#ue4-general

1 messages ยท Page 546 of 1

plush yew
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hm, alright

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ditch both loops?

scarlet birch
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Really, the whole thing is a little awkward. Ussually, it's more like 'when perception has changed, see what changed, did we go from sensing to not sensing, or did we go from not sensing to now sensing.

plush yew
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this is how I could figure it out to be the way you said it

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just wanna make sure I didn't miss anything

scarlet birch
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No.

plush yew
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yeah, nope

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debug failed

scarlet birch
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get rd of anything relating to the ai controller there

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You just make the noise. Perception will then handle it

plush yew
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oh? this is for my character though

scarlet birch
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Yeah, your character shouldn't know anything about the ai

plush yew
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so I don't report the sound?

scarlet birch
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use make noise

plush yew
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don't I need a target?

scarlet birch
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self is the target

plush yew
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hm, I think I logically get what you mean

scarlet birch
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When you make the ai the target, you're telling the ai to make the noise

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conceptually

plush yew
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yeah, I get it

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so, then I go to zombie ai, and get rid of both loops?

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or just the second one?

scarlet birch
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There's no need for a loop

plush yew
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what do I plug into updated actors?

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and switch int's index?

scarlet birch
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If the AI can already see the player, does it matter if it also hears them?

plush yew
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well, there's distraction

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I want to set up distraction by whistle, and also throwables as distraction

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so I need the ability for them to only hear

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I already set up the behaviour tree for that

marsh swallow
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im not quite sure how to even say this but even though motion blur is set to 0 there is still some kind of slight trailing on the characters mesh when i move the camera.

scarlet birch
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Hearing is not continuous. So if it is updated then something was heard. It never updates with an unsuccessful sensing.

plush yew
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yes, and it shouldn't

scarlet birch
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@marsh swallow Motion blur can be set in project settings, on the camera, and in a post process

plush yew
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it updates, and upon hearing, it investigates, then stops investigating

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it's all done by blackboard

marsh swallow
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oh jeez

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okay thanks

plush yew
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oh, I think I know what you meant

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but I don't know what you're getting at

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it does update when I whistle

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but upon indexing of what the sense was, it comes back as both, even if it was just hearing

marsh swallow
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well it was enabled in the project but that didnt seem to correct it.

scarlet birch
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It might be that everytime you check this you set that bool to true no matter what

plush yew
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no, the bool is handled exactly by that decision

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the decision decides that it's both

scarlet birch
plush yew
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so it sets cansee and investigate too

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yes, but that's for sight

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that's an option for index 0

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meaning if it senses sight

scarlet birch
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no

plush yew
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but my problem is that it says it senses sight and hearing even if it was just hearing

scarlet birch
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that's not what you have

plush yew
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huh?

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so my setup isn't choosing if I'm hearing or seeing?

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and that's investigating

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that's for hearing

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seeing sets the bool canseeplayer, which is the top

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the bottom row sets location for where the whistle was, and then sets the blackboard bool "isinvestigating" to true, and the behaviour tree makes it go to the specified targetlocation to investigate

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that shouldn't have a problem

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my problem is this

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that it branches to both no matter what

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if just seeing me, no sounds, it branches both

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if just hears, no sight, branches both

scarlet birch
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It's supposed to

plush yew
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supposed to?

scarlet birch
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...

plush yew
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then how do I choose what to do based on what the sense was?

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I want to set different things for it hearing, and for it seeing

scarlet birch
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"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
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for hearing, I obviously just want him to investigate, I don't want him to see the player too

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but I cannot break the logic unless I use a foreach loop?

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and my senses are 0 and 1

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and breaking a stimulus doesn't exactly have the option "what kind of sense was it?"

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how would you do it?

scarlet birch
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Don't do behavior logic in perception. Just set the state of what the AI can see and hear.

plush yew
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I can't even spawn on target perception updated anymore

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not even on perception updated

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wth

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I'm only getting hits for event dispatchers

scarlet birch
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Select the component and click the view button at the bottom of the details pane

abstract snow
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You know why i love this server? It's great to see the real trials and tribulations devs go thru to make these things work! thanks to all devs for all their hard work and thanks to all those who help others out!

plush yew
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I'm just not gonna ask why that didn't work by the search, just thanks

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oh, it's hard work, and hard trials, alright

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this behaviour tree took days, funnily enough

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so many variables and logic problems to solve

abstract snow
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i know, i personally am not a coder of dev, but onf of my buddies is, i am intrigued, but i know i dont have the level of patience....

plush yew
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yesterday I gave up and went to sleep exactly because of the issue right now

abstract snow
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yeah, i know sometimes you just HAVE to step away.

plush yew
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my girlfriend just decided to watch youtube since she knows how much time I spend on this

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I've been basically spending the time that she's asleep, and maybe some more before she is and we're watching something in front of this

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it's been like.. 4 days in a row

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once, I spent 2 hours going through my backups one by one, going back to hours in the past, only to realize I'm getting errors and my ai wasn't working because I didn't set a variable for the placed down ai

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I didn't tell it the patrol group to follow

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and that was my cue to just go to sleep that time too lmao

abstract snow
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i wonder how Roy Awesome plays overwatch with it being that laggy? gotta be like 20 fps

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or destiny*

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sorry

plush yew
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I don't know who that is?

abstract snow
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one of the mods in this server XD

plush yew
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I'm playing destiny 2 on max, I think, with 60 fps, funnily enough

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I didn't except my overheating old buddy the r9 290 work with those settings

abstract snow
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i have 144hz lcd, take a 1080 minumum to keep me at a happy fps

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damn the 290 was a solid card though

fierce tulip
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might wanna take it to offtopic ๐Ÿ™‚

abstract snow
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yeee

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sorry guys

fierce tulip
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np

plush yew
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yeah, sorry, I'm still trying to figure this out, guess it just got off track

abstract snow
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i gotta get back to work. keep it up Nate!

plush yew
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huh..? that is absurd, @scarlet birch

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even if it does go to both directions, the canseeplayer doesn't get set to true like it should, if it actually did go both directions

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it only sets investigation to true

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I wonder why the debugger shows both directions light up...

scarlet birch
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... because there will always be two indices. You do realize it is not possible for there to be an index 1, if there is no index 0? It will always triger both 0 and 1 on the switch.

plush yew
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I know there are 2 in the array

scarlet birch
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Then why are you surprised the loop is going through both paths on the switch?

plush yew
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I just don't understand if only one is a triggered sense, why both light up?

scarlet birch
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Because it has nothing to do with the triggered sense. You're looping through the perception of that actor.

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for all senses

plush yew
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huh.. I thought what I was doing is grabbing the last info of whatever sense was triggered, and choose which one it was

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sorry, normally learn pretty fast, but I just don't understand why it's not that way

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I haven't exactly used a loop before, or a switch like that

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so I guess I just don't understand their functionalities

scarlet birch
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I'd suggest breaking it down into smaller pieces and defining clearly what each step is doing to help you conceptualize it.

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Blueprint is still coding. If you are not familiar with the basic structures and concepts you should spend some time reading an intro to programing logic.

plush yew
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I'm mostly familiar with things, but I just don't know the definition of a switch, or the definition of a foreach loop, @scarlet birch

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I mean, what is the meaning of the loop part?

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what are we looping? the results?

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I don't know

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I get foreach, I can make a list out of an array of actors in real time, for one

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I don't know why I'd do that, but, could - scratch that, lots of reasons to do that, like a hud widget

scarlet birch
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"I'm mostly familiar with things, but I just don't know the definition of a switch, or the definition of a foreach loop," this is a contradiction.

rain pumice
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@plush yew Doing a simple google search could fetch you really good results.

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Basically, before entering a loop, a proposition must be true, an example of a simple proposition is (0 is larger than 1), in blueprint you work with similar propositions. Now if this proposition is true, then loop what is inside. This is the most common (While) loop, While something is true do this. Inside the loop you have the task, the task it loops will at some point, hopefully, either make the proposition false, like for an example 0 could be a variable, the task would then count up the variable. Therefore it will not loop anymore.

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A switch statement is simply a matter of cases, if this case is true then do this, else if this case is true then do this, else if none of the cases then do this. It's based on a variable, and the cases are based on the expected result when reaching the Switch.

plush yew
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mostly familiar is not to be mistaken with familiar with everything in the universe

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when you say you know about dogs, you don't mean you know how their heart and liver function is different from ours

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ah, so a foreach loop is like a while true in code, alright

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plus, mike, I came from unity, so I'm more familiar with C# than ue4 blueprints

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yeah, so the default is there to default to when neither is true, I understand now, thanks, xazin

rain pumice
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A foreach loop is mildly spoken, different.

plush yew
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well, this whole visual stuff is different from coding lol

scarlet birch
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No. I'm sorry but, it has nothing to do with coming from Unity. I used Unity for ten years. A for loop is a basic structure.

rain pumice
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There are many 'types' of loops. For I, Foreach, While and Do While are the most used.

plush yew
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I mostly made indie games that were based on adventure, mike

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this is my first real project where there's action going on

scarlet birch
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I'm not getting down on you, I'm simply stating you should familiarize yourself with the basic concepts. It's a bit of a time waste to ask for help without at least doing that first.

plush yew
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I haven't done much more than some basic dialogue, and first person walking around, and basic consequences to what happens when something happens

rain pumice
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I have to be honest, I haven't really done much Unity or Unreal, but I'm studying a Bachelor atm. in Software, and I formerly have a year of studying for an IT Software Programme. Before that I also spent a lot of time self-studying webdevelopment. No matter what coding or coding language you use, the fundamentals are the same. Loops are just a matter of iterative controls, their importance have not even had a need to be discussed for a long long time.

warm bluff
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Hi guys! Hope yo projects are going well :)
Could anyone one point me in the right direction for streaming facial mocap in ue4 via Iphone but with facial joints instead of blendshapes? Please? I did think via the animation blueprint, grab the values from 0 to 1 like you said and translate them to positions then determine in which direction each joint has to go up,down, left right but just wondering if anyone got better solutions? maybe hopefully?

Sorry for disturbing ya ;-;

plush yew
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yeah, I just don't think I used a for each loop before

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I use while trues before, or while falses obviously, but I don't think a for each is something I've used

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I remotely used a switch before, but I think that was two years ago, and it was only once or twice... I understood it, I just never checked the debug, so I never realized that both directions lit up whenever that node was used

rain pumice
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Well, a good tip is to go find a book on the basics of say C or Java, even C# or C++, read the first hundred pages, and then you'll know.

plush yew
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sadly, I have some memory problems... I remember things a lot better if I experience using them instead of just reading

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hit my head too much throughout this life, even though I'm just 18

rain pumice
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This is not a matter of memory problem.

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Do you remember how to spell milk?

plush yew
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hm, I think I know what you're getting at

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there's multiple types of memories, I'm assuming that's what you're saying?

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what I'm having problems with is not memory retaining by type, but memory retaining in general

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my brain has difficulty putting short term memory into long term

rain pumice
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I'm getting at they're super simple, around 1-3 words of code, and they always work in the exact fixed way no matter what program, language or usage.

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Same goes for UE4.

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Iterative Structures are in no way different here.

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Same goes for Unity, Java, PHP, C#, C, C++, Python, R, Ruby and so forth.

plush yew
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I don't know, I do remember things that I know the functions of, but cannot explain

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I know how to do something, but I cannot explain in words what it does

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but other times, I just cannot remember it at all, that mostly happens for things after months or years

rain pumice
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Anyway I think we're going off the track for the Unreal-Engine Chat.

plush yew
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it's really difficult, I'm having a lot of difficulties in math classes because of that reason

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ah, yeah

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I keep forgetting this isn't just some friend circle

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sorry

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just a quick question, debugging real time from what I remembered was on the numpad, but I can't seem to remember which key?

scarlet birch
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I would encourage you to pick any intro to programming logic course/tutorial/book and work through it start to finish. any decent one will fill some gaps for you and save you a bunch of time.

plush yew
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I want to track my ai's sight and hearing, and also the trying to use sphere trace for the hit logic, but I want to see where the trace hits

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yeah, I've redone a bunch of online learning stuff for C# for example

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years after, I can't seem to remember, but whenever I need to use it again, I just relearn it

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if I keep working with it, it shouldn't go for a few weeks

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anything you recommend though?

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Why does my building system won't be able to build after the map heigh, Such as downhill??

crisp fable
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holy shit the amount of code/BP assets on the marketplace that dont follow common practises is astounding

rain pumice
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Many aspiring game developers, and also many self-taught people don't actually learn 'common practice' or rather 'good code'.

grim ore
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Good code is so much work, get it in a functional state and ship it!

rain pumice
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Hahaha

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My next nested foreach loop will be nested ternary operators inside nested for loop.

dim plover
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I don't know how to ask this, but
Does anyone have any idea why when doing vector/rotation stuff, getting close to 90 degrees pitch would have weird results?
Maybe converting to/from Quat has problems at this value?
Actually, I think I'm gimbal locked. Very funky...

open eagle
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how I can I get the current session in blueprint?

open eagle
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I just need the session result

pallid eagle
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if anybody is good with animation and skeletal stuff, could you help me out in #animation please?

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i'm desperately trying to fix this problem, it's keeping me from developing my project further

icy mulch
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I need help I have a objects like a ball and I want it to transform in a character Mesh Is that possible

next badger
tender dome
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Sure. Sorry

shy silo
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how can I find the center of a selection of many items in the viewport?

robust tree
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hey

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do you know how to export snap of a animated mesh to static mesh

abstract relic
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Depends on the software. Generally you pick a keyframe and export that

plush yew
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hi, so.. I want my ai to investigate again, to abort what it's doing, and investigate again if it hears the a sound while investigating already

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how would I do that?

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if I move stop investigating, which sets the bool for investigating to false, and then whistle again, it for some reason still goes through the entire thing anyway

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and only then goes back to the start of itself

wild kestrel
open eagle
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mannequin is the best

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does it cost money and do you have to get appoved for a Steam AppID

scarlet birch
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I thought the UWP fork was dead?

atomic forge
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Does anyone know what Default Anim Curve Compression Settings are?

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There's like nothing about it on the internet which is strange

shy bronze
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Anyone else experienced this crash before?
Googleing on the subject hasnt yeilded anything very useful
LogWindows: Error: Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 151]
LogWindows: Error: A FRenderResource was deleted without being released first!

spiral yarrow
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Hi everyone, can I ask for help with animations here? (sorry for my bad english)

brazen cairn
shell compass
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Think you got stuck in moving a window around

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Restart the editor

brazen cairn
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oh

shy bronze
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that or close the viewport through the windows drop down tab and reopen it

plush yew
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so, guys, can you help?

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I want him to abort his current investigation of a noise, and start over if he hears the player whistle again

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but I can't seem to figure out how to get him to abort and start over

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so you need an interrupt

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I can make it so that after he finishes he reacts to it being heard again, since "isinvestigating" is turned off whenever he goes into investigation, it's true by the time he finishes if the player whistled again while he was doing that

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but I want to specialize him hearing the player again

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and I think it going through the entire behaviour of reacting to a sound is not very nice that way

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I have some waits, and if the player whistles again, I wouldn't assume a person who's already looking for someone is just gonna wait a second or two before moving again

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and I also want him to be faster the second time

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oh you have it in sequence with delays

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but, yeah, I'm kind of at a logical wall

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?

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I have it with waits

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yeahhhhh

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after quite some experimenting

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I just don't know, because if I abort both/self, it'll abort for simple patrolling

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so there's another kind of way i could think to set that up

stiff spoke
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I can not do that when a player's life is at zero it destroys it just works at the server not at the customer's

plush yew
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what is it?

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and nathan, you have to set things up differently for a client than for a server

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controllers (network) - Actor (client)

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there's client and server ways to do things

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so the way i'd do your problem is run it on a pulse timer, 1 second, maybe maybe .5 seconds

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then have the timer do a switch on int, basically pinging the command structure to change to X value once number hits X value

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thus you don't have a wait function but if event done, go next

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this allows the ping to see an interrupt

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so if interrupt true, restart at 0 with new data

stiff spoke
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@plush yew so help me

plush yew
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I haven't done any networking yet, but I've seen vidoes on it

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but yah nate, how would that work for you?

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then you could bypass anything at any time

stiff spoke
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Ok @plush yew

plush yew
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but, I don't know

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I don't understand how that'd work

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if I could bypass the rest of the things, I guess that'd work

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so basically the idea would be IF (this != this) Restart with new

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but in a chain where wait doesn't clog you up

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yeah, but I don't know how to use the variables for that

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how would I set up that the ai heard the player again

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with my current setup, it's weird to add on

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yahhhh

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which works nicely sometimes but gives you a headache when you really need to switch things up

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lol i don't even understand why you use a reroute on that

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I'm not?

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ah

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that

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I don't like things going through each other

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great little site for showing things

stiff spoke
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Not solution at my problem

plush yew
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is your hp recorded in the player controller or the actor?

stiff spoke
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@plush yew me ?

plush yew
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yes

stiff spoke
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I do not understand the question

plush yew
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your hp reaches 0, you want to self destruct right?

stiff spoke
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Yes Then reappear

plush yew
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wow, that's easier then

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just set visible on item to false then teleport it?

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it's somewhat better to re-use an asset said to be destroyed than actually destroy it, like bullet casings, they actually teleport back to the gun once 30 are fired, just using their ID somewhat

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I would've played an "animation" for that

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more like one of those tell-tale shaders

stiff spoke
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Not me I make destroy actor then Spawn actor from class @plush yew

plush yew
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dissolving

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yeahhhh but then the bullet casings aren't using physics which helps with variable noises on diff surfaces

stiff spoke
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@plush yew ouais

plush yew
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spread?

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makes me think of superhot

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spread / shatter on death

stiff spoke
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So how make?

plush yew
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and you're saying it's not working over network?

stiff spoke
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Juste for the server not for the client

plush yew
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yeah, I like the whole shattering concept

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wait so server see's it but not client, trying to clarify

stiff spoke
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What works for me is when the server's life is at 0 it destroys it and another Spawn actor but the client when the life is at 0 the actor is not even destroyed

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That I capture my code?

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My code I did in the Blueprint level

plush yew
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aren't you supposed to do stuff in the level blueprint very rarely

stiff spoke
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Why?

plush yew
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you're supposed to normally do what you're doing in a client/server character

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meh, I don't know all the difference, so just don't listen to me lmao

stiff spoke
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In what's BP?

plush yew
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we just normally don't use the level blueprint

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you normally make a character for server and clients

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that's because you need to set them up differently

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so, the video I shown you should've helped

stiff spoke
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The client and serveur have the again character

plush yew
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maybe start over by using this?

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Level blueprint is used when level events are needing triggered, it's rare yes but it's basically like 1 time conditionals mostly... cave in here, seal door there

latent moth
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Were "Blutilities" removed in 4.23?

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they have disappeared from my tools menu

stiff spoke
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What's BP used @plush yew

meager copper
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in blueprints when I have a vector output and I want to split it into 3 floats, but I dont want to do it on the output (because a second consumer is using the vector), is there a node that only does split?

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and/or a slightly more complex question (to solve my same problem): I have a vector that is a movement direction. I want to create a rotator that makes the object rotate (locally around it's own center) in "head over heels" in the same direction, how can I do this?

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just feeding the vector into Make Rotator didn't seem to do the trick

cerulean sundial
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Hey guys, could you help with one thing? How can I make character input some answer ( for example I approach door and I write a password and it lets me in) ?

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I've been trying to do this but I just cant :/ Any help appreciated

meager copper
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@cerulean sundial did you try the "editable text" palette in a User Interface widget?

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or maybe the "Text Box" is better?

cerulean sundial
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@meager copper This is first I hear about this, lemme read about it

meager copper
cerulean sundial
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Just run some youtube tutorial, seems like it might be usefull, Ill get down to work right now and see if I can make it so that character can enter password to open something, ill check here in about 1 hour

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thank you for the information!

cerulean sundial
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@meager copper I've read about it now, seems like something I need but the problem I have is that I do not clearly understand it to implement it, I've read the documentation and some yt tutorials but still it seems hard for me, any idea how can I get it right?

plush yew
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so my project just downgraded itself a version... now its taking forever to update to 4.22

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@plush yew you need to narrow down the possibilities

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wym

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im abit dumb

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when exactly does the issue occur

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in game

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maybe during a particular attack?

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naw when i play

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his body just is missing

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but the other npcs have prefect body

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whats the difference between the npc and your character

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ill check

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they the same skeleton so

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what about animations

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and have same anims

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is it always buggy or only on certain attacks? is it always the same parts missing?

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always

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as u saw his tummy is missing

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but on the other palyer its fine

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player

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also looks like you have some 'extra' stuff around his feet

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in viewport he looks fine

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yeh that was a rig error

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but everything else worked

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it could be something to do with naming conventions

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why tho

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it works on the other one

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sometimes that causes holes in my stuff if two things are called the same and engine gets confused

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cause they the same skeleton they should both work

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try making a copy of the model in your modelling program, calling it something different, importing it, delete your character skeleton and use the copy for your character skeleton

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okay

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maybe work

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imma try something quick

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btw that is a kh3 model

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dunno what that means

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kingdom hearts 3

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oh right

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well you must be importing from somewhere

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so make a copy of the thing you import and rename

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hmm

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you said the stuff around feet was a 'rig error', does the npc also have that?

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yeh

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its jsut cause i did not rig some parts of feet

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but its fine

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yeh it only happens on my player controller

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what the feet

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but why would that be if the npc has the same animations?

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i dunno lmaoo

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ue4 is so broken

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did you try reimporting under a different name and using a differently named skeleton for the player character

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i also recommend renaming the bones

#

they are the same as the ue4 one

#

where did you get the model from? I assume you bought or accessed a mesh, put it into a modelling program and rigged it there

#

that's where you name the bones

#

ue4 changes the format a bit but the naming comes primarily from the modelling program

next badger
#

you can't sell KH models

plush yew
#

i have no idea

#

I probably cant help more if the issue isnt to do with naming ๐Ÿ™‚

plush yew
#

the model?

#

i got it from the ps4 game

#

and im not selling ๐Ÿ˜›

fierce tulip
#

@plush yew you might want to read the rules, I could actually ban you

obsidian nimbus
#

i think you can use ripped models for anything you dont upload

fierce tulip
#

its more the showing/ripping thats the issue

obsidian nimbus
#

i think you can upload pics of a ripped model, or show how to rip

fierce tulip
#

just not here

obsidian nimbus
#

isnt this kinda like emulators are legal but playing games on em isnt ? ๐Ÿ˜›

fierce tulip
#

ยฏ_(ใƒ„)_/ยฏ

obsidian nimbus
#

i can say what emolator works good and what site to get the roms but cant give roms

fierce tulip
#

actually, publicly giving an url to a rom site is too far.
the emulator part is fine though.

obsidian nimbus
#

but the site might also have legal roms

fierce tulip
#

if legal > fine
if not > not fine.

#

simple

obsidian nimbus
#

pirate bay has linux roms

#

i cant check every link if it contains some illegal stuff somewhere, hell youtube is full of ripped stuff

regal mulch
#

Emulators are also not 100% legal

obsidian nimbus
#

depends if they use code

#

and what they emulate ๐Ÿ˜›

regal mulch
#

E.g. ps2 Emulator uses the bios of the ps2 and that part you aren't allowed to have

#

Yeah some maybe

open eagle
#

How can I make my TP character gun follow where my camera is

regal mulch
#

@open eagle check for 2D blendspace and aim offset tutorials

obsidian nimbus
#

some countries have other rules about ripping stuff also

regal mulch
#

Pretty sure the company itself doesn't care about that

obsidian nimbus
#

a company might not have the last word on everything that happens with their product

#

like hardware mods

fierce tulip
#

neither do you with what happens here, but hey :p

obsidian nimbus
#

damn i thought my word was law here

#

i thought like normal law kinda applied here, now im not sure if linking rom sites is against the law

#

or linking ways to rip assets

#

one might want to know how to rip assets to protect their assets from bein ripped ๐Ÿ˜›

grave nebula
#

The only asset, safe from being ripped, is the one that never got shipped.

obsidian nimbus
#

its the whole SOPA PIPA law thing dunno if one got passed

#

i personally think there is more than enough free content to even consider ripping stuff

#

models textures games video, more than you can ever consume ๐Ÿ˜›

open eagle
cerulean sundial
#

Hey guys, I am having problem. I crated UMG widget, but I cannot seem to connect UMG to my matinee, any idea how to do it? I been to forum, there seemed to be few solutions but I was unable to implement them in my project and I am stuck :/

#

Basically if I input correct answer, another widget is being created with text Congratulations, and at this stage I want to play my matinee so that the door can open, but I cannot use matinee inside this umg widget..

abstract relic
#

Wait a minute. Matinee still exist?

next badger
#

for backwards compatibility, yes

#

but devs should migrate to sequencer

abstract relic
plush yew
next badger
#

characters are all assets?

plush yew
#

yea , any asset

#

in my case i only look for characters

next badger
#

so it's async loading all the assets and showing the progress bar? then loads the stream level?

plush yew
#

yea , level load will be instant cus all assets are already loaded

cerulean sundial
#

Any1 knows answer for my question? :(

next badger
#

if your game has some kind of elevators you may cycle it until loading is finished, then break the loop and arrive

#

@cerulean sundial use sequencer...no one uses matinee our days

manic pawn
#

they finally deleted matinee on master recently

plush yew
#

what replaces matinee?

next badger
#

Sequencer

hard quarry
#

Hi guys, I imported an Fbx Object into the Engine. Now I got next to the object an "Fbx Scene Import Data" can I delete this or does the engine need it for something?

next badger
#

we now also have sequencer component to make animations inside actors (it's quite limited, but exist)

cerulean sundial
#

@next badger never used it, every tutorial is with matiness

#

can i use sequencer inside a widget?

abstract relic
#

Matinee is about to be removed from future versions of the engine. I would suggest converting to sequencer now rather than later.

next badger
cerulean sundial
#

lol, I have done everything with matinee

#

and I am doing it for my PhD

plush yew
#

just stick with the latest version that has matinee then i would say

cerulean sundial
#

y I will :/

#

Its been 6 hours since I try to make this matinee work with widget and I am unable to..

#

it seems so easy yet so hard lol

#

all i need to do is 1 thing to activate that matinee, and I am unable to..

plush yew
#

its probably something stupidly simple like always lol

cerulean sundial
#

I feel like I will never do it

abstract relic
#

Look into Blueprint Interface

cerulean sundial
#

what do you mean?

abstract relic
plush yew
#

can you animate cloth btw? scaling or moving the bones for example?

spice canopy
#

I think i saw a guide video on youtube about how to go from mantinee to sequencer...

plush yew
#

well it certainly had a good run ๐Ÿ™‚

cerulean sundial
#

I am basically just doing like moving door aside

#

and matinee is very easy to do so

#

but now I just cant get it play with my widget..

abstract relic
#

Matinee can burn into obscurity ๐Ÿ˜œ

cerulean sundial
#

I am so sad right now

#

I think I have searched everywhere..

abstract relic
#

Youโ€™re not going to get much pity if you bemoan about lack of solutions after solutions have been given

cerulean sundial
#

What solution?

cerulean sundial
#

Why the fk u act like that guy who knows everything and think he is better than everyone else >\

#

I looked into that link I basically couldnt find the answer

#

and yet u act like u act

#

u seem to me like a person that likes to make drama

plush yew
#

boi..

abstract relic
cerulean sundial
#

I know what blueprint is, Im telling u, I have been trying to do it for 6 hours, tried doing different blueprints, but was unable to

#

And I am not the one acting like a child

abstract relic
#

Weโ€™re not talking about blueprints. Itโ€™s an interface method

plush yew
#

"blueprint interface" and ""blueprint" are different things

abstract relic
#

Take a break then. Absolutely nothing will get done if youโ€™re bashing your head here.

plush yew
#

its always something simple with problems like this

#

its hard to find info about cloth that is not about character clothing

cerulean sundial
#

I only seen cloth animating in 3ds max

plush yew
#

its in the engine

plush yew
#

Anyone here use epic games?

#

I use an external hard drive but I unplugged it and I donโ€™t know how to get my games and unreal engine back on the app.

next badger
#

"use epic games"...launcher?

cerulean sundial
#

@abstract relic went thru the documenation and like 15 videos, I cannot seem to find solution of how I can use this blueprint interface with my widget made in UMG to open a door for example, are you sure this is how to interact my widget with level blueprint in order to play matinee?

plush yew
#

Yes epic games launcher.

next badger
#

if you added engines and projects back to their own place just restart the launcher

meager copper
#

@cerulean sundial what exactly is the problem? you have a widget with a text box and a submit button. you have an event on that that checks the content. and then if correct you play the matinee animation right?

#

where does it stop?

cerulean sundial
#

@meager copper I have just done it!!!!!!! I cant believe haha, thanks alot everyone for help!

#

Bascially after one of my widgets checked for the right answer and it was right, widget was being close and message was displayed, I wanted to have it play matinee aswell and I didnt know how to do it

#

I have just found soultion, I made dispatcher in the widget and in level blueprint I just binded it to the custom event so that it had true value ( it changed to true when I answered the question correctly) and that it how I was able to make matinee play

#

took like 7 hours to figure it out, but I made it !

meager copper
#

congratz

cerulean sundial
#

Thanks! :)

grim ore
#

oh...

#

level blueprint

#

matinee...

#

oh....

cerulean sundial
#

Dont hate me pls, I am beginner :P

#

doing it for my degree :D

warped tangle
#

looooooool Mathew, I was wondering when somebody was going to have a coronary

grim ore
#

not hating on you just annoyed you ended up using level bp and matinee somehow ๐Ÿ˜ฆ

#

like matinee hasnt been main for 3 years at this point and using level blueprint for oh... matinee.. yeah.. ok well matinee is the old person rocking themselves on the porch while sequencer is the young person doing donuts on his front lawn

warped tangle
#

LOL

next badger
#

it's been 3 years already? jss, though 2 max

#

jss, i remember 4.0

grim ore
#

my Intro to UE4 series was 6/20/16 and it covered sequencer so..... ๐Ÿ™‚

warped tangle
#

Look at you all cutting edge and whatnot

grim ore
#

I was literally using the version it was introduced in so I said why not, no reason to use matinee at that point lol

warped tangle
#

Lol, I never used Matinee, started with sequencer, saw (Legacy) next to everything Matinee and said well that's not worth my time lol

next badger
#

never used sequencer as well, until several months ago...i wish i still not
not hte best tool in ue4

fossil ore
#

Any clue why UE4.23 has different background when I preview material?

#

It makes unintentionally material darker

warped tangle
#

go to the....scene preview window? should be a tab next to the detail window

#

there is a place to adjust the skylight and directional light settings

#

oh wait that's a material instance.....not sure if you can on that

next badger
warped tangle
#

damn super close off the top of my head lol

fossil ore
#

Thanks!

supple totem
#

Hi folks. Where can I go to get an interesting daily dose of ue4 related articles?

warped tangle
#

Scroll back to about ~2:00AM on these channels if you're looking for comedy

fierce tulip
#

https://80.lv for general dev stuff

80 LEVEL is an industry-leading platform for game developers, digital artists, animators, video game enthusiasts, CGI and VFX specialists. Join us to learn about new workflows, discuss new tools and share your work

supple totem
#

Cool, thanks

cerulean sundial
#

matinee is alot easier than sequencer and time saver

#

so I dont know why wouldnt I use it

grim ore
#

Is it easier than sequencer because it is easier or because you know one better than the other?

#

also like mentioned before at some point matinee will be removed completely so you will end up not being able to use future versions of the engine if you want to use matinee or having to learn Sequencer. This is all assuming you will be using this in the future and it's not a one off then yeah it doesn't matter what you do now.

plush yew
#

man this cloth stuff is one giant mess

#

you need 65464 tabs to use it

plush yew
#

'can't open this project as it was made with a NEWER version of the engine' wtf is this bug

#

oh I think maybe the editor version on my taskbar was old

marsh swallow
#

This was the Motion Blur issue i was talking about the other day. I have no Motion blur on Level Post Processes, on the camera/postprocess and disabled in the Project Settings.

grim ore
#

Do you mean the shimmering behind the player when the camera is moved?

#

IF you do there is a good chance that is TXAA causing that issue

marsh swallow
#

@grim ore If you look her hair has a red trail when moving back and forth

plush yew
#

@plush yew you can open with a different version, theres an option to show all (so also incompatible) versions

grim ore
#

yes, did you try disabling TAA in the options

marsh swallow
#

its almost like motion blur but i guess its kinda shimmery

#

no! i have not.

#

let me try

grim ore
#

disable anti aliasing completely then test

marsh swallow
#

Project Settings -> Anti-Alias Method -> None?

grim ore
#

yes assuming you have not also changed it in any post process volumes

#

which I don't think you can so should be good there lol, I know you can change it with console commands but I doubt you did that

marsh swallow
#

thats seems to have fixed it

#

idk if my eyes are still bugging out looking for it ๐Ÿ˜‚

#

its like i see it just a very very slight bit but im running at 60 fps so maybe its just looking at a monitor all day

#

oh hey you have video on what it is

grim ore
#

It's a normal artifact from TXAA unfortunately, there are ways of making it less obvious but it's just one of those things TXAA is not good at doing

marsh swallow
#

what is the effects of not using it

grim ore
#

jaggies

#

you can try one of the other AA methods, it might suit your game better for example

marsh swallow
#

these are things i have never really played with even in gaming a lot. lol

#

ohhh okay

meager copper
#

game instance is not reloaded with default variable values when you load level right? trying to remember stuff across levels and it resets even on game instance

marsh swallow
#

FXAA seems to actually be working very well

grim ore
#

Game Instance is persistent during game play yeppers, initialized on start and destroyed on exit

meager copper
#

hmm.. then i dont see where my score and lives are getting reset ๐Ÿ˜ฆ

grim ore
#

are you using settter and getting functions/events in the GI or just variables and setting it directly?

#

if using custom stuff break point them and see what happens. If not uhm if this is a blueprint project use the find in blueprints window and search for that variable and find all the places it is being set, you might be doing it on player load for example or something that you didnt realize

meager copper
grim ore
#

so when is that function called?

meager copper
#

when targets are killed

#

when all targets are dead, new level is loaded with new targets

grim ore
#

so you are passing in a value to the UpdateHud which is part of the game instance, what do you do with that in the game instance?

meager copper
#

ah i think maybe it is because the hud is recreated when the level is loaded. should I be reusing that?

grim ore
#

well if this is passed into the game instance as a new value, something to be added to your score, and your score is being saved in the game instance it should be fine.

#

so I cant see the code in your game instance itself but if its just adding or subtracting it should be fine, if you are setting it from somewhere else then yep you might be overwriting it

meager copper
#

ah the problem was the hud. GI was remembering the values, but since I didnt use the value binding on the hud, i need to refresh the hud after I load new level since level loads it's own HUD widget. Would you say that i should be reusing the hud, moving it out of the level? and also.. is the old hud actually removed or am i creating more and more huds?!

grim ore
#

I would use a new hud between each level but that is myself. You can remove your main hud widget to destroy itself and children and make a new one on level load if you are worried.

#

it just depends on how you remove it

meager copper
#

i dont remove the hud. i load the same level again

meager copper
#

which destroys everything but the GI?

dry moon
#

How do I increase the length

#

of a newly created animation

grim ore
#

you should be fine then, if you are worried before you call level load remove the widget from the viewport and set it's reference to nothing to be safe.

meager copper
#

not worried in this case. trying to learn best practise

grim ore
#

I assume on level load you are creating one which is where this came from

meager copper
#

yes

grim ore
#

best practice would be to keep track and be responsible for anything you do. balance. So for every create there should be a destroy for example.

meager copper
#

hud is in beginplay of level BP. so I added a call to game instance to trigger refresh of hud values to fix my issue, but wondering if this is the right approach

grim ore
#

it sounds right, as far as I know in my experience UMG WIDGETS should not persist

meager copper
#

i have some other widgets that are pop up messages. I "remove from parent" to remove them. is this sufficient or should I do more to clean up?

grim ore
#

using level BP might not be the best place to keep this stuff tho as it's not re usable and you can't get back to the level bp from other bp

mossy nymph
#

it also scales badly

#

its fine when you have 10 actors jumping around level BP, but 50? problem 500? nightmare

grim ore
#

remove from parent "should" be fine if you don't keep track of them but keeping reference to stuff is what keeps it from going away. removing from the parent still keeps the widget object loaded in memory if you are using a variable to keep track of it

meager copper
#

ah. automatic garbage collection style on that

grim ore
#

if you are re using widgets tho, like an in game menu or stuff, making it then keeping a reference and just show/hiding it during game play would be good.

#

yep the GC won't GC if you don't let it ๐Ÿ™‚

meager copper
#

i would not like to put "everything" in the game instance though

grim ore
#

the GI shouldn't be a catch all, it's bad programming if you are

#

but if you need persistent stuff to persist that is what it is for

meager copper
#

keeping the HUD in the level makes sense since it is only when that level is loaded i want that hud, for start and game over levels, it should not be shown.

grim ore
#

it does if you put it that way but if you say had 3 different levels then you would have to copy/paste that code between 3 levels

#

then a 4th.. and a 5th...

#

then oops a bug I need to go back and fix it but did i fix it in all 5?

meager copper
#

true

grim ore
#

if you kept all the UI/HUD code in a single actor BP that you could drag/drop into a level it would keep it contained and re usable

meager copper
#

but wouldnt you use inheritance for that?

#

a non visual actor to be hud container?

grim ore
#

sure, the level BP is not visual

#

but where to put stuff would depend on what. for example a player HUD/UI I would put in the player because player, something not related to the player? depends on what it is and how complicated and if I want to re use it blah blah

#

like a score might be part of the player if it's unique to him so putting that ui element in the player to manage might make sense.

meager copper
#

but i destroy the player pawn on death and then wait a bit before reload

#

or did u not mean the pawn?

grim ore
#

pawn/character yep

#

again it's all dependent on the project and goals and use

meager copper
#

hm.. so the hud goes away while waiting for respawn. maybe that works

grim ore
#

you can use the level bp and game instance and game mode and hud class and actors and players and just do it like you are and it might work and it might be right ๐Ÿ™‚

#

we are just pointing out the level BP itself is one of those things that in the end might not be the best due to it's limitations. It really really really should disappear but it's a legacy thing

#

it's super simple to use and get started with but it becomes a crutch at some point and that is when people hit a brick wall, such as when trying to actually talk back to it if you need to set or call something in it

#

heck there is a HUD class itself that is created with the level that might be a good place to handle the HUD code lol, I know i tend to use it for random non player stuff since it's easy to make a new one for each level if needed and you can talk to it from anywhere

meager copper
#

hmm. begin play creating the widget actually created duplucate widgets on respawn

#

and a doonce there also didnt work since that is recreated.. so hud on pawn seems bad?

grim ore
#

Begin Play -> create widget seems to only create one on begin play in the level BP here

#

if you are respawning a player yeah redoing the create is bad

meager copper
#

yes in the level bp, but not in the player pawn

grim ore
#

if you remove it then de reference it you would be fine

meager copper
#

maybe destroy player pawn on death is wrong/lazy way to deal with death?

grim ore
#

maybe, maybe not, it just depends on the game

#

it's an easy way to reset everything lol

#

when it's destroyed if you want this just remove the widget from the viewport when you destroy it and then de reference it if it's set and you should be fine when you make a new one

meager copper
#

so dereference would be to call SET without any input? I wasn't storing it before, but it was still remembered, ill store it now and call remove from parent on it.

#

on player death

grim ore
#

yep so the cycle should be create -> set variable -> add to whatever

#

and the opposite would be remove from parent -> set variable to nothing (dont select anything) , profit

meager copper
#

kinda worked, except: The widget 'UI_HUD_C' was already added to the screen. warnings

grim ore
#

there is some time the widget persists in memory tho before the GC hits it so don't use the debugger to determine if it worked or not lol

#

shouldnt be any warnings

meager copper
#

with this setup i get the warning

grim ore
#

yeah doesnt make sense to get a "already added" when you are not adding it

meager copper
#

i am adding it each time the player respawns

#

but i am also removing it when he dies

#

yea i think i like it best in level. got confusing in the pawn

#

that said. in a different engine or self made I would have a player class persistent through the game outside of the pawn. is there no pattern for this here except the player controller?

tribal frigate
#

which one of these are good for game dev? or are both acceptable.

#

totally could use the 49 in ue4

dry moon
#

the super ultra wide one

tribal frigate
#

I like that 34" but I don't want to be disappointed with work space if I'm going from a 27" to a 34"

#

But that 49" is only 1080p.

manic pawn
#

the left is better

tribal frigate
#

Is 1080P ok even if you're wanting to work with updated graphics or even ray tracing?

regal mulch
#

Would also if at all go for the left

manic pawn
#

I have the pg348q and it's epic

regal mulch
#

What does that thing cost?

tribal frigate
#

The super wide is $50 more

manic pawn
#

it was 1200โ‚ฌ when I bought it a few years back ( br_oof !)

#

now it goes for 850โ‚ฌ

tribal frigate
#

$840ish for the pg34

regal mulch
#

Right :P I'll stick with my 3 screens that cost less than that one

tribal frigate
#

What do you use

regal mulch
#

We have the Dell P2418D in our office, 3 times per desk

tribal frigate
#

I figured I'd try to go with a wide screen so it's less cord hassle Instead of multiple monitors

regal mulch
#

Sure, not saying you shouldn't if you can afford it

manic pawn
#

that dell is only 60hz br_thinking

tribal frigate
#

That super wide is probably the highest I am willing to go Price wise

regal mulch
#

No one here in the office needs more than 60hz

#

We are programmers, not wannabe progamers

tribal frigate
#

ah

manic pawn
#

I only have one pc so it's gotta be useful for both unreal and gaming lol

regal mulch
#

Fair

manic pawn
#

I think this monitor is as good as it gets for a hybrid

#

same for the ryzen 3900x cpu

regal mulch
#

Yeah I just bought that for a small build server

tribal frigate
#

Well my main concern was working with games and curious about whether or not the resolution really mattered all that much for a monitor between 1080P and 1440

regal mulch
#

It's the 12 core 24 thread one right?

manic pawn
#

yeah

#

1080p to 1440 is HUGE

#

always go for the 1440

tribal frigate
#

I have a 27" 4K but I run it in 2k

manic pawn
#

it's also not completely insane like 4k, which is impossible to play modern games on

regal mulch
#

The Dells here are 2560x1440. It was a nice +1 after having used 1080

#

Didn't wanna go for 4k for office screens

#

(+ I'm already zooming into the code in VS >.>)

manic pawn
#

I have the 3440x1440 100hz one and a second 2560x1440 75hz

tribal frigate
#

Yeah I didn't know how big 4K was until I bought it and then I regretted buying it

manic pawn
#

they are 34" and 27"

#

about the perfect size to use 1440p with 100% scaling

#

so no blurry ui

regal mulch
#

Yeah I thought about 27", but there was something against it when we bought all the screens, can't recall.
Might have been the general price of that versus what we took that wasn't worth it.

manic pawn
#

3 of them would be a bit oof though

#

like

#

it would be huge

regal mulch
#

True, we have them on a monitor mount atm and they take the whole desk

manic pawn
#

constantly having to turn head left/right 90 degrees to look at all the screens

regal mulch
#

But yeah, if you want one of the two from the page you posted, take the left one

#

@manic pawn Isn't the 34" 144hz?

manic pawn
#

it's 100

regal mulch
#

DisplayPort only though. HDMI is 144

manic pawn
#

can't run any game at 3440x1440 144hz anyway

regal mulch
tribal frigate
#

I found one that is 120hz pg34

regal mulch
manic pawn
#

that says 60hz for hdmi

regal mulch
#

Ah wait

stiff spoke
#

OK

regal mulch
#

You are right, I now see the K

manic pawn
#

with display port it's 30-100hz gsync

#

which is epic for playing games

tribal frigate
regal mulch
#

I honestly have no idea. The only friend I have that actively pays attention to that only plays with 144hz

manic pawn
#

that's the new version of this monitor

tribal frigate
#

yea

manic pawn
#

they released it like 2 years after mine

#

if you can get that instead, get it

#

it's objectively better

tribal frigate
#

word

uncut osprey
#

I'm getting lots of jittery menus in the editor, drop down menus mainly (like File), but also warning messages

#

It's now at the point where I can't select a variable type. Any ideas how to fix it?

weary basalt
#

@uncut osprey Does it only happen to drop down menus that hit the edge of the screen?

uncut osprey
#

Nope, happens in all the menubar menus, and many/all drop-down widgets

weary basalt
#

Mmm

#

Happens to my Editor with drop downs that are to large and hit the edge of the Screen.

#

I usually resize my editor so that it doesnt hit the edge and then i can select an option

uncut osprey
#

I see. I gave that a try but no dice

weary basalt
#

Doesnt happen very often though. Its also been an issue for me since like 4.14 and im guessing its most likely a hardware issue.

uncut osprey
#

oh wow

weary basalt
#

Ive come across no one else that has the same problem as me so ๐Ÿคท lol

uncut osprey
#

Huh... I thought I had sufficiently googled days ago, but looks like I sufficiently failed

#

Yup.. it was "Enable Window Animations" in Editor Preferences

#

Forgot I had turned that on when toying around

azure shore
#

hey why is my first person camera able to clip through walls even with a spring arm that has collision

uncut osprey
#

Turning it off fixed the problem

azure shore
#

I think walls block the camera mainly but since the camera is attached to the head of an animated mesh you can like crouch and look down and the camera goes through the wall

#

idk what to do about it

serene sorrel
#

@azure shore maybe your "near clip" plane is too far? but if you havent touched it , unlikely

azure shore
#

do you think its entirely caused by the mesh putting it through maybe?

serene sorrel
#

the easiest way to solve it, would be to have the camera well within the collision capsule, so that it never peeks inside a wall

azure shore
#

yeah, I tried even making the radius of the capsule bigger but some of the animations when looking down shove the camera right through the wall

#

at this rate would you recommend making a whole seperate animation set for the mesh to use whilst in first person

#

or not having the camera attached to mesh, and controlling it entirely through timelines?

serene sorrel
#

so you can switch third/first ?

azure shore
#

yeah

serene sorrel
#

im dealing with the same problem as i have a third person mesh being animated just for shadowing in the game, but also because if it ends up multiplayer you need it anyhow

#

and yes i found no suitable way to avoid having separate first person animation and mesh

azure shore
#

I think it does seem unusual to have first person camera attached to mesh though, feels like a lazy way to animate camera movement

serene sorrel
#

you usually attach your first person arms/weapons/whatever as a child of the first person camera

azure shore
#

yeah, I did that

#

mesh is set to owner no see whilst in first person

serene sorrel
#

as for "animating" the first person camera, well you need separate ones than third person

azure shore
#

yeah

serene sorrel
#

the user pretty much wants total control over camera in first person, only gun recoil and things like that really "animate" it

azure shore
#

I realise all Ill actually need is a transition for the crouch

serene sorrel
#

yah, and recoil usually

#

maybe being hit too

azure shore
#

yeah, would be good

#

oh! this way I can probably have weapon sway working better too!

serene sorrel
#

you can get away with the third person stuff looking less good than people expect the first person stuff to look

#

the FP stuff people expect a certain smoothness and quickness to it, even if its unrealistic in third person

azure shore
#

yeah, it focuses on first person, third person mode seems like an extra that wont be used much

serene sorrel
#

like people want your arms to really move when running in third person, in first person it looks not what you expect

plush yew
#

with third person you can look around corners, i kindof hate that

serene sorrel
#

i only have third person for myself in debugging, it is a difficult problem to deal with its camera really, for what im doing anyhow

plush yew
#

in multiplayer there should be an option to force first person

serene sorrel
#

yeah, like in rust for instance, third person is game breaking

plush yew
#

did they add third person lol?

azure shore
#

yeah, I know people have used things like third person taunts to look around corners in some games lol

serene sorrel
#

you are in your base, switch to third person, you can see outside it

plush yew
#

i didnt even know rust had third person

serene sorrel
#

it doesnt

#

thats my point, they have major problems with camera clipping regardless showing you things you shouldnt

plush yew
#

no any third person allows you to look around cameras

serene sorrel
#

in third person it would be even more abused

plush yew
#

so you mean if you use a rust wallhack, it works

#

lol

serene sorrel
#

naw, im saying if rust had a third person, youd be able to sit inside your base and look outside it

#

glitching style

plush yew
#

i would not be surprised if they secretly sell the cheats themselves or something tbh

#

the quality is nuts lol, people show them on youtube

serene sorrel
#

yeah full debug menus and cameras

plush yew
#

supply and demand i guess

serene sorrel
#

the game is full of cheaters, ruins the fun but not much you can do about it except move to cloud gaming

plush yew
#

its a popular game and lots of idiots pay monthly for those cheats

serene sorrel
#

yeah

#

pay more than the game

plush yew
#

i know i havent played rust in months now lol

serene sorrel
#

50/mo type situation

plush yew
#

they dont really do much effort to get cheats removed anyway

#

they just keep adding more and more junk that ruins the game and makes it better for giant clans

serene sorrel
#

well they do something, but its a problem facing all popular games, im sure Ark (unreal engine game) is full of them too

#

some of the modded servers are way better at removing cheaters

#

they have automatic banning of people with low hour accounts and high stats, things like that

plush yew
#

you can detect some stuff yourself

#

(i guess facepunch cannot since they dont add detection)

serene sorrel
#

better aimbot and recoil detectors than main servers

plush yew
#

not worth the time tbh lol

serene sorrel
#

the modded servers like Rusty, dont really care if they ban someone and they arent hacking as much as facepunch might, they may face a lawsuit/legal problems then? donno

#

id rather have a pro banning policy than a pro hacker policy any day of the week

plush yew
#

i dunno it just seems like its not made very well tbh lol

serene sorrel
#

nah its not, its unity

plush yew
#

they have so many recurring problems and whatnot

serene sorrel
#

game takes like 5 minutes to load

plush yew
#

even broken releases in teh apst lol

#

which means they release untested stuff to the public

serene sorrel
#

it is odd their release schedule, mainly in regard to how quickly they push out gameplay changes that could completely ruin the game

#

they are about to add cars, and it will just be something new to contend with

plush yew
#

its already ruined and people keep playing

#

it doesnt matter what they do

#

the only way to play this now is have a giant group

#

unless you wanna be killed constantly and achieve nothing lol

serene sorrel
#

yah we should probably stop talking so much about it in this ue channel anyhow ๐Ÿ˜›

plush yew
#

oops i thought this was #lounge somehow haha ๐Ÿ™‚

summer elk
#

It doesn't show transparent polys on trees as red redraw and doesnt show simple shaders at all like ground

#

Anyone had the same?

sacred sun
#

yeah it's broke.

summer elk
#

Few, good, at least it's not something on me

sacred sun
#

the parts of masked materials under the clip value arent showing up for me either. idk about the checkered meshes though haven't seen that issue, whats your material look like.

summer elk
#

The material is relatively simple lit shader, on 4.21 it was displaying good green

sacred sun
#

hmm odd that isn't happening for me yet. i wonder if its broke in more ways than one

halcyon adder
#

hi i need a help with something

sacred sun
#

you may want to see if you can reproduce in a new project and submit a bug report. I submitted one on the masked material issue but not on the checkered mesh thing.

halcyon adder
#

i want to add a child widgets in a main widget that appear with a buttons i did it but when i double click on the bottom the child widget appear again and again

#

i'm newbie btw

grim ore
#

button click -> create widget -> add to viewport

#

repeat

#

over and over

#

sooooooooo it's doing what you tell it to do lol ๐Ÿ™‚

#

you are 90% of the way there atleast since you are saving a reference to the widget when you create it using your set XXX nodes

#

before you create your widget do an "Is Valid" check, this will see if the object is valid or in this case created and exists

#

so button click -> is valid (the widget for this button click) -> if it is, display it and if it's not, create it and display it

#

in this case I think "display it" will be changing it's visibility to visible since I am guessing you hide it at other times

halcyon adder
#

that make sense thank you i'll try it

grim ore
#

assuming you are just setting the visibility of the widgets and not destroying them this should work

halcyon adder
#

i'll try that thanks for your help it's just better then working in the same widget i think

sturdy apex
#

Is it possible to install marketplace items into a project folder other than the 'Content' folder? Or is there any potential problems if I were to just make a new folder alongside Content and migrate all my downloaded assets into it? I could have sworn I read somewhere a while ago that this can mess things up, but maybe it has been fixed since then?

grim ore
#

inside the project?

sturdy apex
#

Yeah, but I want to exclude them from the Content folder

grim ore
#

well the content folder is the project, if you mean the original files you can put them side by side for like source control but they won't be considered in the project if they are not under the content folder

sturdy apex
#

So it is not possible to have a folder show up in the content browser 'alongside' the base Content folder?

#

after rereading your answer I think the answer to my last question is a definite yes.

#

Should there be any problems with creating a folder under Content and call it MarketplaceDownloads or something along those lines, then start migrating all current and future installed Vault items into that new folder? My intent is to exclude Vault items from my backups, since I can likely just redownload them again if needed.

dark depot
#

i wouldnt keep the vault in your project folder at all you are better off having a second project that you add them to and then migrate what is needed or your going to end up content you dont need in your game

sturdy apex
#

Thanks guys, I will move over to the source control channel from here.

normal narwhal
#

not sure this is best channel, but has anyone worked with Unity recently in addition to UE4? I'm starting to dive back in after a year and a half or so of not using it and it seems to run waay slower then I remember. I have a 1070 laptop with 32gb ram and UE4 has been running super well on it.. but every time I make a change in shader graph or just try to run play in editor mode theres seconds of lag

#

I always see on forums, etc, people saying how Unity editor runs better than UE4 on less powerful devices but has not been my experience last few days

halcyon adder
#

Unity games are trach there is no way to compare "my opinion" but i think something wrong with your game save it and restart your project

#

a help from a newbie lmao

grim ore
#

The Unity Editor is in a state of fluxx right now, it's been getting more "heavy" so yes there is lag time between play and playing due to just the new compiling systems they are using and such. The future with DOTS and the new compilers they are building and such are trying to bring it back more into instant play times. the editor itself is lighter so things tend to run better on lower devices but the difference between UE4 and Unity has become less and less in terms of an editor performance gap in the last year.

plush yew
#

whoever made the procedural foliage pack that went free last month doesnt know what theyre doing if this error shows up on my pc

loud knoll
#

Unreal gives you more for free in the standard package, Unity has more plugins and content but using that puts your entire project at risk if you do not know how to fix any bugs that come with the plugins. If you are placing your bets on development talent Epic has the best the world has to offer, and a great leader that understands the tech, so that was what drove my decision to switch over to Unreal for my own projects.

plush yew
#

If you can somehow make a Radeon VII run out of video memory you are doing something wrong

leaden mauve
#

Isn't the editor mainly using CPU?

plush yew
#

ยฏ_(ใƒ„)_/ยฏ

#

It doesnt matter to me because I have a 16 thread cpu

#

I shouldnt be having issues opening maps on my pc

spiral island
#

That depends, if the code that loads your map is single threaded then having all those threads wonโ€™t help

plush yew
#

could anyone provide some stylized texture or stylized texture pack? thanks in advance

#

landscape texture

merry blade
#

Does UE4 support voxel based games similar to minecraft?

abstract relic
#

Thereโ€™s a stylized showcase free on the marketplace if I recall RV

jade hawk
#

So... Here's question for everyone. Really making me scratch my head or rather smash it off a wall repeatedly...

Suddenly out of the blue unreal stopped packaging projects. Like it worked 1 min then after playing the test build I went to make some changes in the blueprints. Nothing major just hiding a texture on pause.

Went back to build again again and it no longer will package config files.

Assumed it was my changes rolled them back. Still won't package config files.

Needless to say I tried everything I could think of and followed every piece of advice I could find to fix it in unreal. Nodda.

So I think back and remember windows updates happened that morning. Go and see what's up. Files all appear to be in read only state. Guess maybe the engine can't pull them in read only. They won't come out of read only... Ok weird.follow tons of guides provided by Microsoft advisors team. At the end suggested I reinstall.

Created a windows image using their software.

Wiped Windows 10 main drive. Left additional drives full of backup data. Fresh install Visual studio and all other unreal stuff.

Learn that VS 16.3 which you were forced to get on install now completely breaks compiling the engine, and you need to use 14.22.27905 or it will never compile. That one was a solid 6 hours to figure out ffs.

Error still happens.....

OK wtf thinking in the most outrageous terms.. Maybe additional drives were somehow messing with the new install.

Remove all backup drives. Fresh install again... Install and build everything again.

Problem still there.

Happens with any version of unreal in any project old or new template or new blank project. Used official launcher version as well as repo versions which I normally work with.

And ideas...

plush yew
#

for a start, what's the error

jade hawk
#

Staging config files.

Excluding cofig files.

I'll have a new screen in a min I'm between installs.

plush yew
#

probably cant help but i used to do support for some ISP and when i read error and don't read the actual error i trigger and can't help myself :-p

jade hawk
#

Yeah I had a screen grab but I forgot to pull it off to backup before this reinstall.

plush yew
#

did it say anything specific?

plush yew
#

what line?

jade hawk
#

Line 272 on

summer elk
#

Well looks like Shader Complexity view is definetly broken in 4.23 lol

jade hawk
#

I have been messing with those to hit 90fps on an amd 290.... Garbage card for VR lol

It was successfully built 5 - 10 mins before that without issue.

The only change made between builds was 4 nodes to hide hand mesh in my oculus home checks.

merry blade
#

@abstract relic When I said voxel I was thinking more of minecraft graphics of voxel, But I can't find any voxel software that I can rig and animate the character, animals, monster and such with.

plush yew
#

we are so spoiled its niec to appreciate less fast cards imho

#

nice even

jade hawk
#

Well I'm at 89.5 and they won't pass me. It's my last red X on submission sooo... Yeah not a fan of that card atm lmao

plush yew
#

did you look at that log file just in case it has anything useful?

#

just checking

jade hawk
#

That's not an issue though until I can build out the project again lmao

#

I can um 1 sec I have a backup of the logs on my other drive.

plush yew
#

i just mean did you look at them yourself lol

#

i doubt there more in there but its not much effort to just check and make sure i guess ๐Ÿ™‚

jade hawk
#

Yes for what that is worth. I am good in blueprints but still weak in cpp

plush yew
#

i'm pretty bad at both tbh lol

jade hawk
#

The built out games are playable. Even though the config are excluded.

I just happen to need a small bit of code in the game cofig for Oculus checks.

leaden mauve
#

You're not alone @plush yew - #MeToo ๐Ÿ˜‚

plush yew
merry blade
#

Anyone know any software I could use to make voxel characters?

jade hawk
#

One we have used before is called voxedit

#

I have no anti virus. Windows defender disabled. Fresh install engine from launcher. New project with nothing modified.

#

Same error.

#

This is all on a fresh windows install. Using a full msvs deployment.

plush yew
#

did you try copypasting like he suggested?

#

assuming you got backups and all that

jade hawk
#

Yes I am stupid about backups. I have 2-3 per day going back to day 1 lol

plush yew
#

he said he literally made a new project, then copypasted everything over, just read the solution

jade hawk
#

Yeah but the fresh project won't even build with nothing modified in it

plush yew
#

obviously before you do this just make sure you got a good backup of the original project

#

oh thats odd lol

jade hawk
#

Yeah. No matter what it will aways exclude config files.

plush yew
#

and you didnt update versions or anything?

jade hawk
#

When it in actually happened. No I was using the same exact set up and same frontend profile as I did 10 mins prior.

#

Since then yes I have been forced to the new version is msvs 2019.

Everything else is the same version.

plush yew
#

maybe try the forum as well

#

i only used 2017

grave osprey
#

Would anyone happen to know a possible reason why my character movement suddenly stopped working? I didn't touch it at all but it doesn't work all of a sudden. Anything I could have modified that would have affected it?

merry blade
#

Anyone know any software I could use to make voxel related stuff?

plush yew
#

any blueprint classes in the BP which you maybe changed and recompiled?

jade hawk
#

Have you looked at voxedit

plush yew
#

sometimes it does not show this at all for me until i restart the engine

#

then it shows the nodes marked red which can be helpful

grave osprey
#

hmmm I was working on attaching a socket to an armature right before the problem started happening

#

But I didn't make any changes to the anim BP

blissful trail
#

when i look in a specific direction theres a black line

plush yew
#

could anyone provide some stylized texture or stylized texture pack? thanks in advance
landscape texture

#

Does the number of files you add to your project effect the actual exectutable's performance?

#

I can't decide on material packs to use so I'm importing 3 but I'm unsure if I'll need to delete the ones I don't use before long. I'm trying to make it run as smoothly as possible as it's a VR project

normal narwhal
#

@grim ore Thanks- that's helpful context. And @halcyon adder- I'm running into this starting with a blank project and just starting a shader graph from scratch, just like you would an empty material with no nodes. Just connecting one simple color node to master node has a lot of lag, or just scrolling around the graph. Anyway- I know this isn't unity discord and will post there too, was more just curious to hear from folks who've worked with both editors if theyve noticed same thing

#

I would stick with UE4 but this is for a client project and theyve already started with unity

snow thorn
#

@normal narwhal i can confirm this massive lag in latest final versions of unity and it's gotten worse. it's unbearable to be honest

#

this among many other things made me switch to unreal once and for all because i need an engine that reduces my workload and not adds to it

#

i just did a small game jam and we used unity because my partner only knew unity... but i was the coder and it drove me mad. iteration times are around 15 seconds to enter playmode even if the project is mostly blank

#

somehow unity did manage to also make maximizing any viewport tab now freeze for around 5 seconds for no reason. it used to be instant and i don't see why that would have changed as it does still the same

#

i actually liked unity but it's pretty much fubar right now ๐Ÿ˜ my small game jam hack was fun but not because of unity which is really sad somehow

plush yew
#

sounds like something was up with your machine or unity tbh :-p

#

not a unity fan but i never really had any of those problems

snow thorn
#

i doubt it. i used unity for about 8 years and performance went down while pc upgrades should make things faster ๐Ÿ˜

#

I'd love to hear about that magic switch that makes using Unity fun again, seriously

#

however unity technologies themselves acknowledged this problem in one of their key notes. i think it was in last year's one

spiral island
#

now it could be that my laptop is just garbage and doesn't support shadows of any kind, but I actually do have shadows in this scene

tepid veldt
#

Is there any chance I can get a unreal project file from my exe. File

#

I packaged my project in exe. And now I don't find my unreal file

#

Can anyone help

#

Please

manic pawn
#

no

#

find your original project folder (how on earth do you lose it?)

tepid veldt
#

It was in my teammates pc and he lost it

chrome cedar
#

hey ๐Ÿ™‚ Iยดm a beginner with ue4 and Iยดm trying to get used to the "paint" option. I finally figured out how it works with a blend material from quixel today but the results arenยดt rlly precise. I figured out that the more points my mesh has the more precise the painting will be which is obvious I guess cause itยดs vertex paint?! so if I increase the number of vertices on my mesh I can paint more precisely but that shouldnยดt be the way to do it I guess cause the goal should be to not increase the polycount of a mesh when itยดs not necessary. so what am I doing wrong? thanks a lot in advance for your help!

thin tendon
#

I'm having an issue with AI and sensing my player is this the right place to ask for help?

fierce tulip
#

thanks discord for not scrolling

thin tendon
#

thanks

normal narwhal
#

@snow thorn- wow - its at least good to know you're experience same issues. I'd def put my experience in "unbearable" category as well... ill try some older versions and see if that helps any..

plush yew
#

are animations maked in Blender?

#

For character animation

sudden agate
#

yes or any other 3D Tool

plush yew
#

which one is the most used?

sudden agate
#

idk

#

maya i'd say

#

its a choice of preference

plush yew
#

maya - 3dsMax - blender

cloud cobalt
#

Maya is def the biggest one

#

If you're new to this, there is no reason not to pick Blender, though

mossy nymph
#

maya licences aren't cheap

sudden agate
#

#ThanksAutodesk

cloud cobalt
#

And I mean, Blender is the one-stop art tool for indies. It does 3D modelling quite well, largely on par with others, but it also does crazy stuff like having a decent video editing suite built-in for your game trailers. That it's less great than Maya or Zbrush at animation or sculpting is true, but largely irrelevant for newbies

gaunt raptor
#

is there really no way to export and entire maya scene and keep the pivots AND the position to ue4 ? I can center everything at origin - or i can export entire scene but the pivot is at center for all objects - is there no way to do both ?

sudden agate
#

Using Datasmith should work

gaunt raptor
sudden agate
#

i think so. People here can tell you more about it

#

i havent used Studio yet

tame delta
#

What's the cleanest way to build a library of actors/meshes/materials for reuse in different projects?

#

Just a random folder somewhere? Plugin?

sudden agate
#

I use a Plugin

fierce tulip
#

depends on usecase, but I have one project with all the vfx I made/purchased, catagorized them all in proper folders and use it as a kitbash project for when I am still at the blockout stage/concept stage and discussing with clients to see what they want.

regal mulch
#

Content Plugin might work, yeah

tame delta
#

Hmmm, it's a VR project so essentially I've got all my setup for input...etc and want to reuse that exact same thing in a bunch of different projects, if I went with the plugin, can I modify those core assets in any given project and have the changes propagate to all other projects?

regal mulch
#

Not really

sudden agate
#

I created a Plugin "Material Vault", which contains most of my Complex Materials and Functions. I just clicked "New Plugin" in the Plugin Browser and selected Content Plugin

regal mulch
#

You'd have to modify the original plugin

tame delta
#

I'm already piggy backing on the SteamVR plugin folder

gaunt raptor
#

datasmith seems to be 3ds max only and not maya - or am i missing something ?

regal mulch
#

We have that issue with one of our clients too

sudden agate
#

no, you can actually make an engine level-Plugin by just copying the Plugin to Engine/Plugins. Every Change in the Contents of the Plugin will propagate to all projects

regal mulch
#

They have templates for all their systems and projects (not gamedev directly)