#ue4-general
1 messages · Page 549 of 1
You can use the Preview in the AnimBP if thats what you want
i just really suck with anims
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.
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
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
I mean, that is probably a 100% incorrect analysis of the situation but thats my crackpot theory
"When You think you know UE4..."
Does a blendspace have to be controlled by another parameter?
ah, @scarlet birch - I have seen this recently, it seems to be a blueprint corruption issue
no matter what, when you recompile that BP, the value will be zero :/
UE does get angry with me in the editor sometimes when I do things too fast
Yeah, that's exactly it
it happens during recompilation, apparently the issue has been around for a while
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
its a new feature called 'forced frequent code audits' where you gotta go back and review all your code for what could be corrupt
and the more times you review your code, the better the product right
yeah, there's nothing wrong with the code, it's the BP compiler at fault
Stay away from BP. Problems solved
if I stayed away from BP, iteration times would explode
Wasn't live++ praised because it was super fast? There is prolly no one actively using it.
The iteration speed problem with C++ isn't the compile time.
link time is the worse
And I mean, live++ isn't that much faster anyway
Lol
Bp's iteration is faster because something like creating a mesh component with a random material and adding basic behavior to it takes seconds
C++ is going to take way longer to just write
@oblique tangle what you mean by "another" ?
On top of that, any Blueprint exposed change in C++ needs an editor restart
Good luck with that iteration speed
'Stay away from UE. Problems solved'
Yup,the wordt
UE is fine, C++ is fine, but not using BP isn't exactly useful 😛
Yup
Stay away from Gamedev\PC\Work\Life. Problems solved
Just wondering how I would achieve this
ive got the same anims as this guy
Early stages of the project, inspired by the cancelled "Spiderman UE4", I'll be working hard to improve the game and make a detailed New York. When It's fini...
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
Put this together all in blueprints. Credit to Aidan C for the inspiration and TheSunjayChand for the basis of the swinging physics (except the character rot...
In comparison to me, my animations are configured in a blendspace which is manipulated by the player's speed
how would i set the anims up so they r like the first video?
play them in sequence?
ok I find that impressive : https://www.reddit.com/r/unrealengine/comments/dfebqv/unreal_houdini_engine_is_my_favourite_thing_ever/
@next badger Could you help me set that out? I'd really appreciate it 😄
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 ?
Is it possible to blend different sections of an anim montage?
so they are all smooth?
@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 😦
@grim ore yeah, i linked this issue here before you found the solution, you probably missed it
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
@next badger What would I put in the transitions to just make the animation naturally progress from playing anim 1 to anim 2 etc.
is there a way to reimport a static mesh with different import settings?
ooh, think I found it, never mind
can change the import settings from within the static mesh editor
doesn't seem to contain all the settings though 😐
@oblique tangle if not blend, i don't know
once again #animation is the place for this kind of questions
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?
@wary wave which are missing? afaik all of them are there
list seems too short for it to all be there, but the setting I wanted is in there
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)?
the one may be missing are 'split compound mesh'
@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?
'import materials'
welp you can change it if you want then to test https://docs.unrealengine.com/en-US/Engine/Content/Types/Textures/Streaming/Config/index.html r.streaming.poolsize XXX
@oblique tangle you know that speed is just a name...it can be anything...even a float static
Can that ruin performance quality if I raise it?
sure but there is no way of knowing without trying it.
Good point lol
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?
@next badger
the default streaming pool size is relatively small so it might not work for your project depending on size and materials etc.
Isn't UE4 blending everything by default anyway?
Even if you play a AnimMontage out of the blue it should partially blend to that and out of it.
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
I put an anim montage together just then and it wasn't blended at all
Plus I would much rather do all of this within states
Dont know if montages can be played in states or not
If you want states, then you just need to define what your state entry and exist condition is
That's pretty much a bool at the end of the day.
@oblique tangle yes, the parameter controls the position on the blend space...if it's 1D it's a float
@serene birch that houdini thing you posted isnt even that complicated to make
i guess maybe 1-2hours
I'm still so confused as to how this could be achieved easily
This is what I have now, where you can see the blendspacing determined by speed
And this is what I'm trying to achieve where it isn't determined by speed and just plays
Can anyone give any insight as to how you would achive the effect he does from 2:06 to 2:25 in unreal
TUNIC is an isometric action adventure about a tiny fox in a big world. http://www.TUNICgame.com Hi folks ♥️ In this video I give a quick dev update and show...
i am aware this is made in unity*
@next badger I'm just confused with what parameter I would use instead of speed then that would achieve this desired look
i see no any parameter in 2nd animation, it just plays the animation
I gave you some explanation in #animation
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
Also here it just seems to be : button pressed -> transition button released -> transition
@limber sphinx which exactly? it shows a lot of stuff between 2:06 and 2:25
@frank escarp that what's make it even more amazing
@serene birch i mean ive done similar-ish stuff xD
the way that thing works is that it grabs the meshes, and their vertex colors
then, it scatters points based on vertex color (white = more points, black = no points)
then it connects the points together to create vines, and spams leave meshes around them
connecting points to each other is probably the hardest part. I think that would need a bit of scripting
but not necesarely anything complex, probably just "find closest point, connect to it" would do it
vines would just be a node that turns edges into cylinders, and leave scattering is probably more use of the scatter node
@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.
@limber sphinx the level mesh is used as a mask and if level.depth < character.depth then Silhouette
Thanks everyone @sudden agate that’s exactly what I meant.
@light coyote I will try that
I need help
So you guys see the sides. It's meant to be polygonal
and i want to make the subtractive brush fit the shape of the sides
how would i do that?
open 3Ds Max, Blender, Maya or anything else and model it
i know but i want to do it in the engine
if i model a wall in blender, it wont fit the rest of the walls in the engine
@plush yew Can you explain a little more, i dont really understand what you mean exactly
ok so you see the top sides of the door?
that thing that looks like stairs ? 😅
yes
its supposed to be polygonal
but i want those to be covered by subtractive bsp but i dont want it to block it from opening and closing
@light coyote I wonder if the technique you spoke about was used in LM https://youtu.be/-t-_5eC31bU?t=1018
you mean that the shape i see there is not geometry, rather, is the mix of subtractive and additive bsp, right ?
yes
ahhhh
ok
you can create a shape from the resoult of your subtractive and additive bsp
?
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
more pictures!
and i want the geometry in the engine to fit each stair on the top
like this
but it wont fit the stair
are you using geometry brushes in the engine?
yes but the door is from blender
so are you trying to change the door in the engine, or the geometry brushes in the engine to fit the door
the top left corner, modes, the last option is geometry editing
you can use that to edit your brush to anything you want with enough skill
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
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
but yes doing it outside of UE4 is the more correct way ^^^
yea that does it
thank you @grim ore
nevermind
that didnt do it. should i give up?
I dont know what didnt work so yes?
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?
2-3 movable lights kill your perf?
Yeah seems so
Well actually it’s more like 6 now but I turned shadows and such off
no i mean give up at game development in general @grim ore
@tall pendant just realized the few hundred trees with complex collision might be dampening performance
thats more likely to kill perf yeah 😄
but with hundreds of trees you also want to check overdraw etc
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.
i have that ticked
but i am getting this problemn
i want the character to always be behind the camera, obviosuly
Hey is there a way to download asset on the store through mobile devices
If I am using blueprints for my program,how do I share them on GitHub?
@icy mulch Given the Editor doesn't exist on Mobile Devices, I would say no.
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?
I would just like to download the assets from my phone and drag them to unreal engine 4 @regal mulch
As said, doubt that's a thing
ive seen people trying to install ue4 on their phone XD
I'm not at all surprised
should I reinstall the engine?
@warm delta is the process still running in task manager?
yes
now I have compiling at 92 and apply changes... at 100% and it stuck, have to kill task to close it
its not stuck
I am trying to create material from images
its compiling
the number is not moving
task manager shows 100%?
Dang I'm trying to download the free horror engine pack my phones internet is so slow
0%
weird. Depending on what you are doing it can take a while to process data based on your machine
it shows "apply changes to original material and its use in the world 100%" and I cant click anything...
welp you can kill it and retry, its probably trying to do something and just needs to take its time
How strong is your PC again?
Just to make sure you are not running this on a toaster
xeon x5690 3.47 (s1366) gtx 660
@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
oh hye i didnt know you used this discord haha i watch youre videos daily thanks for what you do man
well i have a pretty complicated bp
character bp that is
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?
i see
its on the Mesh component
but i did notice that i just dragged the camera to the mesh component
without the spring arm
the spring arm stayed outside the mesh component where it originally was
would that affect anything
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
yeah when using the spring arm you now have 3 points of control to adjust, arm camera and character so it gets complicated
okay so i deleted the spring arm
but same result
worth mentinioning i rotate perfectly fine when walking
when useing the camera to turn
but if i am standing still as you can see, still no rotating
yeah it is orienting the mesh to the direction you are moving when you move is why
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
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.
oh wait there is no head on the template lol
so with the following settings I think I get what you want? using the TPS template
camera as child of mesh. mesh as child of capsule
camera parent socket = head
camera set to use pawn control rotation
yep so far so good
sorry work lol
character movement settings -> use controller desired rotation checked, orient rotation to movement not checked
the head being socketed btw sucks since it's bobbing with the animation lol
springarm was deleted btw
https://i.gyazo.com/55d4b45417cdf4678f2b24fc4a6a61cc.gif is what it does
yea okay so there is a difference there
in my
charcter movement component i have use controller yaw ticked
er wait
sorry not on the character movement component. But on the character bp it self
there
all of those are unchecked on the character
okay
but checking it didnt change anything for me
hm
yea
i tried different combinations of all 3 of those
none of them seem to make a difference
something else must be controlling my camera then
maybe. I took a clean TPS when doing this
i did a public search for my follow camera in references and got nothing
but
i dont know what else it could be
once again the blurb quoted on Discord seems impossible to find in the page itself 😄
?
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"
its prolly in the code
¯_(ツ)_/¯
but yea
it's pulled from meta tags in the html page yeah pretty sure
ugh yea i cant see the camera being modified in any way
i have no clue why its doing this
is there anythign there that looks off?
What do i need to launch my game on Android?
Is Android Studio enough?
I am sure that nobody will answer this question
Did you click th link in the Android settings for the page that tells you all of the answers?
Did you Google ue4 Android setup
Did you actually try anything before asking a pointless question
yes i search it but it said it's UE 4.17 and my friend said i should install Android Studio only
Here I will even make that easier since googling is hard. https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/GettingStarted/index.html
Setting up for development for the Android platform.
If your friend is giving you answers why not have him help you if you are listening to him
it says at which version the feature started
unless it was removed (which should be shown too), any version starting from 4.17 should apply
The docs don't even say 4.17 so no idea where that came from
hmm I tried to reinstall the engine but I still have the same problem
i will try Nvidia Codeworks for Android if this don't detect my device then i will use Android Studio
Did you try a new project to see if there was an issue with your project or the engine
yes I tried 3rd person project
If code works doesn't detect your device then it's not code works you might need to install the drivers for your device
A third person project with your changes or just a third-person project
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
So the material literally had no changes and just one texture in it and it won't save?
can you define "gets stuck"?
I add texture sample node, and save, I get the "apply changes to original... 100%" and nothing happens I can only kill task
can Win 10 version cause that?
are you updated?
Hello,
I m looking to find where the player name is generated in code but cant find anyone got the path?
Thx
err PlayerState? I don't have my editor open right now
Probably more in some online subsystem class, which is a bit vague.
How i can protect my game against cracks?
@warped tangle Thx but that s not what i m looking for ^^
I know how to get it 🙂
duct tape
😄
@ember notch
@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
@dim plover Oh ok i see 😦
@kind dew aww.. always a bummer when it's something else driving you crazy even tho it should work lol
I'm actually looking for where the Playername/Nickname is set.
But VS is crashing. Trash. 😭
XD
haha right! man i was losing it there for a bit haha just game dev things i suppose
@dim plover I keep diging but mention me i you find it pls
each engine version has different starter content files?
mmm no it's the same content
every time I install different engine version it will download starter content? why not reference the same starter content folder for each version?
It has the content appropriate to that engine version. There are changes to the uasset files I believe but not the content itself.
ah ok
I found this site: https://texturehaven.com/textures/ and tried to make UE material and found out that I have some kind of problem with the engine 🙂
Whats your hardware?
xeon x5690 3.47ghz (s1366), gtx 660, win 10 64bit
I am now installing UE 4 22.3 to see if there is the same problem there
have you watched your task manager to see if you're at 100% CPU when you are applying the material?
yes it was 0%
your cpu was at 0%?
ah
I asked before but might have missed your response, is your windows up to date?
it updates sometime but I disabled the updates
@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.
Ok and how do i access to this implementation?
Access, like call? Or just look at in VS?
@dim plover Look
Is there any way to safely duplicate a map in 4.23 without lots of errors?
Forcing the copy sometimes works but it comes with a handful of warnings and errors
Tried both duplicating the .umap and saving a current map as a new name
@cosmic matrix, they're all in Plugins/Online.
ok thanks
If i click accept nothing happens
restart editor
quick question,when using splines how can I get the start and end point to join together? Cant seem to figure it out.
is there a way to make the terrain brush size maximum bigger?
write the number you want, instead of the slider
@warped tangle nope don't work
are you actually following the docs
yes maybe export the android settings and send it to me 🤔
@fierce tulip Any news on the potato project? 😄
?
the one you wish you planted and took pictures of 🙂
XD it tasted great, but still regret it
😄
okay. Maybe a VFX potato? no? Okay 😄
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
not that anyone needs to know this
loool
Can Someone Help Me WIth Mobile Interstitial Ads, It Wont Show :/
is it okay if we publish an enreal engine game without mentioning unreal engine ? i mean the unreal engine logo
You technically need to ask to get permission to use it, so yes.
unity force devs to put unity logo i think but in unreal i don't know how it works
Read the license.
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?
i thought the license is just alot of blah blah for us to ignore lmao just kidding
i'll read it thank you 😋
Simply put, you won't need a logo, but yes, you will need mentioning UE
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
Unity logo is only required for free versions IIRC
UE4 isn't free, so it also doesn't force a logo
@patent vortex i think there's a looping checkbox in the spline component
shitty games anyways the best game made with unity is house flipper i think lol
in UE 4.18.3 everything works fine and I can create materials
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
Hey, I am following a tutorial (https://gamedevworks.com/blog/ps1-rendering-style-in-ue4/) and I did step 1 but at step two I don't know if I'm supposed to create a whole new object orr..? Please ping me if you know what it is asking me to do
well it says for step 2 to create a material function
also the end of step 1 says to save and close the window
Has anybody used Unified Interactive Water System? Im wondering if I shoukd buy it
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
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
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 😄
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
Yes! It sounds excellent. Sounds just like what I had hoped for
lol my polygon mesh cat drawn freehand with the tool
wow it even has UV projection tools in it
Oh huh neat it does everything 😄 Does it err... auto-unwrap?
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
Cool 😄
I dunno if you can texture individual parts tho
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
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
How Compared the score of the players online?
@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.
@light thunder you can help me?
For what?
The problem is also that when the client fires on the server the server does not damage why?
Have you read the Network Compendium guide?
And for what I wrote at the top @light thunder
Yes, but it does not help me
It should have, you might want to read it again, replication can be a tricky thing
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
OK
@light thunder I do not unfortunately 😦
@grim ore you can help me?
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.
what debug symbols used for?
knowing where something crashed when it crashes rather than generic "something crashed" messages
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
😦
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
Maybe something is wrong with your 4.23. Unlikely, but possible.
Have you tried verifying?
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
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
I can edit but preview is not working and colors not show in constant3vector etc.
windows version can cause this?
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
@light thunder so
no its happens even with new empty material, also when I build it hangs on texture something...
I made a new material, I hit save, no issues here.
yes
so again unless we can see what you are doing I think you are stuck with this problem on your own
I dont want to use 4.18 its too old :\
@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
btw why you take photo and not screen shot?
@warm deltaNot enough connection to connect to the computer
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
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
I have to go to sleep good night and I hope you can help me another day
😂
UE works on win 10 LTSC?
I give up lol
random question here: does anyone know if Unreal Tournament is dedicated server based or listen/client hosting?
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
technically you random spawn them
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
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
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
I have heard that so many times over the last 15 years
lol
maybe this: https://www.reddit.com/r/unrealengine/comments/3qif3d/how_would_i_go_about_simulating_npc_behavior_when/
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
I think no one want to follow npc anyway...
it will frustrate players...
what will?
having npcs that travel will frustrate players?
is that a thing?
ive never heard that
no, if player will follow npc
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"
it will be a lot of programming probably...
If you have your road , then you can target it
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
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
i already have behavior
i'm talking only about spawns
then you need spawn points
and some kind of manager that will decide to spawn actor
needs to be subdivided appropriately for it to curve
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..
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?
anyone have a link to that plugin which lets you write cpp in a blueprint node
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
Just wondering how the camera sway effect in that works
If anyone has any insight
hmmm.... pretty sure all elderscrolls npc's have some task or path they travel
Skyrim, Oblivion etc
random dialog between themselves
they eat
etc
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
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.
Hey Guys, I want to load the OCS data in unreal. Can someone point me in a direction ?
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
change the material type to masked? and set a mask for the areas you want to be transparent?
@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
Post process is a material so... yes ?
texture and material are 2 things
lol
I think you're the one confused here
No. A texture, and a material, are different
No shit, man
he said texture, in his question
waffle specifically asked for help for his post-process material, using a texture
Read the question again
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
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
@cloud cobalt Thank you sooo much mate. That works perfectly 😄
I needed a node that says scenetexture:Processinput0
Yeah
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
UE4.21.2 is stuck at 45% in the launching splash screen after i turned on Support planar reflection
it's compiling shaders
probably D:
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)
ifInAir rotate for X degrees on Y or Z axis for A time
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?
@restive arrow is it parented to the camera?
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.
👍
:)
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?
set up a boolean with a branch I'd imagine
ok thanks
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?
isn't there a continuous tracking thing? can't remember
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
How I make that he do the the look up action every time?
every time the button is pressed?
Here we will set up our character and create some assets that we will need later in this guide.
have you at least done that tutorial?
@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
custom even is whatever event you're using to make this switch, do you have this thing set up?
any idea how i can use axis value with this?
You could check if axis value is < or > whatever value you want to compare it to
Hey, I have a pawn that chases me but he won't stay on the ground, he just levitates towards me
if you switch that pawn to a character itll have a movement component with gravity built in and all of that
Thank you!
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
Alright
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
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
guys, is it safe to enable the python editor script plugin or will it break my project in the long run?
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++
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?
Think I'm roughly back to where I was, by reverting the entire commit and gradually bringing back the assets 🤔
one of those dev-days huh
maybe create a new project and bring in the problem blue print and see how it behaves
Is there any way to make exponential height fog static instead of relative to viewpoint?
rigging
sorry i thought i was searching the forum and not posting ... my bad
lol
:p
shh
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
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?
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
flicker is double faces
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???
GetMipData is responsible for unpacking the textures, it means the texture was destroyed or damaged, or the data has incompatible type
are you on Linux?
yes
3 errors generated.
9 warnings and 5 errors generated.
14 warnings generated.
make: *** [Makefile:588:UE4Editor] Error 5
how can i do
So you do use the Houdini plugin ?
Question is: Does Houdini Engine support Linux :D
but the houdini engine not work
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 ?
yes
Then you should either try a different UE release, or fix the code yourself
it's part of your houdini installer
Which UE version does Houdini support ?
Which UE4 release did you download on GitHub ?
Should be 4.23.1 or something like that
so i need master branch??
No, definitely not the master branch
It is very unlikely that master would work
If you downloaded master, this is very likely your problem
sidefx has infos on engine compatibility iirc
please give me a download address
No, I won't do that
so first step would be to check their page
Go to the release page on Github and pick the latest
Click on "releases"
i git this version yesterday and make the unreal is work well but i can‘t make the houdini engine
have you checked that your houdini and hengine versions are compatible with the version you're building from source?
release is 4.23
which branch you've compiled for plugin?
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.
4.23 branch is not a release one
yeah, release is the one that Released
and 4.23 has cumulative updates, that will be added to 4.23.1/2/3
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")
In a word, we have found a breakthrough instead of doing nothing. This sentence is translated by Google.
thak you to help me
this is how it flickers, looks like flipped normals but as i said they're proper
this is the face normals of one of the rooms
@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?
Looks like that Cast is to the wrong type
Do you mean to use BP Player Character instead of BP Player Controller?
is there a way to duplicate UV0 to create a lightmap?
Is it possible to do if the player click a button that he do a input or key?
@velvet fern you could make the mesh look at uv0 and use uv0 as the lightmap
@ember notch can you explain?
click, key are different input methods
I want if he click a button that he move to left and do the key A action
@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
I want to integrate the MoveRight input to the virtual control / mobile gamepad 🤔
i see it's easier with the mobile touch interface
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
@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 ^^
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
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
@fading aurora iirc the issue is in Temporal AA
try to switch to FXAA
or MSAA (not sure if it's available for deferred)
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
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.
why does TAA blurs the image on hires shots anyway?
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
it's a sandpaper 😛
it prevents most forms of specular flickering too in the process
no, it actually blurs the image
@plush yew its not a "+" to create a Landscape Layer. It's to create LandscapeLayerInfo asset
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
Which is pretty normal
huh?
@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.
This thread had a decent sharpen stage to make TAA less hardcore smooth : https://forums.unrealengine.com/development-discussion/rendering/125798-temporal-aa-sharpening - it's not maintained anymore AFAIK but it might be a decent start @fading aurora
Updated 03.09.2017
Rewrote most of the code and put it into separate files.
I've added a step to the TAA post process that sharpens the image without destroying
@next badger high res shot is a dev tool, not a production tool
So, if HRS is dev tool
The actual high res shot you want is r.screeneprcentage 200
whats the prod version
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
so r.screenpercentage 200
then how do you save the image out?
do you still use the HRST?
tried shot and r.shot
(shot doesn't include UI IIRC, which is a good thing, or a bad thing, depends on the game)
neither spit out an outp[ut
They do output stuff, in Saved/Screenshots IIRC
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
Win + print screen key is it, then 🙂
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
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
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
@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
@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
No.
interesting
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
sounds like exactly what i want
i could even use that to force certain enemies to stay on high ground or something
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.
one of his "wtf is?" videos?
I got an animated character imported from blender i made to UE4 but not sure how to assign reference pose?
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
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
make sure you import the animation only, there is a section for it in the import window
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
why building texture streaming is taking so long? cpu and gpu use is 8%?
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
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.
I didn't really understand that, but the answer is probably a container of structs with some sort of ID.
It's weird I admit x)
I wanted to go with a map of struct 🤔
I think it's pretty normal.
But map of structs is fine. You can't really go wrong with this sort of thing.
Or a data table? It may be better and more readable
a data table of structs in this case
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
has anyone here worked with apache cassandra
?
he
y
@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.
How much is a UDN license? Is this known publicly?
Can anyone help me with correctly adding force/impulse to a character? I have researched different methods but it will not work for me.
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
@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%
It's a subscription IIRC ?
yeah you look different in youtube lmao
@cloud cobalt its a custom license, like completly custom, so there is no info on it anywhere
Okay
and if you manage to get info from licensees, it really depends on what deal they got
so different people will have different answers
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
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
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
@dense holly ask here
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
did you create a material from that texture ?
Lens flare does not work
Yes
Post processing = epic
has anyone tried torrent assets/plugins in ue4?
wot?
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?
@novel hawk care to clarify?
In every scene the interaction is strictly limited to pointing and access voice information for now
@fierce tulip i mean is there protections from it?
wanna try?
^ probably took that as permission...
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?
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?
Before he play this ad how I can check that the player own this remove ads packet?
Hi, is raytracing is multi-gpu in latest release ?
@grim ore Im also a huge fan of your channel thanks a lot man 🙂
🙂
guys plz any advice to improve snapping in UE 4?
maybe I need to tweak something in settings?
you can adjust them all in the viewport, have you tried that?
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
same platform? internet or local play?
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 🤔
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
I think you need to write your own online subsystem for crossplay if the OSS you're using currently doesn't already support it.
I wanted to do a ad free version for android and a lite version ._.
I need to create this node, how to I make a sub animation instnace?
you would use the same project you would just build out different versions
according to this page https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/SubAnimInstance/index.html you would right click in your main anim graph and add a sub anim instance node
can i use a another package id?
for android? you should be able to set it when you export it out to android so yes
Oh wow lmao thanks
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
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
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
it's a player controller so add one for this level
@cloud cobalt tested highresshot, no blur ...4.23 new project
https://cdn.discordapp.com/attachments/375019569804345347/631949940301758485/screenshot.1570738963.png
?
is it possible to make more then one slot in scroll box or i should use vertical boxes inside of scrollbox ?
the thing we discussed today about TAA blur on highresshots
you can put a grid inside a scrollbpx
oh...yeah it does, but w/o TAA it's quite good imo
Without TAA ?
the screenshot above
That's without TAA ?
yep
So... What AA does it have?
Is there something like Widget BP begin?
@cloud cobalt no clue, let me explain
If you kept TAA, then it has TAA
This one made with Cinematic quality
@cloud cobalt does scalability changes the AA setting?
It can change TAA to FXAA when you go from medium to low
Which looks like no AA at all really
Otherwise, no
Scalability Low (but 100% screen)
^ FXAA
You can see horrible aliasing in background
But much better surface noise
because TAA blurs it
TAA blur is so annoying.
I prefer to play my games with FXAA lol
And up the screen % to compensate
TAA also made those weird lines
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
i prefer noisy textures + aliasing over blurry textures + blurry edges
So do i
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
Does MSAA do anything in Deferred?
Does it just default to FXAA if its set?
Fair enough
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.
and VTs are actually good for blending and generating mips
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
yeah...have you ever made a DDS packed mipmap? ...
https://gyazo.com/37528abf01c173be244bd09d3bff9461
okay so this is 1 geometry cube
why is one side of it smallet than the other
Yeha, I work on that stuff on a daily basis right now @next badger
@cloud cobalt any tools there?
Not much
exactly...yet mipmaps exist for ever