LogHttp: Warning: 000002244D859D00: invalid HTTP response code received. URL: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=&AppID=&AppVersion=UserID=&AppEnvironment=datacollector-binary&UploadType=eteventstream
dcb60-db8e-4c97-a263-7575daa83514&AppEnvironment=datacollector-binary&UploadType=eteventstream, HTTP code: 0, content length: -1, actual payload size: 0
LogHttp: Warning: 000002244D859D00: request failed, libcurl error: 0 (No error)
LogHttp: Warning: 000002244D859D00: libcurl info message cache 0 (Found bundle for host datarouter.ol.epicgames.com: 0x22466e93f70 [can pipeline])
LogHttp: Warning: 000002244D859D00: libcurl info message cache 1 (Re-using existing connection! (#2) with host datarouter.ol.epicgames.com)
LogHttp: Warning: 000002244D859D00: libcurl info message cache 2 (Connected to datarouter.ol.epicgames.com (34.236.85.100) port 443 (#2))
LogHttp: Warning: 000002244D859D00: libcurl info message cache 3 (We are completely uploaded and fine)
LogHttp: Warning: 000002244D859D00: libcurl info message cache 4 (TLSv1.2 (IN), TLS alert, Client hello (1):)
LogHttp: Warning: 000002244D859D00: libcurl info message cache 5 (Connection died, retrying a fresh connect)
LogHttp: Warning: 000002244D859D00: libcurl info message cache 6 (necessary data rewind wasn't possible)
LogHttp: Warning: 000002244D859D00: libcurl info message cache 7 (Closing connection 2)
LogHttp: Warning: 000002244D859D00: libcurl info message cache 8 (TLSv1.2 (OUT), TLS alert, Client hello (1):)
LogHttp: Warning: Retry exhausted on https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=&AppID=&AppVersion=UserID=&AppEnvironment=datacollector-binary&UploadType=eteventstream
dense gate
#

@midnight gate perhaps data tables can be useful in your case

#

Data tables are basically a key-value array/map that isn't on a blueprint

#

And values are structs

#

So you can have your key be the map name, then the value be data for the level, be it coins required, next level, etc

#

They're also useful if you want to share the same key-value between various blueprints

serene birch
#

that looks like classical telemetry events

honest vale
#

yeah, I just wish it would not keep spamming the log

stiff spoke
#

@dense gate help me again this is again same problem

#

@dense gate no again solution

plush yew
#

How do I use DOF in UE4.23?

#

Camera settings are grayed out in Post Processing Volume

#

What I intend to do is, blur objects after a certain range

midnight gate
#

@dense gate please how do i set that up its so useful

dense gate
#

First, create a struct that would hold your level info, like coins required and the next level

midnight gate
#

ok how do i create a struct

dense gate
#

@plush yew check the Lens>Depth Of Field on the PP volume

#

Right click on content browser, Blueprints>Structure

midnight gate
#

hmmmm

plush yew
#

@dense gate I'm not on PC rn, Is that the one with three fields? I've tried it and it doesn't have any effect

midnight gate
#

where is content browser

plush yew
#

Lol

dense gate
#

You'll have to tick them and make sure you've set it up and have the respective graphics settings turned up

#

@midnight gate where you navigate your assets, like BPs

midnight gate
#

hm

#

OK FOUND IT

#

i got my stuct

#

now what

dense gate
#

Add the respective fields to it

#

So, an int field for coins required and a string for next map

brave salmon
#

what could affect background windows sounds during PIE? I can't find what mutes my music. Can't work at all ๐Ÿ˜„

midnight gate
dense gate
#

I'm calling the struct variables fields

#

So, change the first variable to be int instead of bool

#

Then add a new variable and have its type be string

plush yew
#

It's detailed

midnight gate
#

ok its an integer now

#

like this yes?

dense gate
#

Pretty much

#

You can change MemberVar_1 and Membervar_2 to be the respective names

midnight gate
#

ok

#

so how do i use this

dense gate
#

In the content browser, right click, Miscellaneous>Data Table

#

You'll get a Pick Row Structure window

#

Select your new struct

midnight gate
#

oki

#

how do i continue

dense gate
#

In there you should have 2 sub-windows: Data Table and Row Editor

midnight gate
#

yup

dense gate
#

Does it have 1 row by default?

midnight gate
#

nope ill make one

dense gate
#

Once you do, in the Row Name put your level name, you'll get to edit the int and string for that respective row

#

It's basically an Excel table at this point but with hard-defined fields

midnight gate
#

i was never good at math

dense gate
#

Wait, the struct is universal

#

As in, it would apply for all levels

#

So have the int be named "CoinsRequired" and the string "NextMap"

midnight gate
#

oh okai

dense gate
#

You'll be basically using the same struct for all levels

midnight gate
#

ill rename

#

ok so i renamed what now

#

how do i connect this all to the game

dense gate
#

So, once you have that, make sure CoinsRequired is however many you would like for that level

#

I think you said 4 for level 1

#

And for NextLevel have it be Lvl2

midnight gate
#

yes

#

i have the coins set now

dense gate
#

Once you've done that, go to where you check how many coins the player has (pawn/gamemode)

midnight gate
#

yus

dense gate
#

In there, have a Get Current Level Name node

midnight gate
#

okai

dense gate
#

Make it connect somewhere after your begin play

#

After that, make a Get Data Table Row node

midnight gate
#

๐Ÿ‘Œ

#

this is my character pawn thing blueprint

dense gate
#

Aight

#

So, in that node, change the Data Table to your new data table you created

midnight gate
#

yup i did

dense gate
#

Now, connect the out of the Get Level Name to the in of the Get Row

#

Then the Return Value to the Row Name

#

It'll automatically create a conversion node

#

Might as well move the new nodes down so they don't get in the way of the rest

midnight gate
#

allritie

dense gate
#

For debugging reasons, from Row Not Found create a Print String node that instead of "Hello" says "Row not found!"

#

Click the arrow pointing down on the Get Level Name and make sure Remove Prefix String is ticked true

midnight gate
dense gate
#

Replace the Hello in Print String with a "Row not found!"

midnight gate
#

ok i removed that checkbox and renamed

dense gate
#

Do you have a "CoinsRequired" variable in your pawn?

#

If not, create one now and have it be int

midnight gate
#

yup

dense gate
#

Aight then

midnight gate
#

i think

#

im ont sure

dense gate
#

Check your "win condition" and see if there's a CoinsRequired linked

midnight gate
dense gate
#

From the "4" int pin, drag and then click Promote To Variable

#

Should be the second option

#

Name that variable CoinsRequired

midnight gate
#

okai

dense gate
#

From the Get Row node, from Row Found drag and make a Set Coins Required node

midnight gate
#

is this right?

fierce forge
#

hello , when i import a fbx and i put the material the mesh will be this , the material on mesh are just a color but the real material it's different , what i can do ?

dense gate
#

Nah, the Coins Required should be an int

midnight gate
#

ok i changed it

dense gate
#

And the same variable should be in place of the "4" you have at the == node

midnight gate
#

@fierce forge you probably have to materials in one object on this model

#

uh

fierce forge
#

?

dense gate
#

Are your UVs correct?

#

Seems like they're stretching

midnight gate
#

hmmmm?

fierce forge
#

my ?

dense gate
#

Ye

fierce forge
#

yes there are correct

dense gate
#

@midnight gate on the red in the Set Coins Required, right click and click Break Link

#

And I'd recommend having a new Get node at the condition

fierce forge
#

this problem is for any materials

midnight gate
#

okai i unlinked it

fierce forge
#

do you know what i can do ?

dense gate
#

Once that's done, from the Out Row on the Get Row node, drag a Break <your struct name>

#

If it happens with all materials, then I guess it's your UVs

midnight gate
#

hmm

dense gate
#

But beyond that I haven't experienced it

midnight gate
#

okai

plush yew
#

DOF is not working

midnight gate
#

i did it

fierce forge
#

?

dense gate
#

Now drag from the CoinsRequired on the Break struct node to the input of the Set Coins Required

plush yew
#

I want everything certain distance away to be blurred while I'm in a PPVolume

#

How do I it?

midnight gate
dense gate
#

Looks about right

midnight gate
#

yay

dense gate
#

@plush yew is your project set to be scalable 2D/3D or maximum quality?

plush yew
#

max quality

dense gate
#

And make sure your post-processing graphics settings are at epic

plush yew
#

every setting is on epic

dense gate
#

You should have 3 settings with ticks at the DoF field

#

Dept Blur Radius is what "smears" the distance

#

The higher that is, the more blurry things affected by DOF would be

fierce forge
#

hello , when i import a fbx and i put the material the mesh will be this , the material on mesh are just a color but the real material it's different , what i can do ?

midnight gate
#

im still waiting

dense gate
#

That should be it if you want to test different levels

#

Make sure this one works, you don't get the "Row Not Found" error and you're good to go for the next step

midnight gate
#

so does it juts take me to lvl2 map and stuff

dense gate
#

It will set the condition to move you to level 2, then 3, etc

#

For the next part I'll need to see where you transition to the level

#

Because depending on that it's either gonna be the widget or the pawn

midnight gate
#

well my character is flying for some reason and the score is set to nonexistant when i collect coins nothing changes

dense gate
#

Uh

#

None of the steps I said should affect your character flying

plush yew
#

@dense gate blur radius was capped on 4
I had to manually make it 200 to work

dense gate
#

I can set it to 1000 no problem

midnight gate
#

yup

#

im gonna try to fix it

plush yew
#

I was just sliding the value, that's why it didn't work

#

now I got my desired effect

midnight gate
#

im gonna cry in the corner now :3

dense gate
#

I'll have to drop out for a bit as I've gotta prepare to go out for about an hour

#

Papa bless someone else helps you, but currently I'm in a hurry to think of what went wrong

midnight gate
#

thank you

#

i try my best but i cri

#

maybe i did something wrong i dont know

#

my widget for the score wont work

stiff spoke
#

@dense gate my screen shot in Blueprint

midnight gate
#

rip

twilit rover
#

Who is using unreal studio(datasmith) ?

visual pawn
#

Im using the Top Down template. And ive modified the blueprints a bit, removed the VR stuff, and added WASD movement and keeping the point and click movement as well. But for some reason now, when i play, the camera is like inside the character, and not from a top down view anymore ๐Ÿค” anyone know how to fix this?

plush yew
#

@midnight gate that should be fairly easy

visual pawn
#

Got it, i removed accidentally which camera is the default camera ๐Ÿ˜…

plush yew
#

did you delete the boom?

#

oh

#

lmao

#

I'm still trying to figure out why my indexing for aiperception doesn't work ๐Ÿ˜“

visual pawn
#

Yeah, there was a blueprint, when the game starts, and if VR is enabled, use VRCamera, and if not, use Camera1 xD

plush yew
#

just woke up, already trying to fix this shit

#

@dense gate hey, you here?

midnight gate
#

wat i got tagged

abstract relic
#

Welcome to the weekend

dense gate
#

I am back now

#

But I might be distracted as I'm trying to fix my lobbies

plush yew
#

yeah, no prob

#

@dense gate do you have any idea how to read the index so I can group for what happens for each sense?

#

I want to do different things for sensing with sight or hearing obviously

dense gate
#

Can't help you with those, haven't used them

plush yew
#

crap

#

no matter what I try, both senses trigger when I whistle

#

it's just a sound that's playing, and I report it

#

then I take an event update ai node, put that into a foreach, then that into a - I'll just send it

#

meh, or anyone have an idea?

visual pawn
#

How would one do, so that the character reacts to Mouse click OR WASD, because right now they kinda interfere ๐Ÿค”

Note : I have WASD on the character themself, and Mouse click in a TopDownController

#

i think i would need to move the WASD into the TopDownController and add a a branch?

visual pawn
#

Also Q & E camera movement (side to side around character) but setup clamps so i can only move the camera a certain distance

civic cobalt
#

why am i getting al these irrelevant enums in every blueprint?

#

and structs

#

are they coming from engine content? can i hide them?

tender sail
#

can anyone help me out with animation bp's, what works in PIE isnt when compiled and im at a loss after about 8 hours trying various solutions!

dense gate
#

These aren't irrelevant tho

#

They're used by the curve editor

#

Whether it is timelines, float/vector/color curves, particle systems or sequencer

tender sail
crude vessel
#

I had a dream,is there a way to render a skeletal mesh bone weight to texture in ue4?

heady river
#

Hello.

#

We have a situation in a classroom where it takes 20 minutes to open a file in UE. Is there a way to speed that up without just saving locally?

#

I should mention that the files that open slowly, are on a network server.

ember notch
#

@heady river How much performance the pc have? What gpu and cpu and how much ram?

heady river
#

NVidia Quadro RTX 5000, 32 GB, Xeon 3.9Ghz

#

(they're classroom boxes that have other software needs too)

#

I apologize, I don't teach UE. I'm just a teacher who is trying to help others.

ember notch
#

Oh ok, which UE4 version are the computers using?

heady river
#

4.2 I think.

#

Took an instructor 20 minutes to open a file that, from his home, opened quickly. But the file was placed on network directory for easier access to him the the classroom.

#

that'll KILL a 90 minute class.

#

haha.

#

And then I have another question. Is there a "release history" list showing all the different development releases of UE? Another instructor who uses Unity says that UE never gets new releases or updates...yet I know that's not true.

ember notch
#

I would recommend to use the new version UE 4.23. Unity is bad because you need to make the shader yourself and UE4 have a better performance than Unity. On UE 4.23 you can control a project with a website.

shy silo
#

can I make new things I open open docked instead of as a new window?

jovial solstice
#

I'm having a problem where my gamepad only is able to control the other player, ie on client it controls the server character and vice versa. Keyboard works fine. I feel like I've checked some option somewhere that I forgot about

plush yew
grim ore
#

@heady river https://docs.unrealengine.com/en-US/Support/Builds/index.html for release notes/history. For the network stuff it sounds like you Identified the issue. Once you import the file from the network it would be local tho so that shouldnt be an issue unless the entire project is on the network then ๐Ÿ˜ฆ

heady river
#

@grim ore thank you so much.

#

and, nice hat!

grim ore
#

๐Ÿ™‚

heady river
#

hmmm...great link, but doesn't have the dates the versions were released.

grim ore
#

yep that's just the notes. the blog has all the articles when things are released but I doubt there is a list of release dates for versions anywhere

#

Everything is thru the launcher so there is no single web page with download links like Unity

heady river
#

Does UE stay current via the launcher, or does one NEED to actually initiate the update to newer releases?

#

Blog? Where is this thing called "blog"?

#

(jk, I know what a blog is.)

grim ore
#

UE4 does whatever you want it to do, once you install a version it keeps it at that version unless you choose to update it. you "technically" don't have to update it if you don't want to but it will show you there is an update for any installed versions.

#

you can technically have 24 versions of the engine installed thru the launcher right now if you wanted

#

well more if you want to get really technical with preview and custom branches like magic leap

plush yew
#

so.. no one has any idea how to fix my problem?

scarlet birch
#

You're going through the full perception array.

#

What's the event you're calling that on? It's cuttoff in the image

#

@plush yew

#

The way it's setup it's always going to trigger both if you have that many senses.

#

Your senses are setup in the array from 0 to last. So there are always as many indices as there are senses. You need to break the stimulus and use it to determine the logic.

plush yew
#

that many senses?

#

@scarlet birch

#

this is all of it

#

I only have hearing and sight as senses though

#

so.. I don't get it?

#

I'm checking for the last sense's info

scarlet birch
#

Whichever is setup first is 0, then the next is 1

plush yew
#

yeah

#

I know

#

sight 0, hearing 1

#

but it always triggers both

#

I used switch int before

scarlet birch
#

That image is not the same as the one you posted when you asked for help

plush yew
#

I've been experimenting a lot with this

scarlet birch
#

What's the problem

plush yew
#

but I always get both hearing and seeing triggered, when I'm just reporting a sound event

#

this is what I do

#

it should be fairly simple.. I'm looking for the last sense's index, if it's hearing or seeing, but it always goes into both

#

even when I'm just whistling

#

so, I'm just supposed to be sensing hearing

#

not seeing

scarlet birch
#

use make noise for this

#

Don't use a for loop, just use the index for hearing