#ue4-general

1 messages · Page 561 of 1

frank escarp
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no

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thats your own code

white plume
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I see

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I thought a lot of Unreal worked off of nodes though?

abstract relic
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You are referring to blueprints

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Which is more or less visualization of cpp

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Everything runs off code whether you like it or not 😜

white plume
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True

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Is Unreal at all useful for making games that operate in a 2D world?

plush yew
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You can do anything with it...
As long as you are willing to put in the hard work

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lol

abstract relic
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In my opinion: no.

white plume
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Yeah, of course but like the templates don't seem to indicate it has a way to make a game that's truly 2D like for example the classic Mario platformers

serene birch
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what does "truly 2D" mean anyway

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just set the camera right and you are good to go 😛

plush yew
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Exactly

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lolll

white plume
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Ah fair enough

plush yew
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if you can make games in 3D, you definitely can make games in 2D 😛

serene birch
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it's interesting having a depth buffer for 2D games

plush yew
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If you meant old school 2D pixelated games, that's not the same

grim ore
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one of the templates is literally a side scrolling 2d game...

serene birch
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2D games without depth buffer have a strict draw ordering

white plume
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Yeah like old school

serene birch
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but with one, you have more liberty

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allowing you potentially to batch more stuff

plush yew
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But you can definitely make a 3D game playable 2D

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Shadow Complex

white plume
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For sure, like My Friend Pedro is 3D but 2D playable

plush yew
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Yes

abstract relic
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That’s typically coined as 2.5D

scarlet birch
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UE wouldn't be my first choice for 2D. For 2.5D it's great though. Both of my current projects are 2.5D in UE.

normal burrow
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3D side perspective platformers or whatever, not gonna be much different engine wise than other 3d games yea.

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full 2D focused engines are a trending thing though yea (like full psd blend compatibility etc)

scarlet birch
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You can still do most of it in UE, but other engines have stuff out of the box for 2D that with UE you'd have to use outside tools and/or implement yourself.

plush yew
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At the end of the day, what matters is just that you make a game and learn from it

normal burrow
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calling that a huge undertaking would be an understatement lol

plush yew
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Like make a Quake 1 game, 1k poly per characters

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Just a quick first game

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Dont waste too much time on graphics the first time

abstract relic
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I’d do something reasonable like breakout or spacewars as a starter

normal burrow
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Yea, don't start with quake 1. you'll get confused.

scarlet birch
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I did make a top down space shooter when I was looking to see what worked and didn't in UE

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It's a good easy project to figure things out with

next badger
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2d is hard in ue cause:
harder to implement parallax
hard to implement shadows for 2d sprites
physics is using 3d collisions, which may cause some issues

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also ortho camera has a lot of issues, that not happening with perspective projection one

cloud cobalt
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UE is not generally made for 2D

ornate ice
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Hey

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Is there anything like a Static Class in BP?

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like in other languages you can do

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Manager.getHUDWidget

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for example

plush yew
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Heya, anyone experienced with inventory systems etc? Trying to get a good solution for the item management

grim ore
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@ornate ice there is no real way now in pure BP without implementing your own in C++ using a custom class or something like a game subsystem.

ornate ice
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:S

grim ore
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with that said depending on what you want to do there are blueprint function libraries and items like the game instance and blueprint interfaces

ornate ice
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I endup doing this

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in a Blueprint Function Library

grim ore
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if you are using .23 there is a Get Actor of Class node now

plush yew
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Can I make instances of a structure?

grim ore
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and I mean at that point if you are just doing a get actor of class call under the hood in this BPFL no reason to not just use the node itself

plush yew
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I have this "Item structure" that has everything like item name, weight, image, durability etc, how can I "Make an instance" of it so I can re-use the items (for example "Bread") again without having to re-type all the data over and over

grim ore
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that's a good question, I wonder if you are going about this weirdly

plush yew
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I totally might, never worked on anything similar, but I believe there must be a better way to do it rather than having to re-type the items over and over

grim ore
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so, a structure holds data generically. did you set the "default" values of the item in your structure to be what you expected

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that looks correct, you are using a data table

plush yew
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I did do a data table with the items, but there is no way for me to "insert" a datatype var into a container

grim ore
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that is what I was going to suggest you should use

plush yew
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Yup, but at this point, if I have a crate/box/chest whatever that is supposed to hold items

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How do I just give it "Raspberry" rather than trying to fill out all the fields

grim ore
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you give it a string of raspberry

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technically you should give it an array to hold the items

plush yew
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it does have an array

grim ore
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your row name is unique and you can go from there

plush yew
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Okay so just base it on a string or int, and every time you open the container loop through all the id's/names to get the data from the data table?

grim ore
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traditionally games would have the row name or an itemid to then just keep track of it all and you use those

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you get items out of the data table by the row name

plush yew
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yup I meant loop throught the items in the chest

grim ore
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and if you look at the top right of that row info it has the row name

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yep

plush yew
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The script for "adding" items to inventory is simple

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but having them in there using the "default" is surprisingly harder

grim ore
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?

plush yew
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This is the way I go about it now

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Every container has an array of items, each item has it's data (durability, name etc) and quantity

grim ore
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gotcha, never considered you didnt want the item at the default values

plush yew
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Well, imagine having an armour piece that has lets say half durability left

grim ore
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yep yep I gotcha why

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the data table should store default values of your items then and I guess you can consider these as modifiers if they exist in the container/inventory.

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just depends on how complex this is going to get lol

plush yew
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Well, an option would be to make the slot structure store the durability

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but that causes even more issues if you were to move items

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so the best way is definitely to store it in the item itself

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Hmm... I'll do some lurking around the forums and try to find something

grim ore
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yeah depending on how complex you want it will determine what you need to do

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if you do use data tables for your default values keep in mind you can use an external spreadsheet and import the .csv file which makes it easier for all the data input

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lots of work, sounds like a fun system to design

plush yew
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Yeah I've legit no idea what I'm doing, I'm usually developing trading algorithms, this is a totally different league 😂

grim ore
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I want to say Data Assets are also designed for something like this but they are harder to use

ornate ice
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@grim ore thanks for that node 😄

plush yew
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Kk so I went with individual actors / classes for each item type

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so now when I add the new item I just chose class, and it will go with the default class values UNLESS I change something in the instance ones

sonic pagoda
plush yew
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Not the sweetest way of doing it, but I guess it's fine for now

sonic pagoda
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this used to be public

quasi star
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@plush yew You could use a DataTableRow handle data type to reference your items too. So have a struct for your item info as you currently do then populate your data table as normal. Then on your Chest actor have an array of Loot structures

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Then you just pick from your data table the item you want and the quantity, this is quite nice as you can separate your items by category (weapons, armour, food, potions) etc...

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Example showing two data tables (of the same item struct) and how you can reference specific rows using DataTableRow handle

plush yew
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@quasi star That doesn't allow me to set custom values though

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what if I want 2 swords, one with 50% durability and one with 60%?

quasi star
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Though I would agree with @grim ore data assets would be better here if you have a lot of variety between properties on items, for example food will rot and have a health benefit on consumption but a shield wont have either of those properties, in that case a base Item data asset would have name, inventory icon etc... then create a few subclasses of this such as ArmourItem FoodItem etc... with the custom properties

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Can you put a damaged sword back into a lootable container?

plush yew
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Even if you couldn't, you can still loot damaged items

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And I guess being able to store damaged items is quite an important factor too

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After all, lootable containers work the same way as your personal inventory

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But yeah, it seems like I'll have to read up on data assets

quasi star
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Ah ok the static nature of the data table approach above or data assets would still work for your default / static properties but you are right it would need further work to allow you to store non pristine items

plush yew
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I guess the current solution works "fine"

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I can add sub-classes to this

quasi star
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You could remove all the dynamic properties out of the base item structures / data assets (durability, rot, uses left) and keep the static properties (name, inventory icon, rot rate, max uses etc...)

plush yew
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Yeah I'll probably do that

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and just throw that into a different subclass

quasi star
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Then create actors for the different items WeaponActor FoodItem, these actors are what contain the dynamic properties such as durability and rot

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exactly

plush yew
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Then again, I can't do that in the data table, right?

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or?..

quasi star
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you would instantiate these from the data table/data asset still though (this populates it with the static data) then the actor itself has it's own lifecycle for changing the dynamic properties independently

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Correct, but that's not a problem is it, just use data tables to describe items in the game and don't worry about their condition. For example you would have a single row in the data table for Bread even though you may come across Bread that is 90% rotted and another instance elsewhere that's freshly baked

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What is static about bread? It's name, inventory icon, max stack size (or 1 if it's not stackable), hunger boost on consumption

plush yew
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Gotcha

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can I somehow remove columns from a data table?

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or do I have to re-create it

quasi star
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Also, rate of rot per second/day whatever

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Then your FoodItem object actually has the Condition/Rot property which changes over time based on the rate of rot defined in the data table

flat idol
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You can export the DT as a json it may be easier to remove columns. Alternatively you can just remove the column prop from the struct it is based on, that should get rid of the column data i guess.

quasi star
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You would then switch out your lootable containers to store the item objects and not data table rows, this way you will be able to pick up an item use it to knock it's durability down then put it back in the container and it's durability will be kept

plush yew
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@quasi star That's the whole problem, storing "items"

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I can't see any good way of doing that

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Right now I'm using "class defaults" for mostly everything

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@quasi star Should the "Sub-classes" like FoodItem be Structures then?

quasi star
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@plush yew c++ or bp?

plush yew
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bp

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Although I'm highly considering moving over to c++

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since I have way more experience with it

quasi star
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You cant extend user defined structs in the editor I believe

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You can use PrimaryDataAssets instead though, these will let you extend a base item with subclasses for food, weapon, armour etc

plush yew
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Haven't used these before

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So I should have a primary data asset for every "subclass"?

quasi star
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Yes

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Then extend that for each subclass and add additional properties for that type, for example on weapon you may have a damage range and the mesh to spawn in the world when equipped/dropped

plush yew
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Probably a normie question, but how do I extend it? Never worked with primary data assets

quasi star
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Right click, create subclass

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Heres what creating a data asset of the weapon will look like, note it inherits to props from the base item too

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But like i said, this is just to describe all the items in your game (their defaults)

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not the dynamic changing parts (durability, rot etc...)

plush yew
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Okay, then how do I get an instance of them?

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so that I can do the dynamic part

quasi star
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You create actors for that, but you don't need to create an actor for every item in your game. You can have a Food actor blueprint and reuse that for every food item in your game.

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Weapon would be the same but you may want a couple subclasses for melee weapons, ranged weapons etc...

plush yew
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Okay, I'm confused af at this point, will read through all of this again slowly

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and process it

placid yarrow
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I am creating an RPG that allows you to choose your avatar from a variety of character options. I am creating a Data Asset for each option that contains the mesh, icon, and animations for that mesh, and then the Player Character will have a reference to the relevant Data Asset corresponding to the character selected by the player at the beginning of the game. I then load that mesh and reference the animation montages from the Data Asset. Is that an appropriate way to do it? Am I correct that the only Data Asset that will get loaded during a given level (other than the one in which you select your character) is the one referenced by the Player Character's Data Asset variable, and it won't load all of the other 20 other Data Assets in the background just because the Asset Manager knows about them? I don't want to have 20 large character meshes and all of their associated animations sitting in memory even though only one of them is in use. Thanks!

normal burrow
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depends on how they are stored in the data asset kelby

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keeping in mind loaded into memory is different than loaded onto the gpu or whatever: for the representation of the asset to be available it must have an address with memory large enough to fit its contents into.

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so in the data asset if you are storing your references as normal object references, that data asset requires all those things inside of it to exist before it will ever get passed to you.

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but if your storing the references as soft object references

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then its only the path to the objects that is stored and loaded with the data table/asset

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however, the down side to soft references is you must load the object manually when you want access to it.

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if its already loaded then there is (nearly) no overhead in using the soft reference. when its not loaded, converting the soft reference to an regular reference will pause the entire game. you can alternatively asynchronously load these over multiple frames to avoid (the brunt) of a frame spike outside of editor (it will hitch in editor regardless for things like materials that need compiling). @placid yarrow

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Essentially, would recommend you have references to thumbnails / graphics/ animations be soft in your data type and just expect most all of your data types themselves to be in memory. its very difficult to not have this outcome

marsh swallow
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Question on some Enum Packaging issues.....

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Any reason why its using Display Name in editor and Variable name on package?

wary wave
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Display name is only for editor meta data, so it isn't packaged

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you should really not be converting enums to strings for UI anyway

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you should be using text variables

marsh swallow
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i realized that I had a function i created that does just that

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i just forgot about it. lol

placid yarrow
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@normal burrow Very helpful. Thank you! I'll change it over to soft references.

ornate ice
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Hey people any idea how to go around the issue

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of having to do double click

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on for a widget to gain focus on it?

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the only thing that seems to work is to use the node Set Input Mode Game and UI and pass the widget to it

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but that forces the cursos to appear

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no matter if after that i ask the cursor to dissapear

lime gull
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This isnt particularly too importsnt to me but is there a way I can get text to automatically uhhh "Shift Enter" like this :

When reaching the end of a designated length?

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Like I wanna do a text box and I dont wanna constantly Shift Enter myself when writing dialogue

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But I will if needed

plush yew
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Hi

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Coder found

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Now need modeler for rooms and. Models

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Been trying to fix a bug for the last 3h now

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for some reason my for loop jumps from index 3 to 0

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from 0 to 15*

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and it literally makes no sense

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started happening after my UE4 crashed

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Gotta hate these fken bugs..

tawdry wren
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how can iremove the rebuild lighting message?

plush yew
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Idk ask Nikson

blissful trail
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my friend is trying to submit to source control and its saying a file is exceeding 100mb when no file is using more then 40mb

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any fix

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?

autumn trout
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Git Large File Storage

Git Large File Storage (LFS) replaces large files such as audio samples, videos, datasets, and graphics with text pointers inside Git, while storing the file contents on a remote server like GitHub.com or GitHub Enterprise.

signal minnow
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'tis a difference between Megabytes and Megabits? (MB or Mb!

plush yew
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Yes

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1 byte = 8 bits

signal minnow
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I know that

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I'm just saying there's a difference

plush yew
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then you knwo the difference

signal minnow
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Idk why I put a ?

plush yew
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Aha But you had a questionmark

signal minnow
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I meant !

plush yew
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Ahaa

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hahaha

signal minnow
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Ik ik

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It's 3:41 am for me

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Should I even be up?

plush yew
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It's the future, who care kappa

signal minnow
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Someone was saying he was getting an error for a file over 100mb, but there's no file over 40mb

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I was saying one was in Mb and the other was MB

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Kind of? In an obscure way I did

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If that makes sense

plush yew
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it makes sense, I think

oblique tangle
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anyone know how i could implement a radial blur material into this bp?

pearl wigeon
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If you've actually got values in side the timeline, then that looks alright

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You'll have to make a post process material that has the radial blur

oblique tangle
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ive made a material parameter collection with the blurdepth in it, but everytime i start the scene i always have the radialblur on

pearl wigeon
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You haven't actually got a material selected in the above screenshot

oblique tangle
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Yeah, I've changed it now

pearl wigeon
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Got no idea, maybe print the vector length to string and see what value it is

oblique tangle
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99% sure it's nothing wrong with velocity, it's either to do with the parameters i've set up, the timeline or some setting in the post process on my character

pearl wigeon
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Well I can only suggest you manually change the values for those one by one to see what happens

runic iron
blissful trail
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is it possible to get ai pawn's to see a spotlight and goto the location of the spotlight

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if it sees it

runic iron
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@blissful trail Is the spotlight static ?

blissful trail
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no

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its moveable

dim plover
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Anyone know if those presentations Dimy linked are unique to JP?

runic iron
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@dim plover I'm pretty sure unfortunately...

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Which is a shame since there seems to be a ton of content

dim plover
blissful trail
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can pawn sensing see invisible cones ?

runic iron
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@blissful trail here's an idea, make a BP with the spotlight and a object volume roughly covering the area you want to be seen then use pawn sensing with this event

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(replace the "Player" tag by a "spotlight" tag that you should add to the said BP, prevents casting everytime to check if it's a spotlight or not) then feed it's location to a blackboard value

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@dim plover Indeed, some presentations seem to have an english counterpart

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But some of them are unique, which is a shame since they seem to have great tips

dim plover
plush yew
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hey, could someone help me a bit?

dim merlin
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Hi, its possible to save / load actors outofthe box in unreal?

plush yew
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I played with UVs, since this is what I get for some reason for my shadows

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I have no idea why that's happening

dim plover
blissful trail
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the ai i made is only using blueprints

blissful trail
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im not using a blackboard

cloud cobalt
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@dim merlin Yes, though "saving actors" might not work like you expect

plain tiger
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😦 after I thought it was a good idea to move my BP_GameInstance, the project crashed, and now I cannot get to the uassets inside 😦 copying them to a new project wont work: it hangs on 'discovering assets' ... I could 'migrate' them, if only I could open the project, which I cant (unreal crashes)....

cloud cobalt
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Revert to the last working version in source control

mighty talon
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for some reason after merging multiple actors, all of my materials had extremely weird and wonky looking materials

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as you can see, even the default material with literally nothing on it looks like this

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anyone know how to fix it?

plush yew
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isn't that your uv map being complete shit? @mighty talon

mighty talon
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maybe

plush yew
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I'd guess so

mighty talon
plush yew
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yup

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have you ever even touched your uv maps? 😂

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@mighty talon

mighty talon
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no

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sorry im ret*rded

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push comes to shove i'll just restart my work lol

quasi star
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I need to send a game setup object from my menu system to my game map, I've prototyped with using a SaveGame object and loading it on BeginPlay event in my game mode and I've also prototyped the same thing using a custom GameInstance. Both methods work but what is considered the right approach if trying to stick to the UE4 framework as close as possible?

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Right now I kinda like how the game save method works but just uncertain if it's the best approach out of the two.

brave salmon
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real talk now 🙂 how often could async loading crash your game? If I launch let's say thousand of this processes am I gonna crash for sure?

radiant haven
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stragnely my physics actor acts floaty

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how can i make it heavy

shell compass
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Oh man, I really wish I could use the reference viewer to not only see which other BP references this thing, but also go directly to the node or variable where it is referenced.

worthy flame
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how does the foliage stay the same and not on a angle when placing them?

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what is the setting, cant remember

rotund scroll
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should be something like align to normal

plush yew
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using static lighting on static objects

rotund scroll
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your lightmaps are f'd

waxen narwhal
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Hey, is it possible to access external data sources like rest from within an app build via unreal engine?

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If so, are there any documentions regarding this topic?

radiant haven
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Whats the difference between HUD and UI?

fierce tulip
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UI refers to the methods (keyboard control, mouse control) and interfaces (inventory screen, map screen) through which a user interacts with a game.

In video gaming, the HUD (head-up display) or Status Bar is the method by which information is visually relayed to the player as part of a game's user interface.

pearl sonnet
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any documentation on project setup for a dedicated server and many clients
i keep thinking that everything gets built into the build even when its not relevant for clients or what you dont want reverse engineered or exposed
maybe thats not even the case and there are like build flags but i can't find any information on it

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i find people building from source and what not
it seems like the topic is mega vague

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starting to wonder if i should go back to GL and C++ and build everything from scratch
at least it makes sense

cloud cobalt
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Dedicated servers isn't something a lot of people use in the community

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If you need dedis, you're probably not an indie developer

pearl sonnet
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i'm just concerned that client builds expose too much of what should only a servers business

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the line between them is washed away behind buttons and checkboxes if you're not very familiar with UE and a programmer

cloud cobalt
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By design, yes, UE4 will leak your server code if you don't ifdef all of it

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Since all the code (and content) is shared

pearl sonnet
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so basically it'll have to be a C++ project or can you flag in BP

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flag/ifdef

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'is local' or whatever it is, will not cut it i'd guess

cloud cobalt
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The server BP will be included in the client build, yes, not much you can do about that

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Don't put any private data in here 🙂

pearl sonnet
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then it makes a lot more sense to do a C++ project and implement ifdefs
you do have the advantage of shared code for RPC but not build it into a client
just have to figure out what when and where

cloud cobalt
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I wouldn't expect a lot to be sensitive though

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IP address of whatever private servers you have for matchmaking or databases, certificates for connecting to them ?

pearl sonnet
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sure
no it's more of a principle/thought and getting an idea of whether such separation is possible

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only started getting into 'replication' since last night so it's all kinda cloudy still

cloud cobalt
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It's not really possible or useful

pearl sonnet
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coming from typical client / server thinking

cloud cobalt
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UE4 works by having your client or server being a simple runtime switch

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So it doesn't have any clear separation

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Dedicated server is different because it doesn't display, and that's it

mighty talon
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every project I create always looks like that

pearl sonnet
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that's funky

mighty talon
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sure is

pearl sonnet
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if it happens for all new projects with default settings you'd start to think that you're running some weird/old gpu but i have no clue

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or like funky driver settings

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lol

fierce tulip
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@mighty talon means you messed something up in the engine content folder

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you probably merged those things along with whatever

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and since these are shared in every project of that engine version...

pearl sonnet
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you mean in epic games\ue_4,xx\Templates ?

fierce tulip
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that skybox mesh, and that flat box mesh are in an engine folder, not project folder.

pearl sonnet
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thought they came from C:\Program Files\Epic Games\UE_4.23\Templates

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\Engine has Content too

oblique tangle
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could someone give me a rough idea of how to recreate something like this in my project, where the camera of the third person character tightens, the movement slows and the quest prompt comes up? Any response would be greatly appreciated, cheers! :)

pearl sonnet
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lerp on camera

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and the usual UI

oblique tangle
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does anyone know of some good starting points to get a hang of the ui system, and to create really polished widgets like the one seen above?

fierce tulip
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@mighty talon you can either find their location and replace them from an older ue4 version, or repair the version?

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not even sure thats a thing.

pearl sonnet
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as for reason to separate client/server beyond just reverse engineering and making private servers, would be anticheat

cloud cobalt
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Yeah, that makes a lot of sense

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You can actually prevent packaging a Blueprint, FWIW

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If you can contain the most sensitive stuff in a few non-client-available Blueprints

pearl sonnet
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hm, thanks for the tip
something to consider too

cloud cobalt
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Check that it works before committing to it 😛

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In any case, personally I strongly advise against competitive, server-based games

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It's both challenging technically, costly to maintain, and your audience will dismiss the game entirely if you can't sell it to tens of thousands

pearl sonnet
#

true, there is definitely that

#

but i'm not aiming for the stars
small scale fun project

#

it'll be running on a server that's just sitting there doing nothing for a bunch of friends at best
i'm nowhere close to being able to make anything worth selling lol

#

and all of us with a hobby of doing exactly that xD reversing stuff and seeing if it can break lol

vast fossil
#

why is Vinterp to constant interpspeed not working correct ? Its way to slow for the given interp speed. The Vinterp to node does work well but it has an ease in the end which I dont want.

pearl sonnet
#

how often does it tick

vast fossil
#

120 fps

pearl sonnet
#

are you sure lol

vast fossil
#

ye

pearl sonnet
#

it's common to take deltatime into consideration

vast fossil
#

delta time is hooked in too

#

I dont have this with the Vinterp to node

#

but theres no way of turning off the easing afaik

pearl sonnet
#

its kinda expected yea

vast fossil
#

what is expected ?

pearl sonnet
#

to slow down towards end

vast fossil
#

why ?

pearl sonnet
#

mathew covers it

#

about 20 seconds in

vast fossil
#

I will take a look, thank you

autumn trout
#

Hello 😁

#

I have a character with clothes and a hat
I want to make them one model and make them
One Texture

#

How do I do this

pearl sonnet
#

does blender / 3dsmax etc have a discord 😛

#

you'd do that in the process of making and texturing your model which is outside of the scope of #ue4-general channel

abstract relic
#

Blender does. No autodesk products however

mighty talon
#

@fierce tulip i'll check my UE installation if I messed something up

#

or I'll just reinstall it

pearl sonnet
#

they have a verify option too

autumn trout
#

If I changed the program

This will ruin the bones

pearl sonnet
#

yea ufhs thats an art in itself

abstract relic
#

Use the program they were made in then

pearl sonnet
#

modeling and texturing, rigging

autumn trout
#

If you have a slow computer
Art turns into hell

pearl sonnet
#

it's something i cant wrap my head around i can tell you that much

#

deep respect for artists

merry gazelle
#

I'm using Ramma Save System plugin, any idea if I can share the plugin with a collaborator (sending them the plugin folders). Or would they also need to buy the plugin?

light coyote
#

The public answer to your public question is no.

#

You cant.

merry gazelle
#

ok but from what I understand teams can share the same assets (unless it's not allowed for plugins specifcially)? I thought they said this was ok in a stream

radiant haven
#

A good Checklist app/programm like Trello?

abstract relic
#

You can share the same project. You cannot redistribute a product as a stand alone however

pearl sonnet
#

sounds fair

merry gazelle
#

yeah thats what I mean, justt need them to implement some features and hand it over to me

abstract relic
#

Source control mate 😜

light coyote
#

@merry gazelle You bought it with the your name,,, a company acts like a person, with its own name and its own identifiing number,,, just like ppl,,,
I think your friend can use it and everything, but not distribute if causes damages of any kind, like economic, or social image.

cloud cobalt
#

Guys, read the EULA.

#

It covers that stuff.

light coyote
#

😅

cloud cobalt
#

There's a Q&A on exactly this question

#

Yes, you can share your plugins and MP content with your project team

#

Only for that project

merry gazelle
#

ok great that's what I thought, although my question is more regarding how to distribute the files

cloud cobalt
#

Source control

#

Just like the entire project

#

If you don't have source control, drop everything, get source control

merry gazelle
#

ok I guess you mean Github or something lol, I'll look into it (It's just a small project)

cloud cobalt
#

Do you mind losing it ?

#

If yes - source control

#

Losing half of your Blueprints is literally one badly timed power cut away

#

"Let's move a Blueprint and resave ! "
Power utility 😬

abstract relic
#

My favorite is when fixing up redirectors gets corrupted. There goes your asset into an unrecoverable void of nonexistence

grim ore
#

the 2nd thing you should do after creating a new project is sync it to source control, even if it's going to be a small one. the 1st thing should be syncing it to source control after you create it... 😛

pearl sonnet
#

reading you guys im feeling lucky that nothing went bad yet lol

#

"Great repository names are short and memorable. Need inspiration? How about vigilant-couscous?"
those suggestions on github lmao

#

"Great repository names are short and memorable. Need inspiration? How about super-fortnight?"

yep thats the one

rotund scroll
#

ah yes, vigilant couscous, my favorite meal

abstract relic
pearl sonnet
#

haha

grim ore
#

man the .24 branch got updated with a ton of enterprise templates... sooooo much neato stuff

pearl sonnet
#

😮

#

everyone rushing to github now

grim ore
#

the project launcher is changing to add more stuff and categories, it looks neato

#

Id expect a .24 public preview soon at this rate from the update notes

#

also a hair strands plugin....

pearl sonnet
#

where are you looking,
/templates looks the same, folder wise anyway

grim ore
#

you downloaded .24?

pearl sonnet
#

nah im looking on git

grim ore
#

ah the templates are all in the binaries download

light coyote
#

@pearl sonnet Name?
NotDixelicEvenRowst

pearl sonnet
#

knfai'

#

lmfao**

#

mathew, the launcher does not allow us plebs to get .24

light coyote
#

I dont know if it works in english but there is a relly cool one in spanish along those lines xD

grim ore
#

no by binaries I mean the setup.bat file you run that downloads all of the binary stuff

abstract relic
#

You gotta build from source. Say goodbye to the launcher 😜

pearl sonnet
#

oho this is new information tell me more XD

radiant haven
#

How can I make an object heavy?

light coyote
#

@radiant haven In what sense ?

#

Physics right ?

grim ore
radiant haven
#

@light coyote My Cube isnt heavy enough

grim ore
#

give it more maaaasssss

light coyote
#

@radiant haven You have freedom in games to tweak certain things,, but in general, just increase its mass.
Increasing gravity strength will decive a little from actualy beeing more heavy,, it is notizable that something is not right.

#

Reducing its drag may also be a thing to look at.

#

And having it affect something to visualy see that it is heavy.

valid pike
#

Add weight to it...

light coyote
#

It relly depends on what you are doing, maybe the answer is not making the object heavier, but reducing the other object of something.

radiant haven
#

yeah

#

jumped down lmao

light coyote
#

@valid pike You can add gravity or mass to add weight,,, weight is mass times acceleration.

radiant haven
light coyote
#

xdddddd

#

yeah ok, definetly mass

radiant haven
#

🤷

light coyote
#

I said it depends before in the sense that you may be using a heavy thing to affect something else,,, and maybe the answer was not to make it heavier, but to make the something else less of a load

#

less of a restriction

radiant haven
#

dude its just a mseh

valid pike
#

Mass times acceleration ? Its force ? F=MA

radiant haven
#

whaaaa

valid pike
#

So weight is a force we are forcing on the ground ?

light coyote
#

@valid pike yes,
weight is a force downwards to your weighing device.
Weight is mass times little g,,, but little g is the acceleration of gravity at sea level i belive

valid pike
#

Cool 🙂 great physx refresh on my brain

#

Waaait... brain 🧠? I dint have any

radiant haven
#

just wanna know how i change the value

#

WHERE

light coyote
#

I said it this way i dont know why, but i probably shouldnt,,, but yeah g is an acceleration.
Just corrected last msg

valid pike
#

Yes g is an acceleration of gravity

radiant haven
#

well u havent told me how i do it now

valid pike
#

It should be dependent on mass and radius of the planet ? Rock ? Stone ?

#

To increase g ? You have to increase the mass of the planet ^^

#

And lower its radius

radiant haven
#

WHICH PLANET WTF?

light coyote
#

xDDD

radiant haven
#

dude I jsut want to know how xD and not aa planet 😭

light coyote
#

@radiant haven i belive you have to add a rigidbody component

valid pike
#

There is a checkbox in mesh editor

light coyote
#

let me check

valid pike
#

You should uncheck it

#

And then write custom mass

#

Under the physx category

radiant haven
valid pike
#

Can you see the mass in kg ?

#

It is 2nd from top

#

See it ?

#

Click it

#

Write up couple metric tons

radiant haven
#

yeah

#

it wont appl

#

y

valid pike
#

And you increased the weight

#

Click on it

#

On the checkbox

#

At the left

#

What makes you think that it doesnt apply ?

radiant haven
#

still goes way high

valid pike
#

The speed of fall is not derived from mass

#

Go to nasa jpl and look at moon video where an austronauft drops a feather and a mallet on the moon - they both falls with the same speed

radiant haven
#

and I jump as well like low gravity

grim ore
#

jump? using what

valid pike
#

Then you want to increase the gravity

#

Force

radiant haven
#

FPT

valid pike
#

It is in the project settings

#

Under physics tab

radiant haven
valid pike
#

Yes

#

Increase it to

radiant haven
#

OMG FUCKING FINALLY thats waht I wantet all the time

valid pike
#

-999999999

radiant haven
#

AND u told me smth about Apollo 11

#

ar u kidding me ?!?!?

valid pike
#

13 i think

grim ore
#

so what was jumping?

valid pike
#

Dude you asked about physics weights and gravity

#

We answered you

#

Why are you blaming me

radiant haven
#

i aksed how to change the m not how they work

valid pike
#

I said

#

Increase the mass of the planet

radiant haven
#

@grim ore looks like jumping in low gravity

grim ore
#

but what was jumping lol

#

like a character?

light coyote
#

Check first the gravity in your map

radiant haven
#

ye

light coyote
#

it should be 9.8m/s/s

grim ore
#

ah yeah a character would use other systems is why

valid pike
#

@light coyote thats only on out earth

#

Our**

#

There are more rocks flying around

#

Which has different values

light coyote
#

@grim ore That is what confused me a lot when i was using unity a while ago,, you have so much freedom its even bad sometimes.

valid pike
#

Yeah... ue4 is gut enuf for us slaves

radiant haven
#

portal as an example

valid pike
#

That looks like a game

grim ore
#

@light coyote technically you have the same in UE4 for the most part the issue is the templates "hide" alot of that. It's a good and bad thing

valid pike
#

In ue4 you have the sourcw

grim ore
#

like the character class in UE4 is a bastard system that defies logic unless you know how it works lol

valid pike
#

Source - change whatever you want

#

Character... pretty simple actually

#

The implementation is just not readable

#

Like poorly commented

#

But all for all overall is simple enough

#

IMO CMC is over complicated for no reason

grim ore
#

I mean more the character has systems designed for it, the capsule and the way it moves being "physics" but not physics based. IF you don't understand the flow of the character it's annoying because you go "why can't I lie down or go prone" lol

valid pike
#

Oh

grim ore
#

compared to rolling your own character in unity you already have all the systems answered since you had to do it yourself

valid pike
#

You mean the archetecture

#

Yes it is complicated

#

But makes alot of sense

sudden agate
#

Cmc is a nightmare

grim ore
#

90% of the way the character is good, once you need that last 10% of custom stuff you start cursing lol

valid pike
#

CMC is not a nightmare

#

It is dumbly codes

#

Coded

#

But... well... it is also simple enough to vet a touch on it

#

Once you rule out 30% of its inner functions

#

You can get the same movement

#

With lighter code

#

But yeah CMC is hard

#

To start with

#

But after 2k alt+g oresses

sudden agate
#

Cmc is just a monolithic monster so people who don't use cpp have something to work with

valid pike
#

It is suddenly comes easy

light coyote
#

Check the gravity of the world.
Check the gravity of your character or any individual actor, and make sure they are all the same to avoid confusion. If you want to change it sometime for some actor for some reason, make sure you remember to wich you did and everything should be ok.
When all gravitys are the same, just play with masses and drag of the objects.

Drag is like,, you know when you carry a big sheet of something and wind really pushes you??,, that is analogous to drag,,, is the fact that certain shapes have more or less drag depending on how much they can get affected by the air in fron while falling.

valid pike
#

@sudden agate yes I agree... it could be better designed

#

It could be slices into parts

#

For ease of use

#

And not just being 30k rows of poor code

#

Like a class for each phys movement

#

That would handle it

#

And the base for the movement itself

#

Like plug-able thing...

#

And not all the stuff in one cpp

grim ore
#

sounds like you volunteered to re engineer it and push a pull request 😛

north kelp
#

Hey guys, For some reason my viewport camera has begun to slide all over the place like it's on ice. There is no controller connected and can't find a fix on google. Does anyone have an idea of what I could do to stop it?

sudden agate
#

@valid pike my thoughts exactly. I am working on an extensible movement component now

valid pike
#

@grim ore i did 12 PRs

#

Still in review since 2015

#

@sudden agate good luck 🙂 it is easy dont worry

#

I had to optimize it for my game

#

To run 200+ characters

#

That was a chalange

sudden agate
#

@valid pike wanna assist me? :D

valid pike
#

PM me

#

If I will have some spare time I can assists anyone in need

sudden agate
#

Ty. Will message you when I am at home

valid pike
#

Sure np glad to help

light coyote
#

@north kelp wow, no idea
keyboard?

#

sometimes is the simplest answer, is worth a try

valid pike
#

@north kelp make the camera static with disabled physics ?

pearl sonnet
#

lol i thought setup.bat took so long but it threw one of those windows UAC things on another display

valid pike
#

Ahahha

#

UAC is the King of sadness

#

Especially when multiple monitors involved

pearl sonnet
#

beats having to type your root password every time

#

😛

#

but yea lol
specially when it appears in the background as if nothing happened

#

went grocery shopping, stop by the pharmacy and everything lol

north kelp
#

@valid pike It doesn't seem to be the keyboard. Its the main viewport so I don't believe I can change the camera to static. It's happening on clean projects also.

valid pike
#

Reinstall the UE4

#

Get back to 4.19.3

north kelp
#

@valid pike I'm not able to do a re-install. I'm working on a client project. Seams like ill have to put up with it for now.

valid pike
#

-:-

haughty geyser
#

Hello. I already had UE 4.23 working with Visual Studio 2017, but then I installed VS 2019. This led to problems with runtimes, so I uninstalled 2019, but now I can't seem to convince UE to switch back to 2017 - every time I try to create a new C++ Basic Code project, I get an error

Running C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="C:/Dev/MyProject/MyProject.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
WARNING: Visual Studio C++ 2019 installation not found - ignoring preferred project file format.
ERROR: Visual Studio 2019 (14.22.27905) must be installed in order to build this target.

I already tried to completely uninstall both UE and VS and install them again, but it still keeps insisting on 2019

smoky bear
#

i'm having trouble with something on ue4, is this the right room to ask for help?

valid pike
#

@haughty geyser solution is easy - format your pc and reinstall UE4 4.23 with vs2019

cloud cobalt
#

No need to format anything

#

Just remove VS 2017

valid pike
#

@smoky bear yes, the above answer is also applied

haughty geyser
#

I already removed it

grim ore
#

@north kelp is it doing this during gameplay as well or just in the editor when editing?

smoky bear
#

it is blueprint related

#

i've already asked for help

haughty geyser
#

And VS2019 is not working

cloud cobalt
#

@haughty geyser Did you set up the engine to use 2019 ?

#

There's a global setting for it

haughty geyser
#

No, it defaulted to it the moment I installed it

north kelp
#

@grim ore Just in the editor

cloud cobalt
#

Try reinstalling 2017, then.

haughty geyser
#

Already did

#

Still the same issue

#

Also reinstalled UE

grim ore
#

@north kelp damn. yeah a controller would do that for sure, other than that it's weird that it would do that 😦 No more ideas

#

did you try forcing the editor to use 2017? @haughty geyser

idle dragon
#

Hi, does anyone know any good tutorials for cars in UE4? Specifically cars with suspension

valid pike
#

@haughty geyser open up the editor ini

#

And set the VS you need there

cloud cobalt
#

There are at least two different settings for VS - the editor one, and the project one

north kelp
#

@grim ore Yeah, It's super weird. Never had it happen before. Apart from being annoying, it's not causing much of an issue so ill just deal with it for now.

grim ore
#

😦

valid pike
#

Format c: will make sure both are fixed

cloud cobalt
#

@valid pike This is the worst advice, please stop

#

There is no need to format anything, ever

valid pike
#

Well it worked for me

cloud cobalt
#

Buying a new computer works too ! Just don't, please, this isn't helpful at all

haughty geyser
#

The only Editor.ini that I can see in UE installation is in Localization folder, and that neither has VS version, nor does it seem like what I need

cloud cobalt
#

Check %appdata%\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml

valid pike
#

Exactly what I was heading to write

cloud cobalt
#

Should be <?xml version="1.0" encoding="utf-8"?> <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <BuildConfiguration> </BuildConfiguration> </Configuration>

valid pike
#

Stranger ? I remember you are familiar with linux right ?

cloud cobalt
#

Feel free to ask questions and see if people know the answer

valid pike
#

Cool, I am trying to embed FFmpeg to the UE4

haughty geyser
#

@cloud cobalt thank you! That fixed it =)

valid pike
#

But I want to compile FFmpeg statically

#

But for some reason it disregards my LDLinker flag

cloud cobalt
#

Is it for a game ?

valid pike
#

And uses pkg-config

#

Not a game

#

Sode project

cloud cobalt
#

Nothing you'll release to anyone ?

valid pike
#

Side**

#

Nope

#

I’m@aware of gpl3 license

#

And alg royaltees

cloud cobalt
#

I'm asking because the UE4 license makes it illegal to statically link against LGPL software

valid pike
#

Oh I want UE4 to link dynamically

#

But ffmpeg has dependencies

#

That it makes them dynamic as well

#

I want them as static

grim ore
#

just to note in the future if you change the code editor in the editor preferences in the editor to the exact VS version you want it will use that one. The default visual studio option just uses the env variables to figure it out

cloud cobalt
#

Dunno then coldsteel, haven't played much with that stuff

valid pike
#

Any idea how to override pkg-config files ?

#

I mean... it just throws errors that it cant find libass with pkg-config and I wrote it to usr/local/lib and even provided bloody ld flags to it 😦

#

Guess I will better ask it in linux forum 🙂

pearl sonnet
#

good luck, it's very quiet in there lol

#

considered trying on linux but nope

valid pike
#

Lol

#

Macos even worse

pearl sonnet
#

back in 2010 i completely broke my mbp in every way i could think of and havent gotten one since then

valid pike
#

My mbp still rocksolid

#

And its 2016

pearl sonnet
#

rocksolid they are
took a lot out of me to break it into little parts

valid pike
#

And it is almost gnuized 🙂

pearl sonnet
#

just getting it to bend, jeesh

valid pike
#

Hehe aluminium body

#

It fall from my waist height

#

On a stone road

#

Nothing happened

#

Only a little det

pearl sonnet
#

ya lol

valid pike
#

Dent

#

Macos hw is decent

#

But the prices suck

pearl sonnet
#

yea its unreasonable imo

valid pike
#

+1

#

But... if I were rich

#

I would buy a new one ))

#

With EGPU

pearl sonnet
#

buying apple is a sure way to get poor haha

valid pike
#

Ahahaha

#

Lol

grim ore
#

so in .24 the splash screen when the editor is loading now has a loading ... that moves when its loading and it's got messages showing which part its at (pre, post, loading, etc..). Now it stalls at 9% when compiling engine shaders instead of 45% lol

grim ore
#

No Matinee option in the Cinematics in .24 🙂 yay

#

omg the new modeling/mesh editing tools are handy as hell in .24. Stupid default mesh cube doesnt have enough density to paint on so you can just remesh it and target a higher density and bam painting for days

radiant haven
#

did someone ever played Portal 2?

hasty osprey
#

so i tried to cook but it failed

#

the error messgae was that 1 of my uassets were unversioned

#

what does that error mean and how can i fix it?

grim ore
#

open it up and save it in the editor?

hasty osprey
#

thats another problem, the uasset in mention was imported by just pasting it into my project in browser

#

therefore it doesnt appear in my editor

#

So yeah, that's probably my main issue how do i properly import the uasset into my project to begin with, i've googled but i still haven't managed it so far

grim ore
#

well it's in your project folder but not the content browser so are you even using it?

hasty osprey
#

it's in the content browser under a sub folder but when i start up my project it doesn't appear where it should

#

ue4 doesn't have native support for importing foreign uassets does it.

grim ore
#

.uasset files are versioned files so no you should not be putting them into your project directly unless you know what you are doing. where did the it come from? it's also a material instance so it is missing the rest of the parts for it I would assume

#

so unless you know exactly which engine version it came from and have all the files and the correct folder structure and you recreate it all it will not work

#

you need that info or to get the original files from the original source

hasty osprey
#

oh is that so

grim ore
#

in this case delete the .uasset file and your project would cook I would think

stiff spoke
#

In my game I made random spawn at the beginning of the game so the problem is that it compared to what I did there is only one Assets that spawn on the map but random

plush yew
#

@rotund scroll mine?

solid sierra
#

oof um I can't launch my game sry I'm new to this

#

could anyone help?

plush yew
#

Hello

#

I need help

hoary silo
#

How can you delete an instance from an instanced static mesh that was hit by a line trace?

civic saddle
#

@solid sierra @plush yew

Don't ask to ask, just ask
If someone can help, they will; Simply ask your question from the beginning to save everyone time

Instead of asking:
Does anybody know a nun?
ask:
How do nuns not melt on hot days?

You get help sooner, and we waste less time - win | win

unreal galleon
#

Anyone know why the my floor isnt being lit by my lights?, its lit before I build lighting but afterwards it just doesn't recieve any light

civic saddle
#

try putting the material for it on something else and see if that thing works

unreal galleon
#

Alright

civic saddle
#

recreate the floor object step by step to see where it went wrong 🤷

unreal galleon
#

Yeah thats what im doing

#

its just a few planes copy pasted so thats why im confused

#

Well that worked so idk

#

lmao

civic saddle
#

that's how it tends to go, haha

unreal galleon
#

Thanks anyways lol

crude vessel
#

this is kicking my ass

#

I'm trying to use set all bodies below simulate physics function with ALS to make a character's tail (which wouldn't be in the animations) react to physics

#

I pretty much have it set up similar to the UE4 demo of physics driven animation but can't get it to work and I have no idea how to debug why not

#

it certainly executes the command, it comes file, I don't get any errors.

austere dew
#

Does anyone know how I can make the unreal render what the camera is looking at?

polar hawk
#

function with ALS

#

ALS

#

that might be your problem

#

ALS is great as a temp plug and play but you start getting technical and oof

cosmic cedar
#

any clue how to import particles from houdini into unreal?

lyric knoll
#

I need help

#

new to this community but IDK which channel is correct to go

crude vessel
#

Well, I'm pretty new to UE4 and wanted to use it as a starting point, I'm gonna be disappointed if I can't modify it to suit my needs, but i'm trying to take things slow and work on something one aspect at a time, right now my character has a tail and I'd like to use the physics to drive the tail when it's not being actively animated. Mostly because i'm lazy and I suspect 99.9% of UE4 mannequin animations will not include a tail animation 🙂

harsh tiger
#

i need some help. my render targets are showing up exactly how i want in the content browser.

sacred sun
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@harsh tiger the rgb values should be correct, render targets are weird when it writing to alpha. if you click the view button in the top left corner and uncheck alpha you should see your mouse.

harsh tiger
#

can i make it not be an alpha?

sacred sun
#

the scene capture has some settings, i think theres one where you can write to just rgb

harsh tiger
#

i feel like i need to change it

sacred sun
#

yeah second option

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or last

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or you can invert the inverted alpha channel, either in an outside program or by baking the render target through an alpha composite material

harsh tiger
sacred sun
#

try converting to texture and in the texture settings there's a no alpha option.

harsh tiger
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in the widget or render target texture?

sacred sun
#

right click the rt in the content browser. theres a convert to texture option

#

or did this need to be dynamic? like a video?

harsh tiger
#

dynamic yeah

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its meant to act like a live feed of the character

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i had it dynamic before, but it was just the silhouette of the animal in an alpha

sacred sun
#

do you want a black background?

harsh tiger
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nope, but thats a whole other issue haha

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ideally, it would just be the animal and nothing else in the scene in the render target. not sure if its possible. but its for a college module. so i can put all this stuff in my blog

sacred sun
#

k, so you'll need to make a material. add a tex sample..

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then set the tex sample to the render target.

harsh tiger
sacred sun
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if that mat was set to ui and in the image of the ui it should work

#

to cut out the environment you have to use the first option on the scenecapt and invert the opacity of the alpha ..with a one minus node

harsh tiger
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how would i set the material to ui sorry?

sacred sun
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in the material settings the mode is currently set to surface. click that.

harsh tiger
#

ah user interface. my dumb ass was looking for UI haha

sacred sun
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blend mode translucent.

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just the 'a' into opacity. rgb to final color

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invert only the 'a'

harsh tiger
sacred sun
#

scenecapt set to first option?

harsh tiger
#

yeah

sacred sun
#

hmm. thats odd. I guess you could use the show only list.

harsh tiger
#

it works! but i can still see the other skeleton meshes in the scene

sacred sun
#

nah.

harsh tiger
#

it works!

sacred sun
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the 'primitive render mode' thing has a show only list setting. you can select specific actors

harsh tiger
sacred sun
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if it works, it works. 🙂

harsh tiger
#

i turned on the show only list option and nothing popped up

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an it kinda works. i set that override to 100 so they will only show when i get closed to them

sacred sun
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the show only list array isn't grayed out so you can put things in it. when in show only mode

harsh tiger
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i dont see that array

sacred sun
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i think that would work.

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i guess the array doesn't show up if the scenecapt is in the bp.

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not really sure that's the correct node off hand so youll just have to test

harsh tiger
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it worked, but i have the option to add a hat to animal from the menu. an when i put a hat on the squirrel an then go in game. hes in the corner. but not wearing the hat. but i dont mind tbh

cosmic cedar
#

@sacred sun wouldyou know anything about importing particles into unreal?

sacred sun
#

there's probably another show only node where you can add the whole actor.

harsh tiger
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ah, its because i have static meshes turned off

sacred sun
#

ah yeah

harsh tiger
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im happy with what i have tbf, its only a minor bug

sacred sun
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@cosmic cedar not really

harsh tiger
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@sacred sun its 3:20am in the uk so im gonna head off to bed. thanks for the help mate. really appreciate it!

grim ore
#

sigh when testing multiplayer if you forget to check dedicated server and expect dedicated server results your gonna have a bad time. feel like a noob lol

plush yew
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@harsh tiger animations not smooth/fluid, the camera to look at your character should have some post, looks way too sharp and bland, needs some color and blur

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otherwise, reminds me of the better games on itch

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making it into a human vs animal type of escape thing seems to bring some attention, seen games like that get it

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but something like bear simulator is also weirdly fun/addicting

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also, not exactly a fan of the third person default cam, I'd do a cam like bear simulator in this case, so you can see the paws, even if it's like your character is walking upfront

#

anyone know where i can find param (0)

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?

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cause in this tut he just paste but dont tell us

arctic valve
#

hey is there a way to make a object that has physics on it not wig out and shoot out from under you if you jump up on it with 3rd person view? been trying to make a movable chair to climb up on but cnat get the physics tow rk right

plush yew
#

got it fixed nvm

shadow pawn
#

UE Forums being upgraded?

oblique tangle
#

any one know how i can recreate this post process depth material and put it on to my map?

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^ thats the effect im hoping to achieve

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^ and that's my map

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Any help would be greatly appreciated! Cheers 🙂

sacred sun
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@oblique tangle looks like the scenecapture is set to write scene depth in the red or alpha, not a post process

oblique tangle
#

@sacred sun How would I got about writing the scene depth in the red or alpha? Is that the easiest way to achieve the effect or is a post process not possible

sacred sun
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there's an option on the scene capt called 'capture source' change it to 'scene depth in R'. then in the material use the r channel of the texture sampler. i think they inverted their gradient. use one minus node to invert a gradient. use add, divide/mult, power nodes to control falloff.

oblique tangle
#

@sacred sun i changed it to the scene depth in r, and inverted it, but now my map is just completely black

sacred sun
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k just did a quick test...

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values are [not] between 0-1

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if you multiply the red channel by something like .001 then invert the value, you should get usable values

oblique tangle
#

just changed it to 0.001 like you said and it's still completely black

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ahhh

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hold up

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0.001 wasn't working for

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me

sacred sun
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depend how far away the cam is

oblique tangle
#

yeah that might have been

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the problem

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looks like that

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how do i change it so its darker? just play with the values?

sacred sun
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i think 1 = 1cm. so if the cam is 10 meters above the ground those pixel in the render target have a value of 1000.

oblique tangle
#

looks awesome dude, ty sm 😄

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was very fiddly, so i really appreciate the help!! 😄

sacred sun
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No prob, looks good

upper quartz
#

hi guys. i wanna get livelink subject in characterBP, have anyway to get that?

oblique tangle
#

Anyone know the best/most efficient way to model a large city?

cloud cobalt
#

Hire Rockstar

#

I mean, who else has the manpower to do it ?

wary wave
#

model individual 'panels' for generic buildings of a given architectural type, then repeat them ad infinatum?

next badger
cloud cobalt
#

It's... not released ?

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Stream 2 days from now

manic pawn
#

nice, trying to open that forum page just gets stuck in a redirect loop for me

next badger
manic pawn
#

wot

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interesting

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though the name of that plugin is br_egg

next badger
#

imagine they slap a $300 price tag on it

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or even put it on a subscription

cloud cobalt
#

That name is code for "French researcher culture"

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Guarantee these guys are from a research background

runic iron
stiff spoke
#

You can also download a city with buildings in Epic Games store and you can change them a bit in UE4 @oblique tangle

runic iron
stiff spoke
#

Or you simply download the objects that can be in a city (building, panel, road ...) @gibb0#4418

haughty geyser
#

Hello again. I've noticed that in the Project Settings under Engine -> Input there are "Speech Mappings" below Axis Mappings. Is this speech recognition? Does anyone know how to use it? It's not documented anywhere, and googling it only comes up with unanswered forum threads asking about what it is and how to use it.

harsh tiger
#

@plush yew thanks for the feedback! I’ll make a note of it. Luckily i still have around 6 weeks till deadline

plush yew
#

np

plain tiger
#

Unreal Forum cannot login? Keeps redirecting me (for over what, an hour now?)

copper flicker
#

Howdy fine slackers!

#

My Question of the Day

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😄

#

How do I spawn a nav mesh volume, or any volume from BP

plain tiger
dim plover
#

I don't think that video covers spawning nav mesh volumes, which from what I remember, are a bit strange.

copper flicker
#

so is there some way to create them.. isntead of spawning?

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I refuse to believe the only way to create volumes is manually

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😄

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[watching Zak meanwhile]

light thunder
#

Can anyone point me in the right direction please? This morning I have set aside for settuping up Perforce but before I do, I need to find hosting - I can't seem to find the actual pricing for perforce server hosting, I thought you could get something on AWS too but they only have like 15 vendors, so I must be looking in the wrong spot - #source-control isn't too active and the video pinned doesn't have server information beyond what appears to be local hosting

solid sierra
#

How do I flip an object in unreal?

copper flicker
#

@light thunder Why do you need hosting. If you only use P4 solo, you can install it locally, no server.

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@solid sierra what does it mean.. flip? scale negatively?

cloud cobalt
#

There isn't a lot of Perforce hosting available, most people host it themselves on a random VPS.

light thunder
#

I'm not going to be solo - I guess I could get around it to host the same stuff on a dropbox but if my machine craps down

solid sierra
#

Oh yeah I didn't realize I could just do that thanks

cloud cobalt
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Dropbox isn't source control

copper flicker
#

btw, if I try to migrate things.. it keeps telling me the folder I chose is not a Contents folder

#

wth?...

manic pawn
#

you can not put it to a subfolder

copper flicker
#

I can't place this inside Content directly

manic pawn
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it must be migrated to the root of the new project

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as the assets use absolute paths to refer to each other

copper flicker
#

I want to migrate inside the same project

manic pawn
#

that is not what it is for at all

copper flicker
#

and ywah, it doesn't change the paths...

manic pawn
#

just move the folder then

copper flicker
#

I can't move the folder

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it doesn't work well either

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it keeps the old paths

manic pawn
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run fixup redirectors on the root after moving the folder

copper flicker
#

I just want to save some VFX particles and all their complicated connections

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neah, I failed big time with moving

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it takes ages, and it fails at the end

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ok.. I don't get this migrate, it's a complete fail

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it works without errors to a Content folder

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but it doesn't repath anything

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it keeps the original paths

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which means if I delete the original files, everything is broken

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: O

manic pawn
#

migrate is used to copy files to a different project

pearl sonnet
#

from what i remember from the videos it keeps a reference to the original but the file you see in the editor is new/cached uasset

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i guess thats what u meant

copper flicker
#

but the references are to the old files...

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even if it copies them over

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I have to manually relink everything?

pearl sonnet
#

if i where you i'd go into the folder through explorer and just copy the usassets

copper flicker
#

no, doesn't work

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it doesn't change paths...

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same issue

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I don't know how to do this via Move either

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I would have to move all the hierarchy

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first to figure out what all the dependencies are...

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and then manually move everything? dunno if it would even work

pearl sonnet
#

i mean.. everything you import contain a reference to the original

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so that when you do like reimport it'll take it from there

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if you want your actual models and textures and what not, you'd import those into your new project

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and it'll have references to those original files

copper flicker
#

that's.... catastrophic mate

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😄

#

I need to move files from one project to another.. let's say

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the paths change

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I want to delete to original files

pearl sonnet
#

i dont know what the case is with migrating usassets
whether or not the new ones inherit the original files reference or a reference to like a usasset in old project i have no idea

copper flicker
#

they do... makes no sense, but they do

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I mean how is the old project relevant in any way?

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why would they not update the paths..

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O o

pearl sonnet
#

because you're making a reference to usassets not your original assets elsewhere i guess

copper flicker
#

@plain tiger so that's a video of how to spawn things in a volume. the volume is created manually. I need to spawn the Volume itself, from BP

plain tiger
#

😦

copper flicker
#

maybe by importing a level....

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if all else fails

light thunder
#

@copper flicker what are you trying to do?

pearl sonnet
#

i wonder how functional ue4 WebBrowser is
getting sick of google

#

inception style, build my own OS experience in UE lol

copper flicker
#

@light thunder I need to spawn a NavMesh

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not create it by hand

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so far nothing on google......

light thunder
#

can you modify a NavMesh in real time?

copper flicker
#

I don't want to modify.. not sure what u mean

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just create one at level begin

light thunder
#

I'm pulling up Unreal now

pearl sonnet
#

i was googling for national lotery statistics and 2 days later i get a phonecall for % off on tickets
that and the fact that they want to remove the URL-bar so you can only go through other websites and what not and build cookie chains
duck that

copper flicker
#

ideally I want to create a navmesh that encompasses the entire level

plain tiger
#

duckduckgo that

copper flicker
#

by calculating bbox or something

light thunder
#

Have you watched the Unreal engine livestream on AI ?

pearl sonnet
#

no

light thunder
#

Was asking @copper flicker, sorry

plain tiger
#

While looking for listview tutorials, I found https://youtu.be/-Uvf_9Mqb2k ... but it does not even use listviews! it just adds widgets to the bottom of a vertical box, lol

copper flicker
#

@light thunder which livestream..

#

?

light thunder
copper flicker
#

Add a volume as a component to a blueprint.. is a question asked on answers.unrealengine

#

and there's no solution for it

light thunder
#

I don't think you need to do that, that's why you can't find it

copper flicker
#

other than... create a BOX collider and try to momic things

dim plover
light thunder
#

Unless I'm wrong, you don't need nav meshes all the time, just in problamatic areas that are complicated or you need to ensure a certain path