#ue4-general

1 messages ยท Page 553 of 1

night burrow
#

This one right?

#

If I do it it still pulls on both sides

plush yew
#

btw id use goemetry instead of static meshes

fierce tulip
#

lol

night burrow
#

Ok what's the difference?

plush yew
#

Yo guys, when i dismount a plane that is "rolling" and spawn a new player char. His back is bent as if copying the roll from the plane. But inherit roll is disabled. Any idea?

fierce tulip
#

id make it in a 3d application instead of brushes or seperate meshes.

plush yew
#

with goemoetry u can take a big box and use smaller geometry to put a hole in it

night burrow
#

Oh I have more point control right?

plush yew
#

also you can use 1 box with walls to make a room

#

i find that stacking static meshes messes with shadows

#

some would be brigheter than the one next to it

night burrow
#

ok

#

and how do I scale only from one side?

plush yew
#

virtus has a good tutorial for them

#

i think u cant do that with statiuc meshes

night burrow
#

I'm trying on geometry box now

plush yew
#

also with geometry at top left where ur landscape stuff is the last one olets u edit further

#

like make angles drag one side out to left or right

#

u can essentialy make a rectangle with a cube on top and triangle roof on both out of just 1 geometry cube

night burrow
#

ahh ok i get it now

#

with geometry editing you can pull one face

plush yew
#

yup

night burrow
#

ok thanks

plush yew
#

also when i have day and night cycle my grass and bottom of character is lit trough the landscape at night while landscape itself stays dark

#

any1 know how to fix that

#

my landscape material is from brushify and day/night is from goodsky the built in one

light coyote
#

That is because the backface of geometry is transparent, you can see trough it, like when you go inside a wall in a game, and you can see the outside.

#

Making your material doubble sided will solve it, but is expensively unnecesary.

Best way, a cube with the cheapest material you can make.
Just put a color for now, but a 16px by 16px black texure would be ideal.

#

Use that cube to cover the bottom of your landscape.

#

@plush yew

plush yew
#

okay thanks

light coyote
#

When you have it ready and working, in the material parameters, make it opake and unlit, that way it tells the engine is not an object to wich light bouncing of it will be calculated ever.
@plush yew

wary wave
#

fucksake, reroute nodes take the piss ๐Ÿ˜

#

once you have a few of them, getting them to actually connect properly is an absolute nightmare

light coyote
#

@wary wave why ?

wary wave
#

they don't connect properly

light coyote
#

Just asking

wary wave
#

you end up with links that refuse to go input->output

#

so I end up with outputs connected to outputs

light coyote
#

?

#

Can you send screenshots ?

#

I played with that a bit, not much.
But i dont know what you mean, and i am intriged.

lusty carbon
#

Is there a way to build a collusion volume inside ue4? for a staircase for instance, without going back to my DCC?
with a bsp brush for instance

cloud cobalt
#

Double-sided faces is hardly super expensive

#

@lusty carbon Add a blocking volume, or use the convex collision tool for static meshes

wary wave
#

or just use google for a change

light coyote
#

@cloud cobalt its unnecesary expense if that is the better way of saying it

wary wave
plush yew
#

Yo guys, when i dismount a plane that is "rolling" and spawn a new player char. His back is bent as if copying the roll from the plane. But inherit roll is disabled. Any idea?

cloud cobalt
#

@light coyote I mean the cube won't be noticeably cheaper.

wary wave
#

nodes one the right, when connected to the main group on the left cause the links to screw up, now I have an output of an array add, going into the output of an array add....

#

in fact, everything off the screen to the left, all of those output nodes are now going into the output of the two nodes on the right I connected to the main graph

light coyote
#

@wary wave i still dont get it xD

#

Im curious

wary wave
#

I don't know what more I can possibly explain

fierce tulip
#

hehe

#

ive seen that in blueprint often

#

not in mat editor

wary wave
#

arrows show direction of logic flow

radiant haven
#

can u make an "APP" not a game with bp?

wary wave
#

err, and what is the difference between an app and a game?

radiant haven
#

like for mobiile apps

#

no game

wary wave
#

yes, but what is the difference?

#

the question makes no sense

#

a mobile game is a mobile app

#

ยฏ_(ใƒ„)_/ยฏ

light coyote
#

@wary wave
Ahhh got it, yes ok, its happened to me aswell,, if it gets anoying maybe a custom event just to make it look pretty for the time beeing ?

wary wave
#

this is a function

#

custom events are not an option

light coyote
#

Ahhh

wary wave
#

it's a very large function

light coyote
#

Breake it into smaller ones ?

wary wave
#

I have done

light coyote
#

Omg

wary wave
#

my screenshot shows an example of one of those smaller functions

radiant haven
#

oh richard

#

changing pp :3

light coyote
#

@radiant haven
Yes, and its pretty satisfactory.
Im doing one for my fathers business.
I write csv files in runntime, use a Drive folder synk in the desktop when anything changes, and working on some more features.

Good thing is that you can make it preety, relatevily easyly, thanks to Unreal :)

radiant haven
#

cool#

#

u know smth about physics?

#

wanna make realistic plane physics

#

and procedural generation

light coyote
#

Have a look at DCS world game

radiant haven
#

whats that?

light coyote
#

A teacher of mine had some kind of involvment in that simulator i belive.

He did some radar and art stuff, he worked at the military, wich also helped.

#

It is a hard core war simulator.

radiant haven
#

uhm ok

light coyote
#

Like, crazy...

radiant haven
#

ok

#

so the answer is no?

#

Duded i dont need books, just a simple y or n

light coyote
#

No no, i can help if i know what to answer to help, no prob.
But im working on some stuff myself, and time is the issue. :(

I was saying this in case you had this in mind, so that you knew the competition you have.

This simulator is crazy, if you are able to play in lets say, expert mode, you can literaly drive the real thing.
They use real manuals from the planes themselves.

radiant haven
#

ok?

light coyote
#

I can help if you get stuck on something. But in terms of getting involved in a project, no.

#

So what is it?
A project ?

#

You will not regret a single second of this video.
It is a must for procedural instancing large areas.

cloud cobalt
#

^ and it's useless now IIRC with the auto instancing in engine

light coyote
#

@cloud cobalt i dont know what that is, or stands for.

cloud cobalt
#

The engine does instancing automatically now, as of 4.22, when it is possible to do it.

light coyote
#

The video shows other very usefull things to know, it is a very very good video. Usefull info.

regal mulch
#

@wary wave While a game is an app, you usually say "app" to things like "Out of milk" or "Duolingo" where everything that is a game is, well, a game.

#

So I assume they meant if you can make a standard app, outside of the game area, with ue4

#

Where I would suggest: No. As there are a lot better frameworks for that

wary wave
#

they're talking about flight simulators and physics

#

ยฏ_(ใƒ„)_/ยฏ

digital anchor
#

almost useless, luoshuang said HISM scales better with a huge amount of objects

regal mulch
#

Right, :D my random shizzle still applies though I guess

wary wave
#

but also the segregation is between app and program

#

a game can be either

regal mulch
#

Right, but you wouldn't do a shopping list app with ue4

cloud cobalt
#

@digital anchor Yes, since HISM doesn't need to upload the entire thing on the GPU beforehand

regal mulch
#

Or maybe ๐Ÿค”

normal burrow
#

Best shopping app ever

light coyote
#

@cloud cobalt
But everything, is an instance of the real thing as far as i know.
The real thing is code, info in the build, wich is copied to temporary memory when it runs.

I think that what you mean is that it automatically does the hierarchical kind of instancing when possible ?

digital anchor
#

instancing in this context means rendering multiple meshes in one draw call

grim juniper
#

3D shopping app with Michael Bay explosions and special effects alex

light coyote
#

@regal mulch
I know is not meant to do proper proper apps.
But i do belive that there is some case of something in wich it could be viable,, but yeah, smartphone memory is to sacred to waste xD

In my case im doing a simple app to feed my fathers company needs in terms of organizeing, and yeah,, doesnt matter if its not super optimized,,, it only runs office kind of programs.

#

@digital anchor so yes, hierarchical instancing.

#

If its painting another instance, but it allready has the right material.
Does it make the full call ??

cloud cobalt
#

Instancing = the technique of rendering multiple meshes in one draw call, as Takain said

#

HISM = explicit instancing in your project (older tech, works well, slightly faster at scale, needs to be set up)

#

Auto-instancing in 4.22 = automatically does the same (similar performance, slightly slower with large amounts of meshes, no setup)

#

The same constraints apply to both

light coyote
#

@cloud cobalt instancing is making a temporary copy of something.
That is what an instance is.

cloud cobalt
#

No, that's not what instancing is in this context

light coyote
#

The instance is one single object.

3d objects may have various elements in them that may seem like diffrent objects, that does not mean they are diffrent objects.

cloud cobalt
#

Geometry instancing takes your 157093 individual meshes in your level, that share the same geometry and material, and then proceeds to only render it once.

light coyote
#

@cloud cobalt
I am making clear what an instance is.

Because instancing is not the technike of rendering multiple meshes in one draw call.

Rendering multiple meshes in one draw call just means that those meshes are beeing treated, by whatever means, as one.

That is why there is only one draw call.

Not because that is what instancing is.

Just wanted to make that clear.

cloud cobalt
#

In real-time computer graphics, geometry instancing is the practice of rendering multiple copies of the same mesh in a scene at once. This technique is primarily used for objects such as trees, grass, or buildings which can be represented as repeated geometry without appearin...

#

" geometry instancing is the practice of rendering multiple copies of the same mesh in a scene at once"

light coyote
#

Omg

#

If you have only one of the geometry instanced.

Is that not an instance ?

cloud cobalt
#

You're thinking of instances as the programming concept.

#

We're talking about geometry instancing here

#

It's just how the technique is called - it's how UE4 calls it, it's how Wikipedia calls it, it's what I called it when I implemented it once

#

You can argue that the name for the technology is improper if you want

wary wave
#

technically you could have 'one geometry instance', but it would be pointless and saving you nothing

light coyote
#

Yes, name needs extra thing.
Because if you lets say, spawn an object.
You are instancing geometry.
You are doing the proces of geometry instancing in a game.

What is getting mixed up here and is what im trying to say, and is why i sent that duper usefull video i highly recomend.

Is that the instancing you are refering to is making a ton of instances of some geometry, and with whatever means, clumping them together so it to be treated as one, and not the ones you created.

You can see that feature when you use UE brush for painting grass geometry in your landscape.
You had a tiny little grass geometry, and kind UE atached them all together in to one single object to paint them all at once.

cloud cobalt
#

Yes, it is that instancing

#

I simply told you UE4 uses instancing tech automatically now

light coyote
#

Ok xD
It pissed me off you said it was usseless when it is not!! , its super important.

cloud cobalt
#

Well it is kind of useless to use it now, yes

wary wave
#

it's not useless, you get a lot more fine control over the instancing behaviour

#

I used it for mechanical moving parts in one of the other projects we have here, it has hundreds of meshes, but with HISMs I have a lot of control over how it gets batched and how the instances themselves behave

light coyote
#

@cloud cobalt
What i understood by this conversation, is that there is a new way of attaching instances in the editor. Is that right ?

All i know, is that hierarchicaly based instancing is parent based instancing i belive.
That is how they make it be one thing only.

wary wave
#

UE4's mesh instancing is automatic and happens at run time

cloud cobalt
#

No, there isn't a new way of doing things

wary wave
#

unless you manually batch things yourself using foliage, ISMs or HISMs

light coyote
#

Ok nevermind xD, everything is ok.
I think we both where trying to say something, but coming from diffrent directions. Collision was enabled ๐Ÿ˜…

midnight bolt
#

Hello, what is more "according to art of UE", having one master material that can have multiple options like wind, or make master basic and master special material?

#

Or in the end it won't really matter outside of engine compilation in editor?

light coyote
#

Balance is the key.
However you wish to get it.

You can have a material able to do anything.
But maybe you have a wall, a basic wall, wich hardly needs any of the features.

Normaly you would have a material for simple solids.
One for simple liquids.
And then some others that have very specific features.
And yes, complex solids, complex liquids.

If what you are sort of asking, is if its worth to make a master material for all to, lets say, only have that one in memory when drawing the frame,, i still dont know the answer,, but i belive is not worth it for some reason, and i belive no one does that.
If you figure out why, please let me know

#

๐Ÿ™ƒ

#

@midnight bolt

fierce tulip
#

actually redoing a learning project for vfx artists to show both pro's and cons of one uber material and multi-master materials.

#

its about using multiple master materials.

#

needs type fixes and rewriting, but since @midnight bolt asked.

#

note to self, need to mention disabled enabled variables and static switches that ue4/material analyzer still sees and records.

midnight bolt
#

Thanks, will read into it

fierce tulip
knotty verge
#

does anybody know why everytime I run UE4 editor an open levels it seems to like duplicate another running instance on my task bar that just continues taking resources until it lags so bad I have to exit an then force close the .exe multiple times to finally close out?

wary wave
#

it's probably compiling shaders

hexed dagger
#

yo i'm new to UE

#

but what I don't understand, is how do people get such good materials/textures

#

do they create them themselves or?

#

an example of a game: Hotel Remorse

cloud cobalt
#

Yes we create them

regal mulch
#

One lonely little artist makes them all.

cloud cobalt
#

Substance is a very common tool these days for material/texture work

#

So you can look into that

hexed dagger
#

substance?

cloud cobalt
#

Substance Designer

#

It's a tool

abstract relic
#

Substance Designer and Substance Painter

hexed dagger
#

so where do i download it

abstract relic
#

Google it

hexed dagger
#

i can't find anything about download

abstract relic
#

Really mate?

cloud cobalt
normal burrow
#

is that thing still on steam?

abstract relic
#

It is

normal burrow
#

nice

abstract relic
#

Something something no more perpetual license ๐Ÿ˜œ

normal burrow
#

Just put a subscription on the internet already

#

oh wait

frank tapir
#

Guys I am getting an error when I am trying to access other getters from GetWorld(), its saying "pointer to incomplete class type isnt allowed". I am using "GameFramework/Actor.h" and "GameFramework/Controller.h"

#

and also I am using visual studio and its not giving suggestion when you type a variable/methods

cloud cobalt
#

What's the full error in log ?

#

Suggestions won't work well without Visual Assist

frank tapir
#

I am not getting any error/warning when I am compiling my code in UE4, but I am getting the error message in visual studio

#

I just added "Engine/world.h" and now I can access all getworld methods, ( was trying to access "GetFirstPlayerController() which I can access now" but I still cant access GetPawn

ember notch
#

Is it better to use normal UE4 Online system or Advanced Session (plugin)?

cloud cobalt
#

@frank tapir This is a very well known issue with Visual Studio

#

ignore the error list window

#

ignore Intellisense, and get Visual Assist

#

It's been like that for half a decade and will likely stay that way for some more time

light coyote
#

@fierce tulip ohh, ill read that,, thanks

frank tapir
#

Oh! Didnt knew about that :3 , thanks, i'll try visual assist

cloud cobalt
#

@ember notch Advanced sessions uses the online system

#

It just exposes it to BP

#

Mostly

ember notch
#

ok if i use this blueprint can everyone join this server or do i need to make a dedicated server option with the Create Advanced Session Blueprint?

cloud cobalt
#

Sessions and dedicated servers are unrelated

#

Doing dedicated servers or listen servers doesn't change your session system

plush yew
#

satan

#

so riot games was acquired by tencent?

#

like unreal engin

#

So I was making a game originally with 4.23 source, but roadblocks i can't remember made me start from scratch with the normal 4.23 build. Now I am wanting to use Chaos as it is integral to one of my core mechanics, but I have significant progress in the normal 4.23 build. Will opening the project in the source version to enable chaos destruction be possible?

ember notch
#

@cloud cobalt Do you know what is the different between Public Connections and Private Connections?

grim ore
#

if you are using the release version of 4.23, source or launcher, the project should be compatible @plush yew

#

@plush yew Riot has been owned by Tencent for quite a while

plush yew
#

yes

#

its over

grim ore
#

and Tencent is a share holder in Epic Games

plush yew
#

yes

#

Okay cool thanks @grim ore . I'm assuming chaos works in the release version of source.

#

Tencent is Evil Corp

honest vale
#

lol

grim ore
#

I had to download the 4.23 zip file to get Chaos to compile but yes it does work. The git version wouldn't work for me

plush yew
#

Huh

light coyote
#

@fierce tulip I read it now,, i had to go before just as you where writeing that, i was waiting to get back.

The wonder i have, if anyone knows, is that:

If a matterial is loaded in memory, and the next object intended to be drawn shares the same material,,, does it actualy make the draw call ??

fierce tulip
#

yup

light coyote
#

Im gessing yes,, because unless it compares

#

xD ok

#

Its a shame, but this is how it works i gess

fierce tulip
#

though there is stuff that can merge content with same materials, yada.
but thats often discussed in #graphics

light coyote
#

yes, i knew that,,, but i was not sure about the other

kind dew
#

does that node return your speed in cm/s?

fierce tulip
#

1 unit = 1cm. so if its units/second..

kind dew
#

okay yea that helps now i just need the other half

#

is it /second?

#

ah yes it looks like it is cm per second

normal burrow
#

cm/second or meter/100 seconds, do wish forces were not in grams.

light coyote
#

They are unreal units. UU
But they have made and UUnit be equal to 1cm.
And the unit for time is pretty much a standard, seconds.

#

You can change the(UU) distance units if you want. In world settings i belive.

warped current
#

hey guys, i have a super noobie question about how to start figuring this out in unreal engine 4

#

you know how when you go into simulate, you can move objects around and have like the cursor and manipulator

#

Is there a way to set up a blueprint where it would do that in game mode

#

or some google search terms for me to start researching on this topic

#

because everything i search for tends to talk about how to move things inside engine not how to make it into a function inside a game.

grim ore
light coyote
#

ok, mathew beated me XD

grim ore
#

the item you are looking for info on is normally called something like the transform tool

warped current
#

That transform gizmo is really cool but it's a plugin right to help outside of the game?

#

to have more intuitive manipulation?

#

with transform/rotation/scale?

#

could that be used inside the game as well? like when you're playing the level?

grim ore
#

did you read the article or look at any of the links it has?

#

one of the videos shows exactly that

warped current
#

yeah i read and looked at the videos

#

he said that he's trying to make it into runtime

#

but it's not out yet

#

i dont think the plugin itself is for the runtime yet

light coyote
#

put what mathew said on the Bazar,, on ue shop

#

If you dont want to do it, you can just buy it

warped current
#

i'm trying to figure out how to implement it myself into runtime?

#

But these links do help me a lot with beginning to research on it

#

since i wasn't going anywhere initially

#

so thank you!

light coyote
#

well look at the show mouse cursor node.
at making the X Y Z tool itself
maybe use raytracing to tell you the object you are touching
and use nodes for just that, location, rotation, and scale

grim ore
#

the page was just an example and yes it does runtime. There is another plugin that does runtime. There is also the VR controls in engine that work in runtime that could be torn apart to work the same.

warped current
#

Awesome! Thanks @grim ore and @light coyote

stiff spoke
#

In my game I have a problem. The problem is that when you pick up ammo for your weapon it adds to all the Gun that are on the level whereas it should add to the weapon that you do not have all the Blueprint of the Gun

#

Please help me

sly coyote
#

@warped current we're all mostly all, gamers here...its safe to just say "objects placement like the sims"...pretty sure we'll immediately know what you meant ๐Ÿ˜

warped current
#

Ah hahaha

#

True!

grim ore
#

@stiff spoke well first you need to make sure you are doing it right. We can try and help with that but without any real information (blueprints, code, processes) we can only guess. how do you give ammo to your gun(s)

stiff spoke
#

OK

#

But otherwise it's simple when the character collides with the Blueprint that adds ammo ammo +50 ammo

sly coyote
#

Nathan i can only assume, you have a currently equipped weapon variable on your charecter right?

stiff spoke
#

By this information you can do nothing?

grim ore
#

are all of your weapons using 1 ammo variable that is on the character and not on the gun?

stiff spoke
#

In the gun @grim ore

#

@sly coyote how variable?

grim ore
#

you said you add +50, what do you add that to

sly coyote
#

On your charecter for a multiple weapon system you might have a Weapon myCurrentlyEquipped

#

Do you have something like that?

#

Are you calling add ammo function on currently equipped weapon when you collide with your pickup

surreal laurel
#

I've got a question about day/night cycles & light source temperature for anyone who can help

#

but I can wait till you all are done with your thing

stiff spoke
#

@sly coyote yes

#

So?

#

+50 ammo @grim ore

sly coyote
#

The variable for ammo is on weapon bp, and you call your add ammo on the currently equipped weapon on pickup...very hard to tell what the issue is without seeing the blueprint set up for your ammo pickup and function setup for adding that ammo

#

Even a screenshot would help

stiff spoke
#

Wait screenshot @sly coyote

subtle sparrow
#

i thing is better to put the variable ammo on the gun so you can have small ammo or shotgun ammo , so you cant mix them up

stiff spoke
#

Yes the function that picks up that adds ammo is created in the gun

surreal laurel
#

Alright so i'm basically trying to sync my light source temp with a day/night cycle. Sun goes down, color gets warm. The way I imagine this working is by either pairing the rotation of the light source or the clock function i've created with the light temp. I want the the temp value to change along a curve, similar to how a timeline would function. Unfortunately I'm too new to know what approach to take. Can anyone help?

sly coyote
#

You put the function that adds ammo on the gun, The ammo pick up itself passes it a variable with how much to add tho right?

stiff spoke
#

What is there on the right??

grim ore
#

@surreal laurel you can create a curve in engine, set its values to the floats you want for the light source temp. Then you can check the curve for the value you want based on the rotation or clock time percent (like 0 time is 0% on the curve and 23:59 on the curve is 100%)

surreal laurel
#

Great, I'll play with that a bit, thanks

sly coyote
#

Sorry nathan, you cant be helped unless we see what your actually doing with the bps...theres about a million different ways you can handle an ammo system and pickup system... adding ammo is a very basic set up that should only consist of a weapon with ammo variable, a ammo pickup with amount of ammo to increase, and a variable on the player character that stores the currently equipped weapon...onoverlap with ammo pickup you cast other actor to the player pawn, then a get currently equipped weapon node, then isvalid node, then if valid, call addammo on Currently equipped...

#

If all weapons in your stage suddenly have 50 more ammo...then something went horribly wrong with your setup

stiff spoke
#

Please wait screenshot

grim ore
#

@surreal laurel something like this https://i.imgur.com/4kGb5BC.png where you put in the time/value you want to check against, map it to a 0-1 range, then feed that into a curve which is set to a 0-1 range with the values you want between it

sly coyote
#

Hey mathew, your channel on yt is a wealth of knowledge, you sir are the hero we deserve...sorry shameless fangirling

surreal laurel
#

@grim ore That's perfect! I was in the middle of putting that together and about to ask a question lol, but you answered before I had a chance

#

Oh wow I had no idea you were that youtuber... i've literally been watching your videos every day

sly coyote
#

You all need to sub to mathew channel...the thing just spews with knowledge

#

Like next level shit

stiff spoke
#

OK

sly coyote
#

Ive been binge watching him... So much to learn

waxen raven
#

You just made me realize why his picture looked so familiar lol.

#

Now what's the channel link so I can remember better.

sly coyote
#

Lol weve all secretly been fans and you guys didnt notice its "the" mathew lol

surreal laurel
#

Yeah no joke, aside from the Unreal Engine documentation itself, his channel has been the single most helpful source of information for me

#

Thanks Mathew hope we didn't scare you off lol

sly coyote
#

๐Ÿ•ต <---mathew right now

#

I asked him a question the other day then after digging through his channel i found 3 videos describing what i needed in extreme detail

#

With multiple way to do it and examples done with me in a slow easy to understand way

waxen raven
#

Nevermind, yep he's wtf is. Amazingly good stuff.

sly coyote
#

The encyclopedia unrealica

waxen raven
#

A man who does it for the love of the game clearly XD.

serene birch
#

bookmarked for later

gilded igloo
#

hey guys! does anyone know how can I duplicate widgets inside a UMG?
using the graph?

warped current
#

@grim ore oh wow! You're the wtf is guy? I've been watching your tutorials a lot to learn Unreal

#

Awesome stuff!

#

They are really helpful thanks for making those videos!

delicate needle
#

@grim ore - Is the BEST!

grim ore
#

was in the car on the way home from work, didn't scare me off ๐Ÿ˜›

sly coyote
#

We are just sharing our love and appreciation

grim ore
#

@gilded igloo like duplicate it at runtime? or in the designer

gilded igloo
#

dont text wihle driving!

#

in runtime

waxen raven
#

Eh... do it, prison has more time for making educational content.

#

Depending on country of origin XD.

#

(joking)

grim ore
#

lol I keep the phone off in the car, I am home now

sly coyote
#

Sometimes we have unsung heroes and i personally cant stand it when people dont know just how wonderful a person theyre talking to actually is

#

Youre a treasure to the unreal community and must be safely wrapped up and protected from uv light sources that can damage you

stiff spoke
#

Please wait screenshot

neat rune
#

hey guys is there a channel similar to promo I made a tutorial and I wanted to share it with the community

plush yew
#

I'm currently following a tutoriel about textures. At a moment, the guy create a "scalar", pressing i don't know what button... His node looks like it :

grim ore
#

probably #released or #work-in-progress but I dont think there is anything for learning

plush yew
#

Mine is different (specially the details panel)

grim ore
#

@plush yew a Scalar is a float, or a single value. Does his have other stuff like a name? if so his is a parameter scalar

neat rune
#

@grim ore thank you, I'll put it on work-in-progress because I'm kinda new to making tutorials

grim ore
#

right click it and covert to parameter or look for scalar parameter in the list

#

if his does not look like that, his is not a parameter and its just a single constant or float, so if he did the shortcut its HOLD 1 and then left click on the graph

#

i realized your screenshot was what his looked like and you probably did the scalar parameter instead of the constant lol....

plush yew
#

You're right, I did the scalar parameter and he does a constant scalar

grim ore
#

the other way to know what they were doing is look at the Material Expression name, Material Expression Constant means he is using a Constant node

stiff spoke
#

By that you can help me

grim ore
#

it's annoying how float vector constant and scalar are interchangable in materials but it's the way HLSL is done ๐Ÿ˜ฆ it's the same issue with RGBA and XYZW

waxen raven
#

You know I actually saw scalar defined by an ai math base class that suddenly made sense of a lot of Unreal terms.

stiff spoke
#

I took this picture on my Phone

plush yew
#

@grim ore Yeah, you're right too ^^ I din't get it simply because lack of experience with the textures nodes... Thanks sir ๐Ÿ˜‰

stiff spoke
#

Sorry

grim ore
#

materials are.... fun lol

gilded igloo
#

@grim ore u know how to move wigets in real time :p

grim ore
#

runtime during play or at design?

gilded igloo
#

play

grim ore
#

I have 2 videos on that lol, you can change them using positions if using a canvas panel or animations.

#

it's just like changing anything else you just have to have a canvas panel as a parent to "move" them by position or else you are just adjusting alignments and anchoring

gilded igloo
#

sorry, i ment COPY wigets ๐Ÿ˜‘

plain egret
#

Not sure if this is the right place to post this, but does anyone know of any good skeletons on the marketplace that have like half decent throw and catch animations?

grim ore
#

you really can't copy anything natively in the engine at runtime since they are all spawned from base classes ๐Ÿ˜ฆ You would have to create a new one then copy the values from the old to the new manually

stiff spoke
#

What?

gilded igloo
#

alright, thx a tan man! appreciate it, 4 real

grim ore
#

you can create a function or macro to do it for you so you can re use it tho

gilded igloo
#

ye, I think ill do that!

stiff spoke
#

OK then?

grim ore
#

have you pasted any screenshots of your code yet @stiff spoke ?

stiff spoke
#

Pasted?

grim ore
#

allowed us to see them in the channel, shown them to us, uploaded them somewhere and shared a link

stiff spoke
#

No

zealous cloak
#

does unreal have a tool for system settings or settings in general? like button mapping,...? im in a train and googling is a bit tidious

#

or how would you set such a thing up?

median island
#

Edit menu->Editor preferences->Keyboard shortcuts

zealous cloak
#

i mean ingame

median island
#

oh lol

sly coyote
#

Or edit->project settings if you mean ingame

median island
#

you mean like a menu system in which you setup game hotkeys?

zealous cloak
#

i mean resolution, AA, all these generic settings

#

aspect ratio...

median island
#

yeah, like zeth said

zealous cloak
#

so i have to build a menu for all of these?

plush yew
#

@grim ore HOLD 1 and then left click doesn't work for me (I have a french keyboard so maybe that's why...) And in the drop down menu, I see scalar parameter but not the scalar constant that I want... Where is it please ?

zealous cloak
#

and the user can set them and save them?

median island
#

Yeah, I don't think ue4 gives you a menu like that

waxen raven
#

No it doesn't, I would think tying to custom events would do it though.

zealous cloak
#

is it correct if i spawn a widget directly in the viewport for that and my menu is operatable with the mouse?

#

would that be a common way to realis it?

waxen raven
#

Offhand I'd probably just use a switch and set it to an enum of some form. But that's on a two second thought.

median island
#

You should ask in #umg

zealous cloak
#

a simple yes is enough in that case ๐Ÿ˜„

waxen raven
#

You could definitely do it by button click in a user interface.

#

Seems a bit annoying as it would still be the same as a preset.

zealous cloak
#

just trying to get an idea for concepts in unreal ๐Ÿ˜„

median island
gilded igloo
#

๐Ÿ™‚

#

Hi again! I was wondering, is there a way to change a PART of a text? so it will be like - "YOU HAVE blank HITPOINTS" and just 'insert the hp in that blank spot...

median island
#

well you could do a replace

#

or do part1 + value + part2

gilded igloo
#

what do u mean by a replace?

median island
#

you could write your string like "you have <value> hitpoints"

#

and then replace "<value>" with a number

gilded igloo
#

how do I do dat?

median island
#

in blueprint?

jaunty haven
#

Hey Guys need help with udp socket

gilded igloo
#

yee

median island
#

source string could be "you have <value> hitpoints

gilded igloo
#

bruh you are a literal genius

median island
#

from is "<value>"

gilded igloo
#

but like for real

median island
#

I can't tell if you're being sarcastic ๐Ÿ™‚

gilded igloo
#

no, for real

median island
#

oh gotcha... 'for REAL'

gilded igloo
#

I didnt know that, so for me you are a genius ๐Ÿ™‚

waxen raven
#

cough cough

#

jk

gilded igloo
#

lol

#

what do u need help with?

median island
#

who?

magic epoch
#

This is the result of get current player count.

#

wtf does it mean lmao

#

umm why xd?

median island
#

aaaaaaaaaaaaaayyyy

magic epoch
#

anyone know how to fix my richtextbox doing this and display text

jaunty haven
#

@magic epoch i think you need to put font for the rich text box. have you created the data table

magic epoch
#

no

jaunty haven
#

plesae create that and link that with this. and you will be good to go.

magic epoch
#

How? I have never do that before

jaunty haven
radiant haven
#

can someone help me I cant make a Sphere Collision bigger thatn 1k

#

stucks at here

#

wont go higher in viewport

magic epoch
#

fix it nvm sorry

#

Lmao my ping is 9,999

cosmic matrix
#

Hello,

#

i got a question:

#

If i do need to modify the engine source code

#

i must download the source code and build it by my self

#

Does that mean if i take this i can t got engine update?

#

thx for answers

south ridge
#

No, it just means that updating the engine will be on you

median island
#

You may have to update your code with each engine update

south ridge
#

You will have to handle updating the engine of your code & rebuilding it yourself

#

Err

#

The code of your engine

#

Which can be as simple as re-downloading the engine and just building it from scratch

cosmic matrix
#

What does mean handle sry ^^

south ridge
#

Or sitting with a patch tool and merging changes from the previous engine into the new one

median island
#

Github branches for major version right?

#

So minor version updates can be pulled for your local clone of the engine

cosmic matrix
#

ok so you think it s something posible

median island
#

but major version updates will require you to pull the whole latest version

#

It is possible, but it usually requires work on your end

#

Sometimes version updates will break your code.

cosmic matrix
#

Oh ok

south ridge
#

It's possible. It's the only way I've ever been using UE4

cosmic matrix
#

ok thanks a lot for quick answers

forest totem
blissful willow
#

Mark the material as Two Sided

supple totem
#

hi all, I can't find this inertialization node in my animbp node list

#

I'm on 4.22... is it for 4.23?

#

oh damn looks like it is 4.24 perhaps

forest totem
#

@blissful willow in the material function?

#

yah, ty @blissful willow

blissful willow
#

No problem ๐Ÿ™‚

violet herald
#

is this an ok channel to ask questions in? im new to UE4 and am stumped

analog ether
#

Same here

#

Iโ€™m making a FPS multiplayer game, however there are multiple things that are hard to handle

violet herald
#

heck im just trying to make a character select menu

grim ore
#

you can ask any question in here especially if it doesnt fit any of the other channels, no idea if anyone can help tho

gilded plinth
#

Is there anything that could cause DataTable asset entries to not remember things in its list? I have a skeletal mesh entry and sometimes i open up my project and the skeletal mesh item is empty so the path is gone. The ID name I typed is still there though.

surreal laurel
#

Alright I'm back, I'm trying to figure out proper BP setup and organization. I've read that the Level BP shouldn't be loaded up with code and events, especially with things that can be reused in other levels. So i'm leaving my day/night cycle and clock in the Level BP (so it can stay synced/accurate?) and moving all other functions (like door/sound triggers, etc.) into their own BP's. However, I need to reference the clock in other blueprints, and the Level BP seems very hard to get variables out of. Should I move everything into the GameMode BP? I also heard that the best way to set up global variables is to create them all in the GameMode BP and cast to it when needed. Is that a good set up?

grim ore
#

that is the reason to not use the level bp, the hardness of getting crap out of it. It's a leftover and should be avoided if you can. Any reason to not put your day night stuff in it's own BP that can get dropped into a level and can control itself?

#

and yes the game mode itself might be a good place for a "global" variable as it can be accessed from other places but that is something that should be unique to that game mode or the game/level itself if possible

surreal laurel
#

The reason it was in the level BP was because I thought that was the first thing initialized in the game and would make the clock accurate. Being new I sort of fill in the blanks with my own logic lol. I assume the day night code should go into a Scene Component BP class?

grim ore
#

well what is accurate to you? if this is a clock that you are keeping track of then you can start/stop it when you want

#

if I was doing something to handle day night I would put it in an actor class so I can drop it in the level, get it from anywhere if needed, and it can control other things in the level if needed light lighting or the skysphere

#

but it just depends on what is the day/night code. Is it just something that handles the appearance, changing the skysphere for example? does it also keep track of the time of day in the project, etc.

#

if you try and keep single responsibility in it's own container (an object, a class, a blueprint) then you can re use it if needed and changing out things should be easier and if something breaks in theory it shouldnt take everything out with it lol

surreal laurel
#

Super helpful, thanks

grim ore
#

after saying all that there is no one way to do anything so you starting in level BP and learning to try to break it out and do it other ways is normal. Iterating over and over is... game dev lol

snow crown
#

dunno if anyone has said anything yet

#

but 4.24 is now on Github

manic pawn
#

has been for a while

#

...meanwhile still no 4.23.1

snow crown
#

it wasnt there when i looked on friday

#

looks like the branch was yesterday or the day before

manic pawn
#

why is 4.23.1 taking forever tho

halcyon adder
#

this server become like why is why ? and why not lmao

#

hello ๐Ÿ˜‹

surreal laurel
#

@grim ore I've evolved the code quite a bit since I took it from a tutorial, it's been a good learning experience. The original setup was basically: Tick adds to Light Source Rotation (Pitch) > InRange takes Light Source Pitch and declares whether it's 'Night' or not > 'Night' triggers FInterp of Light Source Intensity > Not 'Night' Finterps intensity back to day light.

But after making a 24 hr clock, I've started re-writing the day night stuff so that everything follows along the time of day - sun/sky position/intensity/color, even things like lights that flicker on at a certain time, ambient sounds, weather, etc. Hopefully it turns out to be a good, functional system

grim ore
#

๐Ÿ™‚

gleaming creek
#

Split Structure Pin โค

ocean kayak
#

hi guys

#

how do I make map terrain with the pre-made game environments?

#

currently really new to Unreal

#

Links to videos that were helpful to you are also welcome/appreciated

gleaming creek
#

I didn't know about being able to split structure pins until recently, now I seem to use it all the time

ocean kayak
#

in lieu of personal assistance

gleaming creek
#

Can you elaborate on your question?

grim ore
#

I think we need more info on what you are looking for

gleaming creek
#

Do you mean creating maps using static meshes for terrain?

ocean kayak
#

I am working with a friend to make a ball-moving-thru-obstacle course style game
we dedicated different chunks of the process to eachother and part of my responsibilities involve creating the actual levels

#

That actually sounds right yeah

#

I'm not familiar with setting up static meshes

gleaming creek
#

Do you have someone making the models?

#

You might want to study some guides on level design, that's not generally UE-specific (though it's hard to find good guides on level design, I've found)

#

A good way to make levels is in two stages

ocean kayak
#

The goal is to edit using the pre-made ball-thru-obstacle course game mode

gleaming creek
#
  1. Design the layout of the level using really basic building-blocks, such as Geometry Brushes or really simple meshes
#
  1. Replace chunks of the block-out with the final assets
ocean kayak
#

My responsibilities include physically creating the objects and then working towards designing levels with level-design philosophies in mind

grim ore
gleaming creek
#

This is good because you can try out different layouts using geometry really, really quickly - you don't need to spend any time making the assets

#

Which allows you full freedom to design and tweak the gameplay until you get it right

#

and then only spend the time making the expensive final assets afterwards

ocean kayak
#

For reference, we've mutually agreed on developing a game inspired by things like super monkey ball and the like -

IE Empty skyboxes and geometric shapes that stay stationary relative to the skybox (They float)

grim ore
#

how the game is going to look will determine what you do. Landscape/terrain can give you a level and you could use splines to lay out roads for example. Static Meshes and Level Building could be used to make walls or roads by piecing them together like puzzle pieces

#

both ways are covered on the official UE4 website and documentation

ocean kayak
#

Awesome!

halcyon adder
#

@grim ore is it okay to use niagara on mobile game ?

#

android handle it?

grim ore
#

I dont know if niagara is supposed on mobile yet, the docs will say so

#

or maybe it was consoles, to the docs!

#

nope I guess it's supported, they added switch in 4.21. the release notes in .20 say it suports opengl and metal just not vulkan

#

as for it it ok to use it, that depends on what you are using it for.

halcyon adder
#

just some small effects nothing special i'll try it an test it on android i'm always thinking about the game size every MB should worth it lol

grim ore
#

yep and yep there is no way of knowing for sure if cascade or niagara is better especially on mobile without testing. Niagara should hopefully be the better option in the future as a long term goal atleast

halcyon adder
#

yeah I hope so ! I saw many fancy stuff made with niagara I like it so much

kind dew
#

I am trying to do research on how game devs simulate persistent NPCs in large open world games. I have been completely unable to find any videos, articles, or anything that covers the subject. If anyone here knows of a helpful resource it would be much appreciated. Feel free to dm me

harsh tiger
#

i have an array with 9 characters. but i need to know if its a female model. i tried doing a check to see if the int is equal or higher than 5. but the doesnt work. an now i've added _girl to the end of the model names and used a contains on a string an that doesnt work consistently. any ideas?

manic pawn
#

save the output of the random to a local variable

#

bp graphs execute the entire tree of pure nodes for every input

#

so your random is being executed 3 times

harsh tiger
#

that would explain the numbers not corresponding to the meshes. thank you!

manic pawn
#

it's extremely br_big_brain and inefficient

#

I don't understand why it wasn't made better

harsh tiger
lofty imp
#

sorry for the ugly blueprint had to do it to fit it all on screen
im working on a spotting function.. you look at an enemy, press Q and it puts a player name above their head.... and i plan to add a red dot to a mini map too, but the problem is i can only spot 1 person at a time, any suggestions?

grim ore
#

well you designed it like that

#

your do once does not reset until after you have seen and unseen a person

lofty imp
#

yeah im just a noob, thats as far as i could get it

#

im asking for a better design

grim ore
#

ah

#

well the first issue I can see is you are having something else do something on something else

#

an alternative would be to say "hey you, do something" and then the you would do something.

#

in this case move all of the show widget, wait, hide widget code to the item that can do that (the character?)

#

now instead of your line trace -> do all this code you would line trace -> tell something to do all this code

#

and then each item would handle it themselves

#

this is a good time to learn and use blueprint interfaces for talking to stuff and asking it to do it, you would eliminate the need to use casts and expand what you can interact with

lofty imp
#

thank you ill look into blueprint interfaces

#

i had that chunk of code in the character BP

grim ore
#

yep but you are also casting to character and showing/hiding the widget which is a character which I thought was weird

#

makes me think all of your characters are character lol

lofty imp
#

yeah im still learning lol i managed to find a piece of code on google and tweaked it... i knew it wasnt correct but got it to work for 1 character lol

#

i managed to make it work for 2 characters but the first instance never hides visibility if you spot a second

grim ore
#

interfaces open up the ability to talk to stuff generically. You could line trace -> hit something -> tell something to show the health bar. Using interfaces if the item you are talking to can show the health bar it will, if it cannot because you never added that code then nothing will happen. IT won't care if its a character or a wolf or a box or an apple for example

#

and if you have that "show health bar" code in the class then it will handle anything you want for that, so it could do once -> show widget -> wait -> hide widget -> reset like you have now and it will do it for itself. You could tell 10 of them to do that and they would each handle themselves

lofty imp
#

that makes sense, i knew i needed to give each player their own just couldn't think of how, but i think i have a better idea now

#

i plan on having name tags and health bars above the players on your team, and have them always show up on your mini map, but enemy player tags, and dots on mini map on show up when spotted for a short period of time

grim ore
#

makes sense and should be easy to do like this

open eagle
#

How can I make my TP character go back to his aim offset and look forward when ADS is triggered(right click)

#

I already have the camera part set up

mint sequoia
#

For anyone who cares, the correct character mesh RelativeLocation.Z is -CapsuleHalfHeight - 2.4. So for a capsule half height of 96 the correct value is -98.4. Anything else and you'll be above or below the floor. The reason is UCharacterMovementComponent::MAX_FLOOR_DIST = 2.4f; is used to elevate the capsule off the ground to prevent falsely triggering floor penetration

normal burrow
#

Nice find

#

Thatโ€™s just for things using character movement component right? (To get center)

mint sequoia
#

@normal burrow Yep, just CMC

#

Haha I made a mistake, it should be 'unscaled', not that it matters if you don't scale the capsule and why would you (actually you specifically should not do that, CMC can't handle it)

vocal flume
#

Im running into a weird issue.. my point lights stop working after an invisible line..

#

Not able to send video ๐Ÿ˜

#

When I rebuild lighting the issue goes away but then comes back when I hit play

#

Lighting Quality s set to Production

mint sequoia
#

That reminds me when I was driving a truck at night rurally and I couldn't figure out the weird angle I needed to move the indicator lever at to toggle the headlights instead of sidelights ๐Ÿ˜›

#

Things got pretty interesting for a minute

#

Sorry to say I have no idea about your particular issue

#

Is there a light function?

#

Or IES profile (can you use those with point lights?)

#

What happens if you move them forward so they're not inside any geo

vocal flume
#

@mint sequoia That fixed it. It was touching the geo. Moved it like 2 units and it works perfectly now. Had a brain freeze.. been working on this for 13th hour straight.

mint sequoia
#

@vocal flume Great ๐Ÿ™‚ And yeah that happens to me on a daily basis

vocal flume
#

๐Ÿ˜ฆ It is happening again.. If I move the lights a little bit, it works for sometime.. and then it starts coming back..

#

My Laptop's GPU drivers are updated

surreal laurel
#

I'm missing something obvious here - I need to get object location in an Actor Blueprint. The object is a cube in my scene. But it's not letting me drag the cube into the Blueprint. What am I missing? I'm new if that wasn't clear. Thanks

warped tangle
#

What do you mean "drag the cube into the blueprint"

#

are you intending to have the cube as a component of the blueprint?

#

@surreal laurel

surreal laurel
#

So I was using the Level BP to make a day/night cycle, and was able to drag objects directly from the World Outliner into the event graph and get data from them.

#

Then I learned that the Level BP shouldn't really be used for that kind of stuff, so I made a new BP and moved all the code into that instead

glacial pecan
#

@surreal laurel if I understand things correctly, in the actor blueprint, make a public variable of the object type you want to reference, and then in the world outliner, select your actor blueprint and then drag you cube from the world onto the variable

warped tangle
#

Level BP can directly get references to actors in the world

#

other BPs cannot without creating, as stated above, a public variable of that type and setting it explicitly in the world

surreal laurel
#

@glacial pecan did you mean to say select the cube in the world outliner and drag it onto the variable?

warped tangle
#

Make a variable of type Static Mesh Actor, click the eye or click instance editable, then click on the bp in the world* and in the details pane you'll see a dropdown and eye dropper to set that variable

glacial pecan
#

@surreal laurel yes, you need to select the actor blueprint first and lock the details panel in place... or just use the drop down menu from the public variable that will appear and list all of the objects that variable type is allowed to reference

#

or what @warped tangle said also works

surreal laurel
#

Okay thanks i'll mess with that a bit

stiff spoke
#

can not do that when I reload the balls of the Gun that it adds points to the ammo and that the number of added points this reduces to the max ammo

surreal laurel
#

@glacial pecan & @warped tangle Thanks a lot I get it now

warped tangle
#

๐Ÿ‘

#

@stiff spoke can you show some code

surreal laurel
#

a public variable is like a little tray sticking out the window of the Blueprint that you can plop an object onto and access it's information

#

at least that's how i'll choose to think of it

stiff spoke
#

What is indicated by the arrow is the max ammo

warped tangle
#

you will absolutely need to do an isvalid before pulling any information from the referenced object, in case you forgot to set it or it got destroyed etc

#

@surreal laurel

#

@stiff spoke that's not code, show the blueprint of where you are settings the current round count/ammo available

surreal laurel
#

got it, I imagine that helps with debugging a lot

warped tangle
#

It's a must, you'll end up getting a lot of nullptr errors if you don't do it.

#

aka "accessed none" errors

surreal laurel
#

does the isvalid always come right after the variable reference node?

warped tangle
#

you can get a reference, right click, convert to validated get

surreal laurel
#

ah okay

warped tangle
#

let's say you want to set it's location or something, you would have the validated get before the set actor location or anything like that

weary basalt
#

@stiff spoke You want to take away from the Reserve Ammo first, then add to the Current Ammo, this way you can control how much gets added to Current Ammo based on the remaining Reserve Ammo.

stiff spoke
#

@weary basalt yes but how?

warped tangle
#

I mean....that should work, are you using bindings in the widget?

#

Yeah the way you're doing it isn't taking into account if there is less ammo in reserve than a full magazine

stiff spoke
#

Yes

warped tangle
#

I'm betting there's an issue in your widget

stiff spoke
#

Because it is necessary that for example if ammo 20 points in summer added it is necessary that the max ammo 20 points is removed

#

I even tried by print string @warped tangle

warped tangle
#

show your widget bindings

stiff spoke
#

It's the code that's bad

#

@warped tangle please wait

surreal laurel
#

@warped tangle Thanks for the help

weary basalt
warped tangle
#

^

#

Although the issue right now seems to be the reserve ammo isn't being updated, which I'm betting is a widget issue

#

Since his method SHOULD world, though it doesn't account for any edge cases

weary basalt
#

^^^ Use this instead.

stiff spoke
#

OK

#

I try

#

In your code you do not even add ammo

weary basalt
#

Your totally right, sorry again. I need sleep ๐Ÿ˜ฆ

#

Give me a moment ๐Ÿ˜›

stiff spoke
#

OK

#

Why did you create all these variables

weary basalt
#

Try that

stiff spoke
#

All of your variables muddle especially in your code you do not use them all

#

What's the value of all variables? @weary basalt

uncut osprey
#

I am just starting to get into using C++ in Unreal, but I'm getting this problem:

#

This compiles and works, but the IDE treats it like an error (as shown) even after compiling, so no predictions/autocomplete works

cloud cobalt
#

Not an issue, just Intellisense in VS being wrong, get Visual Assist for accurate in-editor warnings & autocomplete

uncut osprey
#

Visual Assist is good but is there no free fix to the problem?

weary basalt
#

@stiff spoke Thats up to you mate, if you dont understand what the values of these variables could be from their names, you might be in a little to deep at this point...

#

AmmoToConsume is simply a temporary variable, its value should simply be zero.

serene birch
#

well try to add the include for the UStaticMesh type in the cpp file

stiff spoke
#

I did not even create all these variables @weary basalt

serene birch
#

likely it compiles for you because Unity builds pick up the include from some other cpp file

#

but intellisense works with individual files

weary basalt
#

... this is an example of how you would set it up, i dont have your code mate.

warped tangle
#

@stiff spoke He's giving you a completely valid way of doing this, your way has a lot of holes and will not hold up to edge cases.

serene birch
#

it's not good practice to leave missing includes like that be solved by the unity builds because compilation can break randomly in a file when you change another

uncut osprey
#

Stof... you mean Unreal, right?

weary basalt
#

No he doesnt.

rotund scroll
#

so taking photos of your screen and uploading them is the new way of taking screenshots? jesus

warped tangle
#

Don't even start lol

weary basalt
#

Unity Build is a feature that aids in speeding up compilation times.

uncut osprey
#

Ohh hehe

cloud cobalt
#

@uncut osprey There isn't a free fix for this, unfortunately Visual just isn't good enough on this.

uncut osprey
#

That's conveniently named

weary basalt
#

Well it merges files together, thus - unity.

#

Which means those merged files share includes.

#

Which means if you didnt include properly and the Unity Build decides to change the merged result, you could end up with a missing include error.

serene birch
#

yeah totally that ๐Ÿ˜›

#

intellisense errors are neat for finding those in advance ๐Ÿ˜ฎ

warped tangle
#

Assuming intellisense can keep up

serene birch
#

yes

uncut osprey
#

That was totally it, thanks

stiff spoke
#

But you have not updated the max ammo @weary basalt

weary basalt
#

MaxAmmo is a terrible name. It should be called ReserveAmmo as ive shown.

stiff spoke
#

OK

warped tangle
#

MaxAmmo would be better suited as a default value/initializer for ReserveAmmo

#

or a clamp max for refilling your ReserveAmmo

stiff spoke
#

OK

#

Thanks you

#

It worked

warped tangle
#

huzzah

stiff spoke
#

It works

orchid bough
#

Hi everyone. Any news on a hotfix for 4.23?

honest vale
#

no?

orchid bough
#

heard rumours here and there about a hotfix release this week. Probably false then

rotund scroll
#

ah yes, very trusted sources, "here and there"

warped tangle
#

but if the internet said so....

orchid bough
#

not gonna mention names and companies... wouldn't ask if I didn't consider them trustable career peers...
anyway, just wanted to double check in case I missed anything.
Thanks!

ruby robin
#

Guys, is it possible to set a texture as an asset thumbnail?

hasty osprey
#

quick question is "RemapValueRange" in UE4.19?

#

cant find it

fierce tulip
#

it should

hasty osprey
#

ok

#

oh its actually 4.19.2 does that mske a difference?

fierce tulip
#

it should not :/

hasty osprey
#

should i report this as a bug?

fierce tulip
#

gimme a sec

#

that is odd

#

maybe accidental delete?

hasty osprey
#

i opened another project with just starter content and it wasn't there either

fierce tulip
hasty osprey
#

thanks๐Ÿ‘Œ

silent chasm
#

hey guys , how do you load external files on runtime? for example you have a mod from mod.io downloaded what do you do after?

wary wave
#

you don't, generally speaking

#

if you do need that kind of support, as far as I'm aware you need to implement it yourself

hasty osprey
#

@fierce tulip what are the first five expressions in the picture called?

#

staticboolparam?

fervent sigil
#

I'm trying to create a c++ project build with dedicated server, with different modules for server and client, but when I use TargetType.Server or TargetType.Client as the type for the respective modules, the projects won't appear in the solution after generating it from the .uproject. I also added the modules to the .uproject file.
What am I missing?

I tried to look online, but evereything is outdated..

fierce tulip
#

@hasty osprey they are only available inside material functions.

#

they are inputs

hasty osprey
#

oh so they are just representations of where i should put my inputs then?

fierce tulip
#

yuz

#

they are used in material functions to generate the inputs (and outputs) you see when you place a material function in your material

river bridge
#

Hello guys, I can't find sessions in game, do you know why?

#

oh god this is about hamachi. problem solved ๐Ÿ™‚

fervent sigil
#

.. anyone? dedicated server buid? ๐Ÿ˜

fierce tulip
honest vale
#

-Long term we hope this replaces UCharacterMovementComponent and its networking system (ServerMove, ClientAck*, ClientAdjust*, etc).

#

@fierce tulip the reference thing is so true ๐Ÿ˜„

#

I think Squad suffers from that a bit

lusty carbon
rotund scroll
#

verify your unreal installation

lusty carbon
#

whatcha mean? yesterday I could build perfectly. now I can't

#

This solution saved my ass

fierce tulip
#

@honest vale havent seen it yet, going to watch it later.

desert lava
#

Is it possible to extract whole scene from level with textures captured with lightmaps something like photoscanning the level.

wary wave
#

no

desert lava
#

What about software's like Ninjaripper 3D Ripper Dx

faint cedar
#

Hey guys has anyone here worked with AdvancedSkeleton's face rig in UE4 before?

#

Or perhaps more importantly, LOD-based bone reduction [for faces]?

#

Because I have a pretty heft cinematic face rig with 200 bones, but during gameplay I need maybe 15 just to open eyes, mouth, raise eyebrows

#

but if I tell UE4 to strip every second joint from the eyes

#

It doesn't transfer the skin to the nearby joints

#

I get this BS

#

i.e. only the bones I left are animated, the rest just don't do squat, the skin transfered to the non-animated parent bone

#

(this is a blinking animation)

fierce tulip
#

@desert lava why do you wanna know?

desert lava
#

I need to know if there is any way to photoscan the scene so that it can be used as gltf format and viewed in web. @fierce tulip

wary wave
#

you can't do that

#

in other news, I have a blueprint function that is calling the super, despite not being told to ๐Ÿ˜

runic iron
#

Viewed in web, you mean something like noclip.website ?

fierce tulip
#

@wary wave ghost in the shell?

wary wave
#

it is, something of a problem, because it's removing a component I expect to not be removed

fierce tulip
#

hold a magnet near it, establish dominance

supple totem
#

Hey all. Why does the default mannequin face in the y axis, while x is generally considered forward in engine?

wary wave
#

God only knows

#

Epic "fix" it in animation ๐Ÿ˜

supple totem
#

Haha so there is no logic to it. "Just because"

#

Maybe it's common for anim tools to use y forward

rotund scroll
#

a lot of decisions on things are made "just because"

wary wave
#

normal, sane procedure would be to export with the axes switched as appropriate

#

..but no, the animations rotate the character 90 degrees instead ๐Ÿ˜

rotund scroll
#

there's your error, you assume people to be sane

#

I see the first one so much

plush yew
#

hi

#

i'm comeback

light coyote
#

@supple totem You may like this info regarding what you asked.

1 dimension is a line, 2 a plane, and 3.. yeah just regular 3d.
X dimension is alwais horizontal (in2d), while Y, is the vertical (like in any graph).
So the new dimension added to the 2d plane to make it 3d (to give it volume), will be determined by how you place that 2d plane.

In Unity you have to imagine the 2d plane to be your screen, and volume is the depth, that is why in unity, Z is away from the screen if in forward view.
In Unreal, the 2d plane is horizontal if on front view, and Z is upwards.

#

In Unreal, the 2d plane is the horizontallness of your world, wich i personaly prefer, and find more intuitive ๐Ÿ™‚

supple totem
#

๐Ÿ‘

rotund scroll
#

making Y vertical in 3D is obnoxious from an UX perspective

fierce tulip
#

when people speak of verticality in design I consider that depth instead of height quite often

#

thanks unreal engine :p

cloud cobalt
#

Let's not have a discussion on the merits of Z as height ๐Ÿ˜ฌ

pearl wigeon
#

Minecraft ruined axis for me

#

I still get confused in ue4 when using z

light coyote
#

XDDDD true, is relative.
But considering in 2d you work with X and Y.
And in 3d, you mainly move in the world horizontally, i preffer it really because of that.

tall pendant
#

Germany, Italy and Japan ruined Axis for me.

rotund scroll
#

just as in 2d you have x as a horzional axis, x,y form your horizontal plane in 3d, with z being height

#

so why would you bisect your horizontal plane with a vertical alignment by having it as y?

fierce tulip
#

i think it has to do with sidescrolling vs topdown (while its used way before games, its a good starting point on why Z-axis can be depth vs height)

#

but, no time to discuss.

#

imma be busy

pearl wigeon
#

I think it depends on if you're talking in world space or camera space

cloud cobalt
#

Hot take : Z as depth is the only correct answer in camera space, and Z as height is the only correct answer in world space, debate end.

pearl wigeon
#

Jinx

#

(kinda)

cloud cobalt
#

Jinx indeed

median island
#

Stranger is the smartest human being.

cloud cobalt
#

At least we agree ๐Ÿ˜›

#

Actually sievaxx is

pearl wigeon
#

Y'all ever just tangent space

rotund scroll
#

I agree but camera space is then just world space seen from above, always

pearl wigeon
#

Above?

rotund scroll
#

top down

#

flatlanders etc.

pearl wigeon
#

No I mean for tangent space

#

Nevermind

cloud cobalt
#

The relationship between camera space and world space doesn't have to be anything particular.

rotund scroll
#

whether you want it to be or not sadly the case is such that most engines have to accommodate for both

pearl wigeon
#

Well of course they need both spaces
You need the camera space for rasterization

fierce tulip
#

@cloud cobalt Z is always upwards in 3d. regardless of cam/view/world/2dspace

rotund scroll
#

so a relation needs to exist

cloud cobalt
#

Right

#

And CSS on websites has a y-index property ?

#

๐Ÿ˜›

fierce tulip
#

i do miss the z-up.xyz and y-up.xyz websites now.

pearl wigeon
#

A z axis is a z axis

#

You cant say it's y

fierce tulip
#

y tho

#

:p

pearl wigeon
#

Because a y isn't a z

cloud cobalt
#

Honestly I sometimes wonder how people treat the worldspace v viewspace difference of axis as something problematic.

rotund scroll
fierce tulip
#

spam! banhammer!

#

:p

wary wave
#

spamhammer

fierce tulip
#

nuhh no results

pearl wigeon
#

How to ruin your life in one easy step!

#

Step one

median island
pearl wigeon
#

Become programmer

#

Congratulations! You will never sleep ever again

light coyote
#

@median island That looks like a caramel toothbrush

median island
#

๐Ÿ™‚

pearl wigeon
#

So can I just share small clips of my terrible game in #work-in-progress

fierce tulip
#

there was this anime that actually discussed the W-Axis

pearl wigeon
#

Time or spacial

fierce tulip
#

Dimension W (Japanese: ใƒ‡ใ‚ฃใƒกใƒณใ‚ทใƒงใƒณW (ใƒ€ใƒ–ใƒชใƒฅใƒผ), Hepburn: Dimenshon Daburyลซ) is a Japanese manga series written by Yลซji Iwahara, published in Square Enix's Monthly Big Gangan magazine (formerly in Young Gangan) since 2011 and licensed in North America by Yen...

#

wait, this is not lounge.

#

<_<

light coyote
#

Is that the dimension in wich cats allwais fall feet up ?

pearl wigeon
#

Oh that reminds me

light coyote
fierce tulip
#

yes, and peanutbutter bread always falls pb-side up

pearl wigeon
#

There's this animation program called cascadeur that's physics assisted
They did something on why cats always fall on feet

light coyote
#

๐Ÿ˜‚

pearl wigeon
#

Cascadeur is cool and they've got a ue4 mannequin rig

cloud cobalt
#

Cats always fall on feet because they are extremely agile and turn around during their fall to face down

pearl wigeon
#

Yeah they use their torso and legs

#

And twist

cloud cobalt
#

They have much better spatial awareness than us

fierce tulip
#

i remember hearing something about it depending on height, as they will flip again, and have to re-flip back to fall on their feet again.

#

at least, that was what I learned back in 5th grade or whatever.

pearl wigeon
#

If they're falling from so high that they have to flip multiple times

#

I think it's safe to say they won't survive however which way they land

#

Or at least do it uninjured

fierce tulip
#

true, was walking the dogs one time and suddenly right next to me a "thump"

#

cat fell on its back from 4th floor.

#

chaotic few hours where chaotic

wary wave
#

cats generally aren't heavy enough to badly hurt themselves through falling from any height

pearl wigeon
#

Heh he said chaos is that a reference to the ue4 chaos engine!? Was this conversation on topic after all!!!

wary wave
#

same with most smaller animals too

fierce tulip
#

this one had a broken pelvis, but managed to survive. recovery was 8 months though.

wary wave
#

they just don't hit a terminal velocity that's well, terminal

pearl wigeon
#

True but it could still be pretty brutal

fierce tulip
#

very weird owners too, didnt seem to care at all.

cloud cobalt
#

Mass doesn't have a bearing on terminal velocity though

#

Not directly anyway

wary wave
#

no, but the two are related when it comes to whether the animal can survive the fall

fierce tulip
#

from axis to cats (caxis?) to terminal catacity

serene birch
#

they can still wound themselves badly

cloud cobalt
#

The impact energy is lower, that's for sure

serene birch
#

but they are at that weight were it's kinda not that lethal

fierce tulip
#

i love yo peeps :p

cloud cobalt
#

So it's less deadly

serene birch
#

I think they have higher risk of injury for relatively small falls (like 2 stories)

fierce tulip
#

though, the admin in me does not to mention this is unreal engine, and not lounge :p

#

though cats

#

ยฏ_(ใƒ„)_/ยฏ

cloud cobalt
#

Also the same friction of the cat hurling through the air removes more energy at lower masses

serene birch
#

(it's your fault for teaching me the /giphy command)

median island
#

They're actually talking shop more or less in Lounge

cloud cobalt
#

So keep your cat fluffy and lightweight

#

Minimizes terminal velocity of falls

fierce tulip
#

i try, but we have one catdozer. thing is enormous

cloud cobalt
#

Also fluffy cats are best cats

#

Doubling as a scarf is just an added bonus

pearl wigeon
#

Alright here's a ue4 thing

#

How do I disable an object from being involved in light building

rotund scroll
#

take it out the back

serene birch
#

make it mobile?

rotund scroll
#

and shoot it

tall pendant
#

@fierce tulip you have a maine coon breed? ๐Ÿ˜„

fierce tulip
#

no, more a main course one

tall pendant
#

hehe

fierce tulip
#

when Suus got him he was extremely overweight already

#

so all we can do is make sure he doesnt lose or gain too much

frank tapir
#

@cloud cobalt visual assist isn't helping at all, it just colored stuff for me which is more hard to understand ><

fierce tulip
cloud cobalt
#

@frank tapir The color is optional

fierce tulip
rotund scroll
#

I see fits is a relative term

frank tapir
#

@cloud cobalt I am still not getting the suggestion/ method name when I am trying to use GetWorld() :<

cloud cobalt
#

Sounds like World.h isn't included.

frank tapir
#

I have used "Engine\World.h"

#

/*

cloud cobalt
#

Does GetWorld() fails to complete, or the stuff after it ?

light coyote
#

@fierce tulip Prety cat,, and prety huge xD

frank tapir
#

The red line is on GetWorld() but I tried on UE4, the code is working fine

fierce tulip
#

@light coyote he still sounds like a kitten, which results in him able to get all them heart strings.

frank tapir
#

its just its not giving me suggestion! (i don't wanna learn all the functions and all its parameters)

cloud cobalt
#

Let's remind one important UE4 thing : C++ files are not compiled independently, they are merged together, and this behavior produces code that is wrong by missing includes, but still compiles

#

UE4 code can still compile though misses includes

#

Because another class did include the required class

frank tapir
#

oh, didn't knew that

cloud cobalt
#

VS has no way to emulate that behavior, obviously

#

Since UE4's UBT tool does it at build time

frank tapir
#

UBT?

cloud cobalt
#

Unreal Build tool

#

You can disable the behavior with FasterWithoutUnity = true in Build.cs - you'll have way slower full rebuilds (5x - 10x), much faster single-file-change builds (2x - 5x)

#

Doing so also guarantees your errors result in, well, errors

#

You can at least try it to ensure your includes are correct

frank tapir
#

Alright! Let me try that.

#

Btw I am using these header files
#include "Engine/World.h"
#include "GameFramework/Controller.h"
#include "GameFramework/Actor.h"

patent apex
#

hello, shouldnt setting the maintain horizontal ground velocity to false change the velocity vector so that steeper ramps reduce the velocity?

frank tapir
#

btw stranger am I just suppose to add "FasterWithoutUnity = true;" inside my build.cs file? Or there are some other declaration I also need to do? (have never tried this)

#

ok. I added the above text and my project is still working fine.

cloud cobalt
#

Do you see VS building every file separately in the output log now ?

frank tapir
#

Actually it just said that build completed, no errors or warning. there was no log that it has finish processing files whatsoever

cloud cobalt
#

Er

#

You do compile in Visual, right ?

#

The variable is called bFasterWithoutUnity actually, with a b

frank tapir
#

ahh, I put the variable wrong :3

#

let me try again

#

yea I think its working now

cloud cobalt
#

if it still builds now, one file at a time this time, your includes are correct

#

And in this case, VAX should work quite well

frank tapir
#

I meant that I can see the file building one at a time in the log, :3

#

oh nvm, its working perfectly ๐Ÿ˜„

#

Thanks a lot man!!!

midnight gate
#

i forgot how to code i didnt open unreal for a week

lusty carbon
#

Trying to delete 6900 objects at once. UE4 freezes. any ideas to better do it?

midnight gate
#

how do you even get 6900 objects at once

lusty carbon
#

Once helluva archviz project. don't ask

midnight gate
#

allrit

#

help

#

i cant get the score to work

#

pls

radiant haven
#

@midnight gate chow me your event fgraph

grim ore
#

when you hook up a print string to the Cast Failed does it print?

midnight gate
#

wheres the event graft and what is it

#

but print string looks uglyyyy

#

im using a wigdet rn

grim ore
#

print string is supposed to look ugly but that is not the point, does print string print from the cast failed?

#

we can't help if we don't know what is wrong. "i cant get the score to work" is not a problem that we can solve since we can't tell what is "working" to you

midnight gate
#

i dont know this is my second day using this program

grim ore
#

step 1, define the problem clearly

#

what is "cant get the score to work"

#

I cant see the numbers change? the numbers are wrong? I cant see any numbers? the program crashes?

midnight gate
#

the number 0 isnt there when i load the game and also it doesnt change when i collect coins

grim ore
#

ok, better definition of the problem ๐Ÿ™‚

midnight gate
#

:3

grim ore
#

I would assume the 0 is not there because it has not "gotten" the score from the player yet so you would have to set your default to 0 more than likely in the widget to start with

#

but we dont know if it's even getting the number from the player which is why you need to put a print string on the Cast Failed

#

this will either print a ton of stuff every frame, or print nothing

midnight gate
#

i dont think its working

grim ore
#

well... thats not quite right but it solves the second question, is it even working

midnight gate
#

yup

grim ore
#

you still need to put one on cast fails to see if the cast is failing or if this is never getting called

#

the correct way to do all of this is with debugging but I think that is beyond this right now and just print string debugging is the easiest way to get this solved

midnight gate
#

maybe i should just do it all over ;-;

grim ore
#

or....

#

you could do what we are suggesting since we are trying to help

midnight gate
#

but i did so much in here allready i dont wanna lose progress

grim ore
#

you have nothing hooked up to the cast failed, how is adding a print string to test losing progress?

midnight gate
#

i have another issue aswell my character is broken i have the controls there to jump and etc but it just flies around

#

idk what node to hook and no one will tell me