#ue4-general

1 messages ยท Page 551 of 1

dim plover
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How'd you fix it?

plush yew
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@dim plover flying an actor

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piloting

shadow portal
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Hey, not sure where to ask this but its a pretty general questio so: Are TextRenders really expensive? Is there a more efficient way to show text in world? I'm considering putting the text into my Textures and mapping them onto my surfaces, but that means I can't change them super easily at runtime. Thoughts?

radiant haven
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HOW DO I do probability

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*I want taht an Event (Trigger) is causing idk by only 30%
and tzhe other 70% I want to do ...

radiant haven
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I jsut made a Tree View

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i think thats correct

leaden mauve
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If it's only by 2 choices, you could make an ENUM
"Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
No"

radiant haven
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exact

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BUT I think He will run every Branch

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so every of these gonne be 100%

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cause UE will run every single of them

heavy tundra
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Hey guys I need help : I bought a character and when I rotate a bone from the skeleton and compile or save it returns to it's main position

radiant haven
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Apply Bone

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IS this right

neat forge
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Cant you do the same thing with a clamp?

radiant haven
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yes

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when I get an adapter node for Clamp to Bool

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like Interger to Bool

neat forge
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Oh I see

radiant haven
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ok nmo

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dont have clamp

dim plover
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So why can't you just use an int from 1 to 10?

radiant haven
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well I am not so experienced with Variables when and how to use them

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but ok thx

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But funny construction isnt it ๐Ÿ˜„

neat forge
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๐Ÿ˜‚

radiant haven
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oh

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uhhh

dreamy lake
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was about to do a screenshot as well xD

radiant haven
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yeah and nodes like these ihni

neat forge
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Thats what Im using for my loot drops lol

radiant haven
neat forge
#

? ihni?

radiant haven
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@dim plover int64 or normal

dim plover
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That's something for you to decide. ๐Ÿ™‚

neat forge
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You can use an int64 node

radiant haven
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whats the difference?

neat forge
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a float is a decimal

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integers are whole numbers

radiant haven
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ohhh

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ok

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thx

dreamy lake
neat forge
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Normally people use a float when it comes to probabilities

radiant haven
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but i cnat get it into a bool

neat forge
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Why not?

radiant haven
neat forge
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=

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The equation isnt finished

dim plover
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RandBoolWithWeight is a little more convenient, sure.

radiant haven
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what does Ranodm FLoat in Range do?

dreamy lake
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Outputs a random float in between two values

neat forge
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He has a series on variables

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And many other things

radiant haven
neat forge
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That should work

radiant haven
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so is the 30 now True or False?#

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btw thats the whole thing

neat forge
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Yes

radiant haven
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yeah but I need to say "Do Once"

neat forge
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If its within the percentile it will return true

radiant haven
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ok thx

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wahit

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what?

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oh

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ok now i got it

shrewd gust
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Anyone have issues with gamepads/controllers? The gamepad works in editor but not in game, I have buttons mapped and even checked with a blueprint. I tried the starter projects too, doesnโ€™t make any sense to me

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Itโ€™s a Logitech f310 which is USB and has XInput

light coyote
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This is all you need to set something to happen with a certain probability

faint juniper
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Can unreal be set up to incremental save ? so that the next autosave does not overwrite current?

harsh field
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Is it normal for a built from source build of UE4 to always need to build a project on project creation?
I always get a module missing error when I try to open it after creation.

dapper idol
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So I enable Ray Tracing and did all the stuff from tutorials, but when I opened the world all these big shadow-patterns where there (they're even worse up close) and I have no idea how to fix it
and after some time this error occurs. Can someone help me, please?
If this is the wrong channel for that kind of problem please correct me.

next badger
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@harsh field it is normal to build a project on project creation if that project is c++

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it's not just for source build

harsh field
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I read somewhere that UE4 when downloaded from the launcher will automatically build for you, but the source build requires a manual action.

next badger
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oh you mean that...no...generally ue4 builds project for you...even the source one

harsh field
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hold on ill show you what I am talking about

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I created a project "test"

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and I get prompted with this

next badger
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yeah, that's "game module"

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it's not building it when yes is pressed?

harsh field
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No it does, I am trying to ask if this prompt is normal or if something isn't working on the project creation process

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When I create a project, VS command tools opens up but nothing happens

next badger
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@harsh field this prompt is normal

neat forge
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I think you meant that towards @dapper idol ?

next badger
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as for "command tools" - never happened to me

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@neat forge sorry, have no clue how i tagged you

neat forge
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hahah

harsh field
next badger
harsh field
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Thats what happens on project creation

next badger
harsh field
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Alright thanks

dapper idol
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okey thank you

heady lynx
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@scenic ibex np mate, hope you get it working!

scenic ibex
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I didn't at all

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I have the input I have the camera bobbing up and down and I just want a crouch idle assigned to the keybind. But it's whatever. probably would be easier to code it so i'll just take another 40 hours to learn some more code so I can watch the mannequin squat

patent tusk
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Two things I'm wondering about. Firstly I'm finally moving on to making the foliage for my scene, that said since I'm doing a Breath of the Wild study I've noticed interesting things. One thing they do is mixing in little flowers into the grass, however it's only up close that you see them and they are only the blooms, there's no stalk. Seeing as how costly transparency is, is there another way to make a model like this? It's literally just flower blooms mixed in with the grass, swaying in the wind the same way, but no flower stalk. Given that it's only rendered at a closer look I could see Nintendo using transparency, but wanted to know of there were other opinions.

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Secondly, I'm likely to need culling, I'm curious if there's a way to change how things are culled, either an actual fade out rather than the strange pixelated thing Unreal does, or have things render under the landscape and "grow" up from underground when coming into view, or the opposite when going out of view. And honestly I'd like the same for the LOD's. I'd assume this is something more for the coding side or maybe something the blueprint system could do? But this far I've only found a couple of posts of people making Unreal do this, but with no actual explanation on how. (Apologises for the text wall)

gray lava
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hi how do i get permission to post in the looking for work section?

covert ivy
meager mica
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Hey guys. I'm having some trouble with building in editor. It hangs on "texture streaming" for quite a while. Additionally, I have a message saying metal shaders can't be used because x code is not installed. A quick google search tells me they're related but nothing tells me how to fix it

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I have xcode installed and the engine runs smoothly overall, but building is extremely slow

vast fossil
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Whats the difference between connecting custom function wires to each other and using a flow control sequence ?

mossy nymph
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@gray lava check for pinned messages on that channel

gray lava
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ok thnk you

sudden agate
thick herald
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level streaming / world composition that sort of thing

lament saddle
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I would hazard to guess that Space Rangers (circa '03) would reduce its level of simulation of offscreen AI to something like a board game that updates every X seconds, and only simulates the local system in full fidelity, and has a way to translate the "board game" to a sensible full sim (and vice versa) when you jump across star systems. (Disclaimer: my experience as an actual game dev is nonexistent.)

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As an aside... I actually played a fair bit of Space Rangers II back in its day. It stoked my nostalgia for Star Control 2 and I remember it having some pretty weird quests...

noble barn
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After merging in 4.23, we get this error message which I can't figure out where it comes from
"Command line error D8049: cannot execute 'C:\Program Files (x86)\Microsoft Visual Studio\2017\Community2\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\c1xx.dll': command line is too long to fit in debug record".

Has anyone ever seen that or knows where to peek to figure that out?

vague plume
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For having a bunch of out of system ai Iโ€™d probably set up something to update all the out of level ai at once every so often (as itโ€™s not noticeable if you only update it once every 10 seconds or so) and only use basic data from them and otherwise just save them down (if day you have them as unique ships with unique interiors ect), such as just have ship name, location, destination, travel speed. So if you were to imagine a bunch of dots on a graph and every 10 seconds or so update their location until the reach their destination, then create the ship if it enters the players area execute another event somewhere else to pull up a bit more data to see what the ship should do next.

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Something like renzu said. It just simplifies the offscreen stuff and doesnโ€™t update it very often. If itโ€™s an absurd amount of stuff you could probably even set up a nested array and then update one of the nested arrays of object every second, keeping the number of updates low to avoid spikes but consistent.

radiant haven
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How do I make Settings

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like with a swithc I can turn On Off The Y axis of my controlls

next badger
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@noble barn clion?

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@radiant haven make widget, set options, save them in Game User Settings

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or user save game

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or in cvar

radiant haven
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ok

storm venture
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anyone know of a way to add an offset to the player's control rotation?

heavy tundra
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Guys

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How do I apply bone??

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When I rotate a bone of a character

heavy tundra
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Please some help

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Where do I press apply bone

neat forge
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How can I speed up the last half of a montage?

magic epoch
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Hey guys! Im making a FPS/Racing game for android. I need a few people to help create ๐Ÿ™‚ (May be a fps game, or may be a racing game.) Thanks

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Most likey a fps game

abstract relic
magic epoch
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Sorry

shrewd gust
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@noble barn does that file exist at that location, Iโ€™m curious. Iโ€™m only using 2019 community with 4.23

neon tapir
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Hey all, I just started using UE so I'm following along with a tutorial on how to make an rpg game on youtube. While it's really nice and I'm getting a good idea of game dev in general, it does feel like there is a lot of boilerplate/duplication, I was wondering if there are some resources available on how to reduce this and/or organise a UE project as I guess that might be related?

cursive walrus
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hi. how to i change the set skeleton which is already imported from marketplace? bec i already have animation blueprint. and they are both same ue mannequin skeleton. but it doesnt work. unless i export mesh then reimport then select ue mannequin for it to work.

misty creek
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Delete the one you want to remove, when it asks if you really want to delete it click on the replace drop down box and select the skeleton you want to use, then you can click yes you want to delete it

blissful trail
heady lynx
next badger
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@heavy tundra what is "apply bone"?

magic epoch
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how do i make this fps controller look around?

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I got it nvm thanks!

grim ore
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@heady lynx It has to be available in C++, C++ code backs every BP node. Mouse over the node and it will tell you which library/function area it is and you should be able to find it from there. Half the time if you have the source included you can double click to pull up the header as well

heady frost
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Oh man that would have been useful to know 3 days ago

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I was looking for ways to detect if a HMD was enabled and did not know about "UHeadMountedDisplayFunctionLibrary.h"

blissful trail
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how long does the unreal engine logo stay on the screen for on android 9 ?

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its been like that for 3 mins

spark sonnet
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Hi. I am using Set View Target with Blend but when doing that its not getting the actors camera but using a "camera" attached to the center of the mesh. Any reason why it doesnt use its real camera?

blissful trail
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it took about 30mins to launch and 5 mins to startup on mobile

open eagle
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Is there an online subsystem that I can use for XBOX games and PC games as a multiplatform Service

magic epoch
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I have started my game!

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what do you think so far?

blissful trail
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nice

spark sonnet
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Nice models. Did you make them yourself?

runic iron
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Epic Online Services

With Epic Online Services, we're making it easier and faster for developers to successfully manage and scale high-quality games. As a game developer ourselves, we've tackled numerous hard problems over the years. With Epic Online Services, we're sharing the fruits of our labo...

magic epoch
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No I used them, thank yall!

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I mean downloaded them

runic iron
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Good luck for the next parts ๐Ÿ‘

magic epoch
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Thanks man! I added muzzel flashes planning to create custom models and publish this to android ๐Ÿ‘

spark sonnet
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Whats your game about @magic epoch ?

magic epoch
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@spark sonnet Hi, I am making a mobile battle royal fps game. Maybe steam too.

warped tangle
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keep it up @magic epoch , nice work

spark sonnet
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Cool. Whats different from your game compared to the other battle royales? Any special stuff? ๐Ÿ™‚

blissful trail
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uh

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this sounds bad

magic epoch
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I want to make it have zombies instead of players

warped tangle
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try to duplicate the asset and see if the duplicate saves

spark sonnet
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Ah. So its singleplayer?

magic epoch
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yes, or maybe a mix between players and zombies. You have to figure out witch is what and kill the zombies

blissful trail
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yep

magic epoch
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@warped tangle thanks

blissful trail
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it saved when i duped it

warped tangle
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I'm guessing that asset is corrupt. I've had that issue in the past and not sure what causes it, somebody with more knowledge may be able to shed some light

blissful trail
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it happened to like every asset lol

warped tangle
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are you using source control?

dense gate
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Do you have another engine instance running?

warped tangle
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or that ^

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I've had it happen to a random asset, having it happen to multiple/all is another issue

dense gate
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Or if you've selected Launch Game (in case you've been testing multiplayer)

blissful trail
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ive been testing android

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but not multiplayer

dense gate
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Check your task manager if you accidentally have another engine instance running

blissful trail
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3?

dense gate
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That isn't normal

blissful trail
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i only have 1 window tho xd

dense gate
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Exactly

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I'd assume the bottom 2 are zombie processes

blissful trail
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ima end em in a sec

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just doing a quick launch to see if somthin works on android

magic epoch
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Does that zooming and muzzle look good? I made the pistol auto and I am curently adding a switch for my rife to semi auto!

blissful trail
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Launch On Completed. Time: 600.663458

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ya think i should invest in a ssd

dense gate
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Getting an SSD is so good for UE4 it's unbelievable

blissful trail
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my hard drive's max speed is 10mb/s lol

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its really really old

dense gate
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That's a big yikes

fluid stag
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eh

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1990's hdd?

blissful trail
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idk

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but its probs cos its almost full

dense gate
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Usually an SSD is great for UE4 due to random read/write speeds

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HDDs are really slow for those

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Disproportionately slow

blissful trail
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it takes 10 minuites to compile 1k shaders

dense gate
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Are you using a core 2 duo or something

blissful trail
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i5 3470

dense gate
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Ah

blissful trail
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gtx 1050 ti and 12gb ddr3 ram

dense gate
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Yeah, not having hyperthreading makes shader compiling rather slow

grim ore
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the hard drive is less of an issue for compiling than the CPU speed

dense gate
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I'm on an i7-3632QM and 6k shaders compile in about 20 minutes

blissful trail
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woah

dense gate
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But I have an SSD and the CPU is 4C/8T

blissful trail
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that would take at least 1h for me

mossy nymph
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shader compile is CPU intensive, SSD wouldn't affect that much

dense gate
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It affects it if the HDD is old

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And by old I mean 5 times slower than the average HDD slow as is the case with the lad here

mossy nymph
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30k shaders for me is about 5 minutes

blissful trail
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i have a WDC WD1003FBYX-01Y7B1

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thats my hdd

dense gate
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My guess is a Ryzen 7 CPU that you have for that speed

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Or an i9

mossy nymph
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2700x

dense gate
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Hah

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For how long have you had that HDD?

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It shouldn't be that slow

blissful trail
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3 years- 4

dense gate
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Though it might be if it's the only drive you have

blissful trail
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its got 18gb storage left

dense gate
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Empty up whatever you can me lad

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Delete games you haven't played, clear engine versions you don't use anymore

blissful trail
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i have but my steam library is evil

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i have about 20-30 games installed all i play

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like gta v, csgo, r6, geometry dash, etc

mossy nymph
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time to get a NvMe and a faster CPU ^

blissful trail
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i'd have to get a whole new motherboard

dense gate
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Even a SATA SSD would significantly boost performance

blissful trail
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becos i was stupid and brought a prebuilt

dense gate
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Ye, I don't think 70-series have M.2 slots

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Especially with an i5 that isn't a K

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I think some high end Z77/X79 had M.2s, but I might be wrong

mossy nymph
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the difference even over a sata SSD is huge

blissful trail
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im going to get a job soon hopefully work 5h 7 days a week

mossy nymph
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not for a shader compile tho, but for opening the project in editor...

blissful trail
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ill probs get a new pc aventually

dense gate
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Papa bless my dude

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But if you can, try getting a SATA SSD

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I'm with a 500 GB one, it's just about right for everything I need including a few games

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Everything I need includes a compile from source and a project that's approaching 100 GB from including marketplace assets

shrewd gust
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Anyone using gamepads? Mine isnโ€™t working within the game but works within the editor just fine, it works just fine outside ue4 too. Iโ€™ve tried new projects from the templates and all of them have mapped input but no response in game. Any ideas? Itโ€™s USB with XInput

thin tendon
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@shrewd gust I found with my project gamepads was set up by default. And I was able to get them working everywhere except in my inventory because it won't let you move the mouse with the gamepad.

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I tried using google with not a great deal of luck. Does anyone know of any good tutorials for doing custom keybinds the player can set?

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I want to create a system like World of warcrafts. Where you can click next the eg jump button and a drop down menu shows all the available keyboard presses.

storm venture
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well i got recoil working!
each shot will force the aim upward, and after shooting, the aim will automatically adjust itself back down to the original spot unless the player was already doing so.

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it's a very comfortable combination of automatic and manual recoil compensation

plush yew
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On the right is my correctly materialled player, and the left and in the content browser the player is not correctly materialled, what is going on here?

serene sorrel
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anyone know what the epic update was for

storm venture
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is there a downside to decreasing the project's Near Clip Plane?

queen blaze
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has any one use pano capture with post process? my 360 renders are blown out , how can i fix this?

grave nebula
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@storm venture Significant drop in z precision.

neat forge
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How could I write a function to ignore all controller input if true?

next badger
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Disable Input node

neat forge
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wow lmao sorry for that stupid question

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didnt even see that

next badger
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but it's per actor

neat forge
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Can it be used in a function and then called in the actor BP?

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I am trying to disable all input when in ragdoll state

next badger
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it has 2 inputs, one for target actor you want to disable input for, and one for controller, that you want to remove control from

abstract relic
next badger
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i think you can just hover the nodes and same text will be shown

thin tendon
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When waiting for a key to be pressed by the player how do I actually save the key pressed? I can't find anything that lets me output the key

next badger
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@thin tendon you mean "Any Key" ?

thin tendon
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I tried typing anykey and nothing comes up. I need something that lets me output the currently pressed key

next badger
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"Any Key" node

thin tendon
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ohhh its an event node duhhh

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Sorry

next badger
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the issue, there are no "to string" method for this struct

thin tendon
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Which can't be used on a widget but can be on the character controller?

next badger
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inputs can be used on controller only

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you can make an event dispatcher in controller and catch it in widget if you want

thin tendon
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Thanks heaps for the help.

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What Unreal really needs is something simple for widgets to output a key press

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I mean they already have stuff to detect press but nothing to output it

next badger
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well, you can't simply get keys there, cause widgets has focus

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if they are not focused they have no input

thin tendon
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ahh ok

next badger
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also widgets have "navigation" implementation (navigation rollout)

patent tusk
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So I'm trying to make a flower bloom without it's stem and without using transparency to hide said stem, it's just something extra to scatter around the environment in the grass and such. That being said I just have the simple grass wind setup for testing, but it's not making the flower sway, it's just kind of jiggling around. Is that because of the simpleness of the node or perhaps the model itself?

thin tendon
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Is there a way to change what buttons Ui input mode use? I am working on custom keybinds and it works perfectly except for the space bar. Which for some reason clicks the focused button

coarse citrus
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Hi everyone I have been making tutorials but cant see something like resources channel here,anyway looking at rules I do not want to post it here(free ofc) if moderators wont let me so I guess I need this approval and where to post ๐Ÿ˜„

thin tendon
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I have the space bar working now by going back over and checking everything to not focusable but for some reason the R key won't set

tardy grove
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E:\Programs\Essential\Unreal Engine
"install path is too long"

...tips anybody?

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can't even install

fierce tulip
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that the whole path?

tardy grove
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yes

fierce tulip
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any weird letters/fonts?

tardy grove
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no thhat's as you see it from ezplorer window

fierce tulip
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can you make a screenshot of the path before install attempt, and the error?

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i know its probably as you say, but need to be sure

tardy grove
fierce tulip
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that is odd O_o

tardy grove
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kinda stupified, i can't put it on C drive, no room so...

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i've tried with launcher installed on both E and C drive, same result, and only 2 drives to choose from

fierce tulip
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does the folder already exist?

tardy grove
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tried with it already ezisting and not

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same thing

fierce tulip
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"With the current build of 4.20 the folder structures max depth means you only have 50 characters to play with in the installation path."

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changing "unreal engine" to UE4 or so

tardy grove
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yeah i basically have the path below 30 characters for it to work ...

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pretty stupid imo

magic epoch
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I need a couple devs to help out with my game, anyone intertesed?

fierce tulip
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@tardy grove first time ive seen someone having this issue. yea I can understand its odd to say the least.

tardy grove
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i can't even install on the default install location on C drive inside my epic games launcher folder, because even that would be too long lol

fierce tulip
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we dont really have a channel for test-recruitment, what you could do is perhaps make a post about the game in #work-in-progress and see if people want to critique it.

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only thing on C:/ should be windows and drivers imho :p

tardy grove
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agreed, but ya know windows programs installers >.>

fierce tulip
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testing is certainly a talent yea

magic epoch
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im not looking for testers, looking for programmers

tardy grove
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install on C and it's all located in Roaming instead, with settings files stored in My Documents lol

fierce tulip
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"hey I am autodesk 3dsmax, and I am an extremely complex program that can be modified by the user to the extremes!
Cant change paths for temp/base folders though, we will put those on C:/userstuff and you can only change them after installing. Remember though, we'll be writing to your c drive until you do anyways."

tardy grove
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if you try to match linuz hierarchy to windows, i can see what programs are trying to do, but it doesn't translate like it should, and everything from a program should all be tucked inside the singular program folder on windows imo

fierce tulip
#

yuuuup

tardy grove
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i have a tezt file somewhere that lists all the locations eztra files from programs are stored... idr off top of my head but there's 12 locations assuming 1 pc account -- not including actual install locale

magic epoch
#

does anyone have any arm models i can use to hold my gun

lusty carbon
#

Anyone experienced with Rhino to Unreal workflow?

thin tendon
#

@magic epoch Arms are easy. If you aren't great at modelling. Just grab an already rigged character. Put it into blender or max. Delete everything except for the arms and the skeleton

magic epoch
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I have a mesh, it has a body though

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Can you remove the body?

thin tendon
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I'm currently working on stuff. But its easy as mate. If its epic character use max. If something else use blender. Just make sure to leave the arms and skeleton

magic epoch
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Ill try, thanks!

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does it take long?

thin tendon
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about 5- 10 minutes

warped tangle
#

First Person Template also has arms to use

stiff spoke
#

Help me for the prediction projectile with crosshair

warped tangle
#

what are you trying to do @stiff spoke , predict the path or figure out velocity?

stiff spoke
#

Predict

#

Shoot against the crosshair

warped tangle
#

Have you tried the Predict Profile Path By xxx Function?

stiff spoke
#

No

warped tangle
#

If you're just trying to get your shots to line up with the crosshair you don't need to predict projectile velocity

stiff spoke
#

My crosshair is widget

warped tangle
#

Are you using projectiles or line traces

stiff spoke
#

Projectile

#

I do not want to predict the speed of the projectile but the places where it will go

#

So?

regal mulch
#

You have to trace once from the Center of the Camera forward.

#

And then take the SpawnLocation of the Projectile and the HitLocation of that trace.

#

That's the direction you need to fire the projectile.

warped tangle
#

^

stiff spoke
#

How Find the center of the camera

warped tangle
#

just use the camera location

stiff spoke
#

OK

regal mulch
#

Circle is your player. Red thingy is the Weapon with the Socket on the front where the projectile spawns.

stiff spoke
#

There I take out the projectile by an arrow which is at the exit the telescope of the weapon and the weapon is another Blueprint

regal mulch
#

Green is the linetrace from the camera location forward.

#

If the Weapon is an extra BP then this stuff should also be in the Weapon BP

#

You don't do the fire logic in the Character if you have a Weapon BP

stiff spoke
#

So?

regal mulch
#

What so?

#

:P You have all your need to make this.

stiff spoke
#

So the weapon should not be another blueprint?

warped tangle
#

He's saying it can be, you should put the logic for firing on the weaponBP

stiff spoke
#

Weapon is Blueprint?

warped tangle
#

you JUST said "weapon is another blueprint"

stiff spoke
#

Yes

warped tangle
#

So are you still having an issue then? Pretty sure eXi gave you all the tools you need

stiff spoke
#

I go try

ember notch
#

please help

magic epoch
#

hey guys, does anyone know how to setup touch controls for moving forward, left right and back. (joy stick?)

sacred sun
magic epoch
#

ty

thin tendon
#

With the remove and add axis mapping nodes, does anyone know how I can change just the input at the desired index?

#

I can remove just fine but when I add them back I want to add them back in the same order. Which doesn't seem to work

scarlet birch
#

I don't think there's a built in insert. Instead of removing, use a placeholder of somekind and set that index of the array to it. If you remove an index and want to put a new value in at the same index you'll have to setup your own insert/sort.

stiff spoke
#

I did what I wanted to do but I used another method but the problem is that the actor is in the animation or he to the weapon and ready to shoot the camera does not do that rotation by report to the character

thin tendon
#

I tried looping over the entire thing. Storing each element in a storage array. Deleting the axis mapping. Then recreating it exactly the same but with the change. It still won't let me FML

stiff spoke
#

What are you trying to do? @thin tendon

thin tendon
#

Custom Keybinds for the players. I have the action mappings working. I'm now trying to get axis mappings working. But only setting the index I want

plush yew
#

but only setting the index you want

#

how do you exactly mean that @thin tendon

thin tendon
#

So if an input event has 2 different buttons to it. 1 for positive axis and 1 for negative axis. I want the player to be able to set each button separately when customizing thier keybinds

#

but still have it under 1 input event

plush yew
#

just by taking a quick look at the image you posted i dont see get input settings

thin tendon
#

Thats what the get axis mapping by name does

plush yew
#

oh i see it

#

sorry im in the train right now

#

did you try add action mapping with force rebuild keymaps?

neat forge
#

What is it called when your camera is half way in and half way out of the water and it looks like the bottom half is under and the top halfs out?.. I need to look up how to do that lol

fierce tulip
#

submerged?

harsh tiger
thin tendon
#

This is what I am working with now. The issue is though instead of rebuilding the input event in the correct order. It rebuilds it in the same order and adds the part I want to change to the end. So I end up with an extra button bound to it

#

ok think I found the issue. Its not letting me actually delete all the buttons

#

It always leaves one

magic epoch
#

Wtf why is my effect like this lol

thin tendon
#

Shaders aren't compiled yet

magic epoch
ember notch
#

How i can use target.cs

#

my project is Blueprint

magic epoch
#

to android

dim plover
#

Nope, no idea whatsoever.

magic epoch
#

nvm

dawn gull
#

Hey, I'm using Unreal Engine Flex and I am trying to compile my game but I always get this. Any help? (Also please ping me)

next badger
#

@dawn gull and the log says?

dawn gull
#

Ahh I havent used unreal in a while I forget how to get to the log. Is it the thing that is up right there? (Sorry its early in the morning)

next badger
#

also, i see a lot of flex issues

dawn gull
#

Dang i don't even have flex being used yet

next badger
#

you're using it by default since it's a custom ue4 build

dawn gull
#

Oh yeah, sorry

#

Dang it this is the worst timing ever

#

I have to go

#

I will be back in like 3 hours

plush yew
hasty osprey
#

quick question is it possible to assign particle systems to skeletal meshes?

idle garden
#

@hasty osprey add a component 'particle system' to a mesh?

hasty osprey
#

idk what a componenent particle system is, can search it up tho

ancient mesa
#

Hi everybody, does UE4 support HTML5 with WebGL on smartphones and browser?๐Ÿค”

manic pawn
#

no

#

they finally decided to stop wasting resources on that and deprecate the html5 platform

idle garden
plush yew
#

can anyone help me?

idle garden
#

what you need?

plush yew
ancient mesa
#

Ok thanks @manic pawn

idle garden
#

That can be something

haughty junco
#

Anyone free to answer some questions about multiplayer replication?

oblique tangle
#

@plush yew what's wrong?

plush yew
#

the blend spaces is not working

misty creek
#

The question probably meant what is wrong with it?

plush yew
#

don't know

spark sonnet
#

Where are you setting the speed variable?

abstract relic
#

Show us the blend space, the anibp, your state machine, your character bp. And whatโ€™s the issue. It doesnโ€™t play? It stays on idle? Character doesnโ€™t seem to animate period?

plain tiger
#

I have a medical problem with flikkering lights, if I start a unreal project and place any object into the scene, the axis-thingy (red green blue) is flikkering like mad at the borders (at least 20 times per second)? Is that normal? Is there a way to not have it flikker? It looks a bit like a 'border conflict' between two meshes, where the texture cant decide which mesh to show up on?

plush yew
scenic robin
#

Hi there I have some trouble importing a rigged "gobelin". As you can see from the screenshot the bones are like that, in the animation and also everywhere with the models but in blender the bones are placed correctly. So thats make a huge transformation to the goblin. He now looks like an alien. Anyone know how to fix that ?

tardy grove
#

@scenic robin you need to lookup hhow to convert from blender to ue4

scenic robin
#

@tardy grove Thanks you was right. I just found what I needed.

modern sinew
#

how

faint juniper
#

Has anyone had an instant random shutdown of their PC when using Unreal? I was sorting my animation graphs and my PC just instantly lost went off

fierce tulip
#

"someone"

#

KOOOOOLALALALA

faint juniper
#

OK, so I have loaded into Unreal after the crash and it has deleted my Animation BP

#

I have spent so long doing it

dim plover
#

Did you save periodically?

ripe bloom
#

I've been trying to add a second layer of foliage to my landscape grass output, and it crashes every time i select the grass type to assign to the second layer. does anyone know if there is a work around or if im doing something wrong?

faint juniper
#

I clicked save manually like every few minutes and had auto save on

dim plover
#

Hmm, maybe autosave saved a backup. Also, I've heard people crash from/get screwed by autosave.
I personally have it turned off.

plush yew
#

How much does line tracing affect the engine? I was planning on trying to use Tick to draw a line every tick but Im unsure if thats a foolish idea.

faint juniper
#

I NEED a way to recover that.....if not I may aswell pack in the whole Game Dev thing, cause that is ridiculous.....I was testing a State Machine, possibly had conflicting Logic, and its crashed my system and deleted all my hours of work.....why continue if its just going to do that at random in the future?

#

Any ideas?

#

Is there a recover back up, or view backed up versions?

grim ore
#

check your saved and autosaves folder

#

and check to see if the file is actually in the folder or not in your file system

#

@plush yew Line Traces are a normal part of any game engine and are very light weight to do the actual trace. It's not uncommon to do multiple if not hundreds of them a frame if needed based on your settings.

#

drawing a trace from the player to see what is in front of them every frame is nothing out of the ordinary for example, let alone even one at each appendage for something like climbing

plush yew
#

So it shouldnt cause any issues if I do? (plan to use around 8 to determine whats around the player)

faint juniper
#

@grim ore The Animation BP .uasset appears to be in the Folder when using Windows Explorer to navigate to my Game folders....however it does not show in Unreal

plush yew
#

Working on a wind protection and temperature system

faint juniper
#

@grim ore also it has unlinked from anything tied to it in Unreal (character animations not working, Tposes etc etc)

grim ore
#

@faint juniper then when you open the project check the output log, it might be showing up as corrupted. If that is the case your Saved/Autosaves might have another working copy.

#

@plush yew there is no way of knowing if it will be an issue with your setup, you have to try it and profile. Line traces by design are not heavy and using multiples of them every frame is not uncommon

faint juniper
#

@grim ore How do I recover a previous autosave?

grim ore
#

Your Saved/Autosaves might have another working copy.

plush yew
#

Alright then Ill attempt it :)

faint juniper
#

@grim ore , Thank you,it looks like there is....im hoping nothing else has went missing too. Although, the "saved" version I found is far older than what it should be- I have lost a few hours of work now. I have autosave to like every 10 minutes and I click compile and save pretty much every change I make.....so constantly. How do I prevent losing work like that in future? Any ideas?

grim ore
#

Use source control to commit after major changes, find out the problem that cause the issue in the first place and fix it, use something like dropbox to be really annoying and have it auto save for you with rollbacks, stop working every so often and make a full copy of the project somewhere else in the event this happen, don't worry about it and hope it never happens again.

faint juniper
#

@grim ore I honestly have no idea, the only thing I can think of is that the logic in my Anim state machine , I edited the State machine flow, went to test it, and as soon is i tried to enter in to the animation my PC cut out

#

Thanks for your help and suggestions !

sage tree
#

Where is a good place to learn where I should be putting my gameplay logic? Best practices are what I am looking for, working on a coop game, I know I can put things in the character controller, and I know a lot do that, but not sure its the best place.

grim ore
#

theres isnt much chance that UE4 crashing will kill your PC itself. IF you PC lost complete power thats a hardware issue there.

#

just bad timing

#

@sage tree there is no best practices for your game beyond what you decide is best for your game.

next badger
#

@grim ore i had an issue once when ue4 killed my gpu driver, so my screen went black...

grim ore
#

if it's networked there are things that just don't work locally VS server, you can check the networking compendium for that info. If you want to take advantage of systems that are in the engine then you should of course do that.

#

@next badger but did your PC shut down?

next badger
#

@grim ore nope...

#

shutdown generally happens due to PSU failure

grim ore
#

I could possibly see UE4 pulling more power than your PSU can supply at peak load but again that's a hardware thing ๐Ÿ˜ฆ

next badger
#

in cases when it can't provide enough power

magic epoch
#

Does the defualt third person camera have animation to hold a gun?

scarlet birch
#

Overheating can cause it too. Bad cooling can become apparent when you're hitting the chips hard compiling stuff.

grim ore
#

@magic epoch it does not

magic epoch
#

Can I make one?

grim ore
#

there is an animation starter pack that you can download that does

#

or you can make one of course

magic epoch
#

Im gonna make it reach behind and pull out a gun

next badger
#

@scarlet birch yeah, but overheating causes throttling, not shutdown

#

however may b true for a gpu

magic epoch
#

When I walk sideways and backways!

spark sonnet
#

Is Orient Rotation To Movementticked in the character movement? @magic epoch

magic epoch
#

Where?

spark sonnet
#

Character movement in your character

#

Its a component

magic epoch
#

Yeah its ticked

spark sonnet
#

Try unticking it

magic epoch
#

Okay!

#

It helped, still a bit though

spark sonnet
#

Try checking Use Controller Rotation Yaw too

earnest pawn
#

does anyone know a good tutorial on how to implement foot IK?

magic epoch
#

My walk animations are gone now

open belfry
#

Anyone else having issues logging into their accounts at Epic?

magic epoch
#

Same here

#

@open belfry

open belfry
#

Thanks bro!

magic epoch
#

marketplace isint working eather

next badger
#

#epicsundays

magic epoch
#

#epicsundays

manic pawn
#

my epic launcher is not even opening lol

magic epoch
#

Epic needs to hurry up lol

#

Any epic staff in this server?

next badger
#

Victor

magic epoch
#

@gleaming narwhal

next badger
#

#communitymanagersholidays

magic epoch
#

Is it down for a fortnite uodate?

hearty igloo
#

is anyone else having the sign in error on the Epic Launcher?

next badger
#

@hearty igloo have you read this thread ...like 6 messages above at least

hearty igloo
#

@next badger yea sorry i see it now lol.

potent parcel
#

If you're getting an Error 500 message, right click on the launcher icon in the taskbar's notification area and click Unreal Engine, it should take you to the Unreal Engine section of the launcher. At least that's what worked for me. The library subsection seems to be intact so you can access your projects.

patent tusk
#

Can anyone recommend a good tutorial or way to make a decent wind system? I've been using the simple grass wind for testing, but I need to work on something nice for my vegetation.

chrome lintel
#

(login to forum or marketplace doesnt work

dawn gull
#

@next badger This is the log

next badger
#

yep, the flex is the issue

viral sluice
#

Hi everyone,
I wanted to migrate the vehicle advanced blueprint to a blank project to practice, but after making a gamemode blueprint, setting the vehicle blueprint as the default pawn and adding the input axis this is what i get:
https://imgur.com/wpY9ug8

https://imgur.com/fmTncma

Noone of the cars move and I don't know what to do. Seems like a vehicle is being generated wherever my camera is right before clicking "Play"

grim ore
#

you can always add the vehicle template feature pack instead of migrating, that would bring over the car itself

#

and if your game mode is set to spawn in a vehicle it would do that

#

and you said it is set to spawn in a vehicle soo.....

hasty osprey
viral sluice
#

What I don't understand is why doesn't the vehicle move. It stays in the air, it doesn't move forward and wheels won't rotate

next badger
#

@hasty osprey why not to use rotator?

hasty osprey
#

oh ok

#

i can try that, thanks

dawn gull
#

@next badger So, how do I fix it? Because it would take a long time to transfer it over to regular again I think

next badger
#

no clue, it's a custom build

dawn gull
#

rip it was the latest i could find

next badger
dawn gull
#

ok

#

Well, is there a way to just transfer the project over?

next badger
#

if you're not using custom code - just copy, then right click .uproject and change version

dawn gull
#

ok

next badger
#

@hasty osprey btw, your texture using not whole space, it's wise to use all of the UV space to not waste texture resolution

dawn gull
#

What would happen if I didnt copy it?

next badger
#

@dawn gull you may break it...just in case

dawn gull
#

Ok

hasty osprey
#

thanks i can try that too

dawn gull
#

If I copy it but dont paste it yet will that also work?

abstract relic
#

wanna risk it?

dawn gull
#

nah

shadow portal
#

Wise words by high tide

#

Get it on source control too at some point

dawn gull
#

๐Ÿ˜‚ true

near belfry
#

Anyone else managed to get into their Epic Account since the downtime? I just received an odd message from Epic support that seemed to disregard my login issue and stated only that I can't purchase through consoles ha

dawn gull
#

@near belfry I got in just now

#

Weird that you cant...

knotty marsh
#

had to reboot but i could log in just now

faint juniper
#

Is there a way to limit Editor FPS? currently at 120, would like to bring it down to 30FPS to limit impact on PC

near belfry
#

Everything seems to be slowly coming back now- 30 mins ago I couldn't get into anything then got locked out, 15 mins ago most of the marketplace was showing 0 items and nothing was in my vault. It seems to be working on the browser now but the launcher is giving issues- may try restarting like you did

plush yew
#

do you think it would be easier to model the windows and create the glass material for it or create the whole glass material window in substance designer

next badger
#

@plush yew it depends on functionality

#
  1. will it be transparent
  2. will it be breakable
  3. how large will be glass to frame ratio
#

If it will be transparent it's better to make glass as separate mesh, apply a simple material to it with translucency

#

translucent materials are expensive, and do not write to depth buffer

#

*with exception of custom depth

grim ore
#

@faint juniper using t.maxfps XXX sets the max fps in the editor, you do this thru the console (`) key

dim oriole
#

So Unity is heading for the scalable task -> worker implementation. How does UE4 scale when it comes to multi-threading? Is this something that can be answered for someone who uses BP only?

grim ore
#

certain things are multi threaded, they try and put certain parts of the engine on it's own if it can like animation or ui or game thread etc. (the docs have more info on what is what). As for BP it's not multithreaded unless the node is designed to work like that in the background (most are not going to be, they might be latent like AI moving frame by frame at the best) but there are plugins that can try and help with that adding in threading support. Anyone with skill can expose threading to BP if needed for specific tasks

frank escarp
#

@dim oriole it scales like absolute ass

faint juniper
#

@grim ore Thanks again!

frank escarp
#

if you take unreal 23 and check the Insights profiler, which shows a very nice Thread view, you will see it inmediately

next badger
#

afaik only way to launch a new thread in BP is to add delay 0

frank escarp
#

unreal engine has 2 mayor threads

#

a game thread (runs all blueprints/gamecode), and a render thread (runs rendering)

#

thats it

next badger
#

mayo-thread

frank escarp
#

the rest is just "helper stuff", but they just help in some small parts, like physics or animation

next badger
#

also audio runs in a separate thread afaik

plush yew
#

yes it will be transparent but i want it to have that bump offset so it has a fake look on the outside

frank escarp
#

@next badger yes but thats a very small cpu cost generally

#

you can get bottlenecked on game thread in unreal extremelly fast in consoles

#

because all the AActor based code + BPs is singlethread

#

in the PS4 if you add like 10 ShooterGame bots, you start losing the 60 fps

plush yew
#

i mean ive already started doing it in substance anyways without making a model so it doesnt really matter now

frank escarp
#

multithreading game code is also not possible to do. Anything that touches uobjects/actors is unsafe

dim oriole
#

And what about the future? Is this something that Epic will look into, or not a priority?
What if I have multiple particle effects/alembic animations playing. Can UE4 distribute across 8c/16t CPU, or I will be bottlenecked?

frank escarp
#

particle effects are singlethreaded (yuck!!!) and alembic too

fierce tulip
#

same for niagara?

frank escarp
#

animations are parallelized (the normal skeletal animations)

#

i dont know @fierce tulip

#

i know that cascade particle FX are singlelthread

#

all the effects of a frame will "calculate" at the start

fierce tulip
#

you'd think with the amount of core/thread increases these last few years there'd be more than 2 threads.

#

aside some small things

frank escarp
#

parallelizing is hard

#

the entire AActor model just does not work with MT

#

nor it will ever work

#

thats why unity is going with the ECS stuff. In the ECS model, making things parallel is not just doable, its trivial

#

so trivial it can be almost automatic

fierce tulip
#

well, never expected they'd be adding virtual texturing, who knows what we'll see in a few years.

#

different beast, sure

frank escarp
#

yeah who knows

#

but for example, take the rendering

#

unreal engine rendering is single thread + helpers for some parts

#

the issue is the huge bottleneck on the single-thread

#

AAA console engines, like Destiny engine and Uncharted 4 engine, work on a "task based" model

#

where they create tons of tasks in the code, and their dependencies, and then a central system spreads the tasks over all the cores

next badger
#

5 is a good number

frank escarp
#

for example, on rendering. There are several tasks that have to be done

#

You have to check what objects are in view.
You have to grab the meshes/materials for those, and prepare their rendering.
you also do view check for lights,
you calculate terrain LODs
you calculate particles
etc

#

in task based model, each of those things are a task, and will get executed in multiple cores

#

current unreal executes all of those in-order in a single thread, and for some parts (preparing mesh rendering) it uses multiple cores for a bit and then goes back to single-thread

dim oriole
#

Sounds like something Epic should be concerned about going into the future?
PS5 8c/16t? One year until both Xbox and PS launches.

frank escarp
#

they have already improved it a LOT for 4.22

#

on the rendering side

#

the game side is still 100% single-thread

#

personally i think unreal work on a few critical tasks to be more thread-safe. For example spawning objects from multiple threads, or moving objects from multiple threads

#

even if it works like async-traces, which just do a parallel-for at the end of the frame, would still be a huge win

cloud cobalt
#

UE4's gamble is that they can offer MT performance through implementing the biggest systems that might need it

#

And that developers who need actual threaded game logic will know how to do it themselves

frank escarp
#

yup

#

there are already ways of doing parallel-ticks

#

if unreal creates some sort of "thread safe command buffer" or similar, then a lot of people will just use parallel-ticks, even if its a super-advanced feature

#

hell, another possibility is to create more tick groups

cloud cobalt
#

Man

#

Threaded Blueprints

frank escarp
#

for example, a PreParallel tick group

#

on that tick group, everything in the scene is read-only

cloud cobalt
#

We already have that with anim graph BP

frank escarp
#

so you use that tick group, and CAN do sweeps, rays/etc, but its all read only

#

you cant do actor set transform or similar

#

need to use the command buffer to enqueue it to execute after the tick group

#

something like that would inmediately parallelize easily 80% of the Character Movement logic

magic epoch
#

Does anyone know how to make cars in unreal 2.2?

#

23*

next badger
#

same as before?

magic epoch
#

It is missing alot of blueprints

next badger
#

@magic epoch templates?

magic epoch
#

Well i guess there is templates

next badger
#

sorry, i don't follow

#

then you can just migrate it to your project

plush yew
#

Hello I am trying to import a modelled rigged character to unreal from blender and if i import the mesh without the rig the shading works fine but if i import it with the skeleton the shading breaks, anyone know how i can resolve this issue?

next badger
#

depends on shading...

#

how it looks when broken?

plush yew
#

well the shading works if i import it to marmoset with the rig but ue4 not having it

grim ore
#

if they are from the UE4 store then you should be able to remap them to the UE4 skeleton if ytou need it for some reason, but why not use the supplied skeleton?

plush yew
#

its a custom character that was made in blender

fierce tulip
#

also, be nice if people read the rules <_<
also, #looking-for-talent if you need personal help stuff.

#

@plush yew best to show before/after shots.

plush yew
#

i want the shading of the left on the righ one

fierce tulip
#

hmm normals seem to break

median island
#

Try the high precision tangents option in the skeletal mesh editor

plush yew
#

kk

ember notch
#

In UE 4.23 ads don't work

next badger
#

are normals generated on import?

median island
#

Oh, Crow, I noticed that skeletal meshes automatically set sk normals to auto gen instead of import

plush yew
#

i changed it but didnt change anything

median island
#

oh yeah, like Alexey said

next badger
plush yew
#

do i have to close it and reopen for it to take affect?

ember notch
#

nobody will help me but ok

median island
#

I don't think so. What isyour Normal Generation Method set to?

plush yew
median island
#

try import normals instead

fierce tulip
#

import normals/tangents

plush yew
#

I love you guys!!!!!!!!!!!!! You are Awesome!!!!!!!!!!!!!!

#

THANK YOU FROM THE BUTTOM OF MY HEART!!!!!!!!!!!!!!

median island
#

Alexy got their first :-p

fierce tulip
#

@ember notch it may be the language barrier, but your questions barely look like questions, and are lacking in information to the point where nobody would be able to help you.
You'd need to give much more detailed description of the problem you are facing, what you already tried but is not working, and clearly state what kind of help you need.

#

alex was first :p

#

sends alex a cookie

next badger
#

refuses to take a credit, but takes the cookie

median island
#

Honestly I don't know why they default to generate for SK normals. I get that animation can mess up the normals, but most of the time I think people would rather import them.

fierce tulip
#

yea

#

same with reimport settings not showing anymore unless you tick something in options. (unless they reverted that recently)

next badger
#

Have anyone worked with vertex animation? (for static meshes)

median island
#

Only with material nodes

fierce tulip
#

for vfx yuz

next badger
#

no, i'm about stuff like plants growing

fierce tulip
#

same thing, more annoying execution :p

#

was working on a massive lotus, but had to halt it :/

next badger
#

Yeah, luos, have you used animation and then baked the uvs with the script?

#

or used the guide from Wiki?

fierce tulip
#

yea, used that guide until it became second nature

#

well, mainly I use baking to texture. did use the bake to seperate uv's a few times though

#

waiting for the question :p

next badger
#

watching the video =)))

fierce tulip
#

guess I did not show it in that vid, but I did bake it all down to vert anim hehe

next badger
#

yeah, seems like you're using morph...
the issue i have a predeformed mesh that i need to grow -_-

#

the wiki guide only relates on UV

fierce tulip
#

morph just made it easier hehe.
do you have a vid/gif of the growing?

next badger
#

no, the transition does not matters that much...the issue is that mesh already shaped -_-

fierce tulip
#

i understand, but id like to see so I might be able to give better advice

#

IF i can give advice :p

magic epoch
#

yo lads what tf is epic doing, breaking signins and blacking everything xd

grim ore
#

lots of traffic coming into the epic systems due to Fortnite, not too much we can do about it but ride the wave till it's over

magic epoch
#

what is even happening to fortnite?

grim ore
#

something something event

magic epoch
#

its blacked out

#

can anyone recoommed $200 pc for unreal?

grim ore
#

there is no $200 PC for unreal unless you get luck on a used site

magic epoch
#

I made this computer for 180 and it runs unreal amazinly

grim ore
#

then you shouldn't need to spend more on another? plus you have a list of stuff already then.

magic epoch
#

I sold this one

grim ore
#

should still know what parts were in it, do that again if it worked amazingly

magic epoch
#

Yeah I know what parts are in it

#

180GB ssd, 1tb

next badger
#

3470 costs ~$90

#

and you still need mobo, ram, storage, gpu, psu, case, monitor, peripherals

dim plover
#

Monitor, peripherals, and software don't count, imo.

magic epoch
#

Nah man I got that cpu for $20

next badger
#

doesn't meant it costs that much

magic epoch
#

mb for $30 ram for $50 case for $30, $30 for psu

next badger
#

i got ssd 480gb for free...does it mean i can say $0

magic epoch
#

Yeah?

#

3470 go max for $30 here

kind dew
#

no if someone says "hey do you know how much a 480 gb ssd costs" you would not just say "oh yeah theyre free"

magic epoch
#

No but thats not what I ment. I ment there widely aviable for $30, not a one off

kind dew
#

woah pre owned processors?

magic epoch
#

yea

kind dew
#

interesting

magic epoch
#

lmao I only ever bought a cpu new once

#

never had an issue with used

kind dew
#

yea no thats a good call

#

i just nad never thought about that for somereason

magic epoch
#

lol check prices of used cpus

#

I can get a 40$ cpu for 10

kind dew
#

i wouldnt want a 40 dollar cpu, maybe like a 400 one new id be interested in if it was cheap

magic epoch
#

Its a xeon

next badger
#

i'd love to get 2080ti for 25% of the price

#

or 64gb of ddr4 in 2 planks

median island
#

I'm hoping to snag a deal on the 2080ti on cyber monday

magic epoch
#

how much is 64gb normaly?

next badger
#

2 planks...around $800

magic epoch
#

fuck me

#

$200 max

kind dew
#

xeons dont really help me

next badger
#

there are cheap LPX ones now...just $300

magic epoch
#

ik thats 4 sticks

next badger
#

2

#

i need 2 x 32gb

magic epoch
#

https://www.ebay.co.uk/itm/Corsair-Dominator-Platinum-RGB-32GB-2-x-16GB-DDR4-3200MHz-C16-Memory-Kit/362692363449?epid=19033698439&_trkparms=ispr%3D1&hash=item54722644b9:g:jmkAAOSwJ6JdHG5l&enc=AQAEAAACMBPxNw%2BVj6nta7CKEs3N0qXkhoE5xvQLsC%2BKoJBummm1eTWXD9NAiROrjHSBO6ycsRTbxQd6YOU8xDlqXdCLj5p%2BysLjgdXmWFT9qiBWHIGx2l5JVKnhfLIK3ZviqyuuZR%2FyN7gOd90gvWN0NOybR85Z1jOGQ27m0dWEh5OpVRzGKMH8Mvataj4p9F08lwnM6xElBBH5lv9%2F1I1Fo78vhIIrfPv%2Bw5zp3xACDy%2FxTXz7jcRPsGhWJjaD%2BMMxajmIrtM2dyFYYPxJRm5J3NnORmE%2FAeEF0EiMg%2B%2FCWm%2FQXmEqf0%2BFHM9a2k6PMeARPnLBCxUisiw%2Fdqq3tMYo9r5NAN%2Fr%2Fd7NrU0d6ALegQ7%2F5hD3CYc0FAZM8LEy%2FZ1VgaAq6hoT8M76qDFHcsCHzdl%2Fp1MClVlcT87UC3584H6F4oBcQvctL6%2FwSFyc%2FPeG91luzGoEfnXD1IMs1i17in%2BEOuzMy4Wjke03cHKCldPc7VkKSc%2FzpRlhc4gSrOpbLBQ0bmLm2HuPiSXm%2FRhHFqZJKX9rD2fj3PetWHQmwUsP3YqfmfIwcJMESoVKUlnEMKKixf1xu2B2eHV68t2UiVyWHxSJzAJ2lXsADZdzvLYtXewAG10hx9adRBRGDHKl%2BUakDTTDFPDlHT74ea1Mh7D5UunBcphn8s2tNNTcBr8QdMb17Mt11v9seAaeHc%2B7qNBNgg4UggBK%2FY4nEjTfBXeTCYtpGZuUX9yDiFn%2F%2FCxiaDg%2B&checksum=3626923634495cd7c3b90d1a43dba3da21adea39ee25&enc=AQAEAAACMBPxNw%2BVj6nta7CKEs3N0qXkhoE5xvQLsC%2BKoJBummm1eTWXD9NAiROrjHSBO6ycsRTbxQd6YOU8xDlqXdCLj5p%2BysLjgdXmWFT9qiBWHIGx2l5JVKnhfLIK3ZviqyuuZR%2FyN7gOd90gvWN0NOybR85Z1jOGQ27m0dWEh5OpVRzGKMH8Mvataj4p9F08lwnM6xElBBH5lv9%2F1I1Fo78vhIIrfPv%2Bw5zp3xACDy%2FxTXz7jcRPsGhWJjaD%2BMMxajmIrtM2dyFYYPxJRm5J3NnORmE%2FAeEF0EiMg%2B%2FCWm%2FQXmEqf0%2BFHM9a2k6PMeARPnLBCxUisiw%2Fdqq3tMYo9r5NAN%2Fr%2Fd7NrU0d6ALegQ7%2F5hD3CYc0FAZM8LEy%2FZ1VgaAq6hoT8M76qDFHcsCHzdl%2Fp1MClVlcT87UC3584H6F4oBcQvctL6%2FwSFyc%2FPeG91luzGoEfnXD1IMs1i17in%2BEOuzMy4Wjke03cHKCldPc7VkKSc%2FzpRlhc4gSrOpbLBQ0bmLm2HuPiSXm%2FRhHFqZJKX9rD2fj3PetWHQmwUsP3YqfmfIwcJMESoVKUlnEMKKixf1xu2B2eHV68t2UiVyWHxSJzAJ2lXsADZdzvLYtXewAG10hx9adRBRGDHKl%2BUakDTTDFPDlHT74ea1Mh7D5UunBcphn8s2tNNTcBr8QdMb17Mt11v9seAaeHc%2B7qNBNgg4UggBK%2FY4nEjTfBXeTCYtpGZuUX9yDiFn%2F%2FCxiaDg%2B&checksum=3626923634495cd7c3b90d1a43dba3da21adea39ee25

#

wow jesus wtf is that link ahah

next badger
#

it also 16gb per module

magic epoch
#

i didnt even see that fuck

next badger
#

i think there are only 3 models on market, g.skill - 700-800, corsair - out of stock (never seen them in stock)...and i cant remember last one but it also was ~800

kind dew
#

oh my god that link scared me

velvet fern
#

you need 16gb to contain that link

#

just to confirm. i can't use this as a collision mesh right? because it has a convex shape

next badger
#

@velvet fern just make 3 boxes collision in the mesh editor

velvet fern
#

takes time

next badger
#

it will be fastest collision setup possible

velvet fern
#

i have 7 other rooms

next badger
#

in mesh editor

velvet fern
next badger
#

You can export them as UCX...yet I still recommend to use mesh editor + boxes

velvet fern
#

mesh editor in ue?

next badger
#

yes

velvet fern
#

takes time to box everything accurately but ok

next badger
#

do you really need to make it accurately?

velvet fern
#

not really but it would save time in debugging

next badger
#

those collisions are only used for physics

#

everything else uses actual geometry (i can be wrong here but, it was true for me all the time)

ripe bloom
#

Does anyone know why when I add a second layer to my grass output and select the grass type I crash every time?

next badger
#

if it crashes -> file a bug report

shy silo
#

simple question, does adding to a map that is affect the variable or do I have to follow it with a set?

gilded plinth
#

Anyone have a sec to save me from an oft encountered headache? I have a third person template and I'm about to retarget the mannequin to my own skeletal mesh avatar. Thing is, I know once you do this it totally replaces the mannequin so all the animations work on my own custom avatar. This is great, but i'd like to somehow keep the mannequin and its animations intact. What do I need to duplicate to make this happen?

#

Is it enough to duplicate the mannequin skeleton and retarget to that? Will ask in animation also.

warped tangle
#

retarget the anim sequence/blendspaces? This will duplicate them (also if you retarget a blendspace, it will retarget the necessary anim sequnces for you automatically)

#

@gilded plinth

gilded plinth
#

@warped tangle retarget both?

#

Or as you said, just the blendspace is enough?

warped tangle
#

What I'm saying is don't retarget the skeleton, retarget the animations

#

yeah, if you retarget the blendspace, it will automatically duplicate and retarget the necessary assets

gilded plinth
#

Ok that makes sense, then I could just pop my new skeletal mesh into the third person bp along with the new blendspace and sequences where they need to go?

warped tangle
#

yep. You can also retarget an animBP and it should automatically duplicate and retarget everything it needs

gilded plinth
#

Basically I'd then duplicate the anim bp for my mesh so I can swap back and forth?

#

Should I just do the anim BP?

warped tangle
#

including blendspaces

#

yeah try it

#

it duplicates, won't affect the original

gilded plinth
#

Cool ya if that works i'd be all set. Might be a mess of duplicated files but oh well : ) There aren't actually that many anims that come with the mannequin third person anyhow

#

looks like 4-5 and then the blendspace, sequence etc

warped tangle
#

yeah, and if it doesn't automatically take you to the location where they duplicate to, it goes into the root folder

#

just FYI

gilded plinth
#

Cool. Retargeting is one of those things where there are 20 ways to get it wrong and 1 to get it right and it always takes a few tries : P

warped tangle
#

Once you get a handle on it it's really not too bad

plush yew
#

So Im trying to fire 8 line traces using a sequence node (in order) after event tick but it looks like its only firing the first one... why is that?

warped tangle
#

show code

#

sequence fires in order but it will still fire effectively "at once"

plush yew
#

1 sec let me grab it

gilded plinth
#

ya i usually just forget something and have to delete the mess whether it's a particular bone in the rig def or a translation option

plush yew
#

Wait crap Im an idiot

#

I forgot to connect the vectors to the line trace

warped tangle
#

lol

plush yew
#

Sorry or asking, thanks for the help ๐Ÿ˜‚

warped tangle
#

yepyep

#

nothing like looking at it again and finding your own mistake lol

plush yew
#

Yea. :p

gilded plinth
#

@warped tangle when posing for re-targeting do you have any opinion whether it's better to pose the custom skeleton or the mannequin?

warped tangle
#

eh it's going to be personal preference

#

I tend to do A-pose to T-pose as A-pose can be harder to match elbows

gilded plinth
#

@warped tangle ya, my character is A-Pose so makes sense to keep it but the mannequin has those bent elbows and slightly bent fingers

#

seeing if i can put my avatar as close as possible without modifying the mannequin pose

warped tangle
#

modifying poses for retarget pose doesn't affect the base pose

#

nothing you do is permanent

gilded plinth
#

yup totally but i assume the closer the poses for the retarget the better the animation is gonna look

#

correct me if i'm wrong : )

warped tangle
#

yep

mild charm
#

Hey all, Im super new to Unreal Engine and I've already hit a weird snag. I'm trying to control two players with one keyboard, and they aren't moving right at all lol

#

Is this the right place to ask for help? I can't seem to find another channel specifically for help.

#

Welp, I'm on a time crunch so I'll just ask away and mods can delete things if they must: Every time I move a player left or right (using new L/R Axis inputs), instead of going straight left or straight right, they move in a circular pattern.

#

What's weird is that when I use the default third person character (with the normal axis inputs), it moves perfectly fine. It's my axis inputs...or...something about this player that makes it weird.

#

Thanks in advance for the help!! Idk what I'm doing and google has failed me on this one thus far

sacred sun
#

@mild charm #blueprint is the channel to ask in. you're probably going to need to share pics of the input settings and blueprints. you could make a post on answer hub and link it, just so that your post isn't taking up a massive chuck of screenspace with pic and videos and responses ect.

mild charm
#

@sacred sun Unfortunately, I made this post super hastily and didn't spot the #blueprint channel in time lol. I've decided I'm gonna go through the basics of Blueprints just to get started, rather than mulling over this very strangely specific issue that I frankenstein'd from various "how to control two players at once" tutorials lol. Thanks for the help though! I'll be sure to post it there if I'm still majorly confused (which I probs will be)

sacred sun
#

@mild charm now that I think about it. you probably just have orient rotation to movement checked and then are using the characters right vector to turn, rather than the camera's right vector.

neat forge
#

Every time I open the event graph to this BP it sticks me way far away from the nodes and its hard to scroll around and look for them cause its so far, how do I fix that?

sacred sun
#

make a random node where ever the bp opens to and move all the nodes to it. kinda wish the center of blueprint graphs were more clear, maybe there's some option in the editor settings I should look for someday. could also use the find/search. there's also bookmark system in blueprints too.

plush yew
#

How does one program two working swords which utilize both hands. For example, as of now I have one sword working in one hand with animations, collisions, damage dealing, and is a child class from one master sword class. What is a good way to implement the other sword, for both the swords to deal damage with proper collision and not just one sword to work, would I have to make another sword master class for my other arm?

plush yew
plush yew
#

I assume the content in this article has already been covered by updates, right?

drowsy kite
#

Hey guys , is there any way to do a portal like effect with out using a screen capture ?

sudden agate
#

no

sacred sun
#

you may be able to use a cubemap if the otherside of the portal is static.

hallow oracle
#

Hiya! So I am going to be getting a pc to for developing and learning to develop games in the near future, (hopefully before February) and going through highschool I always wanted to make video games up til junior year where life hit me (won't go into detail) and then I contemplated what I wanted to do in my life ... What a waste of time that was ... Lol ... But anyway one of the things that helped me realize I still wanted to develop games was Dreams on ps4. I wasn't going to full on develop a game on there but more so use it to determine if I wanted too. And thus is how I got here, I made my decision. But that's not why I'm posting at the moment. I actually wanted to know about how logic/blueprint works in unreal 4. Because when I decided to look at some videos to learn a bit ahead of time (for which I never stuck around for, can't seem to find a good channel for that sort of thing) and I noticed that unreal 4 and dreams of this thing that looks similar, which I am going to assume is what the logic system is in unreal 4. So I wanted to know on a scale from 1-10 how similar these two systems are. 1 being not similar at all and 10 being a very similar or even the same maybe better then the other. I'm going to post 2 images for reference, thanks in advance for what you can tell me. Now I'm going to try to go to bed, it's about 2 30 am where I am. Lol

#

Oh and disclaimer, neither of these images are mine, just pulled them off of Google images

drowsy kite
#

@sacred sun thanks

plush yew
#

I'm having trouble getting my AI to aim their projectile arcs upwards. Rotate vector doesn't have consistent results. What should I be doing to get my enemy archers to aim upwards more? I can figure out the logic like adjusting based on distance and everything I just can't figure out what node I'm supposed to start with to get them aiming up

#

@hallow oracle here is also half past two in the morning

#

@hallow oracle I would give 1

warped tangle
#

@hallow oracle It looks like the picture of the game you posted is similar in concept to a node-based logic system. However. UE4, while it also uses nodes for scripting (coding/scripting) in the Blueprint system, UE4 at it's core is a code based game engine like any other. So I wouldn't think of it as "logic system" as much as a visual programming system, which is what it is. Each node is a visual representation of C++ code. One of the things I often see with people new to development, is people tackling UE4 like it's a game, and trying to "solve" or "win" the game (we've gotten used to having hints guide us to objectives, etc, in games). This is not the case. Just know that up front, and enjoy your journey.

#

@plush yew Just off the top of my head, either predict projectile path or suggest projectile velocity has a "favor high arc" bool that will attempt to "lob" it high up and hit the target. This may be what you want to use.

plush yew
#

thanks @warped tangle I'm watching a MathewW video on predict projectile path rn!

warped tangle
#

The best ๐Ÿ‘

#

Sounds like exactly what you need honestly

plush yew
#

Yeah I was getting ready to write out the formulas myself but that seemed way too involved for somthing that seems pretty common

warped tangle
#

I would almost be willing to bet suggest projectile velocity is what you want. Give it the point you want to hit, favor high arc, and use the velocity to get your rotation

plush yew
#

Hmmm I might use that but I think I want a consistent projectile velocity so I'm looking for the arc right now

sacred sun
#

gdc uploaded a talk on ai projectiles to yt a couple days ago which could be helpful. seemed ridiculously complicated to me though i just skimmed it.

plush yew
#

oh wait, projectile velocity has an input for launch speed, does that mean that I can keep projectile speed consistent?

#

Yeah it's pretty involved. Because after I get the arcs down I'm going to have to make sure it works for targets at different z values, and then I'm going to try to get prediction down on top of that

warped tangle
#

What it's going to give you is the velocity needed at the given launch speed, start, and end points

#

that velocity can give you the rotation you need to feed to the archers

#

Really you aren't going to be USING the "toss velocity" output, but using that to derive the rotation you need

plush yew
#

I see, it isn't immediately clear to me where I'll be applying that rotation though. do I take that rotation and apply it to the projectile?

warped tangle
#

Well if you want your archers to rotate up, so it looks natural (rather than arrows firing up when they're aiming straight), you could do a dot product to figure out the angle

#

maybe rotation from x vector? I'd have to try it

#

spitballing here

honest vale
#

why not use toss velocity?

warped tangle
#

Again, if you use toss velocity, the arrows may fire up at ridiculous angles while the archers are aiming straight

#

my assumption is you're wanting to have them aim up and fire, more naturally

#

or you could use toss velocity directly on the arrow projectile

plush yew
#

yeah that's what I'm aiming for right now

warped tangle
#

I think that will give you the output you need regardless

#

may have to run it twice, once for the archer body rotation, then once at the end of the body movement to get the new velocit

#

velocity*

#

Just depends how realistic you want it to look (if they're at distance and you won't even see them really, then you can fake it quite a bit)

plush yew
#

Yeah I'll be considering a lot of that when LOD comes into the picture

#

hmn, the arrows are just dropping to the ground now. I can probabyl figure this out on my own though. I thought I'd just take the toss velocity and plug it straight into the projectile velocity then activate the projectile but that didn't seem to be it

honest vale
#

you might want to lower lightmap resolutions if that's the case ๐Ÿ˜›

warped tangle
#

Protip, putting lighting quality on Production hurts

#

lol

plush yew
#

How can I decrease the quality? >_<

cloud cobalt
#

Make sure you're not doing anything dumb, like statically-lit trees or vegetation

plush yew
#

Toss velocity is returning 0,0,0 even though the predicted paths are accurate

#

I had it set to 'trace full path' so nevermind that didn't do what I thought it did and was causing problems as a result

warped tangle
#

so it's working?

stiff spoke
#

I have a problem on my game that happens several times the problem is that sometimes when I turn off my computer certain Blueprint this even removes levels why and is there a way to recover them and in addition when from my computer I go into the file where are these blueprint or these level that disappear I see them but in the ue4 nothing

plush yew
#

( upwards on the picture )

#

In clear, little twigs, brushwood which fall downwards a bit

wispy zinc
#

Do you guys think Unreal is good for a 2D or 2.5D game?

stiff spoke
#

No solution for my problem?

plush yew
#

to cover edges of some platforms, exactly like in the picture

#

Anybody knows where I can find this ?

warped tangle
#

@stiff spoke Your problem sounds like an issue with your computer

dark depot
#

that or not saving

warped tangle
#

^

stiff spoke
#

OK so?

wary wave
#

it's not an Unreal issue, it literally sounds like you're not saving files?

#

why they would not be saved, I couldn't say

stiff spoke
#

If I'm doing save all

warped tangle
#

Basically it's a problem on your end with your computer

#

we can't really help yoou wwith it

stiff spoke
#

OK

#

OK

sinful osprey
#

Anyone know why I crash the editor if I don't disable my onboard graphics card? I have an intel 630 and 2070 maxQ in my laptop and I crash regularly if I have both active even though it's set to only use the Nvidia card. Disabling it prevents the crashes, but things seem to run a bit chunky. Not sure what the other card is doing in the background

royal osprey
#

could anyone help me with character selection screen and so that when i pick that character it still saves all progress?
its a 2D character selection

copper flicker
#

so save the game upon picking the character..

#

@royal osprey I think you can call a save game anytime you need.. why not from you character sel

royal osprey
#

how would i go about doing this ive got an idea in my head but not to sure

#

cause what i wanna do is select that character than they go back the start the level

sinful osprey
royal osprey
#

thank you

stone finch
#

Hey guys, hello everyone, I need your advice, I still struggle with snapping in UE 4 4.23

  1. I do everything like in manual doc and tutorials, I set pivot point to vertex I want and setting - set pivot offset, it remembers it, but If I move my asset it just reset it after any movement, I have to select this object once again and miracly its pivot point back again were I saved it earlier.
  2. In Maya I am setting pivot point on center - freeze transform, but when I import object in UE 4, the pivot point is just miles away, strange but I have no this problem importing in Unity, something to check in Import setting? I tried to look on option during mesh import, nothing specific.
    3.When I am changing position of my pivot point in UE 4 with V + MMB, it highlights vertices for a sec and would to any vertices on any other asset object except on original, it take me time and struggle to set pivot point right and as closer as I can to vertex I want to snap by ALT + MMB.
    It is so time consuming, I need help on this, I just waste a lot of time fighting with these pivots, more then on level building itself. Plz help
night basalt
#

HI all

#

i have problem with aiming

copper flicker
#

@stone finch send me your maya file

night basalt
warped tangle
#

Whats the issue pierr

night basalt
#

i need sync my aim with view point

copper flicker
#

@night basalt there are tuts on youtube, like this one

night basalt
#

thx ๐Ÿ™‚

stone finch
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update with issue 2, file contains world space info, and UE 4 use not Object Transform Attributes, but World Space params, any way to

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@copper flicker give me a sec

copper flicker
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just work cleanly.... set things at 0 0 0 in maya

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I think it may be the FBX exporter that ignores your maya offset

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meanwhile.. I have a surreal bug.

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probably my logic tho... so I dunno how to explain it O o

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my AIs move from Move State to Move State...... on Move To Location or Actor Fail or Move Finish.

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thing is.... sometimes they move to another move state... while not finishing or failing

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๐Ÿ˜„

stone finch
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@copper flicker The thing is after using Freeze transformation, all bake softwares read mesh position as 0 0 0, Unity also reads pivot and object position from mesh param that were freeze transformed. And UE 4 using world space params, there must be a way in import options maybe where you can choose between world space and object space info

copper flicker
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is your pivot at 0 0 0 in Maya?..

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I freeze transforms all the time, no problemo

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set your Maya pivot to 0 0 0

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I have a script for that..

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before exporting, I set all my piv to 0

hasty osprey
warped tangle
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did you set a time and speed?

hasty osprey
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yeah, the preview node on multiply is moving

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the panner is just using it's default values, and the panning works when i preview the multiply

fierce tulip
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because the value from that texture is between 0-1

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so it only offsets very limited

plush yew
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need multiply nod

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O_O

hasty osprey
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oh ok, so i need to multiply it before multiplying it with the vertex normal then

fierce tulip
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or after

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think of it as an amplifier/booster

plush yew
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anywhere after ur texture

hasty osprey
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thanks๐Ÿ‘Œ

rustic magnet
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ie rigid body sphere physics object being pushed in direction of kart modelยด

fierce tulip
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so, how would I go about adding a keyboard shortcut for the material instance "show or hide all material parameters" button? its not exposed in preferences, and not sure what to add to the ini to get it going.

drowsy kite
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Hey Guys , I am using a Data Table to hold some assets for number of characters , So when I spawn the character from the list is it going to load all the characters assets .
How can i keep the reference of any asset and just the load the asset when needed .

stone finch
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@copper flicker I made test 1 and test 3 examples, in Test 3 object is moved in scene, but its tranformations as an pivot are freeze transformed in Test 1 I just reset transformation on object, the thing is it does matter if i modify Pivot point in Maya itself, UE4 will just reset it to World Space values that were in scene with FBX

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Pivot point that was centered in Maya and freeze transformed was reset in UE 4

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But the worst part for me if you want to move - snap this pivot point before Pivot -> Set as Pivot offset in UE 4, ill show it up, it will snap to any verticies except on its original needed object

wary wave
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@rustic magnet - for a skateboard type vehicle + terrain, the sphere is a pretty nice approximation

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it is not the way most people would do a wheeled vehicle, however

sterile sinew
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Hey all,

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Can someone please help with the FaceARSample setup, in relation to importing a .mobileprovision file?

stone finch
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Guys, really what I am doing wrong with snapping, it just dont want to snap to its own mesh verticies