#ue4-general

1 messages · Page 560 of 1

haughty flare
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marketplace has cheap music dance stuff , maybe dubstep

novel vine
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Ok I’ll check

woven cliff
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@sudden agate how can i set the texture size there ? do u have alink for a documentation, i googled it and it dropped me some andriod platform stuff

inner yacht
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As a Seller in marketplace, Can you completely rebuild the product once it has been published? I mean for the better such as the Title and all the work behind it.

woven cliff
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@sudden agate also it has texture lod settings not max ingame texture unless that's the same as ingame texture size i don't think it's what i need

haughty flare
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well what else would a lod to a texture but scale down size was my thought

woven cliff
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that one didn't work either

novel vine
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Just checked and the marketplace has like 2 free songs so idk I’m also not sure if I find music if it’s allowed in a game so

haughty flare
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ohh i meant pay for stuff

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but its not expensive

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not mine though , dont know how it sounds

woven cliff
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@novel vine anything on the market place is allowed to be used in ur game as long as u don't share the project files

novel vine
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Ok

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I’m gonna be cheap and keep looking for music on third party websites

haughty flare
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what would be the deal if you had a team working on a project legality wise, would they all have to purchase the assets

woven cliff
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@haughty flare no it's ok, but i meant to share the project files online.

haughty flare
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sure

novel vine
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Not really wanting to spend money cause I’m making a game for Pavlov vr not my own so I don’t get any money or really anything

woven cliff
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sub distribution they called it

haughty flare
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makes sense , as it seems very counter productive or expensive if you had a big team to have to purchase multiple assets

woven cliff
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lol no that would make the marketplace a no go.

haughty flare
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yep

novel vine
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Ok so I’ll just check more websites

woven cliff
haughty flare
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royalty free doesnt = free btw

woven cliff
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config folder

haughty flare
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not necessarily

novel vine
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@haughty flare yea I’m looking for free royalty free music

haughty flare
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even in the case you purchase a image or song it doesnt necesarily mean you can distribute it wihtout permission or at all, just need to read the fine print haha

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@mdk well that would mean lod = texture size

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@woven cliff

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i dont think you can have a 1 pixel texture

novel vine
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Yea All the music I’m finding says it’s allowed for use on YouTube would that also work on a game if I give credit or whatever the requirements are

haughty flare
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well i mean downgrade a 2048 to 1 pixel

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you would have to check

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@novel vine

novel vine
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Ok

haughty flare
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i cant tell you one way or another

woven cliff
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oh well i keep digging :/

haughty flare
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let me see

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ill load my engine

woven cliff
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thanks!

haughty flare
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if you try typing in commands in the console while in editor playing

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is there anything like max texture

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r.maxtexture

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anything like that

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it should pop up a list of commands if you try different key words

woven cliff
novel vine
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Welp I’m just gonna try and make music in studio one now haha

haughty flare
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@woven cliff i guess it makes it harder because you said all your textures are different resolutions

woven cliff
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yes :/

haughty flare
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otherwise i think the mip bias would be a general do all if they were all 4k

woven cliff
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so max-ingame limitation for textures to be 2048 is optimal solution

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if only i managed to do that

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as in max ingame 2048,
won't forice the 256 textures to be 2048 as well or affecting their lods

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cuz if i forced lods on all textures

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even the low ones will use their lods

haughty flare
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im pretty sure thats the option which scales down the textures

woven cliff
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that's per texture

haughty flare
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so 1 would be half

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i know

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but just so you know what its called

woven cliff
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yeh that's the one i manually use to downscale a texture

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but if i did this project wide

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a 512 texture would be 256

haughty flare
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mhm

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do 4k textures actually cause a big performance issue?

woven cliff
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and the code i sent u earlier was working back in 4.8 to allow 8k resolution

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according to intel graphic analyzer

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and i have ltos of them

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i will just manually work my way out of the landscape

haughty flare
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well how about

woven cliff
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as it have a huge draw call

haughty flare
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try force all to half

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check performance

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see if it really makes a difference

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just as a general should i go through the commotion

woven cliff
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well haven't thought of that :d

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ok will do

haughty flare
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tbh texture res isnt hard on gpus its just the memory usage

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thats really all nowadays

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so unless youre aiming for 2gb cards to run it

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then it should be no issue

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but i dont know your target pc

woven cliff
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the scene runs on 30 fps on gtx 1070

haughty flare
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have you tried umm

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what was a massive performance gain for me

woven cliff
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thing is the sum tries count

haughty flare
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was the view distance

woven cliff
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is 80 milion " forest scene around 3km in size

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with lots of lodding and shit

haughty flare
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set it manually to like 40k for each object

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can just mass select them in level and change

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in the world outliner

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for me i went from 29 fps on a rx 570

woven cliff
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most of the assets are in foliage tool

haughty flare
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to like 90

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just making sure things werent always rendered

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and if you add the epic view distance option in graphics options people have a choice to make it always render everything

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and yes foliage does that

woven cliff
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i used engine scaplity settings

haughty flare
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if there is no culling

woven cliff
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set the view distance to near

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fps got a bit better

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but still drops back to 30-20

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there is culling

haughty flare
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try cull distance

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that is what you use for foliage

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and view distance for meshses

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that arent foliage

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for foliage i normally stagger it

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so some grass 25k

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other grass 22k

woven cliff
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stagger?

haughty flare
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other 28k

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so it isnt just a line pop in

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pop out

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seems to fade

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but you really need to use culling

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im assuming you have a ton of foliage assets

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that a 1070 runs at 30fps

woven cliff
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i do most of them are from redwood collection

haughty flare
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dont worry about min

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just set max

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and epic settings overrides to render everything always

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so theres always that option

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for graphicfiles? (people who love eye candy)

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and have a 1080ti or 2070 super and higher

woven cliff
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i will keep trying :/

haughty flare
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i had your exact issue a few months ago

woven cliff
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what did u do 😄

haughty flare
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and cull distance / view distance fixed it massively , i tried a million things before , thought it was to do with landscape - totally rewrote my landscape textures

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materials*

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i mean i will take a screen so you can see

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the fps

woven cliff
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so i should cull distance on my foliage ( reduce the max)

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and engine scability view distance?

haughty flare
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also if you have a bp open or content window

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open

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it will drop fps almost in half

woven cliff
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nothing is open no 😄

haughty flare
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and make sure in the viewport

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press g till nothing is selected (it selects / deselects)

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ie renders collsions then just the game as it would be played

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just toggles wireframes off

woven cliff
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i packaged the game to see if fps will be better

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but it was averged around 30

haughty flare
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rx570 epic quality

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screen loading

woven cliff
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am gonna pm u what iam dealign with

haughty flare
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and thats basically no culling

sacred sun
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@@woven cliff if you open a texture and click the little drop down in the compression settings section there is an option to change the textures max resolution. For bulk editing I'd assume you could use the property matrix.

plush yew
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What is the command for high resolution screenshots? HighResShots does nothing

sudden agate
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HighResShot X where X is the multiplier of the current Resolution

plush yew
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Aha

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Ok thanks

empty plinth
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Hello guys. I'm trying to get into UE4 and I'm making a basic landscape. When I paint my textures on the landscape, certain chunks of it just stay black. This usually wan't a problem since it refreshed itself and it worked just fine. The problem is that they are just there even after quite some time. Is there any way to get rid of them manually?

plush yew
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Paint first layer completey on teh full tile before adding more materials

empty plinth
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I did that with dirt. Then I started adding more layers

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It went black when I painted the rocks

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That was a 4th layer I think¨

plush yew
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Maybe you need to set teh textures to shared:wrap

sudden agate
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your material needs shared samplers for the textures

plush yew
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4th layer might be max iwhtout it

sudden agate
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you can have only a certain amount of textures bound to a shader. using shared textures bypasses this

empty plinth
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I mean it works on some places.

plush yew
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Open your material

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clikc on teh texture node

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Change to Shared:Wrap

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save, apply

empty plinth
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Alright

plush yew
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all texture nodes

empty plinth
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I'll give it a try

plush yew
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' Sampler Source -> Shared: Wrap '

empty plinth
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yep I'm saving it

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what does it do?

plush yew
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Short answer, tells it to stream the teh different texturelayers based on priority

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Not a completely correct answer but in short it is basically that

empty plinth
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And when it's set to "from texture asset"?

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btw it seem to be working properly now.

plush yew
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It loads the entire texture into the shader at start, whether it is visible or not

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If you use from texture asset

empty plinth
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Ohhh

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Alright

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thanks a lot!

junior thicket
loud kernel
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Hey guys!
What is an EQSTestingPawn for?

plush yew
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format you need to type in should be pinned in the channel @junior thicket

junior thicket
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Says I don't have permission to type anything in there in the first place.

abstract relic
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Read the pinned message in the channel

plush yew
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Hey guys - new here - Unity3d dev with 60+ projects and about 15 released - last time I used UE was a long time ago - and I am using a new machine with some sandboxing and VMs - so not sure if the behavior i'm seeing is normal or not

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when I click marketplace - nothing happens, and when i click add to project, nothing happens, the files are on the system but nothing updates on the UI / no project file

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i'm trying to load soul: city - loading the October motion pack worked fine, and I could play it,. but for some reason soul city does "compiling 1234 shader" and loads sounds, but nothing updates in the UI

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is that normal? or something wrong with my install? I installed latest just a few hours ago

grim ore
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so when you click add to project nothing happens in the launcher, or when you click add to project it adds it then there is nothing in the project when you open it?

plush yew
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Locomotion project loaded fine, was WASD and running around - trying to add soul city to this project, or to a new project, nothing happens - it says it's an asset pack, do i need to dl it manually and create a new project from it?\

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so i started a new project, and it has Starter Content folder

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I click add to project in marketplace (inside epic launcher) it does some stuff, but after it still only says Starter Content folder

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and I verfied that Soul City is in the Content folder, next to the current "Starter Content" that I am using (and when I added it next to the dynamic locomotion, it was in the Content folder then too, it's like the UI isn't getting filesystem events?)

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also it shows two projects c:/projects/test2 and c://projects/test2

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(two forward slashes) (and this is windows)

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ok when i restart the project it does show the folder

grim ore
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I was going to suggest you try that, don't have a project open when adding content

plush yew
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ah ok - is this a common issue?

grim ore
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not an issue, you just shouldnt have a project open when importing from the launcher

plush yew
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is it best to not have it open? i am using a mix of network drives and local drives and maybe that's why it is doing .. aaah ok

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I will remember that. so close it, add stuff. open it

grim ore
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unless you are importing yes, stuff from the launcher shouldnt interact with open project if you can help it

plush yew
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is that what you do? so it's not a problem on my computer i need to fix re the network drives eh?

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ok cool thanks

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oh... ok... wow... I am having a moment. I just opened soul city and... I am gobsmacked. wow.

grim ore
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I've never tried to add items to an open project. It should work but in your case you might just have a weird file and system setup where it doesnt update in the content browser correctly until restart.

plush yew
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^

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oh wow, this looks awesome. thanks for the info, I will make sure to add things in closed

plain tiger
grim ore
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they do yes, it's just the installer nothing really special

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all it does is try to make sure it installs the other requirements like the toolchain and sdk's when you check the game dev with c++

distant marsh
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Does anyone know how much input lag UE has? I remember fighting games made in UE all had problems with it, then Epic released an update (4.19) that apparently fixed about 2 frames of input lag, but I don't really know how much there's still left.

worthy flame
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i cant find the tutorial on how to optimize the material to allow more textures to be used

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anyone know

shut hemlock
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Hey, I have a small question. Is there an extra channel for questions or can I ask here? Because I didn't see any

sacred sun
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if you google 'shared sample source texture ue4' you should find stuff @worthy flame

light coyote
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@worthy flame What do you mean ?

worthy flame
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i have a lot of textres in 1 material and when I paint some of the textures turn gray checkers

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and I know there is a fix

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but I dont remember how its done

light coyote
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Grey checkers = wait

worthy flame
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its all updated

light coyote
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It is doing its thing,, give it a sec

worthy flame
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its not the issue with waiting

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shaders are completed

light coyote
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grey checker is default

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@shut hemlock Ask, someone may be able to help

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@worthy flame send screenshots

worthy flame
light coyote
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how long waiting?

worthy flame
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15 miins+

shut hemlock
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I exported a model as fbx from Blender 2.79 into UE, but I can't texture it. I have the texture as a png file, but I can't slap it on the model like I should

light coyote
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I would restart see if it solves the problem,,, if not, dig in google if no one else here has the answer.
I had problems in slow pc where it would take 20/30 sec,,, but 15 min is something wrong there.

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@shut hemlock
Just asking.

Have you mapped the object ?? UV mapping ?

shut hemlock
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yeah I did it with UV mapping

worthy flame
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yes i did

shut hemlock
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it works in blender as well, I just don't understand whats the problem in UE

worthy flame
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i told you it has something to do with mataerial set up

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there is a way to optimize it using a lot of textures

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i just dont know what it is

light coyote
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Ok, the texture you have...
Did you touch anything from the material wherever you textured it or tryed it or whatever

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??

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Like tieleing etc..

sacred sun
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have you already set the sampler source of all the textures to shared: wrap?

worthy flame
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no i didnt

shut hemlock
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Nope I didn't do anything. I have my working texture as png in a folder and also in UE. But in UE4 I can't use it on the model, but for example on everything else

light coyote
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Ahhh

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is it not beeing applied in the matt?

shut hemlock
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Are we talking about the texture or the model? And how do I check?

light coyote
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no,, i use tga allwais, but i have used png in spontaneus ocasions

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@shut hemlock send screenshots

arctic valve
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hi i was wondering if anyone could help me with a bug. its saying: "Cant play in editor when performing edit rate scale". I have messed with the rates of the animation that plays in my imported animations but saved and exited out of the animations. any idea on how to fix this?

plush yew
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close and repoen project maybe?

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@arctic valve

arctic valve
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i will try that

light coyote
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or reopen, sometimes, even after saving you can CntrZ

arctic valve
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that worked. thanks lol i was thinking it was something i had to get around by editing something.

plush yew
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Yeah I thought it seemed like a process had hung, restarting the project would force quit it

arctic valve
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cool i will try that when i need to

light coyote
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@shut hemlock I think we may be misunderstanding,,, screenshots will help

shut hemlock
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Sorry I just saw your message. Screenshots of what exactly? The texture? The model? I'll send these later, when I'm home again

light coyote
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all

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is easyer

shut hemlock
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Alright, I'll do that. One last question: I was trying to find "Event Blueprint Begin play" earlier and somehow it was not selectable in my animationswindow. Did some update rename it or am I missing something obvious?

light coyote
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Begin play is for levels, actors,... In widgets or UI, the equivalent is the event construct,, triggers when the object is constructed,,,

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You mean you doubble clicked your animation right?? and it opened a window ??

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Or did you create something ?

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What i mean by this, is that begin play event is not avaliable in everything that has a graph

velvet fern
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is there a way to change the camera speed in the editor with hotkeys?

sacred sun
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Rolling the middle mouse wheel

shut hemlock
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yeah I double clicked the animation that I created by clicking "blueprint animation"

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  • "animation blueprint"
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and I'm in the event graph. I saw in a tutorial that Begin Play should be there

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only thing I find is "begin tutorial"

velvet fern
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rolling the wheel doesn't do anything

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except zoom in

abstract relic
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Mouse scroll wheel while moving camera

plush yew
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^

grim ore
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@shut hemlock if you are talking about an Animation Blueprint it does not have it to start with, you can right click and type in "begin play" to add it.

shut hemlock
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Yeah I know, but when I type "begin play" I get nothing. The only thing I find when typing "begin" is "begin tutorial". I'm trying to add it, but somehow it doesn't work

light coyote
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in the right click menu, top left of it you will see a thing to click to enable and disable content sensitivity

shut hemlock
faint cedar
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Has anyone here used Inkle with UE4?

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Or any other sort of markup for narratives / dialogs?

light coyote
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I got it, i just created one in a regular animation bluprint

shut hemlock
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Yeah I know that it should be there, I just don't know what's wrong with mine. I just created the blueprint and seem to not have it, weird

light coyote
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hover over it in the content browser to see exactly what it is

shut hemlock
light coyote
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Baska?

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Yes, it seems ok

shut hemlock
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Just the charactername, but yeah everything seems alright. So I have no idea where the problem is lol

light coyote
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make a full screen screenshot

shut hemlock
light coyote
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Executed when begin play is called on the owning component.

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It seems like there is no owning component cause that is the description of the node.

shut hemlock
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So....what exactly am I supposed to do? I'm not that familiar with UE, sorry if that's a stupid question. How do I get an owning component?

light coyote
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Google it,,, mr google is the best

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Give me a sec anyway

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If its an animation i gess your owning component are the bones,,, however, technicaly bones are used to move vertices of a mesh,,, anyway, you have no bones nor mesh that i can see.
I would sugest you create a default project and check how things are done and referenced/linked between eachother

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For me what im seeing in your screenshot does not mach what i have

shut hemlock
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yeah that's through that our screenshots look different. I'll check that, thanks man

arctic valve
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hey i used this blueprint but for somer eason i cannot piclup an item. I have it already set to folow the mouse movement ad have the physics handle on it. Also I have made the boxes simulate physics but it is still not working

light coyote
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Plug it

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😅

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after branch

arctic valve
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you know what i think its time for me to quit unreal forever jk jk. thanks. always love this its something simple

abstract relic
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Just blame it on the weekend

arctic valve
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true that

pearl sonnet
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@gilded eagle how to deal with an intentionally long blocking operation
ie you're loading/generating something

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when you google for those terms you get a bunch of tips on optimization and what not but sometimes it just is what it is and i dont want to be told that its an infinite loop when i know it's not

gleaming creek
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Infinite blueprint loop? There's a setting for how many iterations is counted as an infinite loop IIRC

pearl sonnet
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oh cool that could work

lime gull
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So theres something I wanna accomplish and I csn guarantee theres not a single tutorial out there, or even anybody whos done this

pearl sonnet
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uh oh

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dont tellnme ur still on text printing :D

lime gull
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Hahaha nope im starting to get it ;)
I set it up the way I want

pearl sonnet
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😬

lime gull
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I wanna do a turn based battle system in 2d kinda like undertale, where when it's the enemies attack a box will open up that you can move around and have to dodge attacks

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But with widgets you cant make a controllable character show up in front

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Idk its difficult

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And like I said nobody has a tutorial for an Undertale battle system

pearl sonnet
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i dont think UI and widget components are intended for that purpose

lime gull
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What about using sprites for the background

pearl sonnet
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sure

lime gull
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But I also wanna have interactable buttons, (which a widget is required for I think) as well as meters for liie health and stuff

pearl sonnet
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you can use sprites and have UI seperate shouldnt be an isssue

lime gull
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OH i know a good question then, can I make an actor smoothly move to a location I want? Like move to the left this far, stuff like that

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I tried finding it awhile back but i had no luck

pearl sonnet
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actors have a transform which contains their location (x, y, z) and rotation

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you'd hook into your input events and change their location

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doesnt matter if you move them over all axis or just up/down left/right for your 2d purposes
where the axis to and from the camera you could use as render depth

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from foreground to background

lime gull
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But wouldnt it just teleport them?

pearl sonnet
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you can make it a steady rate relative to deltatime and do small increments

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or lerp over time from A to B

abstract relic
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Enable sweep will do the trick

clever rapids
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Is there a way I can install 4.23.0, instead of 4.23.1?

pearl sonnet
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it's always a teleport in a sense

lime gull
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Thats how i did it before, I put a tick and made it move to the left at like .1 a millisecond or whatevee the time is

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@abstract relic will that make it so if I have it go say 4 to the left, it will automatically slide to it?

pearl sonnet
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i dont know what the rate is that for example your MoveRight input event would tick,
but you multiply that by deltatime and and a 'movementspeed' multiplier to get a steady amount over t

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because moving up every input tick is too fast

lime gull
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And what if I wanted to make it go a certain distance then change direction

pearl sonnet
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that would effectively be your movement speed

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or if you literally want to jump from A to B you just change its transform to the endposition at once

abstract relic
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Nah, sweep will stop the object upon first collision if I recall. Don’t mind me 😜

pearl sonnet
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lol

lime gull
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Ooh haha yea I turned on sweep but it still teleported

pearl sonnet
lime gull
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Okay so lets say I want to make an attack that will want to follow the character

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But like it will move towards the character, stop, then move towards the character and stop

pearl sonnet
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so you get an offset behind your character and decrease the offset at a given rate

abstract relic
lime gull
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Would it work in 2d? It should I imagine

pearl sonnet
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yea

abstract relic
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Same concept, just with one less dimension

pearl sonnet
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playerposition-bombposition gives you a vertex that specifies that starting offset of your attack
then you decrease that at the 'movementspeed' of your attack

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doesnt matter 2d or 36d

pearl sonnet
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watched the NVIDIA Studio advert like 5 times and im still not sure what exactly it is, concretely lol

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is it a toolset is it a driver middleware for RTX featureset no clue

grim ore
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@clever rapids you would have to download that branch/tag from source and compile it directly if you wanted a specific version.

sly coyote
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@lime gull honestly from the sounds of what you are trying to make you might have chosen the wrong engine to do it in..unreal is complete overkill and the paper2d, while supported, is not really being expanded on and is more a relic in the engine at this point....it sounds like you should be using Unity which is far more geared at 2d support since thats what it originally started as...hell even GoDot would be a better choice than trying to force unreal engine to do what those engines support as actual classes from the start....

pearl sonnet
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fair point

lime gull
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I mean I suppose but

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Imagine how cool it would be to make something like that with unreal

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Plus learning a new engine is hella hard

grim ore
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tell the guys who are doing siege and the sandfox it's overkill 😉

sly coyote
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if youre worried about hard stay away from GoDot, however Unity has a scripting system similar to the old RPGMaker2k systems

lime gull
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The only engines ive evee dabbled with is Unreal and game maker

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But I love unreal so much more

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Also here a thing i made on my own a while back

#

Its un polished but if I tried hard enough I think i could make a better system

sly coyote
#

well. hopefully you end up making use of the engine, cause if youre going for pixel art style without any physics, ray tracing, or use of 90% of the engine...imo Unreal is not the engine you should use...again thats just my opinion...to each thier own.

abstract relic
#

We implore you to convert to the dark z axis side.

lime gull
#

I do 3d games too sometimes

pearl sonnet
#

when it comes to materials, animating, head candy, ue4 has the edge
unity is much simpler to work with

lime gull
#

I jist prefer 2d cause its easier and i cant model

abstract relic
#

Head candy? 😜

runic iron
#

You said you knew gamemaker too right ? Undertale was made using this engine

pearl sonnet
#

although unity ECS is a braincracker to work with in its volatioe everchabging undocumented state too

lime gull
#

I tried to get into game maker becsuse of undertale

#

But its hard elarning a new engine

runic iron
#

Oh ok I see

lime gull
#

I have 0 idea what to do

#

With unreal I have some idea depending on what it is

runic iron
#

Don't know the engine myself unfortunately, only know Unreal and Unity

lime gull
#

I only know Unreal

sly coyote
#

gamemaker is interesting, its blueprint system is more of scripted block nodes

#

that you slap in a row

lime gull
#

Yea its weird

sly coyote
#

pretty much the same thing as blueprints but without the strings

lime gull
#

But i read that using drag and drop you cant really do much

sly coyote
#

its a little restrictive cause if you dont understand the creation of custom Nodes for gamemaker youll end up very stuck and very frustraited

#

you said that exactly as i was typing it 🙂

abstract relic
#

You can always try Construct

lime gull
#

What do you mean?

sly coyote
#

he means this

#

same concept tho, as gamemaker

lime gull
#

Looks interesting

pearl sonnet
#

to me all that sounds like 'i want to get into digital drawing' 'have you tried paint'

#

chew through

sly coyote
#

😉 not totally, its actually more like "im learning how to paint!pulls out a paintball gun" ..."have you tried using a paint brush instead of that paintball gun?"

pearl sonnet
#

xD

lime gull
#

Is this still referring to me?

#

I dint know whats happening anymroe haha

pearl sonnet
#

'engine' learning curves

sly coyote
#

using unreal engine for pixel art games is equal to using a flamethrower to kill a spider

lime gull
#

I do that anyways

sly coyote
#

it gets the job done for sure

pearl sonnet
#

but man will it be a spectacular sight

sly coyote
#

hahaha

#

yeah

lime gull
#

Maybe im just into overkill

sly coyote
#

i can see it being useful for complex choice systems tho

#

as blueprinting massive trees of choices and consequence is a lot easier than scripting it in the other engines

abstract relic
#

Unsupported overkill mind you. Paper2d was made during Free Friday basically 😜

sly coyote
#

Its there though, and seems pretty complete...

lime gull
#

But i could still technically do it yes?

pearl sonnet
#

that's true but the blueprint system sure has its limits
it's much easier to type than connecting those nodes and keeping it readable at times lol

#

or finding the right nodes to pick from as a beginner

sly coyote
#

its not called messy, its called obfuscated duh

pearl sonnet
#

haha

lime gull
#

As I showed i made a working fighting system with no tutorials

So with some DETERMINATION and time and all that I could probably do it

#

Even if it is overkill

pearl sonnet
#

for sure

sly coyote
#

thats why i nest everything into structs and connect all nodes to a Pnumber system 🕵

abstract relic
#

Hey, so long as you enjoy working on it. Don’t let use grumps turn you away. Just be warned of the impending headache 😉

sly coyote
#

no....no i dont lol im not that crazy

#

by all means do it, no need to learn another engine...

lime gull
#

Haha believe me, making that battle system was a huge pain

#

Hey have any of you played Little big planet

sly coyote
#

i have, great game

pearl sonnet
#

heard of it
just not big into actually playing games tbh

#

i have this chronic, persisting feeling of running out of time

#

lol

lime gull
#

Thats actually where i learned my ability to think 'logically' so to speak

#

They have a programming type thing with studf like and gates, or Gates, trigger boxes and all that

pearl sonnet
#

a lot of UE users have a programming background
in any way it definitely helps

lime gull
#

Yea for sure

abstract relic
pearl sonnet
#

and a background in mathematics can help even more

#

many more interesting 'problems'

abstract relic
#

Now you’re speaking blasphemy

pearl sonnet
#

^^

#

let's be honest, programming problems are a hand full where in mathematics its almost about the motivation to find problems

#

lmao

#

yea reading myself those are biased comparisons

#

twisted even

#

what i meant is that in applied software engineering you only stumble upon so many patterns and problems
while that's true in applied mathematics in most cases too it's just applied much more broad with their own added problems

#

specially into the lalaland of theoretical physics

abstract relic
#

You’ll scare the weekend warriors away with such disturbing talk of mathematics 😜

pearl sonnet
#

lol

#

yeeeaaaa i should probably shut up before i make a fool out of myself 😉

abstract relic
#

Though if you’re interested in the topic. I’d hunt down Blackfox.

pearl sonnet
#

all hail the fractalgod

abstract relic
#

I’m sure he’ll forgive a ping if you call him a fractal god 😜 @south ridge found a friend

pearl sonnet
#

lmfao

#

man, like i said i have this persistent feeling of running out of time
when i get into an anime i'd binge the living light out of it but feel guilty for not doing anything productive know what i mean

merry gazelle
#

guys is there any way to use Unreal Engine (Blueprints) to control hardware? For example pressing a button in UE to turn a motor

pearl sonnet
#

purely blueprint you're limited to whats provided pretty much

south ridge
#

Hi

#

I don't mind pinging

abstract relic
#

Also very sketchy.

south ridge
#

What about fractals?

pearl sonnet
#

uh oh

abstract relic
#

Evening/morning fox o/

south ridge
#

It's midday here

abstract relic
#

It averages out

south ridge
#

I see. That's clever

pearl sonnet
#

slaps self; dont go there brain

normal burrow
#

timetreepeacebrain?

pearl sonnet
#

nothing to do with peace but yes the other 3 elements definitely

#

although there obviously has to be at least conflict for it to be a game

#

axioma more specfically

#

but its not the time yet to tease XD
i'm so far from being able to get on screen what i need there to be that it's just stupid

#

ok one more
axioms and axons

normal burrow
#

cool

#

owenprescott, make sure you read what is allowed with the engine license. but something like ifttt with web requests would do such things

pearl sonnet
#

he could always look into plugins and C++
it'd be perfectly suitable for the job

normal burrow
#

anyone have a prefered method of like.. physics materials?

#

stick them all into a folder, put them next to graphical things, something else?

sly coyote
#

place them in a folder with the meshs that use them

#

thats just me tho, I hate when I change a phys mat and forgot something else shared it that should not have been changed

#

keep it with the meshs that ref them is just easier to spot at a glance before tweaking

normal burrow
#

the fear of having to go through and tune thousands of them strikes me too

#

but good advice. just worry about duplicates i guess

next badger
#

@normal burrow place them separately, as soon as the amount of physical materials incomparably small

#

i doubt someone uses even dozen

#

also phys materials declared in project. and they can be used by materials and meshes

oblique tangle
#

Anyone know how I'd go about implementing sort of like a crash texture below my character when they fall from a high enough distance and gain enough velocity

pearl sonnet
#

there is isfalling, there is getvelocity
dump crap in a variable and upon landing determine if you slap a texture on the floor?

#

as for the distance get the vectorlength between startfalling location and on landing location and compare the velocity you logged during fall for your wanted value

normal burrow
#

essentially gibb0, your going to want to keep track fo velocity and if the person is touching the ground or not over time.

rotund scroll
#

can anyone get the Key bool "Is Float Axis" to work?
as in, to return true?

grim ore
#

how are you using it?

ornate ice
#

Good night

#

people anybody knows how to display a Widget next to a 3D model

#

but without putting the widget in the actual 3D world

#

like taking the position and converting it to screen space

#

and then find the offset based on the widget anchor

#

cause for example my widget has the anchor in the middle

rotund scroll
#

@grim ore just trying to get it to return true when using the AnyKey event currently

ornate ice
#

so 0, 0 is the center of the screen

next nebula
#

Hey guy. My game performance went from 90 FPS to 20 FPS after I added a few media player to play videos in the game. The videos are in mp4 and 720p. Does it cost that much to play videos? What's the best format? Or am I doing something wrong?

grim ore
#

oooh when did the docs page get a dark theme, neato

#

@rotund scroll damn I can't figure it out either. I thought it might be due to needing an actual axis device like a joystick but no luck there. There are quite a few places this is used in code but the node doesnt seem to return true

#

based on the code I have no idea what a floataxis could even be or its for another input device. Keyboards, gamepad, mouse, touch are all valid options and tend to be the returned value instead of floataxis. Maybe its for VR lol

#

which ... seems to be correct. it's used in the Windows Mixed Reality, Oculus, and SteamVR libraries along with like Magic Leap and ndisplay so there ya go

rotund scroll
#

what a shame

grim ore
#

yeah I dunno what you planned on using it for, maybe there is an alternative

rotund scroll
#

so there is no general way of seeing whether an input is part of a float axis?

grim ore
#

what use case?

rotund scroll
#

to generalize input over gamepad and mouse for instance

#

input axis input that is

#

so like analog inputs on a gamepad vs mouse movement

grim ore
#

not that I can see to do that I guess, Still lost on the concept honestly

rotund scroll
#

axis input allows for floats to determine the strength of a button

#

I was looking to standardize that across both mouse and gamepad

grim ore
#

so like looking with the mouse left or right or using the stick to look left or right? the only problem I can see is mouse input is not really an "axis" in the fact it has no 0-1 range its just a value based on how much you move it in that range for that one frame

#

where as an analog stick can hold that value indefinitely

#

well technically it's valid for that frame as well but it will not be 0 the next frame if you dont move it unlike the mouse

rotund scroll
#

so it is mouse acceleration then?

grim ore
#

I know there is mouse smoothing in the engine

rotund scroll
#

so if that is turned off, the axis value returns 0 always?

grim ore
#

I would think you would want them to both be adjustable in the options if someone chose that so you would have 2 separate input events for gamepad and mouse and then they can both have their own multipliers

rotund scroll
#

they don't need to be adjusted

#

at least not yet

grim ore
#

with it on or off every frame without movement on a mouse it's going to return 0

#

for a gamepad it's going to return the value of the analog stick if that is what you are using

#

assuming these are set up as Axis Events

rotund scroll
#

yeah I understood that

#

I wanted to confirm that it was mouse acceleration then as the axis value

#

but it's fine, I can reconstruct the input using relative distance

#

and direction

grim ore
#

ah that one I dont know. I know the default TPP template handles analog stick and mouse look separately

rotund scroll
#

but that's beside the point?

grim ore
#

I guess, I think I am just not understanding the goal 😦

rotund scroll
#

the point was to try and have mouse axes mimic analog axes

#

which can still be done

#

I assumed it was as easy as using the axis values

#

but if it is acceleration I will need use screen resolution and relative mouse position and distance instead

grim ore
#

so like if you move the mouse left a bit it will act like you are holding the stick left?

rotund scroll
#

it will give the same input yes

sly coyote
#

the gamepad is always normalized tho, where mouse varies wildly in the direction you move, do a printstring and see for yourself, they would both need to be handled seperately

grim ore
#

makes a bit more sense then, like a flight sim stick with the mouse

rotund scroll
#

@sly coyote yeah that's the conclusion I reached

grim ore
#

you should be able to do what you want then, check the mouse position based on a base state. You can always feed it into the joystick event once you "adjust" it to match

rotund scroll
#

mouse position doesn't really matter, what matters is direction

grim ore
#

yes you can determine direction based on position unless there is some other way

rotund scroll
#

well yeah I know this

#

I understand the method, it wasn't part of my query

#

for the record this is for something like a radial UI

oblique tangle
#

Anybody know where this material/model/asset is from? I've seen it in quite a few projects here and there and was wondering if anybody knew about it! Any response would be greatly appreciated, cheers : )

ornate ice
#

Hey

#

Anybody can help me with some vector math?

#

I need to mirror

#

my position

#

but on the other side of an object

#

something like that

#

how can I get that opposite position to the player

#

its a 3D world so it matters if the player is coming from above, I need the opposite from the bottom

gleaming creek
#

That should be simple enough.
Mirrored = Object - (Original - Object)

So, for example, if the original is 6, the object is 10, then the mirrored point is 10 - (6 - 10) = 10 - -4 == 10 + 4 = 14.
Or if the original is 12 an the object is 10, then the mirrored point is 10 - (12 - 10) = 10 - 2 = 8

ornate ice
#

nice I have to make that calculation by Axis

#

right

gleaming creek
#

If you're talking blueprints, you can just subtract the vectors from each other in one go

ornate ice
#

I want to conserve my player Z

#

@gleaming creek thank you very much

#

worked amazing

#

Here is the function

#

if someone needs to use it

plush yew
#

hey can someone help me with a problem im having, i just dont know how to do it and there is nothing online about it

#

is there a help channel or?

ornate ice
#

I always ask help here

#

and if its very specific

#

I got to the specific channel

#

like graphics

#

shoot ur question

plush yew
#

im making my character sit and look right or left

#

so when he turns right i want him to be able to press a to turn back to forward

#

but i also want the charactor to be able to turn left

#

and thats it

scarlet birch
#

Anyone have an idea what I need to do to get the "keep simulation changes" to not be greyed out in the editor.

ornate ice
#

never tried that Mike

#

I don;t event undertand what the fucking simulation is for

#

Normal can you make a small video of the error?

#

or the problem

scarlet birch
#

I use it for fast tunning

ornate ice
#

or a Drawing?

plush yew
#

wanna get it call

scarlet birch
#

but now for whatever reason the keep changes option won't work

ornate ice
#

I have only 10 min

#

gotta get my wife

#

but yeah lets do it

scarlet birch
#

I mean I can screenshot and set them , but right clicking is much easier

plush yew
#

Out of curiosity.
By default the FPS C++ template has inputs for both mouse and game controller thumbstick.
I felt like I had some issues with the mouse input, but that went away by removing the game controller input that were assigned to the project by default

signal minnow
#

How hard is it to learn ue4 cpp?

plush yew
#

That probably depends on many things.
Are you already familiar with Object Oriented Programming?

signal minnow
#

I'm alright at java, can make simple games like snake, work with arrays, lists. I made a tic tac toe for a school project the other day, and did all the checks by using loops and like X==Y for diagonal, and( X+Y = n-1) for the anti diagonally.. (it was a 5x5 grid, no hardcoding win patterns), I'm a pretty logical thinker

scarlet birch
#

Can anyone remind me how to alter values on the player BP while running in PIE and have them saved? Keep simulation changes isn't working on things not present in the level before it starts playing.

plush yew
#

You'll be fine.

#

You just need to find a solid tutorial doh

signal minnow
#

Mhm, what about unreal itself though? Like I've only done BASIC movement and stuff in ue4

plush yew
#

UDEMY | Unreal Engine 4 Mastery: Create Multiplayer Games with C++

signal minnow
#

Like a "zombie" game that all creatures would just walk towards you, no matter if they can even see you, and the gun had unlimited ammo, no delay between shots (autoclicker set to 1ms was funny), and it'd 2 tap every creature

scarlet birch
#

Nevermind I figured it out

signal minnow
#

Zombies would fall from the sky, such a meme game

#

How's the Udemy course? Free? $1000?

plush yew
#

I usually get them for $15

#

If the tutorial ends up being a bad one, I dont feel too bad for having invested only $15

scarlet birch
#

Instead of spawning the player form the player start, place an instance in the level, Simulate, click the instance, make changes, then the edit blueprint drop down menu and select apply changes to blueprint

signal minnow
#

@plush yew $26 (Canadian pesos) rn for one, "Unreal Engine 4 Mastery: Create Multiplayer Games with C++"

scarlet birch
#

and the adding an instance isn't necessary, my mistake.

signal minnow
#

Should I learn in cpp or blueprint though?

plush yew
#

Personally, I'd go for C++ first

abstract relic
#

If you’re going to specialize in programming, learn cpp

signal minnow
#

Ahh, well I never thought of learning by a paid tutorial, I tried looking for a free one like two years ago, I tried a couple couldn't find any good ones, so I guess I'll pay to learn

#

Oh I will learn cpp, it's not I "don't want to"

#

It's a "how should I do it"

abstract relic
#

Ah

signal minnow
#

Because I used to know someone who got very bad habits in java for Minecraft plugins

#

Great guy, made good minigame plugins, but the code was, uhh, very odd.

abstract relic
#

Heh, it is good that you’re aware of such traps

signal minnow
#

He got bad habits and I wanna learn with proper habits and code practice like camelCaps

plush yew
#

Hii

signal minnow
#

Sup

plush yew
#

But I do need a coder for my game

abstract relic
#

Udemy is definitely decent for game related lessons. As far as teaching you the fundamentals? I can’t personally vouch. I was stupid at the time. 😜

plush yew
#

What

signal minnow
#

Cpp fundamentals is good, but I feel like it'd be boring to just make cpp examples... I'm just scared if I learn through unreal short hand, and other stuff I may get bad habits

#

@plush yew you need to speak to the looking for talent bot

plush yew
#

There oonly 3

signal minnow
#

Send the message "talent" to Unrealbot

hoary silo
#

Can someone show me how to fix the primitive error in a custom shader in the material editor?

#

I looked on the answer hub but that didn't work

plush yew
#

Done

abstract relic
#

That’s an understandable concern. I can guarantee the courses there are of higher quality than what you would find browsing YouTube or following old tutorials.

#

Or random advice from a blue bird

signal minnow
#

Ehh, I'll just go for Udemy course then. It's funny because I've had a steam app license for like a year, mind you I'm 17 lol

abstract relic
#

Some of them are 8+ hours for $15. It’s worth it

signal minnow
#

It's like 7.5hrs or something

plush yew
#

Um it won't work

signal minnow
#

17.5**

abstract relic
#

Just know everything is “98% off”

signal minnow
#

Yeah, i was wondering what that's about

#

That's used to trick people into buying it usually

#

It's a psychological trick

#

A $4 item will be put for $5 normal, with 20% off for example

plush yew
#

So who can post it for. Me cuz unreal engine bit is ingorin meee

signal minnow
#

@plush yew you message the bot, then the bot asks you questions and posts it for you

plush yew
#

What do I say

signal minnow
#

"talent" or "lft"

#

I said this

abstract relic
#

Just one of those sites, “99% off the next 48 hours!” After that, it’ll be, “99% off the next 48 hours!”

signal minnow
#

Yeah that's what I mean

abstract relic
#

Sometimes you’ll get wildly different “limited time” offer by just refreshing the page

plush yew
#

I stopped looking for the perfect tutorial a long time ago. Just pick up one and soon enough you'll get the foundation you need to just learn by yourself and mess around with the code

signal minnow
#

Yeah, probably lol

plush yew
#

Ok so how long it take

abstract relic
#

You probably didn’t enable Allow DM from this server

plush yew
#

Finally worked

ancient lotus
#

anyone know how i can make a skeletal mesh have a static mesh's collision? for example i have a skeletal mesh in the shape of a box, and a static mesh that is in the same shape as the box that i would like to use for collision. i cant seem to set it in its physics asset

plush yew
#

Yes
But I forgot

ancient lotus
#

10/10 most helpful response ever lol

plush yew
#

Ok

#

But who read my thing

ancient lotus
#

how far up is your thing

plush yew
#

Models 100 preceent

#

Main game 0 precent

#

Same as roooms

ancient lotus
#

i have 0 clue what you just said

plush yew
#

I need a coder for my gamme

#

That's what I am sayin

ancient lotus
signal minnow
#

@ancient lotus he really did post in talent, he just needs to wait.

ancient lotus
#

ah. also figured out my issue.....it helps when you remember to assign the physics asset

signal minnow
#

Mhm okay

gilded plinth
#

Hey all is there any way to search tags in the ue4 editor? I'm searching for an Actor with a certain tag, but there are over 500 objects in the outliner so : /

#

lots of them are actors

ancient lotus
#

tag as in the name?

plush yew
#

Yeah

#

IvanG Games know how

gilded plinth
#

@ancient lotus tag as in the Actor tag you can find by selecting an actor in the editor viewport, then scroll to the bottom of the details or search for 'tag'

#

there you can add tags

dry moon
#

Oh geez PixelDepthOffset doesn't work right with Virtual textures

signal minnow
#

Sounds like unreal

plush yew
#

Who read it

plush yew
#

Is there a builtin way to view live memory resources? Like what variables are loaded into memory and what are their values?

mossy nymph
#

with visual studio, sure

#

its way less effective for blueprint only projects though

plush yew
#

Everything

dim plover
#

You can view the size map for the size on disk and the memory size. It also shows how much their properties occupy.
There's also some console command to view the memory sizes of some things, though I forgot what it's called.

radiant haven
#

something is wrong with my loading screen 😂

cursive walrus
#

hi i have issues with the springarm. even with the sprim arm it still clips. if the player is already sticking to the wall

radiant haven
#

what?

plush yew
#

why this happens

#

my character turns in game to wrong direction

limpid rivet
#

ITITITITS TITITITITITIS TITITITIITITIS TITITITITISTITITTITITSTITI

#

/NICK !Abeno

loud valve
#

Hey guys short question: when I test my game with the DS controller, when I walk forward with the left stick it exits the play session.. why is this happening? All other controls work fine.

midnight gate
#

help

#

i have the collision in the character but it wont show in this viewport

plush yew
#

help me too

midnight gate
#

my player start was messed up haha

stiff spoke
#

The problem can also come from his animation Idle @plush yew

plush yew
#

I fixed it

#

i still dont understand what problem was but i made new playerstart and it got fixed lol

stiff spoke
#

OK

#

Can you come to the multiplayer# channel and help me?

plush yew
#

me?

stiff spoke
#

Yes @plush yew

midnight gate
#

hey i need to use a flipbook in ui help
widgets animated flipbook

#

also how do i make an object overlap once and have like a 6 second timer to not to overlap again

midnight gate
#

why wont it work

#

i need animated ui

#

why can i only do it with materials this is so stupid

sly coyote
#

Someone wrote a plug in to use flipbook in ui, its on the market for 12$

#

Also if your project includes c++

#

Someone shared there code for animated images in ui on github

#

@midnight gate

fierce tulip
#

gitgub jist?

#

*gist

#

sounds like like, hmm this is prolly the gist of whats pushed to server

#

/care to double check

midnight gate
#

i think the uvs are broken there

sly coyote
#

Its githubs version of codeshare, or snippet or whatever version of code block sharing you prefer

midnight gate
#

but i dont know how to manage uvs for the flipbook node

#

no i cant use plugins

#

im in tears

plush yew
#

how would you go about making changing LEDs you know like RGB

midnight gate
#

here its perfect

sly coyote
#

I would check your alpha channel

midnight gate
#

how

sly coyote
#

I dont use flipbook so i imagine whatever flipbook uses as a material for that object

midnight gate
#

im retarded pls help

sly coyote
#

Emassive color is just glow...

midnight gate
#

its a 2d platformer thingy

#

i need the ui to be animated

radiant haven
#

nah

#

uh

#

then use the animation bar

midnight gate
#

what animatoin bar i dont have it

#

i dont need a hp bar

radiant haven
midnight gate
#

CAN I ADD FRAMES TO IT

#

AND MAKE A FLIP BOOK

#

AND TEXTURE ANIMATE

radiant haven
#

noone helps u if u scream or use caps

midnight gate
#

swy

#

im just suffering with this for like 3 hours with this

radiant haven
#

I suffered 3months 3h is nothing

midnight gate
#

thats the life of a coder

sly coyote
#

Anyways you can try holding 1 and clicking then hook the node it makes to opacity, turn it up until its a solid instead of see through...likewise you can drag the alpha over from the previous node and hook it to opacity...you probably want something in base color... emassive just controls how glowy something appears

midnight gate
#

hm

#

it does the same evne if its solid color no alpha

sly coyote
#

Try hooking to base instead of emassive color

#

You have nothing hooked up in base color

midnight gate
#

i dont think thats the problem

sly coyote
#

Didnt fix it when you tried?

next badger
#

@midnight gate you're usign flipbook wrong way...it has texture object input

#

you may right click texture sample and convert it to object

#

T2D is reference to a texture, that can be later sampled by Flipbook node

waxen marlin
#

Hey guys, is there any way to change the sliders speed when tweaking material parameters, like for example holding 'shift' in Blender or something?

midnight gate
#

AH THANK YOU

merry gazelle
#

anyone know of a simple system to create online auctions in a game? I don't have any multiplayer exp, just curious if there's a really simple way

cloud cobalt
#

How could anything like that be simple ?

tall pendant
#

Well, for some people FF7 is also a rather small game to make. 😄

merry gazelle
#

@cloud cobalt Well all the auction functionality in UE imo would be easy, I'm just not sure about making it online

cloud cobalt
#

We're talking about an ingame auction, right ? Something with a menu to display the item, prices, interaction with databases, etc ?

#

Sounds like weeks of highly game-specific work

merry gazelle
#

yeah I've already create a trading game where prices fluctuate like a stock exchange type deal. I might aswell just create a singleplayer system to start with and go from there

mossy nymph
#

For the UI part that works

#

Bud adding networking after the fact is a pain in the arse

#

And doing it while learning networking is worse

merry gazelle
#

For the networking I can always outsource. I think rather than realtime auctions, maybe if the sale starts / end at a specific time so that the listings are updated periodically on a schedule.

I will just do some research on possible options

pearl sonnet
#

culling settings are all 0 as in infinite
is there another setting for anything out of view frustum

#

i noticed that when i offset all those cubes where they dont touch eachother it doesnt occur

midnight gate
#

anybody know how to change 2d sprites depending on the health?

midnight gate
#

this is my charcater blueprint

#

after she gets 2 hp everything changes yes but the running animation has only one frame in it even tho the sprite has 10

pearl sonnet
#

oh

#

cool story

worthy flame
#

anyone know any good run away from player BT's tutorials? or on ue4 docs i cant find

dark rune
#

anyone know where the help server is on this discord

abstract relic
dark rune
#

yeah i cant find 1 that explicitly states to ask question
do I just put it in #blueprint or the like

abstract relic
#

This entire server save for a few channels is for asking for help and discussion

dark rune
#

ah yes thx

remote roost
manic pawn
#

tfw you use hot reload

runic iron
#

@remote roost As Zeblote said avoid hot reload. Use Live coding when you can otherwise close the editor and build using VS (if you need to modify headers for example)

hidden heart
#

yeah, yer gonna have a bad time with hotreload

radiant haven
#

Hello

#

got a pickup bp

#

but i wnt that the picked object stays in the middle of screen(crosshair)

#

other thing is when i move it is like this

#

cube has a delay

#

and when i pick it up i got these strange lines

next badger
#

line looks like debug trace

radiant haven
#

never activatesd debug liners

hidden heart
#

show us the BP ?

radiant haven
hidden heart
#

you do have debug traces on

radiant haven
#

uh where lol

#

ohhh

#

i see

hidden heart
#

on LineTraceByChannel

#

yeh ^_^

radiant haven
#

do i need it?

#

well I want pickup like in portal 2

#

thats my aim on

hidden heart
#

the traces are useful for debugging, lets you see if something is working or not

radiant haven
#

oh ok

#

well u know how i get a pickup system like in protal?

#

or other valve games that uses SurceEngine gmod, half life, portal...

hidden heart
#

you're pretty close keep working on it 🙂

radiant haven
#

yeah hmhm

hidden heart
#

with the Hold Object Location variable, where is that located on your player bp?

radiant haven
#

yeah I am not very good in physics or other simulation bp stuff

hidden heart
#

and in the viewport?

radiant haven
#

nothing to see

hidden heart
radiant haven
#

k

#

thx

#

dude

#

thats the fucking same 😂

dark rune
#

I have somewhat finished my TPS shooter character blueprint and such
Is there any good tutorials for implementing that in a multiplayer evironment

next badger
#

i'm not aware of any proper network tutorials, #multiplayer may know better

#

replication is quite tricky to do, esp properly

dark rune
#

@next badger alright ill check there
replication? you mean using the blueprint in multplayer?

next badger
#

replication is a process of transferring function calls and variables between server and host

dark rune
#

ohh i see
yeah im looking to get my foot in the door on how any of this works
also just to ask, its possible to get a simple server (for tests) up and running for free?

radiant haven
#

yeah

next badger
#

ue4 has all you need, you just set a number of players to spawn

radiant haven
#

@hidden heart he has the same problem

next badger
#

@dark rune it's under Play button

radiant haven
#

@hidden heart Fucking made it

dark rune
#

@next badger well thats convinent i thought some third party service was needed

hidden heart
#

how'd you do it?

radiant haven
next badger
#

nope, ue4 actually has pretty good network subsystem, and it's kinda works with bare BPs...but many network features are not exposed to it

hidden heart
#

and it has the feel you want?

next badger
#

event tick...will need a refactor later

radiant haven
#

yes

#

is it centimeters

#

millimeters

#

meters

hidden heart
#

cm are standard units in UE

next badger
#

i'm not sure you can change them

#

oh, you can change appearance

ornate ice
#

Hey Good morning

#

I wanted to ask if anyone knows how to map actions by name only for gamed ones?

next badger
#

it's almost 9pm

ornate ice
#

lol

abstract relic
#

Halfway to morning!

ornate ice
#

well here is 11:48 morninig

#

xD

next badger
#

map actions by name only for gamed ones... gamed ones

normal burrow
#

question is how to get a list of input actions for the game?

supple totem
#

if I want a skeletal mesh to hold a pose, should I just do a 1 frame anim sequence?

#

I see there are pose assets but those seem to be for a special purpose

normal burrow
#

if you wanted to yes

#

pose assets are primarily for assigning curves to bone 'poses'

#

theres no such thing as a 1 frame animation in ue4 though

#

needs at least two frames

#

after you make a sequence player node, right click it and convert to evaluator

#

would recommend that over setting playback rate to zero

supple totem
#

ah, all good advice, thanks

ornate ice
#

it was gamepad ones

#

but I've found

#

I'm trying to switch my icons for when using a gamepad vs keyboard

#

I pass the name of the Action

#

like

#

Interact

#

that will find 2 ways of interact with Keyboard "E" or with GamepadFaceButtonTop

#

after that I find out if I'm on windows if so check for the selected controller scheme that could be PS4 or XboxOne

#

this ones are selected in the main menu

#

and then find the appropriate icon for the action

#

🙂

worthy flame
#

what are LOD's?

next badger
#

In computer graphics, accounting for Level of detail (LOD) involves decreasing the complexity of a 3D model representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position.
Level of detail technique...

radiant haven
#

how can i simulator mass?

#

I can throw my object very far

#

(low gravity)

next badger
#

ue4 physics already has settings for weight, each actor has

ornate ice
#

For LODs is there a way for UE4 to do it automatically or you have to pass like low end models to the engine for it to replace when you are getting away from an object

radiant haven
next badger
#

ue4 has tools for generating low poly versions of LODs

supple totem
#

I'm getting a crash when trying to weld 2 bodies in PHAT. What is another way to keep two bones rigidly locked to eachother?

#

ok got it set constraints to locked

vast fossil
#

is there a diference between cast to and get all actors of class ?

#

or doesnt it matter which one u use

normal burrow
#

one turns a representation of something into another when it can, the other gives you every single actor of the class in the world

vast fossil
#

hmm, so for performance casting is better ?

normal burrow
#

depends on what your doing. if you need every single actor of the class, you should probably use that instead of casting every single actor in the world

#

how are you using get all actors of class?

vast fossil
#

I just need one actor

#

I select the actor in the purple list

normal burrow
#

is it like you've got gone one manager type actor you need to find frequently?

vast fossil
#

for example im in my character BP and I need something from another BP, so I get actor of all class, select that BP and get the stuff I need

scarlet birch
#

is anyone aware of any bugs with vector math in BP with 4.22.3? If so, @ me when you respond. I'm having a weird issue with a trace and it seems random to me.

#

I figured it out, it was a float variable that was bugged. That's the second time in this project that has happened.

#

Replacing it with a literal fixed it, even though the variable showed the same value

normal burrow
#

mike yes

#

its an issue with the latest vs. if you didn't compile the code though, unsure why you'd have issues with math

scarlet birch
#

I'm working with BP in editor and compiling in editor. It is a cpp project though

normal burrow
#

i don't know enough about the problem because i've stuck on old versions of VS but #cpp knows a lot more about the issue

#

what i've heard is, if you mix launcher engine with latest vs compiles, it misoptimizes vectorization. making assumptions the engine code is optimized the same way or something

scarlet birch
#

I'm just going to make a mental note to check for it in the future if there's an issue and trudge on blindly

#

Updating to 2019 does feel like a mistake

normal burrow
#

its not specifically 2019 i don't think, just some of the latest updates to it

#

something to do with simd, which it used to not optimize but now it does

worthy flame
#

does anyone know how to randomly select a animation in state machines?

#

if you have multiple

normal burrow
#

believe there is a node for this.

upbeat epoch
#

Does anyone know if there is a way to change the mouse pointer colour inside the editor?

plush yew
#

I TELL YE, BEWARE OF NESTED SIMPLE PARALLELS!

worthy flame
#

I looked in the docs I cant find anything for multiple animations

grim ore
#

use the Blend Poses by int node

#

Blend is what you want in general for using more than one animation

worthy flame
#

ok and how are they randomly selected? what do I need to do?

grim ore
#

did you put the node in and look at it?

worthy flame
#

yes I can get a int to control it,and am looking at the docs

#

but cant figure out how to randomly select 1

#

and play it

grim ore
#

what does your code look like now?

worthy flame
#

2 animations going into blend pose by int then output

grim ore
#

ok, and the output is plugged into the output animation pose?

worthy flame
#

no,into idle state

#

nvm i said it wrong

grim ore
#

so right now it is playing pose 0 because the int is set to 0. When you do you want the pose to change?

worthy flame
#

at random I dont have any checks to do that specific one

#

I could get a random int but there is no delay

grim ore
#

ok so you need to feed it a random # randomly or on a set time. You can either have the main graph generate the # and reset itself eventually and make a new one, or you can hook up the animation ends to anim notifies and have it generate a new one once it is done playing the current. the second options is the betterest since you are guaranteeing an idle will finish before the next one is chosen

worthy flame
#

Ok the second one sounds good, ill try to do that

pearl sonnet
#

atavism coming to UE

worthy flame
#

what is the animation ends?

plush yew
#

@worthy flame In the animation

#

Set up animnotify's

#

then place teh anim notify events in your animBP

#

and from those events change bacik to default int pose

grim ore
plush yew
#

@worthy flame WHen your animation reaches the frame with the notify it will execute the event in your animBP

grim ore
plush yew
#

^

grim ore
#

the anim notify is probably the "smarter" way in the end, anim notifies are neato

worthy flame
#

thanks it works

white plume
#

Is there any way to program "evolution"? Like for example, if a red cube mated with a blue cube then the baby cube could be a blue cube with red stripes, sharing traits of both parents, then if striped cube bred with a flat orange cube its child would also have orange stripes, etc.

#

Of course, it'd be more complicated then that

#

Like if a green slime bred with a slime with wings the offspring would be green and have wings

abstract relic
frank escarp
#

@white plume you first need to setup a "genome" of some sort

#

this genome is what drives the parameters of the object

#

and then you can cross 2 of them into 1

white plume
#

Is unreal capable of doing that?