#ue4-general
1 messages · Page 569 of 1
is there an existing blueprint function for getting the length of a third side from the other two? (i mean, i know the trig function, just trying to figure out if it's already there)
vector2d, i should say
pythagoras is the term.
For right angles
nope wont let me import copy or do that chaos , says i ahve to manually rebuild unreal
and that wont work with vc 2017 and windows 7 64 bit
Jep I don’t think so
Guys I got a simple question, does a core i5 2.5 ghz 8 gb ram laptop without GPU can be used to learn unreal engine ?
Question,
What does everyone use for Dedicated MP Servers with UE4? I'm in need of a new sys
I bought uWorks last year, came back to it here an there but todays files on the plugin are all broken. Owner has abandoned it.
anything that meets the min specs can be used to learn unreal. with those specs you'll have to have a fair bit of patience when working with materials, building lighting, packaging.
hundreds of people asking for support nothing :/
Not really a engine specific question but still related, but he also speaks about a different topic 😁
Can anyone recommend any library to do something more advanced for custom UMG painting beyond just box/lines/lines/text? Like circles, just for example?
Can I upgrade a project from 4.23 to 4.24 by just opening it in the new engine?
@plush yew there's no way back, you may stuck on preview for months
I need that chaos destruction and it wasn't working in my source build ):
@bitter iris might want to contact mp team if he abandons it, since its still for sale.
@fierce tulip contacted for a refund as i paid £150 :/
some people claim that chaos won't be live for a year or so
It's unfortunately a common problem on the marketplace
@plush yew Beware that Chaos isn't ready for production yet
Is there a YouTube or live stream or other resource that outlines how to take an existing rig model and converted to the unreal mannequin so as to use all of the animations that are currently available for the unreal mannequin? I'd ask #animation (i did actually) but there have been multiple other questions that haven't be responded to in 24 hours and this might be more of a basic question in any case
Export the skeleton, import it on Maya etc, re-rig the model
@light thunder look for "ue4 skeleton retargeting tutorial" or so
I don't understand why the Chaos Demo was working when I tried it in the non-source 4.23, but it (the feature itself) isn't working everywhere else or in other people's projects
@fierce tulip thanks, I wasn't sure if it was just retargeting specifically but yeah, that's what I was looking for, thank you
OOC does uWorks come pre-compiled that users can't upgrade it to 4.23?
chaos demo is c++ project, it'a a monolithic build that will compile whole engine
Lots of people don't know how to compile stuff, and it's not like an abandoned plugin will compile anyway
Doesn't matter how long it takes
It just needs to release whenever it does...100% stable and performant
Maybe when they do another "Stability-release" ... they've only done it once IIRC (4.10?)
Long overdue
Aye
We need more of these
Just one in the "20-series"
yeah, not defending abandoned plugins, but unless it's pre-compiled it should be straight-forward to upgrade
if all else fails move it to your projects plugin dir and fix it
laughs in 4.24 header changes
cries in installed but not yet started 4.24
Prepare to rewrite every single #include (or enable yet another "I don't want to update stuff" boolean)
Also quite a few depreciations
Including, aggravatingly, GetComponentsByClass
wat
Since no one answered your question, UWorks isn't pre-compiled. It's my favorite thing about it.
It's not the end of the world, but stuff like that makes compiling a plugin on a newer engine a bit of a problem
Nope
I just compiled for 4.24 and took an hour or two to fix the includes, since the new way is a bit cleaner imho
Epic usually only writes the real release notes for the .0 release
I don't think they even put small API changes like that in the release notes, anyway.
do you have an example for the header changes? renamed headers or something replacing minimal headers?
They removed subfolders from the default public header search path
So "UnrealNetwork.h" is wrong (should be Net/UnrealNetwork.h)
If you have folders in your game code, you'll have to write "Project/Folder/Subfolder/Header.h", too
Oh... oh no.
There's a legacy option in build.cs for production projects, so don't panick 😛
Well, might be a little late, but you know about Alt + Shift + Q with VAX?
i'am a no-vaxxer
All you have to do is hit that shortcut on a missing type, press enter, and it'll automatically put the include.
Wondering how it handles situations like there where most of your old includes need to go away on top
I'm pretty sure it won't take care of that, no. But 🤷 Intellisense squiggles should make it easy.
but why "Project/..."
It depends really
If everything is in one folder you're fine
If you have A/ClassA and B/ClassB though, include in B is "Project/A/ClassA.h"
They basically enforce the "Module/<subpath in public if any />Class.h" convention
at that point i just write a script to fix the includes @cloud cobalt
or get a demo version of VAX
I considered that, and using the easy bool
bIAmTooLazyForThis
(not the actual name)
Works too I think
i guess the reason for the change is disambiguation?
with namespaces generally not being a thing in ue4?
@plush yew you are trying to set a variable for an item that is in the world in a class that is not in the world, you cannot fix this.
is this item not in the world?
ball is in world
sorry are both items not in the world
you have the item you took the screenshot of, and you have the item you want to put in that variable?
yes both are in world
ok then you should be able to set it on the variable itself not in the default settings
we can't see your code so we can't see where you are trying to do this at or what
still trying to make that fk enemy
@grim ore
im going to jump from the roof if i dont get this shit work today
click on the ball variable on the left, then you should be able to select it if this and the ball are in the world
but you are having all of these problems because you refuse to do step 0 and learn how this all works so shrug
once you click on the ball on the left the drop down in the details panel should let you pick that variable in the world
you might need to do this from the item itself in the world, the instance of the item, i am guessing this is the player?
BTW, is Alt-G still broken? (it was definitely working a few releases ago, but still to have broken sometime in one of the more recent updates) - k, looks like this is the issue: https://answers.unrealengine.com/questions/827658/goto-defintion-option-for-bp-nodes-does-nothing.html which wasn't an issue before
moving to ball is fk x axis
Seems I can't still GoToDefinition from Blueprints
On the epic games store there is a pack for liquids, try the @zealous cloak
it looks like this now too
is here everything right to get enemy move to ball is y axis
@stiff spoke for free use?
Yes, but I do not know if today is still free. First try to see @zealous cloak
I'm on the move, so will check on monday
Particals and other fluids are new for me :)
OK
Interesting. Never knew people could get suspended on Answerhub
@plush yew Don't randomly PM people for help please
bye
What part in particular did you have trouble with?
should this blueprint make my enemy move in x axis where ball named pawn is
there is problem because its not still moving
@plush yew Is that still just an Actor, because if so, then no, add movement input wouldn't move it. It would need to inherit from Pawn/Character
its pawn¨
@warped tangle
oh god how hard it is to make just pawn to move other pawn
i have been trying to do this shit 1-2 weeks
nothing makes it move
This may be a stupid question...but do you have a floating pawn movement component on the pawn?
@plush yew
no
Also understand that running that add movement input on beginplay is going to fire 1 time, moving it 1 time very briefly (probably not even far enough to notice). It needs to be run on tick/timer to have continual movement.
You need to have a floating pawn movement component
Also, I'm going to point out that using the actor location, and getting the X from that is not going to necessarily give you the results you may be looking for as far as direction goes
You want to use something like get actor forward/right/up vector depending on what you're trying to do
@warped tangle still not working
How can I achieve this in version 4.21?
https://forums.unrealengine.com/filedata/fetch?id=1108177&d=1465812888
i am gettting angry
@spark sonnet funny somebody else was having issues with that on here the other day, didn't follow the what was going on though
🙂
@plush yew change the scale value to something like 100
is this being possessed by an AI controller?
no
I think it has to be possessed to move as well
the fuck is that
dude chill
how to make it
i am angry because i have not made any progress in 2 weeks
nobody helps
What do you want to achieve?
Hi all, I'm nobody 👋
i want to achieve enemy thats move in x axis where ball is
very simple
@warped tangle how to make that controller
There's a default AI controller, just make sure that the pawn is set to be possessed by it
I bet there is tons of tutorials just for this right here
click on it in the world, if it's already placed (I'm assuming here), and search for "possess", and see if AI controller is set to possess
There are, for sure
set the AI controller class to AI controller
set the scale value back to 1
also...I'm assuming add movement input wants a normalized vector right?
@spark sonnet
@plush yew just hard code 1,0,0 into the world direction
@warped tangle I figured out my problem. Its a varible inside the function
Yeah it's probably because you're using get actor location, you should be using get actor forward/right/up vector
not location
should be
depends how you've oriented the actor in the world
lol it was forward
it doesnt work anymore like it used to
i cant control it with ball too
why cant i use getactorloc
@spark sonnet have you had issues with pathing errors? I think that's what was going on with the other guy
pathing errors?
he was getting pathing errors or something using find path syncronously
My issue was that I couldnt get the path array
But I found it
now i need to just figure out how to stop this guy
@plush yew again, world direction expects a normalized vector for direction, not a location in space
Thank you
so do i use forward then @warped tangle
Yeah I have absolutely 0 idea about your game so I can't answer specific stuff
well yeah you're ticking a single direction movement input
the issue was you couldn't get him to move. Now he moves, now you gotta figure out how you want to handle the movement behavior
it needs to stop when has same y as ball
and if it moves again, then it keeps moving
equal (floor)?
@warped tangle like this?
then when equal it stops movement
try it out, keep trying until you get it to work, then you can worry about making it work better
Man, it must go flying with that set up
yes yes it just is flying outside map and i am now trying to make it stop when is in same location with ball
@abstract relic
...
Please do not ping
Your stop movement is not connected to anything @plush yew
oh
lol
how should i connect it
where should that white arrow thing go
from event tick
You could use a branch to check
if its equal then stop, if not then move
But that would still cause issues I think
i try
How can I get the nearest vector to my actor? I found someone who made a function for it but its gone now
https://answers.unrealengine.com/questions/11133/closest-vector-in-an-array-of-vectors-in-blueprint.html?childToView=11135#answer-11135
@spark sonnet what do you mean nearest vector to your actor
Get the nearest vector in an array *
ah, could loop over, subtract from actor location, get length, add to a temp float array, and get min value in array on loop completed?
i understood problem
There is a get path length (:
@spark sonnet ^^
should i put something to that scale thing
like there is in character movement
does it then know path length
can someone help me to stop this enemy to not fly out of map
its goes to right direction where ball is but never stops
you're never telling it when to stop
i have no idea how to tell it to this asshole
unhook the event tick
then it won't move at all. You have to add some logic to tell it when to stop
I think youd be well served to do some tutorials and whatnot. There are a ton of resources online
now you have to give it a condition
boolean?
right now it's always going to stop movement on every tick
This isn't a knock bro, but I really think you should go do some tutorials. You are missing some fairly basic programming concepts
@warped tangle maybe i should have that boolean thing before going to branch?
what is the problem
that's expecting a controller as the target, either player controller or ai controller
honestly if you just put nothing on the true branch it'll stop moving as well, you don't need to call stop movement for something like this
yes, you need to give it a reference to the controller. In this case, it's the AI controller that's possessing the pawn
okay
what does it say below in your compiler results?
yes white == exec pin
I think it means the input exec pin. The one on the left
I'm not at all sure what you're trying to do right now so I couldn't say
It has to be connected to an event .. it has to be callable by something
so, as I said before, just have NOTHING on the false side of the branch
get rid of all the stop movement stuff you have
oh okay
then plug the bool output of the float == float node you have into the branch
not sure it'll work but try it
don't start infernal
nothing in false part
I would highly recommend that you learn the basic of the interface and framework. You're not going to make much progress otherwise https://www.youtube.com/watch?v=t8FYZRCM6Jo
00:00 - 01:00 - Intro Level Blueprint 01:00 - 07:20 Event graph (Basic event, Referencing items in the scene) 07:21 - 09:35 - Custom Event 09:36 - 14:50 - Tr...
^^
oh okay
@plush yew , seriously man, you need to go learn the basics
I've been attempting to walk you through this for a while and you're not understanding basic concepts
Yeah we can't teach you this , this is like 101 stuff
Yep
We're here to help with problems like you had before where you pawn wouldn't move, but now we're in basic territory that you need to spend the time to learn
Thank you @warped tangle That was exactly what I needed. I just used "Get path lenght" instead of subtracting it to make the code a bit cleaner
ah nice
I was just rambling off the top of my head lol
but yes that should work nicely
Also I just learned about the whole 'cast to is bad' thing and realized most of my bp size maps were over 2gb . My game took so long to load that the client would time out and not connect to the server when I pressed play . Lmao
use tags when you can to avoid casts imo
Spent time to put in interfaces and now it loads a lot faster but all my old code is terrible
Tags ?
Yup, you can attach tags to your entities and just check if they have it with a simple "has tag" node
Oh but that only works on literal objects in the scene I think
Yup
Most of my code deals w abstract classes , blueprints
Oh ok nvm then lol
Interfaces was the trick !
So now my bps send interface messages to eachother so they don't have to load eachother into memory all the time
Yeah it's good for separating sections that are very different like ui stuff vs game stuff
Definitely
I found that it's almost impossible to decouple my unit class from my statcomponent class w interfaces but that's prob unnecessary
They should load together anyways I suppose
If you had MyPlayerController class as a blueprint class property, would MyPlayerController be loaded?
I need some help. Does anyone know what you need for a projectile to explode on collision (not hitscan)???????
Yes!! So that's why I always use playerController (the native one) in my code and use an interface to call stuff from GameplayPC (my custom extension of it)
I refactored so I'm not using GameplayPC directly in my other blueprints unless I absolutely have to
I think the guy from the BP conference of unrealfest talked about that stuff
I need some help. Does anyone know what you need for a projectile to explode on collision (not hitscan)???????
@dim plover those classes are a huge part of the story of reducing memory loading w interfaces. Usually they are the first thing to load and they glue things together so if you can reduce their sizemaps w interfaces that is big
@pulsar kraken Didn't understand your question. Also don't spam pls
What kind of projectile are you talking about, we need more details
Oh no cast to is bad?
Cast to isn't bad but if you abuse it you can cause memory loading issues
^
@runic iron
Think... Malloc
Define abuse? Like I have strings I cast to text for an error log
What is the sizemap for your PlayerController blueprint, anyway? Shouldn't be a lot since PCs don't really reference any expensive art assets.
there is literally no way to not cast most of the time, you need to when you need to. you should avoid overly casting when you know what something is already though
@runic iron A projectile that explodes on impact with landscape. I have it exploding on actor collision atm.. I need landscape.
Abuse meaning you put CastTo Unit nodes in a helper function library that you use in your GUI
Because then all your GUI BP's that use that helper library will need to totally load your unit class
Which is prob huge
@crude vessel , That's fine. It's just BP class references will cause those BP classes to be loaded.
Yeah what you described is fine since those classes are native and tiny
Okay, I'm still learning blueprints and want to avoid picking up bad habits because I'm new to it.
You can click View>Sizemap on a BP to check and see how much crap it has to load to get rdy
i think you have to mess with your collision presets @pulsar kraken
Did you check that https://forums.unrealengine.com/community/general-discussion/46083-projectiles-not-colliding-with-landscape ?
General discussion about the game industry and the Unreal Engine community.
have not seen that one.. i did however google for awhile.
thats probably it because i don't even know where collision volume is in 4.23
sigh so simple yet so tough
Isn't landscape an actor too ?
landscape is a landscape
If your talking about "type" atleast
Seems to be an actor too
i don't use them but it should be registered as a hit actor like your other actors so I think the problem comes from your landscape physics presets ?
Can you use soda brands in games yes or no
No . See: nuka-cola
Seems that you don't have the "simulation generates a hit event" with a landscape @pulsar kraken
Just make up a cheeky fake brand
Maybe the problem comes from here
Cause on other actors
Again I don't use landscapes so I'm not really sure about that unfortunately.
Hmmm that's weird
Is there a way to stop SteamVR from launching every time I launch UE4? The thing I'm currently working on doesn't use VR at all
disable steamvr plugin
Yea I had that VR issue and it turns out that the SteamVR plugin seems to be activated by default in 4.23. I'm not sure if it's that way for everyone but it was in my case. Simply uncheck it and the VR notification will go away.
Hey guys, I'd like to reproduce the shadow effect used in paper mario by the shadow sirens when disappearing into the ground to attack
Example : https://youtu.be/Y808EGHl-tA?t=221
i just want to do a similar effect but without using shadow, just spawning a black extending circle, do you think decals are the way to go ?
Nvm, solved it
lol
Any ideas on how to make "Find path to Location Synchronously" create the path further away from the walls?
Larger probe actor
probe actor?
The actor template used for evaluating the graph
Where would I find that?
anyone have a good crosshair?
perm marker
Thank you very much @cloud cobalt !
Im not exactly sure why it throws this error, is there a way I can fix it without re-making the uvs? And also, if I have to re-make them, what should I change?
Where can I send invitations to this server?
alot of the time overlapping UV's for that much is due to similar faces being overlapped, like a cube for example with each side actually overlapping in the UV map instead of being seperated in islands. You can try and reimport and let it remake the UV's or you can unwrap it better in the DCC program. visualize it with a texture perhaps so you can see which part of the mesh maps to which part of the UV Map @pseudo swift
@stiff spoke https://discord.gg/unreal-slackers
Read the #old-rules then
OK
@grim ore thanks! I checked out the documentation on unreals website and im re-generating some of the uv-lightmaps inside unreal and seems to solve alot of my issues, most of the times my uvs are fine, its just using the wrong index for generating the lightmap from!
👌
if you dont mind me asking, exactly how does these overlapping UVs affect lighting?
pure visually i mean
anyone encountered an issue where the preview screen on any assets is empty?
only in Perspective camera mode
not in any of the orthographic modes
Perspective mode
As you can see in ortho top view everything is visible
the dmt creatures are MIA
Ok ingore wahtever I said
By some reason unreal had me zoomed the way f out, like 10000x farther away then ususal
Hello everyone, I need your help where I can download this model to follow the tutorial
it's in the starter content
so much
recently 👌
@west basin Just add starter content to your project
just my first day
Create new project >>> enable starter content
what I want is to download the sample file
Martin
Do you have the project open?
Press the "Add new Content" Button, the green one you shouel get a list menu right?
@plush yew,I still don't download it and it's not in the Marketplace
Because its a part of the engine
press the "Add New Content" Button, then the list will have "Add Feature or COntent Pack" press that and choose the "Starter Content" @west basin If you are already in the project
^
Here
If you have the engine installed, you have those content
@plush yew, I know the steps to follow, what I need is the sample file
Aha, then you must have opted out of it when downloading the engine through the launcher
Either go to unreal Giithub and downlaod the starter content only, or remove/reinstall engine
I say go with option 1. dig through ue4 github repo and download the folder from there
@plush yew,thanks right now I try it
@abstract relic,I understood, it comes pre-insulated
thank you all this is really useful
I come with a bit of an abstract question
Unreal Engine\4.xx\Samples\StarterContent\Content\StarterContent @west basin
So the game Paragon was closed down with most of its assets released, now the projects that spawned to "revive" it are willing to ask money for microtransactions of the included skins
Is there anything in the Epic TOS/EULA that would disallow them from charging for such a thing?
@west basin That is the relative path to the starter content in teh engine, so if you don't have it on your engine, then you'l find it on teh github on that relative path
@dense gate No, like any other asset you buy and get from epic you are free to use it however, I mean it'ss bit douchy to charge microtransation for skins, even more so when it all was free I would say, but anyone is can use them how they see fit if they so chose
Yes
hm
anyone here worked extensively with streaming levels + baked lights?
namely like
If I have 3 sublevels, and my lights are in those sublevels
if I just have those levels visible, and build light, will it build for them only?
so if I now hide that and show another sublevel, and build light for that, it goes into that level, it won't tear down the previously baked stuff?
change the branch to 4.22
Total noob to UE4, I was wondering why the thumbnails weren't showing up in my sequencer tl like in other cinematics?
is it even important that they do?
@bitter iris https://github.com/EpicGames/UnrealEngine/tree/4.22
oh sweet thanks dude
Does someone know how to export textures correctly from World creator to UE4? It doesn't work in my case.
I previously asked about the best way to give the user 20 or so possible avatars (each with their own meshes and animations), and based on some good advice from @normal burrow, I created a bunch of data assets that each have soft pointers to one skeletal mesh, one anim blueprint, and about half a dozen anim montages. I'm assuming that I will now have all 20 of those data assets sitting in memory during gameplay, but I'm hoping that they are relatively small. Is it fair to say that, because the variables inside the data assets are all soft pointers, the data assets that aren't being used are taking up relatively small amounts of memory? If I'm wrong, would I be better off creating a separate blueprint class for each avatar (instead of a separate data asset)?
Kelby, yes data assets should be tiny. its more about the references they have and because your using soft references to the memory large stuff those won't need to exist before the data asset
you're basically going to have your data assets in memory at all time which is ideal. Unless you are getting them from http or some external source.. having many data assets with soft pointers should work just fine.
Do you guys suggest "virtus learning hub" on youtube for learning how to use ue4?
he has a lot of highly viewed videos
there are some watchable videos on their channel for sure
@charred shoal if you are a real beginner, yes. If you are intrested in how to code and do thing propery, no
oh ok
well yeah id say im a beginner in c++
but he has a lot of interesting game specific tutorials
You might look at that, but ignore his coding. Was watching his videos for a while when starting with unreal myself to get the basics down. But very soon I was facepalming about how he does a lot of things.
like what is bad about his coding?
Same ^
is it the style?
He just doesnt do things efficiently
No, he does very simple routs
oh
A lot of it cant be expanded upon
well for example if i just looked at his simple vs c++ tutorial i should be fine?
cause i really only need to watch the last quarter
idk, probably, I have only watched some tutorials when I first started
i already know everything except for classes
Basically he does not code for big. His coding might work for like 3 buttons in an inventory, but thats it. If you need any more than that, his way of doing it will make you spend 50 years only on the invectory
oh lol
that's not good
then yeah ill just stick with the learn.unrealengine.com tutorials
ok
well can you recommend me a video on just using c++ for ue4?
i wanna learn blueprints and that
Never found one at the time I needed them. Might be different now. From unreal itself there is nothing that will help you.
There are C++ from Unreal, but they don't explain all the UPROPERTY UCLASS stuff. They just call some functions but don't explain the specifics about unreal
yeah i saw them
Information for programmers developing with Unreal Engine.
this is completely unhelpful lol
hi is there different way than putting hdri for indirect light when using raytracing?
do you already have VisualAssistX?
how to light up indirect light only white colorish?
for VisualStudio
not you, M1K3
ok sry 😄
Struggeling myself with lighting currently, but for Oculus Quest
you know what the build button is for (Build lighting)? I would assume it to bake the lighting into the lightmaps of the objects. Only thing that happens is that the scene looks completely different after pressing it
Does anyone know how to turn off the level name in the bottom right corner of the viewport?
@plush yew compiles the game and builds lighting and reflection maps
anyone know how to stop UE opening up VS everytime I play something in standalone with a gamepad? It's been happening since moving to 4.23.1 from 4.22.3
What's this?
probably how many uobjects there are s-ed
that's default start map...
and for some reason it increases
ye, i mean, keep in mind when you define a range in a particle random thing, thats a uobject lol
there are lots of uobjects
6,479 already...and it was idling in BG
i know...but...why it keeps increasing while nothing was done
60.491
maybe its loading objects in the background or something
that thing...
http requests lol (joke, but idk)
yeah, that's scary when it goes up by itself
yeah, it seems like every interaction increases it...every new opened(and closed) window
undo stack?
hmm
oh...i think i know...that's that...Disaster Prevention thing
Hiii
@sharp crest yes, if you make use of them.
Does anyone have documentation on how to import VDB files into unreal? I saw online people saud proxylod supports it but i don't see anywhere that explains how.
first and for most. Do you have the bridge plugin (it's name eludes me at the moment) installed? In both Houdini and unreal
@next badger that's been there for a looooong time, it just shows objects that the garbage collector is tracking iirc
I don't no
I wasnt using Houdini i had bought vdb clouds online
Do i need Houdini?
when i load things it sometimes just crashes pls help i just lost like 14h of unsaved progress with an ai i was making
Nah. That was presumptuous of me.
no worries
Going off of memory for your case. I think you get openvdb into unreal in a round about way. Use ProxyLODplugin
@abstract relic right so I'm using 4.23 installed and have ProxyLODplugin turned on but do you know the next step
https://vimeo.com/211875459 found this but idk if this is vdb
not real descriptive 😂
@normal burrow yup I saw that one looks like he is hacking it exporting multiple 2d sprites and remeshing them togther in ue4
I don't really know Houdini though
Ah, you want to make a ray marching shader
so ray marching allows vdb?
it might involve converting your vdb to something else jonathan. but i don't know, am kinda interested now
I see
here's a useful link for that rabbit hole https://www.youtube.com/watch?v=CWzPP5FAYAg
https://forums.unrealengine.com/showthread.php?143716 Ryan Brucks returns to the livestream and this time he's got brand new content to show off. Ryan built ...
Yea I peeped that earlier but it seems that plugin isn't in development anymore it stopped at 4.17
Ah damn. I do apologize Jonathan, Houdini's game tool is the only method[s] I'm familiar with.
I take it you tried just importing the vdb with import panel after enabling the plugin jonathan?
Yea no worries at all thanks for even taking the time
@normal burrow yea first think I tried
ye, hm that would make me think they don't really have means of storing it in uasset
yea or it might be to memory intensive for it to handle
but yea when I drag n drop I get that error in the lower right
kinda doubt that but perhaps. tend to think they just don't have a proper representation class for it in the engine. First time i've heard of the format tbh
might have to use houdini to convert it to something usable
openvdb has something with maya as well
yea most 3d apps can use them but I wasnt sure about game engines
quite an extensive format https://github.com/AcademySoftwareFoundation/openvdb/tree/master/openvdb
Anyone still here?
what do you mean an object on the screen?
Mine wasn’t working like that lol
Hey peeps, my Skeletal Mesh all of a sudden has a little red bone on the bottom right of its icon in the content browser after i reimported it. What does this mean?
I’d drag a cube and it’d just disappear
you most likely turned off snapping
Retry
Yea I kept trying to find where it is but I gave up and am watching the videos now
++
What if you hover mouse over it?
me? nothing strange except there are three source file locations when i hover but they're all the same
maybe that's new to ue4 that you can now import geometry or skin weights etc
I just added everything free possible to my library 😂 I hope I don’t get charged for something even tho it says free
Just hit “I agree” under terms and conditions and hope for the best
It’s all any of us can do 🙏
I hope I don’t get charged $270 for packs I won’t use
Pizza, you delicious lurker
Nearly $300 worth of content for free? I’m down 😂

Did u all do this?
I just kinda found out on accident. Hopefully everything is faster now
Some of us build from source, but yea you probably want those things
Does anyone know if there is any Unreal documentation for the more technical stuff? Like what are the size limits of arrays or how many sample nodes can I have in a material.
Array size max is likely 2147483646
You just have to read the source code for a lot of stuff.
For samples it’s likely gonna be whatever limitation sm5 has
Well I just found out that the limit for a material collection array is 1024 which is way under what I need.
And now I am starting to hit limits due to the scale of my project some official documentation would be nice
Material parameter collection?
yeah I have a Material paramater collection and the array I am talking about is the vector array
Not the scaler one
Assets that store an arbitrary set of scalar and vector parameters which can be referenced in any Material.
thanks
Scalar is 1024 too
Yeah I just spotted that. I might need to rewrite my code to use more then one material parameter collection file
Curious what your doing with that many vectors lol
I'm working on a system to cull rain for objects that are created at runtime and have the whole thing working using materials. Because all the methods I have seen so far don't work with objects dynamically created at runtime
Volumetric vector parameter cloud?
What I am doing is storing the absolute location of each cull box. And then in the material for rain saying that if it exists in the same space as a box turn it invisible
“ It” as in rain particle?
Yeah
If your using c++ you might want an rwbuffer for it and some hlsl.
Nah I'm using blue print for my first project. It was so I could better learn the limitations of blueprint and unreal
Also the added benefit of blueprint is anything cool you make you can sell on marketplace later
Hm yea updating 1024 vectors in bp per frame would be quite a lot of processing. But could be done I suppose
yeah I'm still figuring it out. I will probably come across a bunch of issues before its done
But from what I have seen in other areas of my project is driving things with materials usually ends up cheaper on performance
Do keep us informed. That sounds like an interesting endeavor!
Will do mate 🙂
Can you set location of vertices in a mesh already loaded in unreal with bp? 'not on staticmeshes'?
What is the name of the reversible (horizontal) compass?
Do blueprint runtime errors actually affect performance in any way?
Outside of the fact that you're executing code that does nothing
Like, does the fact that it's an error specifically make the performance worse?
Do errors have purpose is the question? Some errors will stop execution. Others mean your spending processing time wastefully
Like, I cuold stop these errors by putting down an isvalid node
but would that really be any better than just letting it send error codes
Correct having None as far back as you can and the value increases. But yes you don’t want to have code that errors like that. Errors are logged and that’s slow. Much slower than is valid
Are they logged in a packaged product?
I guess it doesn't matter, I'm going to be getting rid of them now anyway
thanks p@t!
@plush yew Any warnings are ok these show as yellow. The red ones that are actual errors you want to get rid of. Because the engine uses extra resources trying to decide how to handle these and if it should ignore them
Thansk @thin tendon
With these parameter nodes it gets them as a float. Does anyone know if I can get them as a float array? So that I don't need to add nodes for each and every single entry.
I know when not in materials I can convert to array. Kind of wondering if I can do it inside a material
@pulsar kraken Instead of using that. Create inputs the the axis mapping. Have an axis map for each mouse axis (x and y). Then on each axis map have a keybind for both a positive and a negative. Then in your code thier instead of calling mouse press. Call your axis mapping. You won't need to negate it or anything just plug it straight in
for some reason even when i did it that way.. it would work but the rotation would lag in multiplayer
(run on server + replicate)
Not sure about lag but thats the way to do it. Maybe try replicating to client or multicasting them
did that too
another thing i notice is when trying to move the mouse without the server.. it snaps back to the middle of screen slowly?
Sounds like it definitely needs to be replicating to the server then.
In that case I would try looking at your rotation code and seeing if you can simplify it. So its processing a little less each time.
Instead of add relative roatation try set actor rotation
yeah i did but it doesnt work
hmm.. it moves.. then moves it right back to center of screen..
I'm not sure then because mine looks like this
like automatic
But I don't use multiplayer
multiplier is just for inverted
this will move the rotation.. BUT... it snaps back to the middle of screen?
Maybe try adding something to it to say when it is and isn't allowed to rotate the player
So after your finished rotating the player there is something to stop it moving back
anyone know why the fbx exporting from UE4 is so broken (at least using Blender to import again)?
blender adds leaf bones and uses a different orientation and stuff. Max or maya will give you better results
leaf bones can be disabled at least. No clue about orientation 'n stuff since I haven't tried rigging/animating yet.
The one thing that irks me is the ue4 export functionality. Exporting morph targets seemingly destroys the setup material slots and also doesn't give me the morph targets, using Blender. Maya seems to be fine with it <_>
Hi guys, is it possible to remove the color from a decal material instance?
desaturation node with variable?
all the things i tried result in a black color, and i just want to have a normal map only, in one instance
In this decal instance i want to remove roughness and color and only keep a normal map texture
why not set up a proper material for that?
i don't want to keep making master materials, i have one and i'm modifying it
i tried a static switch parameter but leaving an empty slot returns an error
yea but all the values return black color
if you dont want roughness, in the "use roughness false" put a 0 or 1
not i you do it right
a switch is nothing more than changing the branch
so it needs another branch, not an empty slot.
if true is the color and false is 0, it returns black in the color slot, and 0 in roughness results in completely shiny material
set the decal to translucent normal
An overview of the Decal example level, example 1.2: Decal Blend Modes
so i guess this can't be turned into a parameter
there should be some options in instances, but I dont play much with decals.
Hey, hope yall are doing good today. I am working on lighting a procedurally generated interior scene and I am using a directional light, skylight and postprocess but the results aren't good enough. If any one has worked on something similar can you please share your research.
by this way image are white
i made menu map and when i start it, my game character drops from nowhere
how to fix this?
@short plaza but I did, the error is coming from the is valid function lol
@plush yew just setup a player spawn and put something under it
i already fixed it
Oke
@fathom gust generates scenes can’t bake lights so you have to rely on good real time light positions
Or go full ray trace. Perhaps the new 4.23 real time screen spaced ray trace would help
Specifically your screenshot though the direct light source direction isn’t clear and there’s no shadows
I would begin by adjusting those. And the AO as well
Since the level is generated procedurally I cannot place lights(point,spot,etc) there's a default Directional light with skylight and postprocess. The Directional light is almost at an angle of 90 degree from the ground. Most of the scene is lit because of the skylight. And AO is there because of post process
Why can’t you procedurally place lights?
Also yeah what you are describing will get you those results
From what I have researched its going to painfully unoptimized if I use point lights and such.
going to be*
Don't you run into precision problems at ~5km x ~5km?
is there an output log or similar I can find to work out which files / assets are being included when packaging?
looking for an actual list
you run into precision issues even at 1km
if you have camera on a chain of transforms
like parented to weapon that is parented to arm that is a bone chain of the character mesh that is parented to character actor
"some files could not be migrated properly, here is a link to the totally useless message log, instead of the output log"
- UE4
@wary wave Did you find it? I'm briefly looking for it myself. And I think it might be Engine/Programs/UnrealPak/Saved/Logs.
no, not found it
I'll look in that directory tho
hmm, can't find an UnrealPak directory?
UnrealEngine-4.21\Engine\Programs\UnrealPak\Saved\Logs For me.
Hmm, my 4.21 has it but my 4.20 doesn't. Maybe you had to have packaged (maybe with Frontend) for it to be created?
Looks like Epic really worked on the Material Layers in 4.24 again
maybe, dunno
a show duplicates filter also be nice.
hmm, showing redirectors as their files instead of redirectors is odd as well.
@manic pawn - looking at trying to get away with not compiling those Apex DLLs, but they seem to still be included
bCompileAPEX = false in my TargetRules
and as per your suggestion I added if (Target.bCompileAPEX == false) { return; } in APEX.Build.cs
but it's still being compiled
(and included)
that's strange
yeah
you set it to false in the target.cs for packaged too right
in UE4Game.Target.cs
hmm, maybe not in the individual project, it doesn't have a C++ project set up
I just changed the default to false in TargetRules.cs
and added that branch
and it removed the libs for me
monkaS.
New Scary Material Node
Hey, is it possible to kinda implement a Live data source in Unreal Engine and let the environment react to it ?
So for example based on the state of the data, some lights should be turned on. If there is another state, they should turn of
of course. It would be a pretty bad engine without data driven gameplay 🙂
so, 4.22 feels so much slower when it comes to live updating materials.
yeah looks like material layers are having a comeback in 4.24 right?
yup
always liked that idea. saves custom nodes doing funky stuff
is there a simple color ramp node in ue4?
Curve Atlases store a combination of Curve assets that enables you to access Curve Linear Color data through your Materials.
thx
UMG Widget Blueprint
what does UMG mean?
Unreal Motion Graphics
Anyone know how to optimize split screen? When i run 3 player, game starts running super slow, is it making 3 instances of the same game? Can i have it like rendered once and be displayed on the three player's games?
do all 3 players have a separate camera?
Using detail mode and profiling commands to optimize effects for split screen.
yeah i think so
@next badger thx
I have a simple setup to manipulate vertices of a mesh using the shader, but how do I integrate the vertex color to only manipulate the colored vertices in my mesh?\
thanks!
if you have a non-zero default you want to use though, you can also feed the vertex color into a lerp as the alpha value
yup. gotya
@radiant haven enable early zpass translucency
masked
then you issue is quad overdraw
you do need to restart it...
mainly planes
lods?
made it to 8
are you sure you've set the checkbox on early zpass?
I need guidance or resources on creating procedural spline mesh that update randomly each time in the game
content examples have animated spline mesh iirc
Anyone know what the error "The game module 'project name' could not be loaded. There mau be an operating system error or the module may not be properly set up."?
I was working on the project just fine yesterday in a pc from college, now this shows up on my laptop when I try to open it
@next badger thx now UE stucks at 45% loading
ah WOOOOW
slow progress today
anybody know how to use a pak blacklist?
documentation seems to be out of date
missing info, most likely
I've created an appropriate text file and placed it in the build directory, but it does nothing, feels like it should be referenced somewhere
it uses it automatically when its in the correct folder
hmm, it does not seem to be working
how did you try using it
I have PakBlacklist-Shipping inside Project/Build/WindowsNoEditor
that's wrong
an example line from inside it reads;
../../../Engine/Content/EditorMeshes/ColorCalibrator/
where should it be?
it goes in Build/Win32 or Build/Win64
right, gotcha
this is the kind of thing that should be documented 😄
since the existing folder is WindowsNoEditor
what is a document
aha, this looks like it is working, thanks a lot
Finally managed to get Eerosion from world machine working with a tiled landscape in Unreal Engine
Its a bit of a hack but the results are good
nice
Right. 701 tiles on a grid, each one is 2km x 2km. What is the total area?
701 x 2?
#blueprint @plush yew
one tile is 2x2 which is 4 times 701. Dumbass....
2804 square kilometers
You do whole of your map in WM?
Need to work on the material layers some more but the procedural placement is good
@lapis vine I generated the heightmap and some simple weightmaps in WM yeah
Still 700 tiles in each direction...
I don't understand the technical aspects, but that looks really good.
At least once or twice a week I see a question from someone very new to development who bought an expensive tool or code and obviously don't know what to do with it. I feel bad for them.
@lapis vine 701 Tiles in total. Not in each direction.
i am literally very new to unreal engine
Hmm... this is still near 27x27 tiles. Not small. (edit: lol)
@manic matrix Yes, but you seem to understand there is a learning curve. That you can't just buy a product, tweak it and sell it as your game.
how do you want me to prove it mister?
You already did.
????
I bought the Character Interaction system to learn from it and use the assets. AFTER spending a few months learning unreal and a few years programming.
@manic matrix when exporting (I assume you are using blender) make sure you disable Add leaf bone in the export menu
@manic matrix You proved it by not just buying a template project and expecting other people to work on it for you.
I just wish I could put a big disclaimer on the Unreal Asset Marketplace saying "Gamedev his hard work. You will need to learn stuff to use use this stuff."
I’m going to assume you two have a history. Take it to dm
I don't have a problem. I thought I was complementing @₳₦₲ɆⱤɆĐ ĐØ₲
I'm just upset because I see a lot of new gamedevs get disheartened after spending a good chunk of cash.
well wait, i didnt mention something. i didnt do the model but i rigged it
and is my first time using unreal
im just went here to ask for help
not to discuss
@manic matrix Which is good and right. I just had a few people ask (in other places) about really simple stuff when they bought a really pricy thing...and they can't use it yet because it will take a while to get to that level. I wish I could do something to help them, rather than shrug and say "well, that's the cost of ignorance."
This doesn’t seem relevant to make that comment out of the blue
Sorry for any misunderstandings.
hey guys, im learning about static emissive lighting, any ideas why my static mesh im using as celing doesnt get affected by the sphere?
Isn't this general chat?
No
Am I in the wrong channel?
idk
Oh, my bad. Sorry
should rename channel to cartoon network
~~ #looking-for-talent ~~ ?😜
@lapis vine
80 x 80 kilometers. All the red tiles are excluded. Leaving around 2km underwater past the shoreline. Ended up around 2800km in total.
admins be eating, come back, see all this
@fierce tulip I did wonder. But I don't like to say anything.
🤷
Looks nice. Tiled export is good for these. I'm just bragging with one background landscape, which I spread thin over 128x128km
@desert jay I don't mean to continue this disagreement, but if you are talking about him buying the character model (or else I'm confused, I think that's what you're saying, right?) he didn't buy it, it has come from our character model, and Doggo here is rigging and animating it.
I don’t think it was directed at him. Just a poorly timed post
💁
Yes...Also I thought this was general chat. Everyone here is doing good work.
Also, I'm bad with words today.
just out of curiosity is there a way to add custom commands to to your game?
Overview of the Console Manager and implementation details for creating console variables.
also how is it that in some ue4 games I've played when you type 'travel it'll show you a list of the maps, but it doesn't do that in my project, just wondering why
oh thanks
hopw do i get a node where I can for example play sound(loop) between this value
wana make a plane
wdym by between this value
yo can anyone help me with blender
probably in another channel
which tho
content creation chantree i guess 😛
if the question isn't related to ue4, id prob ask in the blender discord or forums.
depends, if its blender only, please finda blender discord
it kinda is
i mean this server isnt focused on blender support you know :P
i am completely clueless in any of those types of programs
i need slight help with painting and then how to export from blender and import into ue
yea, better off asking in a blender discord group
most commonly people export an FBX type object and UE can deal with that
haha cool 👋
Interesting avatar... Congrats 👍
Does the command line argument -ExecCmds in a game work outside of the UE4Editor?
How to disable a collision box at a desired time?
when trying to get source to generate i get this
1179,5): error MSB3644: The reference assemblies for framework ".NETFramework,Version=v4.6.2" were not found. To resolv
e this, install the SDK or Targeting Pack for this framework version or retarget your application to a version of the f
ramework for which you have the SDK or Targeting Pack installed. Note that assemblies will be resolved from the Global
Assembly Cache (GAC) and will be used in place of reference assemblies. Therefore your assembly may not be correctly ta
rgeted for the framework you intend. [F:\UnrealEngine-4.22\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cspro
j]```
Do I just need to install the 4.6.2 frame work?
try that out. it looks like that for know tho
yeah gunna install it now see if that fixes it
hmm it says i have it or higher version
make sure ure installing the developer pack
and than restart ur machine
okay
