#ue4-general
1 messages Β· Page 558 of 1
their emails have been scrubbed
and collection has been turned off again
and settings have been locked out
that shouldn't of ever happened
er, wait
you mean a different survey
yeah
no I didn't post across all channels because last time I did something like that I got told to stop
thanks for mentioning Ale
instead it got #unreal-news'd
x
How to post to news?
by begging
lol
yeah, i mean something like "COMPLETE THE OFFICIAL SURVEY AND GET 10 DALLARS, link on #unreal-news "
@runic iron cheers
https://answers.unrealengine.com/questions/930936/material-function-1.html
ffs I replied to that person on that twitter thread, in detail.
He deletes the tweet asking what they do, deleting my answers, and now posts it on AH
After my walking animation finishes (only for left and down) it gets offset by 1 pixel, is that the sprites themselves, or can I fix that in unreal?
unreal engine youtube videos 
Depends on who it is
if thats how you feel lol
shoutout to the one dude from the real time vfx discord lol
Does setting a textures max in game size in editor reduce the texture streaming overhead, or does it need to be resized for it to reduce it's effect on the streaming pool
@polar hawk you are welcome :p
Anyone who uses blender for animations here?
@sudden agate that includes stream recaps, means ones with Aaron, Ryan, Wyeth, Mike Fricker
also GDC talks
@buoyant viper #animation maybe
stream with Chris was also quite good
where are you trying to set this at?
i think you are trying to set it on the value but are trying to set it in the incorrect place, you bound to the wrong thing
hey i need some more help
i cant seem to package a dlc from another project to use with the original project
Does anyone know if I can set Unreal up to take screenshots from a set camera automatically and save it to drive? While just working in the engine. To get lots of wips and so on.
you can prolly set up a blutility thing for that.
I often just created a second viewport on a seperate screen that was recorded by obs
The hard thing is doing it outside of runtime, but I guess the easiest way would just be to let windows capture a selected window at set intervals
im sure someone could explain how to set up a blueprint (blutility) to do a screenshot from camera X every Y seconds or so
can it be done? to the launcher!
anyone can give me some directions? i made a depth fade material, very simple which works nice from the front. but not from the side, not sure how to go about that.
The mesh sticks out
Try using a fresnel node
And do the same thing, but with a Fresnel
Check out some tut, cause Fresnel can be a triki one
does incredibuild have an impact even without multiple agents?
damn. When you take a high res screenshot using a separate camera (not the viewport) using the node it snaps to that camera whenever it takes it...
Hey guys, would someone with 3DSmax be so kind and export a simple scene to FBX? I just downloaded an asset from turbosquid and there is no other format.
nvm I suppose it wont
ppl
how can i add different screenratios to my UI?
dont understand this shit here
did you read the docs for it?
Shows how you can set up your UI to scale to different devices automatically using DPI Scaling.
still have no idea
as well after reaeding it
so are you trying to get different ratios, like 16:9, 16:10, 4:3 or different aspects like vertical and horizontal?
ok so what does he have now and what did you test it on and did you use anchoring?
scaling is not going to help with what you are describing
join servern fΓΆr fan
and they have different aspect ratios
and I want taht my ui fits to the aspect ratiohn
like 4:3
...
...
and this is that my ui fits
like on 9:16 its like this
and normal is 16:9 like this
@calm widget is that supposed to be vanta black colour?
i uh, not really. i just wanted a sort of fake but "extreme" occlusion effect inside the "hoodie"
ROAR that was good sleep
@radiant haven you need to start using anchoring and assume they are using the crappiest ratio if you want it to work on most devices
and 9:16 ratio would be portrait so unless you are putting it in portrait you shouldn't need to worry about that
on super wide devices you will notice alot of the UI is anchored more in the middle with the sides being "fluff" like more background showing. Anchoring the game around the middle and then any extra stuff to the sides or corners is valid as long as you plan for the crappier ratios like 5:4 or 4:3
hope you all can see and read the nodes in the picture! BUT my question is, is this a bad idea? i mean i have tested it and it works!
i just took the normal "For Each Loop" macro that is built in and made a new macro and added the "Delay" part to it so
and it works as i want it to
just wanted to hear if this was a big no no
that seems to be something other people have done when they need the same thing. Just seems weird to need it if there is a way around it such as timers
Somehow unreal ain't rendering this model correct
Not all panes are showing
They got a outline tho
Set the mat to two sided. If it shows up, you have bad normals
your normals are flipped? the mat is not 2 sided? you forgot to export the mesh correctly?
in the material check the two sided box
or rotate the item in the viewport or look at it from the other side and does that side show up? if so it's the normal
you should fix it and turn on two sided anyways since it's grass lol
Yep two ised works
I have a quick question about 4.23 destructable meshes. Am I not able to set the weight of the mesh anymore? It's light as a feather.
Is it normal that with a material change it has to recompile a shader? @grim ore
how can I use a checkbox in main menu that affect the etnire game
Every time i change a mat it got to compile ~19 shaders
Have a PostProcess in my Character BP and I want it turned off if the box in the menu is unchecked
@buoyant viper it is very normal
once you get a material to how you want it but you just want to change values you can set it up to use parameters (change colors, glossiness, etc.) and use a material instance so then changes are instant and no more compiling
Best grass 4 ever π€£
@grim ore Anchors helped me out THX VERY MUCH
@radiant haven you would have to set up something to check for that box and toggle it. Is this main menu open during gameplay? If so and you know the box is in the player tell the player to change it based on the new setting. If this main menu is before the player loads then I assume you load the settings somewhere just have the player check for it when it's done. You could get super fancy and have an event dispatcher for when the menu loads that the player listens to so when it closes they can reload any settings.
sure you can
you can do anything you want lol, it's programming. That's what makes it programming
well of course if you have a ball in your living room and you are in the backyard and you tell your dog "fetch" without telling it where the ball is he is going to not be able to do it.
@buoyant viper @grim ore his compiling shaders tho takes far longer than it should. i've noticed that on my friends unreal as well. takes forever, tried the same project and it's pretty much instant. we dont have that much different hardware
same thing with what you are doing
@calm widget do you have incredibuild installed?
or uh whoever has the slowdown do they have it installed lol
dont know what that is. so i dont think so
its part of visual studio and people click it and then it breaks stuff like compiling
this is waht i want
but its in the mainmenu UI and it only works if I am in the mainmenu
if i go int o another level it wont load cause UE forgot this fucntion
ok so it sounds like there are a few issues.
This is now in the MainMenu UI and the UI is only called in the MM Level
thats the problem
the first being you never save your options so the player can load them later?
you said you have an option in the main menu to do something
no
you never save it, the player has to change it EVERY time they play?
acutally yes
well you can work on fixing that, that has got to be annoying, then once you save your settings you can load them up in any level later
or you can save your value for that option in your Game Instance and then the player when it loads can check that value and do something. Game Instance loads up when the game starts and ends when the game ends, it stays around during level changes
the Save Game object and system is for saving and loading up stuff, yep.
if its png, try tga
tga?
And yes its a png
photoshop png does not properly play with alpha channel generally
for me it does
lol
@grim ore are game instances called everytime?
@buoyant viper did you set up your material to use translucency and plug in the alpha from the texture?
and how do i do it then?
I did just that with a surface material and it worked fine, you seem to have something else for your material type
The Game Instance is just an object that exists at runtime, you can get it from anywhere using get game instance
yeah you used masked not translucent, and if you use masked it goes in opacity mask not opacity
so translucent -> opacity or masked -> opacity mask
@buoyant viper you need to use the opacity mask
May it be called EventBeginGameπ
How?
when you have subsurface on the opacity plug starts to be for that and not
plug .. it... in!
^
you plugged it into the opacity, move it to the mask instead
it right below it
its the fact you chose Masked for the blend mode on the left
opacity masked
materials are hard once you start screwing around with options. stuff just randomly moves and starts working or stops working lol
opacity changes what it is for when in masked and foliage
ty!
can i stop skeletal mesh from automatically playing animation in blueprint? got same problem in skeletal mesh window when previewing an animation, there's no button to return to pose
whooo... looking forward to this https://twitter.com/UnrealEngine/status/1187091336668893184
Developer of @cinetracer Matt Workman (@cinedatabase) joins us on the livestream to demonstrate his Blender to #UE4 workflow.
Tune in tomorrow at 2PM ET!
https://t.co/qO7D0bgSzs
is... is he dabbing?
there is a button to pause anims
I like working in additive.
Instead of using an extra chanel everytime i can.
I belive it just gets the current calculation for the pixel and adds 0,, so nothing happens, i belive its cheaper.
additive animation or material?
Material mode
but additive is translucent...
thats going to have different uses then something you would use masked on
masked is opaque
just to be clear, opaque rendered in main pass...translucency in a separate pass
They are diffrences wich i have not looked up yet between, masked, additive, translucent.
additive is more like translucent
you would never use it on grass tho
unless you want a blurry mess
masked is opaque : each pixel you actually draw 100% replaces whatever was behind it
@dark depot hm it works in blueprint, still have same problem when previewing animation in skeletal mesh window tho. i know i've seen a return to pose button before, but it's not there
translucent is when the pixels you draw blend their colors with what was behind them
@serene birch yeah, but it has more benefits, like it can be lit, and it has depth, and it can be used with decals
there are multiple ways to blend: additive, multiplicative, other but they are all "translucent pass"
they mean the additive mode
https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MaterialProperties/BlendModes/index.html covers it all for anyone interested
A look at Material Blend Modes and how they affect the rendering of a Material.
but.. reading
someone needs to put all of that on tape so I can listen to it on my walkman
.... lets look up to see if this is a WTF on this for those people π
oh there is definitely not lol, art is hard for me π¦
I want to read it, but not now,, lazyness got me xd
I literally don't even think I understood the actual rendering difference between opaque and translucent until you guys just explained it lol
replacing rather than blending heh
no MathewW we need more of your videos on academy
Anyway i can save msg for later in discord app ?
i can resend it every hour tagging you if you want... or you can just message yourself
@pearl sonnet soo.... about that.... π also it's not academy anymore lol
lol
oh didnt know they changed the name
there needs to be like an email or something that messages when new stuff is uploaded
didnt realize they added some newer things that are not all beginner
Cant figure out how to send it to myself.
Can someone DM to me ?
you can also just search the docs
@dark depot it looks like page is missing few modes
yep the "unreal online learning" stuff is being worked on, they know they need notifications and a new thingy working better. thingy to show you what is new easier... lol
@dark depot yes, but its just handi
yeah i like the whole setup of the site just having to remember to go to see if they added anything is weird
the issue with that right now is if you are an artist you dont care about new videos on sound design. Allowing people to set up what they want to learn about and identifying that stuf easier is a goal.
poor website is a baby and having serious teething issues heh
yeah that makes sense it also adds more work to setup an email list + collecting what is added and all that
maybe make categories and people can upload their own, approval and voting system
ofc you lose quality control
i really like how the course stuff works though i think when you download unreal it should have a link to getting started for new people
I know they are trying and they have people working on it we just have to wait and give feedback and suggestions π
i'd imagine it takes a lot of preparation and thought to put them all together by epic
there... is.... so..... much.............
for sure
I just slap bang stuff together for my channel. Doing it for Epic is an.... Epic task π
lol perfect choice of words
and it's harder than at first thought because you have to plan for translation as well
you're on youtube Mathew?
I am on the YouTube, the link is in my profile
sweet, thanks
most biz stuff is like that. like people can complain about learning sources or other things but the amount that any company normally does is alot more then just what a person does
oh nice the profile has links right to youtube now
ya lol
i was in film before games and the amount of times i saw someone be like like they are terrible at this when x or y can do it cheaper and its like NO the scale is multiplied 1000%
different worlds
I want to do just that,, a beginers guide starting from not knowing what cntrZ(me 3 yrs ago) is, to getting to know how to search the solution to your own problems.
I think that is the main issue when starting.
You dont know exactly what to search, and is frustrating unless you have a teacher.
That is why i did not find Mathews videos until half the way. Did not know to search certain things i wanted to do.
true
and after you start to understand things
the biggest problem is, if you're artistically impaired like myself, that you have no assets to work with lol
AlphaHoldout from 4.23
ohhh i didnt play with that yet....
it overrides alpha from translucent objects
the cubes here are translucent (but with 1.0 opacity)
@pearl sonnet I have a little bit of art skill, but i had to do it wether i liked it or not xD
i just cant force my brain to do it brother
you can be skeptical and cynical of code but still produce but looks good and feels good to me are always -1 when i try to go artsy
and i end up staring a day at my screen
Im more of an artist than programer.
But.
Artists are becoming more programers and viceversa, or that is the feeling i have with regards to unreal.
yea also times change
although that could be strongly subjective
10, 15 years ago i'd know so many people doing so many different things
one programs, the other is an audiophile another loves to model 3d
these days i'd have to learn it all myself, which im too old and rusty for
connectedness and communities should be stronger than ever but i don't see it π
@pearl sonnet i would say you are much more capable of copying another thing than you actualy think.
Like my first task was to copy a megaman, and i was amazed that i could actualy do it.
I was a draw stick man person
hell, i tried a stick man, got annoyed with my mouse and spent a week pondering over buying a drawing pad before i thought as if that's gonna make an artist π
No no
Paper first
Generaly speaking tablets have a trust issue to us
In paper is intrinsic where you are going to draw, and you may turn the paper, or bend your arm or whatever, to draw something in a more confortable/confident way.
.
With digital tablets,, unless you have one with a screen, that relation is broken.
You are forced to trial and error cntrZ test to know where you are = i dont like that.
true, i'd have a full time job ctrlZ-ing lmao
π
could get a good deal for a cintique tho
the pro 16 with screen i think it was for like 400$ with a stand
the benefit of having your stuff digital and ready to import is cool
and you could use it for sculpting too
Look up at Gaomon
doesnt magically give you the skillset to make something pretty or hell, even what you need xD
id start with a little guy but the allways turn intobfat monsters
haha
XDDD
Good ones are expensive.
I have the Gaomon pd1560 wich quality/price is a prety good deal.
My first tablet was a 45β¬ from aliexpress.
Good to get the cheap thing to test and play before.
How can i paint my grass to the terrain?
yea maybe just to test for starters
was 2019 cintiq 16
just found the website but now its for 550
@pearl sonnet battery died.
Yes, its worth a try for 40bucks.
Maybe you crash it against the wall after a week xD
40 bucks doesnt hurt as much
just made a hack for translucent object
?
since translucency is always rendered above main pass, you can just mash 2 meshes together
translucent meshes removed from main pass anyway
main pass is masked
i'm not using TAA masking
just texture with noise
taa causes smearing
might seem pointless but its probably a better wat to spend your time than driving circles
way*
π
it is lit, and it has shadow
you can;t do those 2 things for any translucent objects
russkaya sandhackbox
god damn it
i deleted a redirect to my character controller
it deleted the character controller
from explorer?
Time to pull from your repo π€·ββοΈ
it showed in the delete menu
asked do i want to change the redirector or delete
pressed force delete
pop, character controller is also gone
unless i'm misunderstanding what the menu was asking
delete menu?
when you delete something
anyway yeah gotta do what high tide said and pull from my repo
but i gotta push the last commit first before I can pull from it
nah, it's a reference menu
alright
if you had a redirector you moved it
move the file back to where it was, named the same way sievaxx
meant the file you're trying to delete is used somewhere else, if you delete it it will remove it from the place it was used in
it won't actually delete the referencing asset
you deleted the actual asset, what you expect?
so you deleted the original file?
may matter if you end up with two copies, but confused about what you actually deleted π
i was trying to rename the character controller as it had a typo
yea, was just saying if you name it back to have the typo again, and then fix it again again, it should re-make the redirector. if you deleted the redirector and the asset nothing you can do yea.
well github i would love if you told me which file or at least which files go over the limit instead of just telling me

i cant connect hit actor and im missing the world context object node
anyone know this?
do you want the actors location?
yes ill get it
drag from hit actor, get a "get actor location" node, connect vector to location input of emitter
this?
yes
oh shit i get it now, now i see why it won't let me pull the character controller from the local repo
Im gonna try my best to explain this, but for making a 2.5 d game, how would i make it so when youre in front of something it renders in front, and when you go behind you render behind it
the project folder is the local repo
i deleted the character controller from the local repo when i deleted it from the editor
well, that's that sorted. now i have to make those 6 new functions all over again
this is going to be fun
z order?
But how do I change it when I need, it always renders the same
if they will have the same depth - you're can't do anything anyway...cause zfighting
i wonder if you're using translucent sprites
i don't understand why deleting files doesn't send them to the recycle bin
@pearl wigeon have you checked backup folder btw?
inside Saved
i have 0 clue how autosave works, but it also there
How do you move the window when youre in playing mode?
Trying to learn replication but the windows are on top of each other and I cant get the mouse to leave the window to drag them apart
@neat forge f8 then move window
Thank you!
thanks alexey
you just rename the file, getting rid of the date
and place it in it's original place in the content folder
When using the Open Level node, there's a checkbox called "Absolute". Does anyone know exactly what options it refers to carrying over?
When should you use one or the other? Does it re-trigger beginplays on one and not the other due to keeping gamemodes and such or?
Hello,
New in animation (i m a programmer)
I want to know how does fps animation work
I don t know how to fit weapon animation and player hands animation.
generally you have animation of the hands for some weapon, then you use IK/aim offset to adjust the position of the hands
ue4 has complex rigging abilities, you can control almost any aspect of the animation, yet you have to make the controls yourself
animations controlled by animation blueprint
generally, yes, shotgun is quite different from pistol
yeah that one of my question ^^
But how can i make magazin i the hand
Do i need to animate magasine or the hand?
both
gun has own skeleton that handles the animation of each part, hands has own skeleton...you may use variety of tricks to bind bones to sockets etc
Oh ok
#animation may help you more on this topic
yeah i tried but there is no one
Anynody know's how to play animation while simulating physics?
you mean on skeleton?
Yes
bone(phys component) is either simulating physics, or animating, afaik not possible to do both
When its simulating physics every bone that has a physics body ignores the animation
Are you sure?
COntent examples project has blending example
In the "Advanced Locomotion System (Its on UE Marketplace)" the guy play a "Fall" Animation while simulating physics
@next badger Yes, but there they do it diferently, they use the Physical Animation Component
Thanks for helping through
iirc Advanced Locomotion System was free
hey guys... i've been trying to use the houdini plugin but my models are coming out bizarre..
Survey in #unreal-news is 10 responses short of 300
Hello all, just wondering if when i finish making my fighting game, i can sell it to like steam or something?
I dont know how marketing or profits work
ok
@plush yew yes, you can put it on steam and the similar. You'll have to pay to place the game on their platform though. Afterwards you'll have to report the revenue to epic if ur making enough, but it's all in the guidelines.
Hmm ok
But in order for me to make money i have to have multiplayer which i probably cant support due to tight money.
Any other options?
Like can i sell it for like a cheap price?
Maybe 1k for a game that will make maybe 5k or something
wdym 1k
Steam publishing fee is like $100
Anyone have any experience with using the geometry cache in Unreal? I used it for another asset and had no issue. Now that I am doing it for this asset, no UV's are carrying over and no blendshapes.
quick gif of what I am trying to export to Unreal using Alembic cache in Maya: https://gyazo.com/0cedb9d0adf99962bdd6b0a316610ab9?fbclid=IwAR318JycLn7NyIYEvmMcGEzQCF9fchYm7PXXiMCLH6ZAggvn50ZSjMxHZwE
where would the best place to put the character attributes, in the character bp or some where else?
by Yun-Kun 06-02-2017, 03:37 PM
GameInstance (an object spawned when you launch the application and that remains the same until you close it)
GameMode (spawned when a level is loaded)
GameState (spawned by the gameMode)
PlayerState (spawned when a PlayerController is spawned = when a player arrives in the game)
You have to pay close attention to what you do and where you do it when coding a multiplayer game. When it comes to singleplayer, you can't really "have it wrong" except for GameInstance stuff.
But here are the general guidelines I follow:
GameInstance - Holds any non-pointer persistent variables (persistent means that you need to store in between two levels and that you don't need to store in a SaveGame)
GameMode - The overall game manager - starts and stops the current game space you're in, handles the GameStates and how they rotate - an example might be "King of the Hill"
GameState - Keeps track of every data relative to the current state of the game (timers, scores, winning team) that all players in the game need to know about, handles scripted events related to the state
PlayerController - HUD, Camera, Mouse, Keyboard, Gamepad, Inputs calling actions on the Character.
PlayerCharacter - Actions in response of Controller's input + Holds personal infos and stats (Health, Ammo - but Ammo might on your Weapon Class if you can switch Weapons).
PlayerState - Holds every variable non related to the PlayerCharacter that needs to be known by everyone (best scores, current killing streak, player name...).
I have a weird bug with my 2d character, where whenever I walk into a corner or a wall ill get shot down, or bounced away (most likely due to the collision) any way to fix this?
Heres a vid of what im talking about
Discord Server : https://discord.gg/GZtHKab Thank you for watching! :D
Guys ive been trying to add a move to my character but have done absolutely nothing lol
Background info: a fighting game, so im trying to make my char throw a shuriken
@shell compass absolute is meant for the options you provide with Open Level. Absolute means it replaces the existing options string. If it is turned off, it adds the options (thus existing options are still present)
thank you @plain tiger very much that really help me out
might have to press escape, or restart ue4 if the window-grab thingy is active and wont let go
ahh.. lemme try
@fierce tulip yeah restarting worked.. thanks!
sweet
what can i do so that when i start the game the player see from the camera on the right and not from the camera on the left???
anyone??
I did the pickup/switch weapons
@fierce tulip why is it that when i start the game, the view gets stuck on the same camera i used for showing the menu background??
how do i post in the looking for work channel?
check the pinned messages
thx
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
is there a way to make a node that applies to all(players and AI) if they colide with a box it does the same thing to them?
because different fileformats.
Now not all meshes are showing up.
The crap
Nvm two sided isnt selected i guess
@sudden agate Ah that makes sense, thanks!
looking for the documentation that describes functions when initialising a new player, but can't find it - anyone have any idea?
Deleting 1000 actors take about 5 minutes (where the engine completely freezes, before showing a loading bar for another minute).
Merging 1000 actors in place and ticking "Replace actors" removes all those actors and spawns a new one (that can be easily deleted) in about 10 seconds.
What gives?
I mean obviously those 10 seconds are used to actually merge the meshes, merge the material, set up the LOD and everything, so why can't the engine just delete actors as instantly as that? This has me confused.
memory
and memory pointers
garbage collection takes longer than replacing pointers
just like in real life
GC is deferred though, isn't it?
Well, either way it's doing something that it's not doing when replacing assets π€·
So I literally am just merging assets now whenever I need to delete them. The usual way people do it in datasmith is to delete the project and make a new one when you have too many actors. Because it's literally faster to reconvert huge CAD exports than it is to delete them.
@honest vale it still has to mark all assets for collection though
any idea why my zombies wont move when spawned
the 0 in the print string is player money
given that those are the only two variables you have given, I can only assume they aren't moving because you are not paying them enough
the player money is irrelevant to zombie movement
the code is from a pack im using and its a mess
it has a follow target and that value gets set to none
so you had the solution all this time?!
an thats being fired on a tick which i dont think should be the case, this was working last time
the green polygon is the navmesh I presume
it is weirdly shaped for that though, aka why doesn't it cover more of the ground?
thats the nav mesh yeah an no cranz, even when the references is the fps char it wont move
your Get Closest Character
i have no clue man, its been fucked in multiple maps. im working on this project with someone else an he sent him content folder an the whole thing is a mess when i added it to mine
doesn't look like it's connected at all to Is Valid
it was, i disconnected it because the follow target was making it return is not valid
thats my main issue. as you can see it has a reference. but once it goes into the set it goes to none
If it's not valid then is pending kill (or null and you see it's not null). That doesn't exists anymore. That would explain why you see that when you hover ClosestPlayerReference (as it exists but is pending kill, that doesn't happens immediately), but at it is deleted before you you have set it. Using isValid prevents that kind of problems. Being not valid it tells you that your problem is not in the code you shown, but somewhere else. You need to find out why ClosestPlayerReference is assumable in pending kill status. Check what is done to it before.
Who knows a good tut on how to make grass?
@stone oar i had a look at the references an didnt see anything. the only references to the ClosestPlayerReference is inside this function https://blueprintue.com/blueprint/quaer628/
@harsh tiger So, it's not your code? Well, when I looked quickly there is one problem. I think you should not use ClosestPlayerReference. The code you shown doesn't clear that variable if players are not found. That's looks like an internal variable. So by using that you can get a reference to an actor that has been found much earlier (and is now pending kill) if you current frame has not closest player. The code on the other hand resets the variable FollowTarger properly, that is the variable you should use instead of ClosestPlayerReference. Use FollowTarget and remember that it can be null (so use that isValid). That should work.
its not my code is the fpsk pack from the marketplace. im working on a project for someone an he used that pack as a base an building on top of it
I wouldn't rely on the debugger, it's unreliable
print string all the things!
Naming in that method is little bit odd, as ClosestPlayerReference seems to be internal variable and ClosestPlayerDistance is supposed to be used from outside
test it properly with branching and/or logging
yeah, good old fashion printing strings π
π
seriously in the debugging course that may or may be coming to some certain UE4 website Print String debugging is the first debugging shown... because reasons
im using 4.23 if that makes any difference
as a simple question are the zombies even set up to use AI in the first place? AI controller, Possessed by the AI controller, etc?
one thing i noticed is if i uncheck them boxes the zombies move, but its very gittery. but i think its because its on a tick for some reason
yeah they use ai controller mathew
well that shouldnt be on tick....
and if you got them moving you atleast have something to fix now π
its the way it came set up. its super weird haha
doesn't mean it's correct tho for your project, calling move on tick is... odd
its working in his project, just not mine which is strange. might be to do with the nav mesh or something
so i have a svcore board when i play right? why is it in the main menu its only suposted to be in the levels no where else
when do you create the score board
oh it was a game mode thing
i juts set the main menu level to a difrent game mode
anyways hows eveyone doin?
@harsh tiger That uses also the FollowTarget, that's the variable to use
But in tick... You should call that only once and then again if needed when OnMoveFinished or OnMoveFailed
omfg
https://gyazo.com/629020956d498af2a71237ff6cc00040 i added a do once node before the move to node...
That would work, then you can reset the do once on either of those two conditions if needed
im still not sure why the other guy decided to do it on a tick. but ill take it haha, thanks again
Well, we are all learning. That marketplace code didn't impress me either
from fpsk?
Well, I saw just that one method, but naming and... what variables were visible outside
That one which set the FollowTarget
But there could be reasons for it
GetCloestCharacter
yeah im sure it has a reason
but being a single player thing there will only ever be one character. so i dont see why it would need to check that
When you die? Then the game could crash if there is no PC anymore
im not sure how it handles death. something to make note of though thanks
np
Is there any way to hotkey the fixup redirectors command
I find myself using it so much its a chore to constantly rightclick and find it in the context menu
@stone oar i've got another problem
i took it off a tick but when that box is true then the AI just stand still. an if i uncheck it then they can move around
or you know, find the right channel and ask the question
@harsh tiger according to the interwebs the use pathfinding is supposed to use your nav mesh, if its failing with that checked but not failing with the other which is supposed to just use a straight line, then your nav mesh or AI agent setup might be bad
i'll look into it. thank you!
Hello, is there anyway to slow down a timeline, other than changing the overall length of the timeline?
as I have a target that moves left to right using a timeline and two points. What I want is when the player shoot a frost bolt at the target to slow down as if it was frozen
@gilded lichen there is a "Play Rate" which determines as a multiplier how fast the timeline plays back it's timeline. 1.0 is the default
is it just called 'play rate' is so I dont see it
you would set or get it from the timeline component variable
Does Anybody know a fix for this bug I have? In 2d, when going into a corner I get launched down. If not then Is there a way to disable certain buttons, like w a s d
Heres a video of my problem
Discord Server : https://discord.gg/GZtHKab Thank you for watching! :D
input event -> check boolean -> do action based on boolean
how are you moving the character? is this physics based with a capsule character?
I have somewhere enabled something that looks like a debug option. I'm getting some sort of line vector that seems to display the speed and direction my pawn is traveling with. Any ideas on what I enabled? π
"Spring Arm -> Draw Debug Lag Markers" success!
a neato post about people who ask about mega grants stuff and tmiing and how https://www.reddit.com/r/unrealengine/comments/dls8kx/our_game_snacko_has_been_awarded_a_mega_grant_and/
In what chat can I ask for help?
@grim ore The movement is just the add movement input node, and it is a capsule component
ok then yes you are using a character and collision so you are seeing expected behaviour. If you are trying to mimic more "non collision" based movement you need to rewrite it using a pawn and your own movement (adding to the current location, checking for collision, etc.)
you are seeing collision penetration and the engine forcing it out
A fix that i learned for something like this from Gamemaker is whenever you hit a wall it stops you from moving until you go the opposite dirextion of the wall
Hence why I wanted to only allow movement in one direction based on trigger box collisions
you can do that still
i mentioned it earlier, input event -> check boolean -> if boolean is ok then move if not do nothing
I'm not at my computer right now to try and think of ideas but lemme see if I can sketch aomwthinf out
Oh wait
The movement input is an axis value, up and down are one node
So should i make 4 seperate ones?
you can seperate them out to action nodes if you want or separate axis but you can still use booleans and if checks. Axis is going to be positive or negative depending on the direction so check of its > or < 0 and the boolean instead of just boolean. having up/down/left/right might? be the easiest tho in the end
lots of trying
hi, can someone translate a c++ code to BP for me ?
For gameplay programmers writing C++ code.
if its possible
So the X is the main character and the 4 boxes are side trigger box collision components. I make 4 boolean values for each movement direction.
When the collision boxes come into contact with something itll turn off the respective Boolean value
and everytime I hit the move button, ill make sure to have a branch checking to make sure the respective boolean is on / off, and if its in contact then I will not add a movement input
I think and hope this works
Wish me luck all, Ill tell you the outcome : D
yea sure that should work π
Hi all, just wondering what is with the naming convention of the parent class here, why is the name repeated twice and what does the _C represent? class?
thats how blueprint classes are named internally
So I was just looking to get a list of assets on startup using the asset registry, I've ended up using ItemAsset_C for the class name to search for, this is correct due to the asset data being defined in blueprint instead of C++?
is it not possible to have staticmesh and material isntance in the same folder, sharing the same name?
they would share the same file name so no, assetname.uasset so the assetname cannot be the same.
traditionally you would use a naming convention such as SM_assetname and MI_assetname to indicate the asset type
hi
is there away to capture voice from android phone
i just need to get voice volume only
My plan worked flawlessly
what does get anim instance do ?
And it killed 2 birds with one stone
If I import a JPG roughness map (in this case from megascans), is there a setting to ensure ue4 doesnt bother storing RGBA, and recognizes that it only needs a single channel?
There's compressing settings in the texture properties, greyscale - but that lists R8, RGB8 and sRGB, so that seems like it doesnt try and store it only as a single 8bit channel
@vast fossil it's a montage code, probably deprecated
what do u mean deprecated ?
Man i'm lost with cpp in Unreal , trying to make a simple grid but have no idea where to even start
do you know C++ outside of UE4?
No and i already know what you're going to stay, right now i'm trying to figure out a path to take once i learn the cpp
do you know Blueprints in UE4 yet?
Yes and i've zero intention to use them for core stuff
then you will know what to do in C++ once you learn it. Every BP node has C++ behind it, prototype it in Blueprints to get the flow working then duplicate it in C++.
That's not really helpful innit
How is that not helpful
Yeah bit confused @plush yew
Eh forget about it it's just easier to give up at this point
Ok
Well that is true
thank you
Is there a better way of checking if there's something solid in a particular location, other than doing a trace for 0.001 distance?
maybe overlap with a sphere?
I want to check if an area (e.g. a cube) has any non-moveable solid things in it, in other words if the space is blocked
overlap with a cube of the size of the area
I think the overlap functions are only for finding actors, rather than physics channels
Need to double-check that
Does someone know what this SCS_Node is ? I tried fixing this two warnings but clicking on these don't do anything
I'm not knowledgeable enough to give advices, but isn't Sweep something related to that? @gleaming creek
sweep is like a trace but with a shape, so that is even worse
With the mini-trace method, I also get weird results with geometry... which shouldn't matter too much as a final product should use static meshes anyway, but I use geometry for prototyping levels, so it's kind of annoying
(It thinks the areas inside solid sections of geo are empty)
triangle colliders are not solid (they collide at the surface only)
so you will not be able to detect being inside them in any way
unless a polygon of it intersects the area
Hmm, annoying
I see
I guess that counts for using per-poly collison as well
Argh that screenshot, brown on brown
It's entirely possible that what I'm trying to do is infeasible, and probably crazy
I'm trying to use traces to map out which parts of the level are open space, and which are solid
why not to use navigation mesh?
It's not 3D
That's effectively what I want, but one that is not limited to the floor
I'm trying to use this to model the path of sounds through the level
You mean static things blocks sound and you want to know where it is blocked?
Exactly
And not reflected from other objects to that blocked area?
It would effectively be pathfinding
So the sound would take a longer route and be quieter
so you would use pathfinding length for that, nice idea
sounds laborious, that must be gameplay feature in your game?
Yes, I mostly don't want sounds to be heard through walls
I'd considered looking into Steam Audio
But I need to also apply this to my AI
Sounds going through wall are too powerful (remembering times when I abused sounds heavily in CS)
Since AI who can hear the player through walls would be really bad
Possibly the game with the best use of sound like this was Thief: The Dark Project, and it's kind of sad that it hasn't really been improved on in 20 years
They had to manually place the sound zones in the levels, built from manually placed cube volumes, and sometimes I wonder if that wouldn't still be the better idea
Sound is generally not used enough. I have been developing for VR and it's usually very focused on visuals, but sounds can tell very much about the environment too
Your problem sounds a thing that must have some academic research on it
hmm. anyone stream on mixer?
Umm.. There is at least something using 3D grid (https://ieeexplore.ieee.org/abstract/document/6322750) Academic papers are behind the paywall, so you need to be a student/teacher/researcher to get most of them. Some are available for free.
Anybody know a good and efficient way of making a text box like this?
also make it play a sound for each character that gets shown
You'd use UMG
Should be a simple timer that copies the characters one at a time from the string it's been asked to display, to the string it's actually displaying
3D grid is one way, but I had turned off that because it needs a huge grid
Sound should be able to slip through pretty narrow gaps
And the number of cells in your grid becomes insane if you include that third dimension
Actually gave up on it after the engine started breaking my loops for being too long and it thought they were infinite loops
Quick questions, since stuff using for loops in blueprints is more performance intensive do you just rebuild whatever uses those in c++ , do you make custom cpp stuff for the blueprints etc. What's the approach ?
For loops should be fine in blueprints in the vast majority of cases
You'd only really care if you're doing something really intensive
@gleaming creek have you played warframe? it seems that it uses 3D pathfinding which documentation is available
Though as mentioned it can get a bit hairy if you try to do a million iterations in a loop
No, I haven't played that
I personally use a combination of sphere traces with ForEach for a majority of my gameplay logic and it runs just fine on a laptop so I'd take that as smooth enough
If you are interested, it's here (found it with google scholar):
https://www.aaai.org/ocs/index.php/SOCS/SOCS18/paper/view/17964
Click the "pdf" at the bottom
Little bit heavy to read, but you might need to things by yourself as engine doesn't help you much
Alright what about stuff requiring ticks? What are the alternatives?
At a quick glance it looks like they're using voxels
Just generally try to avoid putting things in ticks unless necessary
Use timers and delays to make them run only as frequently as needed
Alright
That's not to say that you can't put a fair bit of processing into the tick event without getting noticeable slowdowns
But eventually it will start to effect performance so only put things that are necessary in there
So when you say timers and delays...where do you put them? On tick? I've been thinking of delaying execution of a function (every few ticks or so) but I didn't know where to do it except hooked up to on every tick.
If you put a delay node in an ontick event
It will effectively mean that it will only tick that often
Because the delay blocks the tick from firing again until it's completed
(technically it just stops the path into the delay node from executing again until the delay has finished, IIRC)
Would wiser to just change tick to be triggered on longer intervals in that case, it can be changed
How?
Ah, thank you both!
It's actor based value, so you can set it slower for actors that don't need tick that often.
"Please install the latest NVIDIA PhysX system software"
"NVIDIA installer cannot continue - same or newer version is present"
Wh-...
And disable tick for actors that don't need it
Wha-...
One thing I've idly wondered is if having tick enabled on your actors, but without the node wired up, has a performance impact
I'd assume it's smart enough to just not tick them at all if they're not wired up
Perfect
I remember one livestream where it was instructed to disable tick if not needed
if the node exists, the function will exist and need to be called
so make sure to remove the node
Don't know the effect though if unused
But if you do have a tick event and you don't need it currently (e.g. it's only relevant when the actor is in a certain state), you should definitely disable tick until it's needed
For example I coded a door that needed a tick event while it was moving (to see if it had reached its target)
So I turned on the tick event when it started moving
Grayed out node that hasn't been hooked up shouldn't be called if they have any sense...but you never know what's under the hood
and turned it off when it finished
Anyway, on my pathfinding/sound thing, my plan is to break the space up into 3D cells
Cubes of varying sizes, basically
Aight, so I have a somewhat more abstract question than most
How would I go about allowing mod support in my project?
I can have a certain plugin I pak additionally and add to the installation, but how would I go about detecting it?
And especially whether that plugin contains additional character(s), map(s) or gamemode(s)
That one's above my engine knowledge grade
@manic pawn BoxOverlapComponents actually does work, I'm foolish
I somehow assumed it would only check if the actor was inside the box, rather than checking its actual physics
it just uses the physx overlap query
@gleaming creek How would I make it copy one letter at a time?
Get Substring function on the string
Start index 0, length being the integer you're incrementing over time as you want it to display more
would it be acceptable to batch rename staticmeshes in project folder, not in UE? they are not referenced anywhere, but do have set up material
@everyone Anybody here know how to make a call of duty loadout system in ue4?
All I found was this: https://www.youtube.com/watch?v=IPUpRRRCxPw
Thanks for watching! comment what other tutorials I should make. DISCORD https://discord.gg/B59r8n7
@midnight bolt it's never appropriate to manage your files outside of UE4 if you have a choice. You can try it but be prepared for weird stuff to happen if UE4 is bored.
technically you can write a utility widget or blutility to handle it, the Editor Utility Widget was designed for this type of stuff
well python was and you can use that as well but the EUW can do it as well lol
Does anyone here recommend anything for using as a work log?
Good jknighjt
peace!
is there a way to make UMG animation reusable
for example a hover state on a button
I want to reuse the animation
on other buttons
Anyone know if celebrities own their likeness? Can I make Bruce Willis in my game and not get sued? (given I don't call him Bruce Willis or any of the characters he has played. )
It depends I think
I guess if youre changing the name and stuff its okay, but im not up to dats with copyright laws
I have to google lol
The question is flawed
How so?
If your asking if you can put Willis in then itβs not merely likeness
People is there a way to expose
If itβs a generic looking McClane looking brute. Probably not an issue
a CustomWidget element to edit
in realtime
for example a CustomButton
that has a TextElement inside
I have a variable to update the Text Element that I'm setting on the construct pin
but the text only changes when I hit play
but while I'm on the editor it looks like this
@ornate ice Use the PreConstruct event, this is fired in the widget editor so you won't need to play to see the text
Hi! I was trying to build UE4 from source but it takes a lot of disk space. Currently it's taking 70 GBs and it's not yet completely built. Can anyone tell me how much disk space it needs after a full build?
it's around 81.8GB
God Dayum! Thanks for the info @hard hazel
does anyone know what AnimationThumbnailSkeletalMeshActor is ?
its a blueprint but when compiling, It gives error
even if the pb is empty
Is there any method to generate point cloud from a scene?
@plush yew that value totally depends on ue4 version you use and if you're using git clone or just extracted files from a zip or if you've cloned and tried multiple versions without clearing ue4 deps folder in between etc
but yeah, it's going to be big anyway
I followed the instructions from here:
https://docs.unrealengine.com/en-US/Programming/Development/BuildingUnrealEngine/index.html
Compiling Unreal Engine from source.
I assume that tells you to clone the repo
A regular game project with a bit of content is going to use around that too quite quickly tbh
I'd just recommend reserving few hundred gigs extra on fast ssd for ue4 work if you want it to go smoothly
@cursive dirge that's right i forked and then cloned it
yeah it took almost like 85-86 GB of data on my drive
that looks nice @fringe olive
@worthy flame Thank you π
also nice profile pic 
Oh, you mean Em?
yup
Haha yes π
Does packaging need Internet?
Guys, someone answers
Are there lessons for proper packaging to prevent mistakes?
Effort to upgrade and unify existing sky and atmosphere rendering techniques, which will be scalable from mobile to the high end. It will deliver novel atmosphere scattering model and sky component which unifies sun, fog and atmosphere settings. Volumetric cloud rendering is ...
Rendering
Volumetric cloud rendering is planned for UE4 4.25.
Does anyone know of any articles that explain why so many big games aren't being released to steam lately? I'm wondering if there is something I am missing and if I should start looking at other platforms.
why would they release them on steam, who charges an insane 30% tax, when they can sell them on their own platforms or the epic store for much less?
^
Steam doesn't charge much if you fill out the paperwork properly. They are only charging me 15% but I guess if they have the money for thier own store it makes sense
no? everyone knows that the steam tax is 30%
Not if your country has a tax treaty with the us
I am talking about the 30% you are losing to valve not your personal income tax
Sounds like I need to double check this. They gave the impression they were only taking 15%
when using unreal engine, you will lose 12% when using the epic store and 35% when using steam
so, there's why
@manic pawn not to mention epic might be giving a bonus (or more) for timed exclusives
Well that sounds a ton better. But I messaged Unreal months ago and still haven't heard back
Tax and Steam cut are two different things
Yeah I just checked you guys are right they are two seperate amounts
Wow didn't realise how much I was paying them for them to do nothing
Thatβs the general feeling for most developers
Thanks guys it makes perfect sense now
Only good thing is that it's guaranteed that you can release a game, pay $99 and it's released
Is microsoft any better then Steam? They already expressed interest in me moving the game there
And... in case of VR you know that your customers have Steam and use it
Who really buy games from Microsoft Store? Casuals maybe...
hmm got me thinking now
most players won't give a shit where they're buying the game, the problem is them knowing about its existence in the first place
It depends on what kind of game you have. Lot's of small indie (platformers) are released on itch.io. Those probably don't make back that Steams $99 and are too small for Epic Store
It's like groceries, I don't care where I got my milk, but it's unlikely that I buy a milk from a store I never visit
I don't think my game is big enough for Epic and as for Steam I have already made way more then the $100 back. It might be worth sticking with Steam until I catch Epic's eye
If you released on Steam already, Epic won't care
Yeah but I think right now they are only taking games that are somewhat popular already
They are only taking the 1% most wishlisted titles on Steam really
if they agree to exclusivity
ohh wow
that plus a bunch of random ones
extremely selective
can't tell me that many people wishlisted this https://www.epicgames.com/store/en-US/product/flower/home
(that game is actually very nice)
That was a bundle, from same developers that made Journey
They get Journey as PC exclusive and their older games on side with it
ahh ok makes sense
uhd journey ftw
Journey is really one of the best games ever made.. I think. The game that is most Art that games can be
I'm going to have to look this game up now
also the game that gave me the most feelz
It definately has a cool art style
I haven't played that PC version, so I don't know how the games "special feature" works in PC, only played it in PS4
apparently it's a crappy, laggy port
Hi! Is there a way to have my mesh particles react to motion blur from the camera? I'm testing out a one shot explosion and want the debris that gets fired out to have some nice motion blurring I can capture from a render sequence. The camera is stationary and when I apply effects like Bloom they show up in the cinematic veiwport just fine but MB just doesn't seem to display at all. Anyone have an idea as to why?
hmm, dont think there is a good way still for mesh particles. though you could look into the previousFrameSwitch (material node) or try to get a smearframe material thing.
ha lol
S-ed said the same thing
Something I didn't expect
non-professionals want faster paced content
professionals want slower paced content
O_o
i kinda expected that
non-pro's want it done asap
pro's want it to be clear so they can do it right the first time and not bish it does not work because rushjob
yet its mostly from pros I hear "put that video on 2x"
so ffin annoying to follow a vid tutorial only to skip back a minute because its too fast
O_o
if its just info, prolly. if its visually guides things.. slow pelase (for me)
slower pacing also implies covering more basic/fundamental things, instead of moving on
which is directly reflected in the numbers of mathew vs virtus awareness
and their youtube subscriber counts
ahhhhh
im never doing a survey like this again
hehe
I remember when I watched Unreal Tutorials around 4 years ago. Those very slow, 10 minutes of a simple thing. Then after X videos instructor changed and there was a short video of like 1.5 min full of facts
i notice a trend in vfx tuts itself too though. people rather follow flashy crappy ones, than detailed thorrough gameready ones
I liked the shorter one, of course I needed to go back or pause, but it was easier when there wasn't 8 minutes on common things in it
same with epic livestream stuff showcasing new things.
be about one or two things you want em to go waaaay more in-depth in
I rarely watch them live, because I wan't to go with different speed
sadly I go to the gym those days, so cant follow along live
Time would be perfect here, 9pm. Late night coding
I'm running into various walls that require more knowledge about statistics than I have
O_o
i wonder how people who understand what has been said (professionals) claim its not accurate.
"a positive value in B (RGB - 0,0,100) into the worldpos will move the vertices 100 units up.
"people range this accuracy from 1-10" wut
You can't say how accurate something is unless you know it already. So accuracy in teaching materials... If subject is about C++ and teacher speaks about C's character array, then it's not accurate, but how many noticed? (that happened to me real life, I was the one who asked why we are not using strings?)
reminds me of a tom scotts talk about how google AI can determine truth from fact
the interweb says so
keep it real π
I literally never use video tutorials
it is simply not worth my time trying to scrub through the fecking things trying to scrape the tidbits of information you're actually looking for
eh, they're inspirational
most of them are copy pasta parrotted stuff anyway
It's also hard to reference later "that thing was said in a video.. but in which video and what time?"
not many people actually know the technicalities and what they could or should be doing
just getting views
some of my older videos make me cringe hehe
even removed some because I now know better
i wish i could read source code :p
lol there's more to tutorial videos than just raw fact
Surprised by amount of people leaning on video tutorials.
Especially in professional part.
it's more entertaining,
shows a use-case,
if you're an absolute beginner it shows the bells and whistles of the actual working environment
dont think anyone can deny the appeal of some background music and following along
but ofcourse the educational quality/value is more often lower than say engine docs π
I'm not surprised, though obviously disappointed that lots of pros would rely on video
remember, pros are non-pros with jobs
And I would absolutely deny that music and stuff like that has any appeal to me
No question
lol
<
Please give me the info as fast and accurately at possible with no added sugar
(why I don't watch video)
haha π
there's just more to connect in your brain when you see stuff in a use-case
the music... yea that's just to make it feel good for majority
which could help learning tho tbh
its kinda hypnotising to most, so you focus better
it might depend on what you are learning.
If I want technical details I want to read
If I want to learn about artistic side of vfx, i'd like to see it visually as well.
Yeah, I'm sure people on the art side are more sensitive to video
Videos on code is just... not something i'm ever going to do π
XD
with this logic, it is sound that an engineering biased survey would lean more towards non-video methods and an art biased survey would lean more towards video methods, right?
3 hour hello world tut
Yes Allar I agree
I think so @polar hawk though a survey might be needed :p
But also younger people watch a whole lot more video
My proportion of video view is like 0.1% - when no other resource exist basically
Show preferred method by occupation pl0x.
what i think biased your results are who are classified as pro or dud π
i expected waaaay more env art/ld's
y is the blue part on the left now
someone who has no need to get familiar with tooling or the software can focus mainly on applying code
you have no idea how much I strugged just to get the coloring the same lol
shame that stacked cats and not well represented.
I understood that reference
Does anyone here recommend anything for using as a work log? Some Game Development progress log/planning
@manic pawn when im done all source material will be released so people better at organizing information can do it if they desire
i've learned I hate data
also
inherent problem with self reporting of skill
people are prone to overestimating themselves π
Pros. Pros everywhere.
yea

