#ue4-general
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@plush yew so you are saying this is 1 mesh/brush?
you mentioned that you don't need anything for mipmaps...but you actually have no anything for them
what does the material look like on it?
@next badger Every game engine ever built supports them internally
OpenGL does it for you if you're on that platform
it works fine when i move it butwhen its next to stairs it changes scale for a small area of it
Vulkan also has a convenient helper, though it's more involved
DX is the only one not to offer it directly, but I mean, downsampling textures isn't rocket science
@cloud cobalt you mean by coding the source or this
how to work with mips?
Import a texture
Done
I mean literally
In UE4, Unity, any game engine i've ever worked with
i member having to make em manually
You're older than I am π
My Android NDK is dead and i don't know how now i have many errors π€
Then if you somehow need this - edit your own DDS file and import it in UE4 with "leave mipmaps"
Never had to do this myself with UE4, though
Imagemagick supports this, for example
convert lod0.png lod1.png lod2.png -define dds:mipmaps=fromlist lod0.dds
yeah, this old wiz can do a lot of fancy stuff
Or you can use Photoshop directly
Which Android NDK work with UE4?
the one that comes with it
ue comes with ndk?
yeppers
I am getting everytime this error
There's a code error in your game
To install CodeWorks for Android 1R7u1, navigate to the Engine > Extras > Android folder.
its in every engine version
This is not an NDK error
Restart editor maybe?
I am using Blueprints π€
I think there a some errors because I renamed the project π€
how I can fix it?
i have a question about rendering text in unreal!
can i have any influence on the resolution of certain widgets?
the text has to super good to read on a vive pro
@ember notch edit game name in the defaultengine.ini
i want to go with a lower resolution and sharper fonts. It's a mandatory task to accomplish, that text are readable
is there a way to set variable's slider range dynamically?
Can I delete the Intermediate folder?
@ember notch yes
Ok thanks the log said there is a error in this folder
@zealous cloak to increase the resolution of the widget (for VR I assume you're using 3d widgets), you need to increase their size (inside widget), and draw size in host component also #virtual-reality and #umg
@next badger Are you using Virtual Texturing in those images?
someone please tell me theres a way to turn autocorrect off
i make 1 typo and im doomed forever
it's annoying but not that I know of, I just add a character to the end of it then fix it correctly.
it's treating it as if you didn't rename it is the problem
@coarse wigeon no...just premade DDC texture
Got it
VT is not simple to setup...i had to convert my textures to VT format, and i don't want that
Got it
Is there any events that I can bind to for when a dynamic nav mesh is fully setup and ready to be queried?
How would I compile UE4 Source so that my result is identical to how you would get it from the launcher
r
I am trying to reference it in begin play but it isn't ready yet
goodnight guys
@open eagle it's not likely you could get identical unless you have the same toolchain and setup as them. You could get a compatible engine for sure if you use the tag or branch for the version you want
I am having issues with visual studio rebuilding the entire engine whenever I want to debug
I want to make it like the launcher build and have no source files
it definitely should not be doing that
I am switching from laptop to my desktop often but I have the source build on an external drive
it usually tries to do that on my laptop most
it should still be fine, load up the .sln file and hit play and it should work. all the build files are in the source folder
assuming you are not updating the engine for some reason between all of this.
When I do that it rebuilds the whole engine
I built the engine with vs2017 and Im using 2019 to debug it using the vs2017 core
because the SLN file was made with Vs2017
is there a difference between right clicking this and going to debug>Start new instance versus pressing play on the toolbar at the top
I cant answer that one, maybe #cpp can? I always just choose the debug editor at the top and hit play and let it start up. I attach it to the project itself once it launches and go from there
never had a rebuild issue but I dont swap it between machines.
No there is no difference.
Does anyone here build from source, especially on OSX? I'm not sure how to "install" what I built.
after you build you have to run the engine from the binaries folder where it built the executable
Ok, that's probably what I'm doing wrong. I'm trying to start them from the command line and the working directory may need to be the top of the binary path.
the other option is just run it from the editor once you built it
yeah, I would rather not if I can avoid it. I don't use Xcode if I don't need to
if i change the shape of geometry cube in geometry cube and then try to make it hollow it reserts back to orioginal scale
why
any idea what does this texture belong to in materials?
Anyone know how to remove a material node via hex editor
Clicking on it causes a fatal crash
Nevermind its just crashing all over
guess I need to wait for 4.23.1 till I can mess with landscape materials again
@midnight bolt in context?
i have 3d model that came with such texture, seemingly specular texture, but different channels than im used to i guess
have you tried to unpack it? (layers/channels)
specular generally in monochrome
it may be Roughness+Metallness+something, or specular+glossiness+something
@dry moon you actually can replace a material asset aby another one
yeah but messing with landscape grass output generally is buggy
I just remade the material by dragging it all, making a new grass output
put in the 4 grass layers, and same issue
clicking on it causing a crash
yea not reported
since if it's not there it may not be fixed in .1
Am I crazy or as of 4.23 is Niagara no longer "Experimental"?
I'm not seeing it being official in the 4.23 notes, but it isn't in the experimental section of the editor settings, and I have access to it now (when I didn't enable it in the experimental section prior to swapping my project from 4.22 -> 4.23.)
Hey guys i'm a noob learning ue4. Been working on a map for weeks and today I went to open the project and it gets to 73% then crashes every time. I can't find crash logs to see whats going on. can anyone point me in the right direction.
Not 100% sure, sounds like something MIGHT have gotten corrupted... But I'm not 100% certain, so don't freak out just yet. π Do you by chance have a recent back-up?
No. I had the idea last week to clone the folder every day and totally forgot to do that. I was going to set up perforce for source control but haven't got to it yet.
This is the second time its happened. And I'm not doing anything but building a map with some megascans assets. I'm starting to think its megascan bridge plugin.
I had it looking pretty sweet too π¦
lol
https://answers.unrealengine.com/questions/30490/project-crashing-on-startup.html This sounds similar to what's happening to you. It looks like the theory was that the map was corrupt.
Personally, I avoid plugins and experimental features like the plague. I know a lot of people say they're stable, but with my luck some fluke will wipe my project. I back up weekly to an external harddrive for safety.
Yeah, looks cool, I get Satisfactory vibes from those mountain edges.
Nice! I just started using unreal a few weeks ago. Itβs rather... daunting π
funny you say that. i just deleted all the moutain edges because i hated them
and then when i went to reopen, this happened lol
Unreal is a bit daunting, especially if you're teaching yourself (been there for the last year and a half) but honestly... You'll likely find parts that you seriously enjoy. Others... You'll hate. I personally loathe setting up saving (it's just so tedious.) But I love getting player abilities and systems up and running.
Itβs fun so far, I just donβt even know where to start lol. There is just soooo much
Be sure to have fun with it though... When you make an ability, intentionally tweak the numbers to make it insanely strong. I once took my point-blank area of effect explosion, tripled the radius, doubled the damage, guaranteed crits and 100% life steal with no mana cost... Yeah... Decimation occured.
Yeah i'm enjoying the hell out of it so far. I'm a 10+ year software development vet so the parts that I think most find infuriating i'm kind of breezing through. Just these little corruption issues i keep running into.
Iβm 17 lol
Start small Spook, don't look at it as creating a whole game, look at it as getting one thing running. I assume you're using a starter template, so you likely have movement. What about an HP bar? Teaches you widgets, google is your friend. Lots of tutorials. I started with the Virtus Learning Center RPG tutorial series, taught me a lot.
Working on my map at the moment too, Shock... I'll grab a current photo...
Technically it's the "town" map, but still. Game is basically done, but testers didn't like my terrain, so I'm revamping it entirely.
Will check it out, yea currently have been messing with editing geometry and lighting. Making rooms and adding π¨ and bunker doors
nice
It's a top-down game, similar to D3, so the detail isn't as extravagant as a FPS or 3rd Person such as yours, but I'm pleased.
I'm kind of teaching myself one thing at a time. Doing terrain first, then i'm gonna learn animation blueprints and state machines and import a custom character and go from there.
Animating doors is sooo much easier with matinee but from what I can tell itβs rather limited since I canβt copy/paste like blueprints
I made my terrain with world creator 2. love that program. so bad ass.
and SOooooo much more intuitive than world machine
its not free, but well worth $150
Nice. Sounds like some good steps to me. I see a lot of people (particularly on the Unreal Reddit) wanting to start with say Animation, then jump to very specific functions that pertain to gameplay, then weather, then custom character textures, instead of one path that focuses around a specific game aspect.
Yikes, yea Iβm just trying to learn the basics about map design. Only reason I fiddled with the door is because my teacher told us to make it with matinee and that didnβt really achieve what I wanted
Although itβs easier to use than having motors driving the doors with blueprints
What kind of door? Just a standard swings open one way, then closes another?
Or is this a rotating door such as at an airport/hospital, elevator which only goes along one axis, etc.?
I figured since 3rd person template has movement and a character i can run around with I'd start with the terrain, then replace the shitty 3rd person animations once i learned the terrain lol
No, a part of the door comes from the top and the other half from the bottom and they meet In the middle
Kinda like a sci-fi airlock door I guess
Iβd take a picture but not at my pc rn
i found another problem
in my Pointer Menu the buttons are tinted blue, when onhovered
Pressed->showDebug(true)->PressPointerKey
Released-> showDebug(false)->ReleasePointerKey
when i release, while hovering on the button the blue tint wont disapear :/
i think its a remaining Key our Mousebutton?
I do alot of VueJS and React software dev work and I saw that there is a javascript plugin for ue4 to write all your code "unreal.js". I may check that out.
@lethal breach Oh you know what... my whole engine 4.22 won't even open after 72% lol. Probably that quixel plugin i just installed lol.
@zealous cloak I haven't experienced with that, or even that particular debug script, unfortunately I can't be of assistance. :(
@primal willow Yeah, that'd be a good bet, lol. Are you able to remove the plug in outside of a project? Or are you going to be required to uninstall that version and reinstall a fresh boot?
no problem, just wanna be productive for work
Woo! Glad you didn't have to start over, Shock!
yeah thanks for your help
i killed my whole work from 2 days today at work π
that article kind of gave me that idea
@primal willow This is Satisfactory (if you aren't familiar with it) particularly the mountain side, looks very similar to your game.
oh that sucks.
Been there... I just deleted what I spent Monday, Tuesday and Wednesday doing... And it looks infinitely better.
it was more redone what i did the last time 2 years ago and still im doing the same mistakes
@lethal breach yeah that looks great. See i was using some cliff sides from megascans that looked great but my terrain wasn't lining up with it and it was a pain in the ass to flatten out so I used rock meshes and it looked like shit. Looks like i'm gonna have to model some cliff sides that have rocks at the top that wrap over or something.
@lethal breach oh yeah the new map does look better for sure
@zealous cloak I can't tell you how many times i lost my ass not using source control when i first started doing software development. Now we're working on $200k sometimes more projects and I use git on EVERYTHING. haha.
Used to use time machine on mac and even that was better than nothing.
yeah git is perfect
If you do any modeling, in the event you aren't already doing it (you have more experience with software than I do, but still) consider making your rocks modular so you can create a basic cliff/mountain side and latch different rocks to them to avoid a pattern. I've been loving making modular assets, it takes longer initially, but is such a time saver.
started a new job 1.5 weeks ago, so everything has to be set up^^
I also plan to use Git once I get some revenue from my game going. Until then a weekly external hard drive backup is sufficient.
what kind of work you do?
And when not backing up, it's in a fireproof safe... So...
@lethal breach I tried to set up git and its an absolute nightmare because of large binary assets. If you take a look at the UE4 documentation they've gone away from git and recommend this system called "perforce" now. I haven't really dove deep into setting it up but they now have in engine source control support for it so I'm gonna try and get it working this week.
its basically like git, but supports large files.
Git doesn't like files over a couple MB
I tried perforce at first, but that was a gigantic pain in the ass. I tried GitHub afterwards and really quite liked it. But this was several months ago, so it may have changed.
Yeah, Git does require GitLFS for large files.
well if your game assets are fairly small it should work fine
I've got some 8k megascans models that are like 500mb
and git DID NOT like those lol.
Damn. Yeah, I'm working on a game solo... So it has to stay small to prevent biting off more than I can chew. π
yeah i am too but I just decided to go balls to the walls
I wanted to make a battle royale but i decided to make a small single player story based game to teach myself all the basics (and advanced stuff) of the engine.
I'm just gonna make what i can make whether i ever release it or not
just doing it for fun and learning atm
I'm not great at modeling so i've been paying ppl $40 - $100 here and there to model assets for me.
lol
I eventually want to make a battle royale where every level is a different time period. Roman times, pirate times, old west, modern, sci fi etc. And the weapons and gear are all time relevant to the map. i think that would be fun af.
lol. Similar boat. I started making "What Diablo 3 should have been." I have since nixed the story (after all, D3 is more for that endgame grind), created a brand new skill system (it was modelled after D2 initially.)
So now, instead of some big work like Diablo 3 or Path of Exile, it's a smaller, more arcade style game with roguelike elements, incremental aspects and a whole lot of skill customization.
For example: Fireball... By default, hits 1 target dealing fire damage.
Invest 5 points into Fireball (any modifier) it now pierces targets.
Invest 10 points into Fireball (any modifier) it now regens 2 mana per target hit.
Modifier 1: Increases the damage (10% bonus damage per point up to 50 points.)
Modifier 2: Increases the projectile speed (10% bonus speed per point up to 10 points.)
Modifier 3: Gains % damage increase proportional to your Haste (25% of your haste per point, up to 10 points.)
Modifier 4: Can light targets on fire (10% chance per point, up to 10.)
Modifier 5: Fireball can now fracture, creating an exact duplicate of itself to be launched at the nearest enemy, when it hits an enemy. Fractures cannot create fractures. (10% chance per point, up to 10 points.)
Then, you can have skills like Ember trigger a fireball at all enemies that it hits (Embers is an AoE that increases fire damage taken.)
4 skill trees, 52 skills, they all function like the fireball example, but in their own unique ways.
bad ass. pretty cool you got all that figured out.
im trying to learn individual peices and really master them before moving on. All these years of development work I really like to fully understand something before I move on. UE4 is insanely complicated but I'm getting there little by little.
Thanks. π Took a while, but I'm pleased. Just hoping it makes some money... Gonna be crushed if 18 months of work warrants like... $200... lol
200 is pretty good
For 18 months of work?
hey dude, if there's anything i've learned owning my own business for the last 10 years, its perseverance.
when i first started i had $20. I build sites for $300.
I gues it depends on how much marketing you have to push the game
I learned more, got better and upped my prices to like $1500.
after a year or two, I upped them to $5k
over the years i got better and now we're doing full on enterprise level development for $200 - $500k
My sister in-law is a popular cosplayer who tends to play games on her Stream, she's already stated he will stream it for a couple days when it first launches. So I'm hoping that helps.
you just gotta keep at it. Build something better after the first one. Keep releasing and keep making money.
You'll get there eventually if you want it bad enough and you grind hard enough.
Oh, I plan to. Not going to stop after the first attempt, it isn't in me to quit. π
I would really like to get good enough to make a couple thousand a month on a game, then start a studio and transition into that full time.
Kind of sick of software development and dealing with bullshit clients. lol.
its possible, nothing is impossible π
Its great money, but the headaches and 75 hour weeks are tiring. lol.
I can imagine. I'm coming from customer service, a decade of it... I'm not sure what to expect my first game to make... I'm HOPING $15,000. That's what I would make minimum wage for some customer service job. My Wife thinks I'm underselling it, but I don't know. I'd rather not get my hopes up too high... I look at some of the games on the Epic Store and it makes me wonder if I'm underselling my game...
if it was me, i'd drop all expectations, make the best game i could, and release it.
Just see what happens
as long as you arent expecting to make money you should be fine...
yeah i mean if you have a job, just consider it side money and make the best thing you can
i bet by the time you release it you'll be 3 times as good as you were in the beginning and already have an idea for a new game.
i'd just keep learning, keep getting better and keep releasing shit.
if you're goal is $15k a year, thats probably very easy to get to
with a halfway decent game
I get that. The issue is I'm a stay at home Dad by day, working on this game by night. If it doesn't sell I'll need to pick up a job again at night to help with bills (behind by ~$50 a month.) And I'd REALLY rather not go back to Customer Service, but ya know how it is.
yeah. are you scripting with blueprints or c++?
If you know some C++ you should look into learning web development. I did it for the first 4 years from home in the same situation. Made $75k a year my first year.
Yeah, I'm really putting a lot of work into it, striving for quality over quantity. Listening to feedback from customers/streamers of similar games to accommodate what they are wanting from my competition (D3/PoE primarily) and incorporating it into my game.
Just grew from there.
Blueprint.
You could land like 5 - 6 web projects a year and make $20 - $30k the first year so easy.
just troll upwork.com and work on easy shit and make bank while you're at home.
thats what i did
lol
@grim ore quick update on my previous question regarding .mtl. if i use "noesis"to convert to fbx, and then drag to UE4, i get correct all 3 textures in single material instance.
I figure if it flops, I'll look into joining a team that pays so I'm still learning, but also making money doing something that doesn't involve getting yelled at by people from a cell phone provider. π
however the problem is if i have model with more than one material, then these materials are renamed and it messes my workflow :(
π¦
yeah customer service sucks. did that for a while at my dads print shop when i was younger.
hated it.
lol
its weird how blender fbx will only output diff+normal, while noesis does diff+normal+spec in the same format
it must be how ue4 reads fbx files... still surprised this is not built in. seems like a basic feature for newbies like me
the materials being set up automatically on import?
yes
if i have more than one material for 3d model, it renames them unfortunatetly
but all data is preserved - all 3 textures linked
sample mat instance, ignore the green spec
@lethal breach A lot better huh? lol.
Oh yeah, looks pretty good in my opinion!
I think that will look pretty good once i scatter some rocks and things at the base to blend it
just needed the wrap around cliff tops so it didn't look off
I particularly like the difference in how much the rocks extrude from the side of the mountain.
yeah me too
i knew i hated it the other way. just needed to find a good mesh to replace the cliffs.
i was gonna make one but this quixel one works pretty good
@midnight bolt Just tested, materials are imported with their names, as they were in FBX
You can try on this box
it's probably the way your materials saved in fbx...maybe blender renamed them on export
i am not using blender here now, blender only imports diffuse and normal, noesis imports +specular, the only app that has been able to do so in .mtl
it just seems to rename materials when there is more than one assigned
so instead of like concrete1 and grass1 it gives material1 material2
well, it's not UE4 does that
i will look at it tomorrow, i must be pretty close
no it's not, but ue4 does not support 'simple' importing
have no clue what 'simple' means
mesh model, diffuse, normal and specular texture. all 3 combined as material instance.
impossible to automate via UE4 directly.
um...why they should be a material instances?
why not? like i said, it ignores normal and specular link in the .mtl file, whichi s pure text. why is everyone overocmlpicating this?
hm...you are using MTL along with FBX?
no, the whole journey starts from obj file
ue4 properly works with FBX only...other formats are...in beta
long story short, even though we will get nowhere. OBJ in UE4 = diffuse only. OBJ in blender=all 3 textures loaded, export to fbx>import ue=only diffuse+normal, specular is always ignored
material instance is parametrized material, there are 0 reasons to make all materials of the imported mesh instances of the same material
not for your use case, but anyway, time has proven that UE does not support it directly, while i can bug it out via weird fbx conversions
it's no problem to load it manually, but i have more models stored like that, and it's the most simple fileformat it gets
@midnight bolt just tested, specular imported along...FBX works fine
which blender are you using?
i'm not using one π€·
for the sake of experiment, i've exported form 2.81
works fine
make two meshes with two materials and see if UE4 keeps original material names
i did get a response from a developer, and its a functionality that FBX SDK doesnt really support, but blender still kinda supports it
""So no, the FBX SDK canβt handle duplicate material names. It will allow it but will confuse node properties when re-importing which can lead to subtle data loss problems, which is why I wonβt allow it. Blender allowing it doesnβt surprise me!"
still imported fine
made 4 materials
but all the names are preserved
even combining meshes does not change the naming
i don't see normal / specular textures linked
Is there a way with blue print to get how long a button has been pressed? I have an on click event that adds an item to the player once. Then an on pressed event the loops and continues to give the item to the player until they release the button. But when I am clicking it sometimes registers as a press. I want to make it so the button has to be held down for so long before its considered pressed.
@thin tendon you have several functions for that, make sure to untick "context sensitive"
The on button event doesn't let me store a value for seconds
Hey all
A friend and i wanted to get into designing a rolling ball game like super monkey ball
Some of the tool designs are confusing
Where's a good place to learn more about basic unreal level design?
I tried this and it allows me to click but now pressed won't work. I will try your way now
@thin tendon that event will fire once when you press the button, so you evaluating right when it's pressed isn't going to work.
@ocean kayak https://learn.unrealengine.com/courses/library
but not quite sure what parts of "level design" you are looking to learn
i think Epic made a Scheduled video
they generally mark vidoe as unlisted after the stream
ue4 streams -> stream ends -> video listed as unlisted -> video updated to have subscripts etc -> video listed back
the issue with "scheduled" stream is there cause it's not converted to actual video yet
well, there we go https://www.twitch.tv/videos/492763289
@manic pawn tell me if they will explain how mod.io monetize itself...it's claimed to be free
skipped through the video to see what they're even talking about
so all mod.io is about is this service where they give you a mod portal for free (?) that you can upload mods to and download mods from
it has nothing to do with actually setting up sensible modding in the engine
it's "cross platform" as much as modders will upload pak files for every damn platform you have
it's kinda long ad for platform that hosts mods for games...my guess Epic don't want to make Steam Workshop themselves
Pantong51:[Question] How is monetization done? This sounds a bit too good to be true?
ahahah
what time? did they answer it?
answer on 1:03:00
not as bad as was thinking...
collect a huge base of games, become main platform and then let people monetize their stuff and take % from that
well then, here's how they're affording that:
bethesda made paid mods real, can't be worse than that
the way it just lets you download all these things without a login is very strange
Im trying to bring a material from substance painter to unreal. Itβs reflective but half of the reflection is black in unreal.
add a reflection capture to the level
Any idea why this is happening. Bottom pic is from substance painter
@manic pawn Iβll try that. Thanks!
what ever happened to 4.23.1
Should I be using return nodes in functions even if I don't need a value from them?
anyone know of an approach to adding recoil that automatically readjusts back to the original rotation?
store rotation on fire then after recoil is at its peak have it rinterp to the stored position
or rather, store those as offsets
so that recoil offset can be set back to 0 without messing with other inputs
but each time i fire, i'd be adding an offset (.2 for example) and if i shot 5 times, i can then subtract 5*0.2 but that would be an instant snap
use interpolation
not sure how i can store these values and use them appropriately when i want to interpolate with them slowly, since it becomes frame dependent then
@storm venture
You are looking to use a Lerp Rotator node.
Lerp will rotate from A to B rotation, or B to A rotation, depending on the Alpha you provide it. Alpha will be from 0 to 1.
You will controll that alpha with a timeline, wich can be thought of as a temporary event tick called when ever you want.
In the timeline you will have a float track.
With 2 keys.
First has value of 0 and time 0.
Second has value 1 and time to whatever the recoil time will be.
Up you will se the length of the timeline.
Set it to be the same as the recoil time.
Any extra space in the timeline not beeing used to change a value across time acts like a delay.
is the timeline actually being played in this case? or am i just using it to store the recoil curve?
You are just using it to have a float, that goes from 0 to 1 in the time recoil takes.
That will only give you the tool you need.
That tool, that float, is plugged to the alpha of th lerp rotator after the timeline.
When timeline plays, in update output, you will have the lerp plugged in just after together with the float output you just created.
Lerp A is initial rotation(your reference)
Lerp B is final rotation(you decide)
After the lerp, you would have a SetRelativeRotation
im using the control rotation for all of this
i think that might require some different techniques
Timelines are very very useful.
Look at all the playmodes you have.
Also, if you call play,, and before it finishes the timeline, you call play backwards, it will continue from where it was.
As an example, a dor opening, will start closing againg from where it was left.
Just find a way to provide the lerp with the inputs you need, and it will work.
alright ill try it out, thanks
I'm out searching the web for solutions to this but in the meantime maybe someone here knows how to fix this. I'm trying to push my characters back with a shove action. I'd rather not get physics involved with things like launch/add impulse. I'm not attempting to launch them anyway, just have them move back when shoved. My first instinct is to create a point in the direction they've been shoved and have them attempt to move towards it before proceeding down their behavior trees
@plush yew I can't remember if setVelocity is a thing but I don't think it is.
Best I could do was "teleport" the actor away.
By having them reposition themselves a little every frame.
There might be such a thing, hopefully there is.
@plush yew Interpolation is how this is usually done
Pick a destination point, initial velocity, and build a quadratic curve to follow
Then over a specific time, get the current curve value, and apply the location and rotation to the character.
Beware that UE4 character class controls movement already, so this should be done in the character movement component
As for something a bit optimization related i'm wondering if anyone can give any relatable data to what i'm doing. I'm making a game in a custom engine, physics and graphics and all, and am doing about 22.5k moving boxes (it's AABB and does use collision checking/response) single threaded and with a 4 core cpu from 8 years ago. This is done to make a decent prototype rts game that's going to require all this umph. It's 2D at the moment. But i'm curious about the 3D space as well in general... Has anyone pulled something at least this calliber in UE4 as of yet?
thanks @cloud cobalt and @crystal wind I'll check both of those out
Forgot to mention that 22.5k was at 30 fps 60 fps is about 11k
Well my RTS right now can handle about 200 units before dropping below 30 frames so I can't help there
The default systems of UE4 suck.
In regards to high object counts.
As is with any game engine.
Yeah in terms of my meshes I could have several thousand
but now that they're characters they're way too heavy
Exactly.
The default movement and pathfinding and AI is too heavy for high counts.
It requires one doing a lot themselves.
Eventually I'll switch them over to actors and see if that helps but yeah right now my RTS is looking at pretty low unit counts
This is why i'm asking here if anyone's accomplished this in ue4, exactly how limiting would the engine be in regards to bending it to one's will.
Even with actors, it helps but if your going into the thousands range actors aren't ideal either
Nice that you got so far using characters though.
1k would probably be my cap anyway, I can't imagine a scenario where a player would be able to amass more than that in a single battle for my project
Haha yeah but that's with dynamic lighting off and no environments and some very dumb AI
The numbers i'm giving would be the entire spectrum of game objects not just units. So things like projectiles.
100 "units" is still nice.
If your going total war style it's gonna require a lot of legwork, i've not yet found an rts plugin that is optimized properly at all.
I'd point you to an RTS tutorial series I found but the guy seems to be where I'm at in terms of unit counts
The concept of that genre isn't the hard part, it's optimizing it, and if your doing networking that's a whole new ballgame.
You'd need lockstep probably.
That means not even using the off the shelf physics engine.
I've not even found a decent lockstep physics engine.
oh yeah, I'm not even doing multiplayer but in case I ever want to head that direction I've been avoiding all physics
The 2D rts i'm going for at the moment is just space battles, so honestly maybe I should avoid collision responses.
which is why it was getting progressively more frustrating when looking for shove mechanics online veryone said "launch character"
Yeah i know.
And even setting the velocity...
I remember having pains with that.
We could use a nice plugin that adds such functionality.
HINT HINT if anyone wants to make such a thing.
Also doesn't help that whenever I've searched UE4 rts resources the top rplies have been "ue4 is not good at rts, do not use ue4 for rts"
Honestly i've somewhat contributed to that sadly >.<
There's a lot of luxuries that the engine does do including nice rendering.
and for SOME reason, the damn "don't jump ship to UE4 unless you're ready" thread is omnipresent
Lol a unity thread?
oh yeah it's somewhat famous. it pops up all the time when searching ue4 topics
Hehe.
Also mind that search history plays a big role.
It's why i search google in incognito mode.
Keeps search history clean, avoids useless results.
I'm really mostly wondering how much bottleneck there is if one does their own physics, and codes all the game logic in c++ and just uses ue4 as a renderer.
Both in the hardware and in development time.
Cause hell I already got a simple but sufficient AABB physics engine made. AI and path finding can't be that hard.
yeah damn I can't help with that unfortunately. That's beyond the scope of my projects and I'm already at the point where searches don't turn out reliable results for me level of work
I've been there since early on cause open world, rts, or sand boxy stuff tends to... Require lots of work and skill.
lets have ten thousand tutorials on how to implement jumping but 0 on how to do a shove without using the ue4 physics
Yup there's a gap in the advanced stuff.
I've not gotten into unity much but am willing to bet it's much the same.
when I was first getting into it the worst thing was watching tutorials that I could tell were inefficient but I didn't have the skill to fix them
for an rpg project I just wanted speed to change based on the slope of the ground. This guy goes into some long ass complicated tutorial. A year later I'm back in a spot where I need speed to change based on slope and I look at what the guy set up and... its just a quadratic formula?
but rather than just writing out the formula he had everyone do all this roundabout stuff that was way too complicated for what he was trying to do
A lot fo stuff is self taught.
when my characters walk off of ledges they get 'caught' on them before walking all the way off. Players holding W will just walk off the ledge as you'd expect but AI units that are told to input movement going forward will walk most of the way off the ledge, get hung up on it, then continue walking off the ledge
Yo ucan set your own custom collision types.
Or do your own collision checking.
An invisible wall of sorts.
That has logic ran based on it.
Not efficient but it's something.
This check always returns true and divides by zero, even if I "Vector is Zero" it returns false and divides by zero https://i.drowningdragons.io/fdsxpy6Ld.png
Its an animation blueprint
Probably some engine bug
Hmm zero vectors might return true with that, but still remains the case that "Vector is Zero" is letting it divide by zero
Oh, no, I'm just a retard
If any axis are zero it'll divide by zero
That makes vector division extremely tedious in BP
Coz you can't use a select node can you? It'll evaluate all outcomes right?
Need a bit of help here, working on a health system right now. Was wondering if it is better to use floats or ints? ints seem like it would be easier to calculate damage and regen(like one bullet does 4 damage and another does 7, and you regen 1 hp per second) but everyone in tutorials seems to use floats and deal damage and regen in percentages.
floats are easier to calculate with in regards of time
That's what people say, but how do I go about deciding values for damage, or do I just have to figure it out with %'s? sorry really new to unreal
floats dont have to represent a percentage
1.0 is as valid as 543.174
so you can work with absolute values even with floats
So how would I go about changing the hud progress bars max to be like 100, instead of 1?
the progress bars are still using floats in the range of 0 and 1.
basic math helps: CurrentValue / MaxValue = percentage
ahh, thanks for the help!β₯
dont use a progress bar to store your value. Store your value separately and let your progress bar access that value to display your percentage
ohhhhh
Thanks again! Managed to get it working. Completely forgot that floats can store numbers larger than 1. Guess it's been too long since I've touched code lol
hi so I have this sword mesh on an fbx, the sword is rigged to the same skeleton as my main body model but on the sword fbx there is only the sword. Yet when i import the sword fbx into UE4 the sword imports with the whole body model with it. But the body model wasn't on the fbx, is there any fix for this?
no
when i imprt the body the sword is not there
that is how it is supposed to be tho
are you sure you exported the sword on its own?
yes, imported the fbx into 3ds max and there was only the sword & skeleton no body at all
Why would you import a rigged sword? Import a non rigged asset and attach it to a socket on the animated character?
So make a socket in the hand of the character
import the sword fbx
No animations/no rig
and attach the sword to the hand socket
and in 3ds max. You can select a model, and save it is a new project
try that, and export the sword from the new 3ds max file
i don't think that is gonna work for me tho, as i'm gonna import these models to a game i need to keep the pathing
the pathing wont change?
no, but the sword will need to be rigged to the skeleton
is the sword doing anything?
yes, it supposed to in the game
like a normal weapon?
yeah, but the rig needs to be kept
why does the sword need a rig? I dont get it
unless its like bending and stuff from an animation
it is needed for the fight animations of that character
yeah, okay, just use a socket then
the character animations wont change
or any paths
or anything
just import the sword, with no rigging or anything, Make a socket on the hand of the character
in ue4
and attach the sword to that socket
the sword will follow the hand
with any animations the character has
the sword starts out holstered to the back, the sword is drawn during certain animations, and put back in others. It can't stay on the hand
you didnt exactly explain that but ok
blueprint > attach to socket on back > when in battle, when hand grabs sword, attach to socket on hand
yeah that still works
sockets are the way to do, as I orginally said
dont import the sword with animations or arig
a rig*
just the plain fbx
yeah that is probably a way to do it, but i am not sure how that would work in the game i am to import it to. I have imported the sword by itself(albeit on different rig) to UE4 succesfully before it's just that today it didn't work, as i described earlier
even so, using sockets for weapons in a game is a normal workflow to follow
and allows for more options etc
its also probably a little easier lol
I don't know if it's even posible to imports blueprints to the game tho, i mean i could replace assets if i have the same pathing/same name but i don't know if i can import a new blueprint
why do you now want to import blueprints?
Luos said blueprint above
yeah, you attach things to sockets or change sockets via the bp
what game are you trying to import it into?
because you make blueprints inside ue4
so no need to import em
oh is that the case, i've never worked with them before. But at least now you have given another option to fall back onπ
Has anyone been able to get the Multi-user editing thing to work?
can you set up lights in UE4 and then export that as a HDRI ?
quick question. This is probably a horrible way to do it, but I'm trying to have it so that when the armor is equal to 0 it starts to subtract from the health. However currently it subtracts from the health after the armor depletes, but only once then stops. Work below:
I'm honestly stuck on this and it's probably something pretty simple
also the description was for before I added the armor, so It's kinda wrong
@burnt vigil Maybe think about other ways of structuring that maths
There's like a trillion ways to do so
But it might help to consider than DamageToArmor = Min(IncomingDamage, CurrentArmor) and DamageToHealth = IncomingDamage - DamageToArmor
I think you're trying to convey that with your Clamps
But you will need somewhere to keep a record of the damage that 'leaked' through the armor
i hsvr buttons on a menu, that i want to be clickable with a widget interaction. Is there any recommended way to do this?
the menu is in my motion controller pawn
shall i check, if the button is pressed and if yes call the is clicked function of my button?
Hi, anyone knows its possible to cut holes in terrain at runtime?
@burnt vigil you clamp the armor to (0, <Max Armor>) and then you subtract 5 from it
Technically, it might not even work if you have armor different than your ideal condition
If there's more damage than armor, the condition check is false and will remain false
Replace the ==0 with <=0
I'd assume that the case is similar to your character has 25 armor, you deal 20 damage to it, it works once and then it breaks
Or, if you want to reduce the armor each time, instead of replacing the condition, do the -5 before the clamp rather than after
If your theoretical clamp is (0, 100), adding a -5 from the return value, the clamp basically becomes (-5, 95)
@dim merlin Don't think so. You'd have to use an extra system for this.
I think it's semi-possible to do it with procedural meshes but that's hella vertex math
You'd be better off grabbing one of this voxel terrain solutions
depends on what he/she means with holes
You can fake it with shaders if you want
there is a function which allows for holes in landscapes
Ye, might be visibility, might be geometry, though I doubt visibility holes are what a majority of people are looking for
@tall pendant yeah, like the landscape hole material
Statistics bamboozled me this one time
@regal mulch i found all of the voxel terrain solutions are having to bad lod's
well, they're voxels, so you're lucky if they have any LODs
lol, ofcource
but i mean, looking at the landscape that comes with UE4.. none of all solutions that use procedural mesh can make such a nice LOD switch as the terrain
this is also true, but that landscape system is highly specialised to do that one thing
Would it be possible for you to use procedural meshes with tessellation?
and that one thing includes not changing at run time
yup, i know
Tessellation would kinda provide the LOD you're looking for, but might get expensive fast
however having such a lod madness using Proc mesh is just not suited for our game
nope, someone who is good at making mesh should just implement the same lod system like ue4 landscape π
Does anyone have a good approach to reproduce this in UE4 (enemies eating the stage) ? https://youtu.be/kLlt9A-M_ug?t=4239
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its not possible to modify the landscape actor during runtime currently
@dim arch it will be for years im afraid
by modify I mean redraw the heightfeild/mesh or add/remove segments
well, people have been asking for it since '13 but have created their own solutions
so i thought, maybe i could use the landscape 'cut' material, but is that possible at runtime?
Enemies eating the stage is a multiple step problem.
Visually easy, case you can draw the position of the eating enemies into a shader to produce a mask that makes the effect (that's at least what I would think)
Collision, I do actually not know.
has anyone had any luck with the playing a sequencer / cinematic from different locations in 4.23 they were suppose to add an offset node / fix the bug in the one they added.
you can control visibility but not the mesh drawing
The visual effect is basically the same as the snow being pushed down effect
ie, the triangle is still there but transparent
Yeah
if you use a shader with masking
It's just a mask
Thanks @regal mulch π
I'm not sure if you could trace below the player
And find out if that part is supposed to be hollow
Wasn't there a plugin recently that let you "draw" textures at realtime in BPs?
Then you could technically turn off the collision for this custom mesh
I think that'd be useful to create the opacity mask
Well the zen garden demo should have a setup for this
With the water showing the effect
You can have a look at that material
Also pretty sure they made a stream about it (epic games)
They use the similar thing with yoshi https://cdn.discordapp.com/attachments/551621619152584712/623298476650004498/margal2_lamp.png
Imo it uses culling and depth buffer trickery to do sphere intersection in fixed function
Ah dope, I'll check it out
I saw this being done a few months ago by some gamedev friends
They had a sphere for "time travel" that was restoring the mesh
yeah you could probably trace the fragment below the player to see its value in the opacity channel
Never really asked how they solved the collision
Maybe have a grid of collisions?
@dim merlin if you want to modify the landscape during runtime, there are a few plugins (one passess the mesh data to proceduralmesh and has autoLOD, another is a voxel-based one)
you can also use a plane with a WPO if you dont need collision
Thanks for the ideas guys π
What do you think? The time orb reverts time! @UnrealEngine #indiedevhour #gamedev #ue4 #indiedev #GameDesign https://t.co/HHPIrejHh5
That's the effect I mean
if you generate the mesh segments and redraw the lods each frame through proceduralmesh its slow af but works
otherwise you need to move parts of the landscape module from editor into runtime which may be against eula
is it possible to trace e.g. a plane with WPO when it aint having collisions?
@wary wave The collision is the thing I'm pointing out though
looking at it, they don't have to worry about collision?
Ah dope, need to go rn but I'll read everything up, thank you really much for the ideas guys
@wary wave They do in mario though above
you can calculate the vertex positions and then test against that, but I am not sure if a WPO mesh will update the collision
MAKING NEW PATHS: Improved the idea of @HarmlessNL by adding collision in the timewarp effect for @riteofilk ! #UE4 #GameDev https://t.co/xKOHshY5kw
I think they have a collision channel for the whole building
And if you are outside of the orb, they know you shouldn't have collision and set it to ignore
yeah, player inside bubble versus out of bubble changes the collision channel for that player
pretty simple to do
but would not work in Dimy's case
So that is sadly not a fix for the mario eating floor thing
Can you trace the floor and get the opacity value of the material?
no
I know you can trace a material and get the vertex color from it
I did that once I think for Jan or so
Not sure anymore if that returns an alpha channel
vert colour is doable, and you could theoretically vertex paint stuff
you wouldn't need an alpha channel
you could get the fragment value
just a channel
idk if you can do that in the material editor
you can use vertex colour to mask out, so that will work
and you can change vertex colour at run time with some native code adjustment
you can't do anything with fragments in the material editor, there's no guarantee fragment shaders are available on a target platform
Right but the simple "Draw to Texture" stuff they do in zen garden or for the snow effect should be a thing or?
I wouldn't go there
render targets are expensive
if you needed to cover any sizeable area, you'd rapidly run out of memory, hehe
oh
I mean as its a nintendo game I guess they dont need to worry about that, so they would probably do it like that
but yeah, if you cant access the fragment data then its hard to find if you're standing on an opaque surface or not
I mean you can also do that in ue but you need to ask the RHI for the data, right?
Anyone familiar with the property matrix know if I can filter objects out?
Say I've got 1000 meshes selected and 30 actors, and I want to edit mesh-specific properties
since they're all bundled together I can only change the property that actors and meshes have in common
I suppose I found a trick where you get some property that you know only actors have, not the best so if someone knows of a better way π€· In the meantime it works I suppose
@wary wave you can assign two different physical material types to the surface and test which type is below the player
but that only works with landscapes, which can have multiple materials on the same surface
a material can only have one physical material
the vertex colour route is the one that makes sense
probably, the only thing is that its controlled by the resolution of the geometry, not texture
eh, that's hardly an issue
if you can sample the texture then it would be more accurate
sampling textures is expensive
and means you need a render target
it is not a great solution
it depends on how accurate you want it to be
it's unlikely you'll need it to be so accurate you need textures to do it over vertices
well if you look at the shape of the cutout areas in the mario video, they are high res
and thats probably 2-tri plane
I mean, in UE vertex colour seems the best way, but you could do it per-pixel relativley cheaply
the mario videos look like verts tbh
but also they follow linear paths, so they could literally just be alpha-ing sections on and off and toggling collision
they could use raymarching with a boolean to redraw the mesh too
anyone know how to export a one-fram animation from blender to an fbx?
@oblique tangle message me
Everyone else, what is the best place here to ask for help pertaining to networking in our games?
Anyone here know why android launch fails with a Log cat saying GameActivity is not whitelisted? I havent found amswers on the other discord subchannels, Google, AnswerHub, forums.
@dim arch @wary wave they use it a lot in the matter splatter galaxy too https://youtu.be/iAX0T7yxDSM
I'll try to reproduce it and post about it
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR46WyvMt0plKBJ-7PQgH9d0M Mind the Gap! Mind the Gap! (And also the crazy Dutch Angles, sheesh~) Lot...
@lavish nova #multiplayer probably
Thanks pal
How do you export ?
that second video could be as easy as sphere masked materials and just regular plane meshes for collision
means you're exporting empty skeleton
well, initially at least, the sidescrolling bit is much more complex
i have real trouble getting my button 3d widget to get working
i have absolute no clue why it doesnt work
if I didn't know any better, I'd say the collision in that is somewhat screen space
@runic iron are you referring to the blender export settings?
Yeah the scrolling bit is the tricky part here
@oblique tangle yeah and what you selected before exporting
@zealous cloak you want the widget to always face the screen ?
@runic iron+
atm i want just simply get some interaction^^
only onhover is working
Ah ok so it displays correctly but the event doesn't work ?
Someone else set up the anim for me and they used these settings to export it
@runic iron only on widgetinteraction is hovering the 3d widget and no event is called
@zealous cloak aren't the input action pins reversed on the grab left btw ?
Ah ok I see
@runic iron looking at the first video you posted, it looks like there are a series of sphere masks which are moving and expanding behind the monster
and in the second one too, it's a sphere mask which controls the opacity, and it is driven by a geometric sphere which controls the collision
@runic iron my teleportation in the start up map stopped working
@oblique tangle armature must selected to export a skeleton/anims
Yeah, the guy said he exported that
@zealous cloak send me a DM lol, too many posts here and I'm on phone
@dim arch ah nice catch
I thought it was a more complicated animation, but looking at it again it seems to be all spheres
@still solar check Matthews video
What is the Material: Sphere Mask Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
if you setup a sphere mask which is tied to the position of a geometric sphere, then you can trigger an overlap event when the player touches it to disable collision with the platform, and when they end overlap enable collision again
then if you want to make something like the first video, you need to spawn multiple spheres which follow the head and change size/position (also the sphere radius drives the spheremaskradius)
Seems perfect to me, I'll try that this week end
Thanks a lot ! π
hi guys! is there a way to make offset for the capsule's position?
Is there a way to download marketplace engine plugins without having an engine version downloaded through the launcher?
Or at least import a compiled from source version into the launcher
@cursive walrus What do you mean offset the capsules position? Are you talking about the character capsule? If so, that's the root component and can't be "offset" per se. You can move the skeletal mesh component however
God damnit
Is there a way to bypass/override UE4 path limit?
It's 227 or something like that, and I need way more
I can move my folder to C: but that's not good enough, and all my assets are imported from big CAD assemblies, no way for me to rename tens of thousands of individual meshes with weird engineer names
There are ways to do it in batches though
Issue is, it's imported from Datasmith
I don't know how much it will break datasmith keeping track of those assets
And I need it keeping track since we tend to reimport parts of the CAD, and datasmith very conveniently handles iterative changes and reapplies your modifications
And I get assets like this Copie_de__556820_EGC-HD-160-BS-100-0-GK-----0-0-0-0-0-0---_0_G__Copie_de_Copie_de_556820_EGC-HD-160-100-BS-10P-0H-GK_Asm_0005364_1.uasset
Not even taking into account the folder hierarchy leading to it
And that's just one out of 10k
That name looks fine to me, look at Nintendo's https://twitter.com/JasperRLZ/status/1176176617606926338
π
Copie_de_Cylinder_150_31_000_F_160_elcom_150_31_000_F_160_elcom_Copie_de_Cylinder_150_31_000_F_160_elcom_150_31_000_F_160_elcom_150_31_000_F_160_elcom_Asm_0005356_1.uasse
Please
lmao
Nintendo ain't got shit on mechanical engineers
yeah that's next level
Just talked with one of them, and apparently sometimes it gets so bad even SolidWorks stops working, and it destroys the entire assembly file
π°
@tame delta You can use longer paths. You have to enable it in windows. I'm not sure if it's a pro feature or not. I don't recall if I had to do anything in UE or I just enabled in the OS.
There's also a registry edit for it, but IIRC you can set a group policy for it.
UE4 does limit paths itself I think to avoid having issues if you try to use your project on a machine that can't handle the long paths
Idk, I haven't had any complaints from the editor since I enabled it in the OS. I wouldn't use them in a packaged project though.
is it possible to make neural network self learning ai in ue4?
damn
Why would you want to do that though
@safe rose I'm on 4.22 and see that option as well.
For simulations ?
Cause most of the time machine learning isn't relevant for a game AI
Some basic reinforcement learning and utility functions are usually enough
Unless you pretrained the network before or something but for an adaptative AI unless it's really tied to the gameplay it's probably overkill
yeah ofc
i mean it would just be a cool system to have something progress just by learning without us doing anything
Ah ok, something like what open AI did recently ?
Wondering why the hiders did not cage in the seekers instead of building their own fort? In one environment variant where hiders have to protect glowing orbs, that's exactly what they learned to do! https://t.co/yifS7rI4eR
1834
5856
I believe that's totally doable then. It will require some work for sure cause you won't have the sklearn/Keras etc library functions but nothing impossible imo : )
I think Unity has more features for that but never looked that much into it
I work in the field so I don't really want to make more AI simulations when back home lol
haha i feel ya, lets hope we dont go over the top just in general ai world progression
whatever neural network they make into these robots better have strong morals and values for people or else our time is over
people in general have no "strong morals and values for people"...why robots should?
that is true, I have strong morals and values but they only go as far as my cats. People can just fudge off!
robots should have cats imo
Autonomous robots won't happen any time soon tbh, despite what Musk is trying to say
But yeah I'm off topic on this chan so I'll stop π
It's actually the people that are robots already.
back to topic about NN AI, there was a project on forums, about cars iirc
Hi
Quick question, is int64 currently bugged?
I don't know
I'm trying to use a value that's 1 digit lower than the theoretical max value, but the engine keeps receiving the number as a negative
And int64 inputs on BPs clamp to a number that's lower
So, using quaternion interpolation in the sequencer makes it impossible to use smooth interpolation between keyframes?
am I misunderstanding something?
as in, all the interpolation is suddenly linear
but it doesn't have the spinning issue
@dense gate The only numerical data types that were intended to be used with Blueprints are uint8, int32, and float.
But even in C++, if I convert a string to int64, the result is very wrong
Can montages be merged into a new project?
In BPs, I can actually input the number with it being shy by ~30
@dense gate ```cpp
typedef signed long long int64
So I guess I have to hardcode the int64s, great
int64 support for BPs was added recently.
@dim plover i still rathe not used one, math in ue4 is very broken -_-
Issue is, the library I want to use it for requires int64 for an ID
And the ID I have is literally less than 30 shy of what inputting in a BP allows me
I can safely declare the int64 in my .h and it works with the default value of the ID until I try setting it
That's why I'm kinda pissed off about it
I mean there is at least one absolute brute force way I can think of. Have a massive string of numbers and a set of 64 bits. Then have a structure or data table with preassigned string values for each bit and calculate main output chunks at a time starting with the lowest value (rightmost non zero character) and carrying over 10s before going to the next character from the add in string to the next character in the string. Again, absolute brute force but it should in theory give you a correct output value of a int64 as a string. To do any sort of math on this value youβd have to do it in chunks at a time. Havenβt had to worry about int64s myself, just throwing in my thoughts.
Though it sounds silly that ue4 canβt use long int or floats.
Im using a map with the key being of type Name and values being of type Integer. What if i wanted to change the Name of a key but keep the value
hard question to explain, ill show a screen shot
so thats the default values of my map in the blueprint. What if at runtime I wanted to change Example1 to say "Example3" instead
I mean just from looking up maps just now, and I already love the way they work though I donβt think I have much use for them right now, I donβt think it would allow you to change the name at runtime. If it does then it should be an option when you drag the output of the map in the blueprint or you should be able to find documentation on maps ability to do so.
If it works and happens to delete the value then just store it in a temp int and throw it back in later.
If all you can do is add and remove keys then just add one with the new name you want, set itβs value to the same as the old one, then delete the old one.
No problem.
Yey from the sounds of it changing a key name wouldnβt be a good idea as it can fail. Iβm assuming that adding and removing keys also has the same issue just not as bad.
yea . The only problem with the delete the old, add a new one with the same value technique is that is reorders the map
i think i would have to like clear the whole thing
Just make 2 maps
then re add them
Shuffle everything around between them.
Or create a function that has a activemap value
With a function you donβt have to keep shuffling back and forth. If itβs a stupid amount of keys shuffled often Iβd say go for this method.
Otherwise you can just duplicate the map, take the index of the changed key name, add each key back in after clearing the primary map until you reach the index value and add in the newly named key and skip the old one, then just repeat for the rest as the index wonβt match afterwards so it doesnβt matter all that much. You could have a bool to check off that itβs set or keep checking the index.
went to try the foliage tool for the first time, dragged a single tree static mesh to it and whole engine freezes lmao
Yeah it can do that, just give it some time
Adds foliage to trees
Ue4 : 
Hello Guys, sorry stupid question here, but, i have a 4k monitor, if i open the Unreal Editor will it be using 4k render resolution even in a small scale window? Cause every time i change to Fullscreen, the FPS just stays the same
No idea tbh. Could try making a quick ui element to display viewport resolution.
Is it possible to bake materials into textures with Lightmass generated lightmaps
I got the KiteDemo, and idk what it is with the ScotsPineTall_01 static mesh but every time it starts loading it unreal just freezes. 3rd time in a row loads to 70% then unreal stops responding for extended periods of time and seemingly has to be force quit. Will try waiting it out this time but not a lot of hope :/
several of the kite demo meshes are crap. poorly optimised. Not worth the hassle .. π
@vague plume ill try to check it mate, thanks
Hmmm... I mean I know for one of the levels I have for a trailer takes me a solid 20 minutes to load. Whenever I want to open it I usually end up making eating and finishing a sandwich along with other random stuff. Opens in the end but oh man.
And itβs main feature is that itβs a fairly large map with lots and lots of foliage.
It beats me making my own tree, knowing my skill it would probably come out looking like an enderman or something crazy
Lol.
my programming skills are ok, my 3d design? doesn't really exist yet :/
You could export the mesh as a FBX into the 3d app of your choice and reduce the poly count or even just make sure it's all one mesh and not several making it up.
One of the Hill Trees (number 2 I think) is particularly bad too
If itβs got multiple lods, which I hope it does, try to just have it use the lowest and see where that gets you.
There's been a few monthly freebies that have foliage and trees. Maybe worth a look?
Got the ProceduralNaturePack, had a single tree, but I guess it actually loads so its progress :P
did you not get the "Environment Set"?
Didn't see that
was given away maybe 2 or 3 months ago.
Will keep an eye out for it, just started learning unreal 3 weeks ago so still pretty new. Steep learning curve but fun so far :)
Any particular reason why there are tree roots waving in and out of the grind like something out of a horror movie?
@plush yew can I see previews?
@safe rose Sorry missed your message for the long path. Thanks a lot! I'll try it out Monday, that makes my life much easier!
@plush yew Whatβs the game about? Can I see some images?
Nice
Dm me some images if you want
Iβd like to see it
anyone know any good unreal engine youtube tutorials
Thereβs a bunch
How i convert a 4.22 plugin to 4.23?
what i need to change?
i heard i need to add something
when using the projectile movement component how do i stop a bouncing ball with no gravity from slowing down?
Could probably just change velocity.
@tribal frigate donβt know if ue4 has it but Iβm recalling something from when I messed around with unity a few years back. Check to see if thereβs any friction or air friction settings.
Hey. I was messing with set frame rate limit and it used to work. Now it only goes up to 35fps no matter the limit. Is this a bug?
@tribal frigate as @vague plume said yes Friction and there is also an option that alters velocity on a bounce (Like on real life when a ball hits a wall it loses energy so it will slow down) , reduce that value to 0 and there ya go
@spark sonnet
Do I have to change anything there too?
you have to set it to 0 and apply settings (node)
game user settings are saved in temp folder
I am setting it to 15 to 144 with a slider and then applying it
Now im not getting more than 108 fps when the limit is 144. I usually get 144 then
But nvm. I guess it works now
so i applied for a web developer on a social media agency that is really big in greece right
and they approved my resume and sent me a test
why im i making a ad banner as a developer?
like not even coding a banner
im designing a banner
That's usually a bad sign tbh
yeah but think this
its remote
i am 19
and its a web developer job
in the worst case i will just say fuck it and outsource my job to fiverr
YEET
A stealth game where you have to secretly pet all of the dogs in the level without the owners or their owners' friends noticing you do it.
Like Spy Party but instead of planting bugs, you're petting doggies
So uh... how exactly do you get AI to walk backwards. All the forums i look up no one seems to have an answer. lol
Have it focus at the target
Does anyone know how to assign animations to keybinds?
I might be over simplifying it but how do I bind the crouch animation to x for example
I see it in my head with the variables in blueprints maybe I can figure it out
and i'm not sure if you just posted a question but maybe you need to define how they rotate? Like rotating on the z axis, i'm just learning coding though so i'm talking out of experience but maybe that helps
@scenic ibex Aye, that's what I thought bRotationFollowsVelocity and bRotationRemainsVertical was for....thought I'd get SOME reaction but I get nothing.
@scenic ibex Anyways, for your question: Edit -> Project Setting -> Input
Make a new Action Mapping so you get an Event to call. Then it's some animation shizzle that you can google
im stuck in the same session for multi-user editing, anyone know how to make a new one? the documentation is lacking quite a bit
Does anyone know how to import assets into unreal? I got someone online and they arent importing properly
depends on what you want to import
I went to that already but when i went to import it every asset doesnt come up. I just get a ton of red x's
is there text next to red x's?
Yeah, said its the improper file. Like a uasset or something
This is what im trying to import into my project atm, idk why its giving me issues
is there a .uproject file in the zip?
yes there is
if you've got it extracted, double click the uproject file to open the project
then you have to migrate the assets from that project to your project (from that project)
You can transfer objects and stuff to another project?
Sorry if i dont know simple things, its like my 3rd day using this program lol
import button is for non uasset files yea. to move stuff between project you load the project with the files you want, and migrate them to another project's content folder.
you can risk dropping the uasset files direclty into your content folder, but your better using the migrating tool
Ill have to look for the migrate tool, never used it before lol
you just right click on a folder and choose migrate, then select the content folder of the project you want to migrate files to
Oh okay, thanks man!
i would advise against moving copying and deleting assets in windows explorer ....do it all in unreal as can cause big issues
I tried opening it on its own and it doesnt work on 4.23 i think. It only gives me the unreal starter content lol
Ill have to keep that in mind, also i wonder if you guys would know another issue why i cant do roads
Like i know how to create a spline but i cant pick a texture and use the paint tool to paint whatever texture i want within those splines
@heady lynx thank you my friend (:
anyone know any good RTS games made with unreal?
sort of working on one, and i'm probably going to use a custom engine, but i'm curious if anyone has tried a commercial RTS with unreal
anyone good with varest ?
its mean't to get a value from a php file on a website i made but it just says some random thing that doesn't fit on the screen
never mind i found it was the website host
When the client pulls on the server the server life bar is not reduced but when I have to do event tick and print string and it is for the life of the client and the server to do print string I see that the server life is reduced but the bar of life nothing happens
Why?
hey guys have a quick question, whats the best way create an event that fires only when the velocity of a component has reached a certain threshold and when the velocity of the object has stopped
any UI system replacements besides coherent? I saw BLUI but it's archived and hasn't been updated in years. just looking for something easier to use than umg
There isn't much.
My take personally is that game UI is always going to be a hard problem
It needs a lot of direct interaction with game code
i don't really care about that part. it's just a nightmare to use and HTML/css/js is such an easier way to make it
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (30.981 sec). This should never happen. Something is wrong with the timer delegate!
should i be concerned about this ?
if your heartbeat is irregular.. you might want to see a doctor
@fierce tulip good PewPew
but seriously should i be concerend about it or does it not really matter ?
iunno, all I do is pewpews
https://gyazo.com/cfe1f5e37ff1300f9291a817b7952a2c
why is the "Do N" node not running through
especially since the counter is still at 0!?
@fierce tulip
rules buddy, cant just @ moderators to get your answers.
also, we are not affiliated with epic or epic staff so we do not know the whole ue4 engine inside out.
can we pm moderators for shit like this though?
how come he didnt get the same treatment
we're in an unreal engine chat
gimmie a break
"If you have a problem with one of our moderating decisions, youβre welcome to bring it up in private."
difference was that he was commenting on something I was actively involved in
you just @ me for no reason besides expecting an answer
guess youre not actively involved in UE4
ironic cause we're in a unreal related server
@fierce tulip
LogPlayLevel: Error: ERROR: Android toolchain NDK r18c not supported; please use NDK r14b to NDK r18b (NDK r14b recommended)
LogPlayLevel: Took 2.7330447s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Error: ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Kristy K\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-Project3-Android-Development.txt)
LogPlayLevel: (see C:\Users\Kristy K\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.255962
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
pro tip: read the error
Potato, there are channels that might be more related to building projects and such, which might also help to get more direct advice.
oah im not smart
A bit of a strange issue. Static mesh component, that is attached to another static mesh, which simulates physics. Accuracy of attachment degenerates over time.
how can i solve this?π
I will restart UE4
restart did not resolve :/
amazing, everything appears on my UE4
thaaaa]nks π