I can't really suggest what to do because I don't have all your code or flow. Figure out what you are trying to do and see who has to handle it. If it's killing something that is overlapping then have your client or the server, you can check to see which is calling the event (both will), and have the server destroy itself. this should replicate to the client and destroy it as well
#ue4-general
1 messages · Page 567 of 1
you can technically have the server and client destroy themselves as well i just dont know what would happen lol. Basically skip all of that authority check and just tell the overlapped item to call it's death event and that should fire on both (the server should kill itself and the client should kill itself, the server killing itself should replicate to all clients as well so everyone else knows)
@grim ore so I get selected assets and I run a for loop.... but I don't know how to access the asset attributes.. like Material Slots
is it via casting?... cuz all my casting fails
yep I just tested with a simple destroy actor on the overlapped actor (the player running into a bp with a box collision and that overlap told it to destroy the player) and it worked as expected with a listen or dedicated server
what did you do?
I have my own character with lost of animations, but I dont know much about animation bps and such. Does anyone know a really good tutorial which shows most of this?
I've seen a couple but nothing that really takes on what I want now
theres a couple massive live streams from epic on the UE4 channels (youtube, twitch) all about the animation system
@copper flicker https://i.imgur.com/cNhgdzy.png , then selected 3 meshes in my browser and clicked my button and it changed the material in slot 0 to the one I chose. You also might want to turn on the editor scripting utilities plugin if you want access to more nodes
@open eagle all I did is plug a Destroy Actor node into my On Component Begin Overlap (Box) node and plug in the Other Actor. If you wanted to call an event on it you could just cast and call your event. I think you might be overthinking this if all you wanted to do was destroy whatever overlapped it on the server and clients.
Mouse over the item in the content browser and look past the name at the () part, it has the class type to cast to. In this case (Static Mesh)
is there a way to mute all sound when in PIE?
click the drop down for the play button, go to advanced settings, then uncheck Enable Game Sound
weird like play sound nodes are still playing?
yeah
eep.. works here 😦
doesn't work in standalone but mutes it in the other PIE and PIE in window options
I mean I guess the other option is to just mute the editor but then you can't test sounds in the editor either lol
@grim ore it still repeats
HUmm... change folder color.... exit the program, reload the program, folder color reset to gray...
@grim ore uhm.. how do you know what to cast to? and what should I cast to access collision.. and set collision profile name?
I don't think it still works with casting to StaticMesh
Why is it moving the character file breaks the map? Shouldn't the redirectors keep that from breaking?
Maybe I misunderstand>
it only does that for the map that is loaded buster
by break you mean you have to save it again?
How would I make my character do animations and stuff when it hits a KillZ volume
OnDestroyed wont work
I want to delay the destruction of my character
not sure but I think you shouldn't use kill z for that
that's a last resort thing
how did the ShooterGame do it?
destroy your character with custom objects that you can customize.. as you want
no idea
I currently have a Death Event in my character blueprint that does everything I need
Its a multicast event
So it's authority-only
Well I had the map unloaded, and when I moved the character files, I got an error from the level blueprint, so I load the level, and the characters have disappeared from the level
xz, yo can use a pain volume to start damaging your player before it reaches kill-z
or anything..
the idea is that once it reaches killz, that's not a volume, I don't think it has a delay or gradient
it's a safety setting, to make sure players can't fall forever
I think it just sends a specific damage type via that system so you can intercept it
But I don't have unreal open to verify that
Hey guys a question: when I want to render my scene, it looks completely different than in my viewport. The light is different and there is also no volumetrics/bloom in my rendered sequence.
How can I render it exatly how it looks in my viewport?
do you using post process volume?
I'm trying to find a way in blueprints to select an asset based on dynamic string matching the asset name
This way I can prefix all my flipbooks for each character with that character's name, and then the rest of the flipbook name is the animation for that character, e.g. Alex_WalkRight, Alex_Attack, etc.
I think I'm going the wrong way with this:
All that does is give me a bunch of strings, but no flipbook reference
I need to get a flipbook reference
based on an input string
that is dynamically determined
what if you don't split the struct, are there functions on the struct type?
Hi guys, I created a particle that moves on a splie path, but along the way, I would like it to stand still for a while, then move on
can someone helpe me, please?
nice, login redirect loop on forums...
how long would this usually take ?
Hey, Does anyone know how to get your headset's lens distance in BLueprint?
Hey guys. I'm setting up a git version control for our project and using github as our remote. I've succesfully uploaded the project from my computer(windows) to a github repo, however when I clone it down on our Mac, when I open the project and try and enable source control on it, I get the error that I need to first initialize the project as a git repository. However doing "git -init" inside the project folder doesn't change anything
I've tried cloning using the github desktop app and also command line cloning. Same result
(and the Github client recognizes the folder as repo)
(and this only happens on the Mac)
damn it, just implemented breast jiggle on an anime-girl character from the marketplace because a) it had to be done and b) I wanted to learn about PhAT. But I'm not allowed to share. :'(
@blissful trail abandon all hope
@dusky inlet someone on twitter is doing the same, that you?
no, my name on twitter is Herr Edgy just like here
I think you are following me actually
brb :p
not finding anthing but I'm a twitter noob so just typing in "Everfresh" might not be what's required of me?
google helped me out instead
LMAO that's some next level shit, mine can not compare
hehe
hey guys is there any documentation about post process inputs 1 to 6?
Isn't that just the output of post process materials 0 to 5 ?
Oh, it's not
"PostProcessInput0 provides the HDR scene color, PostProcessInput1 has the SeparateTranslucency (Alpha is mask), PostprocessInput2 has the low resolution bloom input."
is there a particle chat?#
thx
yeah ok this level is dead as always :I like mobile
well i ask how to make a jet engine
particle
@radiant haven boy do I have the tutorial for you XD
why would you?
https://www.youtube.com/playlist?list=PLuqNhfvpWXRiHIFsstRqF_nDUzNyKVJLq the first four are for a jet engine thruster thingy
slightly shorter version (recorded livestream) https://www.youtube.com/watch?v=Civkr1OsOsA
yeah i tried these but for me the particles were too far cause the actor is moving and i tried the lifetime AND Velocity
ok the livestraeam not
Shouldnt it be staticly placed and not move?
set to local space and they stick to whatever thing you add em to
np
Loas btw, are u an employee from ue?
nah, just a moderator/regular freelancer
okay, what are your topics in ue/focuses, what can you do good in specific areas?
materials, effects
nein
whats nein?
i'm trying to find a solution to prevent bullet holes on the edge of the vehicle panels interfering with other panels like door etc. normally i just assign random stencil and stencil mask to prevent different static meshes getting decals from each other. But couldn't find a practical solution for skeletal meshes. only solution so far is putting every panel in a separate static mesh which is gonna be real messy considering each car having 20 or so panels. And not sure if this solution would have an impact or the performance or not. Anyone have an idea for this??
i'd ask someone who has worked on games related to it.. but whom.. no clue.
thats the kind of question I'd ask on a forum as it needs specific knowledge and care.
yeah sry man its way too extended than I am in my knowledge
yea asked to forum not sure if there is a game like that made in ue4? I'm making a game in the genre which most commonly known as "gta knock-off" lol.
Hey everyone I need a suggestion from you.
I'm working on a project on UE 4.22 but 4.22 has a lots of issues which is affecting my game. I am thinking about recreating this project in 4.20 which seems a lot better, less bugs. The project still in it's early stage so shifting would be easy now (may take max of 1 week), But as the development moves forward it'll get almost impossible to shift to an older version.
What's your opinion? Should I Shift?
All Points Bulletin, though that's UE3
@fallen goblet Did you really want to tag 5403 people here ?
oops sorry
Pretty sure it's disabled anyway
but I have breakfast lasagna, so I am in a good mood
@fallen goblet minus the warning hehe, it depends on the bugs/issues. because who knows 4.24 might fix stuff
and break other stuff
cascade is a mess in 4.20
@wary wave lets not talk about @ everyone stuff
:p
I tracked the issue and it said the target fix is 4.25 but 4.22 has not only one bug but many, And yes 4.25 might bring some more crucial Bugs. @fierce tulip
im not going to give you any advice, both have pro's and cons :/
Work around the bugs you can
Does anyone knows would there be any performance hit for using 20 static mesh components instead one skeletal mesh? it seems that might be the only solution.
You'll very likely need to move forward at some point anyway
one more question as you know the maps can't be migrated to an older version but does migration of a Map to a newer version always work?
Upgrading content almost never cause issues
I say almost because of the 4.8 (4.7 ?) tonemapper change
unless odd blueprint and code changes.
That's the only one i remember
C++ code almost always need changes
That's a given
ahh the great tonemapper change of 2015
If I don't use any BP in a map (only static and skeletal mesh, sounds and fx), and what about migrating animation sequences and skeletal meshes? does they cause issues?
Anyone here dealing with CAD models has a good idea on how to automatically (hopefully just a fire and forget thing, or minimal labor) optimize a scene? This scene that I had often goes above 10k drawcalls and 20M rasterized triangles
I kind of liked the idea of using proxy meshes (voxelizing the scene helps deal with a lot of hidden smaller details that just merging an actor and LODing doesn't do), but it seems to just create a new asset for me somewhere, without placing/replacing it in the world
But perhaps HLOD is a better way? I've no idea tbh
@fallen goblet moving that to a newer version is generally fine
OK, Thanks @fierce tulip , @cloud cobalt
do you guys also sometimes get this bug? sometimes I can view my meshes just fine and sometimes this editor is just zoomed out like crazy and now it even seems like I cant even see my mesh?
Thats because of ur mesh's size
Scale it down
If you are in blender scale down the mesh to 0.014
What would cause moving or renaming an asset in the editor to cause a broken link?
in XYZ
lol 20km high mesh
@crude vessel what broken link?
the funny thing is I exported it in default scale from blender, imported keeping the same scale, default, 1, and the mesh shows up fine in editor first time I open it
then after cloth painting
The Default scale is reallly large
Scale it down
if that mesh is meant to be long
scale it down using the S key
click it
and move your mouse so everytime it moves it scales it
cant I just export the fbx with 0.1 instead of 1 ?
and scale it to a moment where you can see the mesh in blender and ue4
Do one of the issues I have is I'm starting a fresh version of ALS and want to make it conform to a more uniform standard based in n the ue4 style guide. So for example if I move the mannequin character blueprint to another folder it breaks all kinds of stuff.
Or if I add a prefix to a material fucntion, it breaks that link
I thought the editor would auto rename references?
Well, Evey time.i do this, it causes something to break.
it should not, unless you edit names in explorer instead of CB
Here do one thing
I've tried like 5 different times, I've tried moving stuff just one file at a time.
Ue4 of course
I never move stuff outside the editor
Or rename
Everything is inside ue4 editor
Correct me if I'm wrong, after I move a file I need to right click and fix redirectors in the folder?
so maybe you SHOULD
quick q: what should my mesh size be in the editor ?
what numbers should I am for ?
@pseudo swift try a 1 meter by 1 meter mesh, and make sure its 100 units by 100 units in ue4
if you are and you want a mesh almost the same size as the UE4 Mannequin you should try 0.012 or 0.014
0.014 is a bit larger
than the Mannequin
and then just export with fbx scale set to 1 ?
Yeah
@crude vessel only time redirectors break is either outside of explorer, a veeeeery random small odd chance of it not working, or have multiple instances of that project open.
import into ue with scale 1 ?
Yeah
okay let me try that
Do not change anything when Importing
if thats not the case, something is really broken
Let it stay the default
Lol, this is hilarious then. Again i'm starting with ALS, I've tried moving files, no errors but... Sound references to the animation notifies get broken. Sometimes the material function links get broken. For sure the default level load gets broken if I move the map but that may be normal. Then one time the mannequin character disappeared from the maps because I Moved the character blueprint.
I was told it's not related to source control, but I did make sure everything was checked out.
Moving folders ate my original project so now I've been trying to move the files as the first thing, and still having issues.
And it's not like it always breaks 100% of the time, obviously I've renamed and moved assets plenty of times without issue in the past.
Oh.. wait a minute... https://docs.unrealengine.com/en-US/Engine/Basics/Redirectors/index.html This is so that packages that are not currently loaded, but reference this asset, will know where to find it in its new location. So basically I might have to go through the whole project and open all the map and assets before I clean up the redirector? humm
Objects that are placed in packages to redirect references to moved assets to their current locations.
So it's not updating all the links for all the files in the projects I assume? only ones that are open? That at least would make some sense.
because when the mannequin broke I think I had a level loaded without the mannequin on it. I didn't notice it until I reloaded and the level script referencing the mannequin threw an error.
it should track which assets are referencing this one in the asset registry, allowing it to automatically load and resave all of them during cleanup
okay using 00.14 in blender result in this with exp / import at scale 1
I might just try the ResavePackages Commandlet and see if that helps.
Please give me advice what should i stick here in object socket?
im using meters it seems, i thought this was default, perhaps this is the issue?
From what I read you're suppose to use meters, but run at 0.1 scale or something.
right now I exported with 00.14 as bigGeiTaj said, and its very small when doing cloth painting etc.
By default Blender loads with 'generic blender units' which are essentially meters, but I think it wants meters specifically. It's been a while since i messed with it.
can you export it with something else for scale as a test?
sure I mean im just doing tests right now, I think maybe 0.1 might be a good scale etc.
@pseudo swift check this out https://www.blendernation.com/2019/09/17/ue4-mannequin-compatible-animations-and-meshes-mr-mannequins-tools-1-0/
This will load the mannequin into blender on command.
Export this and compare to the one in game and that should give you a quick way to determine if the scale is correct
free plugin
checking
i mean the only thing I want is to be able to export a mesh from blender and import into ue without getting crazy scale issues
when exporting with the scale set to 2 on my mesh in blender result in this in ue, which seems good for the brush size, but not sure about the ue mesurements
radius is 80 but the size is 800x202x202
do you also have meters in blender?
Why is yours like that?
after cloth painting the same mesh I get these ridiculous numbers
ehmm, what do you mean? its for a project im working on, 20k cause the cloth sim get more wrinkles and interacts better with wind in ue ?
Yeah
ok
So it looks weird and all right?
You should probably not simulate the whole thing
and only a bit part of it
size seems good in the scene, although the numbers etc
That's pretty good
it sees the thing that the constraint of it
is not that good
you have painted almost the entire mesh
start a bit low
and then go on 1 by 1
can you elaborate what you mean with 'it sees the thing' ?
oh I meant seems
the whole thing is painted except a few verts at the top
its seems that you have almost weigh painted the entire mesh
Oh yeah
weighs
Check your skeleton for the skeletal mesh
weight paint it like a good amount
and then you might get smoother results
Check the material if it is two sided
the funny thing is in the picture you see another piece of cloth and that plane works just fine
yeah but the numbers
41,111 like wtf
sure haha
are you trying to get a smooth cloth simulation?
like a smooth cloth
flat smooth cloth?
yea
smooth simple cloth like a flag hanging
import it like this with uniform scale set to 1
I mean the geo is not completely flat since I need some more volume
the geo?
what is going on in your brain Carl Johnson?
hahahaha
okay unreal jedi
as a humble padawan i will wait
still dont get why my numbers change so much though
this is the same mesh before and after painting
i assume you imported a flat plane ? i want more wrinkles that why I added / moved my edges around
im wondering mostly about this, numbers change after I apply clothing data to my mesh
second image is before applying, first image is after applying
I know it does for my too
it is simulating clothing
so ofcourse it is going to change
thats whats making my editor go crazy zoom out mode
so when I open the mesh again its "invisible"
and resizing it in blender and updating the assets in unreal changes the size ofc but still invisible
i did this exact process yesterday and have a cloth plane which is working that I can re-open and inspect / repaint
that was exported using scale 1 from blender and it seems fine, not sure why that one is not displayed as invisible etc.
Thats the thing
sometimes higher verticies doesnt make difference in UE4 Cloth Simulation 😄
just upload a normal plane
and see for your self
hmm I closed unreal and re-opened it and imported a plane with only 1.3k faces
works alot better I think
it doesnt seem to become invisible and freak out
its almost interacting with the wind how I want it too
https://www.youtube.com/playlist?list=PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ
does anyone know where I can find the example project for the Blueprint Multiplayer tutorial series?
I dont think they have them anymore.
Hello, just gonna repeat my question in case someone can help 🙂 I'm working with big, complex and numerous CAD models (assembly lines) that I need to show in VR. On an average machine here I often get >10k drawcalls and >20M triangles on the screen at a time, causing framerate drops. I need to somehow optimize my scene automatically (we're talking about 10s of thousands of individual meshes here) to at least try and get the drawcalls down a bit, but my previous attempts (merging meshes, material instances) haven't been fruitful, and generally caused even worse performances... Any idea?
That's the kind of machines we're working on 🤷
And it's all from CAD-exported step files so it's very raw
You can use the inbuilt UE4 LOD tool to decrease the verticies and the triangles and stuff
that really helps
Try using that
You can go as low as its seemless
I've tried merging all my meshes in logical cluster (make one big mesh with a bunch of material slots) and then LOD it all by default (cut down 50% of the vertices)
Result was even lower framerate
in VR?
Hmmm thats interesting
Anything with the textures the scenes or the materials?
if not then you probs need a better machine then...
I don't know how big your models are
@frail pewter Yup VR, I don't even use textures yet and the materials are extremely simple, there's only one master material and just a bunch of instances that change the color (as it looks in the CAD).
Well the machine is like 12x8m I reckon, it's an assembly line
Here's what it looks like if it helps https://i.imgur.com/TwFxoE0.jpg
Lots of small and detailed bits in there
It's mostly solid colors as you can see, just a bit of transparency for the glass and the lasers, but nothing too crazy
@frail pewter oh. that's slightly inconvinient
@tame delta I don't know what cad software you use, but when I used Autodesk inventor it had a way to export simplified assemblies
@crude vessel Solidworks
What is the frame rate?
40-60
Ah sorry, but I wouldn't be surprised if they didn't have a similar function
Reproj makes it "okay" even, but I really need to improve it
Ahbit appears it has a simplified Assemblies
But I have no hands on experience
Have you tried that before exporting the parts?
@frail pewter Valve Index resolution, don't have it off the top of my head, haven't even checked the settings
I think I'm really draw call limited so I haven't really paid too much attention to the rest
@crude vessel Haven't tried that, but it seems we're limited in what/how we can export because of the tools we use internally
@tame delta these
as you can see there
I put it to 76 and all high
I have higher frame rates
Well all post processing is disabled anyway, I can try lowering the render res, I doubt it'll change something but I'll try it. I'm cloning the project now so it's gonna take a second
Ah okay, I'd look into it. Part of it was to hide internal geometry to protect ip
But culling faces that won't be seen seems like a great idea
Yeah sure do it
I don't think we have that many of those, those machines are really "open", there's no watertightness anywhere, and the complexity seems awfully well spread through the geometry
Jacketing can also be done in UE4, but it removes very very little
its really going to help
Well lower render res is also gonna make it look worse unfortunately
@tame delta set the 3D res to something 75 really not a big difference
There's a lot to be done on the geometry, that's what I'm aiming at mostly
but huge frame rates
Version 4.23.1
Still no animation blueprint child support
Work around it
How? @cloud cobalt
How what ? What's the problem exactly ?
well I can do it it's just annoying without child support
you should be happy not having to pay for child support :p
Hello. I wanted to share my day and night cycle asset for multiplayer. Free for you. Made by myself. Where can I drop the link?
okay
Hello, what would be the best way to make a custom marco of 'For Each Loop' with a delay?
Good noon everyone!
I am trying to build a system where multiple actors are connected via spline meshes. Currently using a single blueprint that detects these actors and connects them at runtime.
I want to detect if one connecting mesh overlaps another. What is the best approach to achieve this?
Still learning Unreal.
@fierce tulip can I provide a link to the support discord?
Well you could add a collision box around the meshes and check for overlap. Though that will trigger overlap for anything. If it’s a specific object your checking for you can cast to that object
okay, thx
@late nest, thanks. I am still figuring out how to dynamically shape the collision box to match my mesh. Any ideas?
Capsule if it’s a character mesh, box if you aren’t to bothered about accuracy, trial and error. If you want it to be a specific shape your better off setting up the blueprint for one box and just using multiple collision boxes to make the shape you want.
Then just copy and past the blueprint to each collision check
Normally just use a capsule or box myself though works fine 😂
okay,will dig into what you said. Thanks again!
No problemo
Best place to cache a variable you want globally accessible via a function library function?
GameState?
game instance
So I'm using maya if that matters, but when I import my model into unreal does it need to be one object, or does it not matter? Also, if it can be multiple objects, can I separate them in the engine, or does it automatically connect them when importing?
Good morning
gm 😄
anyone knows how to hide the cursor after setting game mode to ui and game only?
you can do it either way @solid sierra it doesn't matter
it seems to don't care about the PlayerController -> set show mouse cursor off.
@ornate ice there is a hide mouse cursor function in bp
thanks
don't know what to say, I have a project where I use it and it works fine
Today I go over how we can make our widgets controller friendly with a little bit of work.
same thing that happens
here
@rotund scroll - that's probably too global, as it's persistent across level transitions, is it not?
@wary wave it is
yeah, that is behaviour I do not want 😄
aye, figured as much, cheers
it's globally accessible, within the context of the current game mode and session / level
this is not working
the top one is to control with gamepad
so cursor should go away
but it doesn't
like I said I don't know what to tell you
it's working for me
perhaps it's not catching the player controller
perhaps you need to cast it
have you debugged the execution to see if it actually reaches that point at all?
you mentioned earlier something about setting it to ui and game only. here your just setting it to ui so if your using a key press to do this it wouldnt work after setting it to ui only.
no no that's just an example
in my exmaple i'm using set ui and game only
but has teh same effect
they talk about this issue here
Unreal Engine Forums
Build powerful visual scripts without code.
something to do with the widget focus.
Hello, can someone help. Im trying to make a randomizer for my targets. What I want to happen is you put in a percentage for the amount of friendly targets you want and then when 'BeginPlay' there are set randomly across the targets depending on that percentage. This is what I have so far: (This doesnt work)
did a quick test and if the 'in widget to focus' input is not connected the mouse doesn't appear.
Agent the way you currently have it set up would require a lot of "targets" to notice variations...how many targets are in your array?
26
And youre trying to set one of the friendlies as the target?
no, there are two types of targets: friendlies and enemies
left friendly, right enemy
Do they all start as friendly and you set them to enemy in the 2nd loop?
Or reverse sorry
Yes, reverse
Theyre all enemies and you set some to friends
Is your array being populated correctly BEFORE this beginplay?
Check where you populate your targets
With a print string
And check this begin play with a print string
I populated it with the 'Pick Actor from scene'
But elsewhere
And you need to make sure targets is actually populated when you get to this beginplay
You could even just do a print string and print the value of targets in this begin play
Make sure it's not empty when this starts
After the completed, print the count it is going to use for the 2nd loop
not empty, first says 26 then 13. 26 targets in total, as I set percent to 50, 13 is also correct
Ok first pain point checks out
The chance also checks out as you said 13% is what its coming up with
Wish i could see it as 1 picture
no, 13 targets and 50%
Trying to follow 3 pictures makes this tough
struggling here.. my projectile is going through the landscape... anyone got a tutorial or quick tips.. i have looked and can't pinpoint the issue
That looks like it should work without a hitch....try grabbing random target through a get node instead of dragging off the set...i know it should work but ive had issues in the past where weird shit like that happened to me cause of a bug
You count, then you see the number of times to loop, then you randomly pick targets from the ability ones to set to friendly equal to the % of them...
I see nothing wrong with it at all
Lol hey those are the best kind of bugs right lol
and this is in simulated
Your logic was sound there
well sorry about that
Where is color changing happening
construct script
You might have to move it to begin play
Construction runs before you set them as good or bad
construction script basically runs when you place the object in the editor 😛
runs perfectly. Thanks for the help 🙂
You did the work not me 😁
Sorry about that 🙂
So we get volumetric clouds next year? 🤔
That looks cool
Hmm... might take more until it gets stable and enough feature rich.
if it's functional and not half-arsed, it'll be great
hi guys. do you know how to find assets in a folder, in BP?
or.. how to create an array of levels..
levels / maps
I'm trying to create an array of all levels that might be chosen for loading, it would be ideal if it worked automagically, by looking inside a folder
I wanna avoid making this array of names / strings manually
you don't - you'll probably have to do the manual array of paths
Unreal Engine Forums
PREVIEW!
Preview 1 of the upcoming 4.24 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will rel...
They really went forward with this:
set of tools that are focused on interactive 3D modeling.
4.24 came out pretty quickly after 4.23 I feel
@wary wave I saw at some point an example.. of someone loading files from disk
I just don't remember how
can someone help me to create enemy that moves in y axis to where ball is
im making ping pong game
@serene birch, 4.23 didn't even enter 4.23.2
yeah
New Atmosphere Fog Component. We have a new AtmosphereSky component which adds a physically based Earth-like atmosphere. It can be used to create exotic worlds and provides ground view with and aerial perspectives, including ground to space views for planetary atmospheres.
so it supports "exotic worlds"
hnng
before interplanetary space flight I wish they fixed their basics..
or you know, there is a team working on fixing stuff, and a team working on improving stuff, and a team working on adding new features.
no no no, the janitor must stop cleaning now and help the 2D team 😛
and a team porting stuff from fortnite 🤣
the team working on fixing ain't fixing..
sure buddy
there's a PR for fixing the paper2D performance issues in review
as for 2d, you might want to check https://forums.unrealengine.com/unreal-engine/marketplace/1643429-pixel2d-the-sequel-to-paper2d-complete-2d-platformer-solution
Unreal Engine Forums
Hey,
For the past year or so I've been working on a secret project for the marketplace. It's called Pixel 2D and it's sort of a beefed up sequel to my previous 2D
like ok, if 2D is irrelevant, how ab out better import and defaults options for meshes
lol
how would you define better than the property matrix?
that's not something the team working on the atmospheric rendering math can help with mostly
meaning in the property matrix there's a TON of missing attributes to tweak
or.. to not tweak.. cuz they' missing
get the batch edit tool on mp. done.
what's that
exactly
should we update 4.24 😄 have buggy ? or 😄
or use blutilities and make your own
I don't want to install experimental plugins
I need my project healthy
I think this is core Unreal functionality that's missing
and meanwhile they waste a lot of dev resources on 3D rendering fanciness
I've asked if it's possible before, and it was "yes".
How can i copy my Per Instance settings to a base class?
I wonder if the issues that are supposed to get fixed in 4.24 would actually get fixed without creating more bugs 😅
its not experimental, epic tests them, and the creators need to keep the tools updated.
if they would break projects, people would report it already
UE4 is mostly 3D focused
"mostly" is like 95%
What's the best practice for determine quickly which actor spawned a widget? I'm getting multiple instances but I can't search for a "Create widget node"
like, probably 99% of the UE4 users would be "why is Epic wasting time with that fancy 2D stuff nobody cares about?"
plenty huh..
4.24 PREVIEW YEEEEEEEEES
are the tools lacking? yea kinda
sure, you can make a 2D game in UE, I tried too.. but I ran into some serious bugs
but between fortnite and the small group of people using 2d, its not worth the time and money investment
and performance with sprites
hence we get community people making a new 2d editor
basically a catch22 thing, tools are lacking so UE4 doesn't pick up a bigger 2d community, 2d community is smallish so Epic doesn't spend more time improving 2d
that could also be partially just be a lack of experience :p
like you can't merge them properly and yo can't have more than 500ish or so.. rendered at one time
so that deadlock had to be broken by an exterior party
no Luos
That's an amazing idea new 2d editor
that pixel2d thing looks to be it 🙂
yeah I noticed they are abandoning paper 2d
sprite performance was heavily broken in like 4.18 or so? there's a PR to improve that somewhere 😛
but I wouldn't dare to use a community managed tool
well go root for it, post about it in the thread, mention it on twitter. show epic you'd want them to support that new 2d engine.
for random reasons
I would much rather move to another engine, if I want to try 2D again
try a community managed engine? 😄
@chrome prism is talented enough
Sure will @fierce tulip
boshy can use all the love he can get to get that dev-grant
i can recommend GMS for 2d
Anyway I found UE4 is kinda heavy for mobile game, IDK why actually
game maker??
Godot is not intuitive in sense of hierarchy and communication between classes
how to make my actor position same as other actor. So when actor 1 moves, this actor moves to same direction in y axis
@copper flicker yep. GameMaker
not a chance
it's a really limited engine, I have friends who work with it..
I never touched it
😄
Godot is designed with 2D and nested prefabs at its heart.. which is friggin amazing.
the problem is tho.. it's rough
and young
and has a tiny dev team with no resources
aka moneyzzzz
Godot is not that young..
well, younger than others
in therms of game engine age...
it's young-ish
or at least, feels like that
it's 5-6 years old and fairly decently featured
it's not an elder yet
yeah, it's got a lot of features
and they are all buggy
😄
like.. hey, we have C# support now. well, only for marketting purposes
and a lot of features are just for marketing, but really rough around all of the edges..
you can wipe out your work really easily by renaming and reparenting assets for example
I found a few major bugs like that, and then I set Godot on hold for the foreseable future
😄
@plush yew you need to get the world location/rotation of the actor you want to follow; you might need to try playing with add local offset if you don't get the results you want with set relative
anyone talking about pixel2d here?
I can't believe Unreal doesn't have a "actor that spawned me" function
by default it's Owner
widgets don't have that
widgets aren't actors
trying to track down multiple instances of the same widget and I must be going about it the entirely wrong way
I've just made a demo available for anyone interested in in seeing if it's suitable for them
they do have an Outer, however
An actor can create a widget, but the "create widget" node is useless to search through because it just gives you the generic node
also WidgetGeneratedBy
it's been 2 months since 4.23 release to 4.24 preview 1. Why do people think this is fast?
@copper flicker https://drive.google.com/file/d/1bmHINqTrpZ5NS0wHC-LTVWme5J-oiMAc/view check this out. Might be what you're looking for
Google Docs
because it's usually longer
It's quite average ? Previews are there for weeks or months
probably not
Just set a variable from the owner
"accessed none" "ballvar"
Your variable was not set to a value when it tried to access it
@cloud cobalt If I knew where the node was for the owner of the widget, I would know why there were multiple instances of it being created
@plush yew Have you watched the Blueprint Communication Video livestream?
no
https://youtu.be/EM_HYqQdToE You can spend 2 hours going, "oh wow, I never knew that" or you can spend months going, "wtf does this mean?"
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
save yourself a lot of headaches
Ohhh man. Downloading 4.24 preview 1. Let the fun begin!
Wow. Lots of exciting stuff this time around, some that wasn't in the roadmap. 4.24 is going to be an early Xmas present. 🎁
I'm curious about SSGI and these Mat layers 👀
Mmmm new audio mixer is on by default in 4.24. ❤ ❤
Perhaps it's finally time to build some audio tools for the Marketplace.
We have the MatLayerBlend methods since 4.0, which are great though only allow blending material nodes ; we've had "material layers" as a short-lived feature before which I guess was still in the engine and allowed actual material stacks ; and now the new one
@copper flicker anyways, whatever engine you'll be using, I honestly wish you good luck with your projects. also sorry for grumpy-no-food-yet replies.
Well, as in the graphics channel runs, these mat stack might enable some painting apps do their work.
what happend to GTAO?
Damn, didn't 4.23 just come out
like 2+ months ago like normal it might be a little early but 23 had likke 100 previews
4.23 was in forever preview
What in particular is broken with 4.23? I considered it pretty solid.
But anyway, glad to see OpenXR finally get it's day
"we removed matinee, merry christmas"
lol
4.23 is okay for me
@grim ore can you come to dms
Projects that rely on it.
in 4.24?
I don't do dm @plush yew
You should have moved on by then
don't tell Epic but the shooter project uses Matinee... 😉
Especially knowing for like 10 releases that it was a goner
Some dude was two weeks ago. Insisted that it was for his paper. We tried to warn him
the new modeling tools are not half bad, as a programmer I could make a cube and extrude from it and it worked lol
And are not proving a valid reference in a timely manner
Using matinee 😜
@plush yew The variable you're accessing doesn't have a value set.
(if you insist on using Tick... do a Verified Getter on that Reference @plush yew )
"editing this value in class default object is not allowed"
how
I just told you
@plush yew Where are you seeing that message?
when setting value to that reference
No
Well maybe you are also
But, you are getting it because it's on tick
And there's going to be a few frames where tick is going to happen first before you set it properly
Tick is for things you need to do on every frame.
Which is fine, if that is what you want
I don't care about it being on tick anymore
just use a verified getter for it
Right click on the reference
4.23 GAS have quite a bunch of bugs
If it still doesn't work at all (then it's another issue entirely, but one step at a time @plush yew )
click in blueprint or variable list?
...
I'll GIF it for you, because you aren't reading what I am typing
@plush yew Right-click the reference to that variable in the graph, the blue node. You'll see an option at the bottom "Convert to Validated Get".
yeah thats the words haha we were close haha
good job team
Too many cooks 🎶
lol omg
new warning
i want my enemy to move this ball location in y
Let me GIF that for you
okay
@plush yew The new node has execution pins, so now you have to hook it up to Tick with the white wire before everything else.
^Like that.
Volk is on it.
but i didnt do a gif ohh fancy
yay warning and no errors
😄
and enemy is not teleporting to random place
Now..go into #blueprint channel
and look at pinned messages
And learn some good stuff
but enemy is not moving in y axis where ball is
its just there watching to my soul
do you guys know how to move enemy where ball is
You are using x axis instead of y axis
Is there a way to stop Epic Launcher from starting up when you open UE4 projects? All it does is eat up memory and CPU even though I didn't want it to run
Start printing strings and adding breakpoints. Is it valid? What is the x coord of the ball? Is there any sweep hit results? Etc etc
You can probably find most of this info by just searching google. Half the time I solve my own issues with that.
i have tried long to find information how to make pawn move to pawn location
but nothing
What is it your trying to make? Pong?
ping pong yes
There’s a tutorial of it pinned in #blueprint
I like the chicken.
ok me like pirkka
It holds the same basic concept
Isn’t the whole concept is you move to hit the ball not make the ball automatically move to the racket? 😂
enemy is not player
But then you’d have a unbeatable enemy
i need to move, but enemy needs to have automatic moving, but it will sometimes fail
...
⤴
New project workflow in 4.24 p1. 👀
when does 5.0 come
after 4.99 of course
lol
i think 4.100.0 would be after 4.99 😉
Probably would use Aimoveto, and get the end location of the ball, so a line trace from the ball. Obviously a bit more complicated then that but only thing I can think of while not in front of a pc
are you from finland?
No the 🇬🇧
Yeah
its not AI
@grim ore overlord said that i should not make ai because it doesnt have to
Hello, Does anyone know how to add the camera collision, So it won't be able to clip through walls?
It’s also in the spring arm component if I recall
Yeah, I'm using spring arm, But it doesn't seem to collide with the camera blocking volume
THANK YOU for whoever added AtmosphereSky to UE4.24 holy crap I've been looking into how to do planet curvature for so long and you guys finally made it
" including ground to space views for planetary atmospheres." I think I just failed NNN
XD
My whole game is based around space to ground so this is big
Hey everyone quick question, I applied a substance material to my leaves and they all the sudden dissapeared. Set it as two sided foliage and checked two sided, all nodes hooked up correct.
Should be Luke LandRunner then it’s a complete opposite 😂
;))
@maiden swift but will the project templates be fixed :o
Found this in the new project workflow: XR can be disabled! 🎉
me getting angry
Why?
this fk enemy is not doing what i want
its only been like 4 years and the first person template crosshair is still wrong
its jut breathing like demon there and watching me
@polar hawk Ah, that kind of fixed.
Yeah I'd love to see some fresh templates at some point, too.
But this workflow is nice.
Really happy to finally see an option to disable XR during project setup.
Long time coming.
Try Ai move too cause I’m sure you don’t need to actually have Ai on the object your moving lol maybe just a empty Ai blueprint on the character.
Id like to see an advanced start project
thats just a list of checkboxes
all the checkboxes
I can't even get the auto project to compile the shaders for Ray tracing, it crashes lol 😦
ayyyy
I was hoping it was going to be fixed for P1
The editor UI looks slightly different.
the dividers are gone separating categories and items
you are a few weeks behind on the .24 changes 😛
lol
I don't track the GitHub repo. 😛
I just watch the roadmap, so there's a lot of new stuff here for me.
The dividers aren't gone, though. They're just thinner and there's no more color difference in the containers.
and I agree new templates would fit right in with the new project changes 🙂
ah yeah I meant visibly they are gone
Okay. Anybody have any clue what the hell could have caused this? I literally just opened my project and pressed play.
@severe ibex You need to give us more context. We don't know what your project is supposed to look like.
Like this. Sorry for the phone pics.
It looks like that in the BP for the building. So materials seem fine, post process volume for the cell shader effect doesn't seem to be the cause.
Judging by the first pic, the only difference I see is the cell shader being applied.
Which may be affecting the colors on the that building's shaders.
I don't quite understand why thatd be the big cause though. I have changed nothing since last time and it looked dandy then.
well I can't get the .24 p1 to open up into the editor for me this morning, this is going to be one of those fun days
@grim ore It's actually more spaced out too.
Wait, hold on. Don't know why that's so tiny.
the details panel has the changes as well it's more.... google flat?
oh ffs... I really can't open this project I was just being dramatic before but this is really happening. The preview is broke, send it back I want a refund
So glad I'm not the only one who has troubles lol
Hey, I have a question. I have a pawn with a camera component, Can i add collision to the camera?
i've been using the .24 source build to do some work with the new launcher and templates and had to edit the source to get some of them to load lol. I was hoping the previews might fix that, I think the actual templates were fubared
The first person BP template seems fine. That's what I opened, with XR and ray tracing disabled.
ok it finally openened, I think it's the RT stuff that is having an issue
shader compiler is crashing when trying to compile RT shaders lol. The question is; is the crashing due to me not having a RT card or due to P1 lol
the good part is the templates are fixed and not crashing on loadup now so yay 🙂
why not both?
well I think the engine will still run if you have RT on but an unsupported card so I think this is P1
the new SunSky actor that setups the whole lighting automatically
the directional light has a default of 500000,0 lux 😄
makes the scene a tiny bit completely white XD
Good lord why
I can't even get auto exposure to fix that 😄
manually seting EV to 17 or so makes the scene visible 🙂
y u no liek physically correct lighting units ?
let's just all associate these issues with being a preview and assume they will be fixed for release 😉
It's like an Autodesk product.
More digits, more mistakes 😜
lol
hey i did a quick google, but no luck, how do I loop the timeline in unreal? so it plays from beginning after reaching the sequencer end point?
found the icon:)
nevermind!
Hey, I have a question. I have a pawn with a camera component, Can i add collision to the camera?
anything most things can have collision yes, is this camera just inside the pawn or where is it?
by default it should be colliding, does it not collide when you go against a wall?
@grim ore The font looks different, too. The text is more compact, but it's not Roboto Condensed. Maybe an updated version of Roboto or better kerning/tracking in Slate? 🤔
Exactly, I don't know why but it's not colliding
If you are using a spring arm the probe channel is what determines what it is colliding against, it defaults to camera
what is it not colliding with? can you show an example
Well, I have a plane and i tried using a camera blocking volume
Actually, Can i make the camera blocking volume visible? It's hard to test with it when it's invisible ;-;
Does anyone know a way to rename an extremely large folder? My assets folder is 20g so whenever I try to rename it in-engine it just crashes.
I wonder if this is due to you not having any collision on your root
DefaultSceneRoot...?
actually even with no collision on my root the camera still is blocked by other meshes
can you show an example of it not working I guess?
I wonder if it just feels like its not working because your actual item has no collision and is moving
I cant tell what that picture is supposed to look like
hey I noticed a cool "glitch" in ue4 you guys probably know about where you know how ragdolls start shaking a lot if theyve been falling long enough, well if theres a detached body part that falls off the map and the rest of the body stays on the ground, the body still on the ground will start vibrating and shaking around a lot too
It's the camera inside the floor
its a pretty cool effect
hey, anyone got a idea how to rotate a tangende 90°
how are you moving the camera?
what's a tangende
a vector
that's not moving the camera, just the pawn itself
you said its seeing thru the floor are you just at floor level or something?
Well, It's a game where the camera is the character and the camera can fly because it's a building game
tangent* sry
ok my guess is you are moving your pawn thru the floor and the camera goes with it, not much you can do about that but stop your pawn
For whatever reason, renaming a large file full of art assets always crashes my graphics driver. I think it fills up the VRAM and then crashes graphics driver > crashes UE.
Is there a way to print out the name of the objects i'm colliding with?
Just to make sure there is collision on my camera
I wonder if there is some way to do the rename with a console command or commandlet 
the collision is on the spring arm for that setup
Yeah i know
then you could do it without it loading the meshes into vram
and it checks against the probe channel set up
So, How do i check what the name of the object i'm colliding with?
i've not ever written a console command, whats that look like?
I dont think the collision item for the spring arm is exposed 😦 is your item, your root, your main part of the pawn that is moving around going thru the ground?
if your pawn is going thru the ground then the camera will follow it
the spring arm only collapses itself between the root it is attached to and the camera on the other end
But, I'm pretty sure what is moving is the pawn
right now with a default root you have no collision, that item can go anywhere. If the camera is on one side of the ground (below it) then the camera will follow it. Have you tried looking up then going backwards thru the ground
So, Any ideas or tips to avoid the pawn going through stuff?
you need a root item that has collision, like a box or sphere collision or a static mesh
if you make a sphere collision component and replace the root with that, then the item will now have collision if you change it to block all for example
That root item needs to be under DefaultSceneRoot?
I think if you put something like a static mesh as the root, set it to block all, and gave it a mesh like a sphere then you might see how this is actually working
do physically based brithness units work now?
the root is the root, its the first item, the top item, the DefaultSceneRoot in this case. you would replace it (drag the new root on top of it and replace it)
previously I managed to get exposure stuck somehow when I had a sunlight and a candle with real values
Ohhh. Okay, I'll go try it right now
everything got washed out somehow
Thx @grim ore
Sorry guys I know it's not the perfect place. But is there a way to edit the parameters of all dynamic material instances on an array of static meshes?
Ay Thx @grim ore It worked!
Ohim retarded. Theres a cast to material instance dynamic.
Also look into material parameter collection
@abstract relic I will. Any quick overview of what it's all about?
so the new engine 4.24 does it have the chaos stuff baked in yet? and if your nto using windows ten will it work
Basically an asset that stores arbitrary values that can be referenced by any material. So imagine you want to store the player position. Have the character bp update the value in the collection and the material will in turn be influenced by it. I.e dynamic grass that deforms when the player stands on it