#ue4-general

1 messages · Page 549 of 1

oblique tangle
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regardless of speed

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at an even rate

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ik this is probably a dumb question

sudden agate
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You can use the Preview in the AnimBP if thats what you want

oblique tangle
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i just really suck with anims

next badger
scarlet birch
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I added a float variable to a BP, set it to a value and plugged it into a few nodes to use as the length of a trace. All the traces went to zero length. Printing out the float value shows a 0. Unplugging it and typing in a literal works. Restarted the editor, same thing. no matter what value I set for that float that is referenced no where but a few gets plugged into a float * node it is 0 when the game starts. Made a new float, replaced each instance of the first with it and everything works.

polar hawk
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ah

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yeah they call that blueprint

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zing

scarlet birch
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you get 500ponts , because I laughed

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ponts is a technical term

polar hawk
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but yeah I've seen weird things happen if you add a new var and then do a bunch of stuff and then throw in some undos and some pastes and blah and then hit compile and suddenly things are weird because the pins were trying to read the var but the var didn't exist so the nodes went invalid but then the compiler compiled the new var and then the invalidated nodes are like pseudo valid and then weird things happen

scarlet birch
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idk, it's borked. It shows a value of 1 in the editor no matter what I set it to and shows a 0 when I run it

polar hawk
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I mean, that is probably a 100% incorrect analysis of the situation but thats my crackpot theory

next badger
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"When You think you know UE4..."

oblique tangle
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Does a blendspace have to be controlled by another parameter?

wary wave
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ah, @scarlet birch - I have seen this recently, it seems to be a blueprint corruption issue

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no matter what, when you recompile that BP, the value will be zero :/

scarlet birch
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UE does get angry with me in the editor sometimes when I do things too fast

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Yeah, that's exactly it

wary wave
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it happens during recompilation, apparently the issue has been around for a while

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we have a BP in our game that does it and we have to set the value in constructionscript for that one specific actor because fuck you

polar hawk
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its a new feature called 'forced frequent code audits' where you gotta go back and review all your code for what could be corrupt

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and the more times you review your code, the better the product right

wary wave
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yeah, there's nothing wrong with the code, it's the BP compiler at fault

scarlet birch
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ugh....

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Yeah, setting it in the constructor worked

sudden agate
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Stay away from BP. Problems solved

wary wave
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if I stayed away from BP, iteration times would explode

sudden agate
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Wasn't live++ praised because it was super fast? There is prolly no one actively using it.

cloud cobalt
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The iteration speed problem with C++ isn't the compile time.

serene birch
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link time is the worse

cloud cobalt
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And I mean, live++ isn't that much faster anyway

tepid knot
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Lol

cloud cobalt
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Bp's iteration is faster because something like creating a mesh component with a random material and adding basic behavior to it takes seconds

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C++ is going to take way longer to just write

tepid knot
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And then the syntax

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Write one word wrong

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And errors

next badger
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@oblique tangle what you mean by "another" ?

cloud cobalt
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On top of that, any Blueprint exposed change in C++ needs an editor restart

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Good luck with that iteration speed

next badger
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'Stay away from UE. Problems solved'

tepid knot
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Yup,the wordt

cloud cobalt
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UE is fine, C++ is fine, but not using BP isn't exactly useful 😛

tepid knot
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Yup

next badger
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Stay away from Gamedev\PC\Work\Life. Problems solved

oblique tangle
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Just wondering how I would achieve this

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ive got the same anims as this guy

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but when he swings, it plays them out in order smoothly, not depending on the player's speed like I've set up in my blendspace

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In comparison to me, my animations are configured in a blendspace which is manipulated by the player's speed

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how would i set the anims up so they r like the first video?

next badger
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play them in sequence?

serene birch
oblique tangle
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@next badger Could you help me set that out? I'd really appreciate it 😄

light coyote
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Hi.
I have added a skysphere to my pawn.
It is set to be additive, and unlit.
Does anyone know what may be causing the material to fade out when i move the camera, and fade back in when still, and intensifies its contrast more.
I have set min and max exposure in an unbound post process volume to be the same, but keeps doing the same thing.(i have also ticked it of in the editor view)
Any ideas ?

oblique tangle
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Is it possible to blend different sections of an anim montage?

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so they are all smooth?

next badger
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well, ofc for your particular case

grim ore
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@next badger lol I read the post where you added my stuff and then saw the bug report marked as Wont Fix. It would have atleast been nice of them to let people know why they wont fix it 😦

next badger
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@grim ore yeah, i linked this issue here before you found the solution, you probably missed it

grim ore
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yep I saw it but didnt notice it was wont fix. They could have mentioned it was a hard limit that could be changed but....... nope

oblique tangle
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@next badger What would I put in the transitions to just make the animation naturally progress from playing anim 1 to anim 2 etc.

wary wave
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is there a way to reimport a static mesh with different import settings?

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ooh, think I found it, never mind

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can change the import settings from within the static mesh editor

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doesn't seem to contain all the settings though 😐

next badger
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@oblique tangle if not blend, i don't know

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once again #animation is the place for this kind of questions

neat forge
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I am using brushify and creating an environment, all I have done is use 5 different shaders so far onto a blank plane and its saying texture streaming pool over budget and everything looks really bad. How can I set this to render properly?

next badger
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@wary wave which are missing? afaik all of them are there

wary wave
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list seems too short for it to all be there, but the setting I wanted is in there

oblique tangle
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So there is no way to play 3 simple animations blended together without blendspacing them and putting them with a speed parameter (or another parameter)?

next badger
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the one may be missing are 'split compound mesh'

grim ore
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@neat forge does just 1 shader on the brush look bad? Is this an over streaming pool budget (which should not cause a quality issue) or just bad materials?

next badger
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'import materials'

neat forge
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Its over streaming pool budget

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@grim ore

grim ore
next badger
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@oblique tangle you know that speed is just a name...it can be anything...even a float static

neat forge
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Can that ruin performance quality if I raise it?

grim ore
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sure but there is no way of knowing without trying it.

neat forge
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Good point lol

oblique tangle
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I'm assuming then if i changed it to a float with a value of '1' for instance, it would call upon the blended anim at that point on the horizontal axis?

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@next badger

grim ore
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the default streaming pool size is relatively small so it might not work for your project depending on size and materials etc.

regal mulch
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Isn't UE4 blending everything by default anyway?

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Even if you play a AnimMontage out of the blue it should partially blend to that and out of it.

neat forge
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I am using pretty big tiles, I just realized though, its only happening cause I had them all loaded in editor, when I play since I have it sent to not load all the tiles it looks fine. I will still try increasing it though

oblique tangle
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I put an anim montage together just then and it wasn't blended at all

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Plus I would much rather do all of this within states

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Dont know if montages can be played in states or not

regal mulch
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If you want states, then you just need to define what your state entry and exist condition is

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That's pretty much a bool at the end of the day.

next badger
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@oblique tangle yes, the parameter controls the position on the blend space...if it's 1D it's a float

frank escarp
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@serene birch that houdini thing you posted isnt even that complicated to make

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i guess maybe 1-2hours

oblique tangle
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I'm still so confused as to how this could be achieved easily

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This is what I have now, where you can see the blendspacing determined by speed

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And this is what I'm trying to achieve where it isn't determined by speed and just plays

next badger
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don't use speed then

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you probably should watch/read how ABPs work

limber sphinx
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Can anyone give any insight as to how you would achive the effect he does from 2:06 to 2:25 in unreal

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i am aware this is made in unity*

oblique tangle
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@next badger I'm just confused with what parameter I would use instead of speed then that would achieve this desired look

next badger
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i see no any parameter in 2nd animation, it just plays the animation

runic iron
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I don't think you should use a blendspace, just get the speed in the event graph and when it's < to a value, put a bool to true to make the transition

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Also here it just seems to be : button pressed -> transition button released -> transition

next badger
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@limber sphinx which exactly? it shows a lot of stuff between 2:06 and 2:25

serene birch
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@frank escarp that what's make it even more amazing

frank escarp
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@serene birch i mean ive done similar-ish stuff xD

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the way that thing works is that it grabs the meshes, and their vertex colors

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then, it scatters points based on vertex color (white = more points, black = no points)

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then it connects the points together to create vines, and spams leave meshes around them

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connecting points to each other is probably the hardest part. I think that would need a bit of scripting

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but not necesarely anything complex, probably just "find closest point, connect to it" would do it

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vines would just be a node that turns edges into cylinders, and leave scattering is probably more use of the scatter node

light coyote
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@limber sphinx If what you mean is the dark pasage way and the change to another area they are various ways you could archieve it.

Stream levels and make them visible and do whatever you have to do with the camera. (Im not sure about collisions when is set to not be visible)
You would separate all areas in diffrent levels, and an emthy level will contain them all as a sublevel, or child level or stream level, whatever you want to call them. Your empthy level is your persistent level(the one that is open), and the child levels, you are able to stream.(open levels window and you can drag levels there(levels deleted in that tab, are not deleted from your project)) (persistent may have doors that separate two levels, or things you want to persist during streaming)

Another way would be to have it all on a level, and separate the areas with a post process volume, in wich you will set some parameter like gain or gamma or something along those lines, whatever you can find that if set to 0 makes everything black inside the volume.
Once entrered you would set it to normal use, and previous one you came from, to black.

sudden agate
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@limber sphinx the level mesh is used as a mask and if level.depth < character.depth then Silhouette

limber sphinx
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Thanks everyone @sudden agate that’s exactly what I meant.

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@light coyote I will try that

plush yew
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I need help

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So you guys see the sides. It's meant to be polygonal

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and i want to make the subtractive brush fit the shape of the sides

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how would i do that?

sudden agate
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open 3Ds Max, Blender, Maya or anything else and model it

plush yew
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i know but i want to do it in the engine

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if i model a wall in blender, it wont fit the rest of the walls in the engine

light coyote
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@plush yew Can you explain a little more, i dont really understand what you mean exactly

plush yew
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ok so you see the top sides of the door?

light coyote
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that thing that looks like stairs ? 😅

plush yew
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yes

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its supposed to be polygonal

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but i want those to be covered by subtractive bsp but i dont want it to block it from opening and closing

runic iron
light coyote
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you mean that the shape i see there is not geometry, rather, is the mix of subtractive and additive bsp, right ?

plush yew
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yes

light coyote
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ahhhh

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ok

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you can create a shape from the resoult of your subtractive and additive bsp

plush yew
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?

light coyote
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look up on google for ue4 make geometry from bsp

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i cant remember the name

plush yew
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wait no this isnt geometry

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this is from blender

light coyote
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now im lost

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what is the issue ?

plush yew
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ok so i made a door in blender and it has cut faces on the top to make the sides look like stairs, because i dont want it straight

grim ore
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more pictures!

plush yew
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and i want the geometry in the engine to fit each stair on the top

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but it wont fit the stair

grim ore
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are you using geometry brushes in the engine?

plush yew
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yes but the door is from blender

grim ore
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so are you trying to change the door in the engine, or the geometry brushes in the engine to fit the door

plush yew
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the second one

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i want the geometry to fit the door

grim ore
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the top left corner, modes, the last option is geometry editing

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you can use that to edit your brush to anything you want with enough skill

light coyote
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Well honestly is going to be much much faster, that you open the door you had in bleder, and just make the frame frome the outside profile of the door

grim ore
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you could for example use the pen tool in there to draw the shape around the door and then it would make a wall that shape

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but yes doing it outside of UE4 is the more correct way ^^^

plush yew
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yea that does it

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thank you @grim ore

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nevermind

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that didnt do it. should i give up?

grim ore
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I dont know what didnt work so yes?

jovial venture
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I’m working on a mod for a multiplayer game for lightsabers, I have everything working except for the fact that having more than 2 or 3 on the screen at once will kill the performance since they are using moveable lights for that realistic illumination, any way to get better performance?

tall pendant
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2-3 movable lights kill your perf?

jovial venture
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Yeah seems so

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Well actually it’s more like 6 now but I turned shadows and such off

plush yew
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no i mean give up at game development in general @grim ore

jovial venture
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@tall pendant just realized the few hundred trees with complex collision might be dampening performance

tall pendant
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thats more likely to kill perf yeah 😄

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but with hundreds of trees you also want to check overdraw etc

kind dew
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i moved my third person camera to the head of my character to try to get a true first person view going. Everything is fine except I can't for the life of me rotate the actor with the camera.

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i have that ticked

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but i am getting this problemn

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i want the character to always be behind the camera, obviosuly

icy mulch
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Hey is there a way to download asset on the store through mobile devices

peak acorn
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If I am using blueprints for my program,how do I share them on GitHub?

regal mulch
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@icy mulch Given the Editor doesn't exist on Mobile Devices, I would say no.

warm delta
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Hello!
in UE 4.23 I create fps project and when it compiling shaders it get stuck on 124 for example, also when it applying changes to level it also get stuck, why?

icy mulch
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I would just like to download the assets from my phone and drag them to unreal engine 4 @regal mulch

regal mulch
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As said, doubt that's a thing

fierce tulip
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ive seen people trying to install ue4 on their phone XD

regal mulch
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I'm not at all surprised

warm delta
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should I reinstall the engine?

grim ore
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@warm delta is the process still running in task manager?

warm delta
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yes

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now I have compiling at 92 and apply changes... at 100% and it stuck, have to kill task to close it

grim ore
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its not stuck

warm delta
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I am trying to create material from images

grim ore
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its compiling

warm delta
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the number is not moving

grim ore
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task manager shows 100%?

icy mulch
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Dang I'm trying to download the free horror engine pack my phones internet is so slow

warm delta
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0%

grim ore
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weird. Depending on what you are doing it can take a while to process data based on your machine

warm delta
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it shows "apply changes to original material and its use in the world 100%" and I cant click anything...

grim ore
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welp you can kill it and retry, its probably trying to do something and just needs to take its time

regal mulch
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How strong is your PC again?

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Just to make sure you are not running this on a toaster

warm delta
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xeon x5690 3.47 (s1366) gtx 660

grim ore
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@kind dew as an alernative you can add the FPS feature pack and then add your third person mesh to that to get it to work

kind dew
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oh hye i didnt know you used this discord haha i watch youre videos daily thanks for what you do man

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well i have a pretty complicated bp

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character bp that is

grim ore
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it has to do with which parent you have the camera on and the settings for the character controls and camera rotation. It's a giant pain in the butt to guess at if you can just use the first person. You can always look at the first person's settings then and copy them over?

kind dew
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i see

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its on the Mesh component

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but i did notice that i just dragged the camera to the mesh component

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without the spring arm

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the spring arm stayed outside the mesh component where it originally was

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would that affect anything

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i followed the tutorials on how to do this exactly and they ignored the spring arm so i thought i could too. But theyres works perfectly and mine doesnt so idk lol

grim ore
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yeah when using the spring arm you now have 3 points of control to adjust, arm camera and character so it gets complicated

kind dew
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okay so i deleted the spring arm

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but same result

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worth mentinioning i rotate perfectly fine when walking

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when useing the camera to turn

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but if i am standing still as you can see, still no rotating

grim ore
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yeah it is orienting the mesh to the direction you are moving when you move is why

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you will notice with the FPS template the camera is a child of the capsule, same with the mesh being a child of the capsule so the camera is basically moving the capsule and the mesh goes with it

kind dew
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interesting ookay ill have have a look at the fps template to see how they do that cause i need the camera to be attached to the head socket.

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oh wait there is no head on the template lol

grim ore
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so with the following settings I think I get what you want? using the TPS template

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camera as child of mesh. mesh as child of capsule

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camera parent socket = head

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camera set to use pawn control rotation

kind dew
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yep so far so good

grim ore
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sorry work lol

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character movement settings -> use controller desired rotation checked, orient rotation to movement not checked

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the head being socketed btw sucks since it's bobbing with the animation lol

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springarm was deleted btw

kind dew
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yea okay so there is a difference there

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in my

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charcter movement component i have use controller yaw ticked

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er wait

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sorry not on the character movement component. But on the character bp it self

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there

grim ore
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all of those are unchecked on the character

kind dew
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okay

grim ore
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but checking it didnt change anything for me

kind dew
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hm

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yea

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i tried different combinations of all 3 of those

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none of them seem to make a difference

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something else must be controlling my camera then

grim ore
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maybe. I took a clean TPS when doing this

kind dew
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i did a public search for my follow camera in references and got nothing

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but

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i dont know what else it could be

fierce tulip
serene birch
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once again the blurb quoted on Discord seems impossible to find in the page itself 😄

fierce tulip
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?

serene birch
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Epic does that a lot, it makes it weird to read what looks like a summary and follow the link into not seeing really what was "promised"

fierce tulip
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its prolly in the code

serene birch
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¯_(ツ)_/¯

fierce tulip
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but yea

serene birch
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it's pulled from meta tags in the html page yeah pretty sure

kind dew
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ugh yea i cant see the camera being modified in any way

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i have no clue why its doing this

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is there anythign there that looks off?

ember notch
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What do i need to launch my game on Android?

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Is Android Studio enough?

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I am sure that nobody will answer this question

grim ore
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Did you click th link in the Android settings for the page that tells you all of the answers?

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Did you Google ue4 Android setup

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Did you actually try anything before asking a pointless question

ember notch
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yes i search it but it said it's UE 4.17 and my friend said i should install Android Studio only

grim ore
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If your friend is giving you answers why not have him help you if you are listening to him

serene birch
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it says at which version the feature started

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unless it was removed (which should be shown too), any version starting from 4.17 should apply

grim ore
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The docs don't even say 4.17 so no idea where that came from

warm delta
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hmm I tried to reinstall the engine but I still have the same problem

ember notch
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i will try Nvidia Codeworks for Android if this don't detect my device then i will use Android Studio

grim ore
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Did you try a new project to see if there was an issue with your project or the engine

warm delta
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yes I tried 3rd person project

grim ore
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If code works doesn't detect your device then it's not code works you might need to install the drivers for your device

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A third person project with your changes or just a third-person project

warm delta
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new project and drag-drop texture images (normal diff etc) created material, in material editor I do T + click select image and save and it gets stuck

grim ore
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So the material literally had no changes and just one texture in it and it won't save?

warped tangle
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can you define "gets stuck"?

warm delta
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I add texture sample node, and save, I get the "apply changes to original... 100%" and nothing happens I can only kill task

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can Win 10 version cause that?

warped tangle
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are you updated?

grim ore
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Uh if this is a new texture you shouldn't get that prompt

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Material...

cosmic matrix
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Hello,
I m looking to find where the player name is generated in code but cant find anyone got the path?
Thx

warped tangle
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err PlayerState? I don't have my editor open right now

dim plover
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Probably more in some online subsystem class, which is a bit vague.

warped tangle
ember notch
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How i can protect my game against cracks?

cosmic matrix
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@warped tangle Thx but that s not what i m looking for ^^
I know how to get it 🙂

warped tangle
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duct tape

warm delta
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😄

warped tangle
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@ember notch

kind dew
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@grim ore hey just letting you know it was something in my BP after all. Just hid it pretty well:p Thanks so much for all the time you spent i appreciate it

cosmic matrix
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@dim plover Oh ok i see 😦

grim ore
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@kind dew aww.. always a bummer when it's something else driving you crazy even tho it should work lol

dim plover
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I'm actually looking for where the Playername/Nickname is set.
But VS is crashing. Trash. 😭

cosmic matrix
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XD

kind dew
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haha right! man i was losing it there for a bit haha just game dev things i suppose

cosmic matrix
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@dim plover I keep diging but mention me i you find it pls

warm delta
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each engine version has different starter content files?

warped tangle
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mmm no it's the same content

warm delta
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every time I install different engine version it will download starter content? why not reference the same starter content folder for each version?

warped tangle
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It has the content appropriate to that engine version. There are changes to the uasset files I believe but not the content itself.

warm delta
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ah ok

warped tangle
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Whats your hardware?

warm delta
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xeon x5690 3.47ghz (s1366), gtx 660, win 10 64bit

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I am now installing UE 4 22.3 to see if there is the same problem there

warped tangle
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have you watched your task manager to see if you're at 100% CPU when you are applying the material?

warm delta
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yes it was 0%

warped tangle
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your cpu was at 0%?

warm delta
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I will also update nvidia driver

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UEeditor was 0%

warped tangle
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ah

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I asked before but might have missed your response, is your windows up to date?

warm delta
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it updates sometime but I disabled the updates

dim plover
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@cosmic matrix , I'm pretty sure that each OSS sets the relevant user id stuff in their implementation of Login. And GetPlayerNickname for the getter.
Basically, everything is in the individual OSSs.

cosmic matrix
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Ok and how do i access to this implementation?

dim plover
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Access, like call? Or just look at in VS?

cosmic matrix
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@dim plover Look

steady owl
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Is there any way to safely duplicate a map in 4.23 without lots of errors?

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Forcing the copy sometimes works but it comes with a handful of warnings and errors

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Tried both duplicating the .umap and saving a current map as a new name

dim plover
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@cosmic matrix, they're all in Plugins/Online.

cosmic matrix
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ok thanks

ember notch
warped tangle
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restart editor

patent vortex
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quick question,when using splines how can I get the start and end point to join together? Cant seem to figure it out.

neat forge
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is there a way to make the terrain brush size maximum bigger?

fierce tulip
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write the number you want, instead of the slider

neat forge
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omg its that easy

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lmoathanks

ember notch
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@warped tangle nope don't work

warped tangle
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are you actually following the docs

ember notch
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yes maybe export the android settings and send it to me 🤔

warped tangle
thick herald
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@fierce tulip Any news on the potato project? 😄

fierce tulip
#

?

thick herald
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the one you wish you planted and took pictures of 🙂

fierce tulip
#

XD it tasted great, but still regret it

thick herald
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😄

fierce tulip
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bit offtopicy though :p
#lounge is for potato talk

thick herald
#

okay. Maybe a VFX potato? no? Okay 😄

polar hawk
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within 1 week and 3 days I hope to be able to shock myself when someone touches a banana through the use of a ue4 plugin

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not that anyone needs to know this

fierce tulip
#

loool

radiant haven
#

Can Someone Help Me WIth Mobile Interstitial Ads, It Wont Show :/

halcyon adder
#

is it okay if we publish an enreal engine game without mentioning unreal engine ? i mean the unreal engine logo

grim ore
#

You technically need to ask to get permission to use it, so yes.

halcyon adder
#

unity force devs to put unity logo i think but in unreal i don't know how it works

cloud cobalt
#

Read the license.

heady lynx
#

I'm gonna make a flocking behavior for missiles being launched by a missile launcher attached to the player character. This is my first C++ thing in UE. I'm thinking a Scene Component that spawns and handles the behavior of the missiles. Any immediate thoughts on something I'm doing wrong?

halcyon adder
#

i thought the license is just alot of blah blah for us to ignore lmao just kidding

cloud cobalt
#

Yeah I wouldn't ignore the license 😛

#

It's rather short tbh

halcyon adder
#

i'll read it thank you 😋

cloud cobalt
#

Simply put, you won't need a logo, but yes, you will need mentioning UE

halcyon adder
#

i always hated unity logos on those shitty games i played but i don't have problems with putting unreal engine logo or not i just asked to have an idea about it

cloud cobalt
#

Unity logo is only required for free versions IIRC

#

UE4 isn't free, so it also doesn't force a logo

sacred sun
#

@patent vortex i think there's a looping checkbox in the spline component

halcyon adder
#

shitty games anyways the best game made with unity is house flipper i think lol

warm delta
#

in UE 4.18.3 everything works fine and I can create materials

blissful willow
#

Is there a way I can use HDR png files for skyboxes in Unreal?

#

Somehow map them to the sphere?

#

I thought converting to DDS in Photoshop might work, but when I tried to import it, it said it was an unsupported file type

dawn gull
grim ore
#

well it says for step 2 to create a material function

#

also the end of step 1 says to save and close the window

neat forge
#

Has anybody used  Unified Interactive Water System? Im wondering if I shoukd buy it

grim ore
#

holy moley finally got a stable master/dev editor build and .24 is getting some neato stuff. New project templates and project startup wizard and I think the mesh editing tools are going to be enabled and working

wary wing
#

😮

#

Mesh editing, woo! Been looking forward to that for a while

grim ore
#

I cant figure out how to extrude new faces but the rest is really neato

#

ok the plane cut tool is really freaking cool

#

I am not artist but I can definitely see making some more than square cube levels with this stuff

wary wing
#

Nice! Yeah I'm in the same boat. The BSP tools are my go-to for geometry given a complete lack of proficiency in anything better. Am really hoping it fills that gap to at least do better than boxes 😄

grim ore
#

yep the geometry tools are pretty much replaced by this, the first tool is making geometry but they are meshes and the 2nd is a freehand draw polygon too like the pen brush tool but again it makes meshes lol

wary wing
#

Yes! It sounds excellent. Sounds just like what I had hoped for

grim ore
wary wing
#

What do you mean "not an artist"?! 😄

#

That is clearly art

grim ore
#

wow it even has UV projection tools in it

wary wing
#

Oh huh neat it does everything 😄 Does it err... auto-unwrap?

grim ore
#

well it supports the normal UV generation when you import stuff so it made a crappy UV unwrap for the texture map then a nice clean one for the light map

wary wing
#

Cool 😄

grim ore
#

I dunno if you can texture individual parts tho

wary wing
#

Oh hmmm no support for multiple materials? Guess we can't ask it to do everything

#

If it's not there now I'd bet it's coming

light thunder
#

Anyone have a good reference for HLOD system? Beyond the livestream and a scant few forum posts, I still find myself asking every few months to find out best practices and why I get certain errors, etc

stiff spoke
#

How Compared the score of the players online?

light thunder
#

@grim ore Do you know of a comprehensive body of knowledge for the HLOD system? None of your videos I could find talks about it, and considering how integral they were for Fortnite, you think there'd be more information about them.

stiff spoke
#

@light thunder you can help me?

light thunder
#

For what?

stiff spoke
#

The problem is also that when the client fires on the server the server does not damage why?

light thunder
#

Have you read the Network Compendium guide?

stiff spoke
#

And for what I wrote at the top @light thunder

stiff spoke
#

Yes, but it does not help me

light thunder
#

It should have, you might want to read it again, replication can be a tricky thing

stiff spoke
#

I know

#

And so for compared score of the players online you can help me?

light thunder
#

If the server is broadcasting those commands, they should be correct, unless the events don't have replication set up on the nodes (you are using blueprint?) ....I rarely mess with multiplayer so I'm not the best to advise

#

I'd search google and the unreal forums for other replication problems as your problem is most likely not unique

stiff spoke
#

OK

grim ore
#

@light thunder I do not unfortunately 😦

stiff spoke
#

@grim ore you can help me?

grim ore
#

I don't think I can unless you paste all of your code so we can all see it, show us the actual problem so we can see it, and then debug it so you can see where it goes wrong.

#

Multiplayer IS hard you have to think it thru at every step and you have to know if you are using listen or dedicated server and what is replicated and why and who owns what.

stiff spoke
#

OK wait

#

OK

warm delta
#

what debug symbols used for?

grim ore
#

knowing where something crashed when it crashes rather than generic "something crashed" messages

warm delta
#

I tried to use UE 4.18.3 and everything works fine, I can create materials, build etc.

#

4.23 I cant build, cant edit materials

#

😦

grim ore
#

did you try it on 4.22? and people are using 4.23 and can edit materials fine so paste a screenshot of what you are doing and someone might be able to help if you are more specific with the issue

dim plover
#

Maybe something is wrong with your 4.23. Unlikely, but possible.
Have you tried verifying?

warm delta
#

4.22 I had the same problems I think

#

I dont think I will be able to solve this issue...

#

probably something changed in the engine since 4.18.3 must be material/texture related

stiff spoke
grim ore
#

something might have yes, but to "not be able to edit materials" is an issue that is not in the engine right now

#

something wrong with your material setup and/or machine might be tho

warm delta
#

I can edit but preview is not working and colors not show in constant3vector etc.

#

windows version can cause this?

grim ore
#

show a screenshot of a material that fails

#

sure windows could cause it, anything could cause it technically

#

if we can verify the same material setup on our machines DOES work then it's your machine or your engine install

stiff spoke
#

@light thunder so

warm delta
#

no its happens even with new empty material, also when I build it hangs on texture something...

grim ore
#

I made a new material, I hit save, no issues here.

warm delta
#

yes

grim ore
#

so again unless we can see what you are doing I think you are stuck with this problem on your own

warm delta
#

I dont want to use 4.18 its too old :\

grim ore
#

@stiff spoke you are going to need to show alot more of your code and process, your game is unique to you and your setup is unique to you. We cannot guess at what is wrong unless we can see how you are doing it. the recommendation to re read the compendium and look at how networking works in UE4 was a good idea

warm delta
#

btw why you take photo and not screen shot?

stiff spoke
#

@warm deltaNot enough connection to connect to the computer

cunning jackal
#

hey, can somebody tell me which shader works better for my hair? I think translucent works fine, but I'm trying to get the hair shading mode working because it should be better for hair

warped tangle
#

Nathan, you have literally been posting the same question for days if not a week or more now. You need to give us something to work with. I tried helping you the other day but instead of working from there, you went back to the same question from before. Give us some context, show us how you are doing things so we can point you in the right direction

stiff spoke
#

I have to go to sleep good night and I hope you can help me another day

neat forge
#

😂

warm delta
#

UE works on win 10 LTSC?

warped tangle
#

I give up lol

reef jackal
#

random question here: does anyone know if Unreal Tournament is dedicated server based or listen/client hosting?

kind dew
#

does anyone have any references for how to do (forgive me, don't know how else to explain this) a long range roaming AI? Say you have a large landscape, and you want some NPCs to appear on the roads in between cities like they're travelers going somewhere. Its not a widely covered topic online. I have seen an article or two on it, but If any of you have ever done it I'd love to pick your brain

plush marsh
#

technically you random spawn them

kind dew
#

Okay, i was thinknig of having an array of classes. each one being a different travller type npc. And spawning one around the player every now and again. But then i'd also have to generate a destinatino for them somehow as well

#

i would want the player to be able to follow the npc and have it make sense

#

hmmm

plush marsh
#

We spawn a lot of stuff with Houdini. You can transfer it in UE. Technically we just define the points of spawn with Houdini, everything else is inside the engine .Idea is simple. You have you road. In our case it is always a spline that generates terraforming and ground material. So , we can target that. You have your spawn points. Then there is a 'manager' which decides when and where to spawn npc

kind dew
#

oh i see

#

interesting

#

So that means theres some way to spawn inside of a spline then, i didn't know that

#

oh woops you said houdini sorry

#

houdini sounds so cool i want to learn it

ripe saffron
#

I have heard that so many times over the last 15 years

kind dew
#

lol

warm delta
kind dew
#

yea i saw that

#

some sort of grid system, super interesting.

#

unfortunately im not quite at the level where i can just like "do" that completely from scratch, i just dont even know where to start

warm delta
#

I think no one want to follow npc anyway...

kind dew
#

well yea

#

but thats not the point

warm delta
#

it will frustrate players...

kind dew
#

what will?

#

having npcs that travel will frustrate players?

#

is that a thing?

#

ive never heard that

warm delta
#

no, if player will follow npc

kind dew
#

yea sure

#

but that isnt why i want to implement it

#

that would just be one of the results of what i want to implement

#

im not saying "i want to make a game where players can follow npcs around"

warm delta
#

it will be a lot of programming probably...

plush marsh
#

If you have your road , then you can target it

kind dew
#

yea thats okay

#

i like programming

#

i havent made any roads yet

#

lol

#

but yea i get you

#

i just need to get a mesh that will work

plush marsh
#

ok, raycast -> if it is material\surface that you want -> place a point\store it somewhere

#

then manager -> if player near that point -> spawn npc

#

store point every, dunno, 100m

#

you will have your array of spawn points

#

npc behavior is completely different task

kind dew
#

i already have behavior

plush marsh
#

i'm talking only about spawns

kind dew
#

not worries about that

#

yea thats perfect

plush marsh
#

then you need spawn points

kind dew
#

thats what i need

#

spawn points

plush marsh
#

and some kind of manager that will decide to spawn actor

kind dew
#

yea okay

#

okay hey thanks man

warped tangle
#

needs to be subdivided appropriately for it to curve

vocal flume
#

Is there any setup I need to be doing to send UE4 models to substance painter? My unreal engine crashes as soon as I click on send to substance painter..

tiny sonnet
#

So I need some help, I'm very new to UE4 and I'm trying to make a picture cutscene like witcher 3. What the easiest way to do this? I thought compiling a video in AE and transferring it here and playing it through a widget while a level is loading. Would that work?

dim arch
#

anyone have a link to that plugin which lets you write cpp in a blueprint node

oblique tangle
#

Just wondering how the camera sway effect in that works

#

If anyone has any insight

glad orchid
#

hmmm.... pretty sure all elderscrolls npc's have some task or path they travel

#

Skyrim, Oblivion etc

#

random dialog between themselves

#

they eat

#

etc

restive arrow
#

I want to know how to implement chance when and object passes a certain area

#

Dm me because it might be long

#

Im very new to UE4

blissful willow
#

I'm running into a real bad problem where no input is getting sent to the engine at all. Not on any button. I'm trying to develop in VR, and it was all working a few minutes ago. I undid all my changes, and it still isn't taking input.

drowsy kite
#

Hey Guys, I want to load the OCS data in unreal. Can someone point me in a direction ?

thin tendon
#

I'm trying to make a post process material from a texture. Does anyone know how I can make it so that it makes the transparent space transparent on the material? It won't let me use opacity

carmine scroll
#

change the material type to masked? and set a mask for the areas you want to be transparent?

cloud cobalt
#

@thin tendon Post process doesn't work like that

#

You need to take the previous PP stage input and blend with that

#

basically lerp from previous scene color to your texture

carmine scroll
#

oh he said from a texture

#

Im assuming he means texture then, not material

cloud cobalt
#

He said post process

#

using a texture

carmine scroll
#

is that even a thing?

#

I thought you could only apply a PP material

cloud cobalt
#

Post process is a material so... yes ?

carmine scroll
#

texture and material are 2 things

fierce tulip
#

lol

cloud cobalt
#

I think you're the one confused here

carmine scroll
#

No. A texture, and a material, are different

cloud cobalt
#

No shit, man

carmine scroll
#

he said texture, in his question

cloud cobalt
#

waffle specifically asked for help for his post-process material, using a texture

#

Read the question again

carmine scroll
#

yee

#

okay

#

its 8am

#

ok

#

damn

thin tendon
#

Yeah sorry I am trying to make a post process material. But the alpha chanel from my texture is being rendered solidly instead of see through

cloud cobalt
#

That's expected

#

PP materials don't have an opacity concept

#

You would do opacity by blending against the previous scene texture

#

Previous meaning, the previous post-process stage being rendered, since you can chain them.

#

Use a lerp node, plug your texture alpha into the alpha, and blend "previous PP input" or something like that to your texture color

thin tendon
#

@cloud cobalt Thank you sooo much mate. That works perfectly 😄

#

I needed a node that says scenetexture:Processinput0

cloud cobalt
#

Yeah

warm delta
#

YES! I managed to fix the problem! I had to enable Incredibuild service that I disabled because I never used it, now 4.23 compiles and I can edit materials! 😄

#

@grim ore

brazen cairn
#

UE4.21.2 is stuck at 45% in the launching splash screen after i turned on Support planar reflection

honest vale
#

it's compiling shaders

brazen cairn
#

oh lol

#

i think i gotta wait for a good amount of time then

wary wave
#

probably D:

oblique tangle
#

Just out of curiosity, could someone give me a rough idea of how I would implement a sort of 'tricks' system into my game, in which while im in the air, if I press/hold a button, the character performs an aerial trick with a nice animation (similar to the air tricks in spiderman ps4)

fierce tulip
#

ifInAir rotate for X degrees on Y or Z axis for A time

restive arrow
#

I have a spotlight that is part of my FirstPerson Character. I can turn is left and right, but not up and down. Any help?

warped tangle
#

@restive arrow is it parented to the camera?

restive arrow
#

I'm pretty sure, I'm really new to this but I'll check.

#

Yep, sorry for wasting your time.

#

Thank you though.

#

It works now.

warped tangle
#

👍

restive arrow
#

:)

ember notch
#

How I do this if I click on the button that he start this action and if he click again then the action should stop?

plush yew
#

set up a boolean with a branch I'd imagine

ember notch
#

ok thanks

plush yew
#

yeah if the boolean is true then on the true branch set the boolean to false and then do the opposite with the false direction

#

I'm using behavior trees for my AI now and I'm running into an issue. When my units are attacking a moving entity they stop once they reach their threshold. So if their attack range is 100 units theyll run up to their moving target, get 100 units away, then stop and start their attack. But the target is moving so its out of range, which makes them run back up to the target and stop, the cycle repeats forever.

Should I do a check to see if their target is moving and if it is just have them constantly trying to move up to the target?

warped tangle
#

isn't there a continuous tracking thing? can't remember

plush yew
#

There is but I'm not sure if that works with behavior trees

#

at least if its the thing I'm thinking of that's related to detection

ember notch
#

How I make that he do the the look up action every time?

plush yew
#

every time the button is pressed?

#

have you at least done that tutorial?

ember notch
#

@plush yew no i want to do a if he click once that he do this action every time until if he click the button again

plush yew
#

custom even is whatever event you're using to make this switch, do you have this thing set up?

ember notch
#

any idea how i can use axis value with this?

plush yew
#

You could check if axis value is < or > whatever value you want to compare it to

fierce tulip
restive arrow
#

Hey, I have a pawn that chases me but he won't stay on the ground, he just levitates towards me

plush yew
#

if you switch that pawn to a character itll have a movement component with gravity built in and all of that

restive arrow
#

Thank you!

plush yew
#

characters are heavier than pawns in terms of performance but I'm running an rts with a couple hundred characters and its going fine so unless you plan on having hundreds of characters at once it shouldnt be too bad

#

And even though I plan to have more I'm still using character right now. Ill switch it to pawn or actor later if it becomes a necessity

restive arrow
#

Alright

rustic imp
#

how can I let a sound keep playing when the game is paused

#

it works if I check the IsUISound

#

but then it also plays in editor, while working in the level, which is really annoying

shrewd gust
#

so for some reason my usb gamepad stops working in ue4 at some point after I close and reopen projects, but works fine in windows and other applications. so i restart my computer and then ue4 sees the gamepad again. the debug output log doesn't show anything about gamepad in it. any idea how i can figure out what the problem is?

#

@rustic imp go to Edit->Editor, then Level Editor->Play, and you'll see Play in Editor->Sound try that option maybe it will help. You'll probably have to play your game in a window or Launch it to hear sound then instead of in the PIE

lament star
#

guys, is it safe to enable the python editor script plugin or will it break my project in the long run?

shell compass
#

There's also the Settings dropdown > Real-Time Audio volume slider

#

Does anyone know of any larger-scale open source / abandonware projects to study? I'm really curious to know if there's a good way to make an UE project more robust and modular and less spaghettish

#

Preferably one that isn't pure c++

opal coral
#

Hey, have run into a unique problem. I added an animation notify, and when adding the notify in the animation blueprint the engine crashed. Now it crashes every time I even open the folder that contains the containing blueprint. It also crashes when pressing play, and is not able to spawn the relevant Pawn (no null refs, just crash upon running Unreal's spawn function). I've reverted the blueprints in question, including the animation that contained the notify, I've re-generated the Intermediate, Saved and Binaries folders, and it still crashes, giving no info about what crashed in particular. I have done too much work to consider reverting everything since the last commit.
Ideas?

opal coral
#

Think I'm roughly back to where I was, by reverting the entire commit and gradually bringing back the assets 🤔

fierce tulip
#

one of those dev-days huh

shrewd gust
#

maybe create a new project and bring in the problem blue print and see how it behaves

plush yew
#

Is there any way to make exponential height fog static instead of relative to viewpoint?

woven willow
#

rigging

warped tangle
#

is that a question?

#

this isn't google

woven willow
#

sorry i thought i was searching the forum and not posting ... my bad

warped tangle
#

lol

fierce tulip
#

:p

warped tangle
#

LOL

#

I saw that

fierce tulip
#

shh

regal mulch
#

Anyone had a crash with "Couldn't find default curve compression settings under '[Animation.DefaultObjectSettings]'?

#

Seems like it tries to load that from a the Engine ini but fails and no one touched the project since yesterday

#

-_-

#

Welp, packaged the same stuff once more -> working

#

Seems legit

velvet fern
#

when import fbx's from blender, i often get one that flickers which i think indicates flipped normals. i check the model and the normals are fine but i flip them anyway and export and i get a black hole when i build lighting. anyone know why this is?

regal mulch
#

Isn't flicker usually z fighting?

#

Flipped normales look different

#

It doesn't flicker, it just looks weirdly inverted and sometimes just makes holes into meshes

next badger
#

flicker is double faces

plush yew
#

hi guys I'm in trouble, i make unreal-engine from Houdini the process make any error the unreal version 4.23 the houdini version 17.5.402 The error is error: no matching member function for call to 'GetMipData'

#

i come from china the english is very poor

#

so can you help me???

next badger
#

GetMipData is responsible for unpacking the textures, it means the texture was destroyed or damaged, or the data has incompatible type

plush yew
next badger
#

are you on Linux?

plush yew
#

yes

#

3 errors generated.
9 warnings and 5 errors generated.
14 warnings generated.
make: *** [Makefile:588:UE4Editor] Error 5

next badger
#

#linux then...cause 90% it's platform dependant

plush yew
#

how can i do

cloud cobalt
#

The editor isn't well supported on Linux

#

Are you using Houdini ?

plush yew
#

why people use linux for gaming

#

the houdini work better

cloud cobalt
#

So you do use the Houdini plugin ?

next badger
#

@plush yew gamedev != gaming

#

@cloud cobalt he uses houdini engine

tall pendant
#

or she

#

who knows

regal mulch
#

Question is: Does Houdini Engine support Linux :D

plush yew
#

but the houdini engine not work

cloud cobalt
#

Let the OP answer maybe, and don't go arguing on your favorite OS

#

@plush yew So you are using Houdini, right ? You need that plugin ?

plush yew
#

yes

cloud cobalt
#

Then you should either try a different UE release, or fix the code yourself

tall pendant
#

it's part of your houdini installer

plush yew
#

i maked a hda

#

i need different ue version??

cloud cobalt
#

Which UE version does Houdini support ?

plush yew
#

my version download from github

#

release branch

cloud cobalt
#

Which UE4 release did you download on GitHub ?

#

Should be 4.23.1 or something like that

plush yew
#

so i need master branch??

cloud cobalt
#

No, definitely not the master branch

#

It is very unlikely that master would work

#

If you downloaded master, this is very likely your problem

tall pendant
#

sidefx has infos on engine compatibility iirc

plush yew
#

please give me a download address

cloud cobalt
#

No, I won't do that

tall pendant
#

so first step would be to check their page

cloud cobalt
#

Go to the release page on Github and pick the latest

tall pendant
#

or the one who is supported by hengine...

#

which could be a older version

plush yew
cloud cobalt
#

Click on "releases"

plush yew
#

i git this version yesterday and make the unreal is work well but i can‘t make the houdini engine

tall pendant
#

have you checked that your houdini and hengine versions are compatible with the version you're building from source?

plush yew
#

@tall pendant i checked

#

maybe i need a 4.23 version

#

so i need git clone again

next badger
#

release is 4.23

plush yew
#

The network speed vary slow in chain

#

china

next badger
plush yew
#

both version i have tried

#

have the same error

next badger
#

The Houdini Engine for Unreal is not officially supported on Linux, but the plug-in can still be compiled from sources. Due to library conflicts introduced in Unreal 4.17, only Out-of-process sessions will work on Linux. Also, since setting up the Houdini environment is required for the session (the HARS process) to be created successfully. Do not forget to call "source houdini_setup" in a shell from the installed Houdini directory that matches the plug-in prior to launching the Unreal Editor from that shell.

plush yew
#

I've done all these steps.

next badger
#

well, then only #linux may help you

plush yew
next badger
#

4.23 branch is not a release one

plush yew
#

i find the diffence

#

so the realse version in not lastest version

next badger
#

yeah, release is the one that Released
and 4.23 has cumulative updates, that will be added to 4.23.1/2/3

plush yew
#

That's great

#

so i need to updata the uneal version

next badger
#

i'm pretty sure it has nothing to do with your error

#

release was tested (well, partially), and 4.23 branch was not

#

so it may be less stable than release (consider it as "nightly")

plush yew
#

In a word, we have found a breakthrough instead of doing nothing. This sentence is translated by Google.

next badger
#

still, you better ask on #linux , they have people who may help you

plush yew
#

thak you to help me

velvet fern
#

this is how it flickers, looks like flipped normals but as i said they're proper

regal mulch
#

That's still Z-Fighting

#

There are two faces at the exact same depth

velvet fern
#

it looks fine when i export it as obj

wild sierra
#

@light coyote with the post process volume, do you mean to set the levels to 0, and then set it up to go back to normal levels when you begin to overlap the volume?

ember notch
wary wing
#

Looks like that Cast is to the wrong type

#

Do you mean to use BP Player Character instead of BP Player Controller?

ember notch
#

Yes i mean BP Player Character

#

Edit: It's working thanks

velvet fern
#

is there a way to duplicate UV0 to create a lightmap?

ember notch
#

Is it possible to do if the player click a button that he do a input or key?

fierce tulip
#

@velvet fern you could make the mesh look at uv0 and use uv0 as the lightmap

next badger
#

@ember notch can you explain?
click, key are different input methods

ember notch
#

I want if he click a button that he move to left and do the key A action

velvet fern
#

@fierce tulip i could but I'm asking for when i need seperate UVs, it seems like obj supports 1 UV only, or blender chooses not to export the second UV

ember notch
#

I want to integrate the MoveRight input to the virtual control / mobile gamepad 🤔

#

i see it's easier with the mobile touch interface

next badger
#

to move you trigger an action by making an input...so pressing Key is not necessary, you just trigger same action as you would do with key

ember notch
#

@next badger I am using Gamepad Left Thumbstick X-Axis now for the mobile touch interface and it's working better now but thank you for the help ^^

fading aurora
#

hey guys i have a question about getting a full-high quality still image from a cam view

#

this is how it looks now, using command HighResShot 2

#

but if you click view original link, its actually blurry and low quality

plush yew
#

why is the + to create a second landscape layer greyed out? I cant select it but my landscape material has 2 different textures + their normals assigned

next badger
#

@fading aurora iirc the issue is in Temporal AA

fading aurora
#

Okay, thanks. I'll do some temporal AA research

#

@next badger

next badger
#

try to switch to FXAA

cloud cobalt
#

More like "switch to forward renderer with MSAA"

#

FXAA is quite terrible too

next badger
#

or MSAA (not sure if it's available for deferred)

cloud cobalt
#

It's not

#

Can't be

next badger
cloud cobalt
#

TAA can also be made quite better by using the tonemapper sharpen, or the sharp nfilters people have designed for it.

#

r.tonemapper.sharpen 1 is a decent start

shrewd shuttle
#

hey i am having some issues with assets, i am working for a team in level design, and when i paste the assets into my content folder, they are all empty except for few, i tried using 4.3 and 4.2 ( the version he recommended) but still no result.

next badger
#

why does TAA blurs the image on hires shots anyway?

cloud cobalt
#

Because TAA removes noise, essentially

#

It's what it does

#

Surface detail is basically noise

#

TAA produces extremely clean looking edges, it eradicates any form of aliasing, it removes flickering from texture noise which no other AA in UE4 can do

#

And it nukes surface detail as a result

serene birch
#

it's a sandpaper 😛

#

it prevents most forms of specular flickering too in the process

next badger
#

no, it actually blurs the image

sudden agate
#

@plush yew its not a "+" to create a Landscape Layer. It's to create LandscapeLayerInfo asset

cloud cobalt
#

It doesn't blur the image as a whole, it blurs noise

#

Small difference

next badger
#

well, i have no example right now, but last time i had this issue, details on 4x images were as blurry as on 1x one

cloud cobalt
#

Which is pretty normal

next badger
#

huh?

grave nebula
#

@next badger Because projection matrix is not changed for higher res shot, and instead of having subpixel jitter, you get jitter of times highresshot multiplier.

next badger
#

4x is 4 times the size by edge

#

we have different understanding of "normal"

cloud cobalt
#

@next badger high res shot is a dev tool, not a production tool

fading aurora
#

So, if HRS is dev tool

cloud cobalt
#

The actual high res shot you want is r.screeneprcentage 200

fading aurora
#

whats the prod version

cloud cobalt
#

If what you want is getting an image larger than your monitor supports, there isn't one

#

Setting the screen percentage to 200 is a good way of getting magically nicer images

#

But you'll stay at your monitor res

fading aurora
#

so r.screenpercentage 200

#

then how do you save the image out?

#

do you still use the HRST?

cloud cobalt
#

"shot" command

#

Or you know

#

a Windows screenshot

fading aurora
#

tried shot and r.shot

cloud cobalt
#

(shot doesn't include UI IIRC, which is a good thing, or a bad thing, depends on the game)

fading aurora
#

neither spit out an outp[ut

next badger
#

and we have dev tool that supports OpenEXR

#

for some reason

cloud cobalt
#

They do output stuff, in Saved/Screenshots IIRC

fading aurora
#

yea im not sure why HRST can save to exr

#

if its only for dev

#

and, no shot isnt outputting to the screenshots folder

#

in fact, ty ping in shot doesnt even show an actual command

cloud cobalt
#

Win + print screen key is it, then 🙂

left citrus
#

is there no way to get components by tag on a specific actor reference? the blueprint function I found requires a class reference not an instance?

#

oh wait.. I'm fucking slow in the head

#

nevermind

placid arrow
#

is there a simple way to make certain dynamically placed objects hazards as far as pathfinding goes?

#

basically alter their weight in the navmesh, so that they arent treated as impassible but an AI will only go through them as a very last resort

#

e.g. fire

#

if the AI needed to retreat and the only way was through a sheet of fire which would damage the AI, it would take that route, but otherwise would choose better routes that wouldnt harm it

wary wave
#

why would you 'get components by tag', ever?

#

as for navmesh stuff, probably requires native code adjustment

#

theoretically doable though

#

but it otherwise does not have per-vertex / per-poly scoring functions

placid arrow
#

@wary wave ive found a need for that before. if you have a component, in an actor placed in your level, and you want to refer to another actor that is also in your level, you can't just pick the actor with the picker in the properties, so i tend to refer to them by a tag.. thats not something i do on tick though, only in a constructor

#

or, if you have an actor placed in your level and its to look out for another actor, thats dynamically placed and doesnt exist at that point... thats another way to do the same

#

looking for components or actors implementing an interface may not be enough in that case

#

but its a pretty specific use case imho

scarlet birch
#

@placid arrow Navmesh custom filters will do what you asked. There was a good discussion on this a while back if you want to search this channel.

#

Modifier volumes

placid arrow
#

great 🙂 i'll look it up, thanks

#

is this a C++thing @scarlet birch ?

scarlet birch
#

No.

placid arrow
#

interesting

scarlet birch
#

Well, it's not in that it doesn't require you to work directly with C++

#

You can assign each ai to react to a custom filter differently, including assigning a different pathing cost

placid arrow
#

sounds like exactly what i want

#

i could even use that to force certain enemies to stay on high ground or something

scarlet birch
#

That's actually what it came up in relation to. Someone wanted one AI to jump to another height and another to not be able to

#

IIRC Mathew Wadstein made an example video and shared it at the time.

placid arrow
#

one of his "wtf is?" videos?

scarlet birch
#

No, during the discussion and posted it here.

#

It was his suggestion

calm widget
#

I got an animated character imported from blender i made to UE4 but not sure how to assign reference pose?

sudden agate
#

you usually import your character and then the animation separately

#

the character would contain your bind pose

#

(T or A pose in most cases)

#

when importing the animation, you can select the skeleton of your character

calm widget
#

I see, got A pose, but i've had much difficulty importing animations seperately, even screwed up my physics asset completely trying that. Dont really know what im doing. But that helps so thanks

sudden agate
#

make sure you import the animation only, there is a section for it in the import window

calm widget
#

So i reset the pose in blender, reexported it, imported the mesh only and the pose is that of the walk animation?

#

I think i got it to work, thanks man

warm delta
#

why building texture streaming is taking so long? cpu and gpu use is 8%?

ornate ice
#

Hey People I was thinking, could any of the moderators create a Channel for Tutorials? So people can share tutorials they made and that way don't get lost into a channel with regular chatting

abstract relic
brittle gulch
#

Hi guys, how would you go to store a list of arrays?
I want to store a bunch of stories, each story would be in an array where one item is a clause. And I need a key to find the array of clause, where the key could be the title or an index.

dim plover
#

I didn't really understand that, but the answer is probably a container of structs with some sort of ID.

brittle gulch
#

It's weird I admit x)
I wanted to go with a map of struct 🤔

dim plover
#

I think it's pretty normal.
But map of structs is fine. You can't really go wrong with this sort of thing.

brittle gulch
#

Or a data table? It may be better and more readable

#

a data table of structs in this case

tawdry sierra
#

Eyy... Got a quick question. How can i increase the distance that the bullet projectile renders(works)?There is no collision when i shoot at something far away

shrewd lion
#

has anyone here worked with apache cassandra
?
he
y

grim ore
#

@warm delta good to know that can cause that issue as well, most people dont install it as it's not a big help unless you pay for it and have multiple machines.

winged crypt
#

How much is a UDN license? Is this known publicly?

dapper bridge
#

Can anyone help me with correctly adding force/impulse to a character? I have researched different methods but it will not work for me.

halcyon adder
#

i was watching UE4 WTF Is? videos on youtube and didn't realize it's your channel @grim ore lol i sub to you and everyone here go support him it's great channel

grim ore
#

🙂

#

I bet the hat gave it away

frank escarp
#

@winged crypt its not known because its on a case-per-case basis

#

ive heard values from 50k-100k, into multi-million dollars

#

in your case as an indie, the low bound seems to be around 50k

#

you might also find some way to get a license to get UDN access and support, but still keep the 5%

cloud cobalt
#

It's a subscription IIRC ?

halcyon adder
#

yeah you look different in youtube lmao

tall pendant
frank escarp
#

@cloud cobalt its a custom license, like completly custom, so there is no info on it anywhere

cloud cobalt
#

Okay

frank escarp
#

and if you manage to get info from licensees, it really depends on what deal they got

#

so different people will have different answers

dense holly
#

Hey can anyone help me out with something?

#

Trying to figure out how to get something done but cant even find a tut on it lol

frank escarp
#
If you require terms that reduce or eliminate royalty for an upfront fee, or if you need custom legal terms or dedicated Epic support to help your team reduce risk or achieve specific goals, we’re here to help. 
#

**or if you need custom legal terms or dedicated Epic support **

#

the dedicated support line makes me think they probably have some sort of "UDN only" license

tall pendant
#

probably. best to either use the form i linked or contact indies@unrealengine.com so someone can get you in touch with the right person

halcyon adder
#

@dense holly ask here

dense holly
#

Alright, well bascially i seen people use splines to create pathways for roads. But the thing im having trouble is is how do i add a texture to it so i can paint just within the splines? Every texture i have seems like it isnt compatible with it

halcyon adder
#

did you create a material from that texture ?

plush yew
dense holly
#

Yes

plush yew
#

Post processing = epic

novel hawk
#

has anyone tried torrent assets/plugins in ue4?

thick herald
#

wot?

zealous cloak
#

Is it a bad idea to have a Menü in the motion controller pawn? It's super basic. 4 buttons for menu select and language select

#

Since the menue is always there why not integrate it into the pawn and attach it faced to the camera?

fierce tulip
#

@novel hawk care to clarify?

zealous cloak
#

In every scene the interaction is strictly limited to pointing and access voice information for now

novel hawk
#

@fierce tulip i mean is there protections from it?

fierce tulip
#

wanna try?

thick herald
#

^ probably took that as permission...

ember notch
#

How I do this I want to do a remove ads feature if a user buy this feature then the game should disable all Ads. How I can do this?

stone finch
#

damn guys I have big trouble with snapping object to objects after transfering project to a new version, maybe something wron during importing settings? I just waste a lot of time, trying to snap and save pivot position and trying to allign objects by snapping

#

anyone has the same problem?

#

should I record video?

ember notch
#

Before he play this ad how I can check that the player own this remove ads packet?

cunning zinc
#

Hi, is raytracing is multi-gpu in latest release ?

safe forge
#

@grim ore Im also a huge fan of your channel thanks a lot man 🙂

grim ore
#

🙂

stone finch
#

guys plz any advice to improve snapping in UE 4?

#

maybe I need to tweak something in settings?

grim ore
#

you can adjust them all in the viewport, have you tried that?

ember notch
#

How i make crossplay?

#

i want crossplay with my first and second project both have the same content? I want that both can play together multiplayer

grim ore
#

same platform? internet or local play?

ember notch
#

I want that Windows and Android users can play together. But i tried on Windows with both projects and if i join then he send me back to Lobby 🤔

grim ore
#

correct since your server is expecting 1 project and map and you are trying to load up another one

#

if you want android and windows you will have to have 1 project that supports both, possibly even a dedicated server that is not in UE4 to handle the traffic

dim plover
#

I think you need to write your own online subsystem for crossplay if the OSS you're using currently doesn't already support it.

ember notch
#

I wanted to do a ad free version for android and a lite version ._.

neat forge
#

I need to create this node, how to I make a sub animation instnace?

grim ore
#

you would use the same project you would just build out different versions

ember notch
#

can i use a another package id?

grim ore
#

for android? you should be able to set it when you export it out to android so yes

neat forge
#

Oh wow lmao thanks

midnight bolt
#

please guide me how to automate material creation... i start with .mtl files that has references to 3 textures. diffuse, normal, spec. i can't get more than diffuse with obj, with fbx i only get diffuse and normal, specular is still missing. i understand that many says i have to recreate them manually, but i have a lof of them. there must be a way to specify textures. maybe a console command? external plugin? i spent days trying to work that out, no success

#

even anything like [materialinstancename] +diffuse.tga +normal.tga +specular.tga

grim ore
#

it's honestly just not supported out of the box. The only ways wold be to see if Python can process mtl files on import and create UE4 Material files with connections or to code up your own import processor in C++ as a plugin or engine mod

#

Unreal Studio with datasmith might support this but that's entirely different

midnight bolt
#

that sounds above my knowledge. if there was an existing script, i could make a batch command for all of them

#

only once i got all 3 textures, probably via 3ds max export to fbx

ember notch
#

How i can disable this for this level or activate it for only one level?

halcyon adder
#

it's a player controller so add one for this level

next badger
cloud cobalt
#

?

halcyon adder
next badger
#

the thing we discussed today about TAA blur on highresshots

mossy nymph
#

you can put a grid inside a scrollbpx

cloud cobalt
#

TAA blurs, that's a fact of life

#

Not sure what your point is

next badger
#

oh...yeah it does, but w/o TAA it's quite good imo

cloud cobalt
#

Without TAA ?

next badger
#

the screenshot above

cloud cobalt
#

That's without TAA ?

next badger
#

yep

cloud cobalt
#

So... What AA does it have?

ember notch
#

Is there something like Widget BP begin?

next badger
#

@cloud cobalt no clue, let me explain

cloud cobalt
#

If you kept TAA, then it has TAA

next badger
#

@cloud cobalt does scalability changes the AA setting?

cloud cobalt
#

It can change TAA to FXAA when you go from medium to low

#

Which looks like no AA at all really

#

Otherwise, no

next badger
cloud cobalt
#

^ FXAA

#

You can see horrible aliasing in background

#

But much better surface noise

#

because TAA blurs it

weary basalt
#

TAA blur is so annoying.

#

I prefer to play my games with FXAA lol

#

And up the screen % to compensate

next badger
cloud cobalt
#

We had this option in Helium Rain

#

2x more pixels (154% screen), FXAA vs TAA

#

For people who love aliasing 😬

#

Seriously though S-ed, this is pretty much exactly what you should expect here

next badger
#

i prefer noisy textures + aliasing over blurry textures + blurry edges

weary basalt
#

So do i

cloud cobalt
#

IMHO FXAA is horrible, TAA is great for heavily processed render styles, MSAA is the best option for sharp renders

#

I ended up moving to forward render for MSAA alone

#

Lots of features lost, but that AA though

weary basalt
#

Does MSAA do anything in Deferred?

cloud cobalt
#

Nope

#

Not possible

weary basalt
#

Does it just default to FXAA if its set?

cloud cobalt
#

No idea

#

I just know it's not possible to use MSAA in any deferred engine

weary basalt
#

Fair enough

cloud cobalt
#

Look at say, the fan on the left side

#

(Open the original image)

#

And the floor dead center bottom

#

It's both much better than FXAA as an AA method, and extremely sharp

#

Perks of being an actual 3D-based AA method, unlike both others which are 2D post-processes

#

it won't work for texture aliasing, but hey, you have mipmaps.

next badger
#

and VTs are actually good for blending and generating mips

cloud cobalt
#

Mipmaps don't need any kind of tech

#

They've never not been a thing

#

Not since 3D games were, anyway

#

I mean, the N64 had mipmapping

next badger
#

yeah...have you ever made a DDS packed mipmap? ...

plush yew
#

why is one side of it smallet than the other

cloud cobalt
#

Yeha, I work on that stuff on a daily basis right now @next badger

next badger
#

@cloud cobalt any tools there?

cloud cobalt
#

Not much

next badger
#

exactly...yet mipmaps exist for ever